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!|ROBYRT'S GOD OF WAR 2 COMBAT FAQ|!
!|          VERSION 1.0           |!
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------------
INTRODUCTION
------------


There are many guides out there on how to get through God of War - how to 
finish the puzzles, how to read the bosses' attacks, how to Plume of 
Prometheus your way through the entire game, etc. This is not one of them. 
This is a guide that provides in-depth information on the combat mechanics of 
the game. What attacks can I chain into other attacks? What moves do all the 
normal enemies have and how can I avoid them? What effect do my moves have on 
various enemies? How can I do three of the same move in a row with the Blades 
of Olympus, but not four? That's what you'll find here. You can use this 
information to fight

This FAQ is copyright (c) 2007, Robert Marney. All rights reserved.


VERSION HISTORY:
0.1: Weapons started, 3/27/07
0.2: Original templating, 3/28/07
0.3: Light enemies, 3/28/07
0.5: Weapons finished, 3/28/07
0.8: Enemies finished, 3/29/07
0.9: Magic finished, 3/29/07
1.0: Pegasus finished, 3/29/07


CONTROLS AND ABBREVIATIONS:
Left analog stick = Move
Right analog stick = Roll
X = X face button = Jump
S = Square face button = Light attack
T = Triangle face button = Heavy attack
O = Circle face button = Grab
L1 = Top left trigger = Block
	L1+R1 = Amulet of the Fates
L2 = Bottom left trigger = Use selected magic
R1 = Top right trigger = Interact with environment
R2 = Bottom right trigger = Toggle selected subweapon
D-Pad = Choose Magic
L3+R3 = Press down on both analog sticks = Toggle Rage of the Titans


TABLE OF CONTENTS:
1. Weapons
	1.1. Basic Attacks
	1.2. Athena's Blades
		1.2.1. Basic Attacks
		1.2.2. Special Attacks
		1.2.3. Rage of the Titans Attacks
	1.3. Barbarian Hammer
	1.4. Spear of Destiny
	1.5. Blade of Olympus
2. Magic
	2.1. Typhon's Bane
	2.2. Cronos' Rage
	2.3. Head of Euryale
	2.4. Atlas Quake
	2.5. Poseidon's Rage
3. Enemies
	3.1. Light Enemies
	3.2. Medium Enemies
	3.3. Heavy Enemies
4. Pegasus
	4.1. Pegasus Attacks
	4.2. Pegasus Enemies
5. Credits


==========
1. WEAPONS
==========


Attacks are templated like this:

Attack Name
Command
Requirements (if any)
Comments
Chains to: (list of other moves, or None)
Effect on light enemies:
Effect on medium enemies:
Effect on heavy enemies:

Here are the different attack effects:
None: No effect on the enemy except for doing damage.
Stun: The enemy staggers briefly and stops its attack.
Knockdown: The enemy bounces off the floor for a second.
Launch: The enemy is thrown high into the air.
Scatter: The enemy is flung backward a large distance.
Guard Break: The enemy will not block the next attack.
All attacks will at least Stun an enemy who has been launched airborne.

All basic attacks can be cancelled into other basic actions:
	-> X: Jump straight up
	-> O: Grab the current target
	-> L1: Block
	-> L2: Use Magic on current target

To perform basic attack chains, press the buttons in a regular rhythm - you 
can input the next command very early in the animation of the previous move, 
or even queue up a couple commands, or you can wait until the last second and 
delay the next attack a little bit.


------------------
1.1. BASIC ATTACKS
------------------


These attacks can be used regardless of your current weapon.


Icarus Lift
X,X
Standard double jump. This isn't technically an attack, but it's useful during 
combat to gain extra air time if you want to use good air attacks like L1+X or 
L1+T without getting hit by grounded opponents before they connect.

Grab
O
Kratos' grabs are different for each enemy. In general, light enemies can 
always be grabbed and medium or strong enemies can be grabbed when the O 
button appears above their heads. Some grabs require minigames to complete.
While doing a grab animation, Kratos is invincible. This is extremely useful.
When you grab a Fates or Undead soldier, you have a choice of grabs; in this 
case, until you start the animation of your chosen grab, Kratos is not 
invincible.

Air Grab
O in air
Kratos has different air grabs for each enemy; all require him to be fairly 
close to the enemy, and they're usually quite powerful. Whether Kratos and/or 
his opponent are left airborne depends on the individual grab.

Athena's Reverse
L1 just before an attack lands
Kratos can actually parry attacks even before he gets the Golden Fleece. 
You'll know you did it correctly when he spreads both his arms wide. This 
slows down time for a split second, can interrupt some enemies' attacks 
(without doing damage), and can block some normally unblockable attacks, like 
the Cerberus' fireballs. Unlike God of War 1, you can't follow this up with 
extra attacks.
Chains to: None
Effect on light or medium enemies: Stun
Effect on heavy enemies: None

Golden Fleece Parry
L1 just before an attack lands, when you have the Golden Fleece
The Athena's Reverse animation is replaced by a golden flash around Kratos. 
The only downside to this is that there is a small but finite minimum amount 
of time you are required to block (the length of the Fleece animation). If you 
parry a Gorgon's gaze, you'll need a minigame button press to turn nearby 
enemies into stone. The parry itself does no damage.
Chains to: Argo's Revenge, Argo's Return
Effect on light or medium enemies: Stun
Effect on heavy enemies: None

Argo's Revenge
S while parrying a physical attack with Golden Fleece
Kratos thrusts both his blades into the ground, causing a golden plume of 
energy that knocks enemies away from you. Kratos is invulnerable during the 
Argo's Revenge animation, and its recovery time is minimal. Argo's Revenge is 
not unblockable, but it's always good for some free damage.
Chains to: None
Effect on light enemies: Scatter
Effect on medium or heavy enemies: None

Argo's Return
Parry a projectile attack with Golden Fleece
Kratos winds up, then fires a bolt of golden energy back at the projectile's 
caster. Kratos is invulnerable during this animation.
Chains to: None
Effect on light or medium enemies: Knockdown
Effect on heavy enemies: None

Icarus Ascension
L1+X while you have Icarus Wings
Kratos unfurls his wings and leaps upward, taking any enemies in a small 
radius around him upwards as well. It's just as powerful as your other 
launching moves, and it's faster and offers protection by launching multiple
foes at once. Very handy for dealing with foes who tend to block, or for 
completing the Challenge of the Titans.
Chains to: None (follow with air attacks)
Effect on light or medium enemies: Launch
Effect on heavy enemies: None

Orion's Harpoon
O targetting an airborne enemy
Kratos sends a blade upward, impales the enemy with it, then whips them around 
and slams them back down into the ground. Unlike your other grab attacks, this 
one is NOT invulnerable; in exchange, it does a huge amount of damage. Some 
enemies bounce upward afterwards, allowing you to tack on another Orion's 
Harpoon. Depending on the enemy, Orion's Harpoon may do 1 or 2 hits.
Chains to: None
Effect on all enemies: Knockdown


--------------------
1.2. ATHENA'S BLADES
--------------------


Athena's Blades are your default weapon for the entire game, but they're also 
probably the most useful weapon. They have a range advantage over your 
subweapons and most enemy weapons as well, they can be upgraded to contain a 
toolbox of new moves for all situations, and they're extremely fast and safe 
while doing weaker moves. You'll want fully upgraded Blades by the end of the 
game because of their capability to do damage on the ground and in the air.


1.2.1. BASIC ATTACKS
~~~~~~~~~~~~~~~~~~~~


Jab
S
Single weak attack straight forward with the left-hand blade. Can be aimed 
with the analog stick; usually the auto-aim takes care of this so you don't 
need to aim. Use this to start your attack chains and interrupt light enemies.
Chains to: Double Jab, Overhead Strike
Effect on light enemies: Hit
Effect on medium or strong enemies: None

Double Jab
SS
Kratos does another weak attack swinging forward and to the right. The same 
great range as the original S.
Chains to: Weak Combo, Plume of Prometheus, Hyperion Charge
Effect on light enemies: Hit
Effect on medium or strong enemies: None

Overhead Strike
T or ST
Kratos slams first one blade and then the other down onto the enemy. Because 
of the hit stun caused by the S attack and the shortened startup animation 
from being chained, ST is usually better than just pressing T. Until you can 
afford TTT, this is your best way of doing damage to strong enemies.
Chains to: Double Jab, Olympic Ascension, Strong Combo
Effect on light enemies: Launch
Effect on medium enemies: Knockdown
Effect on heavy enemies: None

Weak Combo
SSSSSS
Kratos does in order: a sideways swipe, an upwards swipe, two swipes in an X 
shape, and two upwards swipes in an X shape. These all do low damage, and have 
lower range than your Double Jab, but you can walk forward slightly to 
increase the range a bit, and the whirling motion means it's easy to hit and 
stun multiple weak enemies at the same time with this combo. Mostly used to 
build up to your powerful finishers.
Chains to: Spirit of Hercules, Valor of Hercules
Interrupt combo with: Plume of Prometheus (press T)
Effect on light enemies: Stun
Effect on medium or strong enemies: None

Plume of Prometheus
T after Double Jab (SST) or during a Weak Combo
Kratos slams both his blades into the ground as far forward as they can reach, 
sending a plume of energy with deceptively good area of effect that can launch 
or stagger a group of enemies. Your best defensive move because of its great 
range and ability to clear the area of weak enemies while you make your 
escape. Use this during a Weak Combo if you don't think you'll have enough 
time to connect a full Spirit/Valor of Hercules combo.
Chains to: Olympic Ascension
Effect on light enemies: Launch
Effect on medium or strong enemies: Stun

Olympic Ascension
Hold T
Kratos whips both his blades into the air after a long windup, sending enemies 
far into the air. If you continue to hold T, Kratos will follow them skyward.
While you will get better launching attacks later in the game, this comes in
very handy to separate yourself from a crowd and concentrate fire on a single,
helpless opponent.
Chains to: None (follow with air attacks)
Effect on light or medium enemies: Launch
Effect on heavy enemies: None

Spirit of Hercules
T after Weak Combo (SSSSSST) or Strong Combo (TTT)
Kratos whips his blades up (1 strong hit), jumps up (freezing time for a split 
second), and slams them back down into the ground for 2 more hits, each one as 
powerful as the Plume of Prometheus. This move CANNOT be cancelled into a 
block, grab or jump like your other basic moves, and so you shouldn't use it 
unless you're sure it won't be interrupted. That said, it does a lot of 
damage, so it's still worth trying for every once in a while. In God of War 1,
this move chained to Olympic Ascension, but it doesn't anymore.
Chains to: None
Effect on light or medium enemies: Launch
Effect on heavy enemies: Stun

Valor of Hercules
S after Weak Combo (SSSSSSS) or Strong Combo (TTS)
Kratos whips his blades in a 270-degree arc covering his front and both sides, 
sending enemies flying out to the sides. An extremely useful attack because it 
gives you some breathing room, will almost always hit multiple enemies, and 
does plenty of damage unlike your other weak attacks.
Chains to: None
Effect on light or medium enemies: Scatter
Effect on heavy enemies: None

Air Weak Combo
SSS in air
Kratos does three weak swipes: first right, then left, then upwards. The main 
use of this move is the first swipe, which is fast enough to come out even if 
you've almost hit the ground, allowing you to continue a combo on an enemy 
who's been knocked to the ground and you're still airborne. Otherwise, 
however, you're better off with air combos that are more powerful and just as 
quick.
Chains to: Any air attack, during any hit
Effect on light or medium enemies: Stun
Effect on heavy enemies: None

Air Overhead Strike
T in air
Kratos does his Overhead Strike with a quicker startup time. This has the 
exact same properties as the ground version of the move, leading to the 
wonderful ability to Overhead Strike a light enemy you've launched, then do 
another air move on them, usually an air grab, after it re-launches them.
Chains to: Any air attack
Effect on light enemies: Launch
Effect on medium enemies: Knockdown
Effect on heavy enemies: None


1.2.2. SPECIAL ATTACKS
~~~~~~~~~~~~~~~~~~~~~~


