God of War glitch FAQ v. 3.6. completed 28. 11. 2009 Compiled by AKheon, found out by countless people. See the end of file for more information. 0. Contents: ------------ 0. Contents 1. Introduction & version history 2. Abbrevations & glossary 3. General gameplay glitches - Weapon/attack/magic glitches 1. BoA glitches 1a. Homerun and its variations 1b. Strange death delay 1c. Special death effect after magic 1d. Glitched circle action 1e. Fusing BoA and BoC 1f. Artemis tricking 2. Infinite jump 3. Hermes Rush glitches 3a. HR strange collision property exploit 3b. Passing through large enemies 3c. Rope + L1 something move + HS = trouble 3d. Special property during Rage of the Gods 3e. Moving Pandora's Box with Hermes Stomp 4. Gorgon Rage glitch & related material 5. Other weapon/attack/magic glitches & tricks - Enemy glitches 6. Enemy out of bounds 7. Infinite orb fountains 8. Throw/grab glitches 9. Shoddy A.I. 10. Enemy-specific glitches 11. Misc. enemy glitches - Crooked surface glitches 12. Gliding 13. "Poseidon Jump" 14. Stance flicker - Loading glitches 15. Music glitch 16. Loading trigger skipping - Water glitches 17. THE swimming glitch 18. Reverse swimming glitch 19. Glitched jump out of water 20. Strange things of dying in water 21. Underwater rush glitches 22. Other water glitches/tricks - Misc. glitches & exploits 23. Regen magic 24. High/long jump 25. Death glitch 26. Magic while grappling 27. Gravity "reversal" 28. Invisible rope momentum 29. Checkpoint glitches 30. Eye/Feather glitches 31. Graphical glitches in the menus 32. Game freezes 33. Disc tray glitch (NEW) 4. Glitch playthrough (level specific glitches) 5. Info and lists for experts 6. Credits, legal information, contact info, etc. 1. Introduction + version history --------------------------------- Why a glitch FAQ: Because this game has buttloads of glitches and other interesting stuff of which to tell about. Many major ones, useful for skipping entire levels. Countless minor ones, providing amusement or sometimes annoyance to the gamer. Maybe by listing them and publishing the list people will gain new interest in this game. Or appreciation for glitches? By getting to know these strange quirks in the game mechanics, you can endure them with much more lasting patience and grace. And do some heavy exploiting to blow off steam when one feels like it. About the content: I'm purposefully loose in what is allowed in and what is not, simply because the definition of a "glitch" is not a clear one. Rather than just glitches, this guide pretty much lists and discusses anything interesting, random, rare or "unintended by the game developers"-grade phenomena inside the game. Also some small stuff that most people never notice during a normal playthrough. Version history: v. 3.6 (28. 11. 2009) - finished listing save points - added upgrading glitches - corrected text here and there - hopefully this thing won't have to be updated for a while now. File size: 161kt. v. 3.5 (23. 11. 2009) - re-arranged things - added various new stuff - began listing save points File size: 154kt. v. 3.3 (28. 7. 2009) - corrected stuff, added some small notes File size: 148kt. v. 3.2 (10. 7. 2009) - added GMG things - added Tyrhhjy notes - re-arranged enemy list File size: 147kt. v. 3.1 (30. 3. 2009) - added a new trick that's long overdue, the disc tray glitch - added GMG things - added Tyrhhjy things - added Satvara things File size: 144kt. v. 3.0 (1. 3. 2009) - added a new trick, "enemy momentum jump" - verified a couple of old tricks File size: 139kt. v. 2.95 (12. 1. 2009) - added a mention of one new Gates of Athens glitch - updated "gorgon rage" glitch - corrected 1000000 small errors - added Tyrhhjy mysteries, tricks and skips File size: 135kt. v. 2.9 (14. 12. 2008) - added small things here and there File size: 132kt. v. 2.8 (27. 11. 2008) - corrected and re-wrote stuff - added small things here and there - added Satvara's new skips File size: 131kt. v. 2.7 (1. 11. 2008) - corrected stuff - added small things here and there File size: 127kt. v. 2.6 (26. 10. 2008) - corrected stuff - added one new big~ish glith - finished level-by-level listings File size: 122kt. v. 2.5 (19. 10. 2008) - corrected a couple of errors. - updated a couple of sequence breaks. - added small glitches! - Started to add sweet spots... slowly... File size: 110kt. (yes, now it's kt again and not kb.) v. 2.4 (13. 9. 2008) - corrected a couple of errors. - added some random discoveries. - started a new section in detailed 'for experts' info. File size: 96kb. v. 2.2 (31. 8. 2008) - took heed of GMG's long list of improvements... - started a glossary. - Categorized glitches better. - Added some random discoveries. File size: 89kb. v. 2.1 (10. 8. 2008) - added info on high/long jumps, infinite air grabs, infinite Orion's Harpoon. - added bestiary info. File size: 80kb. v. 2.0 (20. 7. 2008) - added couple of new glitches - categorized level-by-level glitches better File size: 72kt. v. 1.9 (13. 7. 2008) - added a new glitch section about underwater rush tricks + other smaller stuff - added sequence breaks to level-by-level listings. - added many video demonstrations. File size: 68kt. v. 1.8. (18. 5. 2008) - Updated/added links - continued the lists - added enemy glitches File size: 58kt. v. 1.5. (20. 4. 2008) - added several new glitches, e.g. water glitches - continued the lists File size: 52kt. (see a pattern forming here?) v. 1.3. (13. 4. 2008) - added 1 new small glitch - continued the lists File size: 42kt. v. 1.1. (5. 4. 2008) - added a couple of glitches - started to list enemy-specific glitches - started to list level-specific glitches File size: 32kt. v. 1.0. (23. 3. 2008) - Listed the general gameplay glitches File size: 29kb. What to do for the next versions: - Some videos could be upgraded - Finish the listings - Add very detailed info on game mechanics (again courtesy of GMG) 2. Abbreviations & glossary --------------------------- Abbreviations: (the most common ones) GoW = God of War GoWII = God of War II BoC = Blades of Chaos BoA = Blade of Artemis PR = Poseidon's Rage MG = Medusa's Gaze Zf = Zeus' Fury OH = Orion's Harpoon RotG = Rage of the Gods HP = Hit point GMG = GodModeGOD AK = AKheon � = 'note to self', something to be tested or modified later. Glossary: Invulnerability frames (a.k.a. i-frames, invincibility frames, etc.) = Some moves contain small periods of time during which all attacks pass through Kratos and he receives no damage. Not as much in GoWI than in GoWII, though... Launch = An attack capable of (or intended for) launching enemies high up in air. For example, BoC's Ascension. Lift-up = When Kratos himself can/will rise up in air during some attacks, like with BoC's Apollo's Ascension. Bounce = An effect in which an enemy will bounce a bit after a succesful hit. It's not nearly as high as a lift-up. For example, the last hit of Apollo's Offensive. Knockback = An effect in which the enemy is thrown back. Can be done in air too. Downed = An enemy which has fallen on its back/on the ground. Tricking = 1. Manipulating enemy behaviour by using the scenery or certain moves (like weapon switching). 2. Avoiding enemy attacks with invulnerability frames that some moves produce. (most prominent usage in GoWII.) Cancelling = Canceling an attack or a combo to another move. Used to gain speed and combat efficiency, not to mention it enables some cool strategies. (f.e. canceling slow BoA finishers to blocking or rolling.) In an especially prominent usage in GoWII with its Barbarian Hammer. An advanced strategy alongside tricking. False grab = Hitting an enemy with a grab in circumstances in which a grab would not be succesful. Kratos will fumble backwards, oftentimes the enemy will react to the failed grab attempt in some fixed manner, helping the player to manipulate enemy behaviour. Minigame-grabbable = A situation in which the enemy has a 'circle' above their head. Differs from a normal grab situation in subtle ways. The enemy may get stunned for a bit when this happens. Grab select = Situation in which the player can decide how the grab resolves, e.g. most legionnaire types. GMG's list of enemies with basic grab select. -Undead Archer -Cursed Archer -Hades Archer -Undead Legionnaire -Magic Legionnaire (no shield or glitched) -Cursed Legionnaire ("O") *unless glitched* -Fallen Legionnaire ("O") *unless glitched* Sweet spot = A place in the game area to which your enemies are blind or impaired to. These change with your enemies and their A.I. limits. Some are listed in the level- specifics further down. Out of bounds = Anywhere outside the intended game area. Plume/Valor/Spirit/Might = An abbreviation of some attack or combo. Read the full names of attacks (to know which ones are referred to) from the game's menu. Dissension = GMG's dubbed name for an attack which brings the enemy down from a launch. (e.g. air triangle for both BoC and BoA) For more dubbed attack names, see the section "Info and lists for experts" near the end of the FAQ. 3. General gameplay glitches ---------------------------- --- Weapon/attack/magic glitches: --------------------------------- 1. Blade of Artemis glitches 1a. Homerun and its variations Using double lauches, your enemies can be launched extremely high up in the air or bounced across the playfield in unusual ways. This exploit is possible because of some loophole in this game's gravity mechanisms, not to mention Blade of Artemis' strange attack properties. You can try to double launch with BoC too, but it doesn't work nearly as well (if at all). In other GoW-games there exists no comparable double launches (at least as of yet). There are three main variations of it, Spike, Punt and Homerun, dubbed neatly after sports terms by this trick's discoverer, GMG. Keep in mind that if a foe can't be launched none of these 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." Handy for getting 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: - Gravity effects do not accrue very well after the first two hits. F.e. doing three Homeruns in a row to the same enemy would not make it rise any higher than normally. - As mentioned, these attacks don't work well against Satyrs, other than Punt. This is because they have a strange 'aerial recovery' which stops the launch in its tracks. Spike doesn't always fail but isn't reliable either. - A Cerberus Breeder, when launched with a Spike, will look like its merely gliding in the air without worries. This is because it has no particular response animation for the type of attack it is hit with. Video demonstration: 1, GMG's and Shinobier's instructional video: http://uk.youtube.com/watch?v=sMTz7ff6O0Q 1b. Strange death delay Instead of instantly falling apart, your enemies will in some circumstances remain alive for up to several seconds before BoA's special death animation kicks in. During this time, they will continue to attack Kratos like normal. May happen if: - Finishing move has a special property like 'launch' or 'knockback' - If Kratos finishes using magic while BoA is equipped (see 1c.) Does not happen if: - Enemy is airborne or downed 1c. Special death animation after magic For no logical reason from Kratos's point of view, all the enemies he kills with magic during when BoA is explicitly equipped get slashed to bits just as if he attacked them physically. EXP bonus from BoA's long combos is also granted. As with 1b, this will not happen if an enemy is airborne or downed. 1d. 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), a normal circle attack or a circle attack from the middle of a combo will cause the glitch. Sometimes the attack will deal its damage before the grab occurs. A list of different outcomes: 1, The most likely one: enemy will be grabbed instead of/after a circle attack. Kratos's weapon switches automatically back to BoA afterwards. 2, Kratos will fumble backwards as always when a grab attempt fails. Enemy may or may not die afterwards. This is just a normal 'false grab', activating in the conditions any false grab will. (read more in the Glossary) 3, The circle attack does enough damage for the enemy to die. Kratos will grab at nothing afterwards. 4, Kratos will do the grab animation on nothingness, a failure. (needs other external factors to work, e.g. large height differences on the ground.) This is basically just a normal failed grab of this sort. GMG insists on me noting the fact that Kratos may seem to slide towards the enemy before/during this grab if the enemy has moved away from him after the attack. 1e. Fusing BoA and BoC You can "fuse" BoA and BoC temporarily, so that both of them are visible at the same time. This is mostly just a graphical effect, with no influence on the damage Kratos does for example. The easiest method to achieve this effect is to do either Zeus's Fury or Medusa Flash in the air with BoA equipped. Right during the magic animation, press down L1 and keep it down. That's it at its simplest. Doing L1+something specials will yield interesting sights... Another way to do this is through a glitch grabbing attempt with BoA, described in 1d. You need to have a creature with 'grab select' (see glossary). After having grabbed the enemy, let the grab time out while holding block. After the enemy has freed himself, Kratos is in the fuse-mode, ready to kick ass with two weapons at once. (if it only were as sweet in the actual game...) This state will last only as long as you have L1 button down, don't cast magics or get damaged. Other than the L1 + (something) moves, you can also do weapon switching and Hermes Stomp without losing this effect. The last one is actually something very useful, because Hermes Stomp adds much length to your jumps, and it is normally unavailable during a BoA long jump. You can really mix things up during high jumps as well. An interesting thing to note is that during this kind of fuse long jump you may have a momentum glitch with normal jumps: the jump is at full speed, as if Kratos was running at full speed before jumping. This is useful too. Video demonstration: 1, a BoA and BoC fuse long jump: http://uk.youtube.com/watch?v=P1_lrGGK8lM 1f. Artemis tricking Switching weapons quickly enough, you can make all local enemies (with some exceptions) forget attacking you. Doesn't work on: - Boss enemies - Archers of any type - Minotaur Hammer Grunts and Minotaur Warriors will not stop functioning completely. They will switch doing their shockwave-attacks and only them. Same rules apply for hanging on ledges ("ledge tricking") too. 1g. Forward roll to circle failure If you try to do the circle attack after a forward roll, you only hear the sound but no attack happens. This doesn't happen with side or backwards roll, oddly enough... 