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    God Mode Survival Guide by shin_vae_victus

    Version: 1.4 | Updated: 07/30/06 | Printable Version | Search Guide | Bookmark Guide

    God of War:
    God Mode Survival Guide 
    Author: Andre de Leon
    Email: andre18tx@hotmail.com
    Table of Contents
    I.   Introduction 
         A. Priorities
         B. Game Mechanics
    II.  Enemy Classes and Weaknesses
    III. Survival Guide
         Act 1: Aegean Sea
         Act 2: Athens
         Act 3: Desert of Souls
         Act 4: Pandora's Temple
         Act 5: Underworld
         Act 6: Return to Athens
         Act 7: Battle with a God
    IV.  Legal
    V.   Version History
    VI.  Credits
    L = light attack (normally, square attack)
    H = heavy attack (normally, triangle attack)
    G = grab attack (normally, circle attack)
    I. Introduction
    Wow. I honestly never thought I'd see so many people not only play God of War,
    but also play it in God Mode. Hats off to all you, brave souls. This guide is
    most definitely made for the crazy lot. 
    This is my first guide, so do expect some irregularities, update and format
    For the record, I've beaten the game in god mode at around 5:30 am, third of
    April. The guide was originally meant to help people beat the 2nd sequence in
    the last battle with Ares, considered by many to be the hardest and most 
    challenging battle in the entirety of the game. Ever since I've beaten it, 
    a multitude of submissions have been sent, detailing how they beat the 
    sequence themselves. Many of these strategies are more expedient and effective
    than the one I used, so I'll try and list as many of these as possible.
    I'm not about to tell you what you get exactly by beating the game, as much of 
    it is already outlined in the TREASURES menu, so don't worry about spoilers 
    related to that. I'm also assuming that you've finished the game at least once 
    so I won't be going over a lot of puzzle solutions, telling you where to go,
    etc. This is merely a guide to ensure that you get to Ares with everything 
    you're going to need to survive the battle with him. Nothing more. 
    --A. Priorities--
    If you plan on beating God Mode, you really should prioritize all of the
       1. Max out your weapons and magic in this order:
    	- Blades of Chaos
    	- Army of Hades
    	- Poseidon's Rage
          You can level up everything else in whichever order you prefer after you 
          maxed out those 3 things. The Blade of Artemis is utterly useless, so 
          that should be the last thing you max out. Suffice it to say, it'd be 
          best if you know where all the red orb chests are. 
       2. Know where both Muse Keys are, and use them to enter the secret room at 
          the lower levels of Pandora's Temple. This is the only way you can max 
          out both your health and magic bar. You'll be needing all the health and
          magic you can get. You won't necessarily need to find all Gorgon's Eyes
          and Phoenix Feathers, but it helps if you possess as much health and 
          magic before you get to the secret room.
       3. Save the Rage of the Gods as much as you can. Filling the meter for it is
          plenty involved already. I only used it 3 times throughout the entire 
          game, and when I did,  I REALLY had to. You can use it as much as you 
          want though, just be sure you have a full meter once you fight Ares.
       4. Know your enemies. Know your game mechanics. I'll be outlining these, 
          just in case you didn't know about them. Familiarize yourself with what
          you can exploit, because it will make things easier for you.
    --B. Game Mechanics-- 
       1. Damage Index --God Mode--
          You only inflict half as much damage to your opponents. On the other
          hand, you take 5 times as much damage from enemy attacks. DON'T get hit.
          Opponents are suppose to be more aggressive, but, honestly, I couldn't
          tell the difference. Either way, use this to your advantage; parry and
          reverse a lot. 
          Besides these, everything else stays the same. Bosses will fight the same
          way, puzzles will be solved the same way, etc. 
       2. Effective "Arena"
          All your opponents are only suppose to attack you within a pre-determined
          area. This is true for all difficulty levels. This means that an enemy
          will not be able to follow nor attack you if you backtrack enough. If you
          notice the opponent unable to follow you back to a doorway, then you'll
          know you're beyond his "arena" of influence. Use your distance attacks to
          painlessly dispose of hordes of enemies this way. If a room is sectioned
          off by the red, monster gates, you really can't use this trick. You'll
          have to kill all the monsters within that area before you can proceed.
       3. Doublecast --Army of Hades, Poseidon's Rage--
          As you know, you can cast as much magic as possible WITHOUT draining your
          magic meter when you activate the Rage of the Gods after maxing out your
          Blades of Chaos. The problem is you can only cast one magic at a time. 
          Not only that, your casting time is still the same for all magic attacks.
          It doesn't help that the Rage of the Gods doesn't last very long, so 
          you'll have to cast as much magic as possible within a short amount of 
          time. The key is casting one magic, then switching and casting something 
          else while the first one is still in effect. The best one I've found 
          starts off with the Army of Hades, followed by Poseidon's Rage. You can
          do this doublecast twice per use of the Rage of the Gods. You WILL need
          to utilize this if you are to ever beat the 2nd sequence in the battle
          with Ares.
          Alternate Doublecast:
            Ben Baxter
          You can cast 5 spells during Rage of the Gods if you cast the spells in
          this order: Army of Hades, Poseidon's Rage, Poseidon's Rage, Army of
          Hades, Poseidon's Rage. 
          I haven't tried this myself, so confirm it for me if you guys have time.
       4. Best Combo Strings --Blades of Chaos--
            Set 1: use these to knockout entire groups of opponents	
               L, L(hold)
               L, L, L(hold)
            Set 2: use these to inflict massive damage to opponents; possible 
                   juggle starter on second hit of both strings
               L, H, H, H
               H, H, H
            Set 3: you're only meant to chip away at an enemy with these; meant
                   to be cancelled to parry/block
               L, L ... 
          You really shouldn't be using any of the other attacks available to you
          in the game besides these. Execute short, effective combos to decrease 
          likelihood of counterattack from opponents. The above combos will tide
          you over most situations you'll be encountering throughout the game, so
          use them accordingly. 
       5. Attack Analysis
            L = light attack
              You're not really meant to inflict damage with any of the L attacks.
              What they lack in power, they more than make up for in speed, both
              execution-wise and recovery-wise. Canceling to parry/block is meant
              to be instantaneous during L attacks, so if you're expecting your
              opponent to counter, be sure to be doing these. Many of the L attacks
              end up knocking away, but not juggling, your opponents. Effective
              radius of L attacks are much larger too, due to the wide, horizontal 
              arcs they make. 
            H = heavy attacks
              These are your juggle starters and damage dealers. You inflict about
              2 to 5 times more damage compared to L attacks, but canceling to 
              parry/block takes forever. Execution is normally slower as well, 
              giving your opponent an opportunity to interrupt you. High risk, high
              reward. Effective radius is mostly limited, rectangular, and in a
              straight line. 
            G = grab attack
              These deal even more damage than H attacks surprisingly enough, and
              is the only way to start off the various mini-games in the game. You
              deal about 2 to 5 times more damage than your strongest H attacks 
              with these. G is your best option after a juggle starter because of 
              the shear amount of damage you inflict. You are normally invincible 
              from attacks during throw animations and mini-game sequences, so use 
              G often when surrounded. G won't always work, but when it does, 
              it's inescapable, and could mean instant death to one or more 
        6. Herding
           All of your opponents have a bad habit of trying to surround you, more 
           notably the faster ones. 
        7. Enemy Strings
           Enemies also have a bad habit of attacking one after the other, so if 
           you fail to block one attack, subsequent attacks will hit you too, which
           could mean instant death for you. Reversals can be interrupted too, so
           expect to get hit a lot this way.