Rampage of the Furies
L1+O
Requires Athena's Blades level 2
Kratos does a few spinning hits closely around him, several rapid-fire forward 
strikes, and finishes with a tiny energy plume ahead of him. Useful mainly for 
its looks, as it's very difficult to aim all the hits correctly and you can't 
block or cancel the move before it's finished. Most medium or strong enemies 
will block and counterattack before you're done, and most weak enemies will 
already be dead - so use it at the beginning of the game, when your Blades 
aren't powerful enough to kill enemies without this move.
Chains to: None
Effect on light enemies: Stun, then Scatter on last hit
Effect on medium enemies: None, then Scatter on last hit
Effect on heavy enemies: None

Rampage of the Furies (Air)
L1+O in air, then mash O
Requires Athena's Blades level 2
Kratos spins his blades in tiny circles all around him (except to the back and 
below). Except for the small range, this attack is fearsome, your main 
followup to a launching move from Typhon's Cavern all the way to Lahkesis. It 
does plenty of damage, racks up hits for your combo meter, and can be done 
multiple times before you hit the ground or even followed up with an air throw.
Chains to: None
Effect on light or medium enemies: Stun
Effect on heavy enemies: None

Cyclone of Chaos
L1+Square
Requires Athena's Blades level 3
Kratos spins both his blades in quick circles around him - just like the 
attack from God of War 1, except he moves slightly forward and the hits are 
more powerful. This move doesn't do much damage, but it's great for clearing 
out swarms of weak enemies. If you attack immediately afterward, you can keep 
your combo, but it can be difficult. On lower difficulty levels, this is 
basically the only move you'll ever use.
Chains to: None
Effect on light or medium enemies: Stun
Effect on heavy enemies: None

Cyclone of Chaos (Air)
L1+Square in air
Requires Athena's Blades level 3
Kratos whirls his blades around quickly at a slightly downward angle. Unlike 
the first game, there's really no reason to use this attack, unless you've 
launched multiple opponents with the Icarus Wings and need to hit them all at 
once. You're usually better off sticking with the Rampage of the Furies.
Chains to: None
Effect on light enemies: Stun
Effect on medium or heavy enemies: None

Strong Combo
T after Overhead Strike (TT or STT)
Requires Athena's Blades level 3
Kratos follows up his Overhead Strike with two more heavy hits swinging 
forward and upward. Great for killing single enemies, as it will combo even if
the Overhead Strike launched your opponent. Also your fastest way of getting 
to the Spirit of Hercules and Valor of Hercules attacks. Unlike your other 
special moves, this one can be interrupted with a block.
Chains to: Olympic Ascension, Spirit of Hercules, Valor of Hercules
Effect on light or medium enemies: Stun
Effect on heavy enemies: None

Hyperion Charge
Hold S during Double Jab or Weak Combo
Requires Athena's Blades level 4
Kratos spins both his blades in a quick 360-degree circle. If you keep holding 
S, he will run straight forward extremely quickly for a few seconds. While 
Kratos is running, he's vulnerable, but you can control the direction he runs 
with the left analog stick. Not a terribly useful move.
Chains to: Hyperion Rush, Hyperion Rise
Effect on light enemies: Stun
Effect on medium or heavy enemies: None

Hyperion Rush
S during Hyperion Charge
Kratos does a powerful shoulder charge - a souped-up version of his R1 attack 
from God of War 1. This will send enemies flying sideways, and is lots of fun 
to use, but really isn't terribly useful because the Hyperion Charge's windup 
is so long that anyone you needed to knock down at a distance (like archers) 
is already shooting at you by this time.
Chains to: None
Effect on light or medium enemies: Scatter
Effect on heavy enemies: None

Hyperion Rise
T during Hyperion Charge
Kratos lifts an enemy into the air with an uppercut and follows them skyward, 
just like his L1+X attack from God of War 1. This is much more useful, since 
you can then wail on the enemy you attacked, but unless there is an extremely 
high-priority target (like a priest) somewhere you need to run to, you're 
better off not using the Charge at all.
Chains to: None (follow with air moves)
Effect on light or medium enemies: Launch
Effect on heavy enemies: None

Athena's Wrath
T after rolling
Requires Athena's Blades level 4
Kratos sends a shockwave along the ground which launches enemies. While this 
can occasionally be a useful counterattack, you'll more often do it 
accidentally while trying to roll away and start your Overhead Strike on 
vulnerable enemies. To solve this problem, just do S before your Strong Combos 
and reserve T for Athena's Wrath.
Chains to: None
Effect on light enemies: Launch
Effect on medium enemies: Stun
Effect on heavy enemies: None

Tartarus Rage
L1+T
Requires Athena's Blades level 5
Kratos slams his blades into the ground in front of him 3 times: first left, 
then right, then both at once. You can change the direction of the last strike 
with the analog stick in case you missed. This attack is slow but extremely 
powerful, and is great for use against enemies who are tied up doing a move 
that isn't "hitting you out of the last strike".
Chains to: None
Effect on light enemies: Launch
Effect on medium enemies: Knockdown
Effect on heavy enemies: Stun

Icarus Strike
L1+X in the air after you acquire Icarus Wings
Kratos unfurls his wings for a quick blow in front of him that has a good area 
of effect and knocks enemies sideways. One of the few moves fast enough to be 
used during a single jump as opposed to a double jump. Of course, the actual 
uses for this move are low, as you'll never want to get an airborne enemy away 
from you, and you'll rarely be attacking the ground from the air, but if you 
feel adventurous and want to scatter enemies ASAP, this is it.
Chains to: None
Effect on light or medium enemies: Scatter
Effect on heavy enemies: None


1.2.3. RAGE OF THE TITANS ATTACKS
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Rage Weak Combo
Mash S while in Rage of the Titans
Kratos does several spinning attacks all around him, finishing with a double 
strike in an X pattern in front of him. This is a very versatile attack, as it 
does good damage, knocks away enemies, and unlike the Rage Strong Combo, 
doesn't miss very often even if you're bad at aiming.
Chains to: None
Effect on light or medium enemies: Stun, then Scatter on last hit
Effect on heavy enemies: None

Rage Strong Combo
TTT while in Rage of the Titans
Kratos does a few swipes forward and upward, then jumps forward spinning, 
finishing with a plume forward. This move does loads of damage but is very 
difficult to target on a single enemy; thankfully, your immunity to being 
stunned during Rage of the Titans means it'll almost always at least finish 
the move. Generally, unless you've got an enemy backed up against a wall, it's 
safer to stick with the Rage Weak Combo.
Chains to: None
Effect on light or medium enemies: Stun, then Knockdown on last hit
Effect on heavy enemies: None, then Stun on last hit

Prometheus' Flare
Press L1 while in Rage of the Titans
Kratos knocks back nearby enemies. You'll never need to use this, as you'd 
rather have enemies hit by your Rage Weak Combo than be pushed away from it. 
This is what you get when Prometheus' Inferno fizzles.
Effect on light or medium enemies: Stun
Effect on heavy enemies: None

Prometheus' Torment
Hold S while in Rage of the Titans
Requires Athena's Blades level 4
Much like the Cyclone of Chaos, Kratos will spin his blades in a wide circle. 
They will continue until you stop holding S, and they do very little damage. 
Mostly they're useful for racking up your combo count while keeping you safe 
from enemy attack - usually, only strong enemies can get through this "shield" 
of hits, since the Rage of the Titans prevents archery shots from stopping you.
Once you have Prometheus' Inferno, it becomes part 1 of a deadly 1-2 
combination.
Chains to: Rage Weak Combo
Effect on light or medium enemies: Stun
Effect on heavy enemies: None

Prometheus' Inferno
Hold L1 while in Rage of the Titans with a combo meter of at least 25
Requires Athena's Blades level 5
A very odd move but a very powerful one: Kratos causes an enormous whirlwind 
of fire to appear around himself. It drains your COMBO METER to inflict damage 
on the enemy, so don't use it until you have 100+ hits. The easiest way to get 
hits is to use Prometheus' Torment or Cronos' Rage; if both are used in 
tandem, you can get 200-300 hits for the Inferno while draining only half of 
your Rage of the Titans meter for later use. Since you're in Rage of the 
Titans and the Inferno stuns all enemies, you're essentially invincible.
Chains to: None
Effect on all enemies: Stun


---------------------
1.3. BARBARIAN HAMMER
---------------------


The Hammer is the most underwhelming of Kratos' weapons. It's wonderful 
against groups of soldiers, but the severe maneuverability, range and speed 
limits it imposes make it unwieldy against any larger enemies or bosses with 
attacks you need to dodge. It's expensive to upgrade and the additional moves 
are more for the purpose of making up for the Hammer's deficiencies rather 
than making it absurdly powerful like the other weapons' upgrades. Still, it's 
a lot of fun when it works.

When the Hammer is active, you cannot roll; instead, pressing the right analog 
stick will add a Soul Summon to your current move (except blocking).


Double Swing - Spin
SSS
Kratos does three successive swings with the hammer, each more powerful and 
slower than the last. This is your main hammer move, as most enemies are quick 
enough to dodge or interrupt the Double Pound, and the Spin is a very powerful 
attack that can clear groups of enemies quickly.
Chains to: None
Effect on light or medium enemies: Scatter
Effect on heavy enemies: None

Double Swing - Pound
SST
Kratos does two hammer swings and finishes with a powerful attack making 
sparks fly up from the ground where the hammer hits it. If you're sure your 
enemy won't move from that spot, use this. It's slightly faster than the Spin, 
but still quite likely to be interrupted by enemies who are near you at the 
time.
Chains to: None
Effect on light or medium enemies: Knockdown
Effect on heavy enemies: None

Double Pound
TT
Kratos pounds twice, moving forward slightly between the two attacks. The long 
windup on this move makes it useful only against largely sedentary enemies 
like a Cyclops; you'll usually end up annihilating one random soldier and 
getting attacked by the others if you try to use this against more than one 
opponent.
Chains to: None
Effect on light or medium enemies: Knockdown
Effect on heavy enemies: None

Crushing Defeat
L1+S
Kratos does a slow hammer spin like his second Swing, then picks up speed 
while whirling forward to a final Spin attack. Like your L1+S attack with the 
Blades, it's more for crowd control than dealing damage, but it's so slow and 
tends to miss with the middle hits so often that it'll rarely be effective 
even at that. Plus, you can't even block during it, because it's a special 
move.
Chains to: None
Effect on light or medium enemies: Scatter
Effect on heavy enemies: None

Might of the King
L1+T
Kratos slams his hammer down in front of him, creating a shockwave that 
launches opponents. Unsafe and gimmicky, but it looks great. The only enemies 
likely to fall for this are soldiers, who you can proceed to demolish with 
your regular hammer strikes while they're knocked down.
Chains to: None
Effect on light or medium enemies: Launch
Effect on heavy enemies: None

Might of the King (Air)
L1 in air
Kratos drops to the ground with his hammer sideways, emitting a wave of energy 
that launches opponents. This is actually much safer and more effective than 
the ground Might of the King, as it'll still hit enemies below you with the 
hammer, and jumping is your only real way to "evade" attacks with the hammer. 
Unfortunately, the hammer has no way to take advantage of all the enemies 
you're launching so easily with this move.
Chains to: None
Effect on light or medium enemies: Launch
Effect on heavy enemies: None

Air Swing
S in air
Kratos takes a single swipe from side to side. Since you'll rarely be jumping 
with the Hammer anyway, it's OK that this move is lackluster.
Chains to: None
Effect on light or medium enemies: Stun
Effect on heavy enemies: None

