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    Glitch FAQ by Akheon

    Version: 0.9 | Updated: 01/06/12 | Search Guide | Bookmark Guide

    Dante's Inferno Glitch & Things of Interest FAQ
    v.  0.9  (5. 1. 2012)
    written and mostly discovered by AKheon and Findlestick
    0. Table of Contents
    0. Table of Contents and version history
    1. Introduction
    2. General tricks and info
    3. Level-by-level glitch listing
    4. Legal information, etc.
    Version history:
    - 0.9  (5. 1. 2012)
    The first published version, ought to have the most important things and more.
    File size: 68 kb.
    1. Introduction
    This file is for cataloguing glitches, speedrun strategies, hidden mechanics and
    other relatively specialized things of Dante's Inferno. It was written using a
    Piratepad as a collaborative work, like the God of War III glitch FAQ.
    Dante's Inferno is a multi-platform game, and there is always a chance that the
    mechanics of a game can subtly vary between ports. Especially the PSP port seems
    to be a different beast altogether, so many things written here probably won't
    apply in there. The writer(s) of this FAQ have only used the PS3 version.
    Quick note to the casual reader:
    We've not taken the trouble to catalogue random freezes or loading errors
    because such glitches are very common with modern games and often random enough
    that they can't really be listed systematically. If that's clear, please
    DI = Dante's Inferno
    c: = credits to...
    DT = Divine Tempest
    DR = Diabolic Rupture
    DS = Diabolic Slash (a.k.a. polevaulting)
    RP = Righteous Path
    ...and so on for all named attacks.
     = should be tested more or elaborated
    OOB = Outside Bounds, i.e. outside the intended game area
    Term explanations:
    Lift-up = an attack which lifts Dante up in air. Gets you higher than a simple
     double jump.
    Weak attack = the scythe attack corresponding to 'square' in PS3 version.
     Quicker, less powerful attack.
    Strong attack = the scythe attack corresponding to 'triangle' in PS3 version.
     Slower, more powerful attack.
    Fierce / Critical / Focus attack = game's own terms for special moves like Soul
    2. General tricks and info
    Basic high jump (a.k.a. polevaulting)
    The very first high jump of this game was a humble lift-up into Diabolic Rupture
    into Diabolic Slash. It was enough to cross a few small walls during the game,
    but that's it. The experiment taught us that DS is a good finisher to a jump
    because it allows Dante to inch a bit forward in air, allowing getting over
    invisible walls once you are high enough in relation to the walls. The funny
    looking animation made a player unofficially dub the technique as polevaulting.
    One thing to keep in mind is that the two ways to lift-up in this game are not
    the same. Simply keeping strong attack pushed down is the first type, and it is
    not, I repeat, NOT as high as the second type, which you'll get once you
    purchase Soul Shatter and can start using it in conjunction with ground Fierce /
    Critical / Focus attacks. Of course, which is better of the two depends a lot on
    the situation and how high you aim for.
    Video demonstration:
    1, high jumping at Lust
    Ascended high jump (c: AKheon)
    A small improvement to the basic high jump utilizing Divine Tempest. When used
    in a high jump DT gives Dante a decent height boost on its own merit already,
    but it also has a secret property which gives you extra height if you launch an
    enemy up in the air so that the enemy is right below Dante, pushing him upwards.
    Most common use is with the demon enemies.
    In Redemption-mode DT as the air combo starter makes you gain even more height,
    but if you accidentally hit enemies with it, you may lose a lot of height
    instead... a glitch, I guess.
    Video demonstration:
    1, an example at about 01:30 of this video
    Redemption jump (c: AKheon)
    After some standstill, a big new exploit was found in the form of this jump. It
    takes advantage of the Redemption-mode physics, namely how the Diabolic Rupture
    air combo actually keeps giving you height if you spam it aggressively while
    Redemption-mode is on. Needless to say, you need DR in order to do the jump,
    and it also helps to have all three redemption bars unlocked and filled
    beforehand. Also, the relic Anthony's Standard slows down your Redemption
    consumption and allows you to get some extra height using this jump.
    First get yourself in air using a lift-up. At the top, switch on Redemption-mode
    and start doing strong air attacks like crazy... that's it. It is recommended to
    do DS at the top of the jump after Redemption runs out to move a bit forward at
    the very end. Also, it's possible to squeeze in some extra height by doing one
    Divine Tempest right after turning Redemption-mode on. Because of DT's strange
    physics, it doesn't seem you can do it again during the jump without starting to
    lose height, so just do it once and leave it at that.
    With full three Redemption bars, this jump goes quite far up in the air,
    allowing some never seen before skips throughout the game. However, it is not
    the end-all as far as jumps go!
    Video demonstration:
    1, skipping Plutus Chamber by AKheon
    Slash air gain (a.k.a. infinite jump) (c: AKheon)
    In Dante's Inferno, you have the capacity to jump infinitely high from the very
    beginning of the game. Unfortunately this jump is difficult to do in practice,
    and any height gain from it is negligible or even negative unless you practice
    it a lot beforehand... even then, there's a degree of luck involved because
    human reflexes have their limits. This was actually one of the first jumping
    techniques found from this game, but back then we didn't think it would be even
    possible to do it consistently.
    Remember how Redemption Jump uses the strong air hits (triangle) for height
    gain? This Infinite jump is the same thing, except that you will not use
    Redemption and only repeat the first strong air hit while in air. This is done
    by manually interrupting the strong air hit at its highest point by blocking
    very quickly. You must synchronize pushing block in relation to your rhythm
    with the air attacks. Arduous, no question about it. And because of how air
    block works in this game, even slight mistakes may lead Dante to fall down
    almost instantly.
    Eventually you'll get the hang of the rhythm and can do longer and longer spurts
    of this trick. When the height gain is optimal, you see Dante subtly 'bounce'
    along the rhythm of your blocks and attacks. One great thing about trick is
    that done well it is far faster than Redemption jump, cutting down precious
    minutes in a speedrun. Even more time is saved because your redemption can now
    be used for other purposes than jumping, such as navigation or fights. Today,
    Redemption jump's primary advantage over Infinite jump is simply the ease of
    use: it requires practically no timing to keep going. A good compromise is to
    rise some way using Infinite jump and then switch to Redemption jump when you
    deem it is too risky to continue or you feel like you are losing the rhythm
    and must switch over to "auto-pilot".
    You can do infinite jump with both the halberd and the scythe. With halberd,
    the "highest point" of a strong air hit is not too far into the attack. With
    scythe, you should wait until the scythe does about 2/3 of a full rotation
    before cancelling it.
    Video demonstration
    1, a skip at Into the Blind World using this trick, by AKheon
    How to finish a high jump?
    So, you just made a three times higher jump than what the game developers
    intended. Good for you! But is there any use if you can't inch even slightly
    forward in air to get over those pesky invisible walls surrounding you? The sad
    truth is, this game has little in the way of moving vertically in air. Strong
    and weak air hits are practically static in this respect, as are air grab and
    cross attacks. What to do?
