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Sky: CotL – Without a Cape aka “Hard Mode”

I have been setting up a couple of secondary accounts on Sly, to send Hearts to myself, because you need a zillion hearts and there isn’t any reliable way to accumulate them with any speed. Even having alts, it’s slow as heck.

With the Steam version of the game, this is a lot easier to do, especially since I have several machines capable of running the game. Ideally, I might automate this task, but for now, I am fine with doing it manually. I probably won’t do it consistently either since sending hearts takes 3 candles, which are easy to get, but it does require some actual playing.

For my latest alt, I decided to try something different. When you first enter the world of Sky, you have no cape. Which means you can’t fly or glide, you can only walk and run and sort of hop around. A minute or two into the game, you are prompted to collect your first Winged Light, which unlocks the cape and most of the game’s mechanics.

A thought occurred to me.

What if I just… Didn’t?

I landed on the Idle of Dawn, a fresh unwinged moth. You can’t swim around the first mountain, there is wind blocking the way. So I proceeded through the story cave and came out, prompted to collect my cape. The game strongly encouraged this because the Winged Light (WL) is in a little cratered area, you have to be able to fly to get out.

Or do you?

You can’t swim off the main area here, I tried that. So it was back to the edge of the mountain. To my surprise, you can simply cop up the edge of the crater, and escape, no WL needed.

There was another obstacle though, the desert area that follows is also surrounded by a tall rock wall, too tall to even fly over with one WL. The proper path is to collect your first Spirit, then unlock a Spirit Gate, and climb up a rock cliff, where you jump into the clouds and fly to the next area.

Fortunately, there is a cloud wall along the right side edge of the desert. And fortunately, you still bounce up in the clouds, even without a cape. So I was able to scale the wall. But then I also glitched out and fell into an out-of-bounds (OOB) area just under the terrain.

After exploring a bit, I headed towards the glitched area under where you are supposed to leap off the rock face. Fortunately, the geometry of the world worked out, and I was able to ride clouds from here, out of the OOB area, and up to the temple at the end of the zone. First major hurdle passed!

The second zone, the Daylight Prairie was pretty easy to pass through. All of the needed activities can be passed without flying. You can burn the bells from the ground and ride the mantas up to the temple. The main thing I needed to keep track of was not to collect any of the WL along the path. Fortunately, you have to actively press a button to collect them.

My other concern was in the temple. To pass to the next area, you do a deep call and ride some butterflies up. My worry was that the butterflies would not carry me without a cape. Fortunately, they did.

The Hidden Forrest presented the first real challenge. Shortly after entering, it starts to rain. The rain constantly drains your energy. Now, for those who don’t know how energy works in Sky: CotL, its your cape. The more WL you have, the longer you last before you burn out and once you burn out, you can rapidly perish.

Having no cap, I had no energy.

I managed to skirt around for cover and recharging well enough. I got stuck though at the end of the zone. You have to hop between some flying jellyfish to get to the temple. Maybe, MAYBE on mobile, I could have done it, the momentum is funny and weird on PC, and after many failed tries, I could not make the jumps, at all. So I had to cheese it a bit by bringing my main account on and handhold flying my alt up to the temple.

The butterflies also carry you off at the end of the Forest zone, which was good.

The Valley of Triumph was also very simple to run through. The trickiest part was avoiding the WL on the downhill slide areas. Unlike every other WL, these are automatically collected on contact. And I did NOT want to collect any.

After the Valley was the Golden Wasteland. I was worried this one would be impossible, because of how much can damage you. There are several points where you have to trudge through sludge that drains you. While I took long routes to find short paths across the sludge, a few times I came close to completely draining.

Then there was the Krill. The huge dragons that patrol around. Apparently, I have gotten good enough to just, know their paths, because they were no problem.

The Vault zone afterward was pretty straightforward as well. I was worried it may have been tricky because some of its puzzles are easier with flight. Easier, but its not required. There are little jump pads you can light and use in most cases. Or you can wait for someone else to do them.

Upon reaching the final summit, I was greeted with another barrier. You need to have unlocked 20 Spirits to enter the final zone. I had done zero, intentionally. I logged in on my phone again and pulled the alt past the barrier.