Air Pound
T in air
Kratos swipes quickly downward with his hammer. This is a fun move, actually, 
and great for defending yourself. Think of it like a single-hit version of 
Kratos' Air Overhead Strike with Athena's Blades. It's also a lot faster than 
the Air Might of the King, so you'll often need it.
Chains to: None
Effect on light or medium enemies: Knockdown
Effect on heavy enemies: None

Soul Summon
Tap the right analog stick in any direction
Requires Barbarian Hammer level 2
A small soul comes out of the Hammer which will automatically attack enemies 
for up to 3 hits. The soul does next to no damage, but Soul Summon can be used 
during any of Kratos' attacks, so just keep doing it while you're fighting. 
The main purpose of Soul Summon is to be able to rack up a combo count with 
the Hammer, although you'll still be hard-pressed to get any significant bonus 
from it. It can also deal with Harpies or Nymphs on lower difficulty levels.
Chains to or from any other move
Effect on grounded enemies: None
Effect on airborne enemies: Knockdown

Legion of Souls
L1+O
Requires Barbarian Hammer level 3
Kratos jumps up and slams his hammer down on the ground, causing 3 souls to 
come out; each one does up to 4 hits and launches enemies. The hammer strike 
is slow but powerful, but the real benefit is tying up enemies so that you can 
use your hammer without being interrupted. If the hammer had this attack by 
default, it could legitimately deal with groups of enemies who weren't basic 
soldiers - but that's just wishful thinking.
Chains to: None
Effect on light or medium enemies: Knockdown
Effect on heavy enemies: None


---------------------
1.4. SPEAR OF DESTINY
---------------------


The Spear of Destiny appears midway through the game just before the Crossing 
of the Lowlands, and it makes a great subweapon but not a complete Blades 
replacement. The Spear focuses on quick, versatile strikes against single 
enemies, making it ideal against medium-sized enemies; the upgrades allow it 
to effectively fight heavy enemies as well. While most of its strikes have 
short range, some moves magically extend the spear - these are always useful.


Double Slash
SS
Kratos does two small sideways slashes. They have bad damage and range but 
start quickly. This is your safest combo starter, as it doesn't leave you 
hanging like the Uppercut Stabs. You can follow up either the single or double 
slash with the Uppercut Stabs if you successfully connect.
Chains to: Forward Stabs, Uppercut Stabs
Effect on light or medium enemies: Stun
Effect on heavy enemies: None

Uppercut Stabs
TT
Kratos does an uppercut that launches enemies (the fastest in the game) 
followed by five upward stabs. The stabs will almost always connect if you hit 
with the uppercut, and sometimes even if the uppercut is blocked. If you hold 
T after the launcher, Kratos will follow the opponent upward, but 
realistically, the stabs do more damage than the Spear's air moves, so this 
option is merely for defensive purposes to avoid enemy attacks. This move is 
mainly useful against enemies that like to block, because if they don't block 
the opening launcher, they're stuck with the duration of your combo.
Chains to: Spear Swipe, Upwards Shards
Effect on light or medium enemies: Launch on first hit, then Stun
Effect on heavy enemies: None

Forward Stabs
SS after Double Slash (SSSS)
Kratos does an uppercut with the Spear, then a 4-hit forward stabbing attack. 
Good for closing distance without being as vulnerable as the special moves - 
since it counts as a normal attack, you can block during the stabs.
Chains to: Spear Swipe, Upwards Shards
Effect on light or medium enemies: Stun
Effect on heavy enemies: None

Spear Swipe
S after Forward Stabs (SSSSS) or Upward Stabs (TTS)
Kratos does a slow counterclockwise spear swipe accompanied by a small 
explosion of purple energy which sends enemies flying. While this move does 
what it's designed to do, it'll often be interrupted when fighting against 
more adept enemies. Although it looks like it hits behind Kratos, it doesn't, 
so its main purpose is to recover from missing with the Forward or Upward 
Stabs.
Chains to: None
Effect on light or medium enemies: Scatter
Effect on heavy enemies: None

Upward Piercing Shards
T after Weak Combo (SSSST) or Strong Combo (TTT)
Kratos shoots several tiny projectiles out of his spear forward and upward. 
Like a weak shotgun blast, it doesn't do much damage, but it knocks enemies 
back a good deal, and breaks the guard of anyone who managed to block the rest 
of your hits, allowing you to follow up with more moves. It only hits once. Be 
careful in the Challenge of the Titans, as this move will still connect if you 
launched an enemy badly with the Upward Stabs, but unless you're right 
underneath them, it'll hit them on the ground and won't count as an air kill.
Chains to: None
Effect on light or medium enemies: Guard Break
Effect on heavy enemies: None

Deadly Slash
L1+S
Kratos winds up, then extends his spear and slashes across an arc to his front 
and sides. The move isn't terribly powerful, but it does hit everyone, so it 
provides a small measure of crowd control. Since it's slow to start, it's best 
used after a Piercing Shards or Spear Swipe to get yourself some distance.
Chains to: None
Effect on light enemies: Stun
Effect on medium or heavy enemies: None

Piercing Shards
L1+T
Kratos fires a quick blast of purple energy shards in front of him. Like a 
weak shotgun blast, it doesn't do much damage, but it knocks enemies back a 
good deal, and breaks the guard of anyone who managed to block the rest of 
your hits, allowing you to follow up with more moves. It only hits once. You 
shouldn't just use this indiscriminately, as it's much less powerful than your 
regular suite of spear attacks, but it can give you some breathing room or 
reduce a 2-enemy fight to a 1-enemy fight.
Chains to: None
Effect on light or medium enemies: Scatter, Guard Break
Effect on heavy enemies: None

Air Double Slash
SS while jumping
Kratos slices left and right with his Spear. This makes a good starting air 
attack if you've launched an opponent, as it comfortably combos into your 
other air moves or an air grab, and the damage is decent.
Chains to: Any air attack, during either hit
Effect on light or medium enemies: Stun
Effect on heavy enemies: None

Air Up-Down Slash
T while jumping
Kratos does a 2-hit heavy combo on the airborne opponent that knocks them back 
down to the ground. Never do this move while actually jumping, only while 
launching an opponent - otherwise you won't have enough time to follow up with 
another attack. If you really need to put an enemy out of commission (if not 
dead), launch them, then Up-Down Slash into Air Piercing Shards to send them 
all the way to the other side of the room. Icarus Wings, then a pair of Up-
Down Slashes also works if you absolutely need to kill them while airborne.
Chains to: Any air attack
Effect on light or medium enemies: Knockdown
Effect on heavy enemies: None

Piercing Shards (Air)
L1 while jumping
Kratos blasts the Shards out in front of him. If his nearest opponent is on 
the ground, it'll angle slightly down to hit them. This isn't very powerful, 
but it'll scatter an airborne opponent while doing exactly the same thing as 
your regular Shards against a grounded opponent. Unfortunately, it causes 
Kratos to hang in the air for a while, negating its usefulness as a guard 
break, so stick to using it as the game's only air scattering attack.
Chains to: None
Effect on light, medium or airborne enemies: Scatter, Guard Break
Effect on heavy enemies: None

Unfortunate Remains
L1+O
Requires Spear of Destiny Level 2
Kratos slams his spear down in front of him, laying a purple crystal mine that 
explodes after a couple seconds. If the spear hits someone, it'll do 2 hits 
and won't lay a mine. The mine is surprisingly effective, keeping enemies 
knocked around instead of attacking you - just make sure no one wanders around 
to the side where your mines aren't hitting. It also does a fair amount of 
damage, unlike most other gimmicky special attacks.
Effect on light enemies: Knockdown
Effect on medium enemies: Stun
Effect on heavy enemies: None

Altering Slash
L1+S
Requires Spear of Destiny Level 3
Kratos does a Deadly Slash, but one enemy it hits (usually the first one it 
hits) will slowly glow purple and eventually explode in a powerful crystal 
blast. Since the Spear isn't good at handling groups unless you've created 
some space for yourself, this move is invaluable - you can simply block and 
wait for your enemy to do the work for you. It also helps against larger 
enemies when you need to stay on the defensive - during pauses in an enemy's 
attack pattern, simply Altering Slash and run away. The bomb blast will keep 
going even if Kratos is currently killing the enemy with a grab - it'll simply 
damage all nearby enemies except the enemy being grabbed. Plus, turning 
enemies into bombs is hilarious!
Effect on light or medium enemies: Stun (spear), Scatter (bomb)
Effect on heavy enemies: None (spear), None (bomb)


---------------------
1.5. BLADE OF OLYMPUS
---------------------


The Blade of Olympus is a very powerful sword when you first get it and 
utterly ridiculous once it's upgraded. Except for specific single-purpose 
moves like Altering Slash, Plume of Prometheus and Air Cyclone of Chaos, the 
Blade is the last weapon you'll ever need.


Left Slice
S
Kratos slashes once to his left. Your main Blade move starter, as it can flow 
quickly into either light or heavy attacks, and it's quite fast.
Chains to: Right Slice, Upward Slice
Effect on light or medium enemies: Stun
Effect on heavy enemies: None

Downward Slice
Kratos brings the blade straight down to the ground. It's slower but more 
powerful than the Left Slice. Generally not as useful, except against bosses 
and Titan Minotaurs where a few powerful hits mean more than several quicker 
strikes. Like your Athena's Blades, you can switch back to Square-button 
attacks after this move.
T
Chains to: Right Slice, Upward Slice
Effect on light or medium enemies: Stun
Effect on heavy enemies: None

Right Slice
S after Left Slice (SS) or Downward Slice (TS)
A single slash to the right, basically identical to the Left Slice. Just like 
Athena's Blades' Double Jab move, you can move to more powerful attacks or 
continue doing weak horizontal attacks after the Right Slice.
Chains to: Left-Right Slice, Up-Down Slice
Effect on light or medium enemies: Stun
Effect on heavy enemies: None

Upward Slice
T after Left Slice (ST) or Downward Slice (TT)
Kratos slices upward once, in a move identical to the first hit of the Up-Down 
Slice, which is really your only option at this point (besides an Uppercut 
Combo, of course). Really, this move is just there to let you mash TTTT with 
the Blades of Olympus.
Oddly enough, pressing S instead of T will still combo into an Up-Down Slice.
Chains to: Up-Down Slice
Effect on light or medium enemies: Stun
Effect on heavy enemies: None

Left-Right Slice
SS after Right Slice (SSSS or TSSS)
An exact copy of the SS Left Slice, Right Slice combo, except that you don't 
have the same branching options - you can pick Up-Down or go for the big 
Scatter Slice afterward, and that's it.
Oddly enough, pressing T instead of S for the 4th hit will still do the second 
hit (the right slice) as normal.
Chains to: Scatter Slice, Up-Down Slice
Effect on light or medium enemies: Stun
Effect on heavy enemies: None

Up-Down Slice
TT after Upward Slice (TTTT or STTT) or Left-Right Slice (SSSSTT or TSSSTT)
Kratos does a copy of his Upward Slice, then a slower, powerful strike 
slamming his blade into the ground. The second hit isn't affected by Anger of 
the Gods, and can't be cancelled by blocking.
Chains to: None
Effect on light or medium enemies: Stun (up), Scatter (down)
Effect on heavy enemies: None

Scatter Slice
S after Left-Right Slice (SSSSS or TSSSS)
Kratos does a slow whirling attack to the left with good range that scatters 
enemies. It's great for button-mashing and does lots of damage, but is likely 
to be interrupted if you're right next to an enemy (which happens quite often 
with the Blade of Olympus). To prevent doing this accidentally when you're 
just trying to shoot an enemy with Anger of the Gods, do an Up-Down Slice 
after your Left-Right Slice instead to get the same 5 laser shots more 
quickly. You can't cancel this slice by blocking, so be careful.
Chains to: None
Effect on light or medium enemies: Scatter
Effect on heavy enemies: None