    As mentioned in the high jumps above, Diabolic Slash ('polevaulting') allows
    Dante to move in air just enough to cross over invisible boundaries. Another air
    move which allows forward movement is Righteous Path. It is more difficult to
    control, but it may have other unforeseen benefits such as more leeway for Dante
    for getting over high walls, or perhaps a chance to clip through walls at some
    places - testing is still underway.
    How about long jumps?
    The term carries on from God of War glitch FAQs, describing a jump which aims
    for maximum horizontal reach. Unfortunately this game, as far as we know, lacks
    truly great long jumping techniques. But here's what we got so far.
    Air grab allows a small exploit with which you can enlengthen your second air
    jump quite a lot  (c: AKheon). Jump in air once, then do an air grab. Then,
    press jump and strong air attack buttons at the same time exactly as the
    animation of air grab ends. If things work out, Dante should do a strong air
    hit, except with increased jumping momentum. This allows jumping about 1.5 times
    further than normal with your double jump. You can do this trick with the other
    basic air attacks too, but the effect is not as good. Also, buffering new air
    attacks after doing this trick just cuts your momentum short, so that is not
    good either.
    One disadvantage with the air grab trick is that you are only allowed to do a
    second jump in air after air grab if you don't use a lift-up attack to get in
    air. This means that you can never get much height doing this trick, and you
    can't use it in conjunction with high jumps. Too bad, because being able to jump
    at the top of a high jump would've helped a lot.
    Second way to enlengthen your jumps is by using the first weak air hit, which
    doesn't nerf your aerial speed too badly. Do the weak air hit in a running jump
    but quickly cancel it by blocking, then repeat. It's almost the same thing as
    the infinite jump detailed earlier, only done with weak air hits, and is
    somewhat risky to do on longer runs. Still, it beats just banally falling down
    into a chasm if you can help it.
    Air Righteous Path can be used at the end of a long jump to get even further,
    but it is at its most useful when the platform you are trying to reach is below
    the platform you are jumping from. This is because RP steers downwards very
    heavily when you do it, helping you fall down just as much as move forward. A
    second, more desperate option is also to cast Divine Shield at the end of a
    jump. Dante does a slight nudge upwards while moving slowly forward. In rare
    cases this might be just enough to make it over some chasm somewhere. Other
    magics like Lust Storm and Sins of the Fathers can also help you little in this
    Video demonstration:
    1, long jumping using halberd (does not work as well in main game)
    2, long jump using the air grab technique
    Air climbingness:
    In Dante's Inferno it's possible to continue climbing outside climbing walls, if
    the opportunity presents itself at least. Outside a climbing wall you are free
    to move infinitely up, down, and to the sides. Unfortunately Dante can't go
    backwards or forwards of his own accord, and this sad fact restricts Dante to
    only climb in complete parallel to the wall that he left from. You can at best
    slowly change the direction that Dante climbs by making him jump against walls
    of collision that intersect with his climbing direction (but the walls must
    intersect at an angle with respect to Dante's climbing direction, and must have
    no kinks in it that stop your movement).
    Another way of making Dante move backwards or forwards is thanks to a strange
    glitch that makes Dante literally glide either forwards of backwards while
    having climbing glitch active.  At this date it's not known exactly how or why
    this happens. But from observation, it seems to happen when you have
    climbingness near the edges of certain walls of collision. When done at certain
    locations, Dante will suddenly glide (either backwards or forwards...and often
    diagonally). The speed varies depending on the area, he can suddenly zoom off
    quicker than any of Dante's normal moves...or he can go at a snails pace.
    Unfortunately, as to whether you go forwards or backwards seems totally random
    and seemingly uncontrollable. So the most reliable method of changing Dante's
    climbing direction - to date - is the collision push method mentioned above.
    Some ways of ending the climbing state are by either going to a grapple wall and
    then end the climbing state via normal means. Or, if you can find any walkable
    ledge that Dante can climb down onto, thus ending the state. If Dante is hit by
    certain enemies, this will also end climbingness. To note, Dante is immune to
    death platform like lava when climbing.
    Interestingly - while air climbing - most of the time the game will allow you to
    move the camera around with the right controller. Unlike usual where the camera
    is uncontrollable.
    Video demonstration:
    1, climbingness at Limbo by findlestick
    2, climbingness at Greed by sticklefind (aka findlestick)
    3, climbingness at Heresy by kezzmanftw
    About Redemption-mode
    Redemption is the fuel for this game's superpowered mode. In a speedrun it
    becomes a valuable, treasured resource that can be useful almost everywhere in
    the game: it helps you both navigate and kill faster, and the Redemption jump
    (not surprisingly) uses it. You need at least one full bar of redemption to
    start Redemption-mode, which is a drag. But worst of all, you can't end the mode
    at will once you start it. In order to avoid wasting redemption needlessly, it
    is recommended to save & reload or even death abuse - this turns off the mode
    During Redemption-mode all of Dante's actions hasten and he stops reacting to
    damage. Some moves act a bit different due to the increased speed. You may even
    find Dante difficult to control when this mode is on!
    Unfortunately, unlike health and magic bars which become filled if you uprade
    magic or health, redemption bar upgrade does squat to your redemption. It always
    has to be earned the hard way, i.e. bashing enemies' heads in.
    Dante outside bounds (a.k.a. OOB)
    If Dante happens to fall into the nothingness below the levels, it takes about a
    ten seconds or more for him to suddenly die. An useful failsafe feature of the
    game. However, if you keep attacking or doing other stuff while falling, Dante
    stays alive instead. Fall deep enough into the abyss, and eventually one of two
    things will happen. One, the game may crash - this especially occurs if you are
    in a middle of a attack when you finally hit the limit. Second, Dante completely
    disappears. None of his controls can be used at this point any longer, you can't
    even open up the magic menu. If you go to the upgrading menu and switch pages,
    the game will also crash. So, this isn't useful at all, just an interesting
    effect of falling outside bounds.
    Many of the walls in this game are two-sided, which means that Dante won't be
    able to jump through them from either side. Sometimes if you intentionally go
    outside bounds to do skips, you may find it difficult to come back in. This is
    where death and checkpoint abuse get a strategic role, read more in the section
    Even if you are outside bounds, you are usually not left without some sort of
    footing. Try running against the two-sided walls - although you won't get back
    inside, at least you will not usually fall down either. The developers haven't
    taken as much trouble keeping the floor consistent outside bounds, though, so
    there's always a risk. If you plan on making OOB-exploring a hobby, take the
    time to remember the hazardous spots in collision and jump over them when
    moving, when possible.
    Video demonstration:
    1, Dante-less Inferno, by AKheon:
    Checkpoint abuse
    The checkpoints are completely pre-set, unlike in f.e. God of War: the game goes
    ahead and loads the entire surroundings from the perspective of the last
    activated checkpoint whenever you have to retry. This convenient feature allows
    multiple unique skips throughout the game, it's simple checkpoint abuse.
