God of War glitch FAQ v. 4.1 completed 24. 9. 2013 Compiled by AKheon, found out by countless people. See the end of file for more information. 0. Contents: ------------ 0. Contents 1. Introduction & version history 2. Abbrevations & glossary 3. General gameplay glitches A. Jumping Tricks - including high & long jumps, etc. B. Regen Magic C. Water glitches - including swimming glitch D. Angled surface glitches E. Misc. glitches F. Eye/Feather glitches G. Menu glitches H. Move / Weapon / Magic info & glitches 1. Blades of Chaos 2. Blade of Artemis 3. Poseidon's Rage 4. Medusa's Gaze 5. Zeus' Fury 6. Army of Hades I. Enemy glitches - including infinite red orbs 4. Glitch playthrough (level-specific glitches) 5. Misc. info and some listings 6. Credits, legal information, contact info, etc. 1. Introduction + version history --------------------------------- Why a glitch FAQ: Because this game has buttloads of glitches and other interesting stuff of which to tell about. Many major ones, useful for skipping entire levels. Countless minor ones, providing amusement or sometimes annoyance to the gamer. Maybe by listing them and publishing the list people will gain new interest in this game. Or appreciation for glitches? By getting to know these strange quirks in the game mechanics, you can endure them with much more lasting patience and grace. And do some heavy exploiting to blow off steam when one feels like it. About the content: I'm purposefully loose in what is allowed in and what is not, simply because the definition of a "glitch" is not a clear one. Rather than just glitches, this guide pretty much lists and discusses anything interesting, random, rare or "unintended by the game developers"-grade phenomena inside the game. Also some small stuff that most people never notice during a normal playthrough. Version history: v. 4.1 (24. 9. 2013) - some small updates around the file. Credits to Wulf2k9 for most of it. File size: 208kb. v. 4.0 (30. 1. 2012) - a major re-write, at last! Should read a lot better now, and a lot of faulty info was corrected. - added plenty of new skips - added some video links File size: 206kb. v. 3.7 (25. 9. 2010) - added stuff (reader suggestions) - fixed some layout and spelling errors File size: 162kt. v. 3.6 (28. 11. 2009) - finished listing save points - added upgrading glitches - corrected text here and there - hopefully this thing won't have to be updated for a while now. File size: 161kt. v. 3.5 (23. 11. 2009) - re-arranged things - added various new stuff - began listing save points File size: 154kt. v. 3.3 (28. 7. 2009) - corrected stuff, added some small notes File size: 148kt. v. 3.2 (10. 7. 2009) - added GMG things - added Tyrhhjy notes - re-arranged enemy list File size: 147kt. v. 3.1 (30. 3. 2009) - added a new trick that's long overdue, the disc tray glitch - added GMG things - added Tyrhhjy things - added Satvara things File size: 144kt. v. 3.0 (1. 3. 2009) - added a new trick, "enemy momentum jump" - verified a couple of old tricks File size: 139kt. v. 2.95 (12. 1. 2009) - added a mention of one new Gates of Athens glitch - updated "gorgon rage" glitch - corrected 1000000 small errors - added Tyrhhjy mysteries, tricks and skips File size: 135kt. v. 2.9 (14. 12. 2008) - added small things here and there File size: 132kt. v. 2.8 (27. 11. 2008) - corrected and re-wrote stuff - added small things here and there - added Satvara's new skips File size: 131kt. v. 2.7 (1. 11. 2008) - corrected stuff - added small things here and there File size: 127kt. v. 2.6 (26. 10. 2008) - corrected stuff - added one new big~ish glith - finished level-by-level listings File size: 122kt. v. 2.5 (19. 10. 2008) - corrected a couple of errors. - updated a couple of sequence breaks. - added small glitches! - Started to add sweet spots... slowly... File size: 110kt. (yes, now it's kt again and not kb.) v. 2.4 (13. 9. 2008) - corrected a couple of errors. - added some random discoveries. - started a new section in detailed 'for experts' info. File size: 96kb. v. 2.2 (31. 8. 2008) - took heed of GMG's long list of improvements... - started a glossary. - Categorized glitches better. - Added some random discoveries. File size: 89kb. v. 2.1 (10. 8. 2008) - added info on high/long jumps, infinite air grabs, infinite Orion's Harpoon. - added bestiary info. File size: 80kb. v. 2.0 (20. 7. 2008) - added couple of new glitches - categorized level-by-level glitches better File size: 72kt. v. 1.9 (13. 7. 2008) - added a new glitch section about underwater rush tricks + other smaller stuff - added sequence breaks to level-by-level listings. - added many video demonstrations. File size: 68kt. v. 1.8. (18. 5. 2008) - Updated/added links - continued the lists - added enemy glitches File size: 58kt. v. 1.5. (20. 4. 2008) - added several new glitches, e.g. water glitches - continued the lists File size: 52kt. (see a pattern forming here?) v. 1.3. (13. 4. 2008) - added 1 new small glitch - continued the lists File size: 42kt. v. 1.1. (5. 4. 2008) - added a couple of glitches - started to list enemy-specific glitches - started to list level-specific glitches File size: 32kt. v. 1.0. (23. 3. 2008) - Listed the general gameplay glitches File size: 29kb. What to do for the next versions: - Some videos could be upgraded - Finish the listings - Add very detailed info on game mechanics (again courtesy of GMG) 2. Abbreviations & glossary --------------------------- Abbreviations: (the most common ones) GoW = God of War GoWII = God of War II BoC = Blades of Chaos BoA = Blade of Artemis PR = Poseidon's Rage MG = Medusa's Gaze Zf = Zeus' Fury OH = Orion's Harpoon RotG = Rage of the Gods HP = Hit point GMG = GodModeGOD § = 'note to self', something to be tested or modified later. c: = credits to Glossary: I-frames (a.k.a. invulnerability or invincibility frames, etc.) = A short period of time during some moves when Kratos is invincible. Attacks pass through him and he won't get any damage either. In this game Poseidon's Rage or a simple roll are two examples of a move that have i-frames to them. Launch = An attack with which you launch enemies in air. For example, BoC's Ascension. Lift-up = Lifting Kratos up in air during a launch. Bounce = Some attacks make the enemy bounce a bit after a successful hit. For example, the last hit of Apollo's Offensive. Knockback = Some attacks throw the enemy backwards. Can be done in air too. Downed = An enemy which has fallen on its back/on the ground. Tricking = A little more esoteric term that can refer to either manipulating enemy behaviour by using the scenery or certain moves (like rapid weapon switching), or to simply avoiding enemy attacks with i-frames (mostly in GoWII.) Cancelling = Cancelling a move strategically with another move. For example, cancelling BoA's slow finishers by blocking or rolling gives you an advantage in combat. False grab = Hitting an enemy with a grab when it won't work. Kratos will fumble backwards if you do this. Normally it's useless, but sometimes it can be used to manipulate enemy behavious (e.g. Gorgons). Minigame-grabbable = Some enemies can only be grabbed when they have 'O' (a circle) above their head, so this is the term for such an enemy. Grab select = After a grab the player can decide what happens next, e.g. after grabbing most legionnaire types. Sweet spot = A place in the game area to which your enemies are blind or impaired to. Used to gain advantage in combat. Out of bounds = Anywhere outside the intended game area. Plume/Valor/Spirit/Might = Names for the finishers for Kratos' basic combos. Read the full names of attacks (to know which term refers to which) from the game's menu. Dissension = GMG's dubbed name for an attack that brings an enemy back to the ground from air. (e.g. air triangle for both BoC and BoA). For more dubbed attack names, see the section "Info and lists for experts" near the end of the FAQ. 3. General gameplay glitches ---------------------------- A. Jumping tricks ----------------- There are ways to jump boundlessly longer or higher than the game intends you to. A step-by-step "tutorial" to the subject matter. Fact 1: Kratos can jump a max of 2 times in a row. Fact 2: Any attack or move that causes Kratos to leave ground constitutes as a jump. "High Jump" So, you're going to have to make the best out of two jumps. The first move in a high jump should generally be an ascension (or, "lift-up"), an attack which enables Kratos to rise high up in air, since it gives you the highest height gain possible with only one "jump". After having ascended, you should use your second jump, but it's not possible until you've done a normal attack, L1-attack or a grab while in air... but with these moves alone some height is always lost because Kratos falls down during them! A semi-high jump is possible, but we can do much better. Example: a lift-up, air square attack, jump. Fact 3: Poseidon's Rage resets Kratos' falling momentum. "PR High Jump" (c: satvara) Doing PR after the lift-up allows Kratos to lose less height during the follow-up attacks. This gives you important extra height needed for a classic high jump. Example: a lift-up, PR, air square attack, jump. This is a handy jump that's quick to perform and allows you to grab on to ledges at the end of it. For some reason the world of God of War is ripe with invisible ledges... Fact 4: You get extra momentum to an air attack when you do it as soon as possible after a jump. A small, but important detail. This is used in both long jumping and the Apollo's high jump. Speaking of which: "Apollo's High Jump" (c: AKheon) Example: a lift-up, PR, air square attack, jump, *instantly* L1 + X If you do it correctly, you see Kratos flail himself way up during Apollo's Offensive. This is enough to pass over many obstacles in this game, and it's especially useful in areas where there are no ledges Kratos can grab on to. Rarely Kratos can also pass through ceilings using AO... man, it's such a good move in this game, having a thousand different uses. Video demonstration: 1, kevbew63's vid http://www.youtube.com/watch?v=f42oz-VjUIo Fact 5: Most Blades of Chaos' moves have a low withstanding to the game's gravity, unlike *drum roll* the BoA. With BoA you can keep on rising indefinitely by doing its normal air attacks with PRs in between. Good for as long as you have magic at your disposal. "Blade of Artemis High Jump" Example: a BoA lift-up, square, square, circle, PR, square, square, circle... The bad part in BoA high jumping is that you can't jump after BoA air attacks, making the jump less flexible to control. BoA also doesn't have any snazzy jump finishers like Hermes Stomp that you can use. Still, you move both forward and up at a pretty fast pace during the jump, making it the best tool for the longest and highest of jumps. By doing the BoC + BoA fuse glitch in air you can mix things up further. This is done by doing a Gorgon Blast (needs Lv. 2 head) or Zeus' Fury bolt in air, then entering blocking stance. Follow it up by doing a L1+something attack. If it's working, you see Kratos doing BoC moves with BoA equipped. (originally discovered by GMG. High jump application by AKheon.) A video demonstration: 1, satvara's vid of various BoA jumping skips around the game: http://www.youtube.com/watch?v=CG9A08eMdMU 2, AKheon's vid of a fuse BoA jump: http://uk.youtube.com/watch?v=P1_lrGGK8lM Fact 6: Your air momentum worsens every second as you're in air. It's a race against clock to stay in air! "BoA Flash Jump" (c: AKheon) There's an alternative approach to BoA high jumping that prefers to use a shorter version of the BoA air combo to make better use of your air momentum. Also, Gorgon Flash should be used in this jump variation instead of PR because Flash resolves faster while still very aerodynamically friendly. If you need at any point, you can reset your air momentum by using PR instead of a Flash. Also, using the fuse glitch you can get good air momentum by using double jump in the middle of your air combo. It's a varied, very powerful jump, and it's only drawback is that it's costly - magic-intensive, and you also need to upgrade Medusa's Gaze for it to work optimally. It's also a way to do a good high jump without having to rely on PR, especially combined with "lenient air momentum" (read more below). Video demonstration: 1, AKheon's vid http://www.youtube.com/watch?v=ChsCmMYenuY Carried over air attack momentum: (a.k.a. "Lenient Air Momentum") If an air attacks cancels out by touching ground or water, a certain slowdown from the attack carries on to normal movement time, causing Kratos to move and jump as if slightly suspended. This is especially noticeable after longer (L1+something) attacks or magics. While normally a nuisance since it happens by accident and slows Kratos down, it can also be used for better high jumps. You see, during the suspended time, you have a more lenient air momentum and rise higher doing jumping attacks. Getting higher in a jump is always a good thing (if you hadn't learnt that already from the above chapters). Unfortunately lenient air momentum disappears if you do ascension, reducing the true potential of this technique if you only have Blades of Chaos available. The best Blades-only high jump application with LAM is this: do Falling Helios twice. Kratos rises nearly as high as with a normal ascension, and you can use your 2nd jump instantly afterwards. So this is another variation that allows you to do high jump that isn't reliant on PR... although rather pricy since you need Lvl. 4 Blades to do it. After you get Blade of Artemis, it's a different story altogether. You get a massive height boost to BoA's attacks and greatly increase the usefulness and speed of BoA high jumps with lenient air momentum. Starting lenient air momentum with BoA works a bit differently, though. Either use "fuse glitch" (more about it in the section about BoA) or interrupt air AoH by landing on ground. That's all for high jump, unless you want to know more about high jumping from air grabs. They are done by first lifting up both you and a certain type of enemy (mini-game grabbable legionnaires with a circle just appearing over their heads or gorgons or centaurs). After doing a succesful air grab you can do a jump. This may not be higher than a normal high´jump, but it needs no magic. "Long Jump" For a long jump, your options are more limited. You can't just do a PR because it would stop all your speed! - First and foremost hint is to jump from grabbing a ledge, if possible. This gives you full speed and a good air momentum from the start of the jump. - As mentioned, do attacks as quick as possible after jumps to get more momentum. A necessity for the longest of jumps. - Lenient Air Momentum can also be used for long jumps. - Apollo's Offensive is surprisingly good for moving long ways in air. - Hermes Stomp is a decent finisher for a long jump in some cases. - If you need more height, high and long jump techniques can be combined, but using a normal ascension is not recommended because you have an awful forward momentum afterwards. The classic long jump can reach surprisingly far, but it's not easy to do. (discoverer: Satvara) Example: ledge jump, *instantly* square, (optional square), jump, *instantly* square, (optional square)... The BoA high jumps also work for getting you forward in air, but they eat a lot of magic. "Infinite Jump" What about a bona fide infinite jump? Does this game have one? The answer is... Yes! But only using Dairy Bastard, because you need magic to keep the jump going, and you will eventually run out without infinite magic. There exist a few air moves in the game that help Kratos rise up in air when you do them. Simply do those and reset your air momentum in between with PR. That's your very basic infinite jump. For example: Falling Helios, PR, Falling Helios, PR... This infinite jump is very slow and ineffective though. You're recommended to use BoA for a serious attempt at infinite jumping instead. For example: air square-square-circle combo, PR, air square-square-circle combo That's pretty much all about jumps in this game so far. You may've noticed that most of them guzzle magic like there's no tomorrow. But there's a fix for that: B. Regen magic (c: Satvara) -------------- After you've defeated Medusa and the Medusa's Gaze-tutorial begins, Kratos gains regen magic: now his magic slowly regenerates over time all the time. During normal completion Kratos would lose regen magic immediately after he has shattered enough minotaurs... but the room you're in is not escape proof, and by leaving there early you get to keep regen magic until the end of the game instead. A must-have for a speedrun. Video demonstrations: 1, Regen magic v2. by KewBew63: http://uk.youtube.com/watch?v=yOHvvp6Xshg C. Water glitches: ------------------ "THE swimming glitch" In God of War, you can take swimming with you wherever you want by touching water surface and going out of bounds. Or the other way around. At some places it's easier to do, at some places almost impossible. But the results are always impressive, being able to plow through the skies as if it was water, exploring the levels the way you never could before. But what would an otherwise game breaking glitch be without crippling disadvantages? A lot better, some would say. Here are the reasons for why this glitch isn't more popular: Reason 1. You typically need Poseidon's Trident to make use of this glitch. The reason you need it is because water surface is treacherous, sending you screaming into the skies if you swim off its edge. Yes, you lose control of Kratos and he flies upwards forever. If you don't have the Trident, you can't dive to leave water surface and prevent this skyrocketing from occurring. Because you get the Trident so late in the game, you are prevented from doing useful swimming glitch at every possible location early on, which is a drag. But there's an alternative way you can use to escape water surface while swimming, and that is to get pushed below the surface by collision. This allows doing swimming glitch at Port of Athens for example, allowing large skips at the early part of the game. Yes! Finally swimming glitch is an useful tech even in God of War 1 speedrunning. Reason 2. Aside from the requirement of the Trident, there are only a select amount of places where you can start the swimming glitch. First of all, not all that looks like water is actually water surface you can use to start this glitch with. Some is just graphical effects. Then, once you've found a decent body of water, it's often not easy (or even possible) to touch it while out of bounds. For example, the circular pool at Challenge of Hades probably can't be used to start air swimming because the circular collision around the water surface keeps pushing you in-bounds when you approach it. Reason 3. You can't operate switches or open gates or push anything. This will prevent your progress at some points in the game, most egregiously at the end of the game: if you're still swimming when you reach Pandora's Box, you'll get stuck. Otherwise some cool sequence breaks would've been possible. Reason 4. You can't stop swimming when you want. You're restricted to finding another water surface to touch or you'll have to swim eternally. What torment! Well, if you get stonefrozen while swimming and fall on top of a staircase, you lose swimming and may survive. That's the only other known way to stop swimming in this game, so your options are few. Reason 5. The camera angles are hideous. At some points you have no way to see where you are going. If you enter Select-menu, the game will update the camera but that doesn't always help, or if you're too far out of bounds, work. Reason 6. You are completely powerless. You can't block or attack. Grabbing enemies causes a fine cloud of blood to appear, but nothing else happens. Not being able to kill anything also prevents your progress in some parts of the game. Reason 7. Cutting too much corners makes you skip loading triggers, getting you even more stuck. Random notes: - You can open up chests and kick open doors while swimming. - Unlike in God of War II or III, Kratos' swimming always looks normal. Strange poses do not become stuck on him, nor does his animation turn idle when the game is loading new areas. - The state of air swimmingness will stay on if you save, which means that you can get completely stuck in the game if you're careless with this. For an interesting piece of history, and some useful data on the glitch too, there's a separate Swimming Glitch FAQ I wrote that is readable here: http://akheon.files.wordpress.com/2008/02/gow-swimming.doc Video demonstrations: 1, swimming at Challenge of Hades: http://uk.youtube.com/watch?v=mmaGwJcSSdA 2, swimming at Challenge of Atlas: http://uk.youtube.com/watch?v=q9N0MkCQh14 3, how swimming glitch could be used in a speedrun, at Port of Athens: http://youtube.com/watch?v=4apYw_0aAW4 "Reverse swimming glitch" Predictably, much like how you can swim above where there's no water, you can run where there's supposedly no air. You just have to avoid touching the water's surface when descending down to an area where you'd normally swim. You can do this f.e. passing through a wall. The uses for this are pretty limited. The underwater passages were not designed for normal type of movement, and you quickly encounter many problems when trying to move there normally. The floors are unstable and Kratos can actually get stuck to the floor. Most of the swimming areas require Kratos to move long distances upwards, which is impossible without regen or infinite magic and a lot of time. Thirdly, you can't operate underwater switches as landlubber Kratos. "Glitched jump out of water - A.K.A. "Uber jump" or "XXL jump"." Normally the game will not let you cancel a dash jump out of water into anything else. However, if Kratos enters water in a certain way it becomes possible, allowing you to do bigger jumps than normally possible (c: GMG). If Kratos enters water diving, you can't do any sort of high jumps out of the water. If he enters any other way (apart from running/walking) he is able to cancel to a normal jump (without Icarus Lift). If he runs/walks into water, he can do the highest of all jumps: "Uber jump" or "XXL jump", etc. The glitched effect is only seen if you do Icarus Lift right as you leave the water. This kind of jump effectively also works as a 'dash', breaking walls or stonefrozen enemies if you happen to hit them. For another type of glitched jump, look lower for a section on Rush glitches. Video demonstration: 1, see part IV of this video: http://uk.youtube.com/watch?v=lE0BPM_XtuY 2, usage in a speedrun: (courtesy of Satvara) http://uk.youtube.com/watch?v=qwFo5vf1xuI "Strange things of dying in water" If you die and then drop down into water, Kratos's stance is an idle, strange one, as if someone stuck a huge stick up his ass. You can also have Kratos completely freeze up in a stance, such as "jumping out of the water" but with him not actually leaving the water. You can even achieve the "riding on a BoC-sled"-effect from GoWII with Cyclone of Chaos! Some of the horizontal momentum Kratos had before hitting the water will keep moving his corpse. It seemed to me that the momentum shown no signs of slowing down, unlike when he's alive. Very high speeds can be achieved with this, it's just a shame it's useless. It seems to vary a lot by the attack you die by and what position Kratos was in. "Underwater rush glitches" There's a tactic to speed swimming movement in this game using rushes and grabs in a correct way. Firstly, you can interrupt an underwater rush with a grab, making Kratos halt momentarily (for the grab's duration), but then he will continue the dash at full speed, and a little longer than usual, even. You can do this several times in a row during the dash, but the effect becomes weaker the longer the dash progresses. You can also cancel out of the rush charging animation by doing a grab. During the grab Kratos continues charging like normal, and if you let go of R1 during it, the rush activates instantly after the grab ends. So, the fastest rushing motion involves always cancelling a rush with a grab... you get full speed and it looks like Kratos barely charges dashes at all. Doing this movement with upwards or downwards dash completely glitches things up - this behaviour was first noted by GMG. The interrupted boost momentum will start exponentially increasing, at first making Kratos do extremely long dashes (during which you can barely control him) with exaggerated, hyperactive hand motions. Continuing doing it, eventually Kratos' animation goes completely motionless while the dash continues. This is a good sign that you should be careful now, because doing this glitch any more will first cause a huge slowdown to the game - you should end the glitch now by touching either water surface or ground - and maybe even crash it eventually. Things become interesting if you charge up this "glitch momentum" for about 5 charges (the limit before the game starts slowing down) and then find a water surface against which to do a last rush + grab. Kratos uses the accumulated momentum in the ensuing jump, making him fly at great speeds... at worst letting him fly through