        8. Alternate Costumes
           If you were as stupid as I was, then you would have thought that you 
           could use the Dairy Bastard in God Mode. Boy, how wrong I was. Nothing
           gets past David Jaffe and his team apparently--they made sure that you
           can't pick any of the specialized costumes in God Mode. Fiddlesticks. 
        9. Friendly Fire
           Certain enemy attacks will inflict damage to you and surrounding 
       10. Avenues of Helplessness
           You are most vulnerable, gameplay-wise, whenever you're scaling walls or
           moving via horizontal rope. Not only can you not cast magic, you can't
           block nor do most of your combos. You'll have to pass through these
           obstacles as quickly as possible, most notably the rope ones. 
           You're assailed left and right during these obstacles, with very little
           room to maneuver. Only 2 enemies can attack you at a time, but when they
           do, they inflict a tremendous amount of damage to you.  
           Keep heading the way you want to go without stopping. Once within range 
           of the enemy in front of you, use only L attacks. It normally takes
           8-9 L attacks for an opponent to fall off, so start hitting them early. 
           The range of L attacks is pretty good too while on the rope, so hitting
           them early shouldn't be too hard. If done right, the opponent behind you
           should keep missing, while you keep moving forward.
           If the ones behind you ever catch up to you, you'll have to hit both
           left and right opponents, one after the other, taking care to hit each
           only once. This way, both opponents are always stunned and getting   
           damaged at the same time. Once both fall off, proceed onwards. 
           When scaling walls, try to use G as much as you can. You can't G the
           ones that are far away or below your legs, so use L attacks instead.
       11. Platforms
           If you're opponent is on a higher platform, he can't hit you at all--not
           unless he's an Archer. Use the Set 2 strings to inflict damage to 
           opponents on higher platforms. 
       12. Angled Walkways
           If you end up having to fight in steep places, like stairs, your G
           function becomes really glitchy. Most of the time, you end up missing
           the G after a juggle. You get a regular G instead, which could mean
           your opponent auto-escaping the attempt and getting up faster than 
       13. Swimming
           No one else can swim. No opponent will attack you if you're in a deep, 
           body of water. 
       14. Precipice
           Opponents can be thrown or sent spinning towards chasms. You can fall 
           victim to some of these chasms, but they're always deadly to enemies.
           You have to remember that the game sets where you can and can not go,
           and it so happens that many of the places you can't go to are chasms.
           Opponents that die this way, don't give out red orbs, but you do end up
           killing them instantly in the process. Heavier opponents are sometimes
           susceptible to this too, so try to knock them off to chasms as much as 
           you can. 
           Opponents that fall off from ropes ALWAYS give you an orb of some form. 
           Opponents that fall off after scaling through walls won't give you orbs,
           not unless you slam them to the wall first, or you're near where they
           land when they do fall. 
       15. Skip Cinemas
           You can only skip over a cinema/cut scene/cg sequence when you've 
           somehow watched it already within the same playthrough. It doesn't count
           if it's a different save, or a different playthrough. This means that,
           once you play through a new game, you'll HAVE to re-watch all the  
           cinemas, even though, technically, you've watched it already when you 
           played the game before. That's a different playthrough though, hence why
           you're forced to watch it again. All the cinemas are very good, mind 
           you, but, more than likely, you're tired of seeing it by now. 
           Skip cinemas by pressing X.
       16. Enemy Weight
           Opponents have set weights that determines how easy it is to juggle
           them. There are 3 main weight classes:
              These are the easiest to juggle. Juggle starters always work on them.
              When they're airborne and you perform a G attack, you make them
              bounce up again, which means you can perform another G attack. Keep
              doing this until you've disposed of the opponent. 
              Juggle starters work on them still, but they don't bounce up after
              you perform a G attack while they're airborne. Your opponent should
              still be grounded after the G attack though, so use your Set 2
              attacks as soon as you slam it to the ground. 
              You simply can't juggle these opponents. Stick to short, quick combos
              or perform the heaviest Set 2 attacks FROM A DISTANCE, whenever you
              encounter these. Dodge as soon as you end your combos. 
           For details on the weight of each enemy in the game, go to Enemy Classes
           and Weaknesses Section of this faq.
       17. Enemy Invincibility
           When an enemy performs an attack, you can no longer interrupt it with
           a melee attack. Use a magic attack, like Poseidon's Rage, if you intend
           to interrupt an enemy. 
           Be mindful of this, especially when performing juggle starters. If you
           try to juggle an enemy that's attacking you, then you WILL get hit. 
           If you're hitting an enemy in mid-strike, your hits still count 
           damage-wise, but it doesn't mean you'll be interrupting his attacks. 
       18. Mini-Game Alternative
           When an enemy becomes groggy, a mini-game becomes available, but it 
           doesn't really mean you should initiate it. Sometimes, it's more 
           advantageous for you to NOT go through the mini-game. A prime example
           would be the Minotaurs. If you kill them by attacking them instead of
           going through the throat-stab mini-game, you get red orbs instead of
           the green orbs you'd normally get when you finish the mini-game. 
           To kill an enemy when a mini-game becomes available, perform H attacks,
           Set 1 attacks, or magic attacks.  
       19. Juggle Starters
           An opponent can only be juggled once you've inflicted a certain amount
           of damage to it. Some opponents require only one hit for you to juggle 
           them. Others might require more. Good rule of thumb is, the bigger an
           opponent is, the harder it is to juggle them.
       20. Limits of the Rage of the Gods
           Do realize that you're NOT offered invincibility when you cast Rage of
           the Gods. It does increase your armor, but not by much. 
           Try not to initiate mini-games, throw, or GET thrown, when you cast it
           because your meter is STILL depleting in mid-animation. You'll just end 
           up wasting it. Again, you're better off with a doublecast of some sort
           while you're in this mode.  
    II. Enemy Classes and Weaknesses
    There's 2 major classes of enemies--Airborne and Grounded. The Grounded ones
    are definitely tougher and more prevalent. How you fight them determines how
    much life you end up with till the next time you see a health chest. Just 
    remember that you want to kill your opponent as quickly and as painlessly as
    possible. I wouldn't suggest performing long strings of combos at all. Don't 
    bother with air combos that don't involve the G attack. You still want to 
    juggle your opponents. Just don't do anything fancy afterwards. Grab them while
    they're in the air, and keep at it if possible. You kill your opponents faster
    this way. Try not to do any of L1+(any attack button), because they leave you
    open to attack, and they tend to inflict minimal damage, despite the high
    number of hits you inflict. Save your magic till you get surrounded. Save your
    Rage of the Gods till you get to the harder portions of the game, which is
    outlined in the Survival Guide Section of this faq. 
    Though your opponents vary aesthetically and skill-wise, their A.I. divides
    them in distinct subclasses. Enemies within a subclass should be handled the
    same way you would handle any one else within that subclass. That means, a
    Cyclops Brute will always fall for the same tactics that you'd use against
    Cyclops Enforcers or Desert Kings, because they all fall under the same 
    subclass--namely, the Cyclops subclass. 
    Here's a detailed breakdown on how your enemies are divided. Right next to the
    subclass name is their weight. 
    --A. Airborne Class--
         Harpies --Small--
            Best attacks: G, Set 2
            These are the only true, naturally, airborne opponents in the game. 
            They're always susceptible to G attacks, so as soon as you're near 
            them, grounded or in mid-air, perform a G attack and you instantly kill
            one. Just remember that you don't earn any orbs this way.
            Certain variations of these perform an unblockable ground strike. A
            red circular target of sorts appears on the ground and tries to follow
            you within a certain amount of time. When time runs out, the Harpy
            performs the attack, inflicting damage to anything within the target.
            Dodge as often as you can when you see the target. Don't try to 
            interrupt or parry this because you'll just get hit.  
