Path to the Colossus
- See also: Map for this path
After the trip to Hydrus, this one is a walk in the park. Your sword will direct you southeast to a canyon; when the path branches, head left and look for a cave entrance. This passage leads to an area inside the cliffs filled with greenery and waterfalls. Be careful, one wrong footstep could lead to a watery grave. To avoid this happening, ride Agro until you get out of that area. Head east from here along the path to find a temple surrounded by a ring of water. You'll have to part ways with Agro here. Inside the temple, you'll find a ridged pillar you can climb up to get to the other side of the room. The hallway beyond leads to the arena.
The colossus is initially unaware of you; use this time to get familiar with the arena. There are many staircases connecting its many tiers; you will want to go to the highest one. Once you're there, equip your bow and whistle to get the colossus's attention. Once you do, quickly run to the other side of the arena while the colossus climbs up the walls. Its legs look suspicious, like the bottom of Quadratus' hooves. Shoot any of them with an arrow and the colossus will recoil that leg from the wall. Shoot any other leg and the colossus will fall to the bottom of the arena, exposing its two weakspots on its ventral side. The higher the colossus was when it fell, the longer it will take to right itself. If any part of this does not go according to plan, watch out, as this colossus carries a particularly vicious attack. It can launch electric projectiles that will leave a cloud of poison gas on impact, rapidly draining your health as long as you remain in the impact radius. Get out of sight and recover, and when you're ready, go back up to the top of the arena, and get its attention again.
- Time Attack times (Normal, Hard): 8:00, 7:30
Tips and tricks
- It is also possible for Wander to climb to the topmost layer, get its attention and then go down a few layers and shoot at its legs. That way, it gets stunned for a long time and the player loses little health.
- After shooting it down and it's lying on its back, one can jump from any layer and hold the grab button to grab its belly. This causes it to glitch and act as if Wander is holding onto a ledge, meaning no health lost and the battle can be completed in minutes even on hard mode.
- Another way to save health is to shoot Kuromori's legs and while jumping down, grab onto the lowest ridge sticking out of the wall. Letting go from here slows Wander enough so that he takes almost no damage.
- While Kuromori is 'charging' its attack, Wander can use his bow & arrow to hit its head. This makes Kuromori temporarily shake it around, apparently disoriented, which causes it to shoot its projectiles randomly and not directly towards Wander. If timed correctly, this can be very useful if running away is not an option. Using the Harpoon of Thunder on hard mode will increase the time Kuromori shakes its head, thus making it more effective than using the bow.
- After entering Kuromori's lair, Black Blood plays.
- Once Kuromori becomes aware of Wander's presence, Liberated Guardian plays.
- When Kuromori falls on its back, A Despair-filled Farewell plays (this song only plays when Kuromori has fallen and exposed his underside).
- Kuromori is the first of the 4 colossi that uses a ranged attack. Its attack amongst these 4 however is unique; it is the only long-range attacker whose projectiles leave a cloud of damaging gas that lingers for quite some time. This gas covers a fairly large area and can drain Wander's health quickly if he remains in it for long.
- Kuromori is the only colossus seen scaling walls.
- Kuromori is the third smallest colossus after Celosia and Cenobia. Interestingly, the 2 same pieces of music, "Liberated Guardian" and "A Despair Filled Farewell" play whilst fighting all three colossi.
- Kuromori is roughly 16 ft/4.9m tall and 56 ft/17.1m long.
- Many people have found a way to jump onto Kuromori's belly while it's climbing up. This is not recommended, however, as it is not only hard to perform but very glitchy, causing some extremely weird things to happen if Wander holds on too long (such as being launched miles into the air, or being turned invisible with messed-up clipping).
- Kuromori shares some similarities with the colossus that immediately follows it: Basaran. Both Kuromori and Basaran, while being two of the six quadrupedal colossi, are the only two whose legs extend out to the sides of the their bodies rather than directly downwards, as is the case with all the other quadrupeds. This gives them both a distinctly lizard-like gait, and makes them appear more reptilian. Both have to be attacked around the feet in order to tip them over to gain access to their weakpoint sigils, both use long range projectile attacks, and both are viewed as being highly aggressive. Finally, both Kuromori and Basaran have heavily armoured and ridged backs.
- Kuromori makes a lot of hissing and seething bellows whilst it's fighting.
- Out of all 16 colossi, Kuromori has the shortest death sequence of all; roughly 7 seconds long.
- From the location in which it is fought, Kuromori is one of three colossi that cannot see the Pillars of light that the fallen bodies of other colossi emit, with the other two being Barba and Dirge.
- The fight with Kuromori is the only fight wherein Wander will cover his face. When Wander is in the poisonous gas that Kuromori fires, he puts his arm over his mouth.
- The trees outside of Kuromori's lair have the same texture as some colossi's skin, especially Barba's: both are bluish with dark spots.
- When Kuromori walks, it leaves burn-like marks into the ground.
|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|