2. Infinite Jump A.K.A. "nth jump" This game has ways for you to jump infinitely high or infinitely towards any horizontal direction. The drawside is that doing it takes a lot of magic (requiring either Dairy Bastard or regen magic) and time. It can be done with either Lv. 4 -> BoC or Lv. 1 BoA, though BoA is in any case the best choice because it's so versatile. This trick is based on the fact that PR in air resets your falling momentum. You've noticed how long attack strings keep you in air worse and worse the longer you do them? Do a PR between the chains and you'll do much better. With BoA air attack strings or Falling Helios you do not only remain in air but also get a bit higher/forward with each consecutive attack and magic. Short variations of this trick are classified as high jumps. They're often mixed up with other attacks (such as Lv. 2 MG air blast) to suit the purpose they're used, and countless sequence breaks are possible because of them. Read more in the section 23, which is a tutorial for high/long jumps. 3. Hermes Rush/Stomp glitches 3a. HR strange collision property exploit During Hermes Rush Kratos's hit/collision box is less wide but longer than during his other stances/animations. This means in effect that you are able to squeeze into tight spots (e.g. behind some chests). Depending on what kinds of walls surround you and how tight the spot is exactly, you may be able to get through them from there. Turning towards a wall is sometimes necessary for this to work (to fully take advantage of his strange collision property). Video demonstration: 1, skipping Pandora's front yard with this (Satvara's vid): http://uk.youtube.com/watch?v=TahZ0khKQSo 3b. Passing through large enemies Hermes Stomp goes right through some larger enemies such as cyclops. 3c. Rope + L1 something move + HS = trouble If you pass a rope while doing a L1 + something move (e.g. Apollo's Offensive) and at its end perform the Hermes Stomp, a glitch happens. The game thinks Kratos is on the rope while Stomp's animation transports him away. This state has no movement checks, so Kratos is eternally stuck in a silly position. During this time, your enemies will register Kratos as both ground and rope target. F.e. legionnaires will attempt to jump on a rope even if Kratos is on the ground right next to them. However, at another location a gorgon actually attacked Kratos who was stuck, inadvertently releasing him! To be honest, this can happen without an L1-move too. For example, if you're unlucky when an enemy attacks you - you fall down from the rope but get stuck. Video demonstration: 1, see the end of this video for this glitch in practise: http://uk.youtube.com/watch?v=BJh_UCwzV_g Not too long ago I noticed that this trick works with balancing beams as well. Kratos can turn after reaching the final pose (after HS), but nothing else. By turning at correct times, you can hit nearby enemies! You are still, after all, in the middle of Hermes Stomp's attack part. If you get stonefrozen like this, you can't break out for some reason. 3d. Special property during Rage of the Gods The wait period at the end disappears, meaning that you can go crazy with this move. Keep R1 down and mash X and see what happens. 3e. Moving Pandora's Box with Hermes Stomp You can move the Box around before the elevator has descended using well-placed Hermes Stomps. Why? Hard to guess. This account becomes even more bewildering once you discover that this is not possible at the bottom of the elevator any more... 4. Gorgon Rage glitch & related material It was first noticed that one could quite consistently move Kratos' family to a few directions at the second-to-last fight of the game by doing a Gorgon Rage, then grabbing the family instantly afterwards. It is possible to even drop the whole family off the map using the glitch. (discovery: AKheon @ 2008 winter) Other circle moves work after Gorgon's Rage too, to some extent, such as Lance of the Furies. However, the conditions of this particular location of the game were too unique to have effects which could be reproduceable elsewhere (at least to this day such haven't been found). Another fixed circle mini-game location was the infamous sex mini-game. It was found that Gorgon's Rage has a small effect there too, albeit a different one: after the Rage animation has passed, the minigame starts on its own according without an explicit grab animation at all. This causes the camera angle to change and the small urn to either wobble or stay put. Kratos stays unoccupied the whole time. Nothing else happens, or so it seems. While hopes were high in regard to glitching more circle minigames using this property of the move, it was found out that f.e. Ares or Pandora's Guardian mini-games couldn't be broken into using the glitch. It is still not conclusive what this glitch can and what it can't do, and in what different ways it can be used, but hopefully research will continue... NEWS for the year 2009: Manu918 and co. found another way to move Kratos' family which works for NUR conditions. It's by merely freezing a couple of batches of the clones, then grabbing the family. So, it may be necessary that there have to be enemies to freeze before this glitch (or at least a part of it) works. Video demonstration: 1, AKheon's vid of Kratos' family dropping into outer space: http://uk.youtube.com/watch?v=6KjVqoCcJZU 2, another vid, showing something on both examples: http://uk.youtube.com/watch?v=AujcC1xHI6g 3, manu918's vid: http://uk.youtube.com/watch?v=Gd4tfP70J70 5. Other misc. weapon/attack/magic glitches & tricks Note: see 'misc enemy glitches'-section for more. Note 2: a section for RotG-glitches may be opened some day. Other: If you enter a moment where time is frozen (e.g. talk to someone or during cutscenes) while in a Zeus's Fury or Medusa's Gaze stance, and then upgrade the magic in question, the graphical effect disappears and Kratos looks like he has nothing in his hands, though the stance remains. Graphical: If you spam Gorgon Flash in air fast enough, every other blast will not be visible. Zeus' Fury can do this too. Combat: You can deal damage through invisible/red walls (you know, the ones that enclose a fighting area) but stone freezing beams become powerless though they're not visibly obstructed. Combat: Using Army of Hades on stonefrozen enemies will reduce their actual HP, not "during stonefrozen" 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... Other: 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. Especially if the spawning way is unique, e.g. in the first room of the game. Graphical: If you switch weapons quickly enough, the BoA flash effect is not always seen. Combat: You can shoot both Gorgon Torrent and Gorgon Flash at the same time. Graphical: The BoA glow is not seen in some areas. Combat: Orion's Harpoon, when done on enemies that are just low enough, will only hit but not throw them. Graphical: Plumes that get canceled before impact at a certain moment in time create the explosion but do no damage. However, the BoA circle ender "Retribution" will in fact hit even if it is canceled in a similar way. Strategy: Blocking in air causes Kratos to fall down quicker. This trick can be used for interesting juggling combos, such as BoC lv. 2+'s L1+X, (block in air until ground), L1+X. (gratz GMG) Combat: Poseidon's Rage normally always does a fixed amount of hits. For reasons unknown it sometimes hits more than it should. (pressing other buttons than circle during the casting is the catalyst?) Strategy: The Might of Hercules ender hit can do up to 4 hits. This makes it worthwhile to use, even though a single hit isn't very strong. Also notice that it's possible to do the ender without a long combo beforehand by doing a simple square, square, SQUARE (pressing down). Combat: During air attacks the game slows acceleration down. If the attack cancels out, touching ground or water, the acceleration slowdown carries on to normal movement time, causing Kratos to move and jump as if slightly suspended. This is especially noticeable after longer (L1+something) attacks. It can also be noted than it also works in water and if you cancel the acceleration upwards, e.g. to ropes. Graphical: When loading the game, after passing the point where Kratos can be controlled while the screen is still dark, switch weapons to BoA and start running. When the graphics show up, Kratos will run as if holding Blades of Chaos, but with BoA in his hands. (gratz GMG) Combat: During Rage of the Gods, if you try to cancel into Ascension from roll (keeping triangle down, that is), the move self-cancels strangely. (gratz GMG) Other: An extremely rare glitch concerning retrying with petrified Kratos can leave him in a slow-moving state (according to GMG about 30 times slower) after having retried. Getting petrified and breaking out was the only way to fix it. Combat: During RotG, Hades' Reverse can be used, but none of its follow-ups. Strategy: Your enemies will forget to block your attacks if you're far enough away. Good to know for using your longest range attack, Zeus' Fury. Enemies that would normally block it fervently will suffer the most this way. Strategy: You can make a Zeus' Fury charged bolt even if you didn't have the needed magic for it. You only need enough for a normal bolt. Strategy: The AoH effect carries on between level transitions. The best use for it is assumedly just before the last fight in the game, in which you can't use any magic... Other: if you enter Medusa's Gaze before the screen loads, the stance you enter is completely immobile (you can't turn in it.) This can also happen if anything related to your weapons/magic is still loading when gameplay resumes (read more about this in the section of 'upgrading glitches'.) Random: Gorgon Rage can hit max. of 9 target with one blast, and doesn't hit anything that is below Kratos. (where do I get this 9 targets thing, then? There's a hallway in Challenge of Poseidon which is full of urns. Each gives 2 hits for some reason, but the maximum the game will ever give you is 18 hits. Is it reasonable to assume that 9 targets is the maximum for GR?) Other: you can abuse enemy attack momentum to gain long jumps if you have RotG on. First, get hit by an attack that has lots of vertical strength (while in air), then jump again before hitting ground. Thanks to Tyrhhjy for this. Video demonstration: 1, my vid http://www.youtube.com/watch?v=X2NRQ3JQ66o --- Enemy glitches: ------------------- 6. Enemy out of bounds The game has set strict limits for your enemies to wander, for various level design reasons. Some of these limits are extremely obvious and exploitable. F.e. getting on a ladder can cause every enemy in the room forget your presence. If entering a new area, the enemies often act as if there was an invisible wall separating them from Kratos (which, code-wise, may very well be close to truth), and they will not follow him to wherever the path next leads. Rarely the game allows you to send an enemy outside of his regular bounds, causing the A.I. to go wild. They run against walls, hoping to get back to the correct area, in vain. Depending on how some areas are loaded and drawn, you may encounter a phenomena of invible enemies during this kind of out of bounds moment. You can hear the enemies, but can only see or damage them from certain parts of the room. This isn't useful, but it's funny to look and listen at. Air throwing or just launching enemies to strange places can get this to work - though be warned that it's very rare. (more detailed instructions/examples needed? contact me if the answer is 'yes'.) Credits go to the Max Upgrade Guide at GameFAQs, that's where I first heard about this glitch. Check it out for more detailed info. Infinite orb fountain v3 is possible utilizing out of bounds limits, albeit in a more limited form than it was in GoW II. Read the below section for more info. Video demonstrations: 1, invisible minotaur at Rooftops of Athens (part X of this video): http://uk.youtube.com/watch?v=YJP3uQsN-Mk 7. Infinite orb fountains The death animation of your enemies can get stuck in a loop where the enemy will give up his red orbs over and over again. It is caused by the animation interrupting and resetting right after the orbs fly free but before the animation naturally ends. This can happen f.e. if the enemy falls on some strange piece of collision which can't accomodate his death throes, like a crooked surface or a ladder. The best enemy to do this with is the harpy: they're small and weak, they fly, they have a quick, stable death animation. I've never seen a large enemy get fountained. Once a minotaur bounced strangely from a wall and it gave two times the orbs, but that was hardly a fountain of any kind. The best known places where this works are the infamous Challenge of Atlas ladder, and the statue room at Temple of the Oracle. There exist other type of infinite orb glitches too. The one GMG refers to as infinite orb v3 is basically causing an enemy repeatedly to un-exist (read more from enemy out-of-bounds glitches) while he is dying. It doesn't seem to work with all enemies. Maybe we will see a video of it eventually. Video demonstration: 1, Challenge of Atlas ladder fountain: http://uk.youtube.com/watch?v=hRxl9yffSdc 2, Temple of the Oracle fountain: http://uk.youtube.com/watch?v=Pb6CrJYbV5A 8. Throw/grab 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. Your enemies can interrupt Kratos's grabs even while they technically shouldn't be able to. It's all a bit unstable. Sometimes Kratos does not suffer any harm from attacks during a grab, sometimes he will. Arrows are something that very stably interrupt him. At least in one spot during the game, grabbing a spawning legionnaire will cause another legionnaire in the room slide long ways away (this is after getting Poseidon's Rage and enemies appear). I think it can happen elsewhere too. 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. Many enemies can be air grabbed again and again until they die. A big weakness. In a similar way, many enemies can be Orion's Harpooned to death by just repeating the move indefinitely. The particular weaknesses of each enemy is listed at the enemy-specifics. No one knows why or how, but some legionnaires with a circle looming above their heads will remain 'false grabbable' (read the glossary if you don't know what that means) with the exception that Kratos will not get shunned back when he attempts to grab them. This means the false grab can be spammed and it looks strange, to say the least. (GMG's reminder) While Kratos is climbing a wall, he can still grab enemies that are on the ground-level and not climbing. You can easily insta-kill your enemies this way. 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. GMG says that while doing a 360 degree toss with an archer, a cursed legionnaire grabbed Kratos. Strangely, Kratos dropped the archer and began grabbing the healthy legionnaire instead (who was instantly brought down to 'O'.) 9. 