Dolmen
31 Achievements
18-22h
PS4
Zimo Headed
Kill a Zimodonte
15.2%
How to unlock the Zimo Headed achievement in Dolmen - Definitive Guide
Found toward the end of the first area in act 2, after defeating the queen. This enemy can not be missed because it guards a switch that you must hit to open a door to the next area. The enemy is really nothing special if you're at full power, but by the time you reach it, you probably are hurting for a checkpoint. For this reason, you may have run past it when you encountered it. If you go backwards from the second checkpoint in act 2, you can fight it fresh with no other fights in between.
1 Comment
The Zimo is invulnerable to ranged damage.
By Healtti on 31 Oct 2022 22:32
If you're like me and ran past this enemy originally, it's pretty easy to backtrack and get him. If you haven't run past him, see below**.
Teleport to the Wastelands Ore Plant location.
Go thru the door nearly directly across from you; you'll see an "Interact" prompt and there'll be a screen transition.
From here head forward and around the corner to your right; approach the large doors and they'll open automatically.
From this location the Zimodonte won't have been alerted to you and you can snipe the flying drone-like things. If you don't, they may be alerted to you during the Zimodonte fight and make things harder. Actually, there's likely only one near enough to cause problems, but they've annoyed me enough that killing all of them felt good.
As you leave the shelter of the doors, you'll be told you're entering "The Deposit".
Head around to the left and then a quick right and you'll see the Zimodonte. He's a respawning enemy and only drops Zimodonte Sharp Bones, but I haven't farmed him so there may be something else.
This enemy is impervious to ranged weapons of any type; the bullet simply bounces off him. He's slow moving and has three distinct attacks:
- charge
- leap in the air and stomp
- kick with his back legs (he only does this when you're behind him)
Recommend a two-handed sword; he's slow but you won't be able to get off more than two hits safely before you need to save stamina for dodging. Getting to his side is easy but baiting his attack in a confined space will allow you to save stamina for attacking and dodging, and not use it up on chasing him down.
** If you haven't run past the Zimodonte yet, you'll find him at the end of the path from the Deposit teleporter. You have a few enemies between you and him, so you'll want to be cautious and avoid using up too much of your health/battery.
Leaving the teleporter head right and follow the sandy path. Two sentinel-type enemies leap out of the sand. As you approach a more open area, look up and to the right for a fireball-spewing enemy. In the distance above, you'll see two drone-types. I recommend sniping these from a distance; the game doesn't seem to "see" you if you're far enough away.
As you head past the yellow slag heaps (the ones that slow you down), a strong melee sentinel will attack you from the second left hand hallway. I recommend avoiding locking onto him as it's too easy to step on the yellow slag and get slowed down. These enemies are very good at dodging ranged and like to back up when you attack; I recommend aggressive attacks up close. If you need to, you can draw him back to the relatively safe area before the slag.
At the end of the slag heap, just as you get on the elevator, another sentinel will spring from the sand. Take the platform elevator up and before exiting into the arena, shoot the sentinel directly ahead; or, rush and melee. If you shot from the elevator (and killed him), look to your right: another sentinel is standing there waiting for the same treatment.
From the elevator the path forward goes to the right. At the intersection, four ghost enemies will appear and deal with another sentinel on the right hand path. If you stand at the intersection, a patrolling sentinel from the path forward will see you and engage. Choose how you want to fight these guys. However, there's another drone enemy on the far side of the right hand path that you can kill from a distance to make life easier.
Heading down the righthand path will have you moving up a ramp and ultimately dropping off the cargo containers to a location that will not allow you to get back; you'll have to drop off into the sandy arena. That's fine. If you choose the forward path at the intersection, you'll have to deal with the patrolling sentinel if you haven't already and there's a firebomb-spewing sentinel further in. Kill, rinse, repeat.
Once everyone is handled from here, you can either roll off the platform or use a new platform elevator. In the sandy arena there is a door with green lights that does not open near some broken down vehicles; another large door has red lights; this is our ultimate goal but first deal with the Zimodonte.
The Zimodonte will not approach you until you head down his lair corridor. You can bait him out, run past him, hit the door switch at the end of his lair, and then run back. At this point the large door with red lights will open as you approach it. Or, you can engage the Zimodonte for the fight.
Teleport to the Wastelands Ore Plant location.
Go thru the door nearly directly across from you; you'll see an "Interact" prompt and there'll be a screen transition.
From here head forward and around the corner to your right; approach the large doors and they'll open automatically.
From this location the Zimodonte won't have been alerted to you and you can snipe the flying drone-like things. If you don't, they may be alerted to you during the Zimodonte fight and make things harder. Actually, there's likely only one near enough to cause problems, but they've annoyed me enough that killing all of them felt good.
As you leave the shelter of the doors, you'll be told you're entering "The Deposit".
Head around to the left and then a quick right and you'll see the Zimodonte. He's a respawning enemy and only drops Zimodonte Sharp Bones, but I haven't farmed him so there may be something else.
This enemy is impervious to ranged weapons of any type; the bullet simply bounces off him. He's slow moving and has three distinct attacks:
- charge
- leap in the air and stomp
- kick with his back legs (he only does this when you're behind him)
Recommend a two-handed sword; he's slow but you won't be able to get off more than two hits safely before you need to save stamina for dodging. Getting to his side is easy but baiting his attack in a confined space will allow you to save stamina for attacking and dodging, and not use it up on chasing him down.
** If you haven't run past the Zimodonte yet, you'll find him at the end of the path from the Deposit teleporter. You have a few enemies between you and him, so you'll want to be cautious and avoid using up too much of your health/battery.
Leaving the teleporter head right and follow the sandy path. Two sentinel-type enemies leap out of the sand. As you approach a more open area, look up and to the right for a fireball-spewing enemy. In the distance above, you'll see two drone-types. I recommend sniping these from a distance; the game doesn't seem to "see" you if you're far enough away.
As you head past the yellow slag heaps (the ones that slow you down), a strong melee sentinel will attack you from the second left hand hallway. I recommend avoiding locking onto him as it's too easy to step on the yellow slag and get slowed down. These enemies are very good at dodging ranged and like to back up when you attack; I recommend aggressive attacks up close. If you need to, you can draw him back to the relatively safe area before the slag.
At the end of the slag heap, just as you get on the elevator, another sentinel will spring from the sand. Take the platform elevator up and before exiting into the arena, shoot the sentinel directly ahead; or, rush and melee. If you shot from the elevator (and killed him), look to your right: another sentinel is standing there waiting for the same treatment.
From the elevator the path forward goes to the right. At the intersection, four ghost enemies will appear and deal with another sentinel on the right hand path. If you stand at the intersection, a patrolling sentinel from the path forward will see you and engage. Choose how you want to fight these guys. However, there's another drone enemy on the far side of the right hand path that you can kill from a distance to make life easier.
Heading down the righthand path will have you moving up a ramp and ultimately dropping off the cargo containers to a location that will not allow you to get back; you'll have to drop off into the sandy arena. That's fine. If you choose the forward path at the intersection, you'll have to deal with the patrolling sentinel if you haven't already and there's a firebomb-spewing sentinel further in. Kill, rinse, repeat.
Once everyone is handled from here, you can either roll off the platform or use a new platform elevator. In the sandy arena there is a door with green lights that does not open near some broken down vehicles; another large door has red lights; this is our ultimate goal but first deal with the Zimodonte.
The Zimodonte will not approach you until you head down his lair corridor. You can bait him out, run past him, hit the door switch at the end of his lair, and then run back. At this point the large door with red lights will open as you approach it. Or, you can engage the Zimodonte for the fight.