Uppercut Combo
Hold T after ANY hit with the Blade of Olympus
Kratos does an upwards slash, a huge uppercut, then jumps upward and delivers 
an automatic downwards strike to his enemy. None of the hits are affected by 
Anger of the Gods. Unlike its Olympic Ascension counterpart, you CANNOT do the 
Uppercut Combo by itself simply by holding T; this will do a Downward Slice 
and then an Uppercut Combo.
Chains to: None (follow with air attacks)
Effect on light or medium enemies: Launch, then Knockdown
Effect on heavy enemies: None

Air Left-Right Slice
SS or ST in air
Kratos does two quick slashes, first to the left and then to the right. Great 
for lasering things or following up on the Icarus Wings (the Uppercut Combo is 
unlikely to let you follow up with these).
Chains to: Any air move
Effect on light or medium enemies: Stun
Effect on heavy enemies: None

Air Up-Down Slice
TS or TT in air
Kratos does two quick slashes, first upward and then downward. Quite 
serviceable, and the same speed as the Left-Right Slice for quick laser 
purposes.
Chains to: Any air move
Effect on light or medium enemies: Stun
Effect on heavy enemies: None

Air Divine Retribution
L1 in air
Kratos sends out a laser beam forward. Unlike other air ranged attacks, this 
one won't angle downwards, so it's only useful for airborne or tall enemies.
Chains to: None
Effect on light or medium enemies: Stun
Effect on heavy enemies: None

Divine Absolution
L1+S
Kratos does a slice to the left, then an 8-hit stabbing attack, finishing with 
a powerful stab with a flare of energy around it. None of the hits are 
affected by Anger of the Gods. A very lackluster special move, as you're 
better off just swinging your complicated Blade combos that allow you to block 
and still move forward a good deal.
Chains to: None
Effect on light or medium enemies: Stun
Effect on heavy enemies: None

Divine Retribution
L1+T
Kratos sends a laser beam straight forward. The sword can also hit on its way 
down to good effect. During the normal game where you get the Blade, this will 
be a key move, as it strikes from a distance without leaving you hideously 
vulnerable.
Effect on light enemies: Scatter (blade), Stun (laser)
Effect on medium enemies: Scatter (blade), None (laser)
Effect on heavy enemies: None

Divine Sacrifice
L1+O
Requires Blade of Olympus level 2
Kratos creates a globe of energy around him, draining red orbs from nearby 
enemies. It doesn't do any damage, but if you're in Bonus Play and want to 
grab extra orbs without turning on the Urn of the Fates, feel free to loiter 
around weak enemies with this for free money. It also comes in very handy 
during the Reap the Rewards part of Challenge of the Titans.
Chains to: None
Effect on light or medium enemies: Knockdown
Effect on heavy enemies: None

Anger of the Gods
Requires Blade of Olympus level 3
All your attacks, except Divine Absolution, Uppercut Combo and the final hit 
of the Up-Down Slice, will have an additional laser beam attack, just like the 
Divine Retribution. This makes the Blade the ultimate weapon, able to deliver 
damage from afar and essentially double damage up close.
Effect on light enemies: Stun
Effect on medium or heavy enemies: None


========
2. MAGIC
========


Unlike the weapons, you'll need all the different magic spells in your way 
through the game, and upgrading more than one of them is worthwhile even on 
Titan Mode. As a general rule, you'll need 


------------------
2.1. TYPHON'S BANE
------------------


Upgrade cost: 2500, 12500
Typhon's Bane is a fairly standard long-ranged bow attack. Hold L2 to pull out 
the bow, then press the various buttons to do your different attacks. While 
you can move using Typhon's Bane, it's quite slow, so only use it to dodge 
things you know you can avoid, like Theseus' fast ice blasts. To change 
targets, tap the right analog stick; you should rarely need to do this, since 
it'll autotarget on the strongest enemy, and why waste arrows on lesser ones? 
You can fire bow shots in the air; to fire a special bow attack in the air, 
tap T or O, then keep holding L2 until you reach the ground, at which point 
you'll do your attack. Typhon's Bane is useful mainly in the early game, when 
you can unload a full magic meter's worth of arrows into a boss or heavy enemy 
without leaving yourself open to an attack. At level 3, you can use the 
charged blast to rack up a big combo, but at that point it's a much slower way 
to kill enemies than a well-placed Cronos' Rage or Atlas Quake. On Titan Mode, 
even level 2 isn't worth it, because some enemies are too fast or too likely 
to guard the rapid-fire shots.

Wind Blast
Hold L2, tap S
Kratos fires a single wind arrow at the selected target. Keep mashing S to 
fire arrows at a decent pace. These aren't very powerful and they don't get 
more powerful with upgrades, but get used to shooting them anyway, whether to 
uncover hidden grapple points, take down inaccessible bosses, or simply deal 
damage to a big enemy when you're low on health.

Wind Blast (Air)
Hold L2 in air, tap S
While Kratos can fire bow shots in the air, he's not really harder to hit 
since he floats down slowly while shooting. You shouldn't really ever need 
this particular feature.
Effect on light or medium enemies: Stun
Effect on heavy enemies: None

Rapid Fire Wind Blast
Requires Typhon's Bane level 2
Typhon's Bane can now be fired extremely quickly. This will actually backfire 
against Theseus, as he will start blocking the shots instead of being 
surprised by them, but comes in very handy elsewhere in the game when you need 
to deal with enemies or bosses from afar.

Lethal Vortex
Hold L2, tap T
Requires Typhon's Bane level 2
The Vortex is simply there to get you out of trouble when you're trying to 
shoot something and other enemies swarm you. The Vortex costs considerably 
more magic than an arrow shot and is chiefly valuable for its ability to 
launch enemies at a distance, buying you some precious seconds to resume 
shooting or pound them with your Blades. Largely a luxury At Typhon's Bane 
level 3, the Lethal Vortex gains damage; it now does 5x the damage of a 
regular arrow, making it just as cost-effective (or rather, cost-ineffective) 
as your arrows. Of course, by then you need it more, since you're using your 
charged Wind Blast instead. The Lethal Vortex costs 1/8 of a full magic 
meter - a high price to pay for something that just isn't as powerful as your 
charged blast at level 3, or simply shooting 8 arrows at level 2.
Effect on light or medium enemies: Launch
Effect on heavy enemies: None

Wind Blast (Charged)
Hold L2+S, release S
Requires Typhon's Bane level 3
The charged shot (you have to hold S down for a little while after the 
animation finishes) releases six tracking projectiles, each of which circle 
back around 4 times. Each hit does only 1/6 the damage of a single arrow, and 
you're only guaranteed to get the first 6 shots on the original target before 
they split up to attack any other enemies they find, but it's overall more 
damage per shot than uncharged arrows. Because they tend to flail around 
ineffectively and spread their damage across the entire screen's worth of 
enemies, you should wait until there are only 1-2 enemies left, then start 
releasing charged blasts at them. (Since they track, no amount of dodging will 
save a Satyr or Cerberus from taking this damage, unless they hit you out of 
the charging animation.) Each charged Wind Blast takes 1/8 of a full magic 
meter.
Effect on light or medium enemies: Stun
Effect on heavy enemies: None

Titan Storm
Hold L2, tap O
Requires Typhon's Bane level 3
Kratos does an invincible windup animation, then releases an enormous tornado 
(think Prometheus' Inferno) at the target. It only does one hit and you have 
to wait until the tornado has totally disappeared before firing another, so 
it's basically a desperation attack to do 15 times the damage of a single 
arrow on an enemy and anyone anywhere near him. The problem is, 15 times the 
damage of an arrow shot isn't enough to really kill anyone on higher 
difficulty levels, so it's just a panic button when you're swarmed with 
enemies and need to fire your bow at an important target. Each Titan Storm 
takes 1/4 of a full magic meter.
Effect on light or medium enemies: Scatter
Effect on heavy enemies: None


-----------------
2.2. CRONOS' RAGE
-----------------


Upgrade cost: 3350, 15000
Cronos' Rage is a lightning attack that hits several enemies at once, gaining 
power, range, and the ability to target more enemies as you upgrade it 
further. Although it's expensive to upgrade, it's worth it by the end of the 
game because of its ability to tie up enemies with lightning bolts while you 
combo them yourself or move elsewhere to accomplish your objective. Laying a 
Cronos' Rage and continuing to turn a crank or move an object is a very 
effective strategy. Plus, you can use it effectively on pretty much every boss 
from the time you get it except for Perseus and Zeus (who tend to block or 
dodge it too often). Get used to learning when and where to release Cronos' 
Rage balls.


Cronos' Rage
L2 or L2 in air
At Cronos' Rage level 2, gains range and power
At Cronos' Rage level 3, gains range and power and adds a scattering hit at 
the end ("core explodes")
Kratos places a ball of lightning at his position, with up to 3 available at
once. (This means there's only a slight delay between placing more than 3.) 
The ball will continuously stun multiple opponents and is especially useful at 
higher levels for building your combo count and keeping enemies occupied while 
you take on the ones that need the most attention. It's quite cheap in magic 
cost as well - even a level 3 Cronos' Rage Core costs 1/12 of a full magic 
meter. You'll want this at level 3 by the end of the game, because it comes in 
extremely handy against bosses and Titan Minotaurs.


--------------------
2.3. HEAD OF EURYALE
--------------------


Upgrade cost: 4000, 8000
Like Medusa's Gaze from God of War 1, this weapon allows you to turn your 
enemies to stone, then shatter them for a considerable orb bonus and instant 
death. This time, however, it's virtually useless at level 1 and keeps getting 
better as you upgrade it, until at level 3 it can reasonably freeze several 
entire waves of enemies without putting you at unnecessary risk. On lower 
difficulties, you'll never really need this power, but as the enemies' health 
goes up, the ability to kill them instantly gets much better. Bosses and the 
Titan Minotaur can't be turned to stone.


Gorgon Stare
Hold L2+S
At Head of Euryale level 2 and 3: gains power (freezes things faster)
The default Gorgon Stare will continually drain your magic to attempt to 
freeze the target and anyone else standing in that cone. More robust targets 
take longer to freeze, but at level 1, even the weakest of soldiers takes a 
couple seconds to turn to stone. Remember how easy it was to avoid the basic 
Gorgons in Typhon's Cavern? That's about how good you are with the Stare at 
level 1. At higher levels, a judicious use of the Gorgon Stare lets you turn 
single enemies to stone relatively quickly, but it's still only cost-effective 
if you're targeting multiple enemies. Stick to your fancier powers instead - 
except against harpies and nymphs, who can be frozen and will immediately 
shatter for a big orb bonus.

Gorgon Stare (Air)
Hold L2+S in air
While you can use the Gorgon Stare in the air, there's never a reason to do 
this, ever. Now Gorgon Flash or Blast in the air, that I can see. You'll just 
land and remain vulnerable before you've stoned anyone with the Gorgon Stare. 

Gorgon Flash
Hold L2 and tap T
Requires Head of Euryale level 2
The Gorgon Flash will freeze an enemy instantly at the cost of 1/8 of a full 
magic meter. Because it costs more than Cronos' Rage, it's only worthwhile 
against enemies with so much health that a Cronos' Rage and accompanying combo 
wouldn't kill them. Fortunately, all heavy enemies fit this bill. Remember, 
don't use the Flash until you know you'll have an opening to actually break 
the enemy - if they struggle free, you're back to square one. I think it's 
more effective at level 3, but I'm not sure.
Also note that if you Gorgon Flash an airborne enemy, they're dead instantly, 
and you get a nice orb bonus.

Gorgon Flash (Air)
Hold L2 and tap T in air
Requires Head of Euryale level 2
In air, you can Gorgon Flash just as well as you can on the ground. This comes 
in handy after, say, you've finished launching and killing an opponent and 
want to retaliate against that one satyr waiting for you below - but since the 
Flash is almost instantaneous, don't feel like you have to jump for your 
Gorgon Flash to be safe.

