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    Glitch FAQ by Akheon

    Version: 5.1 | Updated: 05/25/15 | Search Guide | Bookmark Guide

    God of War glitch FAQ
    v. 5.1 completed 25. 5. 2015
    Compiled by AKheon, found out by countless people.
    See the end of file for more information.
    0. Contents:
    0. Contents
    1. Introduction
    2. Abbrevations & glossary
    3. General gameplay glitches
    4. Glitch playthrough (level-specific glitches)
    5. Misc. info and some listings
    6. Credits, legal information, contact info, etc.
    Version history:
    v. 5.1 (25. 5. 2015)
    - updated things here and there.
       File size: 257kb.
    v. 5.0 (3. 12. 2014)
    - another larger update. Rewrote stuff all around, especially at the techniques
      section. I tried to clean things up and make the FAQ less heavy reading.
    - added new God of War speed records to the listing.
      File size: 256kb.
    v. 4.7 (2. 9. 2014)
    - small updates around the file.
      File size: 243kb.
    v. 4.6 (14. 6. 2014)
    - some more useful updates around the file.
      File size: 235kb.
    v. 4.5 (7. 6. 2014)
    - another big update!
    - wrote a new intro.
    - abridged the version history.
    - revised a lot of text.
    - added time tags to video links.
    - fixed broken video links.
    - added an easter egg or two.
      File size: 223kb.
    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. 1.0. (23. 3. 2008)
    - Listed the general gameplay glitches
    - First version
            File size: 29kb.
    1. Introduction + version history
    Q: Why write a glitch FAQ?
    A: Because this game has loads of glitches and other interesting stuff of which
    to tell about.
    In speedrunning terms, God of War could be said to be "broken". You can skip
    entire levels in it and accomplish other unusual feats like never get any other
    magics or weapons than the trusty Blades of Chaos you start with. While the
    speed trophy for this game wants you to complete it under 5 hours, it's
    possible to complete it in under 1 hour... if you know what to do.
    Even beside that, God of War is mechanically a bit quirky and there are
    many glitches in it. Some are random and a plain annoyance while some are
    useful for exploits, or just fun to much around with.. Doesn't hurt to know
    about them in the process. Heck, you can squeeze many more fun hours out of
    any game with good glitches!
    While this file is called a "Glitch FAQ", it also lists other interesting
    tidbits about God of War like easter eggs. So hopefully this file has something
    for everyoneone who want to dig deeper into the world of God of War and find
    something new in it.
    2. Abbreviations & glossary
    Abbreviations: (the most common ones)
    GoW = God of War
    BoC = Blades of Chaos
    BoA = Blade of Artemis
    PR = Poseidon's Rage
    MG = Medusa's Gaze
    RotG = Rage of the Gods
    ...and so on for the most important gear or attacks.
    § = 'note to self', something to be tested or modified later.
    RTA = Real-Time Attack. A term for a speed run which is timed in real time,
      in comparison to timing a run from in-game time.
    c: = credits to
    Glossary - some basic terms that are useful to know:
    Launch / Lift-up =
      An attack with which you launch enemies in air. For example, the basic
      ascension that is done by holding down triangle. You can lift Kratos up in
      air during most launchers too.
    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.
    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 the basic roll are two examples of a move that have i-frames to them.
    Tricking =
      A little more esoteric term that in this FAQ refers to manipulating enemy
      behaviour by either using scenery (for example hanging on ledges) or switching
      weapons repeatedly. Enemies seem to lose their will to fight when you do this.
    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.
    Minigame-grabbable =
      Most enemies can only be grabbed when they have 'O' (a circle) above their
      head, so this is the term for such an enemy.
    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).
    Sweet spot =
      A place in the game area to which your enemies can't reach or are otherwise
      blind 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.
    Fastest known speed records of God of War 1?
    - Segmented runs:
    Segmented run means that you play the game through as quick as possible in
    multiple parts. The player is allowed to save and retry parts of the game as
    he goes as many times as he wants to get a very optimized final time. Segmented
    runs are usually timed with the game's in-game timer, if one exists.
    Vipeazone's run:
    Vipeazone Style from China made a segmented any% NG+ run (Easy-mode, Tycoonius)
    with the final in-game time of 49 minutes 58 seconds. The full run isn't
    viewable anywhere, as far as I know, but there is a narrated compilation of all
    the used skips and speed strategies here:
    The playing seems very high quality. The absolute newest skips and optimizations
    are missing, but it remains the best segmented run that exists at the moment.
    Ballofsnow's run:
    For a classic glitchless segmented speedrun on God-mode, you might do well to
    refer to Ballofsnow's old 2006 run. It was made before the big glitch
    discoveries, yet remains a somewhat solid run to this day. In-game time at the
    end is 2:16:23.
    - Real-Time Attacks:
    So what is a RTA? Doing a RTA you play through the game in one go and time your
    playing with a precise timer. Real time and in-game time timings work quite
    differently in God of War, so these categories may use different tactics and
    can't therefore be compared to one another exactly.
    There now exist leaderboards of RTA records on God of War-games at Speedrun.com
    so check them out if you want.
    Any differences between the PS2- and PS3-versions of God of War?
    Yeah. The differences are subtle, but they're there.
    The developers didn't go out of their way to fix any glitches from the game in
    the HD-version, but the increased frame rate does effect how some of the central
    game mechanics work. As a rule of thumb, I would say that most tricks that
    involve going through walls or abusing small collision flaws are more difficult
    to do on PS3, while the game physics are slightly more lenient on PS3. This
    forces to switch up some tactics depending on what version you're playing on.
    3. General gameplay glitches
    A. Jumping tricks
    Just being able to jump higher or longer than you're supposed to can produce
    surprisingly destructive results in action-adventure games. God of War is a
    good example of this with its complex jump tricks that are almost an art form
    in themselves.
    Some basic facts:
    - Kratos can jump only two times in a row. The first of his jumps is a ground
    jump that is in some ways slightly less powerful than the second jump.
    - Landing on ground even for an instant resets Kratos' jump count. Other than
    that, there is no known way to get more than two jumps in air.
    - If Kratos starts falling down by running off a ledge, that counts as a jump
    and you can only use the second jump after that. Any attack that lifts Kratos
    off the ground also counts as a jump.
    - Almost all of Kratos' air attacks are affected by his ever diminishing air
    momentum. Eventually even an attack that takes Kratos upwards in air won't
    help in gaining height and Kratos will plummet down.
    So what to do with all this knowledge?
    Technique 1: "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, an attack that takes Kratos high
    up in air, since it gives you the highest possible height gain with only one
    After having ascended you still have your second jump to use. However, you
    can't jump directly after an ascension. Now you have to do some attack that
    allows Kratos to jump afterwards, most commonly the air square attack since it
    is fast and easy to perform.
    - Example of this technique: an ascension, air square attack, jump.
    The biggest problem is that Kratos keeps descending during the air square
    attack because of sub-par air momentum. Not by much, but that already reduces
    the height potential of this tactic. We can do better! Still, this jump can come
    in handy in some rare situations, like before Kratos gets magic.
    You get the most height out of this jump if you start with the normal BoC
    ascension, then wait until Kratos is at the maximum height before pressing
    square and jumping. While it's easier to just buffer the square air attack
    early on during the ascension, you don't get as much height that way.
    1, satvara's video of using high jump for a skip:
    Technique 2: "PR High Jump" (c: satvara)
    Poseidon's Rage is a rare type of move that resets Kratos' air momentum. So
    if you do that after the ascension, Kratos will stay in air far better during
    the air square attack.
    - Example: an ascension, PR, air square attack, jump.
    This is a handy basic technique all around the game that gives you pretty nice
    height and doesn't require upgrades to pull off. Another bonus is that there
    are often invisible ledges all around the world of God of War which Kratos can
    grab on to and gain even more height that way!
    If you have Lv. 3 Blades, you can do air Cyclone of Chaos in lieu of the basic
    air square attack to lose slightly less height.
    Technique 3: "Apollo's High Jump" (AHJ) (c: AKheon)
    Taking everything out of your air momentum is important. Doing attacks as soon
    as possible after jumping makes Kratos' jumps that much more effective. One
    move that especially benefits from strict timing is Apollo's Offensive, done
    with L1 + X and learnt at Blades Lv. 2.
    So try this after the previous high jump motion: instead of just doing a normal
    jump, do a jump instantly followed up by L1 + X.
    - Example: an ascension, PR, air square attack, jump, *instantly* L1 + X
    If you do this 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 invisible ledges Kratos could
    grab on to with the basic PR high jump.
    Rarely Kratos can also pass through ceilings using AO, so there's little to not
    like about this move.
    1, kevbew63's vid
    Technique 4: "Blade of Artemis High Jump" (c: satvara)
    You get Blade of Artemis a little before the half-way of the game. This weapon,
    while technically optional, is such a great asset for high jumping that it
    shouldn't be missed.
    BoA attacks are very resistant to gravity and you can stay in air indefinitely
    by just doing the basic BoA air combo and casting a PR in between to reset your
    air momentum.
    - Example: a BoA ascension, square, square, circle, PR, square, square, circle
    You move both forward and upward at a pretty fast pace during the jump, making
    BoA the best tool for the longest and highest of jumps. If you have infinite
    magic from the Dairy Bastard costume as well, you can continue doing this jump
    infinitely and thus can gain infinite height with it!
    1, satvara's original video of BoA high jump tactics:
    More details about BoA high jumping:
    Using Poseidon's Rage Lv. 1 is recommended for BoA high jumping. It doesn't
    cost as much magic as the higher level PRs so it can be used more times before
    running out of magic. Even though you can give yourself regenerating magic
    using a glitch, your magic is still effectively finite and it helps to have
    a more cost-effective version of PR at your disposal.
    One oddity with using PR with BoA active is that PR will randomly cut short
    at times. This is good in the sense that it shortens the PR animation and makes
    your high jump faster. This is bad in the sense that regen magic will not have
    as much time to replenish Kratos' magic and the high jump will ultimately be
    shorter. Just be prepared for this random element.
    There are a few drawbacks to BoA high jumping as well. One is that you can't
    jump after BoA air attacks, making your high jumps less flexible to control.
    BoA also doesn't have any snazzy jump finishers like Hermes Stomp or Apollo's
    Offensive... But there is a remedy to this.
    Technique 5: Fuse glitch in high jumping (c: AKheon / BigVEE)
    There's a thing called the Fuse Glitch with which you can start doing BoC moves
    even while holding BoA. You can do it either on ground or in air, and doing it
    in air really helps mix things up with high jumping.
    First, with BoA equipped, do a Gorgon Blast (needs Lv. 2 Medusa's Gaze) or
    Zeus' Fury bolt in air, then start blocking. Now the glitch is active, and you
    should see the fiery red BoC graphics on Kratos' hands at the same time he is
    holding BoA. If you now do L1-attacks and afterwards basic attacks, they are
    BoC's instead of BoA's. Using your double jump or landing on ground after
    letting go of L1 ends the glitch.
    So, using this glitch in air makes BoA jumps much more versatile. You can
    start BoA high jump from your first jump and later use your double jump in air
    to instantly improve your air momentum and gain more height. Or you can use
    BoC jump finishers like Hermes Stomp to gain more length. It's a very useful
    trick to know and adapt into your jumps.
    1, AKheon's example of a fuse BoA jump:
    Technique 6: "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.
    Sometimes you also don't want to use PR in your high jump since it resets both
    your vertical and horizontal momentum. For instance if you had running momentum
    while starting the high jump, PR will basically ruin it in an instant. Use
    Gorgon Flash as a substitute for PR instead - it takes less magic, is faster to
    cast and is aerodynamically very friendly.
    You can still reset your air momentum at any point by using PR instead of a
    Flash. And as mentioned, Gorgon Flash directly leads to Fuse Glitch if you need
    it, making this jump tactic very versatile and customizable.
    - example: jump (with BoA active), s, o, Flash, s, o, Flash...
    The worst part about this jump is that it is at worst pretty magic-intensive,
    and you also need to upgrade Medusa's Gaze to learn Gorgon Flash in the first
    place. However, one massive bonus it has is that it doesn't necessarily need
    PR to gain tremendous height, which is good if you decide to skip PR in your
    God of War-run altogether.
    1, AKheon's vid
    Technique 7: Lenient Air Momentum (LAM) (c: AKheon)
    This tactic can be found in some form in all of the main God of War-games.
    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 if an L1-something
    attack or Army of Hades becomes interrupted. While normally a nuisance since
    this can happen 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. Unfortunately LAM disappears if you do an
    ascension or use your double jump, so while powerful, this tactic also has big
    limitations. Its main use is to make your first jump have extremely good air
    LAM is not that helpful with high jumping until you get BoA. Well, if you have
    Lv. 4 Blades you can start LAM, then do two Falling Helios in a row to get
    Kratos about as high in air as with an ascension, then use your double jump.
    This would be a good PR-less high jump for some situations... it's just that
    getting Lv. 4 Blades is not very convenient in a speedrun.
    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 LAM with BoA active
    works a bit differently, though. Either use Fuse Glitch or interrupt air AoH by
    landing on ground. In any case, LAM is a trick that is useful to know.
    If you don't jump instantly after starting LAM but instead run forward for a
    second, Kratos will get better forward air momentum. This is useful if you need
    to move forward as well as upwards with your jump.
    1, AKheon's vid:
    Technique 8: Air Grab high jump (c: BigVEE?)
    Finally, here's a small extra high jump that is done by first lifting up both
    you and a certain type of enemy in air. To be precise, the enemy has to be a
    mini-game grabbable legionnaire with a circle just appearing over its heads or
    a Gorgon or a Centaur. Then, after doing a successful air grab to them, you can
    follow up with a jump. This may not be higher than a normal high jump, but at
    least it needs no magic.
    About long jumps:
    Long jumps basically mean jumps that aim for maximum horizontal reach. Let's
    examine the different known tactics long jump tactics, shall we...
    Technique 1: using ledges (c: satvara)
    If Kratos does a jump while hanging from a ledge, his first jump has an
    absurdly good air momentum. Doing basic air attacks now lets Kratos fly a
    decent length in air. As simple as that.
    Doing BoC air square attack combo is especially helpful and easy for extending
    your jump length.
    1, KevBew63's demonstration:
    Technique 2: using Hermes Stomp
    Hermes Stomp is a good jump finisher if you're not planning on grabbing onto
    ledges at the end of your jump. Kratos flies diagonally forward and in most
    circumstances doing this to finish off your long jump is helpful.
    Technique 3: using Apollo's Offensive (c: satvara)
    It turns out that Apollo's Offensive is very good for long jumping purposes as
    well. Doing the attack repeatedly lets Kratos fly noticeably further than if
    you just did a normal jump without any attacks. This tactic is sometimes called
    Apollo's Long Jump (ALJ).
    Remember that doing attacks as quick as possible after a jump helps in gaining
    more out of your air attacks. So time your AOs well.
    1, satvara's vid:
    Technique 4: using LAM (c: AKheon)
    The original use for LAM was in doing long jumps. LAM works really well in
    conjunction with Apollo's Offensive, allowing you to do even more AOs in air
    before Kratos starts losing height.
    Remember to run for a second after starting LAM to get good forward momentum
    for your upcoming air attacks.
    Technique 5: adapt things
    High and long jump techniques can be combined in all sort of ways to gain both
    height and length. This game is fairly complex in its mechanics and there is a
    lot of room for the player to use his or her creativity for adapting good jumps
    for different situations. Consider that some new jump configurations are still
    being discovered in this game to this day...
    One pretty good rule though is to never use ascensions if you're aiming to do
    a long jump. You usually need a good forward momentum for a long jump, and you
    only get a good forward momentum from a running jump.