    For example, you go out of bounds and jump towards a yet unloaded map. You
    happen to scathe the checkpoint trigger of the area, but continue to fall into
    nothingness and shortly die. On retry, you continue from the checkpoint you just
    activated, but everything is now loaded and the game considers you as having
    done everything in the game up to that point, and you may proceed like normal.
    Easy peasy! Except that reaching those future checkpoint triggers early may
    take a bit of creativity and work.
    It's too bad this game doesn't have the option for retrying from the last
    checkpoint. Instead, for starting over you always have to either have Dante
    killed or quit to main menu and reload.
    Video demonstration:
    1, skip at Lady Fortuna which uses checkpoint abuse:
    Rappelling and rope glitches
    In a few rappel spots during the game you are able to activate their prompt
    while in air. This causes Dante to get on the rappel very loosely, so that you
    can double jump to any direction you want from the very top of the rope without
    problems. However, for some reason this glitch only activates with rappels
    you've already hanged onto once. So to try it out, get on a rappel, then climb
    back up and see if you can activate their prompt while in air. It's just too
    bad that this glitch is never applicable in situations where it would mostly
    come handy.
    List of ropes subjectible to this glitch:
    1. Descent into Lust ropes one and two
    2. Rope in front of Descent into Heresy save
    3. Possibly others too.
    Around Gluttony, there's one place where a rope glitch is caused due to bad
    collision to the left side of the rope. Hitting the collision as youfall and hit
    the rope causes Dante to latch onto the rope in a glitched way, making it appear
    as if he was slipping from the rope or warping around a bit. This doesn't seem
    to be anything useful, but it looks weird.
    Video demonstration:
    1, AKheon's vid of the rappel glitch (at about 0:52)
    2, AKheon's vid of the displaced rope glitch (at about
    Fastest movement style
    The buffet of fastest movement styles in this game is pretty thin. You mainly
    have two options: evade (or "roll") cancels or evading during Redemption-mode.
    The first option is this: evading helps Dante move quickly for a brief moment,
    but it has a cooldown. This cooldown can be cancelled by jumping. And the jump
    in turn is cancelled by quickly blocking in air. There you have the evade
    cancels, simple but effective. However, do this too quick, and you accidentally
    activate the stomping glitch (detailed below). It's not dangerous, but it turns
    this time saving technique into a potential time sink.
    Second option takes advantage of the fact that Dante's movement speed increases
    in Redemption-mode. Just doing normal evading gets you a top speed.
    Well, technically there is the slide during climbing glitch as well which I hear
    can give Dante a very high speed. But that is rare and uncontrollable, so.
    Stomping/bouncing glitch
    There's a strange effect that occurs if Dante does a jump and then flicks block
    on and off in air quickly: hitting ground, Dante bounces back up for a bit, as
    if the ground was made of rubber. During the bounce he is usually in a generic
    "stunned" or ground blocking pose. Occasionally you can start doing ground
    attacks, although technically you are in air.
    The size of the bounce increases if Dante is in Redemption-mode, likely because
    of the increased momentum you have. The effect of the stomping glitch may also
    if you do it right at the edge of a platform. But there's still no known use to
    this glitch, other than to do a ground Righteous Path in air which looks cool.
    Souls and absolving
    Just a word about general strategies in this regard. I haven't tested, but I'd
    imagine that upgrading holy and unholy levels would be useful even in a
    speedrun. Especially holy, since upgraded cross attacks do a helluva lot of
    damage, and you are not dependant on Diabolic Slash or other scythe air attacks
    for doing high jumps any longer. However, there's the matter of the absolving
    minigame which takes 40 seconds each time. I think it might be the best to get
    unholy levels from punishing the celebrity souls and holy levels by absolving
    the enemies. Again, it's just theory. I don't think you'd ache for souls so bad
    that the absolving minigame would come in handy, but who knows.
    On another note, you may not have known that if you fail the boring absolving
    minigame, the soul you were trying to absolve burns alive horribly and you get
    absolutely nothing for your troubles! An interesting, somewhat "hidden" third
    Health and magic upgrades
    You have four in total, and after purchasing them all your health/magic bars
    are roughly twice the size they were in the beginning. A recommended strategy
    is to wait purchasing an upgrade until you need a health/magic refill, because
    the upgrades give you a full refill as well.
    Weapons and magics:
    You can't remember Dante ever wielding something else but his (actually Death's)
    iconic scythe? At the very beginning of the game, before you meet Death, you get
    to wield the generic halberd, which actually differs from the scythe in some
    subtle respects. Most interesting difference is in the weak air hit: it has a
    good forward air momentum and can be rhythmically spammed and then cancelled
    with block to have Dante fall down slower than normal but still retain running
    speed, allowing an eerie hovering-like effect. It's the longest jump possible
    in the game... so it's a shame you lose it at the second fight of the game
    already. DI would be even more broken if you could take this jump to the main
    Halberd has a four-hit weak attack combo, much like Scythe, but no Ascension or
    grab. The combo from strong to weak hits is actually unique on halberd: unlike
    on scythe, it segues to the first weak attack of the string instead of the
    second. Last completely unique thing to Halberd is a possibility to dash attack
    without enemies around. In a dash attack, Dante moves faster than usual for a
    brief moment before his attack contacts the enemy. Scythe has it too, but it
    only activates when targeting live enemies.
    After purchasing this upgrade, your strong hit combos change irreversibly.
    Without it, there are two different strong hit attacks that come up in combos.
    With it, there are five different strong hits. So, this upgrade does far more
    than just add a "Fierce Attack", like it advertises. Your combos turn far more
    The last hit of the full combo has a glitch in it that allows you to gain a lot
    of height instantly, but maybe only in too specialized circumstances to be too
    useful. Should be looked into at some point.
    Video demonstration:
    1, ThisIsMyMonicker's vid of the glitch (see from 5:50 on)
    Soul Crusher
    Just a random glitch: if you try to do this attack too close to the ground
    level, Dante's scythe will strike out twice - first without effect, then Dante
    sort of rises up a bit, then the actual normal attack happens.
    Soul Shatter
    The highest possible lift-up type of move in the game, so if you're fond of high
    jumping, you ought to get it soon.
    Grab and air grab
    Actually, the property of the air grab changes a bit after you've upgraded it.
    Before upgrading you can cancel the move unto itself by just spamming the air
    grab button. After upgrading it's no longer possible...
    Cross attacks:
    Some people say that cross attacks are overpowered in this game. And it's true!
    Cross attacks are absurdly powerful and all-purposeful for about 80% of the
    combat situations, with only the late magics and some fights (with Pagans for
    example) chipping away at their supreme power.
    Divine Tempest:
    A fascinating attack that has the power to give Dante some height if you do it
    at the very beginning of an air combo. Elsewhere, it just robs you height,
    don't know why. It's even more powerful if you have the Redemption-mode on,
    but beware, if an enemy is too close when you do this, a glitch happens and
    Dante loses a lot of height for no apparent reason.