Gorgon Blast
Hold L2 and tap O; can also be used in air
Requires Head of Euryale level 3
The Gorgon Queen and Euryale herself will fire Gorgon Blasts at you. This is 
an area-of-effect stone gaze that costs as much as a Gorgon Flash and instead 
of turning an enemy to stone, has a chance of turning everyone in the area to 
stone. This is a really bad idea for an attack, because for the cost of a 
Gorgon Blast, you could turn a couple light enemies of your choice to stone 
with the Gaze, or make sure to turn your biggest threat to stone with the 
Flash. To ensure that everyone there is stunned, you'll need two Gorgon 
Blasts, which is just as expensive and unsafe as the Gorgon Rage but much less 
effective. In the air, it will hit grounded opponents beneath you, but this is 
generally overthinking the problem and you should just block as you come down 
instead.

Gorgon Rage
Hold L2+O, then release O
Requires Head of Euryale level 3
Your most expensive magic attack - it takes 1/4 of a full magic bar - is also 
your most brutally effective. Charge up Euryale's head until her tentacles 
start wiggling, then release to turn everyone around you into stone. Since 
you've been charging up, virtually the entire room will be close enough to be 
hit by the Gorgon Rage, meaning you can demolish all the enemies on lower 
difficulty levels or pick an enemy to shatter without risk on higher 
difficulty levels. If you ever manage to shatter two medium or heavy enemies 
(not hard, even on Titan Mode), the Gorgon Rage has paid for itself in terms 
of Euryale's Head's other powers. If you break a soldier or two along the way, 
well, that's what you paid 12000 orbs to fully upgrade Euryale's Head for.


----------------
2.4. ATLAS QUAKE
----------------


Upgrade cost: 4500, 10000
You won't get this magic until late in the game, but it's very effective right 
up until the final battle due to its ability to randomly do insane amounts of 
damage with Destructive Earth, and the fact that you're totally invincible 
while performing the Atlas Quake. It's definitely worth upgrading.


Trembling Earth
L2 or L2 in air
At Atlas Quake level 2, adds extra rock hits for more damage
Your basic quake attack does 2 hits to everyone on the floor at the time. At 
level 2, rocks fly out of the ground in random directions that may do extra 
damage. It's a "get out of jail free" card to give you temporary 
invincibility, like Poseidon's Rage in the previous game, that also happens to 
do damage to and stun even the most ironclad of enemies. It's slightly more 
expensive than a Charged Wind Blast, Gorgon Flash or Lethal Vortex - you can 
only use it 7 times with a full magic meter, I think.
Effect on light or medium enemies: Knockdown
Effect on heavy enemies: Stun

Destructive Earth
L2 or L2 in air, then mash O
Requires Atlas Quake level 3
This is where the real power lies. You'll release huge rocks for several 
seconds in between the two Trembling Earth hits. The closer you are to the 
enemy, the more likely it is that it'll get hit by the rocks. Because you 
don't have to aim it, it remains useful against teleporting enemies - just 
don't try it if they're flying, because the chance of a rock hitting them is 
very, very low. Best of all, it doesn't cost any more than the regular Atlas 
Quake - so if you need to use all your magic on something (like a boss or the 
interminable ramp battle before Klotho), this is the most damage you can do.


--------------------
2.5. POSEIDON'S RAGE
--------------------

POSEIDON'S RAGE
L2 or L2 in air (replaces Cronos' Rage)
Upgrade cost: n/a
Requires Urn of Poseidon to be turned on
This urn replaces Cronos' Rage with Poseidon's Rage, the magic you had when 
fighting the Colossus. Like Cronos' Rage, it's a lightning attack capable of 
hitting several enemies at once - but it has no maximum number of enemies, it 
has a much wider area, and it causes Kratos to become invincible and spin 
around in the air instead of allowing him to continue attacking. When you give 
yourself this magic, you'll realize just how cheesy it was in God of War 1, as 
it utterly demolishes your opponents while leaving you invincible. Its only 
downside is that it doesn't stun heavy enemies like the Atlas Quake - but it 
does damage on par with the Quake anyway, and you can hit flying enemies too. 
Each use of Poseidon's Rage costs 1/8 of a full magic meter - so slightly more 
than Cronos' Rage. It's a small price to pay.


==========
3. ENEMIES
==========


Enemies are described like this:

ENEMY NAME
Class (Weight class: Light, Medium or Heavy)
Description (Physical description of the enemy)
First appearance
Offense (Each attack has its own line)
	UB = Unblockable
	UP = Unparryable
	GB = Guard Break
	Projectile = Uses Argo's Reflect when parried
Defense (Available types: Guard, Dodge, Teleport, None)
Grabs (When you can grab this enemy and what the grabs do)
Comments (How to fight this enemy effectively)


------------------
3.1. LIGHT ENEMIES
------------------


LIGHT
Dogs: Wild Boar / Rabid Hound / Cerberus Seed
Harpies: Harpy / Hades Harpy / Cursed Harpy
Nymphs: Nymph / Hades Nymph
Archers: Rhodes Archer / Undead Archer / Cursed Archer
Cursed Remains
Beast Lord
Soldiers: Rhodes Soldier / Undead Legionnaire / Cursed Legionnaire / Fates 
Sentry / Fates Guardian
Wraiths: Wraith of Athens / Wraith of Asphodel
Hades Fiend

MEDIUM
Legionnaire Captain / Hades Legionnaire
Satyr / Satyr Champion
Siren / Siren Widow (Temple of Lahkesis)
Gorgon (Typhon's Cavern) / Gorgon Assassin (Temple of Euryale) / Gorgon Queen
Minotaur Grunt (Typhon's Cavern?) / Hades Minotaur (Temple of Euryale) / 
Erebus Minotaur (Typhon's Cavern)
High Priest of the Fates

HEAVY
Fates Juggernaut / Hades Juggernaut
Cyclops Brute / Cyclops Tyrant (Destiny's Atrium 1) / Cyclops Berserker (Bog 
of the Forgotten)
Cerberus (Temple of Lahkesis) / Cerberus Breeder
Titan Minotaur (Bog of the Forgotten)

BOSSES
Colossus of Rhodes
Theseus
Barbarian King
Hairy Cerberus
Euryale
Perseus
The Last Spartan
Kraken
Lahkesis & Atropos
Klotho
Zeus


WILD BOAR
Class: Dog (Light)
Description: Large brown boar with tusks and spines.
First appearance: Destiny's Atrium (1st time)
Offense: Tusk attack (1 hit)
Defense: None
Grabs: Air: Stabs and throws down (2 hits, repeatable)
       Ground: (Always Finisher)
       Finisher: Slices in half (3 hits) - 1 Rage orb
Comments: The dog version of a Rhodes soldier, with extremely low health and 
an instant-kill grab. Never a problem, even if you let their cyclops friends 
grab them and throw them at you.

RABID HOUND
Class: Dog (Light)
Description: Small silver dog that makes whimpering sounds when hit.
First appearance: Temple of Lahkesis
Offense: Bite attack (1 hit)
Defense: None
Grabs: Air: Throws down (1 hit, repeatable)
       Ground: Kicks at target (2 hits, causes Stun)
       Finisher: Breaks neck (2 hits)
Comments: Grab these to make effective use of them by using them to damage 
other opponents as well as themselves.

CERBERUS SEED
Class: Dog (Light)
Description: Small greenish wolf with a long tail.
First appearance:
Offense: Bite attack (1 hit)
	Rolling flame attack (1 hit)
Defense: None
Grabs: Air: Throws down (1 hit, repeatable)
       Ground: Throws down (1 hit, repeatable, causes Stun)
       Finisher: Breaks back (1 hit)
Comments: If left alone for too long, these will transform into Cerberus 
Breeders, so don't let them live. They have significantly more health than 
Hounds, but are still vulnerable to repeated throws into each other, or a 
throw and a few Orion's Harpoons.  Their flame attack is telegraphed by 
igniting themselves.

HARPY
Class: Harpy (Light)
Description: Batlike creature with brown wings.
First appearance: Typhon's Cavern
Offense: Glowing red claw attack
	Minigame grab - UB,UP (shake to counterattack)
Defense: Flying; grounded on Scatter/Knockdown
Grabs: Air: Slams downward (1 hit, repeatable)
       Ground: (Always Finisher)
       Finisher: Rips off wings (2 hits)
Comments: Basic harpies are only a problem on Titan Mode, and even then they 
can come in handy if you grab them to avoid damage. Use air attacks to kill 
them, and never just sit there blocking, because their grab hurts.

HADES HARPY
Class: Harpy (Light)
Description: A flaming version of the regular harpy.
First appearance: Atlas
Offense: Ram attack
	Flaming divebomb (avoid red circle on floor to escape)
Defense: Flying; grounded on Scatter/Knockdown
Grabs: Air: Slams downward (1 hit, repeatable)
       Ground: (Always Finisher)
       Finisher: Rips off wings (2 hits)
Comments: Hades harpies have more health than regular harpies, and their 
unblockable divebomb attack is easy to roll away from - once you see the 
circle, roll twice and they'll miss you. Simply watch the floor around them.

CURSED HARPY
Class: Harpy (Light)
Description: A dark gray version of the regular harpy.
First appearance:
Offense: Glowing red claw attack
	Diving minigame grab - UB,UP (shake to counterattack)
	Flaming divebomb (avoid red circle on floor to escape)
Defense: Flying; grounded on Scatter/Knockdown
Grabs: Air: Slams downward (1 hit, repeatable)
       Ground: (Always Finisher)
       Finisher: Rips off wings (2 hits)
Comments: Cursed harpies still have very low health, but they'll do their grab 
much more often than regular harpies. If you're watching them, you can tell 
they're going to swoop in for a grab by the somersault they make beforehand, 
but really just try to keep moving to avoid them.

NYMPH
Class: Harpy (Light)
Description: Small purple flying creatures with 4 wings.
First appearance: Destiny's Atrium
Offense: Green projectile attack
	Jet of webbing - UB,UP (shake to escape)
Defense: Flying; grounded on Scatter/Knockdown
Grabs: Air: Slams downward (1 hit, repeatable)
       Ground: (Always Finisher)
       Finisher: Rips off wings (2 hits)
Comments: Nymphs aren't dangerous alone, but their webbing attack (which they 
use only when you aren't moving around quickly) makes you vulnerable to other 
enemies' attacks. They'll often appear in packs, or with nests spawning them.

HADES NYMPH
Class: Harpy (Light)
Description: Small orange flying creatures with 4 wings.
First appearance: Temple of Lahkesis
Offense: Flaming projectile attack - UB
	Death explosion - UB,UP
Defense: Flying; grounded on Scatter/Knockdown
Grabs: Air: Slams downward (1 hit, repeatable)
       Ground: (Always Finisher)
       Finisher: Ignites and throws at target (1 hit, causes Stun)
Comments: These are the flying enemies to watch out for, as the timing to 
Fleece their attacks is very difficult. Instead, grab and throw them at each 
other if possible, like flying Rabid Hounds, and make sure to attack the ones 
that are igniting to throw their projectiles.

CURSED REMAINS
Class: Soldier (Light)
Description: Skeletons with swords.
First appearance: Temple of Euryale
Offense: Spinning attack (2 hits)
Defense: None
Grabs: Air: Breaks against ground (1 hit, causes "death")
       Ground: n/a
       Finisher: Dismembers (2 hits)
Comments: Skeletons will break into a pile of bones when they "die", then 
regenerate and immediately attack. To kill them, either grab them when the 
Finisher prompt appears, or destroy them with a high-damage attack. These guys 
are mostly there as puzzles rather than as legitimate enemies, as you have to 
be careful to get rid of them with grabs instead of just randomly hacking away.

RHODES ARCHER
Class: Archer (Light)
Description: Human with silver recurve bow and golden armor
First appearance: Rhodes Battlements
Offense: Red arrow projectile (1 hit)
Defense: None
Grabs: Air: Throws down (1 hit, instant kill)
       Ground: (Always Finisher)
       Finisher: Triple stab (3 hits)
Comments: The first archers you meet are just as big a pushover as Rhodes 
Soldiers. Block their arrows, then move in to kill them any way you like.