walls while at it. Even at small charge amounts the jump will look quite impressive, so try it out if you want. Random notes about the glitched momentum jumps: - touching angled surface can throw Kratos upwards during the jump. - touching normal ground during the jump will cancel the momentum in some cases. - doing ground actions like opening chests cancels the glitch momentum. - glitch momentum also won't carry over a checkpoint retry. Video demonstration: 1, most of listed glitches: http://uk.youtube.com/watch?v=fcbWuvicH10 "Passing through water surface" You can pass through water surface using lenient air momentum. Start the glitch at some place where there's a low ceiling above and water underneath. Then do Apollo's Offensive... instead of stopping at water surface, Kratos falls straight through it. Video demonstration: 1, AKheon's vid http://www.youtube.com/watch?v=5kOyac4hxAE "Other minor water glitches & tricks (most written text courtesy of GMG)" If you grab enemies while swimming, they will bleed heavily but receive no damage. This is only possible during swimming out of bounds. Lure? - When skimming water, beasts don't generally attack unless they can see through tricking. When slightly underwater, they keep attacking often enough as if you are on the ground. (you need to be near) Splash - upward grabs at the surface cause a landing splash Crushing - When using Rush you can crush breakable walls/objects. When you leap out of the water using a Ascending Dash, the dive retains the properties of the rush itself so it can break walls/objects OUTSIDE the water. Slope flicker - on a slope between standing and skimming. Whipping out Zf/Medusa will change the effect slightly as will blocking. It is also altered by having Artemis out instead. Slope Rush - Rush into a slope for a brief run Fast skim - rush then ascend to the surface Still one small discovery to add to the pile: if you start grabbing a ledge during an ascent to the surface or a small swim jump (or so I think), Kratos will grab the ledge, but whenever directing away from it, he will turn 180 degrees and hang on nothing. Just a graphical glitch. Just as a passing mention: blood effects are the same underwater as they are on the ground. Looks cheap. Video demonstration: 1, about half of the mentioned tricks in this video: http://uk.youtube.com/watch?v=lE0BPM_XtuY D. Angled surface glitches: -------------------------- By angled (or "crooked") surface, I mean a special type of collision surface which make Kratos slide down when he's on it. It doesn't count as normal floor, as touching it doesn't reset your jump counter, and it also reacts in different ways if you block or attempt to roll while touching it. "Gliding" When on a crooked surface, if you try to block, roll, enter a magic stance or do a grab, Kratos will not fall down as helplessly as usual, but instead will either remain where he is or move to some direction, depending on your momentum. Effects also vary depending on how angled the crooked surface is. This glitch can be abused to move over areas with a lot of crooked surface. If you got a lot of momentum, Kratos' speed is also irrationally high and the movement looks completely strange. Gain momentum by doing a well-timed Hermes Stomp or a grab (or other attacks). Like mentioned, Kratos' jump counter will not reset when he lands, for example, limiting somewhat what you can do. You also can't move in other ways than what I just listed. Video demonstrations: 1, an outdated strategy, but still, it's gliding at it's finest: http://uk.youtube.com/watch?v=2Zad8ne9FyM "Poseidon jump" (c: AKheon) When on a crooked surface, if you do PR, you may encounter this glitch. Kratos will do the PR as he always does. Afterwards he enters a short, unique animation where he sort of lands on the ground but immune to the effects of the crooked surface below his feet. During this time the jump counter resets (as the game thinks you're back on the ground again) and you can jump two times more before again exhausting yourself. If you try to run in any direction before jumping, you will cancel out of this state, so be careful. As foreshadowed, this unique animation does not always follow PR. Sometimes PR just cancels out and nothing interesting happens. Remain vigilant and cast PR again before you are dropped off the crooked surface. Sometimes the PR will not cancel out, but nothing interesting still happens. Be prepared with lots of magic for this one. Being able to jump in the middle of a crooked surface increases your capabilities by a fair amount. If only there were more long stretches of crooked surface in this game... Video demonstration: 1, a recent new sequence break by satvara that uses this trick: http://www.youtube.com/watch?v=48qBXaC_fwI "Stance flicker" If you're right at the edge of a crooked surface and blocking, rolling, in a magic stance or doing Hermes Stomp, Kratos will not fall down but will stay on the surface edge and try to do whatever the button press denotes, but failing each time because the game thinks he's constantly starting to fall down. The action starts anew and it gets canceled again. Kratos flickers strangely and makes noises. Video demonstration: 1, see the middle part of this video: http://uk.youtube.com/watch?v=YJP3uQsN-Mk E. Misc glitches ---------------- "Music glitch" This glitch is not possible with every copy of GoW. I'm not sure if it depends on different regions or versions or what. It might be even rarer than that. Basically, the Rings of Pandora background music will stick whenever you visit that place. It will not end when it should but instead plays alongside with the other musics of the area where you move in. This causes your PS2 additional strain and everything loads much slower. The only useful thing this is for is doing a couple of skips: you are able to get past some obstacles before they load and show up. For more information, you can read a full-fledged Music glitch FAQ here: http://akheon.files.wordpress.com/2008/01/gow-music-glitch-faq.doc Video demonstration: 1, one of the skips possible with this trick: http://uk.youtube.com/watch?v=PACPzKSQXm8 "A few words about skipping loading triggers" The game loads its areas mostly in realtime. When Kratos steps to a certain trigger in the level, the next area begins to load. By skipping one of these triggers you will not be able to proceed (in most cases), but instead are confronted with emptiness where the next section should begin. You can skip these either accidentally or, if you know about them, purposefully. At least in one spot of the game skipping a loading trigger saves a considerable amount of time, and it is at the Gates of Athens, where you can enter the gate without loading its innards, enabling you to skip all the obstacles you would otherwise have to clear. But all this can cause problems to new gamers who accidentally skip some crucial trigger somewhere (though unlikely). If something like this happens to you, now you know why. Video demonstration: 1, an old Gates of Athens skip: http://uk.youtube.com/watch?v=rhOM5SYFyOk "Death glitch" Sometimes Kratos can continue living and moving even after his death - he moves in the background as the screen slowly turns red and the game over screen appears like normal. This glitch can be unstably reproduced, but as of now no use has been found for it. Random facts: - During the time you get to control Kratos, the game considers him having very little health left, and the slightest of damages will cause him to re-die. - You can do this in water too. - Saving while dead will yield you an alive Kratos with very little health left. - Untested: dying and activating an FMV. - Untested: dying and activating a checkpoint (not possible?). Video demonstration: 1, a collection of a few death glitches: http://uk.youtube.com/watch?v=1QF_mfNVVKo "Checkpoint glitches" When retrying from a checkpoint, all the game conditions do not revert back to what they used to be. The game simplifies things and cuts some corners, enabling some slightly interesting stuff to happen. Morsels of data follow: - Some visual effects (like blood) or sounds are still around after retrying. - Enemies' vertical heights are reverted back. - Enemies' current animations and poses aren't reverted back exactly. This can cause small graphical glitches for enemies wielding weapons or trying to counterattack (especially if you had checkpointed them in air). - Game remembers if enemies are petrified, and how long their petrification timer is. There are small issues with this, though. Sometimes enemies may lose their petrification on a retry before gaining it back on another retry. - Game remembers if enemies are dying, but not at what point their death animation is. This allows you to do an infinite orb glitch... - Kratos' vertical height is stored in the memory, so you can actually save in air. Saving in air makes the screen remain black a little longer than normal when loading, and during this time Kratos falls down, so you almost never actually see him respawn in air. Also, doing high jumps after having saved in air won't work - in fact, you have no jumps remaining at all if you respawn in air. - Something regarding speed affects Kratos. For example, if you save next to a wall, then do Hermes Stomp and retry, Kratos may slide away from the wall, as if he became bumped towards the wall for a moment. This doesn't seem to be consequential, though. - Game does remember if Kratos was swimming or not. - Game always reverts Kratos back to wielding Blades. - Game remembers if time is stopped (as in during cutscenes). It is possible for Kratos to become checkpointed in a situation from which he can't escape without death, e.g. when falling into a chasm. This can happen in GoWII too. If you choose to save extremely quickly after retrying from a checkpoint, the save screen may end up completely black. You can hear the selector move if you press directional keys, but whether it should be on 'yes' or 'no', the game chooses 'yes'. Then things return to normal. The "Rage of the Gods" sound continues playing if you retry from checkpoint. You can overlap it who knows how many times by upgrading, then quickly retrying, then upgrading again... also, it's interesting how the sound actually continues playing in the main friggin' menu if you choose to quit game during it. You can buffer the press of X-button over a checkpoint retry. Probably not useful in any way, but just to get it out there. For some reason the game sometimes takes a really long time loading the last checkpoint if you had created the checkpoint while interrupting a swimrush charge with a grab. And just to note: whenever you retry, the game clock reverts back too. Good for speedrunning. "Exploit using black-out time" (c: AKheon) There's a part of loading time when the screen is black but you can still move in the background. During this time you're unable to examine R2-prompts and cutscene triggers are either absent or unable to start. Naturally, this allows some exploits... Let's call this time "black-out time". There's a lot of it each time you load a game from the main menu. Kratos can move some seconds before the gameplay turns visible for the first time. In normal checkpoint retrying there isn't much black-out time, but you can artificially create it by upgrading Blades and then retrying... allowing theoretical skips wherever there are checkpoints around. Another but pretty useless way to prolong black-out time is by becoming checkpointed in air. Kratos falls down during this time, and that's it. This trick was only recently found (start of 2013) and it's still being looked into... Video demonstration: 1, AKheon's vid of skipping a fight using this trick: http://www.youtube.com/watch?v=MPB7RO80-zw "Game freezes" They're everywhere in this game. I've seen it happen at loading screens, boss fights, before cutscenes, before loading a game, etc. and the reasons are unknown. Your likelihood of encountering one may increase if your game has scratches in it. "Disc tray glitch" Discovered by me originally while playing God of War 2. It was found to be in this game too, though in a less use-able form. In GoW 2 you could (by opening disc tray at a certain point after retrying from a checkpoint) stop game timer with the price of losing access to any menu and also view of the gameplay - during the glitch the only thing you can see is the disc tray message, even though the gameplay continues like normal beneath it. In GoW 1 this doesn't seem possible to do from checkpoints. The only possible application I've found for it is at Aegean Sea, right at the start of the game. The very first in-game cutscene of the game is vulnerable to it... Tyrhhjy also suggested that this glitch can be done right before FMVs. (however, unverified) § Tyrhhjy also suggested that in GoW 1 game timer does not actually stop during the glitch, which of course would render it useless for its purpose. "Loud sounds" One thing that's bothered me for a long time in this game is that some of the audio clips (like comments made by Gods as you gain new powers) are always at full volume even if you had changed audio volume from the Options-menu. Guess it can't be helped... F. Eye/Feather glitches ----------------------- "Lag created by second phase of upgrade animation" Strange things can happen in the menus if you use them during the time you see Kratos' health/magic bar grow larger. This is because the process of upgrade will not stop during the time you are in the menus. It creates something I tend to call 'lag', though it is not exactly lag. Here is a list of symptoms... --- In the start menu: + the most obvious effect: as the background process ends, you can't switch pages in the menu with L1 and R1 any longer (until you leave menu, etc.) + you can continue funneling orbs even in the window that is shown right after having upgraded something. This can cause "fake upgrades" (e.g. a completely empty upgrade window is shown as the background process ends) and you can also upgrade something else while the previous one's improvements list is still showing (this one has no particular effect, the old window is merely replaced by the new one). --- In the select menu: + as the background effect ends, cursor placement is frozen in any sub-menu. If you were in the main menu, no effect is shown. Basically, this "frozen" effect means that all of a sudden the game put the cursor back in the main menu, while the graphics still show the sub-menu. You can press up/down and hear cursor movement - you can't see its position since the wrong window is active. Pressing X will cause the prompt from main menu to begin, wherever the cursor was and no matter in what menu you were. If you end up in the same sub-menu you left from, small graphical glitches occur. Otherwise, the menu changes like expected (but it looks weird). Video demonstration: 1, my vid http://www.youtube.com/watch?v=OPbn7vQVA6g "Infinite eye/feather animation" During the screen which informs you you have collected enough Gorgon Eyes/ Phoenix Feathers to upgrade, if you press start or select so that you enter the menu RIGHT as the little Eye/Feather-animation starts to roll, it will remain looping infinitely. So watch out for this. Video demonstration: 1, watch 'VI' of this video: http://uk.youtube.com/watch?v=Oz32PmbZq8w "GE/PF message + save prompt glitch" Not a GE/PF message glitch, but related and caused by it. In at least one place of the game, it's possible to delay save menu with a correctly timed GE/PF message. The save menu carries over checkpoint retry, which is odd: after retry you get to a graphic-less version of the menu, and you also might not be able to choose 'yes' or 'no', getting stuck in the menu for an eternity. (I think it depends on whether you had activated the save menu on your game session before doing this.) If you save and retry, nothing too interesting happens: the chest you just opened is now closed and in effect you never got the GE/PF. The save prompt can carry on to New Game, or so I've gathered, but unfortunately it will always crash the game (right before first gameplay starts). I've tried to carry it over to Character Graveyard and CotG, but to no avail. "Doing other stuff as you get an Eye/Feather upgrade" You have little time after opening an upgrade chest before the actual upgrading window sets in. Could it be possible to do something interesting during that time? Well, the answer is... The most interesting outcome is probably dying right before a health upgrade comes up. This causes Kratos to survive having lost all his health, but he remains dead and totally immobile on the ground. Enemies aren't interested in him any longer, and you just get stuck doing this. It's possible to drop down a chasm. Kratos can't die as long as the upgrading window is open. So you can fall much deeper into chasms than normal, and... that's pretty much what you can do with it. If you pick up a foe with grab select while the upgrade window appears, Kratos is prevented from doing anything with the grab and it automatically fails. G. Menu glitches "Various menu glitches" If you press Start or Select the instant the "You Are Dead"-screen appears, the other button of those two is disabled after retry. The glitch fixes itself after you've visited Start- or Select-menus once successfully. It seems this can also happen if you press Start or Select the instant an FMV begins. In the start menu, if you press 'up' and simultaneously press L1 or R1, the following screens will have some entrancing graphical glitches. If you go to the screen where Gorgon Eyes and such is listed, the icons are out of place until you move the cursor. In the case of magic and weapon menu, every icon is empty until you leave the screen or upgrade something. Every magic and weapon is also listed as Lv. 1, even if they weren't. Also, the game may target some other magic than the one right at the bottom. This glitch goes slightly further than this. First of all, by pressing both R1, L1 and up/down in the 'items' menu, you can get the items change descriptions even more quickly and obviously. Second of all, if you happen to upgrade a weapon/magic, then access the weapons/magic screen in the glitch mode, you will see a glitch item that is 1 orb away from being upgraded, and which you can never activate. If you move the cursor in a certain way (too fast, while selecting something, e.g. I'm not sure of the exact mechanism) the texts in the menus may overlap. This is really quite rare, and completely useless to boot. Here's a rather new find: you know those 'yes'/'no' prompts every now and then, like when the game asks if you want to pick something up? If you visit menu when such a prompt is visible, you expand your list of choices from 2 to 5! Too bad that these new choices seem to be but glitched versions of 'no', with game time staying freezed afterwards (retry is the only true option.) Hey, it looks like we can do a PS3-exclusive graphical menu glitch now! Choose to load from last checkpoint and instantly go to the PS3-menu. The game is forced into the select-menu as usual, but this time it is completely black until you press some button. Video demonstration: 1, see III of this vid: http://www.youtube.com/watch?v=BJh_UCwzV_g 2, at the end of this vid: http://www.youtube.com/watch?v=OPbn7vQVA6g "Tutorial message and prompt glitches" There are different kind of tutorial messages in the game. Some freeze game time while some are more subtle, allowing Kratos to move while they are visible on the screen. Let's call the latter ones "fluid" tutorial messages, shall we? When you have a fluid tutorial message on your screen, you are able to buffer some other prompts to happen multiple times. For example, starting to examine the cabin door at Aegean Sea when the climbing combat tutorial is shown. You can buffer up to four cabin door messages to show in a row by spamming R2 near the door. However, it seems that not all prompts can be buffered repeatedly - for example, talking to Athena statue doesn't seem to become buffered multiple times. It would be cool to see if you could buffer multiple item pick-up prompts using this trick, but it remains to be seen if it is even possible to try out anywhere in the game... fluid tutorial messages are pretty scarce. Going into a cutscene while a fluid tutorial message is already showing causes nothing interesting to happen. The tutorial message just stays there until its timer runs out and disappears and the cutscene works like normal. When you first upgrade the Blades to Lvl. 2, you get a tutorial message about using Rage of the Gods. You can queue this message with other in-game messages or even cutscenes if you upgrade your Blades at some inconvenient time. I think you can get even 4 messages queued in a row doing this... it's not very useful, though. It's possible to get the "You Are Dead"-screen the next frame after having upgraded and exited the menu. In this case the tutorial message is cancelled. You are sometimes able to examine a prompt (like a locked door) and then move to a cutscene while the prompt is still active. This is especially easy using swimming glitch, since swim dash moves you a very long distance during the time the examination message is showing and time is "stopped". This can cause an unique glitch effect if you happen to activate a checkpoint while the message is showing, since the game will remember that time is stopped over a checkpoint. After retry, Kratos is immobile, and the message is gone... you have no way to regain control, and must quit and reload. The prompts of Architect's trap designs are unique in their two-part nature. First there's the image close-up for a few seconds after which you get the actual message. If you dash into the cutscene at the door during the close-up part, the timed message is saved by the checkpoint... each time you retry, you get the message to show in the middle of the door cutscene. Closing the message now makes the door cutscene itself cancel out much earlier than it should. Wish you could do this at other cutscenes during the game, would create some nice glitches. Video demonstration: coming soon H. Move / Weapon / Magic info and glitches ------------------------------------------ "General moves" The hit counter is suspended during rolls. So for creating the longest combos, you gain advantage by rolling until you can get another hit in. Rolls have a small period of i-frames to them, allowing you to roll through enemy attacks without Kratos getting hurt at all. Blocking in air causes Kratos to fall down quicker. This trick can be used for interesting juggling combos, such as this one with BoC (at least lvl. 2): - L1+X, (block in air until ground), L1+X. (gratz GMG) Sometimes pressing X after air attacks can make Kratos fall down very quickly instead of doing a jump. If you attack or block during a jump, Kratos will land with a heavy stomp, unlike normal. This slows you down a little. However, there's about 1 frame before the stomp when you can cancel it by doing something else, like another jump. Might be useful to know for a TAS. Using any magic or throws which enable you to target things, you can see currently spawning enemies as targets way before they can actually be damaged in any way. "Something extra about lenient air momentum" The L1+something moves work a little strangely during lenient air momentum. At the end of them, Kratos can do a glitchy extra jump for some reason, amounting to a total of three jumps (record for any God of War). It's not very useful since this extra jump doesn't have much momentum, but pretty cool to note. It can also be noted that lenient air momentum carries over to ladders, shimmying on ledges and ropes, looking slightly odd. You can also do a strange airwalking by spamming Medusa's Gaze when Kratos has some lenient air momentum in store. Video demonstration: 1, AKheon's vid http://www.youtube.com/watch?v=agzR61mGNa8 "General grab and throw glitches" Doing throws over uneven surface will usually cause both Kratos and his enemy to rise up in air for the throw's duration. If the height difference between Kratos and enemy is too big, the grab cancels out disappointingly. Sometimes Kratos acts out the grab/finishing move without actually holding the enemy, e.g. trying to rip head off nothingness while the gorgon is frolicking somewhere nearby. The enemies can interrupt Kratos' grabs even while they technically shouldn't be able to. It's all a bit unstable. Sometimes Kratos does not suffer any harm from attacks during a grab, sometimes he will. Arrows are something that very commonly interrupt him. At least in a few spots during the game, grabbing a spawning legionnaire will cause another legionnaire in the room slide long ways away - try it for example after getting Poseidon's Rage and enemies appear. I think it can happen elsewhere too, but I wonder what causes it. GMG says that after having grabbed an archer and doing the 360 degree toss to it, a cursed legionnaire grabbed Kratos. Strangely, Kratos dropped the archer and began grabbing the healthy legionnaire instead (who was instantly brought down to 'O'.) More of grabbing glitches are probably found from the enemy glitches section. "Climbing wall