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 at at least 3 different locations, though always with those legionnaire-types. At least in one spot during the game your enemies (Fallen Legionnaires) will try to climb a normal ladder to get to you. Unfortunately their behaviour has a loophole in it and they get stuck in the middle if you quickly change elevation. If you try to climb the ladder again, they turn normal. You can fool some of the enemy A.I. with jumps and air attacks (easiest with Blade of Artemis) or rapid weapon switching. The rapid weapon switching is actually something very useful. Doing it fast enough causes all of your enemies to simply stop attacking. It doesn't work on archers or bosses, though. 10. 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. Will never get BoA tricked or ledge tricked. -- Cursed Archer -- Subject to Infinite Air Grab and Orion's Harpoon. Will never get BoA tricked or ledge tricked. No area effect from explosive arrows can be blocked, whether the arrow in question exploded on the ground or when hitting an enemy with Kratos nearby. 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. Will never get BoA tricked or ledge tricked. Basically just a Cursed Archer with a triple arrow shot. -- Centaur -- Subject to Infinite Air Grab. Glitch "O" when grabs are interrupted *it's fake/a trap* Their shockwave's range is larger than the effect would show. Their arrows make it very easy for them to drop Kratos out of air. Sometimes, after they've loaded an arrow but hadn't used it for some reason, the arrow stays in their hand for some time and looks uncouth. This extends to even them physically attacking Kratos with an arrow loaded and flashing. (This is what GMG had to say about this matter: "The 'arrow in hand' thing may not be a glitch but rather an augment to their physical strikes. If it is a glitch, it is a blessing because it makes it obvious they CANNOT use their Stomp (Shockwave) while it is out like that.") If their death grab gets interrupted, they'll instantly grow back a new pair of legs and continue attacking you. -- Cerberus Breeder -- Subject to Infinite Air Grab. Occassional failure to fire during its 3x fireball attack. -- Cerberus Offspring -- Subject to Infinite Air Grab and OH. They can do glitch growths even after their deaths. OH will sometimes fail for no reason (maybe because of the small size?) Grabs will also sometimes fail for no reason. -- Cyclops Enforcer -- Just the furthest half of the spinning ball attack hits. You can stand in the rope or back half without taking a hit. Just walking *slowly* around it counter-clockwise is sufficient to avoid all hits (perhaps not the rush though). -- Cyclops Brute -- Grabs don't always connect when they should. -- Cyclops Desert King -- Doesn't have a 'Brutal/Ruthless Kill bonus'. -- Gorgon (and some petrifying glitches) -- Subject to Infinite Air Grab and Orion's Harpoon. Chance for air grab high jump. (read more in the section of high jumps) If Kratos is petrified while he does most attacks, he does not completely die after shattering: enemies still target him, and you can hear him grunt when hit. Arrows don't always crush petrified Kratos. -- Medusa -- Has 10000 HP, which is a lot. The mini-game needed to dispose of her becomes available a lot sooner, and most players deal with her this way. - Harpy -- Subject to Infinite Air Grab and Orion's Harpoon, as are all other harpies. Subject to orb fountain glitches, as are all other harpies. -- Undead Legionnaire -- There are countless of glitches ready for these guys, mainly because they appear at so many different circumstances (e.g. ropes and grapple sections too) and places. Almost all have already been mentioned at the above sections. -- Cursed Legionnaire -- Some of them can not be minigamed - the circle does not appear above their heads. At least one instance of this enemy is impervious to Orion's Harpoon. Can climb ladders, though not very well. If two of them are very close on a rope, a kick hits both. Subject to air grab high jump when "O" is about to appear. -- Magic Legionnaire -- While they are airborne, downed or spawning, their shields do not stop hits. Physical hits at any such point make it possible to grab through their shields. Throws towards Magic Legionnaires can either cause a knockback or be deflected. GMG theorizes knockback occurs more often if the opponent is right in front of the throw. Some RotG BoC attacks act like their shield isn't there, as does AoH. However, with BoA itself you have absolutely no way to pass through their shields. Charged Zf bolts' area blast can hit them even with their shield intact, but it does no damage. "The glitch where a Magic Legionnaire uses shield attack AI without their shield appears to only occur after they've lost it and been petrified (after breaking free obviously)." - GMG Some of them can be grabbed like normal despite they have their shields on in some slightly special conditions, e.g. having taken a thrown legionnaire to their face or possibly just having got damaged enough. This kind of grab is glitched-up, causing Kratos to slide erratically across the playing field for short ways. With this movement you can f.e. kill yourself to the spiked crushers at Temple of the Eye, despite they're not functional and they have a wall in front of them. Also, if you choose to throw your enemy somewhere, his graphics will twitch a bit, and in some cases he will even die before he is thrown. "Just to say it again..the knockback in of itself will allow a glitch grab." "Both Plume and Spirit (during Rage of the Gods) fail to break their shields." - GMG If one dies with its shield intact, the lone shield can stay a while after the legionnaire's corpse has disappeared. Just to note, any explosive move will destroy their shields, including Rising Helios and Lance of the Furies. The sole exception to this rule is BoC's plume attack during Rage of the Gods. -- Legionnaire Captain -- Would otherwise be subject to Infinite Air Grab (and possibly Infinite OH), but their minigame prompts mess the whole thing up. They have a strange tendency to block Zf bolts while downed, as if their guard was up. "It REGENERATES 10HP everytimes you let it recover from "O"." - GMG -- Minotaur Grunt -- Subject to Infinite Air Grab. -- Minotaur Hammer Grunt -- Subject to Infinite Air Grab. Uses the shockwave attack when you are abusing the ledge. -- Minotaur Warrior -- Subject to Infinite Air Grab. Uses the shockwave attack when you are abusing the ledge. -- Minotaur Tormentor -- Subject to Infinite Air Grab. BoA Homerun trick "Punt" typically (if done fast) will send them the opposite direction that is desired. Artemis often cannot block their shoulder rush unless your guard was up early. -- Satyr -- I hear air grabs done to them actually deal no damage for some reason. BoA Homerun trick "Spike" (read more in the section about BoA-glitches) causes an unusual knockback/bounce effect. Very useful in Challenge of the Gods 10. Their "aerial recovery" allows immunity from "Homerun" but not "Punt". (read more in the section of BoA glitches) The throw in which they move Kratos to their opposite side, can transport him on nothingness. Kratos bounces once, then falls. -- Temple Siren -- Subject to Infinite Air Grab and Orion's Harpoon. "Petrification of a �Dizzy� creates a �Wander� and also prevents regeneration as �O� doesn�t go naturally. Curiously, OH and air grabs would not connect so long as the �O� was glitched as such though the mid-grab worked whenever I so wished it to. If done at 19HP remaining, she would skip her final �O� and be left with 9HP. If done at 18HP-11HP she glitch dies. If done at 10HP or less she just goes into her finisher rather than the mid-grab. Juggles appeared to cease working on her." - GMG Note: with "dizzy" and "wander" GMG was talking about its A.I. modes. Basically one-word description of its primary movement in the mode. -- Desert Siren -- They die when petrified 3 times in a quick succession. They have 10000 HP, which is a lot. In fact, even their petrified state has 10000 HP! The mini-game needed to dispose of them becomes available a lot sooner, and most players dispatch them this way. -- Wraith of Athens -- Subject to Infinite Orion's Harpoon. Kratos's grab can launch several Wraiths in the air when it resolves. -- Desert Wraith -- Subject to Infinite Orion's Harpoon. Their air grab sometimes breaks for no apparent reason. "Some petrifications caused �unexisting� of the Wraiths. I typically saw it only after petrifying 3 Wraiths. My guess is that the lingering remains (via shatter or breakout) plus 2 other petrified wraiths *or more* causes the next wraith petrified as such to unexist. The �stacking� issue only appears to work with these Wraiths." - GMG "~~an �uppercut� (from a grab) hitting a nearby foe will deal that grab's damage to them and, in the case I saw, send them sailing away like with Zf�s Stun/Charged bolts (the effect is like that of Homerun/Punt but without the extra height due to a previous launcher)." - GMG -- Pandora's Guardian -- See the level-specific glitches further down for mentions of his two big weaknesses. -- Evil Kratos, Agony -- The one with Zeus' Fury. "Agony only attacks Kratos but because of the line of fire, he may hit the family. Though his bolts are relatively weak, they can devastate by breaking your control of the fight" "Agony kills don't count towards the kill count." - GMG -- Evil Kratos, Remorse -- The ones with Blades of Chaos. They can also grab Kratos. -- Evil Kratos, Regret -- The ones with Blade of Artemis. For some reason they can also do the special attacks only Blade of the Gods has! (the sword Kratos gets in the last fight) -- Ares -- See the level-by-level specifics for the final boss fight. 11. Misc. enemy glitches Combat: Enemies' attacks stun other enemies but will not do any damage. Combat: If too many enemies (>2?) are shattered simultaneously not all of them give you orbs. Combat: Flying enemies sometimes do not fall down when stonefrozen. Combat: Some enemies can be attacked for extra hits even after they're dead (before they disappear). A.I.: While Kratos is petrified, any enemies that weren't outright posing for their next attack or already attacking will not try to attack. This happens in GoWII too. Other: I've heard that if Kratos gets petrified on top of a ladder or some other special surface he will become petrified in such a way he can never break out! Would this work on your enemies as well? Video demonstration: 1, brandedartist's vid: http://www.youtube.com/watch?v=0tSFbZzisz8 --- Crooked surface glitches: ----------------------------- By a crooked surface, I mean a special type of collision surface which will try to drop Kratos down when he's on it, but which responds to Kratos's different stances in various ways. 12. Gliding When on a crooked surface, if you try to block, roll, enter a magic stance or do a grab, Kratos will not fall down as helplessly as usual, but instead will either remain where he is or move to some direction (depending on momentum). Effects also vary depending on how angled the crooked surface is. Crooked surface does not count as normal ground. Kratos's jump counter will not reset when he lands, for example, limiting somewhat what you can do. You also can't move in other ways than what I just described. This glitch can be abused to move over areas with a lot of crooked surface. If you got a lot of momentum, Kratos's speed is irrationally high and the movement looks completely strange. Gain momentum by doing a well-timed Hermes Stomp or a grab (or other attacks). Video demonstrations: 1, an outdated strategy, but still, it's gliding at it's finest: http://uk.youtube.com/watch?v=2Zad8ne9FyM 13. "Poseidon jump" (discoverer: 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 animation wherein he descends down but interestingly remains stable, seemingly immune to the effects of the crooked surface. 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 move in any direction before jumping, you will cancel out of this state, so be careful. As foreshadowed, this event does not always follow PR. Sometimes PR just cancels out and nothing interesting happens. Remain vigilant and cast PR again before you are dropped off the crooked surface. Sometimes the PR will not cancel out, but nothing interesting still happens. Be prepared with lots of magic for this one. Being able to jump in the middle of a crooked surface increases your capabilities by a fair amount. If only there were more long stretches of crooked surface in this game... Video demonstration: 1, skipping a large part of Gates of Athens using this: http://uk.youtube.com/watch?v=rhOM5SYFyOk 14. Stance flicker If you're right at the edge of a crooked surface and blocking, rolling, in a magic stance or doing Hermes Stomp, Kratos will not fall down but will stay on the surface edge and try to do whatever the button press denotes, but failing each time because the game thinks he's constantly starting to fall down. The action starts anew and it gets canceled again. Kratos flickers strangely and makes noises. Video demonstration: 1, see the middle part of this video: http://uk.youtube.com/watch?v=YJP3uQsN-Mk --- Loading glitches: --------------------- 15. Music glitch This glitch is not possible with every copy of GoW. I'm not sure if it depends on different regions or versions or what. It might be even rarer than that. Basically, the Rings of Pandora background music will stick whenever you visit that place. It will not end when it should but instead plays alongside with the other musics of the area where you move in. This causes your PS additional strain and everything loads much slower. The only useful thing this is for is doing a couple of skips: you are able to get past some obstacles before they load and show up. For more information, you can read a full-fledged Music glitch FAQ here: http://akheon.files.wordpress.com/2008/01/gow-music-glitch-faq.doc Video demonstration: 1, one of the skips possible with this trick: http://uk.youtube.com/watch?v=PACPzKSQXm8 16. Skipping loading triggers The game loads it's areas mostly in realtime. When Kratos steps to a certain trigger in the level, the next area begins to load. By skipping one of these triggers you will not be able to proceed (in most cases), but instead are confronted with emptiness where the next section should begin. You can skip these either accidentally or, if you know about them, purposefully. At least in one spot of the game skipping a loading trigger saves a considerable amount of time, and it is at the Gates of Athens, where you can enter the gate without loading its innards, enabling you to skip all the obstacles you would otherwise have to clear. But all this can cause problems to new gamers who accidentally skip some crucial trigger somewhere (though unlikely). If something like this happens to you, now you know why. Video demonstration: 1, the Gates of Athens skip: http://uk.youtube.com/watch?v=rhOM5SYFyOk --- Water glitches: ------------------- 17. THE swimming glitch In GoW, the game doesn't know which areas are water and which air - it simply knows where's the water