I am happy to say, I have gotten very good at Eden as well. I had almost no trouble passing through the entire area. This means, taking no damage as well. When I go through Eden on my main with a mighty 11 wing flaps unlocked, I can usually take like 2 hits before it becomes a problem. With zero, any damage would basically one-shot me down to injured and near death.

I made it almost all the way and picked up some accompaniment along the way. I imagine they were intrigued by my lack of a cape. Then, right at the very end, things got messy. I took a hit, and while crawling to the safety of light, the Krill that patrols right before the exit spotted me. Somehow, I managed to crawl to cover before it struck.

But then my new friends showed up. And it spotted them, and they would get to cover, but then they would get hit by a rock and lose WL, and trigger the Krill again.

And despite my better judgment, my instincts said, “Help them, help collect their lost WL, they were helping you.”. Which just made things worse possibly.

The Krill never did strike and finally left, but it was a slightly comical moment of people losing WL to rocks and me getting dropped to slow crawling all while we scrambled for cover.

But we all made it to the final cave and the final zone.

I was wondering what would happen in the final zone, given that I had, zero WL. Well, as soon as I entered, I died. Before the opening cut scene bit ended.

My friends cried over me, it was nice.

I watched them complete the end scenario, but then y game wigged out and I had to quit and resume things, so I lost them. Which was sad, because I wanted to chat with them at the bench in Orbit.

Then the normal ending moments happened, and I made it to Orbit.

No spirits greeted me there. No ascended candles were given. I just, walked to the exit to be reborn.

And when I was…. The game had given me the default 1 WL cape. Which was irritating.

Sky: CotL Guide Part 7 – The Eye of Eden

The Entire series can be found on this page.

The end of everything lies in the Eye of Eden. I’m going to throw out plenty of spoilers in this page, and I recommend doing Eden blind the first time through. It wraps up everything in a nice, somewhat unexpected way that works better not knowing. I will give some spoiler free advice first though.

Eden resets once a week. You can make as many Eden runs as you want, but the final bit only works once a week, and resets I believe on Sunday or Monday.

Bring a stock of regular candles, maybe, 40-50, and as many WL as you can get. You will want the candles at the very very end before finishing the game.

This place is rough. The Golden Wasteland is scary and spooky, Eden is just a brutal nightmare. I cannot stress this enough.

Just. Keep. Going.

Push on, you fall, get up and find a lamp to recharge. Lose some WL, it sucks, just get up and keep pushing on.

Be patient, because there are places that require waiting for an opening to pass, and there is a lot of waiting behind rock outcroppings while waiting for a rock storm to pass.

Stick with the others as much as you can, help them when you can. You don’t need to bring friends to Eden, but you will probably make friends along the way. The whole zone works better when everyone works to bring each other up and along. Light them and collect their WL if you can’t though don’t kill yourself in the process, because two downed moths are less useful than one downed moth.

The final zone has you lighting some statues under a constant barrage of lava rocks, just, get as many as you can. Keep pushing forward and onward.

And with that I’ll go on to the individual zones, which will get more and more spoiler filled as things go along (not much to really spoil until the third area).

Wind and Rock Cliffs

Eden is reachable either through the final alter area of the Vault zone, with all the thunder and lightning, or through the large portal on the back end of Home, if you don’t want to go all the way through the Vault. Funny enough, there is a social area at the start of Eden. The area itself is locked by a multi person gate. At one point, it required I think 5 people to open the gate, but it’s been changed so one person can unlock it alone. Usually there are other people around though.

The first area is pretty basic, you fight the wind to climb up a long winding path to a small enclosed rest area. Being blown off is bad, and flying will get you blown around through most of Eden, so don’t even bother trying to fly anywhere really. If you are an extremely skilled flier with a lot of flaps, you can fly through this zone however. Personally, I don’t recommend it, it’s not too hard of an area. There are like 2 or 3 spots where you need to pause and wait for gaps in the wind and rock storm to run to the next safe area starting about halfway up.

Krill Battlefield

This is where the real fun begins. There are several sections, one right off, and one near the end, where you have to fight the wind and hide behind rocks to avoid being pummeled during the times the wind blows. The trick here is to be patient and not get greedy with progress. Just, run to the next rock outcropping, especially early on when you may be uncomfortable and unfamiliar with the area. Halfway through there is a sort of, climbing maze, with Krills patrolling around. There is plenty of cover to hide from them, but once again, it’s about patience. Also if you fall off, you pretty much have to start the climb over again, but sometimes falling down to cover is preferable to a Krill strike.