    Basically, Divine Tempest is a main ingredient in high jumps in this game.
    It's also the star of its own jump, "Ascended High Jump", but there's already
    stuff written about it in the high jumps section, so read there if you're
    Righteous Path:
    The first magic you get in this game, and the only holy-type magic you don't
    have to purchase through the menu using souls. During it, Dante does a quick
    dash towards his enemies, dealing damage and knocking everything he hits away.
    The magic hits multiple times and even has a nice area effect at the end of the
    dash that can hit multiple enemies at once. For a first magic, it's not weak at
    all, although you are probably better off using and upgrading cross attacks
    This, as all the other holy spells too, deal some holy damage to enemies. This
    f.e. means that cinder enemies turn physical when you hit them with it.
    Righteous Path has a noteworthy aerial version: during it Dante glides through
    the air (albeit sloping downwards) for a decent length of road, helping you
    extend jumps in this game. But be wary that RP's magic cost increases heftily
    if you cast it while in air. Another thing to keep in mind is that air Righteous
    Path is one of the rare air moves in this game after which Dante can make a
    jump... even more benefits for long jumping. Air turns into the ground version
    seamlessly once Dante's feet hit ground.
    While it might seem like a good idea to extend your jumps during casual
    platforming using air RP, keep in mind that it automatically targets nearby
    enemies, possibly causing your jump to go to hell.
    Lvl. 1 RP can be cast 5 times on ground with unupgraded magic bar before running
    dry. If you upgrade Righteous Path, it deals more damage and eats a little bit
    more of your magic - at lvl. 3 it can be cast 4 times. Still not bad.
    Divine Shield:
    Divine Shield is a holy spell available at holy level 3. It's both a protective
    and an offensive spell, and arguably one of the most useful ones in the entire
    game too. Like other holy-type magics, you don't have to beat a boss to acquire
    it. It's enough to just get enough holy-levels and purchase the magic!
    As Dante casts DS, a flash of light surrounds him. This flash actually damages
    enemies, quite decently too once you upgrade the spell. Remember that the flash
    is holy damage, which means that you can turn cinder enemies solid. This is
    something that will come in handy if you start using this magic.
    But the primary function of the spell is to shield Dante from damage. Even on
    level 1, DS makes Dante becomes completely immune to damage, allowing him to
    concentrate on offense or solving puzzles without any care for getting hurt or
    knocked back by attacks. On level 2, DS starts to heal Dante when it's active,
    making this spell a real life saver. On level 3 the game suggests that the magic
    regenerates more of Dante's health and "makes him resistant to enemy attacks"
    (isn't he that already?). So basically, I don't know what's the deal with the
    third level. Unlike other spells that seem to get huge power ups at level three,
    DS gets almost nothing. Am I overlooking something or is this a mistake from the
    On lvl. 1 with no upgrades to the magic bar you can cast this spell four times
    before running out of mana. On lvl. 2, only two times (you are left a little
    short of a third casting). On lvl. 3, you can only cast it once (with some mana
    left in the bar). So, as you can see, with upgrades the magic cost of Divine
    Shield increases dramatically. In my opinion it is the best to keep the spell at
    level 2. You already have perfect protection, your health is regenerated while
    it's on and you can cast it a lot more often too.
    DS cuts off when you activate certain mini-games, such as with Demons or Beasts.
    Martyrdom is a holy spell available at holy level 4. It costs a hefty amount of
    magic, but at least the cost doesn't increase with upgrades. With the original
    magic bar, you can only cast the magic two times before running dry. The spell
    also takes a little bit of your life each time you cast it... so is the payoff
    worth it? The answer is, it depends.
    Martyrdom is at its best when there is a large group of enemies around Dante.
    The area effect picks smaller enemies and lifts them in air, and finally a big
    explosion engulfs everything. The damage is not half bad, although towards the
    end you'll probably rather use Suicide Fruit for the bigger mobility it allows.
    Dante is invulnerable for the little bit of time when he is preparing to cast
    the spell and also during the spell itself. 
    There is no air version of Martyrdom. Instead, Dante takes a strange pose and
    falls down extra quick if you try to do Martyrdom in air, and the actual magic
    begins once at ground level.
    You can't kill Dante using Martyrdom. If your health is too low when using this
    magic, you don't lose any health.
    Lust Storm:
    Lust Storm is the first Unholy spell you get, after finishing the Lust boss. It
    casts a purple tornado around Dante after two bright flashes. There's basically
    both a one-time area damage effect from the flashes and a persistent effect that
    stays around Dante (the tornado) when cast. The tornado remains active for about
    10-14 seconds or until your magic runs out. Yeah, did I mention the magic drains
    mana quite rapidly when it's active?
    Any enemies inside the tornado's effect are repeatedly damaged - you can see
    small lightning effects appear on enemies that are affected. Rarely, some
    enemies are suspectible to becoming stunlocked when inside the tornado, like
    the Exploding Minions, preventing them from exploding in your face. ...nice!
    Another advantage of the tornado is that while it is active, Dante stops
    flinching when taking damage. While useful in combat, it also allows you to do
    stupid things like run towards some damage barriers and die a lot quicker than
    you normally would.
    LS can be cast with a very low amount of mana, but the tornado effect shuts down
    almost immediately afterwards - you mainly benefit from the damaging effect of
    the flashes in this case. You can also re-cast LS again and again to do the
    flashes repeatedly, but this is not a very useful thing to do. While the flashes
    stun and hurt enemies all around for a moment, it doesn't do very much damage...
    perhaps even less than your average cross attack, and it drains your magic
    pretty quick.
    Casting LS in air helps you keep moving and get back on offensive quicker.
    However, air LS only has one stunning flash, and it may affect some enemies
    differently from the ground version.
    At lvl. 3, LS absorbs projectiles headed towards Dante! So overall LS works as
    both an offensive and a defensive tool, but the drawback of it draining your
    magic rather quickly is indeed... a drawback. Maybe if you were doing a
    challenge run of using only the unholy spells, this would be your most defensive
    spell available and could come in handy more often.
    LS cuts off when you activate certain mini-games, such as with Demons or Beasts.
    Sins of the Father:
    You get this unholy magic after beating the Greed boss. Shoots golden whirling
    crosses that launch your enemy up in the air while hitting them multiple times.
    The number one magic for amassing and keeping up large combos. Also, note that
    you can spam the magic faster by jumping in air first.
    You can have a maximum amount of three crosses out at once. As the level of the
    magic increases, the colour of the magic changes into darker and its range
    increases. Finally at maximum level the magic shoots out all three crosses at
    once, increasing the stunning power of the magic quite a lot. Yeah, I would say
    that it's more of a containment magic that keeps enemies in air and powerless
    instead of a powerhouse magic for finishing foes off.
    The projectile breaks enemies' block, which makes it a nice magic to use against
    higher ranking demons for example.
