Path to the Colossus
- See also: Map for this path
Head north from the shrine across the land bridge. From here, there are two ways of getting to the lake. The most direct path is to proceed as if traveling to Gaius, but to continue on to the Stone Arch Gorge (quadrant D2), then make head north to the lake. It is easy to get lost this way, however, as there aren't too many opportunities to get help from the sword in the dark canyons. The easier, but slightly longer way is just to go straight north to quadrant F1, then go east through the Dried Marsh (quadrant E1). The entrance to the lake will be in plain view, and the sword can be used anytime. There is a stone path leading out to around the middle of the lake, where there will be a pillar with a spiral walkway wound around it. The player can use this walkway to reach the lake, or they could just dive in - either way, Agro will have to watch from where she is.
Hydrus will be swimming deep underwater when you Wander dives in. There is no special way of luring it up - just swim around above it and eventually it will make a pass at Wander. When it does, the player will have to grab on, but doing so isn't easy. The colossus is protected by three giant electric spikes protruding from its back, which activate a sphere of highly-damaging electricity when submerged. The only safe spot is the area of fur at the end of its tail.
Once Wander's been dragged through the water, the colossus will swim around at the surface of the lake, going in and out of the water to try and dislodge Wander with its electrical spikes. The sword will show you a small place where the player can stab at the base of each spike to disable them, but be very careful; this requires a near-fully charged stab at least, and the electricity will deal a massive amount of damage to Wander if he's too slow. One may not have time to disable all three spikes before Hydrus dives back underwater, which will eventually force Wander off. The colossus will eventually resurface, however, and Wander doesn't have to disable any spikes he took out previously. When one finally makes their way to its head, they'll find its only major sigil. Hydrus will continuously bob its head up and down in the water, so time stabs thoughtfully, as the colossus cannot be stabbed when submerged.
- Time Attack times in Original and PS3 version (Normal, Hard): 12:00, 8:00
- Time Attack times in PS4 Remaster (Normal, Hard): TBA, 7:30
Tips and tricks
- It is possible to run past the first two spikes, but the player must be extremely quick. With the small health bar given in Time Attack, the damage incurred from messing up will nearly kill the player. The final spike must be taken out, as it protects the colossus' head.
- After passing under the arch at the beginning of the bridge over the lake, "Lakeside" plays.
- Once Wander hits the water and a small cutscene plays, "Silence" starts. If Wander falls from Hydrus after grabbing on, the track starts playing once more until he grabs on again.
- "In Awe of the Powe"r plays once Wander grabs onto Hydrus and continues (so long as Wander remains on Hydrus) until the end of the fight.
- Hydrus is one of only two colossi that are fought in a body of water; the other water-dwelling colossus is Pelagia.
- Hydrus is the first of three limbless, serpentine colossi the player faces over the course of the game, the other two being Dirge and Phalanx.
- Hydrus is the second longest of all the colossi after Phalanx, with a estimated length of some 280ft/85.3m.
- Hydrus is one of the furthest-situated colossi from the central Shrine of Worship and is also one of the most northerly of all; Argus and Celosia are roughly as far north as Hydrus.
- Hydrus makes a lot of whale-like noises.
- After being defeated, Hydrus' body is seen sinking to the depths of the lake in which it resided. However, upon revisiting the lake after Hydrus has fallen, its body will have risen to the surface again. This is so that the player can enter Reminisence mode if they wish to do so. This is also true of Avion and Pelagia.
- Prior to Wander entering the lake and initiating the fight, Hydrus can be easily spotted due to the fact that its three electrical spines discharge electricity even before the fight begins. However, if one observes Hydrus before the fight begins, it remains totally stationary and will only move once Wander enters the lake and Hydrus' introductory scene plays.
- Hydrus is the last colossus, until Cenobia, to have an intro scene that shows the area where the battle takes place.
- Of all 16 colossi, Hydrus is the only one that Wander is capable of rendering completely harmless; once its three electrical spines have been nullified, Hydrus has no other means of attack and will no longer be able to inflict any damage at all. It will continue to make passes at Wander as though it is still capable of electrocuting him, but since it cannot do this, it merely passes beneath Wander without him taking any damage.
- While all colossi have all or nearly all of their health in their major sigils, some colossi have minor sigils which count as a very small percentage of the colossus' health. Hydrus is a unique case, however, as the three minor sigils behind each electric organ combined is nearly 35-40% of its total health.
|Main Items||Power-ups ( Lizard · Fruit ) · Weapons ( Ancient Sword · Bow & Arrow )|
|Colossi||I · II · III · IV · V · VI · VII · VIII · IX · X · XI · XII · XIII · XIV · XV · XVI|
|Gameplay||Hard Mode · Save shrines · Time Attack · Reminiscence Mode|