UNDEAD ARCHER
Class: Archer (Light)
Description: Undead with gray body and partial copper armor
First appearance: Temple of Lahkesis
Offense: Red arrow projectile (1 hit)
	Bow swipe, then arrow (2 hits)
Defense: None
Grabs: Air: Impales, extends and punches (1 hit, instant kill)
       Ground: (Always Finisher)
       Finisher, press S: Throws at target (2 hits)
       Finisher, press T: Rips in half (1 hit)
       Finisher, press O: Punch, then triple stab (3-4 hits)
Comments: The basic archers from the first game are back, and just as easy to 
kill. Head for these guys first, as you can throw them into each other with 
the O,S grab and kill lots of them at once, even on Titan Mode. They won't 
take you long to kill, and you don't want them interrupting your attacks. Note 
that in this game, it IS possible to block the arrow after their bow swipe.

CURSED ARCHER
Class: Archer (Light)
Description: Undead with partial silver armor and red plumed helmet
First appearance: Euryale's Defeat
Offense: Exploding arrow - GB (1 hit)
	Bow swipe, then arrow (2 hits, 2nd hit does not GB)
Defense: None
Grabs: Air: Impales, extends and punches (1 hit, instant kill)
       Ground: (Always Finisher)
       Finisher, press S: Throws at target (2 hits, causes Scatter)
       Finisher, press T: Rips in half (1 hit)
       Finisher, press O: Punch, then triple stab (3-4 hits)
Comments: Cursed archers are easily identifiable by their exploding arrows, 
which will stick in the ground if they miss or are blocked and still explode. 
They aren't here in huge droves like the previous game, and they give magic 
orbs when they die, so they're an even bigger target. Grab them or fight back 
with your own magic arrows to kill them before their arrows stun you.

RHODES SOLDIER
Class: Soldier (Light)
Description: Human with golden shield and armor
First appearance: City of Rhodes
Offense: Shield and sword strike (2 hits)
Defense: Occasional blocking
Grabs: Air: Throws down (1 hit, instant kill)
       Ground: (Always Finisher)
       Finisher 1: Throws over shoulder (1 hit)
       Finisher 2: Triple stab (3 hits)
Comments: The game's first enemy is also possibly its easiest, except for wild 
boars. Plow through these guys as fast as possible; on Bonus Play, grab them 
for extra orbs and invincibility during the first Colossus fight. Each of the 
finishers has a 50% chance of occurring.

BEAST LORD
Class: Soldier (Light)
Description: Tiny pig with full armor
First appearance: Bog of the Forgotten, by Euryale's Key
Offense: Blue triple blade strike (2 hits GB + 1 hit)
	Blue blade spin (1 hit + 4 hits + 1 hit)
Defense:
Grabs: Air: Impale, extend and punch (1 hit, repeatable)
       Ground: Stomp (2 hits, repeatable)
       Finisher: Kill with own blades (4 hits)
Comments: It's very fortunate that these guys can be killed with grabs at no 
risk to you, because they are almost always your first priority. They're 
relatively weak but still pose threats to you with a guard-breaking attack and 
their potential to become dangerous combined with a Cyclops Berserker.

UNDEAD LEGIONNAIRE
Class: Soldier (Light)
Description: Undead with gray body and single sword
First appearance:
Offense: Slow double sword strike (2 hits)
	Grab - UB,UP (1 hit, shake to escape and counter)
Defense: None
Grabs: Air: Impales, extends and punches (1 hit, repeatable)
       Ground: (Always Finisher)
       Finisher, press S: Throws at target (2 hits, causes Scatter)
       Finisher, press T: Rips in half (1 hit)
       Finisher, press O: Punch, then triple stab (3-6 hits)
Comments: The basic soldiers from the first game are mostly there for 
nostalgia value, as most of the time you'll be fighting the Fates' soldiers 
instead. These guys are very easy to kill, and their grab comes in handy for 
clearing space.

CURSED LEGIONNAIRE
Class: Soldier (Light)
Description: Undead with gold armor
First appearance:
Offense: Blue overhead strike (1 hit)
	Spinning counterattack (1 hit)
	Grab - UB,UP (1 hit, shake to escape and counter)
Defense: Guard
Grabs: Air: Impales, extends and punches (1 hit, repeatable)
       Ground: n/a
       Finisher, press S: Throws at target (2 hits, causes Scatter)
       Finisher, press T: Rips in half (1 hit)
       Finisher, press O: Punch (1 rage orb), then triple stab (3-4 hits)
Comments: Become intimately familiar with these guys' blue flashes before 
their most common attack, because if you can use the Fleece on them, they 
become significantly easier. These are the weakest enemies you face (besides 
Cursed Remains) that can't immediately be thrown, but when you can, take 
advantage of their excellent O,S finisher to give yourself space to destroy 
them. Although they can guard, they usually will only guard at the end of long 
combos.

WRAITH OF ATHENS
Class: Wraith (Light)
Description: Undead with blades for hands and no legs
First appearance: Temple of Lahkesis (before Destiny's Atrium)
Offense: Blade spin
	Melee attack (3 slow hits)
	Underground attack - (3-4 hits + 1 hit)
Defense: Guard; invulnerable while doing underground attack
Grabs: Air: Knee break (2 hits, always goes underground after)
       Ground: Launch (1 hit, hold X to jump with them)
       Finisher: Kill with own blades (3 hits)
Comments: These guys are very scary until you learn how to deal with them - 
block whenever you see their underground attack coming, then grab the closest 
one and start pounding him. You can block immediately on recovery from the air 
throw, but it's not terribly useful except as a way to get down to the ground 
without taking damage from another wraith's underground attack. Beware of 
their normal melee attacks as well!

WRAITH OF ASPHODEL
Class: Wraith (Light)
Description: Undead with blades for hands and blue leg shrouds
First appearance: Euryale's Defeat
Offense: Green boomerang hands (1-4 hits)
	Green grounded boomerang (1-4 hits)
	Underground attack - (3-4 hits + 1 hit)
	Fake underground and lunge (1 hit)
Defense: Guard; invulnerable while doing underground attack
Grabs: Air: Knee break (2 hits, always goes underground after)
       Ground: Launch (1 hit, hold X to jump with them)
       Finisher: Kill with own blades (3 hits)
Comments: These wraiths will never use their real underground attack unless 
provoked by you air throwing them, so use the same strategy but be much more 
vigilant about random boomerangs catching you during your attacks. Although 
the boomerangs look like projectiles, they can't be caught by Argo's Return. 
Since they can block or interrupt you, use the Fleece and grabs often - you're 
very unlikely to get hit by a wraith while airborne killing another one.

HADES FIEND
Class: Archer (Light)
Description: Soldier of ambiguous gender with flame in one hand
First appearance: Bog of the Forgotten
Offense: Flaming projectile - UB (1 hit)
	Flaming sword strike (1 hit)
Defense: Guard
Grabs: Air: Slam together to ground (2 hits, always goes underground after)
       Ground: Bounce off ground (2 hits, causes Knockdown)
       Finisher: Kill with own sword (3 hits)
Comments: Basically, they're archers with an unblockable projectile who don't 
die so easily. Grab them to keep them from shooting you for a while, or just 
use your more powerful attacks on them to kill them quickly. Like all ranged 
enemies, take care of these first - they can ruin your day by leaving you open 
to melee enemies.

FATES SENTRY
Class: Soldier (Light)
Description: Monster with gold helmet, one sword and one arm blade
First appearance: Typhon's Cavern
Offense: Arm blade, then red sword strike (2 hits)
Defense: None
Grabs: Air:
       Ground: (Always Finisher)
       Finisher, press S: Flings at target (2 hits)
       Finisher, press T: Breaks neck (2 hits)
       Finisher, press O: Slash, then kill with arm blade (2-8 hits)
Comments: These guys are abundant throughout the game, but fortunately they 
can easily be grabbed and taken care of. Be careful: while you're slashing 
with the O,O finisher, you're NOT invincible. Their attacks are frequent but 
easy to defeat.

FATES GUARDIAN
Class: Soldier (Light)
Description: Monster with red armor and a double-headed axe
First appearance: Steeds of Time
Offense: Double axe strike (2 hits)
Defense: Guard
Grabs: Air: Impale and swing downward (2 hits, repeatable)
       Ground: n/a
       Finisher, press S: Flings at target (2 hits)
       Finisher, press T: Breaks neck (2 hits)
       Finisher, press O: Slash, then kill with arm blade (2-8 hits)
Comments: Although these guys only have one attack, they love to get in your 
face and keep up the pressure. They'll occasionally guard, but you should be 
able to get in some hits as long as you keep them stunned - even a Weak Combo 
will do the trick. Be careful when fighting them, as they're harder to defeat 
than your normal soldiers because you can't just grab one to get out of 
trouble. While starting their "finisher available" animation they are totally 
invincible.


-------------------
3.2. MEDIUM ENEMIES
-------------------


LEGIONNAIRE CAPTAIN
Class: Captain (Medium)
Description: Tall armored warrior with sword and scythe
First appearance: Euryale's Defeat
Offense: Double scythe attacks (2 hits)
	Stab combo (5 hits with pauses in between)
	Counter-grab - UB,UP (2 hits)
Defense: Guard
Grabs: Air: Double stab and knee break (3 hits)
       Ground: n/a
       Finisher: Trip over own sword (3 hits, minigame to complete)
Comments: These enemies are much, much better versions of enemy soldiers. 
Their status as medium enemies means that it's very difficult to interrupt 
their long attack combos, they block an awful lot (or will simply attack right 
through your moves), and they can only be grabbed with a button-press 
minigame. Keep on the defensive against them and try to launch them or pound 
them from a distance if possible. If you try to grab them at the wrong moment, 
they'll counter-grab you, but they don't have any way to break through your 
guard otherwise.

HADES LEGIONNAIRE
Class: Captain (Medium)
Description: Tall flaming warrior with sword and scythe
First appearance: Atlas
Offense: Double scythe attacks (2 hits)
	Stab combo (5 hits with pauses in between)
	Counter-grab - UB,UP (2 hits)
Defense: Guard
Grabs: Air: Double stab and knee break (3 hits)
       Ground: n/a
       Finisher: Trip over own sword (3 hits, minigame to complete)
Comments: Just like a Legionnaire Captain but with much more health, the Hades 
Legionnaire was entirely avoidable in God of War 1 but is a fact of life in 
this game. Be very careful, as it's easy for them to wear down your health 
when you're not watching them. The strategy is identical: stay defensive, use 
distance to set up bigger attacks, and grab them only when you have the chance.

SATYR
Class: Satyr (Medium)
Description: Goat-like monster with blue eyes and a bladed staff
First appearance: Crossing of the Lowlands
Offense: Twirling staff combo (1 hit + 2 hits in an X + 5 hits twirl)
	Sitting-on-staff stance (5 hits twirl when attacked)
	Staff vault combo (2 hits with legs + 1 hit + 1 hit uppercut)
	Staff grab (1 hit, knocks you down)
	Getting up counterattack (1 hit with legs)
Defense: Dodge
Grabs: Air: Slow-motion ground slam (2 hits)
       Ground: Minigame mouth cut (2 hits, mash O to complete)
       Finisher: Stylish mouth cut and staff kill (3 hits, mash O to complete)
Comments: To fight satyrs, you must figure out their attack patterns - when 
you can Fleece or simply block their attacks, when you can expect them to 
dodge, and when it's safe to launch them (hint: whenever they sit on their 
staff, they can easily be launched). Otherwise, they'll just destroy you with 
their dodge-and-counterattack pattern and the surprisingly good range of their 
attacks. Fortunately, they don't block (except while they're already dodging), 
so if you can catch them doing something that isn't interrupting you, unload 
as much damage on them as possible. Since they can't block, they'll always get 
scattered by Argo's Revenge, so use it as much as possible. Note that while 
you're attempting to grab them, you are NOT invincible, so don't try it unless 
you're alone with him, and probably not even then - it does very little damage.