    Just a small thing, but this spell can have a pretty dumb auto-targeting. In a
    situation with a flying bat enemy and invisible cinder enemies, the spell may
    just as well target the cinder enemies instead of the bat, although it won't
    hit them.
    At lv. 1 and unupgraded magic bar, this magic can be cast 5 times. At lv. 2, it
    can be cast 4 times. At lv. 3 it can only be cast three times. Is it more worth
    it to be able to cast it more often or at a bigger power? Depends on your
    playing style I guess.
    Suicide Fruit:
    You get this last unholy magic after winning the last fight at the forest
    section in Violence. It shoots a small projectile which upon landing or hitting
    an enemy explodes and hurts, launches and stuns enemies within a large area
    effect. The explosion will not happen if you accidentally shoot the projectile
    into a chasm for example - frustratingly easy at some points of the game.
    Already at lvl. 1 this spell has a big area effect. At each level after it the
    area effect grows even larger, as does the magic's damage. Due to the easy use
    and the capability to spam this magic, it's one of the most destructive moves at
    your disposal on a long run.
    As mentioned, enemies in the range of the area effect become stunned. An aura of
    sort appears above their heads and their animation becomes troubled, signifying
    their momentary paralysis by the magic. It lasts about 6 seconds, which is not
    bad at all!
    Another big asset of this magic is that its magic cost hardly rises with
    leveling up, so that's one thing you don't have to worry about.
    Enemy glitches
    For unknown reasons, the beast riders can sometimes freeze when they're jumping
    into the carriage of the beast you are riding. This causes the cutscene to never
    end and you get stuck.
    Arch demons can be used to do an infinite combo. First, fight one until you can
    activate the first prompt that cuts off his wings. Then, you got to knock him on
    his back at the same time he gets the R2-prompt over his head. This can be
    easily achieved by only attacking him with an attack that makes him fly on his
    back, such as Soul Shatter. Now, try to grab him as he is rising up - you see
    that nothing happens and that he goes totally supine again, and you get 1 hit to
    your combo meter. This can be endlessly repeated... a very slow tactic.
    Video demonstration:
    1, findlestick's vid (from 8:44 onward)
    The worm enemies at Gluttony can rarely push you through the ground with their
    head motion. And you may have to be doing an attack that gives you extra
    downward motion at the same time.
    Video demonstration:
    1, ThisIsMyMonicker's vid (from 14:15 on)
    Level-by-level glitch listing:
    1. Citadel of Acre
    Tidbit: a different weapon
    It was mentioned earlier on in the weapons section, but deserves its own mention
    here. Your weapon at the beginning of the game is different from the one you get
    from Death in a short while. There's a bit more about this above in the
    weapons/magics section.
    At the start of the game you are also completely bereft from using grab, air
    grab, ascension or cross attacks.
    Wasted potential: while it is interesting to try to use Infinite jump to go over
    walls at this first stretch of the game, it is also futile because your current
    arsenal has zero air moves that allow moving forward once you've begun your
    Infinite jump. I doubt you can ever actually cross over the walls, even when
    high enough.
    2. Chasing Beatrice
    Unfortunately at this point your glitching tools are quite few and Resurrection-
    mode doesn't start until from Into the Blind World, so there isn't much to say.
    3. Gates of Hell
    Still nothing.
    4. Into the Blind World
    Air climbingness: you can jump over the first climbing wall and get to its wrong
    side. From there, just continue on your way until you reach the area with a big
    demonic face spewing damned out of his mouth in the background. Dante should
    branch off the wall on his own as you try to turn, and his direction takes him
    almost directly to Charon. You get a close-up of the souls boarding the ship if
    you want, but so far this trick hasn't come to use... 
    You can also use the semicircular wall formation near from where you start from
    to turn Dante's direction towards the area with the retractable bridge. But it
    needs more testing to find out if this can be used for skipping things.
    Video demonstration:
    1, AKheon's vid
    Redemption/Infinite souls exploit (NP): it's possible to get infinite souls at
    the retractable bridge that you normally pull a lever to operate. It's done by
    killing infinitely spawning enemies over and over, preferably by spamming cross
    attacks. However it is probably too time consuming for getting souls, but it is
    useful for building up your Redemption meter.
    Sequence break: you can skip climbing down to the belltower, a cutscene and some
    navigation by high jumping towards the background right near the area where
    there's the pole leading down. At this point in a speedrun it is unlikely you
    are able to do Redemption jump (whether from lack of Diabolic Rupture or
    Redemption itself), but it is possible to do this skip with slash height gain
    alone... my condolences to the speedrunner in advance. Although, it's arguable
    whether this skip is worth it because it saves a questionable amount of time
    compared to the trouble it is to do, and also, if you don't skip you can start
    building your Redemption storage during the fight.
    Video demonstration:
    1, AKheon's vid
    Wasted potential: the walls around the place where Pilatus hangs out are
    outrageously high, and so far no one has successfully crossed them with high
    jumps. Doing so might be worthwhile because you'd skip an otherwise unskippable
    5. Shores of Acheron
    Puzzle skip: inside Charon, you can Redemption jump on top of the platform
    you'll normally need the box to get to. Alternatively, it's possible but
    difficult to do the slash height gain for a bit, then follow up with Righteous
    Path to end up on top.
    Video demonstration:
    1, AKheon's vid of Redemption jump
    Wasted potential: the walls around Charon's deck are outrageously high, and so
    far no one has successfully crossed them with a high jump.
    Random (resurrection-mode): on one occasion, upon throwing a superpowered
    Suicide Fruit and defeating all of the first wave enemies at once, no more
    enemies spawned and Dante was stucked on the deck of Charon for the rest of the
    Speed note: the prompt for tearing off Charon's head can be activated quite far
    away and even without facing the head, so there's less stress in dealing with
    the last wave of enemies.
    6. In Limbo
    Climbingness glitch: it's possible to get climbing glitch at the grapple wall
    just before the charred minions tutorial. This is done by doing a Redemption
    high jump directly from where the charred minions are and returning back up to
    the platform next to the grapple wall. When you do this, the previous area
    (above the grapple wall) is now unloaded, so now Dante can climb upwards beyond
    where the grapple wall ends. Thus attaining climbingness.
    Video demonstration:
    1, findlestick's vid
    Wasted glitch potential: if you have climbing glitch activated, you can air
    climb close to where Minos is and in the direction where Lust is. But as
    expected, nothing is loaded there yet.
    Sequence breaks (NP): it's possible to skip the charred minion tutorial by doing
    a lift up while on the platform near the grapple wall, followed by Righteous
    Path Air to the left. From there you can travel out-of-bounds and either head
    directly to the trigger that starts the battle with the aborted babies. Or you
    can skip the cutscene and the battle with the aborted babies altogether, by
    continuing out-of-bounds to the exit of the aborted babies battle area, and
    hitting a checkpoint followed by a suicide restart.
    findlestick has reported making it all the way (while out-of-bounds) to where
    you pull the lever that operates the grapple that takes you to Minos, but he
    fell out-of-bounds. So it may be possible to improve these skips further...