The third part of this area is more rock storm and rock outcropping cover. Some of the cover is just low spots in the cliff and not so much an actual rock outcropping. There is also a Krill patrolling around to watch out for.

At the end is a long tunnel full of Winged Lights.

At the end of the tunnel the game will give you a message that you have reached the point of no return. Proceeding beyond this point means finishing the game. You can’t go home, if you leave the game you will return to Eden on reload. There is no going back.

Statues Area

The final area of the Eye of Eden. There is a constant barrage of red lava rocks that pummels the area and you’ll need to run from outcropping to outcropping to avoid them. Along the way, you must place your Winged Lights into statues scattered throughout the area. I believe that in total there are 60 or 70 statues, you do not have to do all of them, just do as many as you can.

In case you didn’t put 2+2 together, placing WL, removes them from your inventory. As you proceed through this zone, you will become weaker and weaker. The farther on, the less cover there is as well, I believe to reach the final 4 or 5 statues you basically must crawl to them, losing WL to the lava storm as you go.

The zone ends once the player is dead.

There is no other exit, as the warning stated, Death is the ONLY way out.

After dying, if there are other players left, your spirit will follow them around, and you get to watch them die as well. FUN right?

Once all of the players are dead (or if you skip watching the other players), all of the statues will burst open and all of the freed WL and your own spirit will break free and the game continues on.

Ascent and Orbit

Not much to say about this area itself. After breaking free, your spirit flies through a long sequence. The cloud area basically follows references to the other Zones of the world in sequence until you ascend up into space among all of the other spirits and enter Orbit. It’s quite beautiful really.

Eventually you wake up and rejoin your body. In the final area you will receive pieces of Ascended Candles for each WL you placed in a statue. The total possible is around 15.5 last I checked. There is a constellation alter here. Remember I mentioned bringing some candles? You will want to unlock as many of the Ascended Candle locks as possible now. Don’t bother with branches, find the 1-2 candle locks, and unlock up to them, then unlock them. You only need the first level, the few second level ones don’t count.

Once done, continue onward, or socialize a bit with your fellow Sky Children if you’d like, to the final portal. Along the way you will collect all of the unlocked Wing Buffs (from the Ascended Candle locks). These Wing Buffs can be lost in the world like regular WL, but you always regain them when passing through Orbit when reborn.

If you’ve done the Little Prince quest line, the Little Prince will appear just before exiting Orbit and you will be reborn into the Starlight Desert. Otherwise, you will be reborn back on the Island of Dawn. All of the WL in the world will have been reset, Spirit Memories are kept. If it’s the first time completing the game, additional Spirit memories from the various seasons will now be available throughout the world.

And that’s it for the game. After this it’s all pretty much making Eden Runs to get more Winged Buffs to try for that sweet 12 flap cape (200 WL level) or just hanging out and collecting cosmetics and emotes.

Sky: CotL Guide Part 6 – The Vault of Knowledge

The Entire series can be found on this page.

The Vault is the final zone before reaching Eden and the end. It’s arguably the most important “lore” zone, less so from the lore it’s telling, and more the lore it represents, as a library of memories. It’s also sort of a gateway between the world and Eden. It’s actually a very simple zone, but also extremely tedious to navigate through. There are almost no real threats in this zone either.

Unlike the previous zone, there is no social area at the start. Or at least, no way to go and change outfits. I guess they figure by now you know how to work Home. Though even Eden has a social area. You start out in a lowered hallway, immediately connected tot he temple at the end of the Wasteland. All of the branching of this zone occurs at the bottom floor, most in the first entry room. Which makes it easier to sort of start off with the branches this time.

Main Floor

The main floor is the entry area and a large open area with a platform in the middle. Generally speaking, there are 2-3 seasonal candles in this area, and 1-2 on the “first floor” which I’ll get to later. The daily quest sapling is in the large open room as well. Off to the right just after entering the larger room, there is a 4 person door which leads to a spirit, getting people to assist with this door can be a pain as most people rush past and don’t bother.

There are also several branching zones.