surface and what happens when Kratos touches it. The only thing preventing Kratos from swimming wantonly wherever he wants are a couple of walls, but with clever methods they can be bypassed... you might've deduced what that means in this case. Yes, while swimming wherever you want, you have absolute reach and capability to move. You see the areas from angles you've never seen before. No physical obstacle will restrict you, for the most part. Enemies can't reach you. But what would an otherwise game breaking glitch be without crippling disadvantages? A lot better, some would say. Here are the reasons for why this glitch isn't more popular: - You need Poseidon's Trident. Without it, Kratos can't control his movement and the game deposits him to outer space. (a water surface cheat protection system, sort of. You have to see it to believe it.) - You can't operate several important switches or other devices or even push anything. This will get you stuck at several parts of the game, so no swimming through the entire game in any case. - There are only a select amount of places you can start the swimming glitch. - You can't stop swimming when you want. You're restricted to finding another water surface or you'll have to swim eternally. What torment! - The camera angles are hideous. At some points you have no way to see where you are going. - You are completely powerless. You can't block or attack. Grabbing enemies causes a fine cloud of blood to appear, but nothing else happens. - You are likely to skip several critical loading triggers while swimming, getting you even more stuck. The state of air swimmingness will stay if you save, which means that you can get completely stuck in the game if you're careless with this. For more detailed information, read a full-fledged swimming glitch FAQ at http://akheon.files.wordpress.com/2008/02/gow-swimming.doc Video demonstrations: 1, swimming at Challenge of Hades: http://uk.youtube.com/watch?v=mmaGwJcSSdA 2, swimming at Challenge of Atlas: http://uk.youtube.com/watch?v=q9N0MkCQh14 3, how swimming glitch could be used in a speedurn, Challenge of Poseidon: http://uk.youtube.com/watch?v=9E2qMv10kEk 18. Reverse swimming glitch In a surprising turn of events, 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. 19. Glitched jump out of water - A.K.A. "Uber jump" or "XXL jump". Normally the game will not let you cancel an underwaterly charged jump out of water into anything else. We didn't know what caused the exceptions in this rule every now and then until a few days ago (18. 4. 2008) when BigVEE supplied us with an answer: the game keeps track of HOW Kratos enters water. If he enters with a dive animation, you can't do any sort of high jumps out of the water. If he enters any other way (apart from running/walking) he is able to cancel to a normal jump (without Icarus Lift). If he runs/walks into water, he can do the highest of all jumps: "Uber jump" or "XXL jump", etc. The glitched effect is only seen if you do Icarus Lift right as you leave the water. This kind of jump effectively also works as a 'dash', breaking walls or stone beam frozen enemies if you happen to hit them. For another type of glitched jump, look lower for a section on Rush glitches. Video demonstration: 1, see part IV of this video: http://uk.youtube.com/watch?v=lE0BPM_XtuY 2, usage in a speedrun: (courtesy of Satvara) http://uk.youtube.com/watch?v=qwFo5vf1xuI 20. Strange things of dying in water If you die and then drop down into water, Kratos's stance is an idle, strange one, as if someone stuck a huge stick up his ass. You can also have Kratos completely freeze up in a stance, such as "jumping out of the water" but with him not actually leaving the water. You can even achieve the "riding on a BoC-sled"-effect from GoWII with Cyclone of Chaos! Some of the horizontal momentum Kratos had before hitting the water will keep moving his corpse. It seemed to me that the momentum shown no signs of slowing down, unlike when he's alive. Very high speeds can be achieved with this, it's just a shame it's useless. It seems to vary a lot by the attack you die by and what position Kratos was in. 21. Underwater rush glitches If you interrupt an underwater rush with a grab, Kratos's speed will halt momentarily (for the grab's duration) before continuing at full speed for a longer period of time than usual. A subtle usage for this is to win time during swimming: on average you get to swim more at full speed in relation to the time it takes to charge the rush. You can do this several times a row, but the effect is weaker each time you do it (before re-charging). You can cancel out of 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. A complex new glitch found by GMG messes up the game mathematics and can cause Kratos to move at impossible speeds or crash the game. Here are instructions: 1. Start charging while pressing X or triangle (to aim upwards). Make sure there's underwater ceiling over your head. Do a rush to the ceiling, then press R1 and circle simultaneously. Now you're in charging phase again. You don't have to press X or triangle any longer. Note that you could've aimed downwards too, but you can't access a part of this glitch this way. 2. It's time to do another rush, so do it. Before it ends press R1 and circle down again at the same time so that Kratos enters another grab & charge. 3. Repeat 2 for a couple of times. You will know you're doing the right thing when Kratos's rush movement has him momentarily turning the opposite way, looking strange. After third rush, if you do not interrupt things with another grab, you will notice something strange in Kratos's limb motions. He paddles like a madman. After fourth rush he paddles like his life were depending on paddling, for a pretty long time. After fifth time Kratos's limbs and movement completely stops for a few seconds before he turns into a human blur with whirring limbs all over the place. He moves pretty slow, but a normal grab momentum will help you move around. After sixth Kratos's movements slow down to an insane crawl, along with some other game functions (such as game menus, which you now can't access in real time). Something is causing some very big strain to the game's calculations. After seventh one the game effectively crashes, so don't go there. Note: touching water's surface resets this state. Also, the slowdown is on hold during normal grabs. 4. While in a hyper-paddling state, approaching the water surface and doing a grab right before touching it (or just doing another upwards charge) can lead to two interesting effects. Firstly, it's possible for Kratos to enter normal swimming state (on the surface) while still flailing his limbs and retaining the glitched rush animation. This mostly happens if you have very little momentum from your rush left or you grab at an inopportune time. It's only a graphical glitch. Secondly, it's possible for Kratos to jump out of the water and move really quick to the opposite direction you were aiming his movement. Sometimes this causes additional graphical glitches such as camera failures. Both of these tricks' effects are greater depending on how many times you did phase 2. 5. Mixing these up with the other jump glitches, very big jumps can be achieved. We haven't fully explored the limits of this trick yet. Video demonstration: 1, most of listed glitches: http://uk.youtube.com/watch?v=fcbWuvicH10 22. Other minor water glitches & tricks (most written text courtesy of GMG) If you grab enemies while swimming, they will bleed heavily but receive no damage. This is only possible during swimming out of bounds. Lure? - When skimming water, beasts don't generally attack unless they can see through tricking. When slightly underwater, they keep attacking often enough as if you are on the ground. (you need to be near) Splash - upward grabs at the surface cause a landing splash Crushing - When using Rush you can crush breakable walls/objects. When you leap out of the water using a Ascending Dash, the dive retains the properties of the rush itself so it can break walls/objects OUTSIDE the water. Slope flicker - on a slope between standing and skimming. Whipping out Zf/Medusa will change the effect slightly as will blocking. It is also altered by having Artemis out instead. Slope Rush - Rush into a slope for a brief run Fast skim - rush then ascend to the surface Still one small discovery to add to the pile: if you start grabbing a ledge during an ascent to the surface or a small swim jump (or so I think), Kratos will grab the ledge, but whenever directing away from it, he will turn 180 degrees and hang on nothing. Just a graphical glitch. Just as a passing mention: blood effects are the same underwater as they are on the ground. Looks cheap. Video demonstration: 1, about half of the mentioned tricks in this video: http://uk.youtube.com/watch?v=lE0BPM_XtuY --- Misc. Glitches ------------------ 23. Regen magic (discoverer: Satvara) Regen magic is a state you naturally encounter at only one part of the game: when you have to shatter several minotaurs in front of Afrodite's mug. In it Kratos stably gains back his magic all the time, essentially resulting in an infinite amount of magic you have at your disposal. During normal completion Kratos would lose it immediately after this task is completed. But the room is not escape proof, and by leaving there on your own accord, the game will forever consider you having not completed the task, and you retain the regenerative magic state 'til the end of time. It's not a glitch, rather just a very powerful exploit. Video demonstrations: 1, Regen magic v2. by KewBew63: http://uk.youtube.com/watch?v=yOHvvp6Xshg 24. High/long jump There are ways to jump boundlessly longer or higher than the game intends you to. A step-by-step explanation and instruction. Fact 1: Kratos can jump a max of 2 times in a row. Fact 2: Any attack or move that causes Kratos to leave ground constitutes as a jump. So, you're going to have to make the best out of two jumps. The first move should generally be a lift-up, an attack which enables Kratos to rise high up in the air, since it gives you the highest height gain possible with one jump. The game restricts Kratos's ability to jump after a lift-up, but this restriction can be bypassed by doing a normal attack, L1-attack or a grab while in the air, but with these moves alone some height is always lost because Kratos falls down while doing all this! A semi-high jump is possible, but we can do much better. Fact 3: Poseidon's Rage resets Kratos's falling momentum. Doing it after the lift-up enables Kratos to not fall down during any attacks that follow. This gives you important extra height needed for a classic high jump. (note: originally invented by Satvara.) Example: a lift-up, PR, air square attack, jump. Fact 4: You get extra momentum to a move when you do it as soon as possible after a normal jump. A small, but important detail. This is used in both the long jump and the Artemis high jump. Info on long jump is listed later, for now the concentration is on the boon of high jumping: Apollo's Ascension (needing Lv. 2 Blades). Example: a lift-up, PR, air square attack, jump, *instantly* L1 + X If you do it correctly, you see Kratos flail himself way up during the AA. This is enough to pass over many obstacles in this game. (found out by AKheon) Fact 5: Most Blades of Chaos's moves have a low withstanding to the game's gravity, unlike *drum roll* the BoA. With BoA you can keep on rising indefinitely by doing its normal air attacks with PR's in the between. Good for as long as you have magic at your disposal. Example: a BoA lift-up, square, square, circle, PR, square, square, circle... The bad part in BoA high jump is that you normally can't jump during it, making it less flexible to control. Still, you move both forward and up at a pretty fast pace, making this the best tool ever for the longest and highest of jumps. The only BoC move you can repeatedly do alongside PR's and gain height is the Falling Helios. The bad part is that the gained height is not much and you do not move forward, heavily limiting what you can do with it. And since you get it at BoC lv. 4, it's not the most convenient move to acquire either. By doing the BoC + BoA fuse glitch in air you can mix things up further. This is done by doing a Gorgon Blast (needs Lv. 2 head) or Zeus's Fury bolt in air, then entering blocking stance. Follow it up by doing a L1+something attack. If it's working, you see Kratos doing BoC moves with BoA equipped. (originally discovered by GMG. High jump application by AKheon.) A video demonstration: http://uk.youtube.com/watch?v=P1_lrGGK8lM That's all for high jump, unless you want to know more about high jumping from air grabs. They are done by first lifting up both you and a certain type of enemy (mini-game grabbable legionnaires with a circle just appearing over their heads or gorgons and centaurs). After doing a succesful air grab you can do a jump, effectively from a lift-up. This may not be higher than a normal high jump, but it needs no magic. For the long jump, your options are more limited. You can't just do a PR because it would stop all your speed! - First and foremost hint is to jump from grabbing a ledge, if possible. This gives you extra speed quite a lot. - As mentioned, you can do attacks right after jumps to get more momentum. (Fact 4) - BoA high jump can also be used for long jumps but it costs magic. The classic long jump can reach surprisingly far, but it's not easy to do. (discoverer: Satvara) Example: ledge jump, *instantly* square, (optional square), jump, *instantly* square, (optional square)... 25. Death glitch Some frames of Kratos's various moves (or something something, random factors?) will not cancel into a death animation. This means Kratos will continue living and moving even while the death phase is on - you hear Kratos's "Orghh." and the screen slowly turns red and everything otherwise works completely normally, as if Kratos really did die. This glitch can be unstably reproduced, but as of now no use has been found for it. Random facts: - During the time you get to control Kratos, the game considers him having very little health left, and the slightest of damages will cause him to re-die. - You can do this in water too. - Saving while dead will yield you an alive Kratos with very little health left. - Untested: dying and activating an FMV. - Untested: dying and activating a checkpoint (not possible?). Video demonstration: 1, a collection of a few death glitches: http://uk.youtube.com/watch?v=1QF_mfNVVKo 26. Magic while grappling If the collisions around the grappling zone are even slightly unstable (and they usually are), Kratos can cast magic momentarily when jumping towards them. You know it's possible when the magic icon at the upper left corner flashes to active, even if only for a flash. It's not easy to do because the timing is strict, but you can try easily over and over again until you finally get it. Be warned that Kratos may fall afterwards off the grappling zone. 27. Gravity "reversal" During a grappling section, if a legionnaire is in air (e.g. while jumping between chasms), he can be launched very high with any move that hits several times in a quick succession (Poseidon's Rage, Cyclone of Chaos). 