    Technique 6: Enemy attack momentum jump (c: tyrhhjy)
    A nifty way for flying long horizontal distances is to get hit by enemy attacks
    while airborne and Rage active. Depending on the attack, Kratos gets a huge
    speed boost to his jump without becoming knocked down, and as a result flies
    away a long distance. Could come in handy in some specific circumstance.
    1, AKheon's vid
    More about infinite jumps:
    Technically this game has an infinite jump, but you need Dairy Bastard to keep
    fueling the jump with infinite magic.
    With BoC, there is one attack that gives Kratos height every time you do it,
    and that is L1 + triangle. So, just do that and PR repeatedly to keep rising up
    in air. You can keep doing this as long as you just have magic.
    With BoA you have a better infinite jump. We covered it already, but it's
    basically doing the BoA basic air combo with PR in between the combos. This
    lets Kratos rise up in air quite well while also moving forward.
    If you want, you can also count air swimming as a sort of infinite jump tactic.
    But more about that later on...
    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.
    For escaping the room you need either Lv. 2 Blades (for small AO high jumps) or
    PR. By doing high jump in front of the doorway of the room you'll hit an
    invisible ledge that you can stand on. Do another high jump from there, and
    you'll get on top of the room. Just be careful not to fall out of bounds from
    there. Do a double jump to reach the corridor ahead, and you're set... Now you
    can play the rest of the game with regenerating magic.
    Be thankful that we no longer have to do regen magic the old way. It involved
    doing a high jump to get back on the higher ground where you entered the room
    from. Then, you had to jump over the wall and inch your way to the next area
    while half out of bounds... that was very precise and not very fun stuff. You
    can see the original version below as well, if you're curious.
    1, easy regen magic by KewBew63:
    2, satvara's original regen magic video:
    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 easy to do, at other 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 why this
    glitch can feel a bit limited at times:
    Reason 1. You typically need Poseidon's Trident to make use of this glitch. The
    reason you need it is because you can't dive beneath water surface without it,
    and there isn't much to do if you're just stuck on water surface level.
    In case you were wondering, swimming off water surface when it ends abruptly
    makes Kratos rise up in air uncontrollably and you can't continue. This should
    be avoided, if possible.
    There is water in almost all levels in the game, but the nasty requirement of
    Trident prevents you from starting swimming glitch before Challenge of Poseidon.
    Except... nowadays you can.
    There is an alternative way to dive beneath water surface, and that is to get
    pushed beneath water surface using some collision. This is only possible at a
    few opportune places, but hey, this means that now we can do large skips using
    air swimming before getting the Trident too!
    Reason 2. Not all water can't be used for starting swimming glitch. In some
    levels you can't really touch water surface without accidentally slipping back
    in bounds because of how the collision is formed around the water pool. Also,
    not all that looks like water is actually water. Some splashy areas are just
    visual effects that can't be used to start swimming glitch.
    Reason 3. You can't operate switches or open gates or push anything while air
    swimming. 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 new cool sequence breaks
    would've been possible.
    Reason 4. You can't stop swimming when you want. You must always find 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 slightly angled
    collision like 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 don't update automatically while swimming, reducing
    your visibility quite a lot in most cases. If you enter Select-menu, the game
    will update the camera but that doesn't work if you're too far out of bounds.
    Reason 6. You are completely powerless while swimming. 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 many 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 in this
      game. 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.
    - Some obstacles and collision do not exist if you have a wrong camera angle.
      So, with camera manipulation you can in fact skip some obstacles in your way
      while swimming glitch is on. This tactic is used when swimming through Gates
      of Athens in the current RTA route, for instance.
    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:
    1, AKheon's vid of swimming at Challenge of Hades:
    2, AKheon's vid of swimming at Challenge of Atlas:
    3, satvara's vid of an early swimming glitch at Port of Athens:
    "The opposite of 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 - either the prompts aren't there or you lose control of Kratos after
    having used the switch. Either way, it's a no-go.
    Glitched jump out of water - A.K.A. "Uber jump" or "XXL jump" (c: GMG)
    If Kratos enters water in a specific way, he can cancel an upwards dash out of
    water by using his ground jump. This causes him to gain a crazy momentum boost
    and a lot of height in the process. Too bad opportunities to use this jump
    are pretty few in this game, but at least the glitch is fun to look at.
    So basically, you need to run into the water. Just calmly run into it. If you
    jump into water so that Kratos starts diving, this glitch doesn't work. Doing
    any attacks while landing in water also won't make the glitch happen.
    After entering water correctly, dive a little so that you're close beneath the
    water surface. Then do an upwards swim dash. As Kratos emerges through water
    surface, quickly press X to use your ground jump to have Kratos fly very high
    in air. At the top, he can still use his double jump for even more height gain.
    This jump also effectively also works as a 'dash', breaking walls or
    stonefrozen enemies if you happen to hit them.
    There is also another type of glitched jump that can be done in water. See
    below for it.
    1, AKheon's demonstration:
    2, Satvara's video of using this trick in a speedrun:
    Momentum glitch jump (c: GMG)
    By doing upwards swim dashes interrupted with grabs, something very strange
    happens inside Kratos. The momentum from the interrupted dashes keeps increasing
    exponentially, first making Kratos do extremely long, nearly uncontrollable
    dashes with hyperactive hand motions. If you continue interrupting swim dashes,
    soon Kratos' animation goes completely motionless while the dash continues.
    This is a good sign that you should be careful now, because continuing doing
    the glitch will soon slow the game down to a crawl or might even crash it.
    Anyway, if you have charged up this glitch momentum, you can cause Kratos to
    fly very far away by diving out of water and grabbing at the same time. You
    need to be at a correct distance from the water surface before doing this,
    though. With enough glitch momentum, Kratos will even fly through walls and
    you can't control him at all!
    To steer Kratos you need to aim to the opposite direction from where you want
    to go to when doing the swim dash. Sometimes the glitch momentum can become
    drained away hitting the water surface in a wrong way, so be mindful of that.
    Going on ground and doing some ground actions like opening a chest can also
    end the glitch.
    1, AKheon's vid of showing different outcomes of momentum glitching:
    "Underwater rush speed tactic"
    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.
    "Strange things of dying in water"
    If you die and then drop down into water, Kratos' 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.
    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.
    "Passing through water surface"
    You can pass through water surface using Lenient Air Momentum. Get LAM 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
    1, AKheon's vid
    "Other minor water glitches & tricks" (partially written by GMG)
    - "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 Kratos will
    alternate between swimming and standing. Whipping out Zf/Medusa will change the
    effect slightly, as will blocking. It is also altered by having Artemis out
    - "Slope Rush" - Rush into a slope for a brief run.
    - "Fast skim" - rush then ascend to the surface.
    - If you grab enemies while swimming, they will bleed heavily but receive no
    damage. This is only possible during swimming out of bounds.
    - If you start grabbing a ledge while ascending to the surface, Kratos will
    grab the ledge, but whenever directing away from it, he will turn 180 degrees
    and hang on nothing. Just a graphical glitch.
    - As a passing mention: blood effects are the same underwater as they are on
    the ground. Looks cheap.
    D. Angled surface glitches:
    By angled (or "crooked") surface, I mean a special type of collision surface
    which makes 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.
    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.
    If you have a good momentum, this glitch can be abused to hastily move over
    areas with a lot of crooked surface. Kratos' speed can be irrationally high
    when doing this, making the whole tactic look odd. Gain momentum by doing a
    well-timed Hermes Stomp or a grab or other air attacks when landing on the
    crooked surface.
    This kind of movement is still a bit limited since your jump counter is not
    reset at any point. Also, you are dependant on having good momentum to move
    at all. But read on how to do more with Gliding.
    1, AKheon's video of using Gliding at Gates of Athens:
    "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 not to ruin it.
    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. It can be a bit unreliable, so 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, allowing a few new tricks to be done.
    1, satvara's vid of doing a big Gates sequence break with Poseidon Jump:
    2, AKheon's vid of doing a variant of Harpy Temple skip using this trick:
    "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.
    1, AKheon's vid:
    E. Misc glitches
    "Music glitch"
    What this glitch means is basically that the Rings of Pandora background music
    will get stuck after you visit that map. The track will then continue to play
    alongside all other game audio until you reset the console. This glitch happens
    automatically and there's nothing you can do to prevent it either, although I'm
    not sure if it happens in every version of the game.
    Having the music glitch active causes your PS2 some extra strain since the game
    is forced to stream more music than expected, making everything load slower than
    normal. The extra loading time is not noticeable on the PS3 version, though.
    While the Rings of Pandora background music is nice to listen to, generally the
    music glitch is just a hindrance to the player with the longer loading times.
    The only potential use music glitch has is that you can do some skips with it:
    if you're fast, you are able to get past some obstacles before they load. That's
    something, at least.
    For more information, you can read a full-fledged Music glitch FAQ here:
    1, AKheon's basic overview of the music glitch:
    2, AKheon's video of doing a skip with the music glitch:
    "A few words about skipping loading triggers"
    The game loads its areas mostly in realtime. When Kratos steps to a certain
    invisible trigger in the level, the next area begins to load. By skipping one
    of these triggers you will not be able to proceed, but instead are confronted
    with emptiness where the next section should begin. It's not useful except in
    some very specific cases, though. Well, if something like this happens to you,
    now you know why.
    "Black-out time glitch" (c: AKheon)
    You know when the game is loading, but you can already start moving although the
    screen is still black? Let's call this time "black-out time". You most often see
    it when loading a game from the main menu, but you can artificially create it
    by upgrading Blades and then retrying. So what makes it so interesting?
    During black-out time, Kratos can pass through any triggers in the game world
    without them activating! It's a cheap way to get past some fights without them
    starting, for example, if there's a checkpoint right before where the fight is.
    Just upgrade Blades, retry, then quickly roll past the trigger before gameplay
    starts as normal. It's as if the fight never existed.
    The biggest increase in black-out time comes from upgrading Lv. 1 Blades to
    lv. 2 Blades, likely because you get Rage of the Gods and the game has to
    load some extra data pertaining to it. None of the non-Blades upgrades give you
    any black-out time, though, which is too bad.
    Another way to create black-out time is to become checkpointed in air. If you
    now retry from the checkpoint, the screen stays black until Kratos' feet hit the
    ground. It can sometimes come in handy if there is a trigger right beneath
    Kratos that you want to get past.
    Air black-out time can overlap with upgrade black-out time to a degree. But
    still, your best chances for actually using this trick for good is by sticking
    with load game black-out time or upgrading black-out time.
    Here's a list of what gives you black-out time and how much. Note that these
    times can vary for unknown reasons.
    Loading a save from main menu =         more than 2 secs.
    Upgrading Lv. 1 Blades to Lv. 2 Blades =         1.2 secs.
    Any other Blades upgrade =                      0.9 secs.
    Checkpointed in air =                       varies a lot.
    The bad part is that the power of this trick is directly tied to the locations
    of checkpoints and save points in the game. In some instances you can manipulate
    where checkpoints appear, giving some leeway, but save points are pretty much
    fixed and you just have to accept it... at least until a glitch is found where
    you can save wherever you want. That would be quite convenient!
    To elaborate, it's possible to move many common checkpoints around the levels
    by being in air while hitting them. This way you delay them activating until
    Kratos hits ground again. With long jump techniques, you can move checkpoints
    closer to triggers that can be skipped with black-out time...
    Other notes:
    - Aside cutscene and other event triggers, you can also go past death collision
    and some map transitions during black-out time.
    - If you retry a checkpoint from far away to your last checkpointed location,
    the game is forced to load longer than usual when retrying... but it isn't
    black-out time and you can't move during it.
    - Apparently there are some differences between game versions where checkpoints
    are moved around or save points disabled at certain places... this means that
    different game versions have unique skips with black-out time.
    - At least on PS3, the music glitch doesn't help with the black-out time length.
    1, AKheon's vid of skipping the first Cerberus fight using this trick:
    2, AKheon's vid of glitching at Pandora's Guardian using this trick:
    "Petrification glitches"
    - 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 or other angled surface below him, he
      has a chance to survive. This is one of the few ways to end swimming glitch
      in this game.
    - 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.
    1, AKheon's vid of these two entries:
    - Enemies still target Kratos if he was stonefrozen and shattered by a Gorgon,
      and you can hear him grunt if he is hit.
    - Kratos can still examine prompts after being shattered.
    - Arrows don't always crush petrified Kratos.
    - An extremely rare glitch concerning retrying with petrified Kratos can leave
      him in a slow-moving state after having retried. Getting petrified and
      breaking out is the only known way to fix it.
    - As Kratos becomes petrified, enemies take a momentary break from attacking.
      This is the same in GoWII too.
    - Depending on the enemy and the area, sometimes freezing enemies en masse can
      cause enemies to unexist. One of the best spots for this is the Pandora's
      Temple lobby battle with the Wraiths.
    1, Wulf2k9's vid of enemies unexisting as they're petrified:
    - If too many enemies (over two at once?) are shattered simultaneously not all
      of them give you red orbs.
    - shattering enemies with Plume can give you double the red orbs.
    - Flying enemies sometimes do not fall down when stonefrozen.
    - 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?
    1, brandedartist's vid of Kratos stonefrozen on top of a ladder:
    "Death glitch"
    Sometimes Kratos can continue living 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.
    Wulf2k9's new info revealed that the death glitch happens - at least in theory -
    as a result of Kratos having less than 1 but more than 0 health after getting
    damaged. You see, having health drop below 1 means that you get the game over
    screen, while Kratos literally dies at 0 health. Therefore, having health
    between 0 and 1 makes you not die although you get a game over screen.
    Random facts:
    - Saving while dead will yield you an alive Kratos with very little health left.
      Apparently checkpoints save Kratos' health as a whole number, rounding up,
      which means that you'll be back to 1 health after retry.
    - I think it's not possible to activate checkpoints (and maybe other type of
      triggers) while death glitch is happening.
    It's also possible to cheat death by gaining a Gorgon Eye upgrade at the same
    time Kratos buys the farm. This way he physically dies, emitting the death grunt
    and landing on his back, but the death screen itself becomes skipped. So you
    can continue playing as dead, or at least "paralyzed" Kratos. Too bad you're
    now stuck since you lack control of him, and there is no known way to get his
    back on his feet. Even Raging about it won't help.
    1, AKheon's collection of a few death glitches:
    2, AKheon's video of cheating death with a Gorgon Eye upgrade:
    "Checkpoint glitches & observations"
    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 locations are reverted back. So, enemies checkpointed in
      air remain in air after retry.
    - 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. This causes black-out time, as usual. 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.
    - Kratos' hitbox is his old one maybe one frame after retry? This can cause him
      to slide away from walls if you had saved next to one if you were doing
      certain moves like Hermes Stomp while retrying. Or, well, it's hard to
      pinpoint exactly what mechanism is at work here...
    - Game does remember if Kratos was swimming or not.
    - Game always reverts Kratos back to wielding BoC.
    - Game remembers if time is stopped (as in during cutscenes). So if you become
      checkpointed at a wrong time, this mechanism will cause a softlock.
    - Normally Kratos can't become checkpointed in air, but certain types of event
      checkpoints can do this. If you're unlucky, Kratos can become checkpointed
      right as he is falling into a chasm, dying over and over again.
    - You can become checkpointed while standing on poles or hanging on ladders.
      However, hanging onto ledges the game considers the same as being in air, so
      Kratos falls down upon retry.
    - You can save a little outside a save point by doing a roll or a Hermes Rush
      and pressing R2 at the last moment before exiting the save point range.
    - Athena's Rage of the Gods-dialogue clip when you upgrade Blades to Lv. 2
      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.