    --B. Grounded Class--
         Cyclops --Large--
            Best attacks: Set 2
            Weakness: Zeus' Thunderbolts
            Stick to distance attacks, but make sure you're not so far away that
            the Cyclops might perform a shoulder tackle. The best time to attack
            is after they perform their attacks. When the opportunity arises, 
            perform Set 2 attacks. 
            Cyclopes are suppose to be weak against Zeus' Thunderbolts. Poseidon's
            Rage works well enough though. If you're going to use the thunderbolts,
            charge them before you throw them at a Cyclops. 
            I can't remember a time when I've successfully parried nor blocked any
            of their attacks, so, more than likely, NONE of their attacks is 
            blockable to begin with. Again, dodge when they attack, and attack 
            When a mini-game becomes available, try to initiate it. You want to 
            dispose of them as fast as possible. 
         Satyr --Medium--
            Best attack string: G(mini-game), Set 2(juggle), G, G(mini-game)...etc
            Best attacks: Set 1, Set 2
            Weakness: Army of Hades 
            These are definitely the most skilled opponent you'll face in the game.
            They actually HAVE reversals. They can throw you, push you far back 
            if you block certain parts of their strings, and are quick and burly in
            The one thing you should watch out for is his reversal, which starts 
            off with him taunting you almost, by standing on his pole. NEVER 
            attack him while he's taunting you. You can parry the reversal itself
            by making sure you cancel your initial attack into a parry. The Satyr's
            reversal is rather quick though, so it's not always advisable to do
            so. This is actually the best time to attack someone else seeing as
            the taunt lasts for a short time, and seeing as the Satyr himself is
            not attacking you anyway. 
            His throw attempt starts off with a quick staff spin, followed by a
            staff thrust that is blockable. If you fail to block any part of the 
            2 hit string, you WILL be thrown.  
            I found the Satyr susceptible to a certain sequence of attacks that 
            starts off with a G attack.  Most people don't know it, but Satyrs are
            easy to throw. This starts a mini-game that doesn't do much damage
            at all. All it does is knock him off of his feet, so it doesn't seem
            like much, when in actuality, you set him up for an almost infinite set
            of juggle starters.
            Here's how it works. First off, do a G attack. This should initiate a
            mini-game where you fight for the Satyr's staff. Just hit the circle
            button as much as you can and you should win every time. The Satyr ends
            up knocked down, facing upwards with his feet AWAY from you. Normally,
            when you attack a knock downed Satyr, he'll perform a spring back 
            attack that hits you. But the spring back attack only works IF his feet
            is facing TOWARDS you. In this string, however, his feet is AWAY from
            you. If you try to attack him in this grounded state, he performs the
            spring back attack but ends up MISSING you AND standing up but facing
            AWAY from you. In this state, he CAN'T BLOCK ANYTHING. He's open to 
            just about ANYTHING you can throw at him. 
            At this point you could opt for another throw attempt OR perform a 
            juggle starter, using the various Set 2 attacks--the latter is your
            best option. Do a G attack again to slam him down on the ground. Do
            another G attack and you'll initiate the mini-game again. 
            Rinse and repeat. It's that simple. The most skilled opponent in the
            game beaten using 3 sequences of attacks, done over and over again; 
            it's sad almost, if these guys weren't so annoying.  
         Minotaur --Medium-- 
            Best Attack String: Set 2(juggle), G, Set 2
                                Medusa's Gaze(L1+L), Set 2
            Best Attacks: Set 1, Set 2
            Weakness: Medusa's Gaze
            Yeah I know. It doesn't look like it, but they're actually considered
            Medium, weight-wise, because you can actually juggle these. They can
            block, and if you hit them enough, they'll perform a push-back attack 
            that does a laughable amount of damage, even in God Mode.  
            If your Blades of Chaos is leveled up enough, you can parry anything
            they can throw at you--even their powerful downward strikes.     
            Medusa's Gaze works surprisingly well enough against them. Just be 
            sure to use H attacks to shatter them as fast as possible. 
            When the mini-game becomes available, you have a choice of attacking
            it or going through the mini-game. Try to kill them instead, just 
            because they give out a lot of red orbs. If you're low in health,
            proceed with the mini-game.   
            Alternative Strategy:
            It's common knowledge to most of us that by holding H at any point in
            any combo, you end up performing a juggle starter that takes BOTH
            Kratos and his opponent up to the air. 
            Minotaurs are still susceptible to this. Not only that, if you perform
            a G while in the air, you start an infinity juggle because the 
            Minotaur will keep bouncing back up after every G attack. 
            Now, it's quite possible that this attack string might work on lighter
            opponents BESIDES the Minotaurs. I haven't tried this combo myself, so
            if you guys have time, confirm it for me. 
         Centaur --Medium--
            Best Attack String: Set 2(juggle), G, Set 2
            Best Attacks: Set 2
            Weakness: Blade of Artemis
            Stick to distance attacks when you encounter these. As far as I can 
            remember, you don't encounter them a lot, but when you do, you can
            always take advantage of the Effective Arena trick to dispose of them
            You can't use G attacks on them, not unless the mini-game becomes 
            available. They actually auto-reverse when you attempt to throw them.
            Watch out for the ground wave attack. It does about 40% of damage to 
            you and it's unblockable. Their arrow attacks are blockable, however. 
            They're supposedly weak against the Blade of Artemis, but you have to
            remember how limited your defense and offense is when you do use it. 
            You have to be fairly near one just so you can hit them, which works 
            wonders for Centaurs because they need you to be that close so that 
            they can hit you with their melee attacks--in groups, that is. For the
            most part, it's not worth using it, especially if it means you'd have 
            to give up your distance. 
            Juggle starters do work on them, it just takes a while. As usual, 
            perform a G attack on a successful hit. 
         Cerberus Breeder --Medium--
            Best Attack String: Set 2(juggle), G, Set 2
                                Medusa's Gaze(L1+L), Set 2
            Best Attacks: Set 2
            Weakness: Medusa's Gaze
            These are the full-grown, 3-headed ones. This should be last thing you
            should prioritize. Set your sights on the smaller, one-headed versions
            first, seeing as you don't want too many of them running around and
            growing up to the 3-headed version.
            Their leaping melee attacks are their most dangerous attacks. All of 
            their other attacks are blockable, even the fireballs. 
            These are still susceptible to Medusa's Gaze, so if you're going to
            kill these quickly, use that magic. 
            It takes a while before you can juggle these, so be careful. 
         Cerberus Offspring/Seed --Light--
            Best Attacks: Set 1
            Weakness: Medusa's Gaze
            These are incredibly annoying, and you normally fight a slew of these
            at a time. Watch out for their leap attacks, most notably, the 
            incendiary version. Parry/reverse as soon as you see these--you want to
            knockdown groups of them as much as you can. 
            Use Medusa's Gaze if possible. When petrified, they crumble easily, 
            so this is the fastest way you can kill them. 
            Note that as soon as you kill one of these, another one replaces it, so
            battles with these are quite involved. It doesn't help that they don't
            give you much in terms of orbs. 
            You fight so many of these that it's hard to perform infinite G attacks
            when your juggle starter does connect, due to all the interrupts you
            are susceptible too. Set 1 attacks should knock away groups of these,
            so use it often. 
         Gorgon --Light--
            Best Attack String: Set 2(juggle), G, G...etc
                                Poseidon's Rage, Set 2(juggle), G, G...etc
            Best Attacks: Set 2
            Weakness: Poseidon's Rage
            By now, you should know that these are invincible to Medusa's Gaze, but
            are really weak against Poseidon's Rage. After you cast this, they're
            normally stunned enough that a Set 2(juggle) is guaranteed. 