    Video demonstrations:
    1, skipping the minion tutorial by findlestick
    2, skipping the aborted babies battle by findlestick
    Sequence break: you can skip directly to King Minos with a Redemption jump at
    the junction where you'd normally have to go around to the higher platform. The
    skip is also possible, albeit difficult, by just doing slash height gain and
    finally a Righteous Path.
    Video demonstration:
    1, AKheon's vid of slash height gain method
    Other: it's possible to take air climbingness to King Minos. Depending on what
    you do next, some interesting things happen. If you activate the fight and
    leave, you'll notice that Minos' tail attack follows you everywhere you go, no
    matter how far (until you reach the room where you fought those babies the first
    time). Just to mention, if the tail hits you, climbing glitch ends. Sometimes if
    you are too far from the fight arena, the game starts the Minos cutscene anew
    and the fight starts all over.
    Still untested: activating Minos fight and going to save.
    Video demonstration:
    1, findlestick's vid
    7. Virtuous Pagans
    Nothing yet...
    8. Descent into Lust
    Sequence break: you skip the first fight with succubi and messing with the snake
    head by doing a small Redemption jump to either of the balconies on the side of
    the room. From there you can jump to the main area, where a cutscene begins...
    partially graphic-less due to the skip you just made. But everything works
    normally afterwards.
    Video demonstration:
    1, AKheon's vid
    9. Carnal Tower
    Speed strategy: you don't have to operate the left switch in this room at all if
    you can just get to the switch at the right side early. An easy way to do this
    is to push the large statue some way towards the right wall, get on it with a
    low high jump and from there jump to the switch. Operate the switch and get back
    to the elevator just in time to continue to the higher levels.
    Video demonstration:
    1, AKheon's vid
    10. Above the Lust Storm
    Collision flaw: there's a small collision flaw in the climbing wall right before
    the save point. Find your way to the mid-right corner, there's a small cove
    there you can shove Dante into. It's right next to an unit that shoots
    lightning. Do a subtle upwards movement from up to right, and eventually Dante
    can dislocate from the wall. From here you can either jump to the small
    platform that has a relic for you or jump to ground level above (not useful, but
    looks silly because you are out of bounds and unable to get back until you
    attach yourself to the climbing wall again). Unfortunately after some trying it
    doesn't seem possible to get air climbingness here.
    Random: if you fail the fourth and last mini-game prompt against Cleopatra, a
    rather sensual non-standard game over happens!
    Speed strategy: at the climbing section right before Cerberus, there's a big
    chain you have to break to get through. You can destroy it without having to
    swing to and fro on the rope by jumping once towards it, breaking it with a
    short sequence of hits, then using air grab to do another air jump and getting
    enough momentum for reaching the swing point. After swing point, just let Dante
    fall until you hit the rope below.
    Video demonstration:
    1, AKheon's vid (at about 1:10)
    11. Descent into Gluttony
    Wasted potential: you can drop over to the Cerberus battle arena over the wall
    using Redemption jump, but nothing in particular happens. The fight simply
    doesn't start.
    Wasted potential: if you're precise, you can actually knock out the middle head
    first. It gets a R2-prompt over it momentarily, but it's useless since your
    grabs won't hit it!
    Video demonstration:
    1, Akheon's vid
    12. In the Cold Mud
    Fight skip: you can skip the fight against the first Glutton by polevaulting
    over the left-hand walls twice, falling to your death. On retry, the game
    resumes from just after the fight.
    Video demonstration:
    1, AKheon's vid
    Sequence break: skipping of the mirror room
    Over time we've come up with several different ways of skipping this perplexing
    room. First was one was a difficultly timed polevault that lands half on top of
    the invisible wall on the right side of where you start. From there, you could
    just jump on top of the rotating platform and get to the end without actually
    solving the puzzle. Later on we realized that it's easier to aim towards the
    corner adjacent to the exit, allowing Dante to get out with just one jump and
    no need for the moving platform.
    Then Findlestick found what is so far the simplest way: doing a lift-up and RP
    to the corner adjacent to the exit. Dante barely slips over the invisible wall
    and from there you can just jump to the portal.
    Video demonstration:
    1, AKheon's vid of polevaulting method 1
    2, AKheon's vid of polevaulting method 2
    3, Findlestick's vid of RP method
    Random: during the top-down view, if you long jump over to the other side of the
    room without pulling the nearby switch, you'll find that the other side of the
    room doesn't seem to have floor collision in it yet. And fall down.
    13. Descent into Greed
    Sequence break: right at the very end of this section, there's a large circular
    platform with molten gold below it. Done normally, you'd have to fight a timed
    battle on the platform. This battle can be skipped by doing a high jump from
    outside the rim, ending up on top but outside bounds. From there, jump towards
    the extending bridge and Worldly Splendors-save point. You probably won't make
    it because of the walls in the way, but get close enough to touch the next
    platform so that the game checkpoints you. After death, you're free to continue
    on your way with this section skipped.
    Video demonstration:
    1, AKheon's vid
    14. Worldly Splendors
    Sorry... nothing here yet.
    15. Hoarders and Wasters
    Sequence break: before the riding section, there's a part where you have to
    fight a new enemy and pull a switch. This can be skipped by jumping over the
    left-hand wall and suiciding! Checkpoint retry brings Dante to the moment when
    the ride is about to begin.
    Video demonstration:
    1, AKheon's vid
    Sequence break: at the very end of this part, after the long riding section,
    you can do a jump to reach the Ill-giving and Ill-keeping-save early. It takes a
    slight swerve to get around the large block, then a weak air attack to
    polevaulting to make it.
    Video demonstration:
    1, AKheon's vid
    16. Ill-giving and Ill-keeping
    Sequence break: Plutus Chamber skip
    A rather large skip is possible near the start of this section. In the corridor
    where you can see a Beast pushing a block in the distance, do a high Redemption-
    jump to the walkway above. From there, suicide. On retry, you find yourself at
    the start of Lady Fortuna!
    Video demonstration:
    1, AKheon's vid
    17. Plutus Chamber
    Sequence break: skip Lady Fortuna
    Another variation to the myriads of skips of Greed, this was previously the best
    skip for the area since it allowed bypassing the boss fight of Greed along with
    several cutscenes and that boring beast ride section.
    During the fight at the rotating wheel, suddenly begin doing Redemption jump
    towards the exit door of the room. It takes almost the full 3 bars of
    Redemption, but at the top you are able to jump outside bounds and end up to the
    room right below the one you are now - incidentally, that's where the Greed
    finale takes place. If you did it right, you become checkpointed and after death
    continue right from where you should after defeating the Greed boss.