glitches" While Kratos is climbing a wall, he can insta-kill enemies that are nearby on the ground by grabbing them. Pretty unfair. If ground enemies get hit by an enemy that Kratos is grabbing while on the wall, they suffer quite an immense knockback, a sight to behold. If the collisions around the climbing zone are even slightly unstable (and they usually are), Kratos can jump towards them and for a moment cast magic. You know it becomes possible when the magic icon at the upper left corner flashes to active, even if only momentarily. The timing is pretty precise, but you can easily try it over and over again until you finally get it. Be warned that Kratos may fall off the climbing wall after casting the magic. "Rope glitches" If you flail for momentum while on a swinging rope moving towards an obstacle (easy place to try this out: at the barricades before Athens Town Square), Kratos will stop moving but the momentum nonetheless gathers as if no obstacle was there. It doesn't look nice. Video demonstration: 1, watch 'VIII' of this video: http://uk.youtube.com/watch?v=Oz32PmbZq8w There's a way to cast magic on ropes and gain advantage in long rope sections using Apollo's Offensive. Note that this strategy is not risk-free, but it's fun to use for mixing and speeding things up. Let go of the rope and cast magic, for example Gorgon Flash works wonders... then do Apollo's Offensive as quickly as possible. Kratos hopefully will get high enough from AO that he grabs the rope again, allowing you to continue on your way without falling down. Read about a strange way to get Kratos stuck with ropes from the Hermes Stomp- section below. Due to cramped spaces or other reasons, grabs enemies do on Kratos on rope can glitch up strangely. There's more about this in the general enemy glitches. "Rage of the Gods" You can abuse enemy attack momentum to do long jumps if you have RotG on. First, get hit by an attack that has lots of vertical strength (while in air), then jump again before hitting ground. Thanks to Tyrhhjy for this. Video demonstration: 1, my vid http://www.youtube.com/watch?v=X2NRQ3JQ66o During Rage of the Gods, if you try to cancel into ascension from roll (keeping triangle down), the move self-cancels strangely. (gratz GMG) During RotG, your grab turns much faster to spam than normal. However, a grab that follows a roll is still the same old slow grab normal Kratos does. During RotG, the counter Hades' Reverse can be used, but none of its follow-ups. During RotG, Kratos never does his heavy landing animation, as in after doing an air attack for example. This increases your general maneuverability, and it also allows you to go crazy with Hermes Stomp, being able to spam it super fast. Hold R1 down and tap X and watch Kratos go. If you upgrade Blades during RotG, the color of your weapons will revert from blue back to the more commonly seen fiery red. This also happens if you start RotG while the game is still in black-out mode (from having loaded a game). "Upgrading glitches" At its basic form: if you upgrade a magic while you're using it, it cancels out or at the very least its effects disappear. This effect also happens for a short moment if you retry after having upgraded the magic. The effects of particular magics are listed below in the magic-specific sections. Well, BoC and BoA have their own effects too, but only in conjunction with checkpoint retrying. When upgrading BoC and retrying, you create "black-out time" which allows some exploits. There was its own section for it above. BoA upgrading and retrying may cause the Blade to disappear momentarily once the gameplay has resumed. Also, whenever upgrading something, don't tap X, or there's a chance you'll crash the game. Video demonstration: 1, AKheon's vid http://www.youtube.com/watch?v=Famxcq4RKs4 1. Blades of Chaos Kratos' iconic weapon, the Blades of Chaos. You start with them. Upgrading them and retrying causes some extra black-out time to the loading screen. This is actually a time-saving exploit, since you can pass through cutscene triggers during the black-out time. There's more about this above, in its own section (in "misc glitches"). Plumes that get canceled before impact at a certain moment in time create the explosion but do no damage. The Might of Hercules ender hit can do up to 4 hits. This makes it worthwhile to use, even though a single hit isn't very strong. Also notice that it's possible to do the ender without a long combo beforehand by doing a simple square, square, SQUARE (pressing down). Also, some comboing combinations using Might of Hercules has Kratos whipping out Medusa's Gaze for a few frames for absolutely no reason - even if he hasn't picked up the magic yet. Video demonstration: 1, AKheon's vid (see 01:50 of this vid) http://www.youtube.com/watch?v=OPbn7vQVA6g Orion's Harpoon, when done on enemies that are just low enough, will only hit but not throw them. You can grab enemies through wall, but Orion's Harpoon can't contact through a wall. Apollo's Ascension (L1+X) is a very similar move to normal ascension on the surface, but they do have their differences. AO is faster and has a different arc from normal ascension: while doing it, Kratos moves slowly forward in air. But as a drawback, he also rises a little less high. The best part about AO is that it doesn't need any space on the ground to do it, making it perfect for doing launches from risky places like right next to chasms. Apollo's Offensive (air L1+X) is a very convenient move for high/long jumping applications, as was detailed above. You can also pass through water surface with it... or ceiling occasionally... no wonder they removed it from GoW II. Rising Helios (L1+triangle) is actually a ground-based move and Kratos does not rise in air while doing it. Pretty disappointing. Falling Helios (L1+triangle) is one of the few moves in the game with which you can do infinite jump with. But you probably knew that already. Hermes Rush (R1) is an interesting move during Kratos becomes slightly more thin and long than usual. This allows you to shift your way into some cramped spaces and leverage yourself out of bounds by turning slightly. Video demonstration: 1, skipping Pandora's front yard with this (Satvara's vid): http://uk.youtube.com/watch?v=TahZ0khKQSo An own section dedicated to Hermes Stomp: Hermes Stomp (air R1) goes right through some larger enemies such as cyclops. Sometimes you can clip through walls using Hermes Stomp as well! What a handy move. "Rope + L1+something move + HS = trouble" If you pass a rope while doing a L1 + something move (e.g. Apollo's Offensive) and at its end perform the Hermes Stomp, a glitch happens. The game thinks Kratos is on the rope while Stomp's animation transports him away. This state has no movement checks, so Kratos is eternally stuck in a silly position. During this time, your enemies will register Kratos as both ground and rope target. F.e. legionnaires will attempt to jump on a rope even if Kratos is on the ground right next to them. However, at another location a gorgon actually attacked Kratos who was stuck, inadvertently releasing him! To be honest, this can happen without an L1-move too. For example, if you're unlucky when an enemy attacks you - you fall down from the rope but get stuck. Video demonstration: 1, see the end of this video for this glitch in practise: http://uk.youtube.com/watch?v=BJh_UCwzV_g Not too long ago I noticed that this trick works with balancing beams as well. Kratos can turn after reaching the final pose (after HS), but nothing else. By turning at correct times, you can hit nearby enemies! You are still, after all, in the middle of Hermes Stomp's attack part. If you get stonefrozen like this, you can't break out for some reason. Video demonstration: 1, again, the last parts feature this variation of the glitch: http://www.youtube.com/watch?v=v0-ZNJV2Jxk "Moving Pandora's Box with Hermes Stomp" You can move the Box around before the elevator has descended using well-placed Hermes Stomps. Why? Hard to guess. This account becomes even more bewildering once you discover that this is not possible at the bottom of the elevator any more... Video demonstration: 1, at 27 secs in this vid: http://www.youtube.com/watch?v=AujcC1xHI6g 2. Blades of Artemis A secondary weapon you get at the beginning of Challenge of Atlas. A huge blade emitting an eerie purple glow. Unlike any other weapon in the first three games, Blade of Artemis doesn't have a grab. Instead, it has another normal attack for circle. This can lead to mix-ups when attacking enemies that have a mini-game circle above their heads... You also can't block in air when wielding BoA. While you can switch weapons from BoC and BoA with a bulky animation on ground or in air, you can't switch back from BoA to BoC in air... except there's a glitch that emulates this effect (the fusing glitch). "Fusing BoA and BoC" You can "fuse" BoA and BoC temporarily, so that both of them are visible at the same time. This is mostly just a graphical effect, with no influence on the damage Kratos does for example. The easiest method to achieve this effect is to do either Zeus' Fury or Medusa Flash in the air with BoA equipped. Right during the magic animation, press down L1 and keep it down. That's it at its simplest. Doing L1+something specials will yield interesting sights... Basically, Kratos does the BoC special but having BoA out, with some BoC effects thrown on top. Another way to do this is through a glitch grabbing attempt with BoA, described in 1d. You need to have a creature with 'grab select'. After having grabbed the enemy, let the grab time out while holding block. After the enemy has freed himself, Kratos is in the fuse-mode, ready to kick ass with two weapons at once. (well, it really isn't all that special...) This state will last only as long as you have the L1-button down, don't cast magics or get damaged. Other than the L1 + (something) moves, you can also do weapon switching and Hermes Stomp without losing this effect. The last one is actually something very useful, because Hermes Stomp adds much length to your jumps, and it is normally unavailable during a BoA long jump. You can really mix things up during high jumps as well. An interesting thing to note is that during this kind of fuse long jump you may have a momentum glitch with normal jumps: the jump is at full speed, as if Kratos was running at full speed before jumping. This is useful too. Video demonstration: 1, a BoA and BoC fuse long jump: http://uk.youtube.com/watch?v=P1_lrGGK8lM If you try to do the circle attack after a forward roll, you only hear the sound but no attack happens. This doesn't happen with side or backwards roll, oddly enough... The air triangle attack typically takes a long time to charge before Kratos finally slam downs his sword, but if the move follows weapon change or any of the magics it resolves quick instead. In rare circumstances doing the air triangle attack can lead to Kratos falling through ground... Architect's Tomb entrance has one spot where it happens. I hear that the air triangle move of BoA deals 0 damage to enemies if it hits. If you switch weapons quickly enough, the BoA flash effect is not always seen. The BoA glow is not seen in some areas. An useless trick: when loading the game, after passing the point where Kratos can be controlled while the screen is still dark, switch weapons to BoA and start running. When the graphics show up, Kratos will run as if holding Blades of Chaos, but with BoA in his hands. (gratz GMG) "Homerun and its variations" Using double lauches with Blade of Artemis, your enemies can be sent extremely high up in the air or bounced around the place in unusual ways. It's an exploit of sort, only possible thanks to BoA's strange attack properties. There are three main variations of it, Spike, Punt and Homerun, dubbed neatly after sports terms by this trick's discoverer, GMG. Obviously, if a foe can't be launched none of this works. 1. Homerun is a BoA launch followed by another BoA launch. First launch takes enemy skyward. Second causes a knockback and a launch, causing the enemy to fly, as has been suitably put, "up and away." You can use it to get enemies over invisible boundaries and into chasms. 2. Spike, an "elevated knockback", is using BoA's air triangle attack on a launched enemy. Will not clear invisible walls. Can cause a bounce + Knockback effect if enemy hits solid ground. It works well for transporting single enemies to fixed directions. 3. Punt is a launch after a bounce. This move strangely makes enemies ignore any invisible walls around the arena, causing them to fly to their deaths with surprising ease. More exceptions/glitches: - If you were wondering what would happen if you did a triple BoA launch, well, nothing too interesting happens. The exploit doesn't give more unusual extra height after the second launch. - As mentioned, these attacks don't work well against Satyrs, other than Punt. This is because they have a strange 'aerial recovery' which stops the launch in its tracks. Spike doesn't always fail but isn't reliable either. - A Cerberus Breeder, when launched with a Spike, will look like its merely gliding in the air without worries. This is because it has no particular response animation for the type of attack it is hit with. Video demonstration: 1, GMG's and Shinobier's instructional video: http://uk.youtube.com/watch?v=sMTz7ff6O0Q "Strange death delay" As you know, enemies killed with BoA have a special death animation in which they usually split in half or lose some critical body part in a gory fashion. Instead of instantly falling apart, your enemies will in some circumstances remain alive for up to several seconds before BoA's special death animation kicks in. During this time, they will continue to attack Kratos like normal. May happen if: - Finishing move has a special property like 'launch' or 'knockback' - If Kratos finishes using magic while BoA is equipped (see 1c.) Does not happen if: - Enemy is airborne or downed Also, for no logical reason from Kratos' point of view, all the enemies he kills with magic during when BoA is equipped get slashed to bits just as if he attacked them physically. EXP bonus from BoA's long combos is also granted. As with 1b, this will not happen if an enemy is airborne or downed. "Glitched circle action" BoA has no throwing/grabbing option, only BoC has. The game gets confused on this once in a while, and when around mini-game grabbable enemies (with the circle hovering over their heads), doing a circle attack may cause a glitch to occur. A list of different outcomes: 1, The most likely one: enemy will be grabbed instead of a circle attack. Kratos' weapon switches automatically back to BoA afterwards. 2, Kratos will fumble backwards as always when a grab attempt fails. Enemy may or may not die afterwards. This is just a normal 'false grab', activating in the conditions any false grab would. 3, The circle attack deals its damage to the enemy first, and it's enough for the enemy to die. Kratos will grab at nothing afterwards. 4, Kratos will do the grab animation on nothingness, a failure. (needs other external factors to work, e.g. large height differences on the ground.) This is basically just a normal failed grab of this sort. GMG insists on me noting the fact that Kratos may seem to slide towards the enemy before/during this grab if the enemy has moved away from him after the attack. "Artemis tricking" Switching weapons quickly enough, you can make all local enemies (with some exceptions) forget attacking you. Doesn't work on: - Boss enemies - Archers of any type - Minotaur Hammer Grunts and Minotaur Warriors will not stop functioning completely. They will switch doing their shockwave-attacks and only them. Same rules apply for hanging on ledges ("ledge tricking") too. If you upgrade BoA and retry, the sword's graphics won't show up until a second or two after (this time is prolonged if BoC is upgraded in conjuction.) If you run or stand still as the sword finally appears, Kratos' stance doesn't change to BoA's stance though the weapon becomes equipped. It's just a short-lived graphical glitch, so don't worry about it. 3. Poseidon's Rage A classic magic from the series in its most overpowered incarnation. Kratos hops a little in air and a massive circle of lightning starts frying anyone in the blast radius. You get it from Poseidon near the end of the Aegean Sea. Poseidon's Rage lvl. 1 normally always does a fixed amount of hits. But for reasons unknown, it can sometimes hit more times than it should. Pressing other buttons than circle during the casting may be the catalyst. The hit counter is suspended during the time Poseidon's Rage is cast. Once you upgrade PR, its radius increases and you can also tap circle to add hits during the magic. If you upgrade PR while the lightning effect is visible, the magic just cuts short, whether on air or on ground. PR is a very useful tool for high jumps and also allows an exploit on angled surface known as "Poseidon's Jump". For this reason it's usually not skipped in a speedrun, although the possibility for skipping it exists. 4. Medusa's Gaze The first incarnation of what would become a stable in the God of War-series, a some sort of way to turn your enemies into stone, usually a severed head from a celebrity gorgon from Greek mythology. You get this magic from Aphrodite at the Gates of Athens. Different enemies stonefreeze at different rates. Once an enemy freezes, their stoneform has its own HP, usually much less than the normal HP, and depleting that makes the enemy shatter. Basically a quick K.O. that grants you some extra red orbs as well in the process, and the most handy way to deal with many enemy types in the game. Medusa's Gaze doesn't work against gorgons in this game. Or civilians. The normal orb bonus for crushing foes is "Crushed!" that gives you +15 orbs. However, there's a separate bonus for crushing flying enemies, "Ruined!", that gives you a hefty +30 orbs instead. Gorgon Flash is the Lvl. 2 attack in Medusa's Gaze. Kratos uses Gorgon Flash in air automatically if you use Medusa's Gaze in air. If you spam Gorgon Flash in air fast enough, every other blast will not be visible. You can shoot both Gorgon Torrent and Gorgon Flash at the same time! Freezing beams are not visibly obstructed by walls, but you still can't freeze anything through a wall. Gorgon Rage seems to hit a max. of 9 targets with one blast, and it won't hit anything that is below Kratos' own level. "Gorgon Rage glitch & related material" You can use stonefreezing to drop Kratos' family off the map in the penultimate fight of the game. It's a bizarre glitch that is not perfectly understood as of yet, but it was first noticed to happen after doing Gorgon Rage to freeze a batch of Kratos clones and then hugging the family. The family moves as Kratos grabs them, sliding to some side in a bit uncontrollable way. If you have regen or infinite magic, you can repeat the procedure until the family falls down. (discovery: AKheon @ 2008 winter) Later on (at 2009) Manu918 devised a method to move Kratos' family that only uses Gorgon Torrent. Apparently the most important thing is that plenty of targets are stonefrozen roughly at the same time, then Kratos' family is hugged. Wonder what is up with this glitch, and (you may now wonder) does it work on other circle mini-game prompts in the game? Well, it is still not conclusive what this glitch can and what it can't do, and in what different ways it can be used, but hopefully research will continue... Not to mention Kratos' family is a very unique prompt. There are no comparable places elsewhere in the game, so it's possible that this glitch only does anything in the penultimate fight. However, using Gorgon Rage does have an unique effect elsewhere, and that is at the infamous sex mini-game. After the Rage animation passses, the minigame starts on its own accord without a separate grab animation at all. The camera angle changes and the small urn either wobbles or stays put. Kratos stays unoccupied the whole time. Nothing else happens, or so it seems. Video demonstration: 1, AKheon's vid of dropping Kratos' family into outer space: http://uk.youtube.com/watch?v=6KjVqoCcJZU 2, another vid, showing the sex mini-game glitch as well: http://uk.youtube.com/watch?v=AujcC1xHI6g 3, manu918's vid of using only Gorgon Torrent to move the family: http://uk.youtube.com/watch?v=Gd4tfP70J70 If you upgrade this magic while in the Medusa's Gaze stance, the head disappears from Kratos' hands. He does a sort of glitched Gorgon Flash motion before going very stiff. You can still turn around in the magic stance like normal, but it looks silly, and you can't use any other Medusa's Gaze attacks than Gorgon Rage until you let go of L2, at which point the glitch fixes itself. In air, Kratos does an useless, invisible shot of Gorgon Flash instead. If you enter Medusa's Gaze before the screen loads, the stance you enter is completely immobile (you can't turn in it.) 5. Zeus' Fury A projectile-type attack given to you by Zeus at Rooftops of Athens. The longest range attack Kratos gets in this game. If you spam Zeus' Fury bolts in air fast enough, some blasts may not be visible. If you upgrade this magic while in its stance, the lightning effects disappear from Kratos' hands and he can't shoot any bolts. The glitch fixes itself once you let go of L2. In air, Kratos shoots one invisible bolt of ZF instead. A charged Zeus' Fury shot costs more magic than normal. But you can create a charged shot as long as you have enough magic for a normal ZF shot. If you shoot Zeus' Fury from far enough away, your enemies do not think to block the shots. An useful fighting exploit in some cases. 