            These tend to dodge a lot after the first or second hit, so be ready to
            parry their attacks. Their dodge-to-claw-swipe inflicts an incredible
            amount of damage, so parry/block this particular attack as soon as you
            see the Gorgon dodge.
            In their case, I'd rather go through the mini-game. More than likely, 
            I've cast Poseidon's Rage anyway, so I know I've lost a good deal of 
            magic by now. These are the only opponents that are guaranteed to give
            you magic orbs once you finish the mini-game, so take advantage of the
            mini-game as much as you can. 
            These opponents are light enough that you can infinitely bounce them up
            after each G attack, so if you want red orbs instead, this is the 
            fastest way to kill them.
            Alternative Strategy:
            Much like the Minotaurs, Gorgons are also susceptible to infinite air
            throw juggles.          
         Siren --Light-- 
            Best Attack String: Set 2(juggle), G, G...etc
            Weakness: Zeus' Thunderbolts
            These things are really, really weak. None of their attacks are worth
            noting, seeing as most of them are blockable. They are pretty fast, 
            but really light as well, to the point that you can infinitely bounce
            them. If a mini-game becomes available, I'd just go through with it.  
         Wraith --Light--
            Best Attack String: G, G...etc
            Best Attacks: G
            Weakness: Medusa's Gaze
            These are way too easy to throw, so just block their attacks and throw
            them as often as possible. All their attacks are blockable. Don't even
            bother wasting your magic on these. 
         Archer --Light--
            Best Attack String: G, L
            These are also way too easy to throw. Not only that, if you press 
            L after G, you end up swinging the Archer around, and killing the
            Archer and every one else you hit while swinging the Archer. If you
            target heavier, more burlier, sets of opponents, you do an incredible
            amount of damage to that opponent. 
            When you're near, they do perform a melee attack, but you should be 
            able to grab them faster than they can melee you.
         Undead Legionnaire --Light--
            Best Attack String: Set 2(juggle), G, G...etc
                                G, L 
            These are the undead soldiers that are not wearing much armor. You see
            them for the first time in Act 1. Throw these around like the Archers
            as much as possible.
            If you attack these while they're grounded, they perform a helicopter
            attack similar to the one that Kratos has, so be ready to parry as soon
            as you attack. 
            If you perform H after you grab these, you don't get any red orbs at 
         Fallen/Cursed Legionnaire --Light--
            Best Attack String: Set 2(juggle), G, G...etc
                                (inflict damage)mini-game, G, L
            These have more armor than their undead brethren. Their attacks are
            much more powerful too. Most notable of which is their jumping attack
            with the tell-tale blue-slash fx. Watch out for this, because you'll
            be wanting to reverse as soon as you see it. The enemy itself is only
            damaged by the reverse, but you do end up knocking away just about 
            everyone else around you. 
            These auto-escape your initial G attempts. You can only grab them as
            soon as the mini-game becomes available. Once you do grab them, treat
            them as if they're Archers and throw them towards everyone else. 
            If you perform H after you grab these, you don't get any red orbs at 
         Magic Legionnaire --Light-- 
            Best Attack String: L, L, H, Set 2(juggle), G, G...etc
                                L, L, H, (inflict damage)mini-game, G, L
            Once you destroy their shield, treat them as if they're Fallen/Cursed
         Legionnaire Captains --Light--
            Best Attack String: Set 2(juggle), G, G...etc
            Best Attack: Set 1, Set 2
            These are second only to Satyrs, skill-wise. They have a wide variety
            of attacks, most notable of which are their stabbing attacks and their
            3-hit string. You can not escape nor block their throw attempts either,
            so keep your distance. These auto-escape your initial G attempts as
            well, but because they always attempt a stabbing attack afterwards,
            you're given a free parry/reverse opportunity every time too, so take
            advantage of this as much as you can. 
            Your best recourse is to fight them defensively. Perform short Set 2
            attacks, and quickly block if need be. If the juggle's successful, 
            finish them off with an infinite string of G attacks. If it's not
            successful, get ready for retaliation. 
            They always perform a stab attack right after you attack them when
            they're grounded, so be sure to parry/reverse every time they do. 
    III. Survival Guide
    Mt. Olympus is considered the last act, and we all know we don't need to do 
    much there, so I won't be going over it. I'll be detailing what you need to
    watch out for in the rest of the acts, particularly what you'll probably have
    trouble in, enemy-wise. 
    --Act 1: Aegean Sea--
    This is the perfect time for you to practice fighting Undead Legionnaires and
    Archers. Just remember how useful those grab attacks are, and you'll be fine. 
    You'll be encountering Harpies for the first time as well, so grab them out 
    of the air as often as you can or perform short Set 2 attacks. 
    There's also a quick way to solve the box puzzle. Just kick the box to the 
    furthest side of the boat, either to the extreme left or extreme right. Once
    the box is flush to the side of the boat, start kicking it forward. 
    Your opponents targeting system is a little off when you're on the side of the
    ship. They get into the habit of targeting you, heading-wise--that is, they
    try to predict where you are going, and hit you on the way to your destination.
    Of course, this would work if you could go past the side of the ship, but you
    won't. The Archers end up over-estimating and missing you completely. Just
    time your dodges to ensure your safety.
    Once you get the box near the high platforms, the Archer's aim degrades even 
    more, so you should be safe until you can position it near the netting. 
    Soon after this, you should be scaling walls. Note the amount of damage you
    take the longer that you stay in one place. Move up as fast as you can. Attack
    opponents only when necessary. 
    Soon after this, should be the boss fight with the Hydra.
    Hydra Boss Strategy
        The smaller hydra heads give out so much health and magic orbs once you hit
        them that they don't really pose a threat. Do a lot of Set 3 attacks, parry
        when they attack, and use as much magic as you want. Even if you get hit,
        chances are, they'll heal you with all orbs that you'll be getting. Just
        remember that you get more orbs just by casting Poseidon's Rage on the 
        Once you battle the 3rd head, keep in mind the safe spot behind the wooden
        pole. The monster doesn't have anything he can hit you with when you're 
        behind it, save his roar attack that just pushes you back, so it's more of
        a taunt than an attack, really. 
        Try not to get hit by his bites as they do 95% of damage to you. 
        The hydra will keep using his roar attack on you, not unless you try and 
        hit him. Don't worry about missing him. You just want to coax him to bite 
        the platform, so that once he misses, he'll be within range of your 
        Attack when he bites the N side of the circular platform. Start with 
        Poseidon's Rage, then end with a full, Set 3 combo. Every time you end with
        this string, you end up gaining so much magic and health in the 
        process. If you're careful enough, I wouldn't worry about both magic and
        health at this point--just end this battle as soon as possible. 
    --Act 2: Athens--
    Don't forget to do the Sex mini-game after the cg sequence. 
    Once you do leave the boat, you end up facing the Fallen Legionnaires for 
    the first time. You will be facing them often throughout the game, so I'd
    start getting used to parry/reversing their attacks and killing them as 
    quick as possible. 
    You should meet the Minotaurs and the Cyclopes soon after. Start getting 
    used to their attacks and the fastest way to kill them. Soon afterwards is
    the battle with Medusa. 
    Medusa Boss Strategy
        This fight will last too long if you don't cast Poseidon's Rage. I suggest
        casting as much of it as soon as possible. Run up to the chest, get magic
        orbs, then, again, cast Poseidon's Rage as much as possible. By then, you
        should have inflicted an incredible amount of damage to her. 
        At this point, parry/block as much as you can, carefully performing short
        Set 3 combos on Medusa. You can block all of her attacks, save the gaze, 
        so you should be fine if you just hold L1 a lot. 