28. Invisible rope momentum If you flail for momentum while on rope while right next to and moving towards an obstacle (easy place to try this out: at the barricades before Athens Town Square), Kratos will stop moving but the momentum nonetheless gathers as if no obstacle was there. It doesn't look nice. Video demonstration: 1, watch 'VIII' of this video: http://uk.youtube.com/watch?v=Oz32PmbZq8w 29. Checkpoint glitches When retrying from a checkpoint, all the game conditions do not revert back to what they used to be. The game simplifies things and cuts some corners, enabling some slightly interesting stuff to happen. - Some visual effects (like blood) or sounds are still around after retrying. - Enemies' vertical heights are reverted back, but not their stances. This causes small graphical glitches for enemies wielding weapons or trying to counterattack. - Kratos's vertical height is apparently not stored in the memory, causing him to appear on the ground even if you were in air during the checkpoint. (or: he falls down while the screen is black?) It is possible for Kratos to become checkpointed in a situation from which he can't escape without death, e.g. when falling into a chasm. This can happen in GoWII too. If you choose to save extremely quickly after retrying from a checkpoint, the save screen may end up completely black. You can hear the selector move if you press directional keys, but whether it should be on 'yes' or 'no', the game chooses 'yes'. Then things return to normal. The "Rage of the Gods" sound continues playing if you retry from checkpoint. You can overlap it who knows how many times by upgrading, then quickly retrying, then upgrading again... also, it's interesting how the sound actually continues playing in the main friggin' menu if you choose to quit game during it. And just to note: whenever you retry, the game clock reverts back too. Good for speedrunning. Upgrading glitches: A brand new sub-section to checkpoint glitches! At its basic form: if you upgrade a magic/BoA and then retry, the magic or BoA you upgraded is unloaded for a short while after gameplay resumes. The effect differs on weapon/magic and the skill level you revent back to. BoC = when upgraded, they cause huge lag when retrying (especially lv. 1 -> lv. 2 upgrade, maybe because you get RotG...) Kratos can move around for some time with the screen still black. However, they always seem to be useable, even right after retry, so in a way they are 'immune' to being glitched this way. PR = PR cancels out without the graphical effect. MG = Kratos enters a glitched up magic stance in which he is frozen, and tries to do invisible version of Gorgon Blast at the start. Subsequent upgrades allow him to turn again, but graphics won't show up (as expected.) Zf = Kratos fires one invisible (non-existent?) shot of Zf, but then everything is back to normal. AoH = because of the long start-up animation, it's impossible to see the actual glitch unless you upgrade BoC in conjunction with AoH before retry. So... the actual glitch is that the game completely freezes when the souls are released. BoA = the sword's graphics won't show up until a second or two passes (this time is prolonged if BoC is upgraded in conjuction.) If you run or stand still as it appears, Kratos' stance doesn't change to BoA's stance though the weapon becomes equipped. 30. Eye/Feather glitches "Lag" created by second phase of upgrade animation: Strange things can happen in the menus if you use them during the time you see Kratos' health/magic bar grow larger. This is because the process of upgrade will not stop during the time you are in the menus. It creates something I tend to call 'lag', though it is not exactly lag. Here is a list of symptoms... --- In the start menu: + the most obvious effect: as the background process ends, you can't switch pages in the menu with L1 and R1 any longer (until you leave menu, etc.) + you can continue funneling orbs even in the window that is shown right after having upgraded something. This can cause "fake upgrades" (e.g. a completely empty upgrade window is shown as the background process ends) and you can also upgrade something else while the previous one's improvements list is still showing (this one has no particular effect, the old window is merely replaced by the new one). --- In the select menu: + as the background effect ends, cursor placement is frozen in any sub-menu. If you were in the main menu, no effect is shown. Basically, this "frozen" effect means that all of a sudden the game put the cursor back in the main menu, while the graphics still show the sub-menu. You can press up/down and hear cursor movement - you can't see its position since the wrong window is active. Pressing X will cause the prompt from main menu to begin, wherever the cursor was and no matter in what menu you were. If you end up in the same sub-menu you left from, small graphical glitches occur. Otherwise, the menu changes like expected (but it looks weird). Video demonstration: 1, my vid http://www.youtube.com/watch?v=OPbn7vQVA6g Infinite eye/feather animation: During the screen which informs you you have collected enough Gorgon Eyes/ Phoenix Feathers to upgrade, if you press start or select so that you enter the menu RIGHT as the little Eye/Feather-animation starts to roll, it will remain looping infinitely. So watch out for this. Video demonstration: 1, watch 'VI' of this video: http://uk.youtube.com/watch?v=Oz32PmbZq8w GE/PF + save prompt: Not a GE/PF message glitch, but related and caused by it. In at least one place of the game, it's possible to delay save menu with a correctly timed GE/PF message. The save menu carries over checkpoint retry, which is odd: after retry you get to a graphic-less version of the menu, and you also might not be able to choose 'yes' or 'no', getting stuck in the menu for an eternity. (I think it depends on whether you had activated the save menu on your game session before doing this.) If you save and retry, nothing too interesting happens: the chest you just opened is now close and in effect you never got the GE/PF. The save prompt can carry on to New Game, or so I've gathered, but unfortunately it will always crash the game (right before first gameplay starts). I've tried to carry it over to Character Graveyard and CotG, but to no avail. 31. Graphical glitches in the menus In the start menu, if you press 'up' and simultaneously press L1 or R1, the following screens will have some entrancing graphical glitches. If you go to the screen where Gorgon Eyes and such is listed, the icons are out of place until you move the cursor. In the case of magic and weapon menu, every icon is empty until you leave the screen or upgrade something. Every magic and weapon is also listed as Lv. 1, even if they weren't. Also, the game may target some other magic than the one right at the bottom. This glitch goes slightly further than this. First of all, by pressing down both R1, L1 and up/down in the 'items' menu, you can get the items change descriptions even more quickly and obviously. Second of all, if you happen to upgrade a weapon/magic, then access the weapons/magic screen in the glitch mode, you will see a glitch item that is 1 orb away from being upgraded, and which you can never activate. If you move the cursor in a certain way (too fast, while selecting something, e.g. I'm not sure of the exact mechanism) the texts in the menus may overlap. This is really quite rare, and completely useless to boot. Here's a rather new find: you know those 'yes'/'no' prompts every now and then, like when the game asks if you want to pick something up? If you visit menu when such a prompt is visible, you expand your list of choices from 2 to 5! Too bad that these new choices seem to be but glitched versions of 'no', with game time staying freezed afterwards (retry is the only true option.) Also read the section #30 for a related glitch. Video demonstration: 1, see III of this vid: http://www.youtube.com/watch?v=BJh_UCwzV_g 2, at the end of this vid: http://www.youtube.com/watch?v=OPbn7vQVA6g 32. Game freezes They're everywhere in this game. I've seen it happen at loading screens, boss fights, before cutscenes, before loading a game, etc. and the reasons are unknown. Your likelihood of encountering one may increase if your game has scratches in it. 33. Disc tray glitch Discovered by me originally while playing God of War 2. It was found to be in this game too, though in a less use-able form. In GoW 2 you could (by opening disc tray at a certain point after retrying from a checkpoint) stop game timer with the price of losing access to any menu and also view of the gameplay - during the glitch the only thing you can see is the disc tray message, even though the gameplay continues like normal beneath it. In GoW 1 this doesn't seem possible to do from checkpoints. The only possible application I've found for it is at Aegean Sea, right at the start of the game. The very first in-game cutscene of the game is vulnerable to it... Tyrhhjy also suggested that this glitch can be done right before FMVs, allowing the skip of f.e. first minotaur fight. (however, unverified) � Tyrhhjy also suggested that in GoW 1 game timer does not actually stop during the glitch, which of course would render it useless for its purpose. 4. Glitch playthrough ---------------------- Different categories are these: - Sequence break: skipping a portion of the game by any legit means. - Collision flaw: a non-sequence break breach or glitch in the collisions. - Trigger skip: may range from loading triggers to door triggers to more. - A.I. glitch: includes blind spots and other level-specific oddities. - Camera glitch: usually harmless, not that common. - Other: glitches of some other type, usually small and harmless. - Strategy: some pointers for battles, etc. Not necessarily glitches. - Random: just some small piece of interesting info, not a glitch. - Various: something that has several kinds of categories in them. Pre-game: --------- Other: If you press up or down at some frame before the main menu has loaded and appeared, the text of "new game" is smudged under "load game". This effect disappears once you choose to do anything in the menu. Other: If you open disc tray during the opening sequences, you might get small graphical glitches, such as the cutscene continuing playing with the "disc tray is open" error message. Don't try it at home, it isn't very interesting. Aegean Sea: ----------- Random: The FMV of the floor entrance opening and new enemies flooding out will not happen if Kratos stands on it. Strategy: It is possible to damage kill the first Hydra head. However, it's unlikely you can deal enough damage in the short time he is stunned. (you'd need to be on easy and have a special costume) Other: Sometimes the first Hydra will not go into the stun mode. Even though the game drops the minigame tutorial (and for an instant it seems the Hydra is stunned), he is back as normal the instant the message goes away. Sub- sequent minigaming attempts cause the same to happen. I hear this can happen the other way around too, so that the Hydra goes into mini-game stun right as he should normally regain consciousness. "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 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. You may also leave the area the same route and leave it open. 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 mystery: Tyrhhjy suggests, that it is possible to skip second Hydra using the two harpies: first doing a lift-up (and air grab), then getting hit by another harpie (and the attack's momentum whisks Kratos over the edeg to the next area). 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-second hydra checkpoint. Video demonstration: 1, see part II of this video: http://uk.youtube.com/watch?v=4scwgmQqc6g Other: Small glitch at the short grapple section after second hydra If you move/jump towards the right side of the wall while grappling, you may activate this glitch. Whenever you press down, Kratos turns 180 degrees around and climbs with his back against the wall. It's just a graphical glitch. While you're at this grapple section, try to grab the legionnaires on top of the ship while grappling. You get a glitched grab move. "Shipwrecked Vessel" - save point Other: box spawning oddities You can destroy the box with your own hands and be a witness to how a new one miraculously appears each time. - The box will try to slide away from Kratos' position, if you're in the spot where it is spawning. - It's possible for you to enter the box. R2'ing it now will cause Kratos to move away from the box for about one boxes length, strangely. I'm not sure if Kratos could continue holding on to the box like this (in a glitched way) since the message interrupts your grab hold. - A box can spawn slightly inside the ground. It automatically breaks shortly. A.I. glitch: Archers at the box moving "puzzle" If, after activating the cutscene where the archers are threatening the ship crew, you leave the area and go back where you met the first Hydra head and then come back, the archers aren't shooting at all anymore. GMG reports that their A.I. is completely shut off, making them non-reactive to anything done to them. Sequence break: Skipping PR and big Hydra boss (discoverer: Satvara) By doing a long jump from on top of the mast inside a wall that's near the captain's domicile (extremely difficult), you can go past the locked door by moving inside the wall. Unfortunately skipping PR will do you no good in a long run, especially if you're going for speed. Video demonstration: 1, Satvara's vid: http://uk.youtube.com/watch?v=M6COewN53zE Other: Poseidon's Rage room is the location where mysterious enemy spawning gliding happens. Try it out by grabbing an enemy and seeing if one of the other enemies glide away from Kratos for no reason. "The Hydra Attacks" - save point Graphical: the Hydra health bars are prone to strange glitches. They overlap any messages you may get, looking messy. Also, if you go into menus with a message active, the Hydra health bars will carry on to them too! Sequence break: Skipping other small Hydra head It's possible to climb up to the big Hydra with only one small head nailed down to the ground. I'm not completely certain about the mechanism behind this trick, but often you get to do this by leaving the alive Hydra head's vicinity, then quickly returning and starting to climb by the side that's farther away from the head. This will save some time in a speedrun. Video demonstration: 1, my video, showing different takes on this: http://uk.youtube.com/watch?v=QmYMgn-xYzM Update (29. 