6. Army of Hades The last magic Kratos gets in this game, from Hades at the end of his Challenge. Casting it in air, it's easy to accidentally cancel the magic by landing on ground too early with Kratos. Fortunately you don't lose magic until the actual souls fly out and the effect begins, so you don't lose anything this way. Not to mention the ensuing slowdown is the biggest in the game, helping with "lenient air momentum" if you know how to harness it. The AoH souls remain around Kratos even over FMVs and changing areas. This exploit allows you to take the souls to Ares 3, for example, where it's not possible to cast magic... Using Army of Hades on stonefrozen enemies will reduce their actual HP, not their stone form's HP. This means that you can get the minigame circle appear on these creatures. You can't do the minigame while they're stoned, though... Upgrading AoH while the magic is on causes the effect to end and all the souls instantly disappear. If you upgrade Blades and AoH and then retry and attempt to cast AoH, the game will likely crash. I. Enemy glitches: ------------------ "Enemy out of bounds" The game has set strict limits for your enemies to wander, for various level design reasons. Some of these limits are extremely obvious and exploitable. F.e. getting on a ladder can cause every enemy in the room to forget your presence. And when leaving an area, the enemies often act as if there was an invisible wall separating them from Kratos (which, code-wise, may very well be close to truth), and they will not follow him to wherever the path next leads. Rarely the game allows you to send an enemy outside of his regular bounds, causing the A.I. to go wild. They run against walls, hoping to get back to the correct area, in vain. Depending on how some areas are loaded and drawn, you may encounter a phenomena of invible enemies during this kind of out of bounds moment. You can hear the enemies, but can only see or damage them from certain parts of the room. It's funny to look and listen at, and it can sometimes be useful too. Air throwing or just launching enemies to strange places can get this to work - though be warned that it's very rare. Credits go to the Max Upgrade Guide at GameFAQs, that's where I first heard about this glitch. Check it out for more detailed info. Infinite orb fountain v3 is possible utilizing out of bounds limits, albeit in a more limited form than it was in GoW II. Read the below section for more info. Video demonstrations: 1, invisible minotaur at Rooftops of Athens (part X of this video): http://uk.youtube.com/watch?v=YJP3uQsN-Mk "Infinite red orbs" The death animation of your enemies can get stuck in a loop where the enemy will give up their red orbs over and over again. It is caused by the animation interrupting and resetting right after the orbs fly free but before the animation naturally ends. This can happen f.e. if the enemy falls on some strange piece of collision which can't accomodate his death throes, like a crooked surface or a ladder. The best enemy to do this with is the harpy: they're small and weak, they fly, they have a quick, stable death animation. I've never seen a large enemy get fountained. Once a minotaur bounced strangely from a wall and it gave two times the orbs, but that was hardly a fountain of any kind. The best known places where this works are the infamous Challenge of Atlas ladder, and the statue room at Temple of the Oracle. There exist other type of infinite orb glitches too. The one GMG refers to as infinite orb v3 is basically causing an enemy repeatedly to un-exist (read more from enemy out-of-bounds glitches) while he is dying. It doesn't seem to work with all enemies. Maybe we will see a video of it eventually. Video demonstration: 1, Challenge of Atlas ladder fountain: http://uk.youtube.com/watch?v=hRxl9yffSdc 2, Temple of the Oracle fountain: http://uk.youtube.com/watch?v=Pb6CrJYbV5A "Generally about enemies" Many enemies can be air grabbed again and again until they die. A big weakness. In a similar way, many enemies can be Orion's Harpooned to death by just repeating the move indefinitely. The particular weaknesses of each enemy is listed at the enemy-specifics. During grappling or rope sections, your enemies can do a very glitched looking grab on Kratos. Because of lack of space, their animation becomes juxtaposed somewhere away from Kratos and they may seem as if they're climbing a ladder. If the grab ends against Kratos's favor, the enemy might disappear for no reason afterwards. No one knows why or how, but some legionnaires with a circle looming above their heads will remain impossible to grab (causing "false grabs" of sort) with the exception that Kratos will not get shunned back when he attempts to grab them. This means the false grab can be spammed and it looks strange, to say the least. (GMG's reminder) Enemies' attacks stun other enemies but will not do any damage... with the exception of stonefrozen enemies, who can shatter accidentally by friendly fire. If too many enemies (over two at once?) are shattered simultaneously not all of them give you red orbs. Flying enemies sometimes do not fall down when stonefrozen. Some enemies can be attacked for extra hits even after they're dead (before they disappear). During a grappling section, if a legionnaire is in air (e.g. while jumping between chasms), he can be launched very high in air with any move that hits several times in a quick succession (Poseidon's Rage, Cyclone of Chaos). "Shoddy A.I." In some corridors, you may find one of your enemies walking plainly against a wall, usually towards where Kratos is. I've seen this happen in at least 3 different locations, though always with those legionnaire-types. At least in one spot during the game your enemies (Fallen Legionnaires) will try to climb a normal ladder to get to you. Unfortunately their behaviour has a loophole in it and they get stuck in the middle if you quickly change elevation. If you try to climb the ladder again, they turn normal. "Artemis tricking in practice" You can fool some of the enemy A.I. with jumps and air attacks (easiest with Blade of Artemis) or rapid weapon switching. The rapid weapon switching is actually something very useful. Doing it fast enough causes all of your enemies to simply stop attacking. It doesn't work on archers or bosses, though. Video demonstration: 1, AKheon's vid http://www.youtube.com/watch?v=85ouaqJ-Iiw Enemy-specific glitches (and additional info): Thanks go to GMG for most of this stuff. Entries with no important info to mention are omitted. -- Undead Archer -- Subject to Infinite Air Grab and Orion's Harpoon. Is not fooled by BoA or ledge tricking. -- Cursed Archer -- Subject to Infinite Air Grab and Orion's Harpoon. Is not fooled by BoA or ledge tricking. The area effect from explosive arrows can't be blocked. Melee-counter version of their arrow will not explode, but if it misses, it makes the sound of an explosive arrow. They will never melee-counter as long as an unexploded explosive arrow is sizzling in the vicinity. Rarely, deflected explosive arrows do not explode. If an explosive arrow hits and shatters something petrified, the arrow sticks in mid-air until it explodes. In unknown circumstances an arrow can get stuck in mid-air, still "mobile", turning towards Kratos if he's moving around it. Arrows have a tendency to break all sorts of grab moves which would otherwise be unbreakable. -- Hades Archer -- Subject to Infinite Air Grab and Orion's Harpoon. Is not fooled by BoA or ledge tricking. Basically just a Cursed Archer with a triple arrow shot. -- Centaur -- Subject to Infinite Air Grab. Glitch "O" when grabs are interrupted *it's fake/a trap* Their shockwave's range is larger than the effect would show. Their arrows make it very easy for them to drop Kratos out of air. Sometimes, after they've loaded an arrow but hadn't used it for some reason, the arrow stays in their hand for some time and looks uncouth. This extends to even them physically attacking Kratos with an arrow loaded and flashing. (This is what GMG had to say about this matter: "The 'arrow in hand' thing may not be a glitch but rather an augment to their physical strikes. If it is a glitch, it is a blessing because it makes it obvious they CANNOT use their Stomp (Shockwave) while it is out like that.") If their death grab gets interrupted, they'll instantly grow back a new pair of legs and continue attacking you. -- Cerberus Breeder -- Subject to Infinite Air Grab. Occassional failure to fire during its 3x fireball attack. -- Cerberus Offspring -- Subject to Infinite Air Grab and OH. They can do glitch growths even after their deaths. OH will sometimes fail for no reason (maybe because of the small size?) Grabs will also sometimes fail for no reason. -- Cyclops Enforcer -- Just the furthest half of the spinning ball attack hits. You can stand in the rope or back half without taking a hit. Just walking *slowly* around it counter-clockwise is sufficient to avoid all hits (perhaps not the rush though). -- Cyclops Brute -- Grabs don't always connect when they should. -- Cyclops Desert King -- Doesn't have a 'Brutal/Ruthless Kill bonus'. -- Gorgon (and some petrifying glitches) -- Subject to Infinite Air Grab and Orion's Harpoon. Chance for air grab high jump. (read more in the section of high jumps) If Kratos is petrified while he does most attacks, he does not completely die after shattering: enemies still target him, and you can hear him grunt when hit. If Kratos becomes petrified while swimming glitch is on, he will become crushed upon landing on the ground, even if he is as close to ground level as possible. However, if there are stairs below him, he may survive occasionally. If Kratos is stonefrozen and falls out of bounds, he will never die from the death zone below. However, break free from the stoneform, and then you'll die like normal again. Arrows don't always crush petrified Kratos. An extremely rare glitch concerning retrying with petrified Kratos can leave him in a slow-moving state (according to GMG about 30 times slower) after having retried. Getting petrified and breaking out was the only way to fix it. As Kratos becomes petrified, enemies take a momentary break from attacking. This is the same in GoWII too. If Kratos becomes petrified on top of a ladder or some other special surface, he will become petrified in such a way he can never break out! Would this work on your enemies as well? Video demonstration: 1, brandedartist's vid: http://www.youtube.com/watch?v=0tSFbZzisz8 -- Medusa -- Has 10000 HP, which is a lot. The mini-game needed to dispose of her becomes available a lot sooner, and most players deal with her this way. - Harpy -- Subject to Infinite Air Grab and Orion's Harpoon, as are all other harpies. Subject to orb fountain glitches, as are all other harpies. -- Undead Legionnaire -- There are countless of glitches ready for these guys, mainly because they appear at so many different circumstances (e.g. ropes and grapple sections too) and places. Almost all have already been mentioned at the above sections. -- Cursed Legionnaire -- Some of them can not be minigamed - the circle does not appear above their heads. Rarely these enemies can be infinitely Orion's Harpooned, allowing you to do a 1000 hit combo with ease. Can climb ladders, though not very well. In the places they do it, they tend to get stuck and their A.I. won't work very well. If two of them are very close on a rope, a kick hits both. The legionnaire is invincible for a moment when the mini-game circle is about to appear. I hear you can throw the Legionnaire even through water surface at this time without it dying. Subject to air grab high jump when "O" is about to appear. -- Magic Legionnaire -- While they are airborne, downed or spawning, their shields do not stop hits. Physical hits at any such point make it possible to grab through their shields. Throws towards Magic Legionnaires can either cause a knockback or be deflected. GMG theorizes knockback occurs more often if the opponent is right in front of the throw. Some RotG BoC attacks act like their shield isn't there, as does AoH. However, with BoA itself you have absolutely no way to pass through their shields. Charged Zf bolts' area blast can hit them even with their shield intact, but it does no damage. "The glitch where a Magic Legionnaire uses shield attack AI without their shield appears to only occur after they've lost it and been petrified (after breaking free obviously)." - GMG Some of them can be grabbed like normal despite they have their shields on in some slightly special conditions, e.g. having taken a thrown legionnaire to their face or possibly just having got damaged enough. This kind of grab is glitched-up, causing Kratos to slide erratically across the playing field for short ways. With this movement you can f.e. kill yourself to the spiked crushers at Temple of the Eye, despite they're not functional and they have a wall in front of them. Also, if you choose to throw your enemy somewhere, its graphics will twitch a bit, and in some cases it will even die before it is thrown. "Just to say it again..the knockback in of itself will allow a glitch grab." "Both Plume and Spirit (during Rage of the Gods) fail to break their shields." - GMG If one dies with its shield intact, the lone shield can stay a while after the legionnaire's corpse has disappeared. Just to note, any explosive move will destroy their shields, including Rising Helios and Lance of the Furies. The sole exception to this rule is BoC's plume attack during Rage of the Gods. -- Legionnaire Captain -- Would otherwise be subject to Infinite Air Grab (and possibly Infinite OH), but their minigame prompts mess the whole thing up. They have a strange tendency to block Zf bolts while downed, as if their guard was up. "It REGENERATES 10HP everytimes you let it recover from "O"." - GMG -- Minotaur Grunt -- Subject to Infinite Air Grab. If you do a mini-game to it that cuts off in the middle (because of height difference for example), its axe may disappear permanently. Just a graphical glitch. -- Minotaur Hammer Grunt -- Subject to Infinite Air Grab. Uses the shockwave attack when you are abusing the ledge. -- Minotaur Warrior -- Subject to Infinite Air Grab. Uses the shockwave attack when you are abusing the ledge. -- Minotaur Tormentor -- Subject to Infinite Air Grab. BoA Homerun trick "Punt" typically (if done fast) will send them the opposite direction that is desired. Artemis often cannot block their shoulder rush unless your guard was up early. -- Satyr -- I hear air grabs done to them actually deal no damage for some reason. BoA Homerun trick "Spike" (read more in the section about BoA-glitches) causes an unusual knockback/bounce effect. Very useful in Challenge of the Gods 10. Their "aerial recovery" allows immunity from "Homerun" but not "Punt". (read more in the section of BoA glitches) The throw in which they move Kratos to their opposite side, can transport him on nothingness. Kratos bounces once, then falls. -- Temple Siren -- Subject to Infinite Air Grab and Orion's Harpoon. "Petrification of a “Dizzy” creates a “Wander” and also prevents regeneration as “O” doesn’t go naturally. Curiously, OH and air grabs would not connect so long as the “O” was glitched as such though the mid-grab worked whenever I so wished it to. If done at 19HP remaining, she would skip her final “O” and be left with 9HP. If done at 18HP-11HP she glitch dies. If done at 10HP or less she just goes into her finisher rather than the mid-grab. Juggles appeared to cease working on her." - GMG Note: with "dizzy" and "wander" GMG was talking about its A.I. modes. Basically one-word description of the enemy's primary movement in the mode. -- Desert Siren -- They die when petrified 3 times in a quick succession. They have 10000 HP, which is a lot. In fact, even their petrified state has 10000 HP! The mini-game needed to dispose of them becomes available a lot sooner, and most players dispatch them this way. -- Wraith of Athens -- Subject to Infinite Orion's Harpoon. Kratos's grab can launch several Wraiths in the air when it resolves. -- Desert Wraith -- Subject to Infinite Orion's Harpoon. Their air grab sometimes breaks for no apparent reason. "Some petrifications caused ‘unexisting’ of the Wraiths. I typically saw it only after petrifying 3 Wraiths. My guess is that the lingering remains (via shatter or breakout) plus 2 other petrified wraiths *or more* causes the next wraith petrified as such to unexist. The ‘stacking’ issue only appears to work with these Wraiths." - GMG "~~an ‘uppercut’ (from a grab) hitting a nearby foe will deal that grab's damage to them and, in the case I saw, send them sailing away like with Zf’s Stun/Charged bolts (the effect is like that of Homerun/Punt but without the extra height due to a previous launcher)." - GMG -- Pandora's Guardian -- See the level-specific glitches further down for mentions of his two big weaknesses. -- Evil Kratos, Agony -- The one with Zeus' Fury. "Agony only attacks Kratos but because of the line of fire, he may hit the family. Though his bolts are relatively weak, they can devastate by breaking your control of the fight" "Agony kills don't count towards the kill count." - GMG -- Evil Kratos, Remorse -- The ones with Blades of Chaos. They can also grab Kratos. -- Evil Kratos, Regret -- The ones with Blade of Artemis. For some reason they can also do the special attacks only Blade of the Gods has! (the sword Kratos gets in the last fight) -- Ares -- See the level-by-level specifics for the final boss fight. 4. Glitch playthrough (level-specific glitches) ----------------------------------------------- Different categories are these: - Sequence break: skipping a portion of the game by any legit means. - Collision flaw: a non-sequence break breach or glitch in the collisions. - Trigger skip: may range from loading triggers to door triggers to more. - A.I. glitch: includes blind spots and other level-specific oddities. - Camera glitch: usually harmless, not that common. - Other: glitches of some other type, usually small and harmless. - Strategy: some pointers for battles, etc. Not necessarily glitches. - Random: just some small piece of interesting info, not a glitch. - Various: something that has several kinds of categories in them. Pre-game: --------- Other: If you press up or down at some frame before the main menu has loaded and appeared, the text of "new game" is smudged under "load game". This effect disappears once you choose to do anything in the menu. Other: If you open disc tray during the opening sequences, you might get small graphical glitches, such as the cutscene continuing playing with the "disc tray is open" error message. Don't try it at home, it isn't very interesting. Aegean Sea: ----------- Strategy: Enemies are reluctant to approach or attack if Kratos goes into the upper-left corner of the first room (past the floor entrance). Random: The FMV of the floor entrance opening and new enemies flooding out will not happen if Kratos stands on it. Other: Mini-game glitches If you attack the first Hydra head at a wrong time when its health is depleted, it will not become stunned. Instead, it revives and goes back to normal as soon as the tutorial message telling you about mini-games is closed. I hear this can happen the other way around too, so that the Hydra goes into mini-game stun right as it should normally regain consciousness. Another mini-game glitch is that if your minigaming grab contacts with Hydra right before the tutorial message about the minigame comes up, and you fail the mini-game, Hydra is then suspectible to become stunned again with just one hit. Strategy: It is possible to damage kill the first Hydra head. You need to either do tons of damage to it during the time it is stunned before it revives (you need easy-mode and bonus costume) or use the mini-game glitch to slowly chip away at Hydra's health until you finally are able to damage kill it. Video demonstration: 1, satvara's vid of a rare God-mode damage kill http://www.youtube.com/watch?v=fz4n1ws6CH4 "Petrifying the Harpies and the Archers on the Ship causes them to un-exist immediately after getting petrified. Course, you need a cheat to have MG on the ship >__>." - Demonic Phoenix Swimming glitch: only possible with cheats so far, but you can start swimming glitch and explore the Aegean Sea from the puddle in the same room where there's the self-caged man who you can talk to. video demonstration: 1, Wulf2k9's vid of Aegean Sea swimming exploration http://www.youtube.com/watch?v=UhwCs0xzdhU Camera glitch: After kicking the door open to the second Hydra's room, start walking towards the door and progress onward slowly. The camera will eventually forcefully turn around while the rest of the scenery disappears for an instant. Trigger skip: Skippable door trigger before second Hydra If you run by the left-hand wall into the large area with harpies and eventually the second Hydra head, the red wall which would enclose the only exit does not activate - you avoid the door trigger. This has no use unless you want to play around with the second Hydra head by leaving the fight prematurely. It just keeps attacking as if Kratos was near it... Sequence break: skipping second Hydra A long rumored skip, but it's true... you can skip the second Hydra. First, open one of the compartments for chests at the back of the arena. Jump inside to lure one of the harpies to the level above, to the other side of the railing. Then, get out of the compartment, lift-up and try to grap the harpy. The grab might cut off because of the collision in the way, but just try to jump and keep grabbing at the harpy. You'll gain enough height to get over the railing here. Video demonstration: 1, satvara's vid http://www.youtube.com/watch?v=zCP8ZTa92XM Collision flaw: Entering the second Hydra If you roll just the right moment towards the spot where the Hydra appears, and somehow manage to stay in that area after it has emerged (e.g. by jumping in air at a correct time), you've entered the second Hydra. You're inside its collisions. Unfortunately this is useless, because it can still attack you from where you are. You can't skip the fight itself because the hole in the floor is purely cosmetic until the creature is gone. The easiest way to try this out is retrying again and again from the pre-fight checkpoint. Video demonstration: 1, see part II of this video: http://uk.youtube.com/watch?v=4scwgmQqc6g Other: at rare instances the second Hydra emerges from the ground too early and the game still has some harpies and sailors running around during the boss fight. They unload maybe 15 seconds into the encounter, but still pretty cool. Other: Small glitch at the short grapple section after second hydra If you move/jump towards the right side of the wall while grappling, you may activate this glitch. Whenever you press down, Kratos turns 180 degrees around and climbs with his back against the wall. It's just a graphical glitch. While you're at this grapple section, try to grab the legionnaires on top of the ship while grappling. You get a glitched grab move. "Shipwrecked Vessel" - save point Other: box spawning oddities You can destroy the box with your own hands and be a witness to how a new one miraculously appears each time. - The box will try to slide away from Kratos's position, if you're in the spot where it is spawning. - It's possible for you to enter the box. R2'ing it now will cause Kratos to move away from the box for about one boxes length, strangely. I'm not sure if Kratos could continue holding on to the box like this (in a glitched way) since the message interrupts your grab hold. - A box can spawn slightly inside the ground. It automatically breaks shortly. Other: occasionally the tutorial message of examining the box doesn't come. This may have to do something with Kratos' turning while examining it, but it's too hard to control to be a speed strat. Sequence break: skip block pushing This skip appears to only be possible on the PS3 HD Collection. Do a basic high jump and grab at the climbing wall, where you'd normally get using the box. As simple as that... although hellishly difficult to get right. Video demonstration: 1, satvara's vid http://www.youtube.com/watch?v=wjbxdtxCVBA A.I. glitch: Archers at the box moving "puzzle" If, after activating the cutscene where the archers are threatening the ship crew, you leave the area and go back where you met the first Hydra head and then come back, the archers aren't shooting at all anymore. GMG reports that their A.I. is completely shut off, making them non-reactive to anything done to them. Sequence break: Skipping PR and big Hydra boss (discoverer: Satvara) By doing a long jump from on top of the mast inside a wall that's near the captain's domicile (extremely difficult), you can go past the locked door by moving inside the wall. Unfortunately skipping PR will do you no good in a long run, especially if you're going for speed. Video demonstration: 1, Satvara's vid: http://uk.youtube.com/watch?v=M6COewN53zE Other: Poseidon's Rage room is the location where mysterious enemy spawning gliding happens. Try it out by grabbing an enemy and seeing if one of the other enemies glide away from Kratos for no reason. "The Hydra Attacks" - save point Graphical: the Hydra health bars are prone to strange glitches. They overlap any messages you may get, looking messy. Also, if you go into menus with a message active, the Hydra health bars will carry on to them too! Sequence break: Skipping the small Hydra heads It's possible to climb up to the big Hydra without bothering with the two smaller heads. How? The theory is that it's got something to do with going close to the heads at first and then going further away, messing their A.I. momentarily so that they don't knock you off the mast as you're climbing it. It's easiest to try this out with just one head pinned to the ground, but a real lucky guy can fool both of the heads at the same time and save a lot of time in the process. There exists another, less luck-reliant way of getting to the top, but it takes magic. Do a PR high jump against the mast. At the apex of the jump, the Hydras will attempt to knock you off the mast, but all that does is break out of PR, at which point you tap X and continue to climb like heck. Most of the time you should make it to the top like this (discovered by Tyrhhjy at the end of 2008.) Tyrhhjy also said something about a high jump variation that works without PR, which is theoretically faster (and obviously less magic-costly) than using PR. But currently there is no video of this trick, and it remains something of a mystery... Video demonstration: 1, Satvara's video of skipping Hydra heads without PR high jump: http://uk.youtube.com/watch?v=6R8brqn-pCA 2, Satvara's vid of skipping heads with PR high jump: http://uk.youtube.com/watch?v=ciA63TtmKlY 3, the oldest vid of the trick, showing skipping one Hydra head: http://uk.youtube.com/watch?v=QmYMgn-xYzM Camera glitch: concentration on a small Hydra head When a small Hydra head dies, the camera concentrates on it for a moment. By doing unknown things there and then, the camera will not depart from the dead head's front and return to Kratos. This is completely harmless, only happened to me once - while doing an infinite jump and being quite far away from the dying head. Video demonstration: 1, see part III of this video: http://uk.youtube.com/watch?v=4scwgmQqc6g Collision flaw: Dropping through/inside falling platforms during the big Hydra fight. If you're on one while one rises, you can easily drop through it. Also, you can manage to have one fall on you. Both of these instances are useless, just simple lapses in collision. Other: Getting stuck inside the grapple wall This is completely useless, but at least unique. Jump to the grapple wall, then embrace either side of it (so that Kratos looks like he's preparing to jump). Then do a grab or strong hit, etc. If the small Hydra's "knocking Kratos off the mast"-attack hits Kratos at a correct time, he will get stuck torso halfway inside the ropes. Video demonstration: 1, see the end of this vid: http://uk.youtube.com/watch?v=QmYMgn-xYzM Strategy: Small Hydra's swipe move will not reach between the 12 and 3 o'clock position, leaving a big opening. (GMG's tip) Other: Tendency to freeze during the big/any Hydra fight It's happened to me once or twice, and I've heard several other people complain about this too. The screen goes black but you still see the boss health meter at the screen's lower half. The music continues playing, but nothing you do will evoke a reaction in the game. You must restart if this happens. Speed strategy: Satvara deviced a damage dealing strategy so