The Archive

To the right of the spawn point for this zone, up high is a 2 person door that leads to the Archive. The Purple light daily quest is in the archive as well as a couple of WL and one Spirit Memory. Also notable, because it took me forever to find, the map stone is up in a little cubby directly across from the entrance. This is also the only space with a real threat, there is a sort of multi floored maze that the Spirit Memory passes through that is full of crabs.

After following the memory through the maze, there is a second exit which leads to the same entrance in the main area. I believe this is the ONLY place in the game where this occurs (two exits to the same point). Not really important, but just random, possibly true, trivia.

The Secret Area

From spawn, going up to the left, then back towards the entrance leads to a crack tunnel that can be traveled through. This leads to “The Secret Zone”. It’s neat to experience blind, so I won’t go into a lot of detail here, but under normal circumstances, you can only get there while wearing the supporter cape. During holiday events, there will be a special spirit that will take you through. This is the area where events take place. Also notable, this hand holding counts for the daily quest “Hold hands with a friend”. Which can be tricky to get sometimes.

The Season of Remembrance Area

This probably has a proper name, but I’m not sure what it is. As of this posting, this is the newest zone, and it’s related tot he (as of posting) current, season. Next to the sapling in the large room is a new door to the “right” of the tree, which leads to a large room with spirits relating to the Season of Remembrance.

The Starlight Desert

Before Aurora, the “biggest season” was The Season of The Little Prince. This was also the only other collab season outside of Aurora. The Little Prince is a book (and other media) and this season is a sort of, Sky version of the story. In the middle of the desert is a Rose which will give quests that take place throughout all of Sky, where you meet with The Little Prince and learn his story. There were also some popular cosmetics available during the season, like Sword Pants, which are no longer available.

This questline is also notable because it requires completing the game to finish it. The final quest involves meeting The little Prince in Eden, and results in a “special end” that occurs once.

Also, after completing Eden, the other spirits related to the quest will open up around the zone in the various areas surrounding the zone (the stage, the large pot, the garden, the little boat area off to the side, the large memory).

There are a lot of WL in this area as well. It’s also generally a pretty and peaceful area to hang out.

Second Floor

Heading back to the main path. In the large room, after lighting all the torches around the platform, then the phantom torches, lights up the platform which will take the player all the way to the top.

But not without stops.

The second floor is a small room full of memories. It has a similar “puzzle” to the main floor, to power up the platform and get it rising again. This is a trend for this entire zone. There is also a 4 player door here that leads to a large candle cake and a spirit (hidden in the back). Unlike the main floor, this 4 player door is pretty easy to get opened, I guess it’s more obvious and the candle cake gives more incentive.

This is also the only other place where daily seasonal candles will show up.

One last notable thing that applies to the rest of this zone, you can’t fall. My first visit, i took great effort to not fall. Then later, learned that you can’t. In fact, “floating” at the bottom is a good way to recharge.

Third Floor

As the platform rises, it leaves the library. There isn’t a lot on this floor, just one spirit and a few candles along the path fo the spirit on some floating islands. The candle puzzle here is a bit more tedious because the final step involves lighting some dozen candles in a circle around the platform. The problem is, every other candle is slightly too high to each, making them hard to hit.

Fourth Floor

This is the busiest zone outside of the Starlight Desert. There are some 2-3 candle cakes, 3 or 4 spirit memories, and a large spacious area to explore with lots of platforms. This zone is a lot easier with more flaps on the cape, since it makes it easier to navigate between the various platforms, or simply bypass them by flying.

Fifth Floor

There is nothing left really. There is a WL hidden out on the floating bones, but otherwise it’s just a matter of lighting up the torches on the back of the giant phantom snake and riding the mantas up.

The Top Floor

Are they really floors anymore? Th final island here has some candles to collect and the final alter. Lighting the article teleports the player onward, so it’s worth collecting everything before using the alters. In face, it’s worth nothing that all of the main path here is one way. Once the platform goes up, there is no going down.

After using the alter, the player is deposited in a final sort of alter room, with a continuous thunderstorm happening. If this feels ominous, it should. There is a portal leading back to Home and a Spirit Gate which leads to Eden. I recommend having some 50-70 WL on your cape before proceeding onwards to Eden, so if not, head back to Home and start exploring.

Sky: CotL Guide Part 5 – The Golden Wasteland

The Entire series can be found on this page.