    - 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.
    - And just to note: whenever you retry, the game clock reverts back too. Good
      for speedrunning if you're going by in-game time.
    "Game freezes"
    Unfortunately God of War is a game that can crash or freeze occasionally. I've
    seen a crash happen at loading screens, boss fights, before cutscenes, before
    loading a game... it can happen at almost any time, and the reasons are unknown.
    Your likelihood of encountering a crash may increase if your game has scratches
    on it.
    One thing I've seen crash the game occasionally is to tap X while upgrading
    something. So this should be avoided. In general the game also seems to become
    more crash-prone if you play it for longer periods of time, so keep that in
    mind too.
    "Disc tray glitch" (c: AKheon)
    The disc tray glitch is basically that by opening the disc tray at a specific
    time, you get the disc tray complaint message but the game continues underneath
    it. This shouldn't happen and it has a few side effects.
    In God of War II doing this had the questionable use of stopping in-game timer
    entirely, albeit at the price of losing visibility and being able to access
    menus at all. In God of War it does even less, because it apparently doesn't
    stop in-game time, rendering it useless for its already dubious purpose.
    Yeah... before you start asking, disc tray glitches shouldn't be considered
    legit speedrunning tricks. At best you could experiment with them in GoWII to
    go beyond some hard-to-skip cutscene triggers to see what would happen.
    The only place I've noted disc tray glitch working in God of War is at Aegean
    Sea, at the very start of the game. Sometimes opening disc tray after having
    retried from the first checkpoint the glitch starts and you can continue playing
    with the disc tray message blocking your screen. Tyrhhjy also suggested that
    this glitch can be done right before FMVs, but this is unverified.
    "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
    "Upgrade animation lag"
    If you enter the menus while upgrading health or magic and seeing Kratos' health
    bar grow larger, slightly strange things can happen. This process of upgrading
    creates something that could be called lag, even if that is not the exact name
    for it. Here are the various symptoms I've noted to happen:
    --- In the start menu:
    + the most obvious effect: as the background upgrading process ends, you can't
      switch pages in the menu with L1 and R1 any longer (until leaving the menu.)
    + you can continue funneling orbs even inside the upgrade message window. This
      can cause "fake upgrades" (a completely empty upgrade window is shown as the
      background process ends). Pressing up or down, you can also upgrade something
      else while the previous one's upgrade message is still showing. This has no
      other effects than that the wrong magic flashes afterwards. You can even make
      it seem like you upgraded a locked magic.
    --- In the select menu:
    + as the background process ends, cursor placement is frozen in any sub-menu.
      If you were in the main menu, no effect is shown. Basically, this "frozen"
      effect actually means that the game put the cursor back in the main menu even
      though 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. If you end up in the same sub-menu you left from, small graphical
      glitches occur. Otherwise, the menu works like expected.
    1, AKheon's vid showing these variations:
    "Infinite Eye/Feather animation"
    During the screen which informs you you have collected enough Gorgon Eyes or
    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.
    1, AKheon's vid:
    "Eye/Feather message + save prompt glitch"
    In at least one place of the game, it's possible to delay save menu with a
    correctly timed Eye/Feather message. This causes an unique effect since the save
    menu carries over checkpoint retry! After retry you enter a graphic-less version
    of the save menu, and also depending on if you had activated the save menu in
    your game session prior to this, you might not be able to choose 'yes' or 'no',
    at worst getting stuck in the menu for an eternity.
    If the menu is indeed functional and you save and retry, nothing too interesting
    happens: the chest you just opened is now closed and in effect you never got the
    Eye or Feather. So the chest became wasted.
    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.
    1, AKheon's vid
    "Doing other stuff as you get an Eye/Feather upgrade"
    You have a short 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 before the upgrade comes up. 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.
    If you activate a new checkpoint while time is frozen (like always while the
    Eye/Feather upgrade is taking place), upon retry Kratos is frozen and nothing
    can help him. You have to quit the game to continue.
    So, what happens if you don't have any magic and then get a magic upgrade?
    After all it's possible to collect some Phoenix Feathers and upgrade your magic
    without even having a magic bar. Well, the upgrading starts... and then you get
    a magic bar, but not the upgrade. Oh well.
    1, AKheon's vid of dying before a health or magic upgrade:
    2, vipeazone's video of getting a magic upgrade before you have a magic bar:
    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 either Start- or Select-menu once after that. 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 small 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 becomes
      empty until you leave the screen or upgrade something. Every magic and weapon
      is also listed as Lv. 1, even if they really aren't. Also, the game may
      target some other magic than the one right at the bottom which is the default
    - Doing the above glitch entering the weapons / magic menu, you can sometimes
      see a glitch item that is only 1 orb away from being upgraded, and which you
      can never activate.
    - If you move the cursor in a certain way (too fast or while selecting something
      for example) the texts in the menus may overlap. This is really quite rare,
      and completely useless to boot.
    - If you visit menu when a basic 'yes' / 'no' menu is on the screen, like when
      the game asks you if you want to pick up something, 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 frozen afterwards, forcing you to
      retry from last checkpoint.
    - 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.
    1, AKheon's vid of the start-menu glitches:
    2, AKheon's vid of the 'yes'/'no' prompt glitch:
    "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,
    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
    1, AKheon's vid of the above
    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, or to just save time whenever falling down.
    - Sometimes pressing X after air attacks can make Kratos fall down very quickly
      instead of doing a jump.
    - If you attack or block early during a jump, Kratos will land with a heavy
      stomp, unlike normal. This slows you down a little. However, doing something
      instantly as you land or a little before landing removes this stomp, saving a
      little time.
    - 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"
    Air attacks can work a little strangely while you have LAM. At the end of them,
    Kratos can do a glitchy ground jump for some reason, amounting to a total of
    three jumps. It's not very useful since a ground jump has a very bad momentum,
    but pretty cool to note.
    It can also be noted that LAM carries over to ladders, shimmying on ledges and
    ropes, looking slightly odd. You can also do a strange airwalking by spamming
    Medusa's Gaze off a ledge when Kratos has some LAM in store.
    Another thing, Kratos can pass through any rising floor while LAM is in effect.
    Too bad there isn't that much of rising floor in the game... mainly a few
    elevators and such.
    1, AKheon's vid - triple jump and other oddities:
    2, AKheon's vid of passing through rising floor with LAM:
    "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 leap towards them and for a moment cast magic.
      You know it is 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 on a swinging rope with some obstacle behind you, Kratos will
      stop moving but the momentum nonetheless gathers as if no obstacle was there.
      It doesn't look good. An easy place to try this out is at the Road to Athens
      with the barricades before the rope section.
    1, AKheon's vid:
    - There's a way to cast magic on ropes and gain advantage in long rope
      sections! Note that this strategy is not risk-free, but it's fun to use for
      speeding things up.
      Here's how to do it: let go of the rope and cast magic, for example Gorgon
      Flash works wonders... then do Apollo's Offensive as quickly as possible.
      Kratos will hopefully get high enough from AO that he grabs the rope again,
      allowing you to continue on your way without falling down.
    1, AKheon's vid
    - 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. (c: tyrhhjy)
    1, AKheon's vid
    - During Rage of the Gods, if you try to cancel into Ascension from roll
      (keeping triangle held 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 slower grab non-RotG Kratos does.
    - During RotG, the counter Hades' Reverse can be used, but none of its
    - 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.
    - After having Lv. 2 or more MG, shooting Gorgon Blast and then holding down L2
      as Kratos falls down causes a glitch. After landing Kratos should
      automatically whip out MG again, but in this case he won't. He stays in the
      idle pose instead, but any additional button press cause him to take out MG.
    - 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. The same effect continues to happen
    for a brief moment if you retry after having upgraded the magic and try to cast
    it. The effects of particular magics are listed below in the magic-specific
    When upgrading BoC and retrying, you create "black-out time" that allows some
    exploits. There was its own section for it above.
    Upgrading BoA and retrying may cause BoA to disappear momentarily once the
    gameplay has resumed.
    1, AKheon's vid
    1. Blades of Chaos
    Kratos' iconic weapon, the Blades of Chaos. You start with them.
    - It takes over a minute to upgrade the Blades from Lv. 1 to Lv. 5! That's how
      slow the orb funneling speed is in this game, and it's also something to
      consider in a speed run going for real time.
    - Plumes that get canceled before impact at a certain moment in time create the
      explosion but do no damage.
    - Stonefrozen enemies (and perhaps other objects too) give out double red orbs
      if they are shattered with a Plume. Could be useful to know.
    - The Might of Hercules ender 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.
    1, AKheon's vid:
    - Orion's Harpoon, when done on enemies that are just low enough, will only hit
      but not throw them.
    - While you can grab enemies through wall, 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.
    1, satvara's video of skipping Pandora's front yard using Rush:
    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
    "Rope + L1-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 the Stomp pose.
    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 glitch 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. But this is very rare.
    1, AKheon's vid:
    Later I noticed that this trick works with balancing beams as well. There is
    a small difference in that doing this variation, Kratos can turn after reaching
    the final Stomp Pose, 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.
    1, AKheon's vid:
    "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 story becomes even more bewildering
    once you discover that this is not possible at the bottom of the elevator any
    more... Maybe it's a different Box object altogether.
    1, AKheon's vid:
    2. Blade of Artemis
    BoA is a secondary weapon you get at the beginning of Challenge of Atlas. It's
    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...
    there's its own section about the glitches this causes below.
    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"
    Like mentioned in the high jumps section, 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
    The easiest way to start the glitch 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. You can now do L1-specials with
    BoA in Kratos' hands. This is also the only known way to switch from BoA attacks
    to BoC attacks in mid-air.
    Another, less practical way to do this is through a glitch grabbing attempt
    with BoA. You need to have a creature with 'grab select', like a basic
    legionnaire. After having grabbed the enemy, let the grab time out while
    holding block. After the enemy has freed himself, Kratos is now in Fuse-mode,
    ready to kick ass with two weapons at once. Well, no, this really isn't all
    that special...
    The fuse glitch 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.
    1, a BoA and BoC fuse long jump:
    - If you try to do the BoA circle attack after a forward roll, you only hear the
      sound but no attack happens.
    - If you do a BoA ascension that hits a low ceiling and after that fall down in
      a chasm, Kratos will stop in air as a part of his ascension animation for a
      moment as if landing on ground. Then he resumes falling.
    - The BoA 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're casting Lv. 2 or Lv. 3 PR in air with BoA equipped, the PR animation
      randomly cuts short for no reason, reducing the damage potential of your magic
      in the process.
    - 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: during load game black-out time, 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. (c: GMG)
    "Homerun and its variations" (c: GMG)
    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.
    1, GMG's and Shinobier's instructional video:
    "Strange BoA-related 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.
    Afterwards, EXP bonus from BoA's long combos is also granted.
    May happen if:
    - Finishing move has a special property like 'launch' or 'knockback'
    - If Kratos finishes using magic while BoA is equipped.
    Does not happen if:
    - 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 glitches to
    happen. For instance, Kratos can slash the enemy, and after that grab them.
    GMG insists on me noting the fact that Kratos may seem to slide towards the
    enemy before/during this buffered grab if the enemy has moved away from him
    after the attack.
    "Artemis tricking" (c: GMG?)
    Switching weapons quickly enough, you can make all local enemies stop attacking
    you, with only a few exceptions.
    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.
    1, AKheon's vid
    "Small cutscene loophole" (c: tyrhhjy)
    If you jump and do some BoA air attack right before falling into an in-game
    cutscene, you'll notice that Kratos takes a step forward after landing. Yes, for
    some reason this sequence of moves gives Kratos a frame or two *inside* the
    cutscene when he can still do stuff... limited to moving mostly, but he can also
    activate nearby prompts.
    This actually serves as a time saving strategy before going to Cliffs of
    Madness, since you can activate the elevator leading there during Athena's
    ramblings. Maybe other spots also exist in the game where this trick could come
    in handy.
    1, satvara's vid of the aforementioned skip
    "Air rolls"
    In most circumstances, trying to do a roll off a ledge ends the roll
    immediately. However, if you block with BoA and do a roll off a ledge, the roll
    goes on as if Kratos was on ground - although affected by gravity.
    Using Lenient Air Momentum now, you create the illusion of genuine air rolls.
    1, AKheon's vid
    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", as mentioned above.
    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 Medusa 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. It's basically a quick K.O. that grants you some
      extra red orbs in the process as well, 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.
    - Gorgon Torrent will cost less magic as you upgrade MG higher.
    - Freezing beams are not visibly obstructed by walls, but you still can't freeze
      anything through a wall.
    - 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 of Medusa's Gaze.
    - You can shoot both Gorgon Torrent and Gorgon Flash at the same time! This
      in fact increases the rate of an enemy becoming stonefrozen, so it is
      recommended if you just have enough magic.
    - If you spam Gorgon Flash in air fast enough, every other blast will not be
    - You can continue spamming Gorgon Flash in air even after your magic has ran
      out if you just had enough magic for the first Flash.
    - Gorgon Rage seems to hit a max. of 9 targets with one blast, and it won't hit
      anything that is below Kratos' vertical level.
    - Gorgon Flash and Rage effects remain briefly even over checkpoint retry.
    - If you upgrade MG while in the magic's stance, the head disappears from
      Kratos' hands. He then 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.
    - Upgrading in air, Kratos does an useless, invisible Flash shot instead.
    - If you start using Medusa's Gaze during game load black-out time, the stance
      you enter is completely immobile - you can't turn in it.
    "Gorgon Rage glitch & related material"
    You can use a stonefreezing exploit to drop Kratos' family off the map in the
    penultimate fight of the game. Sounds strange, right?
    At first I noticed this glitch to happen when freezing a large number of Kratos
    clones using Gorgon Rage, then hugging the family. Doing this, the family would
    slide in a slightly uncomfortable way towards Kratos' direction, and luring them
    far enough off to the side, you could drop them into outer space.
    At first we thought that this was only possible with Gorgon Rage, but later on,
    in the year 2009, Manu918 devised a method to move Kratos' family that only
    used Gorgon Torrent. Apparently the only important thing was that plenty of
    targets were stonefrozen roughly at the same time, then Kratos' family was
    hugged. That was enough to move the family. Wonder what is up with this glitch?
    Well, Kratos' family is a very unique prompt. There are no comparable prompts
    elsewhere in the game, so it's possible that this glitch only does anything in
    the penultimate fight. It's still not been proven or disproven, though.
    1, AKheon's vid of dropping Kratos' family into outer space:
    2, manu918's vid of using only Gorgon Torrent to move the family:
    Just 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.
    1, AKheon's vid showing the sex mini-game glitch as well:
    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 become
    - 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.
    - Upgrading it 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, which is
      a small advantage.
    - 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 AoH 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 for a slight advantage.
    - The souls cease to target or attack anything whenever time is stopped (for
      example during a cutscene).
    - 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...
    1, AKheon's vid of causing circle to appear over a stoned enemy:
    - 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.
    For example 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, 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.
    1, invisible minotaur at Rooftops of Athens:
    "Infinite red orbs"
    The classic infinite red orb glitch involves the death animation of an enemy
    becoming stuck so that they will give up their red orbs over and over again.
    You need to have the animation interrupt and reset 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 its
    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 Harpy area at Temple of the Oracle. In the Harpy room you
    can use the statues to create makeshift cramped spots for the Harpies to die
    in, giving a variable amounts of infinite red orbs in the process.
    There exist other type of infinite orb glitches too. Infinite orbs glitch v3
    is basically causing some enemy to unload during their death animation by
    going too far away from them. Approaching them again resets their death
    animation, and as expected, causes them to give up multiple times the orbs.