        The problem really is the amount of damage she can inflict on you if you 
        mess up on your parry/block. If she succeeds with her dodge-to-claw-swipe
        attack, she inflicts about 80% of damage to you, so be careful. 
        If you feel like risking it, do L, H. You might just get lucky and end up
        juggling her. 
        Once you do beat her, you'll have to kill a bunch of Minotaurs, which is
        made easy by your newly acquired skill AND by a temporarily infinite magic
        bar. This sequence is pretty fun, so I'd enjoy it while it lasts. 
        Eventually, you'll meet regular Gorgons for the first time. They're not as
        strong as Medusa, but they can REALLY inflict a lot of damage on you still,
        so be mindful of how they attack and parry a lot. Cast Poseidon's Rage if
        The first horizontal rope walkway appears here. This is going to be really
        difficult the first run through, so remember your game mechanics.  
        You should reach a series of houses after a quick puzzle that involves
        petrifying a Minotaur. There's tons of chests in the houses so I'd check
        each and every single one of them. 
        Archers are all over the place, so throw them at other enemies as much as 
        Once you get to the Town Square, you should meet the Cyclopes Brutes. 
        There's a lot of bystanders when you fight them, so health shouldn't be
        an issue, but do familiarize yourself with their attacks at this point, as
        you'll be fighting a lot of these soon.
        An old woman with a key that you need should die soon, so you'll end up 
        backtracking and meeting more Gorgons and Magic Legionnaires, which you
        should see for the first time. Again, treat them as regular Fallen 
        Legionnaires as soon as you destroy their shields. 
        When you get to the rooftops, prepare yourself for your first encounter
        with the Wraiths. You'll be fighting Wraiths, Fallen Legionnaires, and
        some Archers downstairs. Once you go up, you'll be fighting Wraiths and
        some Cyclopes. *POSSIBLE USE OF RAGE OF THE GODS* The battle upstairs
        CAN be taxing, so you should probably use the Rage of the Gods, once
        you start seeing the Cyclopes. 
        After climbing a series of pillars, you should reach the fork that leads to
        Zeus' Thunderbolts. I'd take that first, then proceed upstairs. Once you do
        get upstairs, don't forget all forks in the pathway and get all the chests.
        Before you reach the Temple of the Oracle, you end up fighting a series of 
        Harpies and Gorgons. Dispose the Harpies as fast as you can before you
        attack the Gorgons--it's easier this way. 
        After the long puzzle with the Oracle, you should reach 2 branching 
        pathways. I suggest going upstairs for an item, then proceed down the 
        sewers. If possible, remember the chests you pass by, and save them for
        later use. You might need them. 
        You'll eventually fight a series of enemies that starts off with 2 
        Cyclopes and Fallen Legionnaires, then ends with Minotaurs, Archers, and
        more Legionnaires. If possible, employ the Effective Arena trick, 
        especially if you're low in life/magic. You will be facing a lot of 
        enemies at a time, so more than likely, you'll sustain a lot of damage. 
        Backtrack to the chests you passed by, if need be. 
    --Act 3: Desert of Lost Souls--
    The hunt for the Sirens is deceptive to begin with. Even though Athena tells 
    you there's 3 Sirens, there's only 1 Siren in the ENTIRE desert at a time. 
    There's also a precise order to where each subsequent Siren appears. A Siren
    will appear in the NE, SE, and W side of the map, in that order. The Sirens DO
    move a lot, so they won't always be in the same location, but they normally 
    move near or around their spawn points. Jumping enlarges your view of the 
    horizon, so jump a lot if need be.
    Tons of chests hidden in this area, by the way. If you feel up to it, go look 
    for all of them.
    Once you're in the middle of the conveyor belt puzzle, just remember to 
    prioritize knocking down opponents, and not so much trying to kill them. 
    Alternate Strategy:
    He points out that you could actually destroy the spiked cylinder at the very
    end of the conveyor belt. The puzzle itself isn't too hard or that taxing that
    you'd employ this, but it's something neat, nonetheless. 
    The group of Sirens you'll meet soon after shouldn't be a problem. Just
    remember to block often. If a mini-game becomes available, go for it.
    --Act 4: Pandora's Temple--
    Before you enter the temple, you'll meet the Cyclops Desert Kings for the first
    time. Their mini-game makes them easy to dispose off, unlike the green Cyclops
    Brutes, so they shouldn't be too hard. Keep your distance, and, from there, 
    perform Set 2 attacks early, until you hit them with the last, most powerful
    part of the combo. 
    You'll fight a group of Archers and Wraiths afterwards, but they're all 
    susceptible to throws, so I really wouldn't worry about them too much. 
    At the beginning of the Challenge of Atlas, you'll be fighting Undead 
    Legionnaires followed by a large group of Gorgons. The Gorgons shouldn't give
    you too much trouble once you perform Poseidon's Rage. Initiate the mini-game
    often to regain some of that lost magic. 
    Upstairs is a bunch of Fallen Legionnaires and Archers. These shouldn't be a 
    problem for you now.
    A new branch in the pathway opens up for you. I suggest going down first, just 
    because it's harder. Not only do you have to pass through the horizontal rope,
    you have to deal with a tremendous amount of opponents, made up mostly of 
    Undead and Fallen Legionnaires, soon after you procure the puzzle item. 
    Once you do get the puzzle item, get ready. *POSSIBLE USE OF RAGE OF THE GODS*
    Now when I played, my meter wasn't full at all so I couldn't use Rage of the
    Gods, and I STILL beat this portion, so it's not entirely impossible to beat
    it. Your priority should be to throw as many opponents at each other as much as
    possible before the Fallen Legionnaires start spawning. It's a little hard
    to target who you really want to throw, so you'll have to change tactics
    mid-way through this onslaught. Once you start seeing the Fallen Legionnaires,
    knock everyone out to ONE side of the walkway, as much as you can. This way, 
    your backside isn't too exposed, and at the same time, your Set 1 or Set 2
    attacks will be hitting as many opponents as possible. I spent most of the time
    hitting my opponents to the RIGHT side of the pathway, while the spikes are on
    my LEFT side, so you should probably do the same. The spikes won't hurt you at
    all--not until you get squashed in the middle of that AND the right wall, that
    is. You are racing against time, so try and kill as much of them as quickly as
    When you do survive this, head back, and go through the other door on the
    higher level. Solve the puzzle to proceed to the room with the gigantic
    circular saws. 
    I suggest solving the saw puzzle first, before proceeding anywhere else. Head
    to the door on the N side, BUT back track as soon as you enter that door. This
    effectively KEEPS the N door open for the duration of the game. Once the 
    puzzle is solved, head to the E door. You'll eventually scale up walls to a
    room housing a puzzle item. 
    For you to gain access to the item, you need to defeat a bunch of Sirens and
    Magic Legionnaires within a set amount of time. Fail, and you fall to your 
    doom. *POSSIBLE USE OF RAGE OF THE GODS* I'd cast the Rage of the Gods just to 
    ensure that you defeat all of your enemies as quickly as possible.
    Go back to the saw blade room and solve the Atlas puzzle. There's plenty of
    chests upstairs, so try to get all of them. Don't forget the first Muse Key
    behind Atlas. 
    Soon after this and the rolling cylinder, is Poseidon's Challenge. You'll meet
    the Cerberus Breeders and Seeds for the first time. Kill the Breeders first, 
    as quickly as you can. Medusa's Gaze should make this easy for you. After this
    is a pair of Desert Kings. The actual block in the middle of the pathway slows
    these down, so I wouldn't move it too much. 