Once the center of manufacturing in the World of Sky, now a desert wasteland of poison after the great war. This is the most dangerous of the normal zones, but a large margin. It is chock full of things trying to kill you all along the way. Even the water is trying to kill you, and it’s not even raining!

It’s definitely a horrific zone to traverse on the first run. It’s not super fun once you get more experience and more Flaps to fly with, but it’s not nearly as bad. To be clear, for anyone doing this zone for the first time, you will be attacked, you will get frustrated, you will lose WL to Krills.

It is inevitable.

It’s also super dark, even with the brightness turned up. So, let’s get started here.

Treasure Reef

There is one side space from the Social Area, so I’ll cover it real quick. Instead of taking the main path out, head tot he right and there will be a little boat. It leads to a Water Area. It’s a sort of little Atoll, space, with a Spirit Memory Quest chain on a little boat. The most notable part of this area is that it’ll teach the player the ability to swim.

Now, I’ll be blunt. I have not once found a use for swimming outside of this area. Ever. It doesn’t help that swimming has a “breathing mechanic” so you have limited time under water, which makes swimming a pain to do. There are also a couple of WL here as well.

The Nintendo Switch Area

The Social Space also houses the entrance to the Nintendo Switch area. Which I have never been to, because I don’t play on the Switch.

The Broken Temple

This is the first place you land after leaving through the proper path from the Social Area. It’s a large open desert with a large temple in the far end. There is a WL up high right near the beginning, though it takes a few flaps to be able to fly high enough to get it. The path is pretty much straight on, though there are some plants to burn and things to find straying off to the sides, mostly to the right side. to the right of the Temple entrance is another little boat that takes you to a side area I’ll get to next. Also the Sapling is near this boat.

It’s notable that when it’s Daily quest time in the Wasteland, all 4 of the daily candle pieces will be somewhere in this zone. Not beyond, and not in the Social Space (maybe one in the Social space occasionally?)

Also, something to watch out for, the water here, will drain energy and cause harm. And it’s full of crabs, who work like all the other crabs in the game.

Let’s start with the bonus side area first, the one with the (second) little boat.

The Forgotten Ark

This zone contains a large, beached, broken, Ark. Don’t confuse it for the Crab Fields, which also contain a large broken ship, this boat is much more Ark-like, and there is not a Krill patrolling around it. This is also a fun little area and one of my favorites honestly, especially after completing the Arc quest line.

There is a questline Spirit here, and like most of the other “Questline” spirits, this one was part of a previous season. All of these quests will take you to different realms where you must collect colored lights. Not to be confused with the occasional daily quest which is simply “catch the light” which is yellow/white colored. Though “catch the colored light” does ALSO show up as a daily quest. Each step of collecting these lights rebuilds a bit more of the Arc and makes it much more colorful. Completing the chain also unlocks some shops on the arc that let you buy various spells for candles any time.

Aside from the arc, there are several WL in this area, generally speaking, there is something “to do” at each of the 3 directions around the Arc, from the entrance. To the left, is a spirit and some wax to collect, straight on is another spirit and a cave with some wax. To the right is a cave with a bunch of crabs and another spirit.

There isn’t really a quick exit so it’s usually easiest to just teleport home from here. I believe returning to the little boat will return you to the main zone though.

The Graveyard Part 1 and the Krill

The Graveyard is sort of 2 parts, or more, it’s just really long. From the initial main path of the Broken Temple, you must enter the temple itself. This leads to The Graveyard, and the first encounter with a Krill, aka A Dark Dragon. These are the only other real enemy int he game besides the Crabs, and they make the Crabs look like absolutely nothing (because they are). This the the first, and only real threat in the entire game. You cannot defeat them, only hide or trick them. The Krills patrol an area along a set route that loops, looking for prey (players). During normal patrols, they emit a blue colored spotlight. When they spot a player, the light turns red and they rear back to strike after about ten seconds.

When they strike, they will hit the player and cause a loss of 3-4 Wing Lights and all current light level. The player also gets stuck crawling, often through damaging water. The WL can be recollected by any player in the area, so groups are helpful, and kind strangers are helpful.

The Krill relies on line of site, being “in” the spotlight does not matter. If the eye can’t see you, it should turn blue and you will be safe. It will track along though if you simply run though, even by flying away, so cover is 100% required to escape.