SATYR CHAMPION
Class: Satyr (Medium)
Description: Goat-like monster with two small blades
First appearance: Euryale's Defeat
Offense: Backflip combo (1 hit + 1 hit + 3 hits)
	Forward flip combo (1 hit + 3 hits twirl)
Defense: Dodge
Grabs: Air: Slow-motion ground slam (2 hits)
       Ground: Minigame mouth cut (2 hits, mash O to complete)
       Finisher: Stylish impale and return (4 hits, mash O to complete)
Comments: See the comments above for regular satyrs (except that champions 
have more health and no stance for you to capitalize on, but also no painful 
staff grab). I personally find champions to be less threatening than regular 
satyrs because they're more predictable; both have extremely fast attacks, 
though, so watch your back.

SIREN
Class: Siren (Medium)
Description: Brunette in a blue dress
First appearance: Crossing of the Lowlands
Offense: Small blue projectile (1 hit)
	Ground spike (1 hit)
Defense: Dodge
Grabs: Air: Twirl and slam (1 hit, repeatable)
       Ground: Repeated head slam (4 hits, only possible when O prompt appears)
       Finisher: Double impale and slam (4 hits)
Comments: The sirens no longer have their "suck you in" scream attack from God 
of War 1, but their ground grab no longer gives you health, so they're still 
annoying to deal with. The ground spike is telegraphed by energy gathering 
around their midsection and a flare underneath where you're standing, and it 
can be blocked or parried as long as you're standing near it when it starts. 
They're more of a pain than a serious threat to your health bar - just don't 
randomly flail around with your blades and get shot by their projectiles, keep 
your cool and you should do fine.

SIREN WIDOW
Class: Siren (Medium)
Description: Woman with white hair and long claws
First appearance: Temple of Lahkesis
Offense: Lunge and blue claw attack (1 hit)
	Blue claw combo (2 hits)
	Sonic scream - UB,UP (shake to escape)
Defense: Dodge
Grabs: Air: Twirl and slam (1 hit)
       Ground: n/a
       Finisher: Neck break (0 hits, damages all surrounding enemies)
Comments: Siren Widows are easier to kill than normal sirens, thankfully, 
because they'll often rush up and attack you, putting themselves in range 
instead of dodging away. Unfortunately, their scream attack (which has no 
maximum duration, and good range) makes them quite a threat if you're also 
trying to avoid other enemies - and there's always more than one siren. Become 
adept at grabbing these when you have to - you'll need to use their sonic 
death blast for multiple purposes.

GORGON
Class: Gorgon (Medium)
Description: Half woman, half snake, all green
First appearance: Typhon's Cavern
Offense: Gorgon Stare  - UB (turns gradually to stone, shake to escape, 
minigame to parry)
	Claw Rush (1 hit)
	Tail Strike (1 hit)
Defense: Dodge
Grabs: Air: Slam downward (1 hit)
       Ground: n/a
       Finisher: Rip off head (4 hits, minigame to complete, gives magic)
Comments: Gorgons come in all flavors in this game. These are the traditional 
ones that can only stone you if you stay in one place - roll around to avoid 
their gaze if you don't have the Golden Fleece to parry it. Be careful of 
their high speed and penchant for dodging, and NEVER let one turn you to stone 
while you're airborne, as you'll die instantly. Basic Gorgons aren't much of a 
problem if you keep moving - just hit them and be sure to block whenever you 
see a dodge, as they'll always counterattack. If you have the Fleece and want 
to bait them into stoning you, try to grab them.

GORGON ASSASSIN
Class: Gorgon (Medium)
Description: Half woman, half snake, blue and white
First appearance: Temple of Euryale
Offense: Gorgon Flash - UB (turns to stone, shake to escape, minigame to parry)
	Claw Rush (1 hit)
	Tail Strike (1 hit)
Defense: Dodge
Grabs: Air: Slam downward (1 hit)
       Ground: n/a
       Finisher: Rip off head (4 hits, minigame to complete, gives magic)
Comments: Gorgon Assassins are more common toward the middle levels of the 
game. You absolutely must use the Golden Fleece on them; fortunately, they 
telegraph all their attacks - the Stare lets you parry it very late in its 
animation, and the Assassin will wind up with a green charge on her mouth 
beforehand. Be careful of their high speed and penchant for dodging, and NEVER 
let one turn you to stone while you're airborne, as you'll die instantly. If 
you have the Fleece and want to bait them into stoning you, try to grab them, 
but be careful, as they shake out of turning into stone quite quickly. Gorgons 
love to counterattack, so be ready with your block button if you miss 
anything, but their dodging isn't as effective as satyrs' or sirens' dodges.

GORGON QUEEN
Class: Gorgon (Medium)
Description: Half woman, half snake, brown and red
First appearance:
Offense: Gorgon Stare - UB (turns to stone gradually, shake to escape, 
minigame to parry)
	Gorgon Rage - UB (randomly turns to stone, shake to escape, minigame 
to parry)
	Claw Rush (2 hits)
	Tail Strike (1 hit)
Defense: Dodge
Grabs: Air: Slam downward (1 hit)
       Ground: n/a
       Finisher: Rip off head (4 hits, minigame to complete, gives magic)
Comments: Gorgon Queens are reserved for the end of the game, because they are 
very scary targets. Their Stare lasts longer than the Gorgon's regular stare 
so you're more vulnerable while dodging it, they have area-effect Gorgon Rage 
attacks (which they'll always do if you grab them without the O prompt) that 
are difficult to parry and have a chance of turning you to stone, and they 
have so much resistance to Head of Euryale that they can only be broken by 
your subweapons. Not to mention they have an awful lot of health. A good 
strategy against them is to parry their stone attacks, then take out the other 
enemies before you deal with the Queen alone.

MINOTAUR GRUNT
Class: Minotaur (Medium)
Description: Minotaur with exaggerated upper body and large axe
First appearance:
Offense: Overhead axe attack (mash O to counter)
	Glowing overhead axe attack (1 hit, knocks you down)
	Counterattack (1 hit, only after blocking)
Defense: Guard
Grabs: Air: Slam down (1 hit)
       Ground: n/a
       Finisher: Blades into mouth (3 hits, mash O to complete, gives health)
Comments: Basic minotaurs aren't a big threat in this game, unless you get hit 
by their glowing axe strike, which can be avoided if you're attentive or 
simply blocked if you aren't. Just remember: when a minotaur blocks a few 
hits, he'll counterattack, which you can block or parry. Plus, half the time 
this grunt hits you, it'll be a minigame you can use to counterattack HIM 
(although he's invincible while regaining his axe).

HADES MINOTAUR
Class: Minotaur (Medium)
Description: Fatter minotaur with flaming spiked club
First appearance:
Offense: Slow club combo (2 hits + 1 hit)
	Downwards stab and swipe (2 hits)
	Big club pound (1 hit, knocks you down)
Defense: Guard
Grabs: Air: Slam down (1 hit)
       Ground: n/a
       Finisher: Force onto club (3 hits, minigame to complete)
Comments: This minotaur is common throughout the game and very useful because 
of his penchant to block rarely and the lengthy invincibility his finisher 
affords you. You can't dodge his attacks like the other minotaurs' attacks, 
but he's not super-powerful and you can still see all his moves coming. 
Remember: when this minotaur blocks a few hits, he'll counterattack (in this 
case, with the downwards stab and swipe), which you can block or parry.

EREBUS MINOTAUR
Class: Minotaur (Medium)
Description: Minotaur with blue spikes on arms and back
First appearance: Steeds of Time
Offense: Double axe swipe (2 hits)
	Horn charge (1 hit)
	Overhead slam (1 hit, knocks you down)
Defense: Guard
Grabs: Air: Slam down (1 hit)
       Ground: n/a
       Finisher: Blades into mouth (3 hits, mash O to complete, gives health)
Comments: Theseus summons these minotaurs against you, which are simply 
beefier versions of Minotaur Grunts. Their overhead slam is very difficult to 
evade unless you are watching closely, and after they block or you fail to 
grab them they'll counterattack with a horn charge and then an overhead slam; 
parry the slam to stun them and follow up with a combo. You don't really need 
to keep your distance from them, and they'll charge forward anyway, so just 
keep blocking and try to parry them so that you can catch one alone and launch 
it for massive damage. Sometimes you can block the 2nd hit of the double axe 
swipe if you were hit by the first one.

HIGH PRIEST OF THE FATES
Class: Priest (Medium)
Description: Human with a blue toga and a big scroll
First appearance: Euryale's Defeat
Offense: Green scroll strike (2 hits)
	White energy grab - UB (drains magic + 1 hit, shake to counter)
	Green curse tornado (1 hit, reduces speed, not a projectile)
	Green energy trap (1 hit on ground, UB if not underneath you)
	Summon (generates an enemy)
Defense: Teleport, Guard
Grabs: Air: Punch and fling downward (2 hits, leaves you airborne)
       Ground: Minigame (mash O), Uppercut (4 hits, hold X to go up with him)
       Finisher: Minigame (mash O), Execution (5 hits)
Comments: High Priests are fearsome. They have a wide variety of attacks, 
including an unblockable grab, they teleport often when you try to attack 
them, and their summon spell can cause you to lose an otherwise winning battle 
by adding a backbreaking new enemy. In the Arena of the Fates, the Priest 
always summons a Fates Guardian, but elsewhere in the game it can be anything 
from a Minotaur Grunt to a Cyclops Berserker. Their major weakness is grabs - 
but unfortunately, those require you to get close to a teleporting enemy. If 
you're not sure you're near him, he only rarely guards attacks, so your long-
range Blades of Chaos should be able to at least make him teleport and get out 
of your hair for a while. Although you're invincible while grabbing him, 
remember that time doesn't stop, so this might not be a wise idea in the 
Protect the Translator battle.


------------------
3.3. HEAVY ENEMIES
------------------


FATES JUGGERNAUT
Class: Juggernaut (Heavy)
Description: Bulky warrior with golden armor and a mace
First appearance: Euryale's Defeat?
Offense: Double mace swing (2 hits)
	Running shoulder and mace swing (2 hits)
Defense: None
Grabs: Air: n/a
       Ground: n/a
       Finisher: Decapitation (3 hits)
Comments: Although Juggernauts are the least fearsome of your heavy opponents, 
their inability to be slowed down in any way still makes them very dangerous. 
Always watch out for and try to block or parry their attacks. They won't 
block, but they'll usually interrupt anything fancy you try against them, so 
keep your distance and stick to heavy hits and magic to bring them down. The 
only time they're stunned is when a piece of their armor falls off; even the 
Spirit of Hercules will only stun them if they're not currently attacking, 
which they usually are.

HADES JUGGERNAUT
Class: Juggernaut (Heavy)
Description: Bulky warrior with brown armor and a flaming morningstar
First appearance: Just before Perseus
Offense: Upwards swipe (1 hit)
	Long-ranged ground pound (1 hit)
	Ground pound followup (1 hit)
Defense: None
Grabs: Air: n/a
       Ground: n/a
       Finisher: Decapitation (3 hits)
Comments: Hades Juggernauts are easier to deal with than the Fates Juggernauts 
on their own, because you can literally run circles around them, but their 
extra range, damage and armor makes them even more potent in groups - and 
you'll almost never be fighting them alone. Always watch out for and try to 
block or parry their attacks. They won't block, but they'll usually interrupt 
anything fancy you try against them, so keep your distance and stick to heavy 
hits and magic to bring them down. The only time they're stunned is when a 
piece of their armor falls off; even the Spirit of Hercules will only stun 
them if they're not currently attacking, which they usually are.

