Without the bridge, however, she’s alone… until the ever-loyal Agro returns, one leg rendered useless after her earlier sacrifice. Concurrently, we see that Dormin kept true to his promise after all: Mono wakes up. Soon enough, all that’s left is a shadow in Wander’s shape, grasping for Mono as it’s sucked into the vortex created by the seal.īut wait, there’s more! Emon and his men gallop back home across the bridge as it begins collapsing, closing off the Forbidden Lands forevermore. They escape either way, and Emon places the seal using the Ancient Sword, causing the pool at the back of the Shrine to burst with light and tear Dormin down bit by bit. Emon and his entourage try to flee and place a new seal over the Shrine, and you’re welcome to either try smashing them to smithereens or just let them go. Then, in a surprising yet fitting move, the game hands control back to you. Eyes glowing the same ethereal blue as the altered Wander’s, the massive thing introduces itself as Dormin-once scattered into 16 pieces (yep, the colossi!), now whole again. It doesn’t end there, though: The shadow grows and expands, becoming more grotesque as its back nearly brushes the ceiling. Wander simply removes the sword plunged into his chest by one of the guards, reaching out towards Mono as he himself transforms into one of the shadow people. Their assault does more harm than good, however. Remarking on how the young man was used and is now possessed by the dead, Emon has his guards move in to put the husk out of its misery. In spite of the new look, Emon easily recognizes Wander. Getting to it isn’t easy, though, and Agro sacrifices herself to save Wander so the young man might complete his mission. It all seems to be leading up to something, but nothing’s going to be solved until Wander defeats the final colossus, which looms in the stormy night like a living building. On top of the mournful “victory theme” that plays as the titanic creatures fall, it makes you wonder: What exactly is that price Dormin mentioned? Does it have anything to do with why the disembodied voices are so eager to guide Wander from colossus to colossus? Most importantly, are you, the player, willing to complicitly tag along?Ī few question-raising cutscenes are sprinkled in along the way: Agro waiting for Wander to return to the Shrine (“Don’t they go back together?”) a dreamlike sequence in which Mono awakens (“Is this a vision of the future?”) the arrival of others seeking Wander and Mono (“Who are they, and what do they want?”) What’s more, for every colossus Wander fells, he’s inevitably struck by black tendrils that emerge from the giant corpses, knocking him out cold. Some are more aggressive than others, but many of the colossi are peaceful. Indeed, despite the size differential between Wander and his foes, he manages to slay them quite handily. Undeterred, the young man forges ahead, regardless of the unspecified toll Dormin ominously mentions…Īnd so, the slaughter-not the battle, not the journey, the slaughter-begins. The voices call themselves Dormin and claim that Wander can have Mono back only by felling 16 colossi, which will in turn destroy the idols connected to them. Wander dispels them with the light-bringing power of the Ancient Sword, and within moments, two intermingled and disembodied voices call out to him. No, the point (or, at least, what we’re initially led to believe is “the point”) is to resurrect her, which Wander plans to do by paying a visit to the Forbidden Lands.Īfter arriving at the Shrine of Worship and placing Mono on the altar, a group of shadowy creatures appear and spook Agro. Her death is never fully explained-it had something to do with “sacrifice” and a “cursed fate”-but it’s also not the point of the story. Shadow of the Colossus actually does open up with a cutscene, introducing us to protagonist Wander, his loyal steed Agro, and deceased damsel in distress Mono. RELATED: 'Mass Effect' Ending Explained: You Just Saved The Galaxy, Now What?
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