efficient the minigames happen almost back to back (for God mode, undoubtetly works even better on lesser modes). Video demonstration: 1, his vid http://www.youtube.com/watch?v=kcwg6I1yDR0 Other: it's possible to damage kill Big Hydra, at least on easy/tycoonius and using Rage of the Gods. This causes him to go straight into the last mini-game stun, after which the fight is over with Hydra's head stuck in the mast. A lot of time is saved in the process! Other: it's possible to bring Big Hydra into the last minigame in a slightly glitched manner, so that an additional attack will reset the sequence and the minigame preparation animation will start from the beginning. I last did this by doing a jumping attack right as he chomped down on the mast (almost hitting Kratos). Random: Moving/attacking inside Hydra's mouth cavity will cause blood spatters. Wasted glitch potential: it seems impossible to skip the cutscene that follows after Kratos has got the Cabin key. The event triggers extend as if to form a box around him. Exiting the area straight down (using a floor breach under the fallen mast) can skip the cutscene, but you won't win any time either. Video: 1, AKheon's vid of the breach http://uk.youtube.com/watch?v=iH45LPODKuU Speed strategy: You can unlock the cabin door at the same time you get the prompt to do so. This saves a couple of seconds. Port of Athens -------------- Sex-mini game glitch: If you try to grab the women from the top left part of the bed, the mini-game glitches strangely with camera zooming in like it normally does, but with Kratos completely unattended. Same thing can happen if you utilize Gorgon Rage in this place, next to the bed. If the mini-game is re-activated during this camera zoom, it works like normally though the urn moves at wrong times. Random: the clips of the two woman talking are not available while Kratos is on the bed. Talking to either of them while jumping on to the bed causes the clip to cut short, strangely. "Port of Athens" - save point Wasted potential: you can do an ascension up the ladder if you position Kratos correctly, but it might not save any time. Sequence break: Wall breach at the ship The two maps - the innards of the ship Kratos starts from after Aegean Sea and the Port of Athens - are connected a bit loosely. By moving towards the wall at a certain height while jumping, you get through it to the ocean bottom. Doing a Hermes Stomp can be helpful. It can be used in a speedrun for a few seconds win. Discoverer: Satvara. "Another thing to note is that it's much easier to get underwater at the Port of Athens if you're hanging onto a ledge when the checkpoint hits, then just restart from checkpoint. It'll bring you to ground level under the boat without having to dodge the ladder's teleport hitbox." - Wulf2k9 Video demonstration: 1, Satvara's video: http://uk.youtube.com/watch?v=2yG1y9J9YeA 2, Satvara's updated video (saves even more time): http://uk.youtube.com/watch?v=xU10wfQJBmg Other: Swimming glitch from Port of Athens In a very game-breaking twist, you can perform functional swimming glitch here, at Port of Athens. This allows you to swim past practically all obstacles until the Desert of Lost Souls. Unfortunately, doing this you miss the opportunity for getting regen magic... so it's a double-edged sword. Ok, so you don't necessarily have to skip regen magic as well. If you so desire, you can end swimmingness inside the Medusa-room by getting stonefrozen on some angled surface (the stairs might work for this purpose). This way you can get regen magic and go on, but lose a little time since you have to skip Gates of Athens like usual. Drop out of bounds using the wall breach detailed above and get behind the map. Carefully, as the ocean floor will end eventually, making Kratos fall down. From behind the map, make your way to the main pathway of the Port, to the area front of the ship from where you started from. There's a small wooden pathway near the water surface, so target that with an ascension. Beneath, there's some collision you can use to push Kratos under water surface, starting proper swimming glitch. Video demonstration: 1, satvara's vid http://www.youtube.com/watch?v=4apYw_0aAW4 Other: A glitched legionnaire, subject to an infinite Orion's Harpoon combo Somewhere at Port of Athens' recesses there's a legionnaire who will not die from Orion's Harpoon. You can keep doing the attack over and over again as long as you like, even make an extremely long combo slowly but surely. Discoverer: Shinobier? Note that he will not appear unless you kill the first bunch of legionnaires that try to attack you in the area. Video demonstration: 1, Shinobier's video: http://uk.youtube.com/watch?v=SiEeHwXxD5E Other: you can use high jump to get to the area with the Phoenix Feather earlier than normal. Collision flaw: GMG has reportedly got enemy legionnaires under the water surface several times. "using 's,s,t', 2 Ascension and 2 OH before an aerial grab (over water) the Cursed Legionnaire would be sent to "O" while falling through the water but not dying. Also, if on one of the square platform along the rails you could use OH (guided over water) for a no lethal version that sends them through the surface." - GMG Wasted potential: the walls at the first Minotaur encounter are too high to get over with normal high jump alone, even if you start it on top of the chest. If you have Lvl. 2 Blades, you can get over the wall, but this info is not very useful because there's barely any floor to speak of outside bounds, and it's highly unlikely you can go past the battle trigger like this. Other: the red border which would disappear after beating the minotaurs will not do it on the Port of Athens-side until you unload the area and return. Gates of Athens --------------- Random: the broken gate can't be examined until you view the intro cutscene to this area (possible to skip while swimming). Collision flaw: An exploitable chasm during the 3 cyclops fight The chasm at the left side of the field is open to them, while it's not to Kratos. Lure them right next to it, then run towards them (or attack them when they're facing you). They will stumble backwards and fall. Also, by simply running towards the wall near where the grass grows you can drop the third one before it can even rise up. Discoverer: AKheon Video demonstration: 1, see part I of this video: http://uk.youtube.com/watch?v=z-Wo42I1oEk Other: "I found this "handicap glitch" after the part where you fight Cyclops for the first time. I can't remember what exactly I did wrong, but I just couldn't open any of the chests. In fact, in this part if you go near the gate and press R2 it says something like "there is a bridge on other side". But whenever I pressed R2 all I heard was the sound you get when you try to powerup abilities you haven't unlocked yet. ...once I reloaded the nearest save it went fine. just in case it matters, I did try to death bounce one of the undead soldiers in the area behind the wall crack and water, where you get first gorgon's eye [or was it phoenix feather, can't recall]" - the_requiem Anyone have more info on this? § Sequence break: getting onto the balcony early You can high jump on top of the rightmost broken statue near the broken gate. The top of the statue has angled collision, preventing you from staying on top of it, but using Poseidon's Rage you can make the game momentarily think Kratos is on normal ground instead, allowing you to do new jumps and get higher. A couple of rounds of careful jumping and Poseidon's Rage later, you're high enough to grab the side of the platform above. (discoverer: Satvara) Start by doing a high jump (with PR) towards the middle-right part of the statue. Jump to get a little further up, then PR as you're landing on the statue. Hopefully the correct effect took place and Kratos is now able to do two more jumps while on the statue. So jump and quickly steer towards the right, but at the end of the jump try to make Kratos face towards left again. You should try to land somewhere a little to the left of the diagonal "seam" moving up the statue. PR again. To get the effect happen again is more difficult this time around, and if it doesn't work, it's most likely your positioning that's faulty. After that, you should be able to do a double jump and grab the ledge of the balcony in front of you. Using this route may very well be faster than going by the Medusa room, even if you now need to backtrack to Medusa room from the balcony. But it's a very precise trick Video demonstration: 1, satvara's vid http://www.youtube.com/watch?v=48qBXaC_fwI Wasted potential: there's some preventive collision in front of the ladder that leads to the other ballista until you've pushed down the statue, making it impossible to high jump there early. Speed strat: The ledge on the right side of the large box room can be rolled over. It's faster than shimmying. Sequence break: In the same room, don't break any of the boxes but the leftmost. Then do a high jump on it. Sequence break: Skipping a small cutscene Right as you enter the room where you acquire Medusa's Gaze, you activate a cutscene in which the camera pans through the whole room. To prevent the player from escaping witnessing this small clip, there are high walls around the small box - though overcomeable with Apollo's High Jump, it's slower and thus not recommended. However, if you're quick enough you can get past the box before it even appears. Sequence break: skipping Medusa with pure speed The barrier of Afrodite's head can be passed before it loads if you do this area super quick. This way you won't get Medusa's Head or regen magic, though. Video demonstration: 1, Tyrhhjy's vid: temporarily unavailable. Random: Defeating Medusa with pure damage The actual HP value Medusa has is 10.000, which is extremely high. To activate the minigame you need a lot less, and that's what virtually every player does during their playthroughs. If you exceed the 10.000 damage limit, Medusa dies by herself, and the game doesn't consider it a victory. If you don't know how to escape the room, you will get stuck there. Various: Regen magic and sequence break Medusa room. This is the infamous room where you will gain regen magic. If you escape it at the correct time, you get to keep it too... Basically, look at the video demonstration below. It will show everything on doing it. The collision at the ceiling is strange. First of all, it seems Kratos can only grab the ceiling right above the door frame. There's some extra grabbable ground to the right of the frame too, not visible to the player. It makes me think that the developers put it all there intentionally to enable regen magic. To me it's just too big a coincidence that just the right type of collision exists at the exact spot you need it to to escape the room, and it exists nowhere else in the vicinity. Original discoverer: Satvara. However, Kewbew63 (and f.e. Zalo159 at the same time, independently of each other) discovered the easier way out. Video demonstration: 1, Kewbew63's example: http://uk.youtube.com/watch?v=yOHvvp6Xshg 2, Satvara's example (note: the old method, is very difficult to do): http://uk.youtube.com/watch?v=Dtc_YpAPULs Strategy: getting early red orbs. While fighting the minotaurs in the medusa room, you have regen magic and an infinite stream of enemies. You can build up a combo to 1000 quite easily as many times you want. Thanks go to keltin_2002's Max Upgrade FAQ for this nice idea. (check it out for a more detailed strategy) Note: they theorized on the GFAQs board that the minotaur shattering event may glitch up if you freeze the minotaurs using MG lv. 2 or 3 moves. The event doesn't end like it should, and you just get stuck (unless you jump over the wall, as explained above.) Skipping a major loading trigger + very difficult SEQUENCE BREAK After the Medusa room, get on top of the small platform which holds one chest. Get on top of the chest and do a high jump against the wall - if correctly performed, Kratos will grab an invisible ledge near the ceiling. Jump towards the set of ladder up ahead. If you were high enough, you missed a loading trigger, and the outside areas will never load until you retrace your steps and touch the trigger. Doing this it's actually possible to do a major sequence break at this location: you have to do a series of very difficult jumps down to the area behind the two gates blocking your route. On later note, Tyrhhjy said this about Satvara's skip: "it's easier to do it by rolling after the first jump w/hs satvara did, then jumping towards the left and doing an hs. A bit tricky with the roll but to me it's easier that with the jumps. Also it's faster too." - Tyrhhjy Video demonstrations: 1, see part IV and V of this video: http://uk.youtube.com/watch?v=Sa08uFO5OmY 2, Satvara's impossibly difficult sequence break: http://uk.youtube.com/watch?v=X0tC0sEJtcg "Fortress of Athens" - save point Sequence break: Alternative way of skipping Gates of Athens You can glide up the small opening from where the rope would later go in. This method is not difficult to do at all (read earlier sections on Gliding to learn this). Discoverer: AKheon. Video demonstration: 1, the skip itself http://uk.youtube.com/watch?v=rhOM5SYFyOk Scene skip: if you have swimming, you can swim around the first Oracle cutscene. Fortunately everything works out like normal afterwards. "Athens Battleground" - save point Road to Athens -------------- Sequence break: Passing the pile of rubble You know the rubble that appears after a short real-time scene where Ares's fireball destroys a building? It's an obstacle that's pretty high and has some angled surface on the top, making Kratos slide away if he tries to jump up it. However, the angled surface can be used to your advantage too... Start doing Apollo's Offensive (with a good air momentum) repeatedly, and you should slide up the angled surface instead of sliding down. With a good positioning, you should be able to get over the obstacle like this. At first this skip was made using PR, but Satvara devised this more optimized method of going past it. Video demonstration: 1, satvara's vid (at about 0:18) http://www.youtube.com/watch?v=OaruFnfIAcA 2, see part I of this video for an outdated strategy that uses PR: http://uk.youtube.com/watch?v=Ktp4Mf9MIoo Other: "On the road to Athens there is an invisible archer by a tree that also is invincible and at random intervals will attack Kratos." - Riningan Oh, he also specified that its near the first bend of the road. I haven't personally seen one, but I'll keep an eye out next playthrough. Other: The best place in the game to witness the rope momentum glitch. Don't break the middle barricade, so that you can boost towards it with a rope to a very lousy effect. Sequence break: Instead of using ropes to cross the chasm after the barricades, you can do a high jump. "(Rope) I have to wonder if the High Jump would be faster then 'leap to rope grab to leap to air attack to Icarus Lift to rope grab to leap'." - GMG Athens Town Square ------------------ Other: the water puddle at the bottom of the stairs is actual water surface. If you could start swimming glitch here, you could use the edges of the pool to push you through the water surface and make use of it... if only. Fight skip: Skipping the cyclops fight There's an invisible ledge to the left before the cyclops fight and you can reach it by doing a high jump. By going over there you skip activating the cyclops fight, and for some reason this makes the Greek House liable to remain unloaded too. But it's been proven with swimming glitch that you can actually skip this fight and have the Greek House load normally. Video demonstration: 1, AKheon's vid: http://uk.youtube.com/watch?v=Ktp4Mf9MIoo Sequence break: Skipping most of the Athens Town Square You can reach the balcony with several chests from the large yard by doing a variation of high jump, "Apollo's High Jump". From there you can just proceed to Temple of Oracle without doing anything to the "suicide lady" or even visiting Rooftops of Athens. (Discoverer: AKheon) To speed this variation up, there exists a precise clip through the bridge railing that you can take advantage of with Hermes Stomp. So, grab the ledge of the bridge, go a little to right, climb up, do a small hop and HS, that might work... Another skip is getting to the balcony through the Greek house, and doing a long jump from there to the high path leading to the next area. The pole connecting the two sides is intact though invisible. Discoverer: Satvara, later Kewbev63. Video demonstration: 1, see II of this video: http://uk.youtube.com/watch?v=Ktp4Mf9MIoo 2, satvara's video of clipping through the bridge railing with HS: http://www.youtube.com/watch?v=UJknL54Tjos 3, doing the skip from the balcony (Kewbev63's video): http://uk.youtube.com/watch?v=91QrJUfRyAs Other: "Suicide lady" mechanics In several places the game uses "prop" characters with which you can only interact in a very limited number of ways. JFCalibur88 has made a cool video showcasing the mechanisms of the lady here, and a couple of glitches too. Video demonstration: 1, JFcalibur88's video: http://uk.youtube.com/watch?v=ASavchszXQg "Athens Town Square" - save point Strategy: The first magic legionnaires you encounter inside the Greek house have very little moving room before they consider themselves out of bounds. Sweet spots are easy to find and abuse. Strategy: If you don't kill any enemies on your revisit to the Greek house, only 1 of the 4 archers in the final stretch of the area appear. Other: Failure in trying to get to Rooftops of Athens the wrong way Getting to the bridge early, you can use the elevator that would lead you back up to the rooftops, but during the trip something will always go wrong. Kratos will fall down to his death after some strange camera angles. Doing this with swimming glitch reveals what really happens: Kratos actually spawns a few meters below the elevator for some reason. Not an issue for swimming Kratos. After riding the elevator back and trying again, things work out like normal from thereon. Random: Athens Town Square civilians They are like headless chickens. They sometimes appear in clusters, running against a wall or a corner at the exactly same direction. They can't be beamed stonefrozen, I wonder why. Sequence break: getting to the tunnel early You can do an "Apollo's High Jump" from on top of the balcony to go over the wall, and from out of bounds carefully jump to the Tunnel Passage without having to use the trap door to get there. However, you still need to pick up the key or the Tunnel won't load. Video demonstration: 1, satvara's vid of this and other shenaningas: http://www.youtube.com/watch?v=di_CPSTZYXg Random: you can grab a ledge on the pathway leading to the hatch and move under the wooden bridge on either side of it. Looks silly, that's all. "Tunnel Passage" - save point Wasted potential?: from tests, it's hard to access Rooftops from the direction of the tunnel with swimming glitch on. The loading trigger is inside the corridor (before the last gate) where it can be theoretically hit while swimming, but not easy. Should be tested again at some point. § Collision flaw: the sides of the stairway (which leads you to the first part of Rooftops of Athens) have some bad collision to them. Kratos starts flickering when walking towards the edges. Rooftops of Athens ------------------ Sequence break: You can skip the short tutorial about climbing by jumping to the other side of the vines right before the spot in which the tutorial begins. Wasted potential: the trigger for the next FMV is impossible to jump over (too low ceiling.) Getting out of bounds in the room before that doesn't seem too easy either. Fight skip: after the Wraith intro FMV, if you're quick enough you can just roll past the red fight barrier before it forms. (discoverer: ?) Video demonstration: 1, satvara's vid (at about 02:00) http://www.youtube.com/watch?v=di_CPSTZYXg Camera flaw: before the vine jump section with four archers, if you jump heavily to the right, you may activate a strange camera angle which shows the whole area from a far-away isometric angle. Most of the objects in the area are not drawn with this view, and it looks a bit strange. Video demonstration: 1, see II of this vid: http://www.youtube.com/watch?v=YJP3uQsN-Mk "Treasure Room" - save point Sequence break: you can get inside the Zeus' Fury room early, skipping the entire ballista pushing part! From Treasure Room, climb up the ladder. Now some enemies should approach Kratos and the camera will change. Do a double jump, grabbing the roof's southern ledge. Inch your way to as right on the ledge as you can before falling down, then do a basic long jump (use air square attacks in between your double jump). You should fall down on some invisble collision. Following that to the right, you'll eventually fall down inside the Zeus' Fury room. (c: satvara) It's not properly loaded at first, and touching the lightning icon in front of the exit does nothing. But if you roll a little down the corridor and return, things should load like normal... voila, Zeus' Fury early. Video demonstration: 1, satvara's vid (at around 3:50) http://www.youtube.com/watch?v=di_CPSTZYXg Other: if you drag the ballista towards some of the urns, it will freak out and zip long distances. Strategy: You can defeat the archers on the ceiling without Zeus' fury with PR. (thanks for Riningan to reminding me on this) Sequence break/other: sparing the cowardly soldier (c: satvara) You can long jump over the chasm that has the cowardly soldier refusing to pull the switch. First grab the ledge opposite to the large chasm you're supposed to cross to get a better starting momentum. Then jump, instantly afterwards do Apollo's Offensive x2, then a normal square attack, then another jump that is followed by another Apollo's Offensive. That should be enough. So, what to do on the other side? Well, you spared the poor sod's life for now. In theory this also means that it's possible to skip Zeus' Fury, even if you decided to play through this area and not skip it altogether using the Town Square skip. Pretty neat. The soldier can be hit with most of your attacks, prompting him to die and the door to collapse as if you had shot him with a Zeus' Fury bolt like intended. Unfortunately if Kratos is in front of the gate, he too will get slaughtered by this mysterious invisible force, although it can also be blocked. The soldier can't be stonefrozen or grabbed, but otherwise anything works. As for the closed gate, it is fortunately brittle and breaks if you just keep attacking it. It's much tougher than other breakable walls, but it's no surprise: you were never supposed to break it by hand like this anyway. Video demonstration: 1, satvara's vid (around 02:41) http://www.youtube.com/watch?v=di_CPSTZYXg Other: you can roll off the elevator button very precisely to activate it but not be on it when it starts descending. This doesn't signify anything, though, Kratos gets safely to his destination anyway. Other: the corner of water as you're heading towards the elevator is real water surface. It remains to be seen if this knowledge can be put to use... Semi-wasted potential: the puddles after you get out of the elevator are not real water surface. "Return to Town Square" - save point note: this save point only appears after you return from the rooftops. Temple of the Oracle -------------------- Fight skip: you can skip the harpy + gorgons fight and the following scene by jumping over the red barrier with a high jump. Semi-wasted potential: the water in the courtyard is not actually water. "Temple of the Oracle" - save point Random: Strange collision at the yard area You may haven't noticed, but you can get on top of the pillar sections from the right side of the yard where there is a chest. Do a high jump and you grab a ledge. No use has been found for this area, but still... Various: Harpy glitches/tricks Inside the temple harpies will spawn infinitely. While one might think that them stopping giving orbs is a glitch, it isn't. It is a mechanism implemented by the game designers to prevent too much orb farming. If you put a statue in front of the hole they come from you can control their spawning rate/formation. You can f.e. get them all to spawn at once, which looks creepy in all its symmetricity. Note that if you start stone beaming them now you will not get all the orbs you should: simultaneous shattered enemies do not yield more orbs than just one or two shattered. There's a very good way to get orbs in this place, and it is going to the entrance stairway and waiting for the harpies to gather in front of you. Then, shoot them to death with Medusa's Gaze very gently. Try to save your magic in the process. The shatter death bonus is more than enough to get you large amounts of orbs in no time, and this can be repeated as long as your magic lasts. (~best success with regen magic enabled, of course) One harpy will always get "stuck" hovering over one of the fountains if you hang around that area a bit. If you want, take a go at creating your very own harpy orb fountain with the statues here. Note: as far as infinite/large amounts of orbs