    Video demonstration:
    1, AKheon's vid
    18. Lady Fortuna
    Air climbingness: the climbing wall to the right of the Lady Fortuna save can
    be used to start an air climbingness glitch. There is a small collision flaw to
    the lower right corner of the wall. Start climbing on the wall from as right as
    possible. Rise up just a small bit: it should look as if Dante was partially
    climbing on top of solid stone. Before leaving the collision flaw area by going
    too high up, do a small clockwise movement with the analog stick, beginning
    from the top and ending to the right. If you were at the correct spot, Dante
    suddenly turns sideways in relation to the wall and leaves it. From here, you
    can go to a few places.
    If you backtrack to the area below, you'll eventually get stuck because most
    activation prompts of the area are inactive or absent, most noticeably the
    entire mechanism of Plutus creating temporary platforms is inactive.
    Sequence break: Findlestick discovered that using air climbingness here you can
    end up to the area just after Dante's father, effectively skipping much of
    Greed, including the emotionally harrowing boss fight. The best thing is that
    this skip is compatible with the formerly obsolete Plutus Chamber-skip, doubling
    your total skipping power!
    Video demonstration:
    1, findlestick's vid
    Wasted potential: using the air climbingness glitch you can go by the route
    that you'd normally have to go riding the beast (push the block and all that).
    However, it seems that the areas after Plutus Chamber don't load this way...
    maybe the trigger is tied to winning the fight?
    Video demonstration:
    1, findlestick's vid (from 2:30 onward)
    Other: after descending down to the beast fighting section, you are able to do
    Soul Shatter and actually hit the beast from far away! Once you proceed forward,
    the fight starts with the beast ready to be mini-gamed.
    Other: it seems impossible to avoid getting thrown off your beast by the beast
    rider that you see descend down the elevator.
    Random: I've read multiple accounts of a glitch at Lady Fortuna's beast riding
    section. In it Dante and the beast he is riding on fall down through the floor,
    usually at the rotating wheel room, ending up at the unloaded version of the end
    level or completely out of bounds. After death, Dante returns to normal gameplay
    from the checkpoint which activates after Greed boss, and the boss fight itself
    is completely skipped. It's another variation of this skip, although completely
    accidental... going out of bounds riding a beast sounds interesting, though.
    Wasted potential: escaping the Alighiero boss fight might not be possible,
    considering there are at least two high walls on the way and lava covering much
    of the ground.
    19. Sins of the Father
    Untested: wonder if it was possible to go through the Greed another round after
    finishing off Alighieri? Would take a big amount of infinite jumping to try it
    20. Descent into Anger
    Strategy: at the sinking platform battle in Anger, you can do a quick high jump
    to end up on the floor above, near from where the enemies jump out from and
    where is your next destination. If you stay there, you never have to fight this
    battle because the enemies die automatically as they sink or jump into the bog
    by themselves. Unfortunately this doesn't mean that you can actually skip this
    battle because there is a wall in the way that only clears after all the
    enemies are dead.
    Video demonstration:
    1, findlestick's vid
    Sequence break: by getting climbingness by high jumping onto the wrong side of
    a climbing wall here - the correct spot is right before the room with one stray
    puddle on the floor - you are able to climb your way past the tower section
    ahead. It's a huge time save, skipping many fights, the slow tower climbing
    section and two cutscenes.
    Video demonstration:
    1, findlestick's vid
    21. The Tower Signal
    Sequence break: at the very top of the tower, you are able to do a high jump
    and polevault through the area between the two small stretches of climbing wall.
    This causes you to fall all the way down, somewhere below the next save point.
    At this point you have to suicide by continuing falling down, but on retry the
    checkpoint whisks you to the next save, the tower finale cutscene and a bit of
    navigation skipped.
    Video demonstration:
    1, AKheon's vid
    22. Styx Marsh
    Wasted potential: it seems that the moment when Phlegyas emerges from the river
    and the QTE starts is tied to the moment when the ferry arrives to the next
    area. So while it is possible to cross the river while out of bounds (climbing
    glitch, or even running on the bottom of the river for a while! ...although the
    camera angles are a murder), it is not, to our current knowledge, possible to
    get to the next section successfully without riding the ferry.
    Wasted potential: I recall that it's possible to skip the last fight before
    Gates of Dis by jumping directly to the elevator, but the next section starts
    somehow glitched and you can't actually complete the section this way. (should
    be re-tested) 
    23. Descent into Heresy
    Speed strategy: at the rope section before Heresy, you can fasten things up
    considerably by using double RP for crossing a large gap, and then at the final
    stretch falling down instead of latching onto the pole and sliding down. The
    fires will hit you, but hopefully you have enough hit points to survive... It
    helps if you still hadn't purchased all the HP upgrades, because using them you
    can get full health on the fly.
    Video demonstration:
    1, AKheon's vid (at about 1:29 in)
    Speed strategy: in the first fight after arriving to Heresy, you can use the
    flames to quickly kill the demon enemies.
    Wasted potential: during the second fight, you can't touch the flame switch
    until the first batch of enemies is dealt with. Then, after turning off the
    flames and approaching the door, the door (and the flame switch) lack a prompt
    until you've won the entire fight.
    24. Flaming Tombs
    Fight skip: a simple way to skip the first fight after the save point is to jump
    back over the barricade that rises up and save the game. On reload, the fight is
    no more.
    By nearly the same means (this wall is a little higher) you can also get past
    the gate that leads you to the statue blocking your path. But it is too high to
    get over, at least without some hardcore infinite jumping.
    Video demonstration:
    1, AKheon's vid
    Other: you can mess up loading triggers and go OOB in the room where you have to
    push a box under the kettle. You must do a high jump at the back end of the
    room, right side. You can use the box to gain the needed height easier. You can
    tell that it worked if after backtracking a bit the camera angles work strange.
    It seems the game loaded the data of a future area while leaving the room you
    came from unloaded, and from there you can jump OOB. It's currently unknown if
    this trick could come in handy.
    Video demonstration:
    1, UTPisOnline's vid (discovered this trick)
    Sequence break: skip statue puzzle at Heresy
    Do a high jump over the climbing wall to the right of the save point - a normal
    redemption jump is enough. Jump over to the backside of the wall, and try to
    climb down the wall. If you're careful, you'll start the air climbing glitch.
    From there, the route is pretty direct for getting past the big statue and into
    the next area, although it might be tricky to get back in bounds. (more detailed
    instructions may be added later)
    Findlestick uncovered an interesting side effect of doing this skip and dying
    repeatedly in certain circumstances - you actually warp back to near the start
    of the game for some reason. You at first must go out of bounds at the climbing
    wall, then jump back in bounds through the broken wall near Followers of
    Epicurus save. Proceed on to the next room, but get killed in the chasm there.
    After death you're back at the Tombs checkpoint. Then get killed in a fight with
    the enemies near the Tombs save point. Then, after retry, jump out of bounds
    over the climbing wall. That should be it... keep in mind, though, that this
    trick hasn't been tested much yet, and that results might wary.
    Video demonstration:
    1, findlestick's video
    25. Followers of Epicurus
    Nothing yet... it's a pretty short section.
    26. Descent into Violence
    Speed strat: at the first stretch of horizontal ropes, you can drop down
    directly from the topmost rope to the third rope if you aim a RP well, saving a
    little bit of time.