    After the small rotating room puzzle, you'll meet the Legionnaire Captains for 
    the first time. I wouldn't underestimate these. They're quite skilled and tend
    to inflict a boat-load of damage to you. Get used to their attack pattern 
    because you'll be fighting a lot more of these soon after. 
    When you climb up the walls, don't forget the other Muse Key which you can find
    at the rightmost side of the highest, climbable part of the wall. 
    You'll meet Minotaurs soon after, and the walkway you'll be fighting them on is
    a little narrow, so try and make sure that you juggle or knockdown all of them
    as often as you can. 
    Whilst dragging the caged human legionnaire up the slope, be aware that you'll
    be fighting what seems to be an endless amount of Legionnaire Captains. 4 of
    these spawn at regular intervals after you kill preceding waves. I know it
    sounds like a great way to wrack up on red orbs, but realize that these 
    opponents are pretty tough themselves, so it's quite a risk. After a few waves
    of these, you STOP getting red orbs, or any orbs, for that matter. There's 
    plenty of better opportunities to gain experience too, so I'd just drag the
    cage up the slope as quickly as possible if I were you.  Less headaches that 
    After you've procured Poseidon's Trident and headed to the pool on the right,
    you'll emerge within a cave filled with Cerberus Seeds. This is going to be
    pretty tough. *POSSIBLE USE OF RAGE OF THE GODS* There's a significant amount
    of these Seeds popping out, and you will be overwhelmed eventually, so I'd
    cast the Rage of the Gods. I didn't have this luxury when I played, so it 
    REALLY sucked for me, so I'd save up my Rage of the Gods for this if I were 
    Alternate Strategy:
      Brandon Miller of Crossville, AL
    Lance of the Furies (while in the air, L1 + G) works really well against 
    the seeds apparently. If you double jump THEN do the move at the peak of your
    jump, it's a lot harder for the seeds to hit you. I haven't done this myself,
    but it is a very plausible strategy, given the evasion properties of your 
    Of course, you'd have to have maxed out your Blades of Chaos BEFORE this move
    becomes available, but that shouldn't be a problem if you read Priority #1.
    You'll be underwater most of the time after this, so there's nothing much to
    worry about; until you have to start re-surfacing, that is. At one point,
    you'll encounter some Legionnaire Captains protecting a large group of pots, 
    and at another juncture, you'll have to fight a bunch of Harpies and various
    Fallen Legionnaires to get access to the puzzle lever. Don't forget to
    search for and ogle the Nyads while you're around here. Note that if you fail
    to complete your set of Muse Keys by now, you'll get one if you open the chest
    behind the large group of pots.
    Soon after this is Hades' Challenge. You'll be meeting the Centaurs for the 
    very first time as soon as you enter the grand hall. This sequence can be 
    difficult. Centaurs themselves are fairly burly as it is, and they're not
    suppose to stop spawning until after you've "sacrificed" 4 of them in each of
    the sacrificial areas. The hardest sacrificial area is the one furthest from 
    the long, ascending stairs. As far as I know, there's no Effective Arena around
    the sacrificial area, so you'll just have to learn to herd and kill the 
    Centaurs. There's an Effective Arena near the long, ascending stairs, however.
    All you need to do is ascend the stairs until the Centaurs stop following you.
    When they do stop, they'll be near the sacrificial area, while you're safely
    beyond their reach. I don't remember them even trying to use the arrow attack
    on you while you're up in the stairs, so don't worry about getting hit. Just
    pummel them from a distance and you'll be fine. 
    What follows is a simple maze filled with Gorgons, Archers, Centaurs, and 
    Fallen Legionnaires--none of which should pose any real threat to you. Just
    watch out for the Gorgon's melee attacks. They're still as potent as ever. 
    After the room with the gigantic incendiary boulders (exit is 3rd left door 
    from the ravine) some Minotaurs and Archers assail you. These Minotaurs are a
    little tougher than usual, so just be mindful of their attacks. You'll be 
    facing more of these, some Centaurs, and some Fallen Legionnaires in a smaller
    circular arena. The arena is big enough that you should be able to maneuver 
    yourself to more advantageous positions. I had to perform some simple 
    hit-and-run tactics, just so it was harder for my opponents to surround me, so
    consider how important your spacing and position is. 
    After a series of beam-balancing puzzles, you'll eventually have to fight 
    Pandora's Guardian. 
    Pandora's Guardian Strategy
        Just remember to be always on the platform, near the lever for the log
        cannon, which is on the left side. The Undead Guardian should then run 
        towards the platform. Every time he reaches it, he'll pummel it, inflicting
        damage to anything that's on the platform. Time your jump to avoid this.
        He has a different set of attacks, depending on your location in the 
        platform: one set when you're on the left; one set when you're on the 
        middle; one set when you're on the right; you should be on the leftside
        by now if you followed my advice. 
        When you're on the left side, he has but one attack--a really slow and
        linear ground punch. It's really up to you how you want to attack the 
        Guardian's hand. Any combo is fine really as long as you're fairly safe
        right afterwards. Use Zeus' Thunderbolts if you can. The Guardian is 
        suppose to be weak against it. 
        This boss tends to give out a ton of health and magic orbs once you've 
        connected with the log cannon though, so he's not that hard really. There's
        plenty of room for mistakes, so I'd just take my time with this one. 
    Eventually, you'd have procured all the puzzle items that you need and the
    Army of Hades. Once you're back into the rotating room, go to the Muse Room and
    claim your reward. Once you finish the final puzzle in the rotating room, 
    you'll meet the Satyrs for the very first time. Remember your mechanics and 
    this fight should be a breeze. From this point on, you'll be encountering a lot
    of them, so get used to knocking these down as quickly as possible. 
    There's not much to watch out for in the Cliffs of Madness, except for the
    horde waiting for you in the caves and the lack of save points. For some reason
    there's not a whole of these. Even if you find one, they're inconveniently
    placed. It's critical that you survive these hordes before you reach the next
    save point, unless you enjoy backtracking and fighting the same horde over and
    over again. The most difficult horde involves Satyrs, mostly because of the
    other enemies BESIDES the Satyrs--mostly Fallen Legionnaires. It takes a while
    before you can throw these, so expect long battles. Throwing them around will
    make things easier, but don't expect to kill a lot of Satyrs this way.
    Once you get to the crane at the top of the Architect's Tomb, you will be
    assailed by Desert Kings and some Cerberus Seeds. Employ the Effective Arena 
    trick to make short work of them. 
    You'll be fighting a great horde of Harpies and Archers before you get your 
    hands on Pandora's Box. They can be quite a handful, so just remember that 
    throwing the Archers around works really well here. Throw them at the other
    Archers. Once they're all dead, work on the Harpies. Just stay away from the
    gears and the flamethrowers, as you grab each Harpy. Remember that the 
    flamethrowers only activate if you stay on a stationary platform for far too
    long. Grab an enemy and move around as much as you can.
    --Act 5: Underworld--
    I really wouldn't suggest trying to get all of the chests in here. By now, you
    should be strong enough that you don't need any of it anyways. Just breeze 
    through this act. I wouldn't try and take too many of the pathways either. 
    You can employ the Effective Arena trick in here a lot, thanks to the 
    differences in the height of platforms. None of the Satyrs nor Minotaurs should
    pose a threat to you as much as the Harpies, that is. They actually inflict
    more damage than usual here, so don't get caught in the splash damage. Grab 
    them as much as you can. If they're too far away, use Set 2 attacks. The H
    portions of your attacks should hit them still. 
    --Act 6: Return to Athens--
    You'll be encountering just about all monster types once you get to the temple.
    They'll come in waves--one set of a monster class after the other. If you're
    strong enough, and you should be by now, this shouldn't be too hard. The 
    Gorgons upstairs are easily disposed off through the Effective Arena trick. 