There are way to cheese the Krills. Some rare props can be dropped which will protect the player or at least stop the WL from going far. I have seen the Switch exclusive Mario Pipe Prop used for this. There is also a spell that lasts 1 minute which will protect from all attacks. The Krill still rear back and attack, but it does no harm.

On Mobile, it’s also possible to quickly drop to the home screen of the phone, wait around 15 seconds, then use the app switcher to go back to the game and the Krill will have struck, doing no damage. I have done this on Android, I hear it works on iOS as well.

This first Krill here is pretty easy to avoid, and often it will simply strike nothing near the entrance and fly off for a brief while (they respawn a bit after attacking and flying off).

For the first zone, it’s best, I find, to run to the left side, then fly across the water and quickly up across the bridge to avoid the Krill as it patrols along the right side. The middle area also provides some shelter if spotted.

The Graveyard Part 2 more Krills

After the first Krill encounter, there is a slide down to a large open area. The open area has, (I think) 4 Krill dragons patrolling the area. This is the most difficult area to navigate, outside of Eden.

Right off though there is a tunnel with a spirit gate that leads to an alternative path, The Crab Fields, talked about a bit more below.

There is a second entrance to the Crab Fields as well, on the far end, right side of the Graveyard, which can be useful as it’s easily reached without crossing paths with a lot of Krill.

Why bother with this area with all these Krill? I believe it’s required the first time, since the player won’t have enough Spirit Memories to open the Spirit gate. It also has 4 WL and a couple of Spirit Memories (one seasonal). There is also a big fat burnable darkness bush right in the center, that I doubt anyone has ever bothered to burn it because screw that.

It’s actually not super hard to wiz through this zone, you can bypass half of it by climbing up past the Crab Fields Pipe entrance and along the cliffs. The Social Bonfire is back here, there is a pan full of crabs you can rescue who will love you forever if you rescue them. Then you can Deep Call and carry them back and place them directly in the fire, instead of on the pan.

Suckers.

Next to the Social Fire is also a Seasonal Spirit. This is, the most difficult spirit to obtain, in the game. It has one of the coolest cosmetics though, when it shows up, with a Guitar instrument that costs a whopping 200 candles. This spirit is an escort quest. It takes around 6-7 minutes of slow travel to complete, if done quickly, and basically, slowly, walks across the Krill Patrolled Graveyard, through harmful water, surrounded by crabs. It is literally every threat rolled into one, and it is a slooooooow, looooong, walk.

After the Bonfire, there is a second exit to The Crab Fields, on the right side wall. The main path exit is across the krill Patrolled area, though by climbing the cliff, and watching the patrol patterns, it’s fairly easy to fly up and glide across to the exit.

The Crab Fields

As the name might imply, this area is full of crabs. Like…. a lot…. of crabs. It also has one Krill that patrols around the large shipwreck. Almost anywhere inside the shipwreck protects from the Krill though, so it’s not a huge issue. There are several WL in this area, one up high on the wall that is hard to catch without actively searching for it.

The crabs can be dealt with by deep calling of course, but there are a lot of them, so be wary.

Something also notable, that is worth mentioning. There is a 2 player locked door on either side of the shipwreck that seems to be a tunnel through the ship wreck. Except I believe you can just, fly around it, so I’m not entirely sure what the purpose of this door is at all. One of the Spirit Memories passes into the door, which might cause some worry that it needs to be open to finish the memory. It doesn’t. Just, go around it through one of the holes in the boat.

The Battlefield

The final large zone, there isn’t a lot threatening here, just some pools of water, I don’t think there are even any crabs. It’s quite large though, and there is a large castle that can be tricky to climb when flaps are low with a WL on top. This is the wasteland from a battle, that I believe was “the battle” that sort of broke this world. Honestly, the lore in this game could be a biiiit more clear at times. I mean, everything is told through essentially a series of short picture book stories that can be hard to follow.

Another note, after activating the final pedestal, several Krills spawn into this area. Now, I’ve never had it happen to me, but I am not sure if this totally screws over anyone who may still be in the area behind you. i suspect not, but it does make going back a bit tricky. Fortunately, there isn’t a lot of reason to go back.