    This variation needs a specific type of a level design weakness to work, and
    as of now there are no really good, easy examples of where to do this glitch
    in the original God of War. It's a different case in God of War II for example.
    You can also create infinite red orbs by luring an enemy close to a save point,
    then killing them at the same time as you create a new checkpoint by examining
    the save. This is easy to do at Chamber of the Crystal Eye and the Legionnaires
    that start hanging out there later in the game. This can be combined with
    stonefreezing and shattering to make the orb gain more efficient, but the
    timing becomes harder as well.
    1, Joker060606's video of the Challenge of Atlas infinite orbs fountain:
    2, AKheon's video of the Temple of the Oracle fountain:
    3, AKheon's video of using a save point and an enemy to get infinite orbs:
    "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-specific section.
    - 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.
    - Enemies' attacks stun other enemies but will not do any damage... with the
      exception of stonefrozen enemies, who can shatter accidentally by friendly
    - 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).
    "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.
    - 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 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'.) Some sort of mix-up inside the game.
    "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.
    - In Challenge of Atlas 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 again.
    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 haven'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 --
    - Subject to Infinite Air Grab and Orion's Harpoon.
    - Chance for air grab high jump. (read more in the section of high jumps)
    -- Medusa --
    - Has 10000 HP, which is a lot. The mini-game needed to dispose of her becomes
    available a lot sooner, and the player is expected to deal with her that 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
    - 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 --
    - These are the Legionnaire-type enemies with shields on them. 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 the Blades' plume or
    Spirit attack during Rage of the Gods (which is a glitch).
    - While they are airborne, downed or spawning, their shields do not stop hits.
    Physical hits at any such point make it possible to do a grab through their
    - 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 of them can be grabbed like normal despite they have their shields 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. hit the spike crushers at Temple
    of the Eye through a solid wall. 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.
    - Some RotG BoC attacks act like their shield isn't there, as does AoH.
    - You don't have a way to get past their shields with only BoA.
    - Charged Zf bolts' area blast can hit them even with their shield intact, but
    it does no damage.
    - If a Magic Legionnaire has lost its shield, and is then petrified (but manages
    to break free), it may start acting as if it had a shield again.
    - If one dies with its shield intact, the lone shield can stay a while after
    the Legionnaire's corpse has disappeared.
    -- 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
    -- 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 if you try ledge tricking.
    -- 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" causes an unusual knockback/bounce effect to Satyrs.
    Very useful in Challenge of the Gods 10.
    - Their "aerial recovery" allows immunity from "Homerun" but not "Punt". (read
    more in the section about BoA glitches.)
    -- Temple Siren --
    - Subject to Infinite Air Grab and Orion's Harpoon.
    - If petrified when dizzy, the Siren goes into wandering mode again but her
    health doesn't regenerate - the mini-game circle will remain over her head
    indefinitely. Now OH and air grabs won't connect to her for some reason, and
    juggles won't work either.
    If the Siren has 19 HP left, normally grabbing her causes the non-fatal grab
    animation and leaves her with 9 HP, preventing the possibility of doing a grab
    finisher to her. If grabbed at 18-11 HP, the Siren just glitch dies instead.
    If grabbed at 10 HP or less, the non-fatal grab is skipped and a finisher is
    used instead.
    -- 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 the players are expected to deal with them that way.
    -- Wraith of Athens --
    - Subject to Infinite Orion's Harpoon.
    - Kratos' 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.
    -- Pandora's Guardian --
    See the level-specific glitches further down...
    -- Evil Kratos, Agony --
    - The Kratos clone with Zeus' Fury.
    - Agony only attacks Kratos but because of the line of fire, he may hit the
    family accidentally. 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 in the Kratos clone fight.
    -- Evil Kratos, Remorse --
    - The Kratos clone with Blades of Chaos. They can also grab Kratos.
    -- Evil Kratos, Regret --
    - The Kratos clone with Blade of Artemis. For some reason they can also do the
    special attacks only Blade of the Gods has!
    -- Ares --
    See the level-by-level specifics for the final boss fight.
    4. Glitch playthrough (level-specific glitches)
    Different categories are these:
    - Sequence break: a trick to skip some part of the game.
    - Collision flaw: some noteworthy oddity in the collisions.
    - Out of bounds: an alternative term for a collision flaw, allows going OoB.
    - Trigger skip: skipping some noteworthy trigger in a level.
    - A.I. glitch: includes blind spots and other level-specific A.I. oddities.
    - Swimming glitch: anything related to swimming glitching.
    - Other: more unspecified glitches.
    - Strategy: some pointers for battles, etc. Not necessarily glitches.
    - Random: just some small piece of interesting info, not a glitch.
    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.
    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 is too close to the floor.
    Other: it's possible to go out of bounds from the second room in the game by
    trying to jump back in where you dropped down from if you have Lv. 2 Blades.
    But it's unlikely you can do anything useful with this info since there doesn't
    seem to be much floor out of bounds.
    Speed strategy: you can do a bit of early damage to first Hydra by attacking as
    it is approaching. On the category any% NG+ this allows a speed kill of Hydra
    where it doesn't even get a single attack in before it faints.
    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.
    1, AKheon's vid of the one-hit Hydra stun
    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
    pretty much need Easy-mode and a bonus costume for this to be possible - or use
    the first mini-game glitch mentioned above to slowly chip away at Hydra's health
    until you finally are able to damage kill it.
    1, satvara's vid of a rare God-mode damage kill
    Collision flaw: inside Hydra
    "Not sure if it's known, but it's possible to breach the wall of collision
    infront of this Hydra, I once did it by accident. I quickly rolled to the
    barrels & the Hydra smashed me into them, Kratos was flung awkwardly and I
    ended up underneath the Hydra, with the camera inside its body. At the time I
    tried to go up the stairs to reach the balance beam, but I just ended up back
    in front of the Hydra. I should have tried to high jump to the beams. Might be
    worth exploring this?" - Findlestick
    Other / speed strat?: there's a small invisible ledge almost beneath the
    doorway that leads to the next map. You can clear the balancing beam section
    over shallow water by swimming under the exit, then grabbing the ledge and
    from there jumping on the balancing beams. It's unknown if this is actually
    faster than doing this section using the beams.
    1, AKheon's vid
    Other: "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 for the sake of
    completion, here is some swimming glitch exploration from Aegean Sea. If you
    have the Trident and the capability to infinite jump, you can start swimming
    glitch from the puddle in the same room where there's the self-caged man who
    you can talk to.
    To note, if you complete Aegean Sea while swimming, you'll get stuck soon after
    when reaching Port of Athens because you can't leave the ship innards while
    1, Wulf2k9's vid of Aegean Sea swimming exploration
    Random: in case you were curious, if you work hard enough for it, you can get
    Lv. 2 Blades as early as at the chest before 2nd Hydra with Tycoonius-costume.
    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
    and wait. Be ready to jump outside and block a Harpy when one is trying to
    attack you. This occasionally causes the Harpy to end up on the above level,
    to the wrong side of the railing. The most important thing is that you block
    the Harpy while high enough in air... but after that you need some luck for the
    Harpy to fly to the correct direction, over the railing.
    After the Harpy is over the railing, get out of the compartment, do an
    ascension and try to air grab the Harpy. The grab will cut off because of the
    collision in the way, but instantly jump and try to grab the Harpy again.
    You'll gain enough height to get over the railing here.
    This is not a difficult skip, but it takes luck to do it fast. Also, you'll
    miss out on the orbs that Hydra 2 would drop, so consider that too.
    An alternative way to skip this boss exists, but it requires you to enter the
    tight space between the rightmost chest and the wall, which is no trivial task
    (unless you have Lv. 2 Blades and Hermes Rush). Your best bet for doing this
    at will is to block Harpy attacks in air at the back of the chest compartment.
    After ending up in the cramped space, attempt to do sideways rolls against the
    chest to have Kratos start flicker oddly and slowly sink inside ground.
    Eventually he may fall through to the water tunnel beneath, but this is not a
    given since the collision works pretty strangely. All in all it is easier to
    use the first method to skip the 2nd Hydra. (c: satvara)
    1, satvara's vid of the first method:
    2, satvara's vid of the second method:
    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
    1, AKheon's vid:
    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.
    1, AKheon's vid:
    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 the deck
    while grappling. You get a glitched grab move.
    Speed strategy: hop past the pole section instead of slowly walking.
    "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 standing 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 at will 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 towards the climbing wall, and with nearly frame precise timing, you'll
    make the jump and are able to continue on your way without using the box.
    Remember that to get maximum height out of your ascension, do not buffer the
    air square attack during the ascension. Instead wait until you're at the very
    top of the ascension before manually inputting air square attack.
    1, satvara's vid
    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 (c: satvara)
    Climb the large mast. At the top, use the balance beam to go to either left or
    right for about 8 steps. Now, when you jump down, you'll fall out of bounds to
    the area below. There isn't much floor there, but if you're precise, you can
    land while remaining out of bounds. From there you can inch your way until you
    finally reach behind the locked door, therefore skipping PR, fighting the big
    Hydra and getting the cabin key.
    This skip is precise, but still reliable enough to be done in a RTA. Personally
    it's easier to do the first jump from the left side because the camera is more
    clear during the jump. For hitting the railing at the edge without falling down
    to your doom, try to align Kratos with one of the ropes of the ship.
    Even after landing on the railing there is another tricky part ahead. The floor
    is even more unstable close to the cabin, so you can't afford to go too far
    from the ship's edge. But at the same time, it's very easy to slip back in
    bounds too. You should do a very careful double jump to get from on top of the
    railing closer to the cabin door, letting go of L-stick early to prevent Kratos
    from running back in-bounds during the jump.
    After that you still have to jump in-bounds to reach the area behind the locked
    door. There is practically no floor in that area out of bounds, so your double
    jump has to be very precise. Personally I find it easier to have Kratos jump on
    top of the rising part of the railing first to be able to do a longer double
    jump that doesn't have to be as precise. Just be careful not to slip back in
    bounds while getting on the railing.
    By itself this skip saves around 5-6 minutes in real time, compared to a well
    made speedrun, depending on the category of course. You'd imagine skipping PR
    would be problematic in a speedrun, but with new route breakthroughs it is less
    of an issue nowadays. Medusa's Gaze works for most combat situations very well,
    and meanwhile most skips can be done with BoA Flash jumps and don't need PR.
    1, Satvara's original vid:
    2, AKheon's vid of doing this skip in a RTA with a different setup:
    "The Hydra Attacks" - save point
    Wasted potential: there's a moveable checkpoint right before the Big Hydra
    fight. Unfortunately you can't move the checkpoint past a certain height on the
    climbing wall - if you could, you could skip the intro with black-out time.
    It's unknown if you could use load game black-out time to skip this cutscene.
    But even if you could, it would be very difficult... and probably pointless
    because you probably couldn't finish the Hydra fight like that.
    Other: Big Hydra disappears
    If you have Lv. 2 Blades and use Apollo's Ascension high jump to reach the
    climbing wall from higher than you should be able to, you skip a trigger that
    would make the Big Hydra load. You can fight the small Hydras as usual, but
    nothing special happens after climbing the mast. You have to go back and hit
    the missing loading trigger to bring Big Hydra into the fray as well.
    Another thing the skipped trigger did was to block access to the lower parts
    of the ship. So, since you didn't hit the trigger, you are able to return to
    the place you got PR from during the Hydra fight. Parts of the small Hydra
    heads are protruding through the ceiling, and you can try to fight them from
    here if you want. Be warned that they can still hit you, though, despite you
    being far under them.
    1, AKheon's vid
    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 into the menus 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. Do a sideways ascension against the ropes followed by PR.
    The Hydras will now try to knock you down, but they will only manage to
    interrupt your PR, and at this point you can continue climbing up the ropes.
    For some reason it's critical that you do the ascension sideways and not
    straight towards the ropes or else the Hydras will notice Kratos much more
    often when he tries to climb to the top and knock him off regardless. Some
    delay after being interrupted and continuing climbing the mast can also help
    with the Hydras not bothering you. (c: Tyrhhjy)
    There also exists a rare variation where you fool both of the small Hydra
    heads into not intercepting Kratos without using PR. It involves messing
    with their heads by jumping down and then returning, or so it seems. But it's
    more worth it to just use the above method in a run to skip the Hydra heads.
    1, Satvara's vid of skipping heads with PR high jump:
    2, Satvara's video of skipping Hydra heads without PR high jump:
    Camera glitch: camera focuses on a small Hydra head
    When a small Hydra head faints, the camera concentrates on it for a moment. By
    doing unknown things there and then, the camera will not depart from the KO'd
    head 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 head.
    1, AKheon's vid:
    Collision flaw: the 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
    lean towards 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 mast knockdown
    attack hits Kratos at a correct time, he will get stuck torso halfway inside
    the ropes for good and you have to retry.
    1, AKheon's vid:
    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: if you retry after reaching the Big Hydra, it skips bellowing
    at Kratos and goes straight to attacking him instead, saving a few secs. But
    beware that if you retry too early, you are sent back to an earlier checkpoint
    instead, wasting a lot of time.
    Speed strategy: if you grab big Hydra at the earliest possible moment after
    it is knocked down, it has no time to regenerate its health and you can do the
    mini-games to it almost back to back. This is a helpful tactic in a God-mode
    speedrun, saving at least 30 seconds. (c: satvara)
    However, I haven't tried this trick personally yet. There might be more to it,
    in which case the description should be updated. §
    1, satvara's vid
    Speed strategy: on Easy / Tycoonius category, it's possible to "damage kill"
    big Hydra and skip all but the last mini-game of the fight. Have Lv. 2 Blades,
    then activate RotG and use the triangle combo to deplete all the health from
    the boss. Good timing on your hits saves even more time. After that, the boss
    goes straight to the final mini-game, saving a lot of time in the process.
    1, exe's RTA where this trick is used:
    Other: it's possible to bring Big Hydra into the last minigame in a slightly
    glitched manner, so that any additional attacks reset the pre-minigame animation
    where the Hydra lowers its head, causing it to start over each time. There isn't
    much info on how this glitch gets started, but once it happened after doing an
    air attack to Hydra as it did its mast chomping attack.
    Random: Moving/attacking inside Hydra's mouth cavity will cause blood spatters.
    Sequence break: you can skip getting the key from the Fisherman and thus skip
    a little navigation and two cutscenes. Just have to visit inside Hydra's throat
    to hit a loading trigger and then do a long jump to the exit rope - you probably
    needs Lv. 2 Blades for this.
    Unfortunately after that you have to go around the locked cabin door the same
    way when doing the PR skip. All this should save a little bit of time in the
    end, but it makes things more complicated. Probably not worth it if you are
    going for in-game time.
    Wasted glitch potential: it seems impossible to skip the cutscene that follows
    after Kratos has got the Cabin key. The cutscene trigger extends as if to form
    a box around Kratos. Exiting the area straight down (using a floor breach under
    the fallen mast) can at best skip the cutscene, but you won't win any time doing
    that either.
    1, AKheon's vid of the breach
    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
    Other: 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.
    1, AKheon's short clip of glitching the mini-game with Gorgon Rage:
    Random: you can talk to the two women with R2 to hear some extra dialogue. For
    some reason you can't activate the dialogue while standing on the bed. Also
    starting to talk while jumping on to the bed causes the dialogue clips to cut
    short for some reason.
    "Port of Athens" - save point
    Wasted potential: you can do an ascension up the ladder to enter the next area,
    but it might not save any time. Not to mention it is hard to do.