CYCLOPS BRUTE
Class: Cyclops (Heavy)
Description: Enormous green cyclops with a club
First appearance:
Offense: Club left/right swing - UB,UP (4 hits)
	Stomp and smash - UB,UP (1 hit + 1 hit knocks you down)
Defense: None
Grabs: Air: n/a
       Ground: n/a
       Finisher: Climb up and stab (4 hits)
Comments: These guys are very dangerous because of their range. When the stomp 
hits, you have just enough time to roll out of the way of the smash. Always 
keep these guys in mind, as their big club swing is very difficult to avoid 
unless you're airborne at the time. Keep rolling around them to avoid their 
attacks and try to stun them with your Blades' plume attacks when possible.

CYCLOPS TYRANT
Class: Cyclops (Heavy)
Description: Enormous gray cyclops with no weapon
First appearance: Destiny's Atrium
Offense: Grab and throw Wild Boar (1 hit, not a projectile)
	Stomp - UB,UP (1 hit)
	Ground pound - UB,UP (1 hit, knocks you down)
	Grab - UB,UP (1 hit, knocks you down)
Defense: None
Grabs: Air: n/a
       Ground: Orion's Harpoon the eye (2 hits, prompt will appear twice)
       Finisher: n/a
Comments: Although the Cyclops Tyrant has an awful lot of health, this is 
mitigated by the ability to do intermediate grabs on them. Be careful about 
this - Kratos will do a harpoon animation, which is slower and less ranged 
than his regular grab animation, when trying to grab them. They don't have the 
same reach as the Brute, so you can pound them from afar, but be wary of their 
grab - if you see one reach his arm back, roll backwards immediately. The 
grabs release green orbs, so do them as quickly as possible. Stay away and you 
should be fine.

CYCLOPS BERSERKER
Class: Cyclops (Heavy)
Description: Enormous gray cyclops with a tree trunk
First appearance: Destiny's Atrium
Offense: Stomp - UB,UP (1 hit)
	Ground punch - UB,UP (1 hit, scatters you)
Defense: None
Grabs: Air: n/a
       Ground: n/a
       Finisher: Rip out eye (6 hits, minigame to finish, +1 Cyclops Eye)
Comments: Unfortunately, these guys rarely appear alone. When they do, they're 
just like Cyclops Tyrants without any way to attack you if you roll out of the 
way of their slow ground punches. Plus, their finisher gives you a Cyclops 
Eye, which is one less time you have to replay Challenge of the Titans #1 to 
get 20 Cyclops Eyes. It's like they've given you a minute of your life back 
for doing the finisher correctly. The real danger is when they get a Beast 
Lord to ride them - see below for details.

CYCLOPS BERSERKER WITH BEAST LORD
Class: Cyclops (Heavy)
Description: Enormous gray cyclops with a tree trunk
First appearance: Destiny's Atrium
Offense: Club and ground punch combo - UB,UP (3 hits, rollable after 1st hit)
	Tree slam and grab - UB,UP (4 hits, knocks you down)
	Fiery tree spin - UB,UP (2 hits)
Defense: None
Grabs: Air: n/a
       Ground: Remove Beast Lord (2 hits)
       Finisher: n/a
Comments: These guys are ALWAYS the first priority. Grab them immediately, or 
you will suffer the painful consequences. Afterwards, if you avoid the likely 
berserker counterattack, you can repeatedly grab the Beast Lord and kill it, 
then deal with the berserker at your leisure. Your only objective against 
these enemies is to grab them without getting hit by their attacks. Watch the 
Beast Lord - if its blades flash blue, it's about to do the club combo or the 
tree spin. If the Berserker moves its arms upwards without the Beast Lord's 
urging, it'll slam the tree down in front of it; walk or roll back and get in 
some free hits before you grab it.

CERBERUS
Class: Cerberus (Heavy)
Description: Big three-headed gray dog with minotaur horns
First appearance: Temple of Lahkesis
Offense: Paw swipe (1 hit)
	Charging head attack (1 hit)
	Pounce and grab - UB,UP (6 hits, knocks you down, shake to escape)
	Triple fireball projectile - UB (3 hits, any can be parried)
Defense: None
Grabs: Air: n/a
       Ground: Rip off one head (prompt appears twice, 4 hits, mash O to 
finish, gives Rage orbs)
       Finisher: Impale middle head (3 hits, gives Rage orbs)
Comments: The Cerberus' attacks can be blocked and parried, but in exchange it 
is very mobile and has a lot of health. Take down the heads to give yourself a 
visual indicator and get some free Rage orbs (since the Cerberus often stays 
in one place long enough to get hit by a Rage Weak Combo). The Cerberus is 
also invulnerable for a short period while it starts its "ready to be thrown" 
O prompt, so just go ahead and grab it. The best way to ensure it doesn't grab 
you is to keep moving yourself.

CERBERUS BREEDER
Class: Cerberus (Heavy)
Description: Big three-headed green dog with flaming mouths
First appearance:
Offense: Paw swipes (2 hits)
	Summon Cerberus Seed
	Triple fireball projectile (3 hits, any can be parried)
Defense: None
Grabs: Air: n/a
       Ground: Slice middle head (1 hit, gives Rage orbs, prompt appears once)
       Finisher: Impale middle head (4 hits, gives Rage orbs)
Comments: The Cerberus Breeder only has one intermediate grab, and if you 
don't watch the Cerberus Seeds it spits out, they'll transform into new 
Breeders. Generally a more dangerous version of the regular Cerberus, 
generally less prone to jump around but more likely to be throwing fireballs 
as a result. It can't pounce on you, but if it hits you while you're trying to 
kill those Seeds, that's just as good.

TITAN MINOTAUR
Class: Mini-Boss (Heavy)
Description: Huge stone-and-lava creature that sleeps when you're far away
First appearance: Bog of the Forgotten
Offense: Throw rock - UB (1 hit, scatters you, not a projectile)
	Ground spin (5 hits)
	Ground pound (1-5 hits + zero-damage "return to resting" hit)
	Sink floor (3rd form only, 0 hits, gives magic orbs)
Defense: None
Grabs: Air: n/a
       Ground: n/a
       Finisher: Puncture lava core (4 hits, minigame to complete)
Comments: You'll only fight this guy 3 times in the game and once in the 
Challenge of the Titans, and he can't even move the first two times. His 
attacks are predictable, but he's so resilient that defeating him can still be 
tricky. If you get far away, he'll always throw rocks at you - these are tough 
to dodge because of their big area of effect, so parry them but don't use 
Argo's Revenge, because it just wastes time and usually won't hit him. When he 
wakes up or when you're in front of him, he'll pound the ground to his front; 
move to his back for free hits while he's doing this. When you get too close, 
he'll turn his back to you and start spinning; roll away immediately to avoid 
it and hit him with a ranged attack (Plume of Prometheus, Altering Slash, 
Anger of the Gods). Repeat ad nauseam. If he tries to throw a rock and you're 
close, you can go right under the rock.


==========
4. PEGASUS
==========


Although there are only two Pegasus levels in the game, they can be more 
difficult than they appear, especially on Titan Mode. There are also various 
nuances to getting a decent combo going and making sure you get the Brutal 
Kills for valuable orbs. All Pegasus attacks chain into each other or 
themselves.


--------------------
4.1. PEGASUS ATTACKS
--------------------


Circular Blade Slashes
SSS on Pegasus
Kratos whirls his blade upward, downward, and to the sides, hitting everything 
anywhere around him much like his attacks on ceilings. This is rather weak, 
but is useful for getting below enemies where they can't hit you while you 
avoid their shots. Of course, this is only really an issue when you're 
fighting the Spear of Destiny, or if you want to kill harpies in Typhon's 
Cavern.

Sideways Blade Spin
T on Pegasus
Kratos spins his blade to the left and right for a 5-hit combo. Much more 
powerful than the Circular Blade Slashes, and generally the fastest repeatable 
way to deal damage. Of course, other enemies have sideways attacks too, so be 
careful you don't take too much damage. You should also be careful not to KILL 
enemies with this move, because grabbing them gets you more orbs.

Sideways Blade Grab
O on Pegasus
Kratos does a small left-and-right circle with a blade; if successful, he 
begins a minigame versus Gryphons or Gryphon Riders. It has no effect on the 
Ravens or Spear Rider. Especially on Titan Mode, where orbs are few and far 
between, you'll want to do this every chance you get.

Side Dash Slam
L1 or R1 on Pegasus
L1 dodges Pegasus left; if you hit an enemy, Pegasus will rebound and do a lot 
of damage. R1 is the same, but dodges right. These are great tools for 
avoiding projectiles, finishing up attacks (T,R1,dodge,X is a great repeatable 
pattern against the Spear Rider) and generally keeping you mobile, which is 
the key when using Pegasus.

Forward Dash Slam
X on Pegasus
Requires a small amount of magic
Pegasus will rocket forward towards the enemy fliers, automatically tracking 
and hitting the closest one. This does good damage, and since your magic 
recharges on Pegasus, there's no reason not to use this whenever you're unable 
to use your regular attacks. It'll speed things up considerably, and Pegasus 
is much better at dodging projectiles when doing it, too. The Forward Dash 
Slam is the only way to kill the Raven.

Wind Blast
Hold L2 and press S on Pegasus
You can use Typhon's Bane to fire back at enemy Gryphon Riders, but your 
maneuverability is limited and most enemies will simply swoop back towards you 
where you can't shoot them anymore. You're better off saving your magic for a 
Forward Dash Slam.


--------------------
4.2. PEGASUS ENEMIES
--------------------


Gryphon
The main enemy in the first Pegasus level, Gryphons can shoot wind projectiles 
at you from up ahead, or use their tail to attack you. However, their health 
is relatively low, so you can simply keep them occupied with a constant 
barrage of attacks while avoiding their projectiles. When you grab them, 
you'll need a minigame to kill them.

Raven
The final enemy in the first Pegasus level, the Raven will swoop at you from 
straight ahead. If you don't Forward Dash Slam him correctly (wait until you 
see his body appear, then hit X), he'll knock you into a tailspin (shake to 
escape) and do damage. This can be difficult to time, so watch out; if you 
connect, you'll have to do one minigame button press and then mash O to kill 
this bird.

Spear Rider (Jet Stream)
At the end of each Pegasus level, you'll be sucked up into the upper 
atmosphere with the head rider, wielding the Spear of Destiny. You have no 
magic or attacks for this fight and can only try to avoid his purple energy 
bolts. They're always in a pattern of 3, so you can dodge to one side if you 
see it coming; try to stay close to the center so you can move in any 
direction when the bolts come at you. At the end, he'll fire an unavoidable 
pattern of bolts; just get hit by it and do the minigame to finish the level.

Gryphon Rider
The second Pegasus level features Gryphons with more health and the ability to 
Side Dash Slam you. Stay offensive and use your own Side Dash Slam to gain a 
little distance so you don't accidentally get hit by them. Try to use your 
range to your advantage. When you grab them, you'll need a longer minigame to 
kill them.

Spear Rider (Fight)
The second Pegasus level, after another Raven, throws the Spear Rider himself 
at you; he's basically a copy of you, except that instead of his T attack he 
fires Piercing Shards from the Spear of Destiny left or right. Try to avoid 
these (watch for him bringing up his spear like a gun) to his top or bottom. 
He'll often race back forward; immediately counter with a Forward Dash Slam 
and resume the offensive. Don't let him start firing projectiles at you, as 
you can't afford to lose any health before the Jet Stream stage.


==========
5. CREDITS
==========


This FAQ is copyright (c) 2007, Robert Marney (aka Robyrt). All rights 
reserved. Use of this file or any portion thereof is permitted for personal 
use only; do not republish or duplicate without explicit permission of the 
author.

Unlike my other FAQs, this one was written solely by me, without even 
consulting the official strategy guide or competing FAQs. This is why there 
aren't official HP numbers yet - wait for a later release.