go, the above tip about shooting them with MG from the entrance is easier and faster to do. Video demonstration: 1, decent to set up, but not too efficient: http://uk.youtube.com/watch?v=Pb6CrJYbV5A Sequence break: Skip past the puzzle You can do a series of jumps at the top floor using the breaking poles and reach the next area without touching either of the statues. It is not easy to do because of the chandelier collisions which usually block Kratos if he jumps too high, but with correct timing you'll make it. Discoverer: ballofsnow? You can also just use the normal pathway through this area quite easily, even with the harpies around, if you got regen magic. Just jump and cast PR every time you hear a harpy screech (indicating an attack). You're basically immune to their attacks this way. Sequence break: Faster puzzle skip By doing Apollo's High Jump (see section on high jumps) from on top of the fountain near the room's entrance, you can reach the poles at the top and as such you can jump your way to the room's exit even faster. Discoverer: Satvara. Some pointers: - "I'll never get across with all these harpies attacking." - you need to start your jump from the very edge of the platform. - use L1+X, Apollo's Ascension for this jump because of its better arc. - Steer AA to the correct direction. - instead of holding down R2 to do PR, do PR manually at the height of Apollo's Ascension. This way you squeeze in a little more reach than normal. - the timing of your second jump is crucial. - don't do Apollo's Offensive instantly after your second jump. Instead, wait a little to get some more reach from your jump, that's the only way to get far enough to hit the pole. - it's a very precise jump, but it is possible to do it. Video demonstration: 1, Satvara's vid: http://uk.youtube.com/watch?v=wq1axuTlHZM "Path to the Oracle" - save point Collision flaw: Strange inner yard statue collision + what abuse it enables Unlike with most other pushable objects, this place's statues do not move away if Kratos jams himself between them and the wall. This means that you can create your own cramped space conditions enabling wall passage... in theory. For some reason you most likely won't see any success with this other than against the outer balcony walls. Using them you can get inside the wall, but navigation from there to anywhere else is extremely difficult, so there's not much you can do with this. Video demonstration: 1, "food for thought" http://uk.youtube.com/watch?v=IPzWNw1I83o Other: you can trigger the scene showing you the vines and talk to Oracle at the same time. This causes the camera to slightly glitch up, but nothing else in particular happens. Wasted potential: it would've been interesting to see what would happen if you activated the second part of Oracle rescuing and then left this area. But that's probably not possible to do... even while swimming, because you have to be climbing the vines in order to start the timer, and you can't do that while swimming. Other: Oracle voice glitch If you save Oracle before activating the latter part minigame (in which a countdown starts), you hear her shouts echoing in the area even after she's safely on the ground. Random: Why Oracle shouted so loudly? Because the rope she was clinging on to was insubstantial, that's why. Try to grab it with Kratos if you want to see for yourself. Video demonstration: 1, or see this video if you're in a hurry (at around 0:54): http://uk.youtube.com/watch?v=6svnq6PDPDM Sequence break: Skipping saving Oracle altogether Discovered by some unknown means by Satvara, this highly esoteric wall breach enables you to get past the locked door (with the Oracle insignia on it) through the small pillars on the side of it. Apparently, three well-placed Hermes Stomps is all it takes... Some extra info. You see the formation of four pillars? Go near the lower-right of them, and from there start doing HS diagonally towards the northern side of the gate. Eventually you should be able to breach into the gate's north side. Now, carefully walk further in to get closer to the door itself. Eventually there's some collision that you simply can't walk past, so you have to do another HS. At this point it's very easy to jump back out, so try to be careful. You have to aim just a slightly towards the door. You'll know you made it if you see Kratos stand close to the door (close enough you see the R2-prompt) but still out of bounds. From there just carefully jump around the door, and you're set. Oh, and the Oracle? She'll be fine. Take my word for it. Video demonstration: 1, Satvara's video: http://uk.youtube.com/watch?v=F3HOIBlo-lg For 99% of people who can't do this, there exists another sequence break with which you can skip the timed section altogether. Get those two pillars on top of each other, and get 'em almost directly under the spot the Oracle's hanging from. Jump on top of the pillars and then do the highest possible normal high jump, Apollo's High Jump. The game considers you having visited close enough to Oracle for the game to continue with the cutscene of Kratos rescuing Oracle... and that's it. Video demonstration: 1, Satvara's/Kewbev63's video: http://uk.youtube.com/watch?v=IZjqAbT_W-Q Other: the timer during the Oracle section keeps running even when time is stopped (as in during the tutorial message you get right at the start of the vines section). So, waiting long enough you can die in the tutorial message, but it's unfortunately pretty pointless. Other / wasted potential: the water surface in the middle of the yard and in the small torch-lit pool is real. To the right of the small bridge it's not. From testing, even if you could start swimming here, it doesn't seem like you can go beneath water surface using the rocks or other collision nearby. I even tried to use the pushable pillars as aid, but it didn't work. "Suicide Bluffs" - save point Collision flaw: Holes in collision at this area If you do Hermes Stomp to the uneven walls at the upper parts of the Bluffs Kratos may drop through them to his death. I know at least 3 spots where this happens. Video demonstration: 1, see the end parts of this video: http://uk.youtube.com/watch?v=6svnq6PDPDM Trigger skip: Entrance to sewer stairs entrance trigger skip Sometimes the game will not transport Kratos to the next map (Sewers) as he reaches the doorway. This causes him to run to a strange dead end. Kratos will transport like normal if you move backwards a bit. This will especially happen if you approach the Sewer entrance too quickly. Speed strat: You can high jump to the ledge above the doorway and from there jump down to the sewers to skip going down the stairs. Swimming glitch: yes, a rarity, but you can do functional swimming glitch even before getting Poseidon's Trident. Jump above the doorway before descending down the stairs and carefully jump near the bottom of the stairs. There's lots of water around, and you should be able to hit it quite easily. Then swim inside bounds and try to swim up the stairs. Kratos will suddenly disappear under the surface, and he is now free to dive and control his movement without the fear of being shot into the skies (like usually is with swimming glitch at this state). You can go swimming in any of the earlier areas of the game and explore them to your heart's content. You can also try to progress forward in the game, but you'll finally get stuck at the Desert because there's the Siren fight there that you can't beat while swimming. Video demonstration: 1, AKheon's vid http://www.youtube.com/watch?v=x252TnQBNNs Random: You can use high jump to reach the platforms near the ceilings you couldn't normally reach. Collision flaw: When at the area with two cyclops, do a high jump towards the waterfall and grab its ledge. That area is somehow flawed, with Kratos starting to flicker strangely. (well... this is not too uncommon, actually) Strategy: By jumping onto the ladders of the area, your enemies will instantly forget your presence. Other: One of the legionnaires is subject to being infinitely Orion's Harpooned, like the one at docks. I have no further info on this matter, though. Random: If you try to return to the sewers after visiting the ground level, there's an owl symbol blocking the path and you hear the Oracle say the same line she says after you've rescued her and talk to her (basically the instructions to Kratos on what to do next). "Athens Battleground" - save point note: effectively a different save point than the other Athens Battleground Desert of Lost Souls -------------------- Other: if you skip the initial cutscene at the desert by swimming over it, the Sirens do not appear in the level. This makes the intro scene of the Sirens look rather strange. Also, if you skip the first cutscene, then approach it from the wrong side at the same time you talk to the Athena statue... after the FMV you hear Athena say the same thing multiple times at once instead of just once. A big whoop. Your last checkpoint also glitches up: if you retry, the time is frozen (as if you were talking to Athena) and Kratos is absolutely stuck forever. Strategy: Defeating first Siren easily They are very vulnerable to stoning, dying after 3 times. In fact, the first Siren can be destroyed during her introduction cutscene by just petrifying her repeatedly. Easy! Wulf2k9 also has this to say: ""The AI of the first desert siren will break after restarting from checkpoint, if she's evading when it saves. She'll respond to direct attacks, but will never wander and can be plumed to death." Video demonstration: 1, Wulf2k9's video of the petrification tactic http://www.youtube.com/watch?v=Tlv45MvGDKc 1, Wulf2k9's video of the A.I. glitch (at around 01:40 in) http://www.youtube.com/watch?v=-gvfLEkTpR0 Other: If you go far enough from a Siren and wait a bit, it goes back to its 'wandering' mode, singing and moving aimlessly. Other: The three Sirens you're supposed to defeat have 10000HP, which is a lot. You only need to trickle about 125HP away to activate the minigame which kills them automatically, and that's what most people instinctively do in their games. If you do away all of their 10000HP they die like normal, and the gate gets one more soul in it like it should. Sequence break: Skipping all Sirens + puzzle Find the entrance to the temple area. Go to the left for a bit, so that the structure ends and you face a wall of sand. With a well-placed Hermes Rush you clip right through the wall/floor and drop into the temple. Very convenient! Discovered by Satvara. Video demonstration: 1, Satvara's demonstration: http://uk.youtube.com/watch?v=akcypifd2nA As a bonus you can also skip opening the next door. While falling inside the temple, you must land on the conveyor belt but remain out of bounds. There's a thin stretch of land that you must traverse on (perfectly angled rolls work) until you reach the area below the door. From there, just high jump up to get behind the door without opening it. Video demonstration: 1, satvara's vid: http://www.youtube.com/watch?v=EwCU8-OD6gc "Desert of Lost Souls" - save point Sequence break: Skipping the conveyor belt with a high jump You can high jump your way to the next area very easily. Original discoverer GMG with his PR-less high jump, but it became easier to do with higher jumps later. Sequence break: Skipping blowing the first horn Do an Apollo's High Jump on top of one of the upper pedestals. Then jump around the sandstorm to the other side! Video demonstration: 1, Satvara's demonstration: http://uk.youtube.com/watch?v=MB5o9dfzRMg Wasted potential: the mandatory Siren fight before blowing the second horn makes it currently impossible to get to Pandora's Temple with swimming glitch on. Also, before you ask, the cutscene in which the horn disappears has a very aggressive trigger to it, activating from pretty far away no matter what direction Kratos approaches it. And even if you could bypass it, you probably wouldn't be able to blow the horn. So... how to get rid of a bunch of Sirens while swimming...? Temple of Pandora ----------------- "Pandora's Bridge" - save point Scene skip: there's a small scene showing you the area as you approach the yard of the temple, but you can jump over it using a high jump. You can also skip it by upgrading Blades and retrying, then quickly rolling through the trigger before it loads. Fun fact: if you now visit the corpse guy and then activate this scene, you sometimes see two corpse guys at the same time at the corpse pile! Video demonstration: 1, AKheon's vid of the second method http://www.youtube.com/watch?v=-JNig_1pVb8 Sequence break: By utilizing Hermes Rush to the chest near the gate, you can clip through the wall and enter the next area without completing the "puzzle". Discoverer: Satvara. There's also an alternative, slower way that doesn't require you to have upgraded Blades at all. Do an ascension on top of the chest facing right and hold block as you fall down. This way Kratos ends up behind the chest. Then, after landing quickly aim Medusa's Gaze behind you, and you should pop through the wall and get inside the corridor early. Credits to Wulf2k9. Video demonstration: 1, Satvara's cool video: http://uk.youtube.com/watch?v=TahZ0khKQSo 2, Wulf2k9's video of the latter method: http://www.youtube.com/watch?v=E1xYN0A0K0E Other: Oddities in moving corpse's behaviour First of all: if you access his platform from the wrong direction, the cutscene where Kratos and him talk will not load and he just continues doing whatever he was doing normally. During this time his collision is such you can jump on him and let him move you around. Secondly: I don't know how it happens, probably after unexpected routes Kratos can take during this level. The corpse person completely disappears from the level and you can't proceed. This can also happen with discs with loading problems. Other: Cutscene black-out glitch As you approach the corpse person the correct route, once you get close enough, the screen blackens. If you now hastily move out of the platform you're on, the cutscene will never start and you keep the black screen eternally. Basically, it makes progress pretty much impossible... and it carries over saves too. Video demonstration: 1, "way to fuck up your GoW save!" http://uk.youtube.com/watch?v=gtUlfeU990o Random: Strange thing with the harpies You see the harpy bringing in corpses near the corpse person's den? You can jump on it with a high jump and let it carry you off to distant lands. Well, not-so- distant anyhow. The journey cuts out untimely as the harpy disappears and Kratos falls down to a chasm. Random: During when a corpse is dropped in the fire, other graphical effects (such as Kratos' blades during an air Cyclone of Chaos) may behave erratically. Sweet spot: during the fight against the two Cyclops, you can stay relatively safe by hugging close to the left side of the gate front. From there it's easy to blast away at the foes with Medusa's Gaze and then shatter them with Poseidon's Rage (hope you have regen magic, though). Video demonstration: 1, satvara's vid http://www.youtube.com/watch?v=__NGiSRfAqc Sequence break: you can jump over the gate that you'd have to rotate the crank to open. Pretty simple, and doesn't save much time in the end. However, from on top of the gate you can follow things up with another skip, and that is that you can jump straight inside the rings from here, skipping the Entrance and its battle and scenes altogether. You can also jump directly to the Inner Rings using this route. (credits: satvara) Get to the left side of the gate, then do one Apollo's Ascension to get over a not too high wall in the way. Now you should be outside bounds and roughly as far as left and to the back of the gate as possible. Then, do a long jump forward - it helps if you use "lenient air momentum" and Apollo's Offensive two times before jumping forward as your jump technique. Kratos will grab a ledge of the invisible platform... it's probably that of the statue inside the lobby. Climb on top of it. From there, a semi-blind jump forward to get on top of another invisible platform. Then, there's a longer jump you must do. Satvara does it by hanging onto the second platform's back ledge and doing a long jump from there that ends with Apollo's Offensives and barely makes it to the other side. From there on there looks to be more floor. Another long jump is required at the end in order to get Kratos land inside the Inner instead of the Outer Ring. Video demonstration: 1, satvara's vid http://www.youtube.com/watch?v=yuedinuJI3w Rings of Pandora ---------------- "Temple of the Crystal Eye" - save point note: hereafter the location is abbreviated as TotE Sequence break: Skipping 90% of CoA Satvara outwitted this section of the game. It's possible to get to the end corridor of Challenge of Atlas from the Temple of the Eye and fetch the skull from there, skipping most of the Challenge. First you need to do a high jump against the edge of the moving crusher. Hope you hadn't turned those things off yet... There's a ledge on the side of the crusher, so hope that Kratos grabs it, then stop moving so that the wall sucks Kratos inside a little. Now you're out of bounds for a short moment. Do a double jump towards the camera and to the left, enough to land near the pool but out of bounds. Don't worry, there's some floor space in there so that you don't fall down. Then you have to move outside camera... get close enough to the CoA corridor and do a high jump there. Might take some tries to get it right. Then move through the hallway to get to the ladder there. Now another high jump is needed because the top of the ladder is blocked off (you never moved the coffin off the ladder, remember?). With Apollo's High Jump (finishing with L1+X) and good enough air momentum, you actually pass through the coffin and can finish the level in record time. Video demonstration: 1, Satvara's vid: http://uk.youtube.com/watch?v=gvAPfEaTchg Other: if you do the above skip, some enemies will spawn into the TotE corridor even though the crushers are still working. They can get hit by the crushers too, although it looks like they don't get much damage from them in comparison to Kratos. Especially interesting results after CoP, since the enemies are shielded. They get hit by the crushers despite the shield, and sometimes go into a strange looking reaction animation - during which they can be grabbed and thrown. Wasted potential: after having pulled the switch to stop the crushers, you can bypass the cutscene that starts as you exit by using black-out time. However, it's useless as you need the cutscene to open up the handles for the Eye device. Collision flaw: The crusher traps inside Chamber of the Eye can hit Kratos even after they're disabled in some circumstances/randomly. Especially if you Hermes Rush towards them. Other: Access unloaded outer areas By completing Challenge of Poseidon before Challenge of Atlas, the small door that would close when you leave the temple will not close. Now you have three entrances from the outermost ring: to the inner ring, to TotE or Challenge of Atlas. The use of this is the following: if you change areas and return to the CotE entrance, its innards are mostly unloaded. You can activate the eye machine or do swimming glitch through the half-unloaded pool. If you turn the wheel you can also get Challenge of Atlas to appear unloaded, though this isn't useful. NOTE: Satvara has reported that whenever entering or exiting the glitched TotE, the formation of the rings resets. Unfortunately it seems that the beam of light you can send from TotE must physically touch the crystal at the other end for something to happen (e.g. any closed doorways are counted for). Satvara also found a way to the unloaded TotE in normal game conditions. (see second vid.) Video demonstration: 1, Swimming through Challenge of Atlas, utilizes this trick: http://uk.youtube.com/watch?v=q9N0MkCQh14 2, Satvara's demonstration: http://uk.youtube.com/watch?v=66ZfE1C1CM8 Camera glitch: If you approach the innermost ring from a bad direction or move too quickly around it, the camera will move inside the sphere and you can't see a thing until you move away. Other: swimming glitch at the Rings before getting Trident (c: satvara) A combination of glitches allowed this to become possible. First, you have to use gliding to move up the large statue at the center of the Rings, eventually falling inside it to the innermost ring. Then you got to use the water surface breaching trick to fall all the way inside and be able to open the doorway of the ring. Finally, jump back up to the water surface at the ceiling of the innermost ring to activate swimming. The ceiling of the ring is such that it pushes Kratos beneath the water surface, allowing you to take the swimming glitch with you (even without Trident). Video demonstration: 1, satvara's vid http://www.youtube.com/watch?v=JX6Do8pFZq4 Collision flaw: Getting to Challenge of Hades prematurely From the higher area (from where you enter Challenge of Poseidon) you can reach Challenge of Hades' waterway easily by doing a few jumps. Unfortunately you can't pass Challenge of Hades without the Poseidon's Trident, so this isn't too useful. Video demonstration: 1, instructional video showing the folly of this attempted skip http://uk.youtube.com/watch?v=CS6uA6lmul0 Sequence break: skipping to the ladder leading to CoP quickly. In a normal game you'd have to go around to the stairs, then jump on top of the rolling stone object, balance on top of it, then jump on the ladder. However, you can reach the ladder by doing a simple high jump from the ground level. Another way of quickly dealing with this part is from behind the object: by a correctly placed Hermes Stomp you will land on top of the object naturally. Other: after the ladder cinematic Kratos' position is moved forcefully, even if you were not on or even near the ladder. Other: I've heard a glitch being reported in which the red boundaries will not drop even after all shielded legionnaires have been killed (when returning from CoP). The game does not register final kill? In any case, rare. Tyrhhjy also said that this can happen at the very last legionnaire appearance, when you are supposed to combine the eye crystal parts, claiming that it is because of approaching the barrier too quickly (before finishing the first batch of enemies). Random: The two skulls (you need to unlock the doors) are not interchangeable. Challenge of Atlas ------------------ Sequence break: Skipping Blade of Artemis By doing a Hermes Rush to the right-hand wall of the BoA corridor and pressing L1 the instant Kratos seems to 'rise' up the wall, you start gliding. With this movement you go right past BoA without getting it. (discoverer: AKheon) "Challenge of Atlas" - save point Sequence break: skipping things in CoA (c: satvara) With strategic high jumps and loading trigger manipulating you can pass through this challenge without doing any of the puzzles. To skip directly past the shield door, first go to the corridor leading up to it to load the next area. Then, backtract to the stairs leading up in the main area and do a BoA high jump from on top of the chest. Not too high, just enough to get over the wall and drop down on floor while out of bounds. From there you can either jump into the saw room, which is forward and pretty close by... pretty simple. Or you can remain out of bounds and do a series of jumps leading you directly past the closed door you'd normally have to open using the two switches amidst the moving saws. That also saves time, but increases the difficulty level of the skip. Then you're in the room where there's the missing crank. You can quickly get to the upper level by going to the exit door and doing a high jump against it - Kratos can grab a ledge above it. From there, double jump to get to the balcony to the left of you. Then, you can BoA high jump to get over the walls and just get the heck out of this place. Video demonstration: 1, satvara's vid showing the gist of these skips (slightly outdated): http://uk.youtube.com/watch?v=CG9A08eMdMU 2, satvara's vid of skipping the saws altogether: http://uk.youtube.com/watch?v=YqU9Qp0metI Strategy: The ladder inside the area where you get after completing the block puzzle is a one you can do A.I. glitches with. Climb on the ladder, wait for your enemy to climb after you. Then jump off: they get stuck. Video demonstration: 1, see VI of this video: http://uk.youtube.com/watch?v=_IDg1l3pJes Sequence break: You can get to Shield of Zeus extremely quickly by doing a high jump from right in front of the rotating wall. Aim so that you can grab a ledge at the end of the jump and climb to the 2nd floor, and that's it, you're there. Discoverer: GMG (one of the few skips possible with the PR-less high jump). Video demonstration: See the next video link that comes up. Random: Shield of Zeus' and Hades' prompts are pretty unique somehow. If you glitch the 'Yes' / 'No' selector by going to a menu and then pick a glitched third option, Kratos doesn't freeze - instead game continues as if you had said 'No'. This is unlike anywhere else in the game... A.I. Flaw: If you get stonefrozen in front of the shield door and examine it just once, all