9. 2008): Satvara noticed its possible to skip both of the heads with the same trick. Video demonstration: 1, Satvara's video: http://uk.youtube.com/watch?v=6R8brqn-pCA Update (umm... X. 11. 2008): Tyrhhjy found out a new variation of this skip again, using PR high jump. It is likely fastest variation that exists. Video demonstration: 1, Satvara's vid: http://uk.youtube.com/watch?v=ciA63TtmKlY Update (11. 7. 2009): Tyrhhjy verified a variation which works without PR, saving both time AND magic. Cool. Video demonstration 1, Tyrhhjy's vid: not available at the moment. Camera glitch: concentration on a small Hydra head When a small Hydra head dies, the camera concentrates on it for a moment. By doing unknown things there and then, the camera will not depart from the dead head's front and return to Kratos. This is completely harmless, only happened to me once - while doing an infinite jump and being quite far away from the dying head. Video demonstration: 1, see part III of this video: http://uk.youtube.com/watch?v=4scwgmQqc6g Collision flaw: Dropping through/inside falling platforms during the big Hydra fight. If you're on one while one rises, you can easily drop through it. Also, you can manage to have one fall on you. Both of these instances are useless, just simple lapses in collision. Other: Getting stuck inside the grapple wall This is completely useless, but at least unique. Jump to the grapple wall, then embrace either side of it (so that Kratos looks like he's preparing to jump). Then do a grab or strong hit, etc. If the small Hydra's "knocking Kratos off the mast"-attack hits Kratos at a correct time, he will get stuck torso halfway inside the ropes. Strategy: Small Hydra's swipe move will not reach between the 12 and 3 o'clock position, leaving a big opening. (GMG's tip) Other: Tendency to freeze during the big/any Hydra fight It's happened to me once or twice, and I've heard several other people complain about this too. The screen goes black but you still see the boss health meter at the screen's lower half. The music continues playing, but nothing you do will evoke a reaction in the game. You must restart if this happens. Speed strategy: Satvara deviced a damage dealing strategy so efficient the minigames happen almost back to back (for God mode, undoubtetly works even better on lesser modes). Video demonstration: 1, his vid http://www.youtube.com/watch?v=kcwg6I1yDR0 Other: it's possible to damage kill Big Hydra, at least on easy/tycoonius and using Rage of the Gods. This causes him to go straight into the last mini-game stun, after which the fight is over with Hydra's head stuck in the mast. A lot of time is saved in the process! Other: it's possible to bring Big Hydra into the last minigame in a slightly glitched manner, so that an additional attack will reset the sequence and the minigame preparation animation will start from the beginning. I last did this by doing a jumping attack right as he chomped down on the mast (almost hitting Kratos). Random: Moving/attacking inside Hydra's mouth cavity will cause blood spatters. Wasted glitch potential: it seems impossible to skip the cutscene that follows after Kratos has got the Cabin key. The event triggers extend as if to form a box around him. Exiting the area straight down (using a floor breach under the fallen mast) can skip the cutscene, but you won't win any time either. Video: 1, AK's vid of the breach http://uk.youtube.com/watch?v=iH45LPODKuU Sequence break: You can unlock the cabin door at the same time you get the prompt to do so. This saves a couple of seconds. Port of Athens -------------- Sex-mini game glitch: If you try to grab the women from the top left part of the bed, the mini-game glitches strangely with camera zooming in like it normally does, but with Kratos completely unattended. Same thing can happen if you utilize Gorgon Rage in this place, next to the bed. If the mini-game is re-activated during this camera zoom, it works like normally though the urn moves at wrong times. Random: the clips of the two woman talking are not available while Kratos is on the bed. Talking to either of them while jumping on to the bed causes the clip to cut short, strangely. "Port of Athens" - save point Sequence break: Wall breach at the ship The two maps - the innards of the ship Kratos starts from after Aegean Sea and the Port of Athens - are connected a bit loosely. By moving towards the wall at a certain height while jumping, you get through it to the ocean bottom. Doing a Hermes Stomp can be helpful. From the ocean bottom you can fall to nothingness or activate a botched-up swimming glitch. It can also be used in a speedrun for a few seconds win. Discoverer: Satvara. Video demonstration: 1, Satvara's video: http://uk.youtube.com/watch?v=2yG1y9J9YeA 2, Satvara's updated video (saves even more time): http://uk.youtube.com/watch?v=xU10wfQJBmg Other: A glitched legionnaire, subject to an infinite Orion's Harpoon combo Somewhere at Port of Athens' recesses there's a legionnaire who will not die from Orion's Harpoon. You can keep doing the attack over and over again as long as you like, even make an extremely long combo slowly but surely. Discoverer: Shinobier? Note that he will not appear unless you kill the first bunch of legionnaires that try to attack you in the area. Video demonstration: 1, Shinobier's video: http://uk.youtube.com/watch?v=SiEeHwXxD5E Collision flaw: GMG has reportedly got enemy legionnaires under the water surface several times. "using 's,s,t', 2 Ascension and 2 OH before an aerial grab (over water) the Cursed Legionnaire would be sent to "O" while falling through the water but not dying. Also, if on one of the square platform along the rails you could use OH (guided over water) for a no lethal version that sends them through the surface." - GMG Other: the red border which would disappear after beating the minotaurs will not do it on the side you came from until you approch it. Gates of Athens --------------- Collision flaw: An exploitable chasm during the 3 cyclops fight The chasm at the left side of the field is open to them, while it's not to Kratos. Lure them right next to it, then run towards them (or attack them when they're facing you). They will stumble backwards and fall. Also, by simply running towards the wall near where the grass grows you can drop the third one before it can even rise up. Discoverer: AKheon Video demonstration: 1, see part I of this video: http://uk.youtube.com/watch?v=z-Wo42I1oEk Other: "I found this "handicap glitch" after the part where you fight Cyclops for the first time. I can't remember what exactly I did wrong, but I just couldn't open any of the chests. In fact, in this part if you go near the gate and press R2 it says something like "there is a bridge on other side". But whenever I pressed R2 all I heard was the sound you get when you try to powerup abilities you haven't unlocked yet. ...once I reloaded the nearest save it went fine. just in case it matters, I did try to death bounce one of the undead soldiers in the area behind the wall crack and water, where you get first gorgon's eye [or was it phoenix feather, can't recall]" - the_requiem Anyone have more info on this? � Random: The ledge on the right side of the large box room can be rolled over. It's faster than shimmying. Sequence break: In the room with machinery on the walls and boxes you can break, don't break any of the boxes but the leftmost. Then do a high jump on it. Sequence break: Skipping a small cutscene Right as you enter the room where you acquire Medusa's Gaze, you activate a cutscene in which the camera pans through the whole room. To prevent the player from escaping witnessing this small clip, there are high walls around the small box - though overcomeable with Apollo's High Jump, it's slower and thus not recommended. However, with Achilles' Flip (and other moves, I've heard) you can in some circumstances just fly through the box and not get hindered by the walls. I don't know how this is possible, however, I have a creeping suspicion it is because of a loading error. Sequence break: skipping Medusa The barrier of Afrodite's head can be passed before it loads if you do this area super quick. This way you won't get Medusa's Head or regen magic, though. Video demonstration: 1, Tyrhhjy's vid: temporarily unavailable. Random: Defeating Medusa with pure damage The actual HP value Medusa has is 10.000, which is extremely high. To activate the minigame you need a lot less, and that's what virtually every player does during their playthroughs. If you exceed the 10.000 damage limit, Medusa dies by herself, and the game doesn't consider it a victory. If you don't know how to escape the room, you will get stuck there. Various: Regen magic and sequence break Medusa room. This is the infamous room where you will gain regen magic. If you escape it at the correct time, you get to keep it too... Basically, look at the video demonstration below. It will show everything on doing it. The collision at the ceiling is strange. First of all, it seems Kratos can only grab the ceiling right above the door frame. There's some extra grabbable ground to the right of the frame too, not visible to the player. It makes me think that the developers put it all there intentionally to enable regen magic. To me it's just too big a coincidence that just the right type of collision exists at the exact spot you need it to to escape the room, and it exists nowhere else in the vicinity. Original discoverer: Satvara. However, Kewbew63 (and f.e. Zalo159 at the same time, independently of each other) discovered the easier way out. Video demonstration: 1, Kewbew63's example: http://uk.youtube.com/watch?v=yOHvvp6Xshg 2, Satvara's example (note: the old method, is very difficult to do): http://uk.youtube.com/watch?v=Dtc_YpAPULs Strategy: getting early red orbs. While fighting the minotaurs in the medusa room, you have regen magic and an infinite stream of enemies. You can build up a combo to 1000 quite easily as many times you want. Thanks go to keltin_2002's Max Upgrade FAQ for this nice idea. (check it out for a more detailed strategy) Skipping a major loading trigger + very difficult SEQUENCE BREAK After the Medusa room, get on top of the small platform which holds one chest. Get on top of the chest and do a high jump against the wall - if correctly performed, Kratos will grab an invisible ledge near the ceiling. Jump towards the set of ladder up ahead. If you were high enough, you missed a loading trigger, and the outside areas will never load until you retrace your steps and touch the trigger. Doing this it's actually possible to do a major sequence break at this location: you have to do a series of very difficult jumps down to the area behind the two gates blocking your route. On later note, Tyrhhjy said this about Satvara's skip: "it's easier to do it by rolling after the first jump w/hs satvara did, then jumping towards the left and doing an hs. A bit tricky with the roll but to me it's easier that with the jumps. Also it's faster too." - Tyrhhjy Video demonstrations: 1, see part IV and V of this video: http://uk.youtube.com/watch?v=Sa08uFO5OmY 2, Satvara's impossibly difficult sequence break: http://uk.youtube.com/watch?v=X0tC0sEJtcg "Fortress of Athens" - save point Sequence break: Alternative way of skipping Gates of Athens You can glide up the small opening from where the rope would later go in. This method is not difficult to do at all (read earlier sections on Gliding to learn this). Discoverer: AKheon. Video demonstration: 1, the skip itself http://uk.youtube.com/watch?v=rhOM5SYFyOk "Athens Battleground" - save point Road to Athens -------------- Sequence break: Passing the pile of rubble You know the rubble which appears after a short real-time scene where Ares's fireball destroys a building? Here's elaboration on its strange collision. The upper level of it is mostly something like a crooked surface, except it doesn't respond to anything like crooked surface does. The rubble can be crossed over in a normal game, though it's not easy because of this special property. Discoverer: AKheon. Satvara noticed that this obstacle can be passed without PR, making the skip faster. Also, at 2009 Tyrhhjy said the following: "just to note that satvara past the stone obstacle without PR because it turns out that there is a gap in the collision here. after some testing today i discovered that if you double jump towards the stone obstacle at a certain part then you will notice your height increase a bit. then you can just do L1 and X without PR." Video demonstration: 1, see part I of this video: http://uk.youtube.com/watch?v=Ktp4Mf9MIoo Other: "On the road to Athens there is an invisible archer by a tree that also is invincible and at random intervals will attack Kratos." - Riningan Oh, he also specified that its near the first bend of the road. I haven't personally seen one, but I'll keep an eye out next playthrough. Other: The best place in the game to witness the rope momentum glitch. Don't break the middle barricade, so that you can boost towards it with a rope to a very lousy effect. Sequence break: Instead of using ropes to cross the chasm after the barricades, you can do a high jump. "(Rope) I have to wonder if the High Jump would be faster then 'leap to rope grab to leap to air attack to Icarus Lift to rope grab to leap'." - GMG Athens Town Square ------------------ Twofold trigger skip: Skipping the cyclops fight (and its consequences) There's an invisible ledge to the left before the cyclops fight. You can reach it by doing a high jump. By going over there you skip activating the cyclops fight trigger, though with a great price: you can't proceed into the Greek house (where's the "suicide lady") because the area will not load. The cutscene after the cyclops fight would've been the loading trigger! Video demonstration: 1, the skip itself, not its dreadful consequences: http://uk.youtube.com/watch?v=Ktp4Mf9MIoo Other: "Suicide lady" mechanics In several places the game uses "prop" characters with which you can only interact in a very limited number of ways. JFCalibur88 has made a cool video showcasing the mechanisms of the lady here, and a couple of glitches too. Video demonstration: 1, JFcalibur88's video: http://uk.youtube.com/watch?v=ASavchszXQg "Athens Town Square" - save point Potential sequence break: you can get out of bounds in this area by doing AHJ towards the left pillar (the one that is almost behind the save point.) You land either inside the corridor, to emptiness or (with some controlling) inside the staircase that's right below the balcony. From there you could theoretically move to the area inside the tunnels, although the actual process seems extremely difficult. Maybe for dedicated players with Satvara-like skills, or for TAS. And it's not guaranteed that all the loading triggers are collected if you do this. Other ways to get out of bounds here: skipping the cyclops fight trigger and trying to get inside the greek house. Also, doing AHJ against the backwall of that platform with chests (which you can't normally reach until after coming from Rooftops of Athens, you know.) Either option is even more arduous, though the cyclops trigger one is potentially the fastest. 