    Other: go under the water surface
    With certain manuevers, you are able to go through the bottom of the ship here
    and go underwater. This serves more than one use. But first, let's see how this
    trick is done:
    The easiest way to do this is to just hold L-stick to the right after having
    climbed up the ladder for the first time. There's a cutscene, but eventually
    Kratos regains movement, and running to the right he will drop and start hanging
    onto a ledge next to the ladder. This way you should get checkpointed while
    hanging onto the ledge, and then just retrying causes you to drop underwater.
    (c: Satvara)
    The reason this trick works is because the ship innards map and the Port map are
    two separate maps, and being checkpointed while hanging on a ledge gives you
    black-out time during which you fall through map transition trigger. Therefore
    after retry you end up underwater in the Port map instead of returning to the
    boat innards map.
    Another way to end up underwater is by doing a precise jump down the ladder
    hole from on top of the ship. There is a very small collision flaw there you
    can use to slip past the walls and drop down underwater. With Hermes Stomp this
    becomes easier. This variation is seldomly used nowadays, though. (c: satvara)
    If you're feeling adventurous, you can also use black-out time glitch to drop
    through the map trigger, but there's just no point to do it. A final alternative
    is to go under the bridge and use LAM to fall through water surface.
    So what's the use of going underwater? Well, you can either cut some corners
    while moving through the Port, saving some seconds. Or you can go around the
    back of the port and do early swimming glitch. More about that in the next
    1, Satvara's original video of the checkpoint retry method:
    2, Satvara's original video of the collision flaw method:
    Other: Swimming glitch at Port of Athens (c: satvara)
    It just so happens that you can perform functional swimming glitch here, at
    Port of Athens. In a speedrun this allows some massive skips in the early parts
    of the game. For example, you can start swimming and make your way to the Medusa
    room in record time by swimming past all obstacles. Then, you can end swimming
    glitch at Medusa by becoming stonefrozen on top of the angled floor in front of
    Aphrodite's big face. Pretty nice, huh?
    Drop under water surface using one of the methods detailed above and get behind
    the map. Go around the fence from the left and move all the way back until
    you're literally behind the level. But be careful as the ocean floor will end
    eventually, making Kratos fall down.
    Behind the map, go about three rolls to the right, so that you are close to the
    small hole in the bricks through which you access a bonus area. Walk under that
    hole and carefully make your way to the main pathway of the Port, to the area
    front of the ship from where you started from. It's especially easy to slip back
    in-bounds from here, so avoid the walls to the side. At the very bottom you
    come across a wall laid in front of Kratos. Walk towards that wall while slowly
    moving to the left to slip through a hole in the collision and continue.
    There's a small wooden pathway near the water surface, so target that with an
    ascension. Kratos will start swimming under the wooden boards. Now jump and try
    diving around this area, especially towards the right. If you did it correctly,
    Kratos will start diving and you are free to swim wherever although you don't
    even have the Trident yet.
    The current fastest way to get back above water surface without swimming glitch
    ending is to swim up through the ship's ladder hole from below. Just try to
    swim up in front of the ladder and you should be fine. However, you only got
    one chance to do this: if you steer to a wrong direction and dive to try it
    again, chances are that the game now understands to teleport you inside the
    ship innards map. This is very bad if it happens since Kratos cannot leave
    that area while swimming! You're stuck and have to retry.
    1, satvara's vid
    Other: Somewhere inside Port of Athens there's a legionnaire who will not die
    from Orion's Harpoon. You can keep Harpooning it again and again, slowly but
    surely making a 1000 hit combo. (c: Shinobier?)
    Note that the glitched legionnaire will not appear unless you kill the first
    bunch of legionnaires that try to attack you in the area.
    1, Shinobier's video:
    Speed strategy: you can use high jump to get to the area with the Phoenix
    Feather faster than normal.
    1, vipeazone style's vid:
    Other: it's possible to send Legionnaires under the water surface here with
    relative ease. If they fall down from air at the same time they become mini-game
    grabbable, they won't die but instead fall through water surface. So try things
    out with air grabs over water and see what happens. (c: GMG)
    Sequence break (swimming): you can un-exist the three Minotaurs fight in a
    peculiar way if you're swimming through this area. Start swimming glitch at
    the Port and swim upwards to the higher walkway so that you rise through it
    at around its middle. Go to the left far enough to hear the Minotaur battle
    music start. For some reason the game doesn't show the pre-fight cutscene,
    which is even better. Now if you leave this area to the next, the fight simply
    disappears from existence and won't activate if you backtrack through here
    However, if you try to do this skip in a wrong way, so that the current map
    unloads at any point, you get the Minotaur pre-fight cutscene anyway. This is
    a time waste and should be avoided.
    1, AKheon's vid of doing this trick in a RTA:
    Speed strategy: air grabs are particularly deadly against Minotaurs. Unless
    playing under special conditions, like using damage bonus costumes, spamming
    air grabs is likely the fastest way to deal with this fight.
    Other: the red border which would disappear after beating the Minotaurs will
    not do it on the left 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.
    Sequence break (swimming): you can avoid starting the Cyclops fight by swimming
    around the trigger. Pretty easy.
    Speed strategy: killing Cyclops quick
    The chasm at the left side of the field is dangerous to the Cyclops. Lure them
    right next to it, then run towards them (or attack them when they're facing
    you). They will stumble backwards and fall, dying instantly.
    Also, by simply running towards the wall near where the grass grows you can
    drop the third one before it can even rise up. (c: AKheon)
    1, AKheon's vid:
    Sequence break: getting onto the balcony early (c: Satvara)
    Get on the balcony early! This allows you to skip dealing with the Cyclops and
    cuts short some navigation before reaching the Medusa-room.
    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.
    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. The bad part is how
    precise this trick is, and what makes it especially precarious is that you don't
    have regen magic yet, making it a necessity you don't fail in the trick at all.
    1, satvara's vid
    Wasted potential: there's some collision in front of the ladder that leads to
    the other ballista until you've pushed down the big statue, making it
    impossible to high jump there early.
    Other: losing control of buttons
    "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."
    - the_requiem
    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 with pure speed
    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. But if you're quick
    enough, you can get past the trigger before it even loads.
    1, Wulf2k9's vid
    Sequence break: skipping Medusa with pure speed
    The barrier of Aphrodite'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.
    Music glitch will make it easier to get this effect since it slows down loading
    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.
    Other: Regen magic (c: satvara)
    Medusa room. This is the infamous room where you gain regen magic. If you
    escape at the correct time, you get to keep it too!
    First, kill Medusa. Then, after the Minotaurs spawn, Kratos has regen magic.
    Now, at any circumstance do not kill enough Minotaurs by shattering them.
    Instead, high jump over the door where Aphrodite's face is, and follow that up
    with another high jump to get on top of the room's walls. From there, just
    double jump towards the background to reach the next corridor, and voila.
    If you use Apollo's Offensive tactfully, you can get out of the room without
    even having to use PR and save a little bit of time.
    The original method of getting regen magic involved doing a high jump on top
    of the box near where you came from, jumping over another wall to go out of
    bounds and traversing out of bounds far enough to finally go around Aphrodite's
    face blockage. This was pretty hard, since jumping outside bounds is a pretty
    unforgiving task in God of War.
    1, Kewbew63's example of the current, easier method of doing this trick:
    2, Satvara's original video:
    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 and rack up massive bonuses. Thanks go to keltin_2002's
    Max Upgrade FAQ for this nice idea. Check that out for more details.
    Other: I've heard 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 (until you escape the room via the roof).
    However, this hasn't been tested yet. §
    Sequence break: now, after getting regen magic and Medusa's Gaze, it is a good
    idea to return back to the Port of Athens and re-start swimming glitch. There
    is nothing stopping you from swimming directly from here to the Sewers, skipping
    everything in between and saving loads of time.
    If you skipped PR earlier on in your run, doing this is downright necessary
    since you can't do many of the regular skips without PR anyway.
    Sequence break: skip the rest of Gates of Athens (c: Satvara)
    After the Medusa room, get on top of the high platform which holds one chest.
    Get on top of the chest and do a high jump against the right-hand wall - if
    correctly performed, Kratos will grab an invisible ledge near the ceiling. Then
    jump towards the ladder up ahead. If you were high enough, you missed a loading
    trigger, and the outside areas will now never load until you retrace your steps
    and touch the trigger. Normally this would be a bad thing, but in this case you
    can proceed to do a major sequence break and drop down beyond the broken gate
    using a series of blind jumps.
    (instructions taken from Wulf2k9's video below)
    - You have to go out of bounds from the unloaded area, head back towards the
    hallway, then jump on top of the arch.
    - You have to do a double jump now. Hold the stick up and left. This will get
    you onto the second arch.
    - Another double jump. Now hold the stick up.
    - After that hold left until you start falling, then immediately hold right
    and do Hermes Stomp.
    An alternative way is to use Lenient Air Momentum (LAM) to buff your jumping
    capabilities and just do one big jump to cross from the corridor you go out of
    bounds from to the tunnel below. Keep the exterior areas unloaded as in the
    classic variation. Then go out of bounds but stay close to the corridor you came
    from. Run to the left for about two and a half steps. Do LAM with Apollo's
    Offensive. Start steering diagonally to left and up for less than a second to
    get some momentum, then do four AO's, then jump and do five AO's, all the while
    steering to that direction. The angle of your jump is the most critical part,
    and it's easy to mess up the jump if you get a slightly wrong angle. So, while
    you avoid having to do blind platforming, this variation is not entirely
    foolproof either. (c: AKheon)
    1, exe's RTA where this trick is used:
    2, AKheon's vid of the LAM-variation of the skip:
    "Fortress of Athens" - save point
    Speed strategy: from the balcony with the climbing wall behind you, you can
    reach the statue you will later push down quite fast using a jump shortcut.
    Do a small long jump on top of the statue's head, and from there do a double
    jump more to the right and back to reach the walkway. This is not difficult to
    do at all, although the camera may be disorienting at first. Doing this skips
    the entire climbing section. (c: Satvara)
    1, Kewbew's vid of the speed strategy:
    Sequence break: Alternative way of skipping Gates of Athens
    A slower but easier method of skipping a big portion of Gates of Athens. After
    reaching the other end of the climbing wall, you can see an opening in the side
    of the gate to your right. That's where you'd later shoot some rope through, but
    even now you can use the hole to go inside.
    The entire floor near the hole is so-called angled surface. Do a long jump to
    reach the angled surface and then use your Gliding skills to move upwards the
    collision. Do a Poseidon Jump every now and then to make the process easier
    for yourself. Eventually you'll pass through. Now you're inside the Gates while
    the inside of the Gate is still mostly unloaded. You can pass through to reach
    the exit early... although like in all other versions of this skip, you must
    backtrack a bit to hit the loading trigger for the next area, which is upstairs
    close to the ladder in front of the door that is banged at. (c: AKheon)
    1, AKheon's vid
    Sequence break (swimming): you can swim around the first Oracle cutscene,
    saving over 30 seconds the cutscene normally takes. Fortunately you don't skip
    any critical loading triggers doing this.
    "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'
    fireball destroys a building? It's an obstacle that's pretty high and has some
    slippery surface on the top, making Kratos slide off if he tries to jump up it.
    It's not exactly the same as your usual angled surface, so it's more difficult
    to get over it, but it's not impossible.
    Start doing Apollo's Offensive from a running double jump, and you should slide
    up the surface instead of sliding down. With a good positioning, you should be
    able to get over the obstacle like this.
    Other high jump tactics, for instance using PR, can also be used to make the
    trick a little easier. Also note that if you don't have MG, doing this skip
    is necessary since you can't get through the puzzle room without the magic.
    1, satvara's vid
    2, AKheon's vid of an outdated strategy that uses PR:
    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.
    1, AKheon's vid:
    Speed strat: Instead of using ropes to cross the chasm after the barricades,
    you can do a high jump. It skips the tutorial message that you get if you touch
    the rope, saving some real time, at least.
    Athens Town Square
    Other: the water puddle at the bottom of the stairs is actual water surface.
    If you could reach the water from out of bounds and start swimming in it, you
    could use the edges of the pool to push you through the water surface and start
    an early swimming glitch... 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 PR high jump. By going by that route you skip activating
    the Cyclops fight. This is kind of unnecessary to do thanks to the next skip,
    1, AKheon's vid:
    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. (c: 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... (c: satvara)
    1, AKheon's vid:
    2, satvara's video of the HS extra time save:
    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.
    1, JFcalibur88's video:
    Wasted potential: you can't go around the trigger that makes the lady run away
    from you at the balcony because there is a fat sheet of invisible wall in the
    way of the next platform until you hit the trigger. Can't just jump there early.
    "Athens Town Square" - save point
    Sequence break: so, you played through the Greek house and made your way to the
    high balcony. Good! It's now possible to do a sequence break that skips
    Rooftops of Athens from this place by doing a long jump to the bridge
    connecting Rooftops and the next area. The wooden pole in the middle is there,
    although still invisible at this stage. (c: Satvara)
    You can do this skip without upgrades by hanging onto the out of bounds balcony
    ledge from the far right side. But this way you also activate an additional
    pre-rendered cutscene that slows you down. (c: Kewbev63)
    1, Kewbev63's video of the easiest, slowest way of doing this skip:
    Wasted potential: Can't access Rooftops of Athens the wrong way
    If you get to the bridge early, you can use the elevator that leads you back up
    to the Rooftops, but during the trip something will always go wrong. Kratos will
    proceed to fall down to his death after some strange camera angles.
    Using the elevator with swimming glitch active 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. But this still means that you can't
    access the Rooftops from the wrong direction without swimming or some manner
    of infinite jump at your disposal.
    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.
    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.
    1, satvara's vid of this and other shenaningas:
    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 (swimming): from tests, it seems 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. §
    Rooftops of Athens
    Speed strategy: You can skip the short tutorial about climbing by jumping to
    the other side of the vines right before the spot where the tutorial begins.
    Wasted potential: it's possible to go past the Wraiths intro FMV with black-out
    time, but doing is not useful since the next area won't load that way. However,
    it looks interesting how there is a rampaging Ares quite close amidst unloaded
    blackness as you are hanging onto the vine pillars...
    1, AKheon's vid
    Fight skip: after the Wraith intro FMV, if you're quick enough you can just
    roll past the red fight barrier before it forms. (c: satvara?)
    1, satvara's vid:
    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.
    1, AKheon's vid:
    "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.
    1, satvara's vid:
    Other: if you drag the ballista towards some of the urns, it will freak out
    and zip long distances.
    1, AKheon's vid:
    Strategy: You can defeat the archers on the ceiling without Zeus' Fury with PR.
    (thanks for Riningan to reminding)
    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.
    1, satvara's vid:
    Random: 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...
    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.
    Random: the puddles after you get out of the elevator are not real water
    "Return to Town Square" - save point
    note: this save point only appears after you return from the rooftops.
    Temple of the Oracle
    Sequence break (swimming): just swim over the cutscene trigger at the yard of
    the Temple of the Oracle. It is not necessary to watch.
    Fight skip: you can skip the Harpy + Gorgons fight and the following scene by
    jumping over the red barrier with a high jump.
    Random: the water in the courtyard is not actually water.
    "Temple of the Oracle" - save point
    Easter egg: by activating three hidden R2-prompts in the yard of the Temple,
    you get a message saying "Surrender Kratos" on the sky. A video probably
    explains it the best...
    1, SirRaven's video
    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...
    Sequence break: skipping Harpies
    The video clip of Harpies emerging inside the Temple of the Oracle can be
    skipped with upgrading black-out time. While skipping the actual 14 seconds
    long video, this also makes Harpies to never appear inside the temple in the
    first place, possibly making any jump antics in the temple easier. But at the
    same time, you lose the chance to farm Harpies for orbs, so it has its goods
    and its bads.
    You can complete the statue puzzle without any Harpies around. After putting
    the statue in its place, it starts shaking (and you hear Harpy sounds) even
    though there are no Harpies in existence in the vicinity!