The Temple

Not much in here, the usual deal with the alter and some chunk of candles to collect. I mostly bring it up because it leads directly into the Vault Area, so when doing Candle runs or whatever, it’s good to just, keep going.

Sky: CotL Guide Part 4 – The Valley of Triumph

The Entire series can be found on this page.

The Valley of Triumph is the fourth area of Sky. It can be a bit tricky to navigate through as it contains a lot of “one way” paths. At least half of it’s paths are essentially one way, so navigating the entire thing will take several return trips. The first split occurs right at the Social Area starting zone. The main path leads to a downhill slide, a one way path, and the other leads through a cave to the Village, which is also, a one way path.

The threat level of this zone is very low. There are a few crabs in an easy to miss maze area right at the end, but nothing else harmful along the way. The theme of the zone is essentially “racing”.

Following along the main path, the first downhill slide is just a warm up for the later races and in the end, it drops into the Skating Rink.

Skating Rink

A few notable points here, there are a couple of easy to miss spirits off to the right hand side as you enter, one behind a 2 person locked door and the other being a Traveling Spirit near a long steep tunnel that won’t appear until after completing the game or if the spirit is the current TS. There is also a Winged Light under the Ice that could be easy to miss.

Also notable, when the Daily quest candles appear, they will all be in the Starting Zone (1-2) and the Skating Rink area. It’s also one of the areas where Red Shard Events can occur.

There are two routes to go from the Skating Rink as well, both one way as well, but both very similar.

The Races

There are two races from the Skating Rink area, both work the same way and end at the Colosseum. One is sort of the “main path” which is just a simple downhill slide race against up to 7 other players.

The other is a bit more involved and has a large open zone before the race. There are several spirits in this open zone, and a fair amount of candles. It’s also where the Rainbow Daily quest occurs in The Valley. The follow up race is a flight based race through the crowds that ends in a shorter downhill slide race.

For both races, you get a reward of (I believe) 150 candles, in order to receive these candles you need to collect at least one of the pieces of light to collect during the race. You don’t need to win or collect all of them. In fact there is no reward for collecting them all. At one point in the history of Sky it did matter, but it doesn’t matter anymore.

The Colosseum

Just before the end is the Colosseum. It’s a pretty straight forward zone. There are several spirits in the area, including a couple of stages for the Skater Spirit (discussed more in the village). There is a Winged Light that is easy to miss hiding at the top of the left giant statue next to the exit. This place is also home to the simplest spirit in the game, there is a fan in the stands that has ONE stage you simply activate it and follow it to one place and it’s done. You can exit to the Village from the Colosseum as well through the exit up in the stands.

The Aurora Spirit is here as well, and it’s where the Concert took place.

The Alter Chamber

The final area, like many others contains the final spirit alter. There is a large chunk of candles to be had here by lighting them all up, so it’s worth stopping in for candle runs. There is also an easy to miss little maze area with some crabs and an escort spirit off to the left side. The Social Campfire for the Valley zone is inside this maze as well.

If you’re doing candle runs the transition from the Alter to the Wasteland Zone is slow and long so it’s worth teleporting home an just using the portal after the initial visit where you must travel normally.

The Village, Mountain Peak, Theater, and Music House

The Village can be used to bypass all the races and other nonsense and quickly reach the colostrum. It was really useful during the Spirit of Aurora. It contains access to three additional areas only accessible from the Village. The first is the Theater. There is a little quest line where you put on a play that is entirely contained within the theater. After progressing this quest line for a bit you can enter the Music Shop, which sells instruments and has places to practice with the in game music system.

The main area contains a Skater near the little pond in the middle. The Skater also has a little quest line that can be done in order, which involves the Skater learning and practicing her technique, and culminates in the Colosseum. The quests from this are scattered through the village, Colosseum and the third zone accessible from the village.

At the far end there are two sets of Gondolas that can be activated. One leads to the Colosseum, the other leads to the Peak. The peak contains one of the Skater quests, and is an area where red shards can spawn. There are also a couple of Winged Lights here, one in a hidden cave along the down slope path that can be easily missed. Otherwise there isn’t a lot here.

One last thing I wanted to mention here, the Village contains a hot spring that shows up frequently for Daily quests. It’s way up high on the mountain top opposite of the main entrance, above the Theater entrance.