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. 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, "Athens High Jump". From there you can just proceed to Temple of Oracle without doing anything to the "suicide lady" or even visiting Rooftops of Athens. (Discoverer: AKheon) Another skip is getting to the balcony through the Greek house, and doing a long jump from there to the high path leading to the next area. The pole connecting the two sides is intact though invisible. Discoverer: Satvara, later Kewbev63. Video demonstration: 1, see II of this video: http://uk.youtube.com/watch?v=Ktp4Mf9MIoo 2, doing a skip from the balcony (Kewbev63's video): http://uk.youtube.com/watch?v=91QrJUfRyAs Other: Failure in trying to get to Rooftops of Athens the wrong way You can use the elevator on the upper level which would lead you back down to the rooftops, but during the trip something will always go wrong. Kratos will fall down to his death after some strange camera angles. 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 stone beamed frozen, I wonder why. "Tunnel Passage" - save point Collision flaw: the sides of the stairway (which leads you to the first part of Rooftops of Athens) have some bad collision to them. Kratos starts flickering when walking towards the edges. Rooftops of Athens ------------------ Sequence break: You can skip the short tutorial about climbing by jumping to the other side of the vines right before the spot in which the tutorial begins. Wasted potential: the trigger for the next FMV is impossible to jump over (too low ceiling.) Getting out of bounds in the room before that doesn't seem too easy either. Camera flaw: before the vine jump section with four archers, if you jump heavily to the right, you may activate a strange camera angle which shows the whole area from a far-away isometric angle. Most of the objects in the area are not drawn with this view, and it looks a bit strange. Video demonstration: 1, see II of this vid: http://www.youtube.com/watch?v=YJP3uQsN-Mk "Treasure Room" - save point Strategy: You can defeat the archers on the ceiling without Zeus' fury with PR. (thanks for Riningan to reminding me on this) "Return to Town Square" - save point Temple of the Oracle -------------------- Semi-wasted potential: the water in the courtyard is not actually water. "Temple of the Oracle" - save point Random: Strange collision at the yard area You may haven't noticed, but you can get on top of the pillar sections from the right side of the yard where there is a chest. Do a high jump and you grab a ledge. No use has been found for this area, but still... Various: Harpy glitches/tricks Inside the temple harpies will spawn infinitely. While one might think that them stopping giving orbs is a glitch, it isn't. It is a mechanism implemented by the game designers to prevent too much orb farming. If you put a statue in front of the hole they come from you can control their spawning rate/formation. You can f.e. get them all to spawn at once, which looks creepy in all its symmetricity. Note that if you start stone beaming them now you will not get all the orbs you should: simultaneous shattered enemies do not yield more orbs than just one or two shattered. There's a very good way to get orbs in this place, and it is going to the entrance stairway and waiting for the harpies to gather in front of you. Then, shoot them to death with Medusa's Gaze very gently. Try to save your magic in the process. The shatter death bonus is more than enough to get you large amounts of orbs in no time, and this can be repeated as long as your magic lasts. (~best success with regen magic enabled, of course) One harpy will always get "stuck" hovering over one of the fountains if you hang around that area a bit. If you want, take a go at creating your very own harpy orb fountain with the statues here. Note: as far as infinite/large amounts of orbs go, the above tip about shooting them with MG from the entrance is easier and faster to do. Video demonstration: 1, decent to set up, but not too efficient: http://uk.youtube.com/watch?v=Pb6CrJYbV5A Sequence break: Skip past the puzzle You can do a series of jumps at the top floor using the breaking poles and reach the next area without touching either of the statues. It is not easy to do because of the chandelier collisions which usually block Kratos if he jumps too high. Discoverer: ballofsnow? Sequence break: Faster puzzle skip By doing Apollo's High Jump (see section on high jumps) from on top of the fountain near the room's entrance, you can reach the poles at the top and as such you can jump your way to the room's exit even faster. Discoverer: Satvara. Video demonstration: 1, Satvara's vid: http://uk.youtube.com/watch?v=wq1axuTlHZM "Path to the Oracle" - save point Collision flaw: Strange inner yard statue collision + what abuse it enables Unlike at any other locale at the game, this place's statues do not move if Kratos jams himself between them and the wall. This means that you can create your own cramped space conditions enabling wall passage... in theory. For some reason you most likely won't see any success with this other than against the outer balcony walls. Using them you can get inside the wall, but navigation from there to anywhere else is extremely difficult, so there's not much you can do with this. Video demonstration: 1, "food for thought" http://uk.youtube.com/watch?v=IPzWNw1I83o Other: Oracle voice glitch If you save Oracle before activating the latter part minigame (in which a countdown starts), you hear her shouts echoing in the area even after she's safely on the ground. Random: Why Oracle shouted so loudly? Because the rope she was clinging on to was insubstantial, that's why. Try to grab it with Kratos if you want to see for yourself. Video demonstration: 1, or see this video if you're in a hurry: http://uk.youtube.com/watch?v=6svnq6PDPDM Sequence break: Skipping saving Oracle altogether Discovered by some unknown means by Satvara, this highly esoteric wall breach enables you to pass through the locked door (with Oracle insignia on it) through the small pillars on the side of it. Apparently, three well-placed Hermes Stomps is all it takes... Video demonstration: 1, Satvara's video: http://uk.youtube.com/watch?v=F3HOIBlo-lg For 99% of people who can't do this, there exists another sequence break with which you can skip the timed section altogether. Get those two pillars on top of each other, and get 'em almost directly under the spot the Oracle's hanging from. Jump on top of the pillars and then do the highest possible normal high jump, Apollo's High Jump. The game considers you having visited close enough to Oracle for the game to continue with the cutscene of Kratos rescuing Oracle... and that's it. Video demonstration: 1, Satvara's/Kewbev63's video: http://uk.youtube.com/watch?v=IZjqAbT_W-Q "Suicide Bluffs" - save point Collision flaw: Holes in collision at this area If you do Hermes Stomp to the uneven walls at the upper parts of the Bluffs Kratos may drop through them to his death. I know at least 3 spots where this happens. Video demonstration: 1, see the end parts of this video: http://uk.youtube.com/watch?v=6svnq6PDPDM Trigger skip: Entrance to sewer stairs entrance trigger skip Oftentimes the game will not transport Kratos to the next map (Sewers) as he reaches the doorway. This causes him to run to a strange dead end. Kratos will transport like normal if you move backwards a bit. Collision flaw: Holes in collision at sewer stairs You can skip going the stairs by doing a high jump on top of the doorway and jumping over it. You fall in the sewers instead of ending back to the Bluffs. Random: You can use high jump to reach the platforms near the ceilings you couldn't normally reach. Collision flaw: When at the area with two cyclops, do a high jump towards the waterfall and grab its ledge. That area is somehow flawed, with Kratos starting to flicker strangely. (well... this is not too uncommon, actually) Strategy: By jumping onto the ladders of the area, your enemies will instantly forget your presence. Other: One of the legionnaires is subject to being infinitely Orion's Harpooned, like the one at docks. I have no further info on this matter, though. Random: If you try to return to the sewers after visiting the ground level, there's an owl symbol blocking the path and the Oracle will do a little speech for you. "Athens Battleground" - save point note: effectively a different save point than the other Athens Battleground Desert of Lost Souls -------------------- Strategy: Defeating first Siren easily They are very vulnerable to stoning, dying after 3 times. In addition to this, the first one can be destroyed during her introduction cutscene. Easy! Video demonstration: 1, Kewbew's nifty video http://uk.youtube.com/watch?v=LtSPxo_qv_Y Other: If you go far enough from a Siren and wait a bit, it goes back to its 'wandering' mode, singing and moving aimlessly. Other: The three Sirens you're supposed to defeat have 10000HP, which is a lot. You only need to trickle about 125HP away to activate the minigame which kills them automatically, and that's what most people instinctively do in their games. If you do away all of their 10000HP they die like normal, and the gate gets one more soul in it like it should. Sequence break: Skipping all Sirens + puzzle Find the entrance to the temple area. Go to the left for a bit, so that the structure ends and you face a wall of sand. With a well-placed Hermes Rush you clip right through the wall/floor and drop into the temple. Very convenient! Discovered by Satvara. Video demonstration: 1, Satvara's demonstration: http://uk.youtube.com/watch?v=akcypifd2nA "Desert of Lost Souls" - save point Sequence break: Skipping the conveyor belt You can high jump your way to the next area very easily. Original discoverer GMG with his PR-less high jump, but it became easier to do with higher jumps later. Sequence break: Skipping door after conveyor belt Another trick by Satvara to hasten this area. I believe he does this by dropping right outside of the bounds from the desert area, and then moving past the wall far enough to be able to skip the door. Then high jumping to get to the upper level. Video demonstration: 1, Satvara's video: http://www.youtube.com/watch?v=EwCU8-OD6gc Sequence break: Skipping blowing the first horn Do an Apollo's High Jump on top of one of the upper pedestals. Then jump around the sandstorm to the other side! Video demonstration: 1, Satvara's demonstration: http://uk.youtube.com/watch?v=MB5o9dfzRMg Temple of Pandora ----------------- "Pandora's Bridge" - save point Sequence break: By utilizing Hermes Rush to the chest near the gate, you can clip through the wall and enter the next area without completing the "puzzle". Discoverer: Satvara. Video demonstration: 1, Satvara's cool video: http://uk.youtube.com/watch?v=TahZ0khKQSo Other: Oddities in moving corpse's behaviour First of all: if you access his platform from the wrong direction, the cutscene where Kratos and him talk will not load and he just continues doing whatever he was doing normally. During this time his collision is such you can jump on him and let him move you around. Secondly: I don't know how it happens, probably after unexpected routes Kratos can take during this level. The corpse person completely disappears from the level and you can't proceed. This can also happen with discs with loading problems. Other: Cutscene black-out glitch As you approach the corpse person the correct route, once you get close enough, the screen blackens. If you now hastily move out of the platform you're on, the cutscene will never start and you keep the black screen eternally. Basically, it makes progress pretty much impossible... and it carries over saves too. Video demonstration: 1, "way to fuck up your GoW save!" http://uk.youtube.com/watch?v=gtUlfeU990o Random: Strange thing with the harpies You see the harpy bringing in corpses near corpse person's den? You can jump on it with a high jump and let it carry you off to distant lands. Well, not-so- distant anyhow. The journey cuts out untimely as the harpy disappears and Kratos falls down to a chasm. Random: During when a corpse is dropped in the fire, other graphical effects (such as Kratos's blades during an air Cyclone of Chaos) may behave erratically. Rings of Pandora ---------------- Collision flaw: The crusher traps inside Chamber of the Eye can hit Kratos even after they're disabled in some circumstances/randomly. Especially if you Hermes Rush towards them. "Temple of the Crystal Eye" - save point note: hereafter the location is abbreviated as TotE Other: Access unloaded outer areas By completing Challenge of Poseidon before Challenge of Atlas, the small door that would close when you leave the temple will not close. Now you have three entrances from the outermost ring: to the inner ring, to TotE or Challenge of Atlas. The use of this is the following: if you change areas and return to the CotE entrance, its innards are mostly unloaded. You can activate the eye machine or do swimming glitch through the half-unloaded pool. If you turn the wheel you can also get Challenge of Atlas to appear unloaded, though this isn't useful. NOTE: Satvara has reported that whenever entering or exiting the glitched TotE, the formation of the rings resets. Unfortunately it seems that the beam of light you can send from TotE must physically touch the crystal at the other end for something to happen (e.g. any closed doorways are counted for). Satvara also found a way to the unloaded TotE in normal game conditions. (see second vid.) Video demonstration: 1, Swimming through Challenge of Atlas, utilizes this trick: http://uk.youtube.com/watch?v=q9N0MkCQh14 2, Satvara's demonstration: http://uk.youtube.com/watch?v=66ZfE1C1CM8 Camera glitch: If you approach the innermost ring from a bad direction or move too quickly around it, the camera will move inside the sphere and you can't see a thing until you move away. Collision flaw: Getting inside innermost ring prematurely You can get inside the innermost ring before you get rid of the water inside it, by an infinite jump or gliding there. Unfortunately you can't turn the wheel or do anything else there - even leave. A strange thing is that Kratos will swim underwater here even without Poseidon's Trident with him. The collision of the ceiling pushes him right through the water's surface. Video demonstration: 1, See part II of this video: http://uk.youtube.com/watch?v=CS6uA6lmul0 Collision flaw: Getting to Challenge of Hades prematurely From the higher area (from where you enter Challenge of Poseidon) you can reach Challenge of Hades's waterway