    1, AKheon's vid
    Sequence break (swimming): you can skip the Harpy intro scene by swimming
    up as soon as possible when passing through the doorway. This way you barely
    skip touching the trigger for it.
    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. But that shouldn't stop
    a crafty gamer from farming orbs here...
    If you put a statue in front of a hole, you can control the Harpies' spawning
    rate/formation. You can f.e. get them all to spawn at once, which looks creepy
    in being so symmetric. 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)
    Another way to get orbs here is by creating your very own Harpy orb fountain
    using the statues here. But 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.
    One harpy will always get "stuck" hovering over one of the fountains if you
    hang around that area a bit.
    1, AKheon's vid about an own harpy orb fountain:
    Sequence break: skip Temple puzzle from downstairs
    By doing Apollo's High Jump 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. (c: Satvara)
    Some pointers regarding this jump:
    - 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.
    There is an easier variation to this jump too. You can repeat AO and PR a few
    times to inch slightly closer to the poles before making the 2nd jump. (c:
    As a third variation, you can use LAM and AO to jump on top of the archway you
    came in from and land on some angled floor. Using PR you can do Poseidon Jump
    and from there jump to the poles above. (c: AKheon)
    1, Satvara's original vid:
    2, Wulf2k9's vid of the easier (yet slower) variation:
    3, AKheon's vid of the LAM & Poseidon Jump variation:
    Sequence break: Skip past the puzzle from upstairs
    You can do a series of jumps at the top floor using the breaking poles and
    reach the next area without pushing 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. (c: 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.
    1, Wulf2k9's video of the original skip method:
    "Path to the Oracle" - save point
    Sequence break (swimming): you can skip past the Oracle cutscene by breaching
    the ceiling. Before going out of the inner corridor, you'll notice the ceiling
    has a small indention Kratos can swim into. So swim in it, then start swimming
    diagonally up and to the back for about three or four strokes worth. Then do a
    grab to have Kratos breach the ceiling and escape the corridor. (c: vipeazone?)
    1, AKheon's RTA where this trick is used:
    Collision flaw: Strange pushable pillar collision
    Unlike with most other pushable objects, the two pillars inside the Oracle's
    Temple's yard do not move away if Kratos jams himself between them and the wall.
    This means that you can create your own cramped spaces that let you breach a
    wall... in theory. But in practice only two of the railings can be breached
    using the pillars for help. Also, after going out of bounds, navigation from
    there to anywhere else is extremely difficult due to awful camera angles or
    unstable floor collision, so there's really not much you can do with this.
    1, AKheon's vid - "food for thought"
    2, Wulf2k9's extra out of bounds exploration:
    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 (where the timer activates)
    and then left this area. But that's probably not possible to do... not 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 second part minigame (in which the
    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.
    1, or see this video if you're in a hurry:
    Sequence break: Skipping saving Oracle altogether (c: satvara)
    There is a very obscure wall breach that enables you to get past the locked
    Oracle insignia door 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 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.
    1, Satvara's video:
    Sequence break: Skipping saving Oracle altogether - the slower version:
    For 99% of people who can't do the above, 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.
    1, Satvara's / Kewbev63's video:
    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.
    Random / 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
    could 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
    1, AKheon's vid:
    Trigger skip: Entrance to sewer stairs 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, but he will
    transport like normal again if you try to backtrack a bit. This will especially
    happen if you approach the Sewer entrance too quickly.
    Speed strat: After entering Sewers, 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: you can do early swimming glitch here as well. 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.
    1, AKheon's vid
    2, findlestick's vid of taking swimming glitch into the Desert:
    Random: You can use high jump to reach the platforms near the ceilings you
    can't normally reach. There is nothing there, but it still might be fun if you
    want to explore hidden areas.
    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, such behavior is not too uncommon here, 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 Port of Athens. 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 since there is no one in it.
    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 still talking to Athena) and Kratos is absolutely stuck forever.
    1, AKheon's vid of the 2nd paragraph things:
    Strategy: Defeating first Siren easily
    Sirens 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."
    1, Wulf2k9's video of the petrification tactic
    Random: If you go far enough from a Siren and wait a bit, it goes back to its
    'wandering' mode, singing and moving aimlessly.
    Random: The three Sirens you're supposed to defeat have 10000HP, which is a lot.
    But 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! (c: satvara)
    As a bonus you can also skip opening the next door if you take care to fall
    on the conveyor belt below while still 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, saving a few seconds more.
    1, exe's video of using this trick in a RTA:
    2, Satvara's original video of the skip and the extra timesave:
    "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 without needing the box
    for extra height. The height is so low that a PR-less high jump is enough. (c:
    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!
    1, Satvara's video:
    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.
    So... how to get rid of a bunch of Sirens while swimming...? Unloading the map
    doesn't seem to help in this case.
    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 PR 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!
    1, AKheon's vid of the second method
    Sequence break: By utilizing Hermes Rush, you can wedge Kratos through a wall
    behind the health chest left of the large gate. This allows you to skip some
    cutscenes and a fight, so it's a fast, useful trick to know. (c: 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. (c: Wulf2k9)
    1, Satvara's video:
    2, Wulf2k9's video of the latter method:
    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
    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 away from 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 a
    save too, so you can ruin your file by doing this.
    1, AKheon's vid:
    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: 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).
    1, satvara's vid
    Sequence break: skip Pandora's Temple's gate and lobby
    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 by using the collision of the statues that
    you find inside the large hall. (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 straight forward. If you see Kratos slip inside the lobby
    at any point, then you were not left enough. Try to stay out of bounds.
    Anyway, Kratos will grab a ledge of the invisible platform - actually one of the
    statues inside the lobby. Climb on top of it. From there, you can walk about 2,5
    steps forward before the platform ends, so be careful. Stay within the limits of
    the platform and do a small ALJ ahead of you to land on another invisible
    platform. This platform is slightly smaller than the first one, and the jump to
    the third platform ahead is more difficult. Satvara's original tactic
    intentionally jumps down to hang on from a ledge of the 2nd platform to be able
    to do an easier long jump, but lenient air momentum is again an option.
    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...
    perhaps better instructions will follow one day. §
    1, satvara's vid
    Rings of Pandora
    "Temple of the Crystal Eye" - save point
    note: hereafter this location is abbreviated as TotE
    Other: early swimming glitch at the Rings (c: satvara)
    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 LAM to drop through the water surface and 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 room is such that it
    pushes Kratos beneath the water surface, allowing you to take swimming glitch
    with you (even without Trident).
    You can do this as early as when you first arrive at Pandora's Temple if you
    used the other tricks above (getting to inner rings early).
    1, satvara's vid
    Sequence break: Skipping 90% of Challenge of Atlas
    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 get Kratos to grab it. Keep moving to the left while hanging onto it
    to have the wall suck Kratos in. This doesn't have a 100% success chance. I
    think the most important thing that determines your success is your position on
    the ledge, and also that you keep moving to the left while hanging. Sometimes it
    may help to push to left in fast intermittent spurts rather than all the time.
    It also doesn't hurt to adjust your timing so that you grab the crusher's ledge
    rather early, before it starts to retract.
    Now you're out of bounds for a short moment. Do a droopy double jump towards the
    camera and to the left, enough to land on the pool's floor, but still remaining
    out of bounds. Then you have to blindly move to get closer to the CoA corridor
    without ending up inside the pool or falling off the map.
    The corridor itself seems too high to reach with just a basic high jump, but if
    you aim for the spot beneath the CoA door, the floor is low enough there that
    you can hit it and gain some extra jumps for pulling through. Remember to finish
    this high jump with Apollo's Offensive for that precious extra height.
    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?). Again, using Apollo's Offensive with a good
    enough air momentum, you actually pass through the coffin and can finish the
    level in record time.
    However: in a Real-Time Attack this strategy might not be the fastest after
    all. This is because of the 2 minutes long pre-rendered cutscene inside the
    CoA exit corridor that you can skip using another tactic instead. Not to
    mention you probably cannot do this skip at all without PR...
    1, Satvara's original vid:
    2, AKheon's tutorial of the trick:
    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,
    although it looks like they don't get much damage from them in comparison to
    Having crushers active yields especially interesting results after CoP, since
    you get Magic Legionnaires instead. They get hit by the crushers despite their
    shield, and sometimes go into a strange looking reaction animation - during
    which they can be grabbed and thrown.
    Fight "skip": Legionnaire fights in TotE
    After completing CoA or CoP, you'll have to fight some Legionnaires when trying
    to leave TotE. However, if you save at TotE and quickly roll out of there during
    the black-out time, you skip having to fight them.
    However, the thing with the Legionnaire fight is that they are never really
    skipped: they are only postponed. The next time you return to the area, the
    fight trigger is still there. Eventually many fight triggers overlap and the
    enemies from all the fights spawn at once. Well, I suppose it's more time
    efficient to fight all the enemies at once rather than fight small separate
    groups, so in that way this can save time...
    This particular way of skipping the fight trigger relies on saving and loading
    the game, so it's not useful outside a segmented run. Depending on your route,
    though, the Legionnaire fight can become postponed otherwise too.
    1, AKheon's vid
    Other: I've heard of a glitch where the fight boundaries will not disappear
    even after all Magic Legionnaires have been killed when fighting them in the
    TotE corridor. The game does not register final kill? Or could this be related
    to combining Legionnaire fights? In any case, rare.
    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.
    1, AKheon's vid
    Collision flaw: The crusher traps inside TotE can hit Kratos even after they're
    disabled in some circumstances. 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
    TotE 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.
    - 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.
      There used to be a video of it, but not any more. From what I recall, the
      trick involved walking on the wall of the inner ring and doing a long jump
      from on top of there over the outer ring wall to land inside the unloaded
    1, AKheon's video of swimming through CoA that uses this trick:
    Collision flaw: Getting to Challenge of Hades prematurely
    From the higher area (where you enter Challenge of Poseidon) you can reach
    Challenge of Hades' waterway easily by doing a few jumps. First jump on top of
    the inner wall. You can stand on top of it and walk around the Rings like this,
    to an extent. In a certain spot very close by, you'll find some shoddy collision
    in the floor and you'll fall through. This is your chance to hit the underwater
    passage into CoH.
    Unfortunately you can't pass Challenge of Hades without the Poseidon's Trident,
    so as of yet doing this isn't too useful.
    1, AKheon's vid that shows getting to the waterway early (among other things)
    Sequence break: getting 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 also reach the ladder by doing a simple high jump from the ground level.
    Yet another method is to do a BoA ascension when the crusher is rolling towards
    Kratos. Continuing with the BoA air combo should let Kratos land on the crusher
    quite comfily and go on from there.
    1, Wulf2k9's vid of the last method:
    Random: after the ladder cinematic Kratos' position is moved forcefully, even
    if you were not on or even near the ladder.
    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. (c: AKheon)
    1, AKheon's vid (at the beginning):
    "Challenge of Atlas" - save point
    Sequence break: skipping Shields and the saw room 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 with Gorgons in it to load the next area. Then, backtrack to the stairs
    leading up in the main area, go a bit to the left to get a better camera angle
    for yourself and then 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
    From here 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. Nowadays this is not too hard
    since we have BoA Flash jumps. Align Kratos in a certain way so that he is a
    little to the left of the chest you see in the distance and jump forward. Just
    don't start the jump from too far to the right or there is some invisible wall
    in front of you. Not to mention you'll slip right inside the saw room if you
    go too much to the right.
    1, AKheon's vid of doing these skips in a RTA:
    2, satvara's original video:
    Strategy: The ladder deeper inside the area with the Shield of Zeus 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.
    1, AKheon's vid:
    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.
    (c: GMG)
    1, satvara's vid
    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
    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.
    Sequence break: You can get to Hades' Shield extremely quickly by doing a long
    jump when descending on the rope. (c: satvara)
    1, satvara's vid
    Sequence break: you can skip the rope section that leads to Hades' Shield with
    a BoA high / long jump as well. You can use the pillars in the forefront as
    floor to land on, speeding up the jumping process. But this is still not as
    fast as just doing a long jump from the rope.
    1, Wulf2k9's vid
    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
    1, AKheon's vid
    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. If you get a Harpy stuck
    on top of the ladder to the far-right as it dies, it will die endlessly and
    emits an endless amount of red orbs in the process.
    1, Joker060606's video of the Challenge of Atlas infinite orbs fountain:
    Strategy: in the collapsing floor fight, you don't actually even have to fight
    any enemies to win. Just make sure to start a BoA long jump right before the
    floor collapses beneath you. As the enemies fall down to their deaths, the red
    barrier in front of the switch dissipates and then you can reach it. Could be
    worth a try if you're desperate.
    "The Cliffs of Atlas" - save point
    note: this one spawns only after you've got the Atlas Handle.
    Speed strat: you can save a little bit of time while on the ledge leading to
    the Atlas statue room by jumping the rest of the way after passing the middle.
    Sequence break: leave the Atlas room early
    Eventually you get into the room where there's the large Atlas statue. You can
    quickly get to the upper level by going near the exit door and doing a regular
    PR 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 do another high
    jump to get over the walls and just get the heck out of this place.
    For the second jump, you can do it with just Blades as well. AHJ that ends with
    Hermes Stomp should do it.
    1, satvara's original vid
    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).
    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. You have to reload your save or skip the entire room to proceed.
    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.
    1, AKheon's vid:
    Sequence break: backwards CoA
    Instead of entering the newly opened pathway that leads you underground, you
    can backtrack through CoA again and leave it that way instead. This lets you
    skip a 2 minutes long pre-rendered cutscene and other smaller things in the
    process, so for fastest possible times it is recommended to do this in a RTA,
    even though it makes the route through this part more complicated.
    To get back into the Atlas room... well, that's easy. Jump on top of the chest
    near the large door and from there do a low high jump to land on some floor
    above the door. From on top of that just a double jump is enough to get back
    inside the Atlas room.
    The biggest problem is getting into the shield room since you never opened the
    shield door in the first place in a speedrun. If you have PR, you have the
    option to do a very big high jump over the wall of the saw room and land out of
    bounds to the left. If you were careful not to fall to your death, you are now
    back in the first room of the Challenge while still out of bounds, ready to
    bypass the gate in front of the exit by just running and jumping around it.
    Without PR doing such a high jump is not a possibility. Therefore, you need to
    clip into the shield room through the floor. The most reliable known way of
    doing that is this: from the save point below the shield room, backtrack closer
    towards the shield door. Find the fourth wooden block at ceiling level, the one
    closest to the corner. Your objective is to get on top of it, so do a BoA
    Flash jump. My jump setup involves going close to the right back corner of
    the hallway and from there picking up a small running momentum, then doing the
    BoA Flash Jump against back wall and left. Almost as if aiming to the corner of
    the ceiling block. However, once you're close to rising on top of it, turn more
    left instead. Kratos should land on a specific spot on the block - one that
    will now push him away if he doesn't act quick. Do a jump, Medusa's Gaze and
    fuse glitch into Apollo's Offensive, and Kratos should clip through.
    It's all just a matter of finding the correct spot in the ceiling that Kratos
    is able to breach through, and landing on the ceiling block in the right way
    almost guarantees that Kratos is at the correct spot. This is reliable enough
    to do in a RTA, and even if you fail it the first time, the save nearby insures
    that you don't have to retry from very far away.
    To get past the gate blocking the entrance, jump out of bounds by using the
    same collision flaw you used earlier to skip the saw room for instance. Or go
    to the 2nd floor and jump from there... there are a few different options.