    What follows is a hall filled with a series of Fallen and Undead Legionnaires. 
    Proceed onwards to a save point and the Oracle herself. 
    --Act 7: Battle with a God--
    Once you get here, fill up on both your magic and health through the chests
    found beyond the dying Oracle. Go back and save up right afterwards because 
    this is going to be a long, grueling battle.
          Ares, Form 1
                If you die here and continue, you'll start back to the save point.
                More than likely you'll die, which is good actually. Once you come
                back to the save point, save up, so that you can skip the cinema
                every time, and just go right ahead with this battle.
                Here are all the attacks you need to watch out for, and your best
                recourse when you do encounter them.
                1. Double Hammer
                He summons the hammer, slams it down hard on the ground, then 
                swings it horizontally right afterwards. Once he slams the hammer
                down, it creates an unblockable stunning ripple. Once you're hit by
                the ripple, the second hammer attack is guaranteed IF you're 
                within range, inflicting 90-100% worth of damage to you. 
                This attack means instant death to you pretty much, so this should
                be the one thing you would watch out for. He only does this when
                you're near, or when he catches up to you once he runs. This is the
                FIRST attack he does when you try to hit him soon after the cinema 
                Parry the first hit, then QUICKLY dodge away from the second hit.
                DO NOT try to reverse this. Be sure you're not dodging to a nearby
                wall, because you WILL still get hit by the second attack. Use a
                quick Set 3 combo right afterwards. 
                2. Claw/Tentacle Attack
                He uses the claws on his back in this one, inflicting 60-80% worth
                of damage to you. He does the attack in multiples of 2. If he 
                swings left, he'll then swing right, and vice versa. If he starts
                blocking your combos, STOP attacking. He's about to parry and
                reverse with the claws. 
                The claws are blockable. You can parry it, but if you try to 
                reverse, the rest of the claws will hit you out of it anyway, so
                don't even try. Block the claws, then use L twice in between left
                and right groups of claw strikes. 
                3. Hammer Spin, Flamethrower
                He summons the hammer, spins it around, thrusts it once towards 
                you, then casts a flamethrower on you. The flamethrower itself 
                inflicts 100% of damage to you, depending on how early it hits you.
                If the flamethrower hits you at any point in time while it's being
                cast, the rest of the hits is guaranteed. 
                The hammer spins and thrust attack are predictable and slow, so I
                wouldn't worry about this. The flamethrower is the real problem, 
                because you have to be FACING Ares when you start blocking the
                flamethrower. Otherwise, the flamethrower will hit you, despite the
                fact that you blocked. You can parry any of these hits, just don't
                bother reversing. Attack right after you block the flamethrower.
                4. Axe combos
                As far as I can remember, he has 3 versions of this, but he only
                performs 2 of them often enough. If one strike hits you, Ares will
                finish off the combo, and inflict 50-100% of damage to you, 
                depending on which strike in the combo hits you. 
                One combo starts of with a quick horizontal strike, so get ready to
                parry this. Don't bother reversing any of these. Once you block 2 
                strikes, he'll stop attacking. At which point, perform L1+L
                (the helicopter spin). This is one of the few instances when this 
                attack is useful. You end up getting bonus health and magic orbs 
                this way. 
                Stop doing helicopter spins once Ares' life is less than 50%. Just
                do Set 3 attacks instead. He'll start parrying and using his claws
                at this point, hence the change in tactics. 
                5. Dash Grab
                He dashes towards you, thrusts the claws at you, and combos you. 
                If you block the entire dash sequence, then the combo ends. If you
                try to reverse after parrying the dash, the rest of the combo is
                This move would have been good if it was faster and unblockable, 
                and it's a good thing that it's not. He raises both arms when he
                does this so do Set 3 combos, and parry the moment he dashes in. 
                Do more Set 3 combos while he recovers from the attack. I'm pretty
                sure the helicopter spin won't work, but go try anyway. The 
                recovery on that attack is terrible, so I wouldn't even chance
                using it, really.
                6. Air Fireball
                He'll stop, and his claws will start glowing and rise up. After a 
                certain point, he becomes invincible and teleports to the south
                side of the arena. He'll then hover, and unleash a series of 
                unblockable fireballs at you. He only casts these when his life is
                below 30%, but once he does, he casts it often. 
                You can get in a few hits with Set 3 combos as he casts this magic 
                and as he slowly hovers to cast the fireballs. You can dodge the
                fireballs, but be sure to dodge away from the south side of the 
                arena. Ares catches you with the fireballs when you're near him,
                so be sure to keep your distance, and move in different directions;
                preferably, away from walls. 
                Alternative Strategy:
                He points out that Zeus' Thunderbolts will knock Ares out of the 
                air, so if you have spare magic, just go ahead and use it.  
                General Strategy:
                Try not to get cornered, because Ares' attacks are more lethal that
                way. You don't double jump as high as you use to be, due to an 
                invisible ceiling the game set for you, so just use dodges. 
                Once you see Ares recoil from an attack string, keep attacking. 
                He'll end up dropping a few magic or health orbs this way. 
                Ares reacts based on the damage you inflict on him. Inflict enough
                and he'll stagger backwards, providing you with a ton of magic and
                health orbs. Once he does, he'll keep taunting you and stand in
                place for a while. This is the best time to inflict an incredible
                amount of damage on him using the Blades of Chaos, so take 
                advantage of this, because it doesn't happen very often. 
                Ares is supposedly weak against Army of Hades, so cast this WHEN
                your magic meter is full. Why you ask? Well, do realize that you 
                can only cast the Army of Hades twice, despite how long your magic
                meter is. The fact of the matter is, the magic itself costs a lot.
                You WILL need a bar close to full when you get to the sequence 
                after this, so save up your magic, and cast the Army of Hades ONCE
                every time your bar is full. More than likely, by that point, Ares
                will be providing you with some magic orbs, thusly replenishing 
                some of the magic you lost beforehand. 
                Once Ares is whittled down to nothing, the mini-game for him 
                begins, while at the same time providing you with a lot of magic
                and health orbs. His mini-game starts off with a lot of presses 
                with the circle. Once you see Kratos jump on Ares, stop pressing 
                circle, and follow the next 2 button presses. If you fail in the 
                mini-game you'll die instantly. If you succeed, you'll be rewarded 
                with 33 full bars of red orbs, and the right to go to the next 
                battle sequence.
           2nd Sequence
                The odds are stacked against you during this sequence. And when I
                mean stacked, I mean STACKED. Here's a list of what you need to 
                somehow overcome. 
                1. BOTH Kratos and his family takes 5 times more damage than usual.
                   His family doesn't have much hit points to begin with, so expect
                   them to die more than Kratos.
                2. Your family has a weird hit box. It's wide enough that if you're
                   close enough to them while getting hit, THEY get hit too! They
                   tend to be in the way of your attacks as well, sometimes 
                   nullifying the hit box of YOUR attacks. You'll notice this a lot
                   when your family is between you and an enemy. 
                3. You get a special G attack in this sequence, that takes forever
                   to execute, even though it kills an opponent instantly. You 
                   can't throw your opponents at each other either.
                4. All your opponents are hard to stun. It takes time for a combo
                   to make your opponents to stagger or to juggle. 
                5. Once an opponent commits to an attack, you can't interrupt the 
                   attack anymore.
                6. Once the battleground shrinks, everyone will be spawning around
                   you. This means that they will always start off surrounding you
                7. Your opponents don't give you that much orbs--both magic and
                General Strategy:
                There might be other ways of surviving this sequence, but I think
                luck does factor in on this, in that, the conditions have to be
                favorable to you if you are going to win. Luck, in itself, is an
                uncontrollable variable, so here's a list of what you can do, so
                you'd end up lasting longer than usual.
