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Sky: CotL Guide Part 1 – The Isle of Dawn

The Entire series can be found on this page.

When you first drop into the game, you start on the Isle of Dawn. It’s actually a deceivingly complex zone, that designed in a way that hides this fact. Part of what helps this is that on the initial visit, it very much hand holds you through the trip. It pushes you through the opening cave, then later encourages you to go and collect that first Winged Light upgrade, and then to fly up the little cliff, and from there there are obvious cues in the form of two obvious, large hills, and a giant castle up in the sky.

The first trip funnels you right up to that castle. And given the level of availability and WL, that’s about the only option for where to go. There also isn’t a lot of incentive to return here much. It never has daily quest content, there aren’t a ton of wax spots, there isn’t a lot of seasonal content here. Why bother?

At some point, you go back, and realize, there are a lot of little extra places to go here.

The Desert Area

I am not sure that’s the official name, but that’s essentially what it is. MOST of the Isle of Dawn is this huge empty desert. It has a couple of large hills and leads up to the Temple. But there is quite a bit more here. The large rock at the opening that the game tunnels you through, can be climbed. Off tot he left, in a hard to see area is a tunnel that goes very deep and contains a seasonal spirit. There is a little cave and mountain area hidden among the clouds high and to the right of the desert as well.

There is also a tunnel through the clouds off to the right of the main Temple Path that leads to the Trials.

But on the main path, to the Temple.

The Temple

Like every other zone, there is an Elder Temple and alter at the end of The Isle of Dawn. Any collected spirit memories will show up here and give you options to unlock rewards. There is a cave hidden on the left hand side behind a spirit gate and a cloud tunnel going off on the left hand side.

The Hill

I mentioned the hill off to the left of the desert. There isn’t a lot there, but it’s hardish to see since it’s so high up. There is a Winged Light up there and a Seasonal Spirit that requires some puzzling to retrieve. I believe it also requires multiple people to do the puzzles, which is a pain.

The Trials

This is the real hidden meat of this zone. Through a cloud tunnel to the right of the Temple path is the entrance to the Trials. There are 4 of them, and they must be done in order the first time. They are actually pretty difficult, especially the last one, the Trial of Fire, which basically requires a map.

Each Trial also has a seasonal spirit available, once you have completed Eden once.

All of the trials remove your cape and ability to fly, though dying during the trial just resets to a checkpoint.

The Trial of Water

The first trial is Water. It’s a series of small islands, some of which must be raised by activating small alters, in the middle of an ice island. The island has water which flows up and down, covering most of the island’s surface (hence small islands, on a large island). Touching the water is instand “death”. This trial is a lot of patience waiting for the timing of the water flow and discerning the correct path. Completing the trial rewards one WL and gives access to the second trial.

The Trial of Earth

Honestly this feels like the easiest of the four trials. It’s basically a big mase with a bit of platforming. There isn’t a lot of risk most of the time, it’s just being able to keep track of where and when to go back to a door that was just opened.

Like all the trials, completion yields a WL and unlocks the next trial.

Trial of Wind

This one can be tedious. It’s a LOT of platforming, over a pit, with moving platforms, and often little wind based momentum pushing jump platforms, that are extremely flakey.

Trial of Fire

Definitely the hardest trial. Find a map online. Trust me, you want a map, and you will STILL die a lot and get lost. All of the online maps suck.

The trial itself takes place in complete darkness. Don’t bother raising your phone brightness or anything, it’s black as black can get. Stepping into the darkness means death within around ten seconds. The trial consists of lighting candles along the path and following the path. Most of the time, you can’t see the next candle, so it’s a literal shot in the dark. During the 2nd stage there are these large worm things that patrol around and will kill you, on stage 3, there are even more of them. Did I mention it’s black as black, and the worms are also black? You can sometimes see their eyes, but many times you only hear them coming.

It’s rough, and annoying, and kind of awful. I think in theory you can Deep call as a sort of sonar, but it doesn’t really help at all.

All that said, I do kind of enjoy the challenge of the trials, but I am not running out to do them over and over.

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