    1, AKheon's vid of doing backwards CoA in a RTA:
    Challenge of Poseidon
    "Poseidon's Challenge" - save point
    Sequence break: skip the Cerberi fight
    It's recommended to use black-out time to skip the trigger to avoid both the
    Cerberi fight intro cutscene as well as having to jump over the fight barrier
    afterwards. However, if you don't do that, just jumping over the fight barrier
    will also do.
    1, AKheon's vid of using black-out to skip the fight:
    Sequence break: You avoid the fight with Cyclops and moving the big block
    around by just running past everyone. 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. This seems harder
    to do in the HD version, though. (c: satvara)
    1, Satvara's vid of the faster way:
    Sequence break: with Dairy Bastard, you can do a huge infinite jump while the
    rotating room is still rotating to escape it early. While the jump you have to
    do is big, this still saves 15-20 seconds. But as a drawback, you skip the red
    orb chests in the process.
    Save point - Sacrifice of Poseidon
    note: this is a NTSC-only save point. Why? No idea...
    Sequence break: in the NTSC-version, you can use the nearby save point and
    create black-out time to get past the cage showing cutscene.
    1, Wulf2k9's video
    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 possible to lower 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.
    But jumping up to it also skips the FMV that follows having lowered the cage,
    so doing that is recommended. (c: GMG?)
    If you want to make this jump a little less slippery, feel free to jump all the
    way up past the cage until you reach some floor high above. From there you can
    drop behind the cage in a controlled way, without as much fear of missing your
    goal and wasting time.
    1, Kevbew63's demonstration:
    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. (c: satvara)
    This skip is far more difficult to do without PR. Therefore, in a run that
    skip PR you might want to do the sacrifice sequence normally (with speed strats)
    1, Satvara's vid:
    "Poseidon's Chamber" - save point
    Other: reverse CoP playthrough (c: AKheon / satvara)
    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!
    1, satvara's vid
    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.
    This becomes 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 / wasted potential: You will skip the swimming tutorial if you don't
    jump into the water pools of Poseidon's Chamber. But obviously, you have no
    choice in the matter unless you plan on escaping the Chamber with a high jump.
    Other: here's a glitch that might be unique to the Vita-version of God of War.
    Enter the small area from Poseidon's Chamber where you pull a switch and fight
    some small Cerberi. Doing Might of Hercules repeatedly here causes the water
    surface to go crazy! This might work in other places with water on ground too.
    1, Ransom Garcia's video:
    Sequence break: Skipping things with swimming glitch
    You can swim out through the walls 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. (c: 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. (c: (among alleged
    others) Euqununique)
    You can swim from here to the end of the Challenge. Going any further is not
    possible because of a teleportation trigger between maps - Kratos is forcibly
    taken back in-bounds before reaching TotE. If you skip the last room of the
    Challenge, as a bonus you also skip the fight after reaching TotE, so doing
    that is the fastest outcome.
    1, Satvara's vid of the new method:
    2, Satvara's speedrun demonstration of the old method:
    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, the saws just freeze strangely and look messed up.
    1, AKheon's vid:
    "Flooded Passage" - save point
    Speed strategy: Moving metal slab/grating corridor glitch
    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.
    But note that this glitch will only happen if your position is as low as
    possible when you're moving to the right. (c: AKheon)
    1, AKheon's vid:
    "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)
    Out of bounds: rarely you can go out of bounds from the corridor that leads you
    back to the Temple of the Eye if you swim aiming downwards around the place.
    If this could be done reliably, it might lead to some useful strategies...
    Other: An event glitch when 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 small jump at the correct spot. Try this: step onto the omega symbol
    and from it do a relaxed double jump, Apollo's Offensive, air square attack and
    then Hermes Stomp. By just doing a small "long jump" like this you go over the
    intro cutscene trigger and save some time. (c: satvara)
    1, Satvara's improved version (at the beginning of the video):
    Wasted potential: it's not possible to simply go past the big door and go fetch
    the next skull: nothing is loaded beyond the doorway until you've beaten
    Pandora's Guardian. Also, while you can reach the boss wheel early, it can't be
    activated until you've hit the respective triggers in CoH upstairs. So for now
    there is no way to skip fighting this boss.
    "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. (c: satvara)
    1, satvara's vid
    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.
    1, video by ballofsnow
    Speed strat: if you roll backwards and then Dash so that Kratos ends up on the
    upstairs button, you can activate the Hall upstairs intro cutscene and Hades
    statue cutscenes at the same time. This causes the latter to end early, giving
    Kratos free movement some seconds earlier than usual. However, it also takes
    a few seconds to set up, so it might not be worth it after all in a run.
    Another effect doing this has is that you create a delayed checkpoint. But
    that's hardly useful for anything else than creating softlocks!
    1, AKheon's vid:
    Speed strat: if you're extremely precise, you may try to roll off the button
    at the same time the Hades 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.
    Speed strat: You can use the floor pool to do a water high jump (a.k.a XXL jump,
    uber jump, etc.) up to the statue. (c: satvara)
    1, AKheon's vid of doing this in a RTA:
    "The Chamber of Hades" - save point
    note: only spawns after having activated Hades statue's light
    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...
    Swimming glitch: if you want to utilize swimming glitch in Challenge of Hades,
    reach the water pool inside the maze and touch it from out of bounds. That
    seems to be the only way to get swimming glitch in this area.
    1, AKheon's vid of swimming in Challenge of Hades pt. 1 & 2:
    Sequence break: skip everything until Blades of Hades (c: satvara)
    So, the corridor with the balls of fire is open before you. Doing a few
    strategic high jumps, you can skip everything from here until Blades of Hades!
    You have to move in the corridor past the 2nd door to hit a loading trigger.
    I recommend a movement tactic of rollrush that is turned into timed quick
    rolls whenever you need to abuse i-frames to go past the damaging balls. When
    the last ball rolls through Kratos you may even use weapon switch i-frames for
    extra speed and style points.
    After that, turn to the left and BoA high jump over the wall. Using LAM is too
    much of a hassle with the fiery balls running past all the time, so you should
    start the jump with a basic Ascension. Use fuse glitch to do your double jump
    in the middle of the high jump to save time and ensure you don't run out of
    magic during the jump (which may very well happen with a classic BoA jump).
    There are a few meters of floor out of bounds floor adjacent to the corridor,
    so don't fall off it. Now you're supposed to go back to the direction where you
    came from, although there is a dead end room in the way. You have to go around
    it using either an Apollo's long jump or a BoA long jump. Don't get too close to
    the dead end room at any point or you may accidentally slip inside it, or even
    in a less severe case ruin your camera angle. For an easier time, use a BoA
    long jump.
    Continue to the direction the corridor started from until you get close to the
    first dead end room. Now you should do a BoA long jump to the left. If you
    start the jump from too close to the 2nd dead end room, you get a bad camera
    angle, but this is not too hard to avoid. Use your usual BoA long jumping
    tactics like substituting a PR here and there with a Gorgon Flash, and also
    remember the existence of the fuse glitch. If you haven't upgraded MG, a classic
    BoA jump also suffices, but it's a bit slower to do. You should land in the
    circular room and from there can continue on your way to Blades of Hades.
    Since you came to the circular room from a strange direction, you also skipped
    a trigger that would start a fight here, so that saves some extra time as well.
    However, if you happen to have full Rage, you can use a very fast rope crossing
    trick that is at least nearly as fast as doing this with less trouble. Read more
    1, satvara's original video:
    2, AKheon's demo of the trick using newer tactics:
    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 constitutes as a quick rope
    A trick Satvara found for doing this was to activate RotG while crossing. This
    makes 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 still somewhat 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 to attack enemies with more efficiency while
    on the rope and you will get further on before RotG runs out. The trick itself
    is slightly tricky, especially if used with Gorgon Flash with its wonky aiming,
    and as such it is still risky. (c: AKheon)
    Satvara later devised a few safer methods of getting past this part. All involve
    BoA long jumping. First is a legit skip in itself that skips the rope crossing
    entirely, although it's not super fast. First you have to skip the Minotaurs by
    high jumping over the red barrier on the way to the Archers. Then another high
    jump is needed to go out of bounds at the left end of the Archer platform.
    Finally, once out of bounds, you can reach the circular room with a BoA long
    jump. The best thing with this approach is that it's practically risk-free.
    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 RotG.
    1, AKheon's vid of crossing the rope using RotG and magic
    2, satvara's vid of the rope crossing skip using the archers' platform
    3, satvara's vid of the semi-safe BoA tactic at the rope
    "Blades of Hades" - save point
    Random: Amusing oneself with heights
    As you know, during 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...
    1, AKheon's vid
    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. (c: AKheon)
    1, Kewbew's handy demonstration:
    Trigger skip: saving at the The Hall of Hades-save, then loading game from the
    main menu and rolling quickly, you can bypass the trigger at the boss room
    doorway during black-out time.
    As a result of having skipped the trigger, the room exits never close down,
    allowing you to escape before the boss fight starts. If you leave back to the
    Rings of Pandora and return, the boss fight triggers have all unloaded, and
    you're stuck in the game. (Well, you can still fix things by accessing the
    sealed off CoH - this can be done by trying to get in it from the wrong
    direction - and going all the way through it again. Fortunately this time
    the Challenge is nearly empty since you already completed it once. After
    passing through Blades of Hades again, you get back to the boss wheel. It can't
    be turned again, but that doesn't matter - the correct triggers now exist once
    again and the boss fight can start when you go back to the boss room.)
    Another result is that the cutscene trigger still exists during the boss fight
    itself. You can activate the cutscene at a wrong time and create a new
    checkpoint during the boss fight, something not normally possible. Unfortunately
    this can't be used to your advantage since the boss always heals to full HP if
    you retry from checkpoint, and the boss A.I. doesn't become glitched either,
    even if you try things like checkpointing while the boss was stunned.
    The trigger disappears after the boss fight, and after having fetched the skull
    from upstairs, all the doorways become sealed nonetheless.
    1, AKheon's vid
    Trigger skip: if you manipulate where Kratos becomes checkpointed after the
    doorway cutscene, you can end up close enough to the boss FMV trigger that you
    can skip that one too using black-out time. Beyond the trigger there is just a
    big invisible wall, though. Nothing to get excited about, I guess...
    1, AKheon's vid
    Pandora's Guardian
    A.I. glitch: Blind spot Pandora's Guardian has
    If you stand at a correct spot during the boss fight, your opponent will get
    stuck doing something useless. Basically, get to the higher area where there's
    the switch to shoot logs at the Guardian. Stand at the forefront of the higher
    platform, find the line which marks the half-way point of it, and stand just
    slightly to the right of the line. Now the boss is mostly powerless against
    Kratos. (c: GMG)
    1, GMG's demonstration:
    Sequence break: skipping all the phases of the fight (c: satvara)
    By strategically pulling the switch of the log-shooting device, you can trick
    the boss into getting hit by the logs and skip most of the fight this way.
    So start the fight by getting to the log-machine as quickly as you can and
    pull its switch. The boss will evade and crouch while the log flies over it.
    Now, activate the switch again around the time the log is flying over the
    boss. Don't spam R2, just press it once. Kratos should start activating the
    log machine early, and with correct timing the evading animation of the boss
    will glitch up and he will walk straight into the oncoming log. This can be
    repeated if you can keep the correct timing up. Basically keep firing a new
    log a little after the boss has been hit by the previous log. If your timing
    is wrong, the boss just evades the log like normal, and it's hard to recover
    from that.
    As for the final phase of the boss fight, you can't just shoot another log at
    the boss and end the fight early. If you try it, the boss will become immortal
    instead. You have to damage the boss first to get his health to orange or lower,
    but after that you can skip the rest of the fight using this same trick.
    1, satvara's vid
    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.
    1, GMG's video:
    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.
    Other: for some reason Pandora's Guardian can rarely enter a state where he
    leans on the log shooting device-platform like usual, but fully steaming -
    indicating that he should be mini-gamed next - and he also never does any
    attacks at Kratos. Trying to shoot a log has no effect either, it just hits
    Pandora's Guardian and disappears.
    1, Rjsingh Xxx's video:
    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 massive BoA high jump after the
    third lava stream to upstairs. 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.
    It's unknown what would happen if you also used the trigger skip above that
    makes the doors stay open... but probably nothing good, since it's likely that
    the corridor leading back to Rings is unloaded for now. Also, setting up this
    whole skip would take too much time anyway in a speed run.
    "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 at least two different ways.
    One is to do a decently high BoA high jump towards the wall right of the
    stairway. After crossing over, use your double jump to fall back down into the
    boss room from above, skipping the cutscene in the process. The good part is
    that the big circular descent is also skipped. (c: AKheon)
    Other method is going down the circular descent as normal, then doing a small
    high jump over the wall to the left right close before hitting the cutscene
    trigger. Then just go around the trigger from out of bounds. (c: satvara)
    It's not clear which is preferable of the two ways. Depends on the situation,
    I guess. The latter method doesn't require PR or BoA, at best.
    1, Satvara's video:
    2, AKheon's video:
    Sequence break: skipping Army of Hades
    The least resource-intensive way to skip this magic is this: go out of bounds
    as detailed above: high jumping over the left-hand wall close to the hole that
    Pandora's Guardian made - and carefully inch all the way to the exit to
    completely skip getting this magic. However, like all other skips that require
    you to move outside bounds for extended periods of time, is not easy to do in
    the least. (c: satvara)
    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
    inside the corridor behind the face. Simple Apollo's High Jumps will suffice.
    1, satvara's vid
    Other: if you skipped the in-game scene at the hall, you can activate it later
    during the Army of Hades-fight. It doesn't help much, though. You can even try
    to activate it at the same time as Hades starts congratulating you, but the
    Hades cutscene seems to override it and no additional glitches seem to happen.
    "Chamber of the Gods" - save point
    note: behind Muse key door, optional
    Random: you can activate the gift of EXP from the ground level which causes the
    gift animation to play out displaced.
    Rings of Pandora finale
    Random: The two skulls (you need to unlock the doors) are not interchangeable.
    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: shooting with Eye laser after completing the Rings
    Ever wondered what would happen if you pulled the Eye together again after
    completing Rings of Pandora? Here's how to do it. Normally the Eye switch
    deactivates for good during a timed cutscene after the elevator to the Cliffs
    is unlocked. But: if you quickly visit the corridor leading to CoP before this
    cutscene, then return, the switches return to place without a cutscene instead.
    Now you can quickly grab the switches before they become disabled and hold on
    to them even as they sink back into the wall.
    But using the switch now does nothing interesting. You just get the generic
    reaction of the light shining and ostensibly hitting nothing.
    1, AKheon's vid
    Speed strat: you can skip the small speech that Kratos is given as he approaches
    the lever used to activate the elevator. Right before the speech trigger, do a
    frisk double jump, activate BoA in air and turn left. As you land, tap R2 to
    quickly activate the switch as the speech is going on. (c: tyrhhjy)
    As a bonus, Kratos regains movement during the elevator ride and thus you save
    some seconds at the upper end of the elevator ride as well since you can leave
    If you're quick enough to jump on top of the stone hands before the elevator
    is all the way up, you regain movement during the stone hands scene as well.
    It doesn't save time, but can allow slight tomfoolery.
    1, satvara's vid
    Cliffs of Madness
    Random: If you try to backtrack while still on the statue's hands, Athena will 
    ramble on about your quest.
    Random (swimming): If you try to swim back down where you came from, you only
    hit insta death floor. Or find unloaded nothingness. There literally is no
    return from here (until you have the Box).
    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. The wall is very low, so almost any high jump will
    do. (c: 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.
    1, AKheon's vid
    "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 is 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.
    1, satvara's quick variation (at about 0:05)
    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
    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
    Random: 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: normally you have to go through a big cave and fight there to
    get to an elevator that leads you to Traps of Madness and later the Necklace
    of Aphrodite. However, by using high and long jumps later on, you can skip both
    of the Necklaces, and therefore there is no need to go by the cave.