enemies in the area forget your presence and you are not in danger of being shattered after that. Random: you can keep examining the shield door prompt even after you've become shattered. Sequence break: You can get to Hades' Shield extremely quickly by doing a long jump when descending on the rope. Discoverer: Satvara. Video demonstration: 1, somewhere in this (Satvara's) vid... http://uk.youtube.com/watch?v=veIHOf6OAQc Other: you can examine Shield of Hades and roll backwards to get out of the corridor of doom before it encloses and you're in danger of becoming smushed. What follows is that the crusher slowly makes its way to the other end of the corridor and then you become checkpointed. You can either return to the upper level the way you came or high jump on top of the crusher and make your way to the normal exit of the area to see all the legionnaires stuck in a cramped space between the crusher and the red barrier that never dissipated. Pretty humorous! Other: the gorgons can rarely follow you past the shield door, only to become unloaded in a moment's time. You could probably use this unloading limit for infinite red orbs, although the glitch can be difficult to perform with gorgons. "The Path to Atlas" - save point Random: Kratos can 'ride' on saws for extremely quick movement... probably not controllable. Other: THE famous spot for infinite orbs Yes, you've seen it a million times already, the most popular spot for garnering a full set of orbs: the ladder at Challenge of Atlas. Instead of repeating what has been said already, I implore you to read an earlier section of this guide, the one about infinite mana orb glitch. (or do a search on Youtube) Other: you can make through this fight even without touching the enemies by starting a BoA long jump as the floor collapses. As the enemies fall down to their deaths, the red barrier in front of the switch dissipates and then you can reach it. It's an useful strategy if you're really desperate. "The Cliffs of Atlas" - save point note: this one spawns only after you've got the Atlas Handle. Strategy: There are three different places in the room with the Atlas statue where you can trick enemies' attacks by examining R2-prompts at a correct time. The prompts are the handle-less crank, the Atlas statue and the large door that is broken later. Useful for combat, as enemies' attacks will pass right through you when you examine any prompts (credits to GMG for the original write-up). "NOTE: Using the above is super sweet. I’d advise it be tried by all for the sake of a good time. ~ Just wait until their attack ends and they’ll stand still…or wait for an opening large enough to interrupt their attack. Whatever. Do what works and have fun." - GMG Other: Atlas switch glitch If you activate the Atlas rock pusher mechanism switch twice in a row quickly, the switch will eternally get stuck to the 'on' position, and you can't use it again. Other: Graphical glitch while picking up the Architect's Son's skull If you stand at the edge of the coffin and not on top of it, Kratos will grab at nothingness and tear away a piece of nothingness to use as a skull. Video demonstration: 1, see VII of this video: http://uk.youtube.com/watch?v=_IDg1l3pJes Challenge of Poseidon --------------------- "Poseidon's Challenge" - save point Sequence break: You can skip the Cerberi fight by BoA high jumping over the red wall at the other end of the arena. It's also possible (and faster) to use checkpoint black-out time to skip the fight trigger, skipping the entire Cerberi intro scene as a bonus. Video demonstration: 1, AKheon's vid of using black-out to skip the fight http://www.youtube.com/watch?v=MPB7RO80-zw Sequence break: You avoid the fight with cyclops and moving the big block around by just running past them. And the archers too. Slightly suicidal on higher difficulties. Sequence break: You can skip the fight before the turning room by doing a BoA high jump over the red wall. You need to squeeze Kratos right between the wall and the ceiling, but it can be done with correct timing. Or, you could just do Hermes Rush towards the red barrier. There's a very small collision flaw in it that allows Kratos to slip through. (c: satvara) Video demonstration: 1, Satvara's vid of the faster way: http://uk.youtube.com/watch?v=zFxg3QJdm0w Save point - Sacrifice of Poseidon note: this may be a NTSC-only save point. It's not in my game, at least. Sequence break: Quickly getting the cage down The cage inside of which is the object of sacrificial (a human in some versions, an undead legionnaire in others) is lowerable by two ways: one is by turning the crank, one is by jumping right next to it to an invisible platform up high and pushing it to the ground. Just an odd/clever piece of level design. Discoverer: GMG. Video demonstration: 1, Kevbew63's demonstration: http://uk.youtube.com/watch?v=wTmnsDH87yw Other: the sound of the caged legionnaire can be a lot louder than other SFX. Sequence break: the sacrifice sequence in its whole can be skipped by doing an arduous BoA jump. First over the wall at the last room's south side, then just long jumping (with assumedly BoA) outside walls to the other side of the sealed door. Regen/infinite magic is needed. Video demonstration: 1, Satvara's vid: http://www.youtube.com/watch?v=0WdWqtObOUg "Poseidon's Chamber" - save point Other: reverse CoP playthrough Entering the Chamber, if you do a high jump at a correct time you get over the trigger that closes the door behind you, allowing you to fetch the Trident and then return back the way you came. This route is not faster than just doing the rest of the challenge normally, but it's something interesting to consider. The biggest problem of this route is the rotating room, which takes ages to run its course. Also, if you had skipped any fights at the beginning of the challenge, now you have to skip them again! Video demonstration: 1, satvara's vid http://www.youtube.com/watch?v=PDt2jhzDAVc Random: You can climb ladders from "the wrong direction", behind them, in Poseidon's Chamber. Sequence break: You can skip unfolding the stairway of Poseidon's Chamber by doing a high enough BoA high jump. Viable with regen magic and no upgrades. It turns even faster if you use fuse glitch to do a normal jump as the last thing: there's a ledge you can grab. Perhaps in tool-assisted conditions the may be another option for skipping it: doing a super jump out of the water. You get really high and far, but it's too difficult to control in real time. Speed strat: You will skip the swimming tutorial if you don't jump into the water pools of Poseidon's Chamber. Sequence break: Skipping things with swimming glitch You can escape from in-bounds and perform swimming glitch in at least two different places in the upcoming underwater section. The fastest currently known method is at the Nyad you see floating in the middle of the room. There's a well-lit ceiling window right above her. You have to move against the window or dash so that Kratos slightly clips inside the wall. You'll see him enter the ceiling next to the window, but he still can't escape. Then, move to the front of the window carefully and dash upwards. Kratos may escape doing this. Discoverer: Satvara. The original, easier method of leaving the underwater hallway is before the first insta-death trap. Wiggle against the ceiling right in front of the entrance, and eventually you should pass through. Discoverer: (among alleged others) Euqununique. Video demonstration: 1, Satvara's vid of the new method: http://www.youtube.com/watch?v=QhEZe3yC4zY 2, Satvara's speedrun demonstration of the old method: http://uk.youtube.com/watch?v=9E2qMv10kEk Other: You can activate "reverse swimming glitch" in the corridor which is not completely submerged right before the spiked corridor. Try dashing to the roof at different places and it might happen. It's not useful, though, but just to mention it. I first saw this in a Youtube-video that I can't seem to find nowadays any more. Other: Insta-death trap glitch The corridor with the whirling array of all sorts of blades and spikes will not always kill Kratos instantly when it closes shut. He might get stuck in there for a longer time, losing his life little by little. You get to see the buzzsaw animation right to the end, and it is not a pretty sight - it goes nowhere, they just freeze strangely and look messed up. Video demonstration: 1, see part I of this video: http://uk.youtube.com/watch?v=rPox7ti-XM0 "Flooded Passage" - save point Other: Moving metal slab/grating corridor glitch (discoverer: AKheon) You know the part where there's a long sideways corridor and these strange slabs of metal that run through it periodically? You're supposed to go to left, but going to right is actually more useful. This is because you get two of the slabs appear at the same time, causing the trap to lose its lethality and turn into a fast method of transportation. The glitched doubleslab will drop Kratos off at the left end of the corridor, right next to the exit. Very convenient. NOTE: This will only happen if your position is as low as possible. Video demonstration: 1, see part III of this video: http://uk.youtube.com/watch?v=z-Wo42I1oEk "Amphitrite's Temple" - save point Collision flaw: Passing elevator's ceiling The underwater elevator at the end of CoP will suck Kratos in through the ceiling if you're close enough or swim upwards. It looks a bit strange but does nothing harmful. However, if you do the same thing downwards, you CAN actually get outside boundaries.. (not useful on this occasion, though) Other: An event glitch if returning to Challenge of Poseidon The elevator you used at the end of the Challenge works the other way around too, so you can return to CoP afterwards. But after you swim out of the elevator at its upper end and then try to re-enter it, it disappears to thin air and you have to go pull the nearby switch to get it up and working again. Challenge of Hades ------------------ Sequence break: You can skip the short in-game cutscene showing the large hall by doing a high jump at a correct spot (the rightmost edge of the step with the omega symbol). Discoverer: Satvara. Video demonstration: 1, Satvara's demo: http://uk.youtube.com/watch?v=zoKv_c3HlS8 Mystery/faux: Tyrhhjy has claimed that it's possible (with a high enough jump) to reach the skull chamber from the great hall without even visiting CoH (pretty much skipping it), but neither Satvara or I have not succeeded in this. Behind the large door there's nothing but unloaded grayness, just like in the areas above. At the very best this could be an actual regional difference, but... For the record, my version of the game was PAL Platinum, Satvara's NTSC Greatest Hits and Tyrhhjy's NTSC (unspecified). Mystery 2: Getting to a turnable version of the boss wheel from the boss chamber using high jump? (again, Tyrhhjy) Note: if either turned out to be true, you could also skip Challenge of Poseidon because there would be no need for the Trident. (my memory is hazy on the last skull insertion possibility, but Satvara has said that Trident is not needed) "The Hall of Hades" - save point Sequence break: Do a high jump to the balcony where there's the button for bringing up Hades Statue. You can grab its ledge, easy deal. Discovery: Satvara. Wasted potential: you can get to the bottom of the blood pool without swimming by using the water surface breaching trick. On PS3, Kratos is able to pull the switch that's there even like that, although he gets stuck afterwards, rendering this trick pretty useless. On PS2, the switch pulling animation doesn't even get a chance to begin as it interrupts instantly, so it won't work there either. Strategy: For the (nowadays) optional centaur sacrifice, a great sweet spot is right in the blood pool. Your enemies will ignore you if you jump in. Coming from the pool, you can also hang out at the edges of the pool without the enemies being able to notice you. Sequence break: If you nonetheless wish to pass by the lower regions, you can use this hole in the wall to skip the 'kill all enemies'-segment. Video demonstration: 1, video by ballofsnow (a GOW speedrun pioneer) http://uk.youtube.com/watch?v=r8HHOpo31i0 Speed strat: if you're extremely precise, you may try to roll off the button at the same time the statue becomes active. It causes the next cutscene's camera to glitch (it shows Kratos instead of the statue) and you also get a head start to your next destination. Sequence break: You can use the floor pool to do a water high jump (a.k.a XXL jump, uber jump, etc.) up to the statue. Video demonstration: 1, Satvara's demonstration: http://uk.youtube.com/watch?v=qwFo5vf1xuI "The Chamber of Hades" - save point note: only spawns after having activated Hades statue's light Camera glitch/random: Chance to mess up a cutscene camera angle If you roll/maybe do something else the instant you see the Hades statue's eyes flash (after depressing the button), the camera will not follow the statue as it rises up but instead it stays on Kratos. This is mildly useful because you don't have to start the next section so disoriented. (discoverer: AKheon) Other: If you have both the centaur fight and Hades statue activated at the same time (possible with sequence breaks), the game starts lagging moderately and some camera angles are screwed up because of the statue. Don't want to think about what would happen with music glitch on top of the whole thing... Sequence break: Rope crossing tricks There is this large chasm with a rope running over it. In the background there are several archers which kill Kratos in just one arrow by plummeting him into the lava below if he tries to cross the rope before dealing with them. Getting across without having to bother with the archers in any case constitutes as a quick rope crossing. A trick Satvara used for doing this was to activate RotG while crossing. This made the arrows largely harmless to Kratos, increasing your chance of success thousandfoldly. However, RotG doesn't last long enough for a completely safe passage, making this a fast, yet risky method. While on rope, it is not possible to use, say, magics. However, it is possible for Kratos to drop down from the rope, do a magic, and then grab the rope again with the usage of L1+X. This allows for a more efficient offensive while doing this section. You will get further on before RotG runs out. The trick itself is slightly tricky, especially if used with Gorgon Flash with its wanky aiming, and as such it is still risky. (discoverer: AKheon) Satvara later devised three safer methods of getting past this part. All involve BoA long jumping. First is by doing a jump from the left side of the archers' platform 'til you reach the platform after the rope. A faster variation is doing a BoA jump from the rope platform, but inching away from archers enough as to completely make their platform become unloaded. Kratos can move forward quite a bit without the risk of arrows. At the middle way Kratos should get back to the rope and deal the rest of it using the RotG-method. The third and newest method by satvara is by jumping over the wall in the flaming balls corridor. This skips loading a part of the environment, allowing you to do jump to the post-rope platform relatively unhindered. (sorry, a more detailed instruction will have to wait until later.) Video demonstrations: 1, crossing rope using RotG and magics (see part III) http://uk.youtube.com/watch?v=z-Wo42I1oEk 2, the safe but slower way of jumping from the archers' platform (by Satvara) http://uk.youtube.com/watch?v=-kAnaMxlVds 3, the semi-safe BoA tactic at the rope (by Satvara) http://uk.youtube.com/watch?v=LBPDHNM-5pw 4, the new method that skips a loading trigger (by Satvara) http://www.youtube.com/watch?v=jzHq6flSYA8 "Blades of Hades" - save point Random: Amusing oneself with heights As you know, during the parts of CoH when you're at the upper parts of the chamber, Kratos will emit a shout when he passes a certain point when falling down. If you're swimming in air, you can safely reach the trigger where he switches animation and starts shouting. Basically, he starts flailing his arms and legs and screams, nothing happens. Then he does it again, and again and again... NOTE: during my first playthrough I thought Kratos was so tough a guy he never ever screams, not even as he dies. Well, this place is an exception... Video demonstration: 1, somewhere in this video: http://uk.youtube.com/watch?v=mmaGwJcSSdA Sequence break: Skip most of CoH's upper level by doing a high jump under the rope used to slide to the balcony where there's the Boss Wheel. Discoverer: AKheon. Video demonstration: 1, Kewbew's handy demonstration: http://uk.youtube.com/watch?v=3FOI6c5hkcQ A.I. glitch: Blind spot "Pandora's Guardian" has If you stand at a correct spot during the minotaur boss fight's last form, your opponent will get stuck doing something useless. Discoverer: GMG. Video demonstration: 1, GMG's demonstration: http://uk.youtube.com/watch?v=5Pst3Hm4p3U Sequence break: skipping phases of this boss fight (c: satvara) Apparently, by repeatedly pulling the switch of the log-shooting device, you can trick the boss into getting hit by the logs and skip many phases of the fight this way. You have to pull the switch again a little after the first stake launches for Kratos to start pulling the switch again "early". Video demonstration: 1, satvara's vid http://www.youtube.com/watch?v=1r48QTc01Z8 Sequence break: double lever pull An older speed tactic. A part of the boss fight is skippable by pulling the log shooting device's lever twice in a row as the boss is dazed. The boss will get hit by another log before he can move out of the way, so you don't have to deplete his health or do the mini-game one extra time. Using this trick, the bosses armor breaks away differently than it would if you attacked him normally. (e.g. the breast plate remains to the last part) But also, the armor breaks differently depending on whether you use this trick on the first or second phase of the fight. If you activate double lever pull right before the bosses death's FMV, after the FMV the machine will click but no log comes out. Video demonstration: 1, GMG's video: http://uk.youtube.com/watch?v=BSeyrXme38U Random: If you pull the lever while Pandora's guardian is not stunned, etc. he will rush to the back of the area and crouches under the flying log. Random: After killing the boss, you get to shoot the log firing device at least once so that the time does not stop nor camera change. Trigger skip: You can skip the loading trigger for Army of Hades appearance (and the small cutscene showing the icon) by doing a BoA high jump after the third lava stream. Unfortunately it's useless because none of the exit doors will open up if you do this. They stay locked like they are during the boss fight. "Minotaur's Nest" - save point Sequence break: After having picked up the skull, there's another in-game scene at the large hall. You can skip it too by getting inside the nearby wall with a high jump and bypassing the trigger. Discoverer: Satvara. Video demonstration: 1, Satvara's video: http://uk.youtube.com/watch?v=zoKv_c3HlS8 Sequence break: You can skip going by the stairs after having picked up the skull by doing a BoA high jump at the stairs. Doing this will also enable you to skip the in-game cutscene. Discoverer: AKheon. Video demonstration: 1, AKheon's video: http://uk.youtube.com/watch?v=psHSI-0I48Y Sequence break: skipping Army of Hades You can jump over the wall to the left and carefully inch to the exit to be able to completely skip getting this magic. Video demonstration: 1, satvara's vid (at 0:30) http://www.youtube.com/watch?v=OaruFnfIAcA You can also escape from the middle of the AoH tutorial fight by jumping over Hades' face (there's a platform), and then doing another high jump to end up in the corridor behind the face. Simple Apollo's High Jumps will suffice. "Chamber of the Gods" - save point note: behind Muse key door, optional Random: you can activate the gift of EXP from the ground level. Speed strat: you can skip the small speech that Kratos is given as he approaches the lever used to activate the elevator. You can jump to land next to the switch as the speech begins, and with precise timing, you can activate the switch in the middle of the speech. Not easy to do. Discovered by Tyrhhjy. Video demonstration: 1, satvara's vid http://www.youtube.com/watch?v=WpLw_g0nbUI Cliffs of Madness ----------------- Random: If you try to backtrack while still on the statue's hands, Athena will ramble on about your quest. Random: I'm not sure what you have to do, but in some circumstances the stone hands will not rise back up. Instead, they remain as a part of the platform. Sequence break: You can skip the first Satyr fight by doing a basic high jump over the fight boundary. (discoverer: Satvara) Wasted potential: once you beat the first Satyr fight, a checkpoint activates. If you're close enough to the second fight barrier at the end of the fight, you're able to use the black-out glitch and skip the following long FMV with it. Well... it could've been useful for a RTA, but the next area does not load if you don't view the FMV, so therefore it's not useful at all. "Cliffs of Madness" - save point Sequence break: You can skip the short rope section and some travelling by doing a long jump over the chasm where there are archers. It's its own art form to jump over this chasm, and there are so many different ways to do it. Pick your long jumping style, basically. However, the fastest way to do it involves grabbing the edge of the cliff opposite to the archers, and jumping from there to get a very good speed for your jump. Video demonstration: 1, satvara's quick variation (at about 0:05) http://www.youtube.com/watch?v=3SP9sc2CndY 2, my vid of a slower variation using BoA: http://www.youtube.com/watch?v=oJKioHck7fQ Strategy: To kill the first bunch of legionnaires easily, backtrack to the cave in which there are exp chests (hidden behind a wall). Your enemies can't get to you! Strategy: Your enemies can't access the elevators. Use 'em for cheap victory! Other: Magical elevator activity If Kratos reaches the upper end of a long elevator section before the elevator itself, the elevator will catch up and slam up to the upper end instantly, bringing Kratos up too if he's in the way. This is most noticeable when swimming up the elevator "shafts". "The Traps of Madness" - save point Other: when retrying from the checkpoint in front of the large doorway, sometimes the legionnaires will not spawn in the area to the left. Sequence break: wall clip to get past the rotating bridge You can go inside the wall to the left of the first big doorway by getting behind the assorted items where there's the wooden bucket and a larger board leaning against the cliffs. Once you're behind the board, jump and do air grabs against it, aiming towards down and left, so that Kratos slowly goes deeper into the wall. Now you're in danger off falling off the map because there's not much ground beneath you. End your fall with PR and hope that your positioning and timing let you stop inside the wall in a correct way. The next step is Apollo's Ascension. Once AA starts, steer it deep into the wall... You should find yourself beyond the second rotating platform now. (discovered by Satvara) So you've skipped a part of the level... there's only a matter of a loading trigger to take care of. The trigger is little to the south of the second bridge platform. It can be scathed by doing a long jump variant over the long chasm, then turning around in the middle of the jump to land back safely to the second platform. Satvara does it this way: Apollo's Long jump with two AOs, then an air square attack. Jump back towards the platform, two AO's and Hermes Stomp. It's easier (but slower) to do with a BoA long jump, though. Notes: - if the enemies are a bother, you can distract them momentarily with AoH, or rely on the glitch where the enemies don't spawn. Video demonstration: 1, satvara's vid http://www.youtube.com/watch?v=RWbTtMUT9ZE Sequence break: high jumping past the rotating bridge With the recent BoA flash jump, simply jumping over the chasm here is not an unreasonably slow alternative to the above wall clip skip. Video demonstration: 1, AKheon's vid http://www.youtube.com/watch?v=j8DYtd-mNNQ Sequence break: one last variation of the rotating bridge skip is by rotating the bridge normally at start, but then (after getting to the second bridge platform) doing a BoC long jump to get to the other side (instead of waiting for the bridge to turn). (c: satvara) Video demonstration: 1, satvara's vid (at around 0:15) http://www.youtube.com/watch?v=3SP9sc2CndY Random: After picking up the Necklace of Hera, doing a roll will land Kratos to his death. For some reason the game will kill you as long as the camera hasn't reverted back to the default position. Collision flaw: One of the ladders is glitched-up, causing Kratos to get sorta stuck on top of it. I think you can jump out of it, if it gets to it. Sequence break: You can skip one of the caves and its fights by doing a long jump from a ledge to the next elevator. Very hard to explain in detail, since the process