easily by doing a few jumps. Unfortunately you can't pass Challenge of Hades without the Poseidon's Trident, so this isn't too useful. Video demonstration: 1, instructional video showing the folly of this attempted skip http://uk.youtube.com/watch?v=CS6uA6lmul0 Sequence break: skipping to the ladder leading to CoP quickly. In a normal game you'd have to go around to the stairs, then jump on top of the rolling stone object, balance on top of it, then jump on the ladder. However, you can reach the ladder by doing a simple high jump from the ground level. Another way of quickly dealing with this part is from behind the object: by a correctly placed Hermes Stomp you will land on top of the object naturally. Other: after the ladder cinematic Kratos' position is moved forcefully, even if you were not on or even near the ladder. Other: I've heard a glitch being reported in which the red boundaries will not drop even after all shielded legionnaires have been killed (when returning from CoP). The game does not register final kill? In any case, rare. Tyrhhjy also said that this can happen at the very last legionnaire appearance, when you are supposed to combine the eye crystal parts, claiming that it is because of approaching the barrier too quickly (before finishing the first batch of enemies). � Random: The two skulls (you need to unlock the doors) are not interchangeable. Sequence break: Skipping 90% of CoA Satvara outwitted this section of the game. First of all, it is possible to reach the coffin corridor from TotE by grabbing the side of a moving crushing boulder, and doing a long jump (whose details I can't really discern) to the other side of the liftable door. Then, at the ladder it is possible to jump through the coffin to the other side (using L1+X's collision bending property) Video demonstration: 1, Satvara's vid: http://uk.youtube.com/watch?v=gvAPfEaTchg Challenge of Atlas ------------------ Sequence break: Skipping Blade of Artemis By doing a Hermes Rush to the right-hand wall of the BoA corridor and pressing L1 the instant Kratos seems to 'rise' up the wall, you start gliding. With this movement you go right past BoA without getting it. (discoverer: AKheon) "Challenge of Atlas" - save point Sequence break: In-challenge skips With strategic high jumps and loading trigger manipulating you can pass through this challenge without doing any of the puzzles. Video demonstration: 1, skipping the saw room and both of the shields (Satvara's discovery) http://uk.youtube.com/watch?v=YqU9Qp0metI 2, skipping both of the shields and the door leading out (slightly outdated) (again Satvara's vid & discovery) http://uk.youtube.com/watch?v=CG9A08eMdMU Other: The ladder at the area where you get by completing the block puzzle under Zeus' shield is the 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. Sequence break: You can get to Zeus' Shield extremely quickly by doing a high jump from right in front of the turning wall. Grab a ledge of the upper floor, that's it, you're there. Discoverer: GMG (one of the few skips possible with the PR-less high jump). Video demonstration: See the next video link that comes up. Sequence break: You can get to Hades' Shield extremely quickly by doing a long jump when descending on the rope. Discoverer: Satvara. Video demonstration: 1, somewhere in this (Satvara's) vid... http://uk.youtube.com/watch?v=veIHOf6OAQc "The Path to Atlas" - save point Random: Kratos can 'ride' on saws for extremely quick movement... probably not controllable. Other: THE famous spot for infinite orbs Yes, you've seen it a million times already, the most popular spot for garnering a full set of orbs: the ladder at Challenge of Atlas. Instead of repeating what has been said already, I implore you to read an earlier section of this guide, the one about infinite mana orb glitch. (or do a search on Youtube) "The Cliffs of Atlas" - save point note: this one spawns only after you've got the Atlas Handle. Strategy: (written by GMG) "There are 3 places you can use the action button (R2) to trick here. All revolving around abuse of text screen giving ABSOLUTE invincibility at ANY point..PERIOD..SRSLY. I�ve used this else where (entrance) but in those places it could only be done once so I didn�t make a big deal about it. Here it is freaking sweet. The locations are: -The handle-less crank (where it says �Yes/No�; keep choosing no). I�ve not tried it without getting the handle. It would likely keep asking for the handle but work nearly as well. IF you put the handle in it, the trick can�t be used there -On Atlas� statue -On the large doors we break later NOTE: Using the above is super sweet. I�d advise it be tried by all for the sake of a good time. Creatures WILL continue any attacks they start when like this but nothing can hit you during this period. Just wait until their attack ends and they�ll stand still�or wait for an opening large enough to interrupt their attack. Whatever. Do what works and have fun." Other: Atlas switch glitch If you activate the Atlas rock pusher mechanism switch twice in a row quickly, the switch will eternally get stuck to the 'on' position, and you can't use it again. Other: Graphical glitch while picking up the Architecht's Son's skull If you stand at the edge of the coffin and not on top of it, Kratos will grab at nothingness and tear away a piece of nothingness to use as a skull. Video demonstration: 1, see VII of this video: http://uk.youtube.com/watch?v=_IDg1l3pJes Challenge of Poseidon --------------------- "Poseidon's Challenge" - save point Sequence break: You can skip the Cerberi fight by BoA high jumping over the red wall at the other end of the arena. Sequence break: You avoid the fight with cyclops and moving the big block around by just running past them. And the archers too. 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. Satvara has a better way, using Hermes Rush. It is done by abusing a very small hole in the collision of the red wall. Video demonstration: 1, unfortunately there might not be a vid of this skip available yet 2, Satvara's vid of his way: http://uk.youtube.com/watch?v=zFxg3QJdm0w Random: trying to grab the breakable statues before sacrifice part causes no false grab reaction. Collision oddity or a strange property of the statues? Save point - Sacrifice of Poseidon note: this may be a NTSC-only save point. It's not in my game, at least Sequence break: Quickly getting the cage down The cage inside of which is the object of sacrificial (a human in some versions, an undead legionnaire in others) is lowerable by two ways: one is by turning the crank, one is by jumping right next to it to an invisible platform up high and pushing it to the ground. Just an odd/clever piece of level design. Discoverer: GMG. Video demonstration: 1, Kevbew63's demonstration: http://uk.youtube.com/watch?v=wTmnsDH87yw Other: the sound of the caged legionnaire can be a lot louder than other SFX. Sequence break: the sacrifice sequence in its whole can be skipped by doing an arduous BoA jump. First over the wall at the last room's south side, then just long jumping (with assumedly BoA) outside walls to the other side of the sealed door. Regen/infinite magic is needed. Video demonstration: 1, Satvara's vid: http://www.youtube.com/watch?v=0WdWqtObOUg "Poseidon's Chamber" - save point Random: You can climb ladders from "the wrong direction", behind them, in Poseidon's Chamber. Sequence break: You can avoid unfolding the stairway platforms which lead out of Poseidon's Chamber by doing a long enough BoA high jump. Viable with regen magic and no upgrades. It turns even faster if you use fuse glitch to do a normal jump as the last thing: there's a ledge you can grab. Sequence break: You will skip the swimming tutorial if you don't jump into the water pools of Poseidon's Chamber. 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. Sequence break: You can leave the underwater hallway and swim past every other obstacle during this challenge before the first insta-death trap. Discoverer: (among alleged others) Euqununique. Video demonstration: 1, Satvara's speedrun demonstration: http://uk.youtube.com/watch?v=9E2qMv10kEk Other: Insta-death trap glitch The corridor with the whirling array of all sorts of blades and spikes will not always kill Kratos instantly when it closes shut. He might get stuck in there for a longer time, losing his life little by little. You get to see the buzzsaw animation right to the end, and it is not a pretty sight - it goes nowhere, they just freeze strangely and look messed up. Video demonstration: 1, see part I of this video: http://uk.youtube.com/watch?v=rPox7ti-XM0 "Flooded Passage" - save point Other: Moving metal slab/grating corridor glitch (discoverer: AKheon) You know the part where there's a long sideways corridor and these strange slabs of metal that run through it periodically? You're supposed to go to left, but going to right is actually more useful. This is because you get two of the slabs appear at the same time, causing the trap to lose its lethality and turn into a fast method of transportation. The glitched doubleslab will drop Kratos off at the left end of the corridor, right next to the exit. Very convenient. NOTE: This might only happen if your position is as low as possible. Video demonstration: 1, see part III of this video: http://uk.youtube.com/watch?v=z-Wo42I1oEk "Amphitrite's Temple" - save point Collision flaw: Passing elevator's ceiling The underwater elevator at the end of CoP will suck Kratos in through the ceiling if you're close enough or swim upwards. It looks a bit strange but does nothing harmful. However, if you do the same thing downwards, you CAN actually get outside boundaries.. (not useful on this occasion, though) Other: An event glitch if returning to Challenge of Poseidon The elevator you used at the end of it works the other way around too, so you can return there. But after you swim out of the elevator at its upper end and then try to re-enter it, it disappears to thin air and you have to go pull the nearby switch to get it up and working again. Challenge of Hades ------------------ Sequence break: You can skip the short in-game cutscene showing the large hall by doing a high jump at a correct spot (the rightmost edge of the step with the omega symbol). Discoverer: Satvara. Video demonstration: 1, Satvara's demo: http://uk.youtube.com/watch?v=zoKv_c3HlS8 Mystery/faux: Tyrhhjy has claimed that it's possible (with a high enough jump) to reach the skull chamber from the great hall without even visiting CoH (pretty much skipping it), but neither Satvara or I have not succeeded in this. Behind the large door there's nothing but unloaded grayness, just like in the areas above. At the very best this could be an actual regional difference, but... For the record, my version of the game was PAL Platinum, Satvara's NTSC Greatest Hits and Tyrhhjy's NTSC (unspecified). Mystery 2: Getting to a turnable version of the boss wheel from the boss chamber using high jump? (again, Tyrhhjy) Note: if either turned out to be true, you could also skip Challenge of Poseidon because there would be no need for the Trident. (my memory is hazy on the last skull insertion possibility, but Satvara has said that Trident is not needed) "The Hall of Hades" - save point Sequence break: Do a high jump to the balcony where there's the button for bringing up Hades Statue. You can grab its ledge, easy deal. Discovery: Satvara. 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. Interestingly, the pool's edges are of a different property depending if you approach them from the water or the ground. If you just came from the pool, your enemies are as oblivious towards you as before. However, if you just came from the enemies' side, they will still notice you while you're on the edge. Sequence break: If you nonetheless wish to pass by the lower regions, you can use this hole in the wall to skip the 'kill all enemies'-segment. Video demonstration: 1, video by ballofsnow (a GOW speedrun pioneer) http://uk.youtube.com/watch?v=r8HHOpo31i0 Sequence break: You can use the floor pool to do a water high jump (a.k.a XXL jump, uber jump, etc.) up to the statue. Video demonstration: 1, Satvara's demonstration: http://uk.youtube.com/watch?v=qwFo5vf1xuI "The Chamber of Hades" - save point note: only spawns after having activated Hades statue's light Camera glitch/random: Chance to mess up a cutscene camera angle If you roll/maybe do something else the instant you see the Hades statue's eyes flash (after depressing the button), the camera will not follow the statue as it rises up but instead it stays on Kratos. This is mildly useful because you don't have to start the next section so disoriented. (discoverer: AK) Wasted glitch potential: It would be possible to skip Challenge of Poseidon if it weren't for the underwater switch right here. Activating it would require gravity-less movement, only possible while swimming, and without Trident you can't get down there while swimming. Other: If you have both the centaur fight and Hades statue activated at the same time (possible with sequence breaks), the game starts lagging moderately and some camera angles are screwed up because of the statue. Don't want to think about what would happen with music glitch on top of the whole thing... Sequence break: Rope crossing tricks There is this large chasm with a rope running over it. In the background there are several archers which kill Kratos in just one arrow by plummeting him into the lava below if he tries to cross the rope before dealing with them. Getting across without having to bother with the archers in any case constitutes as a quick rope crossing. A trick Satvara used for doing this was to activate RotG while crossing. This made the arrows largely harmless to Kratos, increasing your chance of success thousandfoldly. However, RotG doesn't last long enough for a completely safe passage, making this a fast, yet risky method. While on rope, it is not possible to use, say, magics. However, it is possible for Kratos to drop down from the rope, do a magic, and then grab the rope again with the usage of L1+X. This allows for a more efficient offensive while doing this section. You will get further on before RotG runs out. The trick itself is slightly tricky, especially if used with Gorgon Flash with its wanky aiming, and as such it is still risky. (discoverer: AK) Satvara later devised two safer methods of getting past this part. Both involve BoA long jumping. Other is by doing the jump from the archers' platform 'til you reach the other side of the area. A faster variation is doing the jump from the rope platform, but inching away from archers enough as to completely make their platform become unloaded. Kratos can move forward quite a bit without the risk of arrows. At the middle way Kratos should get back to the rope and deal the rest of it using the RotG-method. Video demonstrations: 1, crossing rope using RotG and magics (see part III) http