    But in the past, a speedrunner wanted at least one of the Necklaces to extend
    the bridge a little bit. Necklace of Aphrodite was pretty fast to get since
    you could skip the big cave regardless by doing a long jump from the area where
    you can descend the stone block and rope from above. Find the spot where the
    left side invisible wall ends, then do a long jump to reach the elevator that
    leads to Traps of Madness. Be warned that the death floor is pretty high in
    this area, and your long jump has to be carefully timed for it to work.
    (c: Satvara)
    1, Satvara's vid:
    Sequence break: You can reach Necklace of Aphrodite without activating the trap
    mechanism using a high jump. Afterwards the cutscene showing the area looks a
    bit strange, as the open gate will instantly appear closed and then opens up
    again. (c: Satvara)
    Random: if you glitch up the Necklace of Aphrodite-prompt by entering Start-
    or Select-menu, then pick up the third invisible option that comes in the menu,
    Kratos doesn't freeze as usual. However, the camera does not return to its
    normal position afterwards.
    The same probably works with Necklace of Hera as well. §
    Out of bounds: if you BoA high jump over the back wall where the Necklace of
    Aphrodite is, you'll fall into the half-unloaded fight room you had to pass
    through earlier. Camera is wonky and graphics invisible until you manage to
    roll back to the path leading downstairs, after which visibility improves. Not
    very useful, since you sequence break backwards in the level instead of forward.
    If you do the BoA jump on top of the Necklace indention instead and from there
    double jump onward, Kratos falls down a shorter length into an area closer to
    the start of the level, mostly unloaded.
    You might be able to reach the rotating room this way too, but it's unlikely
    it would be helpful speed-wise since the existing strategies are already quite
    good, and you'd have to go out of your way to reach Necklace of Aphrodite.
    Random: "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: 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. (c: 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.
    - if the enemies are a bother, you can distract them momentarily with AoH, or
      rely on the glitch where the enemies don't spawn.
    1, satvara's vid
    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.
    1, AKheon's vid
    Sequence break: one last variation to the rotating bridge skip is by rotating
    the bridge normally and then at the other side doing a small long jump to
    reach the other side a little faster. (c: satvara)
    1, satvara's vid:
    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 happens.
    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.
    Sequence break: skip both necklaces
    You can do a jump over the extending bridge without getting either of the
    necklaces. Blades high jumps are so far the fastest way to cross the chasm,
    but BoA flash jump is not too shabby for this purpose either.
    1, satvara's vid with Blades jumps:
    2, AKheon's vid with BoA flash jump:
    Sequence break: another alternative to skipping both necklaces is to do a huge
    BoA jump from the ground level to the ropes above, then go hit the loading
    trigger to the next area from the wrong direction. The good part is that this
    route skips the long FMV showing Kratos' past automatically - worth it in a
    RTA. The bad part is that the jump is indeed uncomfortably big, and might not
    be practical to do in a real speed run, or without PR.
    1, AKheon's vid
    Swimming glitch: If you go inside the cave 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... This is the last spot
    in the game where there's water in a long while, and you get stuck at the Box
    since you can't end swimming glitch in a timely manner.
    Another way to get swimming is to go into the cave leading to Necklace of Hera.
    After a fight starts and the gate closes behind you, do a BoA jump on top of
    the gate and from on top jump to the side to fall out of bounds. Then continue
    BoA jumping until you can hit the water surface on the floor and start swimming.
    1, satvara's vid demonstrating swimming glitch from here to Pandora's Box
    2, AKheon's vid of the latter method and some sightseeing as well:
    The Architect's Tomb
    Collision flaw: If you do BoA's air triangle attack 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... (not sure who discovered this.)
    "The Architect's Tomb" - save point
    Various: Cerberi fight glitches
    - Launching a grown Cerberus inside the corridor can cause it to get stuck at
    roof level.
    - For some reason, if grown Cerberi go near the broken ladder to the north-east
    of the floor symbol, they can sometimes lose their A.I. and just stand there.
    - BoA's homerun techniques can send a Cerberus far outside the battle arena.
    - If a Cerberus is lured or forced on the breakable stone floor at the ground
    level, it will start endlessly falling against it. If you now drop the stone
    block on the stone floor, the Cerberi will unexist.
    1, SnapOfTheSynapse's collection of glitches:
    Other: if you drop the stone block on the pushable statue, the stone block will
    become suspended in mid-air. You will also find an invisible rope under the
    stone block that Kratos can uselessly climb.
    1, Victor Wesker's video:
    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.
    The old method to do the rest of the skip involved doing a BoA high jump using
    PR. You had to land out of bounds after the BoA high jump, which was not easy
    to do at all. So instead of that, I recommend using a BoA Flash jump instead.
    First start with LAM with forward running momentum to get as high as possible
    using only one jump. Then, near the top of the wall use your second jump and
    continue with BoA air attacks. Let Kratos fall a short while once out of bounds
    to prevent him from landing to the upper floor by accident... then finish the
    jump with fuse glitch and Stomp to land into the corridor safely.
    1, AKheon's video of doing this trick in a RTA:
    2, Kewbew63's video of the old tactic:
    Random: GMG reports that it's not possible to crush the Cyclops using the block.
    "Zeus Mountain" - save point
    Sequence break: You can skip the small cutscene at the entrance of the conveyor
    belt room by doing a high jump. (c: satvara)
    Without PR you have to adapt a small BoA flash jump for this purpose. Try to
    be careful to not steer Kratos too much to the sides or he'll fall down into
    a chasm.
    1, Satvara's vid:
    Sequence break: Instead of fighting at the conveyor belt, run by the area's
    walls until you're half-way to the next room. The fight never activates this
    way. This is a bit tricky because of the moving floor. (c: Vortex72)
    An alternative way to skip this fight is to activate it, then do a quick high
    jump over the fight barrier blocking the exit.
    1, AKheon's vid of doing this trick in a RTA:
    2, the alternative method, an excerpt from Vipeazone's speed run:
    Pandora's Box
    Sequence break: skip using the elevator
    Do a BoA high jump over the wall of the staircase and make sure to drop inside
    the wall. From there navigate closer to the elevator while staying out of
    bounds. Some jump variations can't be used here because the camera goes bonkers
    if you go too far away from the corridor, so try to keep it basic. Satvara's
    original method is just a double jump aligned with the corridor, landing inside
    the corridor's wall for a moment, and from there another double jump to reach
    the elevator shaft. It's not easy to do reliably. (c: satvara)
    An alternative method involves jumping on top of the door you'd normally kick
    open. Turn Kratos a little to not fall down from on top of the door when
    switching weapons to BoA. Start LAM and do a high jump over the wall to the
    side and just drop down close enough to the elevator. As a bonus this skip can
    be easily done without PR. (c: AKheon)
    After descending enough, you get the next cutscene in which the elevator
    descends like normal with Kratos and the Box on it.
    1, satvara's original vid
    2, AKheon's alternative skip
    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.
    Wasted potential: If you're swimming, you get stuck because you have no way to
    end the swimming and Pandora's Box can't be moved like this.
    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 right now, unless swimming.
    "The Path of Hades" - save point
    Speed strategy: you can save navigation time by doing a long jump to one of
    the later platforms. After reaching the twist in the path with one Archer on it,
    you can do a an Apollo's Long Jump to the platform in the background to skip
    going around via some extra rotating pillars.
    1, satvara's vid
    "Styx Below" - save point
    Speed strategy: it takes luck, but you can brave the Archers during the moving
    platform section and just keep on moving as quickly as possible. Casting Army
    of Hades is also a good aid for distracting the Archers.
    Sequence break: skip a fight before the rotating spike pillar
    Do a BoA high jump near the 1st spiked pillar to get on top of the red fight
    barrier. From there you get a good head-start to the whole climbing process too,
    in addition to having skipped a fight. (c: satvara)
    1, an excerpt from Vipeazone's speed run:
    Collision flaw: sometimes the spiked pillars can drop Kratos through collision
    and into his death. Usually this happens if you get hit multiple times while
    falling down. (thank to TheNinjaPiglet for reminding)
    Wasted potential: you can reach the Satyr fight platform from the wrong
    direction by doing a high jump from on top of the chest path to the right.
    However, if you do this, nothing is loaded on the fight platform. And it looks
    like nothing is loaded further on in the level either.
    Speed strategy: instead of killing every Satyr the game throws at you to rise
    all the platforms, it's possible to do a long jump after a certain point. You
    can get across after only killing 8 to 10 Satyrs, depending on how you want to
    do your long jump.
    This might be an useful speed tip in any category since the last Satyrs only
    spawn after a delay.
    1, an excerpt from Vipeazone's speed run:
    Other: if you upgrade your Blades to Lv. 2 for the first time here, you won't
    hear Athena's "Rage of the Gods"-voiceclip for some reason.
    Sequence break: skip meeting Gravedigger (c: AKheon)
    You can skip the pre-rendered video of Gravedigger talking to Kratos, which
    is good in a run aiming for real time.
    Whilst climbing out of Hades, jump off the rope to the left but interrupt your
    flight with PR to drop down at the very edge of the grave. If done right, Kratos
    hits ground for just a moment, enough to activate a new checkpoint while still
    avoiding activating the upcoming cutscene. Then just enter your menu and upgrade
    Blades, retry and roll past the cutscene trigger... not a hard skip to do.
    Without PR the skip becomes more unreliable to do. For now the best setup
    involves doing a Stomp to back-left or another direction from the grave. There
    is more ground there Kratos can land on without the cutscene activating. And
    even if you do manage to land in a way that starts the cutscene, retry usually
    takes Kratos a bit closer to the grave so that black-out glitch is still doable.
    Incidentally, we never even see Gravedigger in a speedrun with all these skips.
    1, AKheon's vid
    Temple of the Oracle revisit
    "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
    1, AKheon's vid
    Random: all the enemies here have reduced HP to give the player a more
    powerful feeling.
    "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. Of course if you have regen magic
    doing this is not as important. (thanks to RAZOR0018)
    Also, AoH that is cast before meeting Ares lasts much longer than an AoH cast
    during the Ares fight. It seems that AoH is nerfed during the last battles of
    the game, making each cast last an extra short time.
    Ares 1
    Random: 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 mini-game 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 Ares' 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. 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)
    1, addaminsain's vid
    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
    Random: defeating the Kratos clone fight on God-difficulty and without upgrades
    is known to be a ridiculously difficult challenge. Only a few people in the
    world have successfully done this - among the first were Shinobier and Manu918.
    For intense watching, check out Shinobier's video of his fight where he also
    refused to use any magics - a run variant called Pain.
    1, shinobier's vid:
    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.
    The family 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 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. Of course this tactic is very magic
    costly and not worth it without infinite or regen magic... (c: AKheon)
    At the beginning of 2009, manu918 and co. worked a new way for doing the glitch,
    this time suitable for No Upgrade Run-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... But yeah, on harder difficulties and when doing challenge runs, it
    can save your life to move the family a little.
    If the family has 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.
    1, AKheon's original video:
    2, Manu918's video of moving family without Gorgon Rage:
    Random: there is a model of the family in t-pose floating in mid-air a little
    to the south of the fight arena. You can get there with some long / high jumps.
    It's possible to stand on the family... and nothing much else.
    1, Wulf2k9's vid
    Random: there are in fact 101 Kratos clones total that spawn during the fight.
    This is ignoring the lightning Kratos clones who are optional to kill and will
    spawn infinitely if you attack them.
    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.
    Collision flaw: The small altar behind Kratos' family can be accessed from
    behind. Wait until the brick wall disappears, then just run inside.
    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.
    By this I mean hugging the family when Kratos is very low on health.
    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 a small 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, you'll find that all magics are locked. If you
    press X, the game further elaborates: "Ares has stolen your magic."
    Random: 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...
    Speed strategy: especially on easy / Tycoonius, you can finish off Ares 2 very
    quick if he decides to start off with his rock slam attack. Stay at the center
    of the screen to manipulate the rocks to appear harmlessly near the center. You
    get tons of free hits in during his attack. GMG also suggested to use Hades'
    Gift special attack against Ares during this time. §
    If you want a good start to the fight, you can keep retrying from last
    checkpoint until Ares starts with the rock slam.
    Wasted potential: if you upgrade Blades to Lv. 2 during the cutscene at the end
    of Kratos clone fight and get the Rage of the Gods-tutorial message on your
    screen as the first thing as the Ares 2 fight starts, you can enter Start-menu
    and see that all your magics and regular moves are still there. Yes, you start
    the fight with your regular arsenal! But as soon as you close the message, you
    lose it all and are stuck with the Blade of the Gods.
    Random: The move list 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.
    Random: In this battle the gravity has been changed so that you can never jump
    very high.
    Swimming glitch: you can accidentally get swimming glitch in this part. One way
    I personally have got it is by getting hit by Ares' rock slam attack in a
    certain part of the map. This causes Kratos to do rocket in air while swimming
    You can leave the map if you want while swimming, which makes the fight arena
    and the health bar HUD to unload. When approaching the map again, the Blade of
    the Gods appears in Kratos' hand even though he is swimming, which looks odd.
    Kratos can't do swim grabs right now for some reason. I'm not sure if you have
    any way of damaging Ares right now, like doing swim dashes against him.
    If Kratos gets hit by Ares' attacks like this, he has no reaction animation.
    Instead the regular HUD that has now re-appeared glitches up and Kratos' health
    meter overflows. But this doesn't stop him dying like usual once the boss fight
    HUD shows his health depleting. There's probably nothing useful you can do with
    swimming glitch in this map, but it's a curious thing to try out, if you manage
    to make it happen.
    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 since there are no loading
    triggers leading anywhere else. All you really can do is just fall down to your
    "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 may 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.
    Well, for a RTA speedrunner it might be useful to retry afterwards to be able
    to save and see the in-game time of his run.
    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, as the first cutscene ends...
    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 falling through the floor. Doing
    ascension against the pillar wall past one of the rejected skeleton models
    works. It's just to the left where you start from.
    If you die five times in the Character Graveyard, the game will ask if you want
    to switch difficulty. This choice probably doesn't matter, then the game takes
    you back to the Graveyard.
    1, surprise... a video of the breach, by JFCalibur88
    Other: you can press X and triangle at the same time while entering the
    Character Graveyard (or Challenges) to return to main menu while the screen
    fades out. Unfortunately this can't be used to do new glitches because you
    can't select things with X while the screen is fading out.
    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
    - Other: CotG 10 has some glitches with the attacks Satyrs do, making it easy
      for you to get your ass kicked.
    5. Misc. info
    "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.
    During FMV-cutscenes no time runs.
    During in-game cutscenes time does run.
    6. Credits, legal information, contact info, etc.
    Copyright © 2008 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.
    Additional thanks (and links):
    GodModeGOD (a.k.a. the-creeper, BigVEE, etc. etc.) - being the vet for
    this game series, he supplied me with info on many of the glitches.
    Satvara - a pioneer in God of War-exploiting.
    Tyrhhjy - finder of several skips and a few wild goose chases.
              he also did a segmented speedrun of God of War earlier on.
    Shinobier - gave video help and inspiration.
    Shenminiu - A classic speedrunner-type.
    KevBew63 - Video help & a couple of glitches.
    JFCalibur88 - participated in glitch seeking and gave video help.
    HelloKittyKingxS, Euqinunique, SnapOfTheSynapse - small glitch help
    If you need to contact me with suggestions, criticism, new strategies,
    etc. then message my Youtube-account.
    Shameless plug alert! Aside from glitching, I also make music. Check it out!

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