is quite intricate. Discoverer: Satvara. Video demonstration: 1, Satvara's trick compilation. See about 01:51 for it. http://uk.youtube.com/watch?v=veIHOf6OAQc Various: You can reach Necklace of Aphrodite without activating the trap mechanism using a high jump. The open gate will instantly appear closed and then opens up again. Sequence break discoverer was Satvara. (most likely) "Just to note it, if you get Aphrodite's Necklace before Hera's (no backtracking needed) you will probably have used the rope with a block on the way down...so the "lever" past Hera's puzzle will instead be an EXP chest." - GMG Sequence break: You can do a jump over the extending bridge without getting either of the necklaces. Video demonstration: 1, unfortunately only an outdated video is available. http://uk.youtube.com/watch?v=U-vnsCWdVLc Other: If you go past the extending bridge, there's a tunnel of water. You can do swimming glitch here rather effortlessly by doing a BoA jump over the wall and touching the water out of bounds. Doing swimming glitch here is less useful than you'd think, though... Video demonstration: 1, satvara's vid demonstrating swimming glitch from here to Pandora's Box http://www.youtube.com/watch?v=VgLq8nVQSSo Architect's Tomb ----------------- Collision flaw: If you do BoA's air triangle attack ("dissension") to a correct spot near the coffins in the twisty corridor right before the tomb, Kratos will fall down through the floor. Not really useful, but... (note: I'm not sure who discovered this.) "The Architect's Tomb" - save point Various: Cerberi fight's glitches See this video for examples of glitching possibilities in this area. Video demonstration: 1, SnapOfTheSynapse's collection of glitches: http://uk.youtube.com/watch?v=qX7exSCAGe0 Sequence break: Instead of doing the puzzle here, high jump your way to freedom. First do a PR high jump from on top of the rocks to get to the upper platform quicker than normal. From there, do a normal jump on top of the rock that's dangling from the crane, and from there normally jump to the high balcony where there's a breakable wall and chests behind it. Get on top of the left chest and do a BoA high jump. Just enough to make it over the wall and land inside it. Somewhat precise. Then, you have to do a double jump to the correct direction, which is somewhere to the left and slightly to the back. You end up inside the corridor that leads to Zeus Mountain. Video demonstration: 1, Kewbew's nifty video http://uk.youtube.com/watch?v=h1j20mgToag Random: GMG reports that it's not possible to crush the cyclops using the block. "Zeus Mountain" - save point Sequence break?: Tyrhhjy has suggested that it's possible to skip the stairs inside Zeus Mountain by doing a calculated high jump: "at zeus mountain you can skip going down the stairs by doing abl to the left side of zeus's mouth, just enough so that you are still on the wall, then jump down carefull till you fall downstairs. it's hard not to fall in the chasm." Sequence break: You can skip the small cutscene at the entrance by doing a high jump. Video demonstration: 1, Satvara's vid (and discovery): http://uk.youtube.com/watch?v=Kne4ZOF_Vcs Sequence break: Instead of fighting at the conveyor belt, run by the area's walls half way to the next room. The fight never activates this way. This is a bit tricky because of the moving floor. Discoverer: Vortex72. Also: "you could let the fight activate but HJ over the barrier." - GMG Pandora's Box ------------- Other: If you had skipped the cutscene which shows you around the conveyour belt, the door to the Box room will only glitch up if you kick it. It looks to be closed but you can walk right through it. Other: A small-term music glitch happens here. If you skip the aforementioned cutscene, you will hear Zeus Mountain's music in the background even after the conveyor belt. After you kick open the door, you will also start hearing the Box theme music. Unfortunately either of the overlapping songs will carry on if you decide to quit the game (unlike what happens in the real music glitch). Other: Not loaded? GMG said that sometimes the Box is not loaded when you get to the correct room. I guess it's not too common. I've heard it will load if you just retry from the latest checkpoint. Random: Before you have descended with the elevator, you can move Pandora's Box around using a well-placed Hermes Stomp. I wonder why? Strange... This property disappears after you've rode the elevator down too. Random: Can't kick it around An interesting thing to note is that your kicks are almost completely powerless against Pandora's Box. It just won't budge that well. Sequence break: If you somehow get outside the walls and directly under the platform the box is on, descending enough will yield you the next cutscene in which the elevator descends like normal. Easiest to do with swimming (though with swimming you are stuck in the next part, unfortunately). Random: About the level structure Most of the Rings of Pandora and also the outer parts of Pandora's Temple are permanently unloaded at this stage. The main gate's crank exists, but it might not be possible to reach it like this... wonder what would've happened if you had turned it? If you're swimming, you get stuck because you have no way to end the swimming and the Pandora's Box can't be moved in this state. Hades ----- "The Path of Hades" - save point "Styx Below" - save point "Sequence break": If you're feeling particularly anxious about the rotating blade pillars (the vertical type) you can infinite jump to their top. A safe but extremely slow method, and takes magic... A more convenient way and an actually useful sequence break is doing BoA high jump before fighting any enemies near the 1st spiked pillar until you reach the top of the red wall which would prevent you from climbing the spiked pillar. From there you get a good head-start to the whole climbing process too, in addition to having skipped a fight. Discoverer: Satvara. Video demonstration: 1, Satvara's vid (look near the end) http://uk.youtube.com/watch?v=CG9A08eMdMU "While playing GoWI (PS2 and PS3 Collection) I had found a very annoying glitch. While climbing the turning pillars with spikes there is a chance to get knocked through the wall and fall through nothingness to your demise. Usually this happens by getting hit subsequently while falling to the start of said column." - TheNinjaPiglet Temple of the Oracle (thrashed) ------------------------------- "Oracle's Temple (destroyed)" - save point Sequence break: You can skip the fight at what was once the harpy puzzle room by getting onto a ledge on the left side of the wall and jumping over the fight trigger in a devious manner. It is not difficult, once you learn the needed movement. "Final Battle" - save point Strategy: you can cast Army of Hades before entering the final boss area and replenish your magic using the chests nearby. This way you get a completely free AoH cast and extra damage for the final boss. (thanks to RAZOR0018) Ares 1 ------ Other: Some kind of mechanism makes Kratos unable to spam Zeus' Fury too much during this fight. If he shoots too many in a row, the bolts will simply stop appearing for some reason temporarily. (well, might be many reasons for it) Random: Ares may get the circle over his head while he is flying up in the air, in which case it will promptly go to waste. Strategy: You can abuse his death minigame to gather orbs pretty well. First, get his circle to appear and activate the minigame. Succeed in the first two prompts, but in the third, let Kratos fail. (e.g. you shove one of the spikes into his back but not the other one) Kratos receives 1000 orbs and takes no damage. You can repeat this as much as you want. Also, if Ares has exactly 0 HP, a mere grab at him will make him go into the mini-game stun again, and you can repeat the above almost instantly! Even cheaper. (thanks GMG) Video demonstration: 1, addaminsain's vid http://www.youtube.com/watch?v=h76QRUlhhrw Strategy: A single Zeus' Fury bolt will get Ares' ass down whenever he is doing his aerial magic thingy. Intentional or not? Strategy: Do a high jump over the walls for a very safe fight. Ares can't reach you at all, and you may even activate swimming glitch using the water all around the place (although that is useless). Kratos clones fight ------------------- Other: Kratos' family shenanigans The family's position is prone to changing as the battle progresses. Sometimes attacked clones can push it to some direction. Sometimes it moves when Kratos hugs them in certain circumstances. I've heard they can also move if Kratos hugs them while being grabbed himself by a clone. They can be moved off the game map. On easy they will lose 50% of their health while remaining completely safe for the rest of the fight, but on harder difficulties they will die. However, it is still desirable to deliberately move the family, even if just a little to the back, because it's a safer place for them than their initial location. The easiest way I've found to move the family is to use Gorgon Rage, then instantly afterwards hug them. It can also help to be on a different height than the family is. (c: AKheon) At the beginning of 2009, manu918 and co. worked a new way for doing the glitch, this time suitable for NUR purposes. It is by merely freezing clones, then grabbing the family. So, while it's not easy to say what is the exact cause of this phenomena, it seems to happen especially in conjuction with stonefrozen enemies... If the family is fallen down, some clones might run after them and suicide themselves foolishly. Also, new clone spawns are prone to move in slow motion for some reason eventually. Videos: 1, AKheon's demonstration http://uk.youtube.com/watch?v=6KjVqoCcJZU 2, manu918's video http://uk.youtube.com/watch?v=Gd4tfP70J70 Random: just to note, there were only two players in the world who had beaten the Clone War in God mode and NUR (not upgrading anything) before the year 2009: Shinobier (doing it the hard way) and Manu918 (a group of players, apparently). Since then there have been a few more. Perhaps an update would come in handy? Other: New clone spawns will sometimes move in extreme slow motion without a particular reason. This can happen in conjunction with the Kratos' family moving glitch, but it can also happen without it. Other: Kratos' family will bleed heavily if you do Gorgon Rage, even though they receive no damage. Random: The Zeus' Fury type of evil Kratos will not count towards the bunch of Kratoses you must defeat to win the battle. They spawn infinitely and do not influence the spawning of the other types. Once the other types are dead, this type dies by himself at the end of the fight. Collision flaw: The small altar behind Kratos' family can be accessed from behind. Wait until the brick wall disappears, then just run inside. Might make the fight easier? Random: The platforms will start to deteriorate even if you don't kill any of the clones. Random: You can't hug yourself to death except in some random circumstances. Random: By dying of a clone, or because your family loses their HP, you receive a special death cutscene. Random: If you die by the special death cutscene, you will never get the prompt to lower the difficulty afterwards. Strategy: Cast Army of Hades the last possible moment in this fight. The flying souls will follow you to the next fight, in which you can't cast spells, giving you an edge. Ares 2 ------ Camera glitch: At random times, the camera starts at a "bad location", but it later fixes itself. Random: If you go to the menu, all magics are locked. If you press X, it says "Ares has stolen your magic." If you use the menu glitch which messes up the graphics, you might encounter a glitch item which requires '10000' to upgrade. Of course you can't funnel orbs into it... Random: The move listing for the Blade of the Gods contains only 4 moves, all of which are unique to this sword. Otherwise it acts almost like BoA. (another difference is that it doesn't have a launch/lift-up move, or so it seems) Wasted potential: I went into this fight with freshly upgraded Blades of Chaos. The message telling me about Rage of the Gods appears as the first thing, even before the epic flash of white which is always there. Then when I got to menu, the game showed me all the regular moves and magics. Yes... I began the fight with normal magics and weapons with me! But right as I cleared the RotG-message, everything went back to normal. But it was a genuinely good idea... Random: In this battle the gravity has been changed so that you can never jump very high. Speed strategy: Tyrhhjy suggested this for Ares 2 (haven't managed to find time to test it yet, though). "the speed strategy for Ares 2 is keep restarting till he does the rock slam. get in the middle (the spot where he appears to do it). go directly in the middle then hit him 4 times. then just side roll to the side. then kill him with the sword. he should die in 8-9 seconds. of course if you pause after you've killed him. NOTE: easy mode Ares Armor costume only." "That's hardly impressive. No need to roll. Pretty sure you can kill Ares faster than that with Ares Armor/Tycoonius (Easy). If I recall right, a single "Hades' Gift" during his 'rock slam' will due. It's 400% power....4x damage for those settings. (I've been covering this shit at the Members Run thread)" - GMG Mystery: I've heard that the swimming glitch is possible to acquire in this fight either by checkpointing or (possibly) by abusing a collision flaw. "The glitch to swim out of water: when I attacked him, for some reason Kratos appeared below Ares, Kratos then swam up uncontrolled I hit with the square when he was in the middle(+/-) of the "arena" And remember that when I tried to return the game was slow, showing the bar of life, magic, and the 2nd bar fight" - Skabuf Other: For either loading or mini-game related reasons, Ares' death might at times get delayed a bunch. He slowly rises up if he was mini-gamed and then does nothing for a short while until the ending FMV kicks in. Other: Probably due to a loading glitch, Ares can turn into an insubstantial 'holographic statue' instead of dying like he should. Mount Olympus + Suicide Bluffs ------------------------------ You won the game. Congratulations. Random: You have Athena's Blades, for some reason exactly the same as Blades of Chaos, except of a different color. They are also automatically level 5 as you get them. Random: Despite the in-game statement about gods not letting Kratos die on that victorious day, you CAN get yourself killed. They're keeping an eye only on that particular cliff, you see. ;) Go and high jump over the pile of rubble, and you can access lower regions of the Suicide Bluffs. There's nothing you can do, really, except get killed... "Olympus" - save point Don't forget the two statues in the throne room which you can climb on top of or demolish. The game will not display the number of hits (other than with a couple of moves) but just keep at it. Eventually, after both statues have been crushed, an easter egg is revealed. L2 the throne to end the game. Interestingly, even on this occasion, after having "won", Kratos will emit his death sound on game exit. It really wasn't a happy ending... You get to access normal game many times between ending FMVs. You can upgrade weapons, etc. It doesn't seem to be useful in any way, though. New Game+ ? ----------- Right after having finished watching the ending FMVs, start a new game. Open the weapons menu on the first possible occasion. You will see you still have all your gathered weapons and magic, except they're lv. 1, and you have no orbs. You also have relics like Poseidon's Trident. Neat, eh? If only they didn't disappear very quickly afterwards, when you finally get to move... Note: It seems this happens whenever starting a new game after having loaded a game before. No need to play through the game. Character Graveyard ------------------- Collision flaw: You can get yourself killed by exiting through a part of the wall/floor. Video demonstration: 1, surprise... a video of the breach, by JFCalibur88 http://uk.youtube.com/watch?v=d8NP3YL0s9s Challenge of the Gods --------------------- - Random: The ballista challenge can be finished without using the ballista by doing a BoA long jump to the other platform and defeating your opponents manually. Rage of the Gods must be used so that Kratos would not run out of magic. - Other: CotG 10 has some glitches with the attacks Satyrs do, making it easy for you to get your ass kicked. 5. Misc. info and some listings ------------------------------- A. Dubbed attack names The following text is written by GMG. Formatted a bit by me. ---------- Below I list the names of various attacks I've dubbed to the best of my ability. Including a bit of explanation as well as how to get to them. Descriptions if I felt it necessary. ---When I say "s1". It refers to the attack done at input 1 with square. So "s2" would be the second. In the combo, "s,t,s" the third hit is "s2" as that is just how the chain links together you see. We aren't worrying about the coverage of chains here. Just naming the individual hits. It's not terribly easy to perfectly convey how I named these so if you do not understand, I'll sympathize and try to better clarify. As for the others, there are sensible enough reasons for why I call them as such--- --- Blades of Chaos s1 = single swing s2 = single swing s3 = single upward swing s4 = double swing s5 = double upward swing t1 - strong, double overhead swing NOTE: Slow as a starter. Fast if done after a roll, 'Rush' or s1 t2 - double upward swing NOTE: Always follows t1 s1air = single swing s2air = single swing s3air = strong, single thrust t1air/Dissension = Double downward swing causing bounce 'whip' = Final hit of Apollo's Offensive Hades' Valor = 'Valor' after "Hades Reverse" Hades' Plume= 'Plume' after "Hades Reverse" Hades' Fury = "Hermes Fury" after "Hades Reverse" NOTE: Not sure if this attack is stronger then the Hermes variation or they are just the same attack. It's at least interesting to note that this attack is available before Hermes Rush is and starts off at lvl4 power (I know this for certain). R12/Hermes' Thrust = A single thrust after 'Rush' Hermes' Valor = 'Valor' after 'Thrust' Hermes' Plume = "Plume' after 'Thrust' Hermes' Ascension = 'Ascension' after 'Thrust' 'Flurry' = series of hits before "Might" NOTE: It is remarkably tough (IMO) to cover these hits in all regards. Might itself is augmented by them, circumstance, control and the size of your foe. Difficult to figure to be honest. Rage of the Gods (unique attacks *for BoC*) NOTE: My memory of the hits is foggy. NOTE2: "Godly" is used as an adjective here in that the attacks with it are NOT just regular attack with a 2x power boost. "Olympic" is used to describe attacks that stand out as slightly altered, 2x power versions of basic Blade attacks. The exception being with 'Ascension' where Olympic/Godly are the same. s1 = single hit s2 = double hit s3 = single hit Godly Grace = Double hit, Square ender (knockback). Godly Spirit = Double hit. Lacks explosion for range with bounce effect. Godly Plume = Lacks the same. Godly Ascension = Ascension in RotG. NOTE: Cannot roll into it Olympic Thrust = RotG version of "Hermes Thrust". NOTE: Terrible hit detection Olympic Valor = 'Valor' after 'Thrust'. 2x power of basic. NOTE: Only way to use Valor in RotG Olympic Plume = 'Plume' after 'Thrust'. 2x power of basic. NOTE: NOT the same as 'Godly Plume' in power. Lacks explosion. Olympic Ascension = 'Ascension' after 'Thrust'. 'Tempest' = Spins before 'Godly Spirit' in "Tempest of the Fates". 'Crash' = 'Spirit' of "Tempest of the Fates". NOTE: 2 hits but weaker then "Godly Spirit" NOTE: You can use "Hades' Reverse" in RotG, but no follow-ups/counters. NOTE 2: It doubles power of most other attacks. (CoC, Helios attacks and Apollo attacks are uneffected if I recall right) All Artemis attacks get a 2x power boost. RANT - I feel at least 2.5 is needed to make it really worth bothering with. I'd have suggested 3x power for Artemis since it has no range or unique attacks in that mode...and its swings should have just gone through Magic Legionnaire shields like they didn't exist if they weren't going to give the weapon a way to break their shields. Blade of Artemis s1 = single swipe NOTE: There is no s3. It is just s1 again. s2 = single swipe t1 = double overhead attack t2 = single overhead attack o1 = single swipe o2 = single upward swipe s1air = single swipe s2air = upward slash t1air/Dissension of Artemis = Downward cut (knockbacks) o1air = strong, forward thrust Revenge = Square ender named after square special (multi-hit) Ascension = Triangle ender named after triangle special (launch) Retribution = Circle ender named after circle special (bounce) NOTE: Unlike special, this is not slow, dedicated nor multi-hit Artemis' Fury = R1 attack, was named for the multi-hit attack of the BoC though it is a single thrust that can easily be canceled. Artemis' Vengeance = Basically the Square ender after 'Fury'. "Furious Vengeance" if you will. Artemis' Ascent = Triangle ender. "Furious Ascent". Artemis' Retribution = Circle ender. "Furious Retribution". NOTE: It is slow like "Retribution of Artemis" but still a single hit that is quite easy to cancel out of. Closer related to 'Retribution' --- B. R2-action properties research During R2-actions many strange things happen. This section is for delving into into the secrets and oddities of these actions... R2-action types: 1. 'Still' - Message immediately appears and halts all motion. a. Delay of 1-2 seconds before re-use is possible b. Instantly reusable 2. 'Phase' - Message immediately appears. Halts further attacks while letting attacks in motion play out harmlessly. a. Infinitely reusable; Instant b. One use; Instant NOTE: Using this as you die will delay the death until you press "X" 3. 'Zoom' - Message appears after camera zooms in. Basically the same as 'Phase' except that PRIOR to the message showing up, you can still be hit. a. slow b. fast NOTE: Using this as you die will delay the death until you press "X" NOTE2: I believe you can use these 'actions' (R2) even when dying *if close enough* This also appears to be true when petrifed or even shattered *just before dying* The second one is the most useful, since it gives you immortality for a period of time. Imagine all the things you could do during a fight. Well... there aren't that many, basically, you could trick through enemies' attacks using R2. It also might be fun to cheat death using the death-delaying property of 'em. --- C. In-game timer Here is a rundown on when it runs and when it does not. You may be surprised from the results! When retrying (whether by death OR retry), the game clock is reverted back to the time the game checkpointed you. This means you don't lose any in-game time. In pause-screen (select), no time runs at all. In weapon/item screen (start), no time runs at all. While in the save-screen, no time runs at all. While in the screen you get when the disc tray is opened up, no time runs. During FMV-cutscenes no time runs. During in-game cutscenes time does run. More coming at some point... 6. Credits, legal information, contact info, etc. ------------------------------------------------- ==================================== Copyright © 2008 Hannu Ratilainen All text is available under the terms of the GNU Free Documentation License. http://www.gnu.org/copyleft/fdl.html#SEC1 All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. ==================================== Additional thanks (and links): ------------------------------ GodModeGOD (a.k.a. the-creeper, BigVEE, etc. etc.) - being the vet in this game series, he supplied me with info on many of the glitches. Wrote a small part of this guide. http://uk.youtube.com/user/bigvee Satvara - A mysterious gamer who used his impeccable deducing skills to completely break many sections of this game. Founder of many exploits. http://uk.youtube.com/user/satvara Tyrhhjy - finder of several skips and a few wild goose chases. note: has recently done a slightly under 55 min speedrun on GoW. http://www.youtube.com/user/tyrhhjy Shinobier - gave video help and inspiration. http://uk.youtube.com/user/shinobier Shenminiu - A classic speedrunner-type. http://uk.youtube.com/user/shenminiu KevBew63 - Video help & a couple of glitches. http://uk.youtube.com/user/kevbew63 JFCalibur88 - participated in glitch seeking and gave video help. http://uk.youtube.com/user/JFCalibur88 HelloKittyKingxS, Euqinunique, SnapOfTheSynapse - small glitch help --------------------------------------------------------------- If you need to contact me with suggestions, criticism, new strategies, etc. then message my Youtube-account. http://www.youtube.com/profile?user=AKheon For PMs/E-mails: 1. Don't ask me questions you can easily find an answer elsewhere. 2. Stay true. \m/ 3. "think before you post", the classic rule of many a forum on the web. Shameless plug alert! Aside from glitching, I also make music. Check it out! http://www.youtube.com/user/OnAhtiJaIes Wordpress-account for further reading (among other things): http://akheon.wordpress.com/ FIN.