                1. Again, be sure to have as much magic as possible. Make sure your
                   Rage of the Gods is full. 
                2. The only combo you'll be using are the Set 1 strings, preferably
                   the L, L(hold) one. 
                3. Ideally, you want to kill as much opponents as you can within a
                   small amount of time. You want as much of them spawning once
                   you activate your Rage of the Gods and doublecast. 
                4. Remember that a new opponent starts spawning after you kill one.
                5. You want to get to the point where you only fight the ones
                   wielding the Blade of Artemis. They're slower, but their range
                   and damage dealt is higher than their other brethren. You'll
                   know you're close to ending the sequence once you only see these
                   guys popping out.
                6. Don't worry about the guy throwing the thunderbolts. Concentrate
                   on everyone else in the stinking rock you're on. 
                7. Attack your opponents as soon as they spawn. 
                8. Parry and reverse as often as you can. Reverse using the L
                9. Use your magic sparingly. Use the Army of Hades if you do. If 
                   you think your family is in danger, cast it. In the beginning,
                   if your meter just became full, just cast it anyway. Start 
                   saving up magic orbs for later use. Do NOT ever cast the magic
                   unless you really need to do. 
                The first thing you should do is run up to your family, face SW, 
                then perform L, L(hold) on the one just spawning. Then face NE to
                hit the enemy there with the last part of your string to knock him
                From here on out, try and kill as many opponents as you can. The
                key is performing L, L(hold) WHILE changing directions, depending
                on where the opponent is. Don't move too far from you family. Keep
                swinging your Blades of Chaos in a circular pattern. 
                You'll be overwhelmed soon after, so cast Army of Hades once. Keep
                killing your opponents until you're overwhelmed again. Cast Rage of
                the Gods, and doublecast Army of Hades and Poseidon's Rage. Do this
                You're kind of screwed after this, so you have to rely on L, 
                L(hold) in circular patterns near your family in the mean time.
                Cast Army of Hades sparingly, because it just costs way too much. 
                When I played, I couldn't fill my Rage of the Gods enough, even 
                though it was close to full, so I wouldn't rely on it soon after 
                you use it. 
                Again, this is all said easier than done. Too many things are 
                working against you, so do hope that you catch some breaks while
                fighting, more notably reversal-wise and magic-wise. 
                Killing everyone as fast as possible or, at least, knocking them
                away is your number one priority. Do this well enough and you might
                just make it to the next sequence. 
                Alternative Strategy:
                Apparently, your Rage of the Gods meter goes up substantially every
                time you heal your family! That's great news, considering how much
                easier this sequence can be, IF you can cast Rage of the Gods more
                than once, that is. 
                This does mean that you'll have to let the doppelgangers hit your 
                family, because your meter won't go up, not unless you're healing
                your family whilst you lose some of your health in the process. 
                This strategy poses some obvious risks, so hope to catch some 
                breaks along the way. 
                One also points out that L, L, H works better than the Set 1 
                attacks as well. If you find this better for you, go ahead and use
                it. I didn't find this particularly useful myself, but it might
                work for some, so just try either and see what works for you. 
                A combination of this and what's on the general strategy SHOULD
                tremendously help everyone out there. 
          Ares, Form 2
                This form is harder to beat, only because you lose your Blades of
                Chaos and get a much crappier weapon. 
                The weapon doesn't allow you to grab, but you do get an extra 
                attack button instead. Here are your best combos:
                square, circle, circle
                square, square...
                Do NOT attempt any of the other combos, mostly because they're 
                slow recovering. Here are the attacks you need to watch out for:
                1. Guard Break, Claw Attack
                Ares extends his hand, creates an unblockable small explosion that 
                stuns you, then hits you with his claws. The entire combo kills you
                You can't parry or interrupt him during this entire string, so just
                be sure to run away whenever he tries to come close to you, because
                that's the only time he'll be doing this. 
                2. Sword Plunge, Earth Attack
                He teleports to the N side of the arena, slowly plunges his sword 
                on the ground, and 4 tall earthen structures come out and crush
                anything in between all 4 of them. They come out at your current
                location and kill you instantly, even though you're blocking. 
                Dodge is your only way out. 
                His execution is slow though, so quickly strike him with the 
                combos, when he plunges the sword and when you dodge away from the 
                earthen structures. This is one of the few and best times to attack
                3. Sword Combo, Taunt
                He performs a series of sword attacks on you, then end with a 
                taunt. The sword strikes are not that quick so you should be able
                to block this. Attack him during his taunt. 
                4. Guard Break, Army of Hades
                Instead of the Claw Attack, he casts the Army of Hades. The magic
                attack is blockable, but Ares sometimes rushes towards you to 
                to perform another guard break. 
                Either way, the first part shouldn't have hit you anyway. Dodge
                when the opportunity arises. 
                General Strategy:
                This form is easy. Just play defensively, and you should be fine.
                Don't get careless with your attacks--attack when you know he can't
                retaliate. Try not to attack while he's blocking. 
                When you get the parry "time stopping" animation and the long
                blade-clash sound fx, then a mini-game starts. Just press circle a
                lot and you'll win every time, whilst taking out a good chunk of 
                his life. If you DON'T hear the sound, you're in a world of hurt,
                not unless you block in time. 
    Well I won't be boring you with what happens once you do beat Ares' final 
    form. Just be glad you did, and congrats for a job well done. Enjoy your reward
    in the Treasures menu. 
    IV. Legal
    This file may not be reproduced, quoted, or posted by any other website aside 
    from www.gamefaqs.com, and those that specifically asked and received my 
    permission. Proper notification via email and credit to me, Andre de Leon, is 
    necessary to attain said permission. 
    I, Andre de Leon, wrote this faq and, thusly, own the copyrights to it. 
    V. Version History
    Version 1.0 - 4/5/05
        - added everything in the Introduction
        - added guide to Act 7
    Version 1.1 - 4/9/05
        - added enemy classes and weaknesses
        - added guides to Act 1-4
        - corrected minor errors
    Version 1.2 - 4/19/05
        - added contributed material
        - corrected minor errors
    Version 1.3 - 5/19/05
        - added LONG overdue guides for Act 5-6 
        - finished guide to Act 4, finally
        - re-write on intro
        - corrected minor errors
        - added contributed material, updated credits
    Version 1.4 - 6/23/06
        - added extra strategy against the room full of Cerberus Seeds
        - corrected minor errors
    VI. Credits
    Prima Strategy Guide for God of War
         - for the Damage Index numbers
         - for the act numbers
         - for writing an all-too vague God Mode guide
    David Jaffe and his staff
         - for meeting all of our expectations
         - for raising the bar
    To these contributors
         - masterp0927@hotmail.com, zafro_2002@hotmail.com, WOLF122069@cs.com
            for alternative strategy for 2nd sequence in the Ares boss battle
         - Sequal420@aol.com
            for air juggle infinite with Minotaurs
         - chris.andrews@adtran.com, hellbinder1242@hotmail.com
            for air juggle infinite with Gorgons
         - Ben Baxter
            for alternative Doublecast
         - novanova@gmail.com
            for pointing out that you can destroy the spiked cylinder at the end
            of the conveyor belt puzzle. 
         - Justin.Thompson@alexandriava.gov
            for pointing out that you CAN bolt Ares' butt out of the air
         - Brandon Miller of Crossville, AL
            for another way to clear the room full of Cerberus Seeds
    To the readers
    To an unbelievable time in my life and back to nothing again...
    If you wish to contribute, ask questions, etc, feel free to email me. You'll be
    credited accordingly if you do contribute.