    Sequence break: skipping the wheel turning
    It's a pretty slow ordeal to rotate the minotaur three times. Fortunately this
    whole section can be bypassed by just jumping right next to the big chain that
    you must whack through, activating redemption and doing Diabolic Rupture over
    and over. Dante stays in air while on offensive and the chain is destroyed with
    no problems. After that, there's some floor below you where the chain was, and
    using that you can reach the next sliding pole.
    Video demonstration:
    1, AKheon's vid
    Speed strat: you can kill the Arch Demons faster by luring them flying over the
    chasm between the two fiery platforms and then knocking them down (with the
    cross combo finisher for example).
    Sequence break: skip the 2x Arch Demons fight and the entire Woods of Suicide
    You can start air climbing glitch at the climbing wall during the 2x Arch Demon
    fight. Do a redemption jump and hope you're not interrupted. Get on top of the
    gate blocking the south exit and jump a little below you towards the climbing
    wall - this should suffice. From there, go directly towards the Woods. You come
    across an invisible wall that you must first go over, but then push back against
    it from the other side to move Dante's climbing rail to a better spot. If done
    correctly, it looks like Dante is slowly inching towards the woods in the
    distance ahead. After a while, you'll notice that the entire next area loads in
    the distance to your left. Down and left to reach the save point of the area.
    Continue left to have things load at the other side of the invisible wall (where
    the Woods of Suicide main area is). From there, rise over the walls. The route
    is pretty direct for reaching the Abominable Sands. Although some ground
    graphics are missing, you can progress like normal from here.
    Video demonstration:
    1, findlestick's video
    27. The River Phlegethon
    Wasted potential: at the suicide fruit tree blocking your way to the pivotal
    fight of the area, you can actually get quite far into the suicidal aura using
    RP. Unfortunately it seems that there's an invisible wall blocking your path
    anyway, so a skip is not possible like this.
    Sequence break: loop skip
    You can skip the little loop that leads you back to the main suicide fruit tree
    by jumping over it with either redemption or infinite jump. There's also some
    odd collision in your way that you can get sometimes past using RP. This skip
    isn't particularly useful, though, since you could just use your hard-earned
    redemption to do the next skip instead.
    Also, you must suicide or save/reload first to be able to even break the suicide
    fruit pod, reducing the amount of time this skip can save.
    Video demonstration:
    1, AKheon's vid
    Sequence break: skipping the end parts of Woods of Suicide
    You can see the bridge leading to Abominable Sands from the middle of the little
    loop, and using redeption jump get there early. Jump by the side of the bridge
    and try not to fall down. Eventually Abominable Sands loads and you can death
    abuse to end up back inside bounds. All the scenes with Dante's mother (and the
    fight leading up to it) are skipped!
    Video demonstration:
    1, AKheon's vid
    28. Violence
    Random: the lowering of the suicide fruit structures in the big fight of the
    area seems to be scripted to each new enemy wave instead of being a time-based
    29. The Abominable Sands
    Random: from the platform where Brunetto Latini resides, you can jump to the
    right and forwards to reach a small invisible platform.
    Sequence break: the abominable sands platform pushing scene can be skipped with
    an ascended high jump or redemption jump.
    Video demonstration:
    1, AKheon's vid (at about 2:25 in)
    30. In the Name of Murder
    Wasted potential: if you do redemption jump before climbing down, you have a
    chance to fall around the boss fight platform and into the nothingness below.
    Unfortunately nothing seems to come out of this.
    Random: you get a full health and magic refill after the boss fight... nice!
    31. Malebolge 1
    Wasted potential: the wall to the arenas are high, and last we checked, they
    couldn't be got over using redemption jump. Now with infinite jump it might be a
    different matter, though...
    Wasted potential: you can jump over most of the doors leading to the challenge
    chambers in Malebolge. As a result the code for moving platforms, etc. is not
    loaded and you most often can't proceed to the challenge itself. But if you do,
    the challenges seem to work normally.
    Untested: it might be possible to skip some challenges on this wretched level
    using air climbing. But trying it will have to wait until a next playthrough...
    32. Malebolge 2
    Wasted grinding potential: the Malebolge 2 challenge gives you an infinite
    amount of absolvable/punishable enemies, but they stop giving you holy/unholy
    points pretty quick.
    33. Malebolge 3
    Wasted grinding potential: Malebolge 3 challenge also prevents grinding by
    making enemies stop giving you holy/unholy points after a short while.
    Speed strategy: at the rope section after Malebolge 3, you can skip using the
    other rope and the climbing pole by just letting go of the rope and gliding to
    the next floor using air Righteous Path.
    34. Malebolge 4
    Wasted grinding potential: like the Malebolge 2 and 3, this challenge also stops
    giving you holy/unholy points after a short while.
    35. Malebolge 5
    Random: the civilians in the challenge are indestructible to your attacks,
    although copious amounts of blood spurt out if you strike them. They're also
    ungrabbable. After beating the challenge, if you die and return to this
    checkpoint, they are gone!
    Speed strategy: at the rope section after Malebolge 5, you can skip some ropes
    by dropping down straight to the last one. The positioning is pretty easy once
    you get the hang of it.
    36. Malebolge 6
    Nothing to say about this one so far.
    37. Malebolge 7
    38. Malebolge 8
    39. Malebolge 9
    40. Malebolge 10
    41. Descent into Treachery
    Other: in the battle in front of the wind-blowing titan, Dante keeps sliding
    towards the chasm's edge even during mini-games! Fortunately the game devs have
    prevented you from falling down in a mini-game.
    Speed strategy: you can take some cut some corners crossing the treacherous ice
    in order to speed up your walk.
    42. Lake Cocytus
    Strategy: having Holy Shield, Lust Storm or redemption-mode on allows you to
    wail at 2nd fight Lucifer with cross attacks without getting interrupted and
    damaged by the flash. 
    Random: at the very end of the 3rd fight, nothing happens even if you idly wait
    by while Lucifer does his apocalyptic boasting and charges power. However, you
    do get heavily injured if you walk into the fire pillar.
    43. Game Completed
    This save is actually just the credits screen, so it might be difficult to find
    glitches in it.
    44. (a.k.a Resurrection Mode)
    Random: when starting a Resurrection Mode-game, your magics switch places.
    Annoying. And to top it off, all your magic and Redemption is back to zero. Even
    if you completed the game with any in reserve. This means that in a speedrun you
    can't do redemption jump in a while (although, optimally this doesn't matter
    because you have infinite jump).
    4. Legal information, contact info, credits, etc.
    Copyright  2012 Hannu Ratilainen
    All text is available under the terms of the GNU Free Documentation
    All trademarks and copyrights contained in this document are owned by
    their respective trademark and copyright holders.
    Newest version of this guide will always be at GameFAQs, so check there if
    you're not certain.
    For contacting, try the authors' Youtube-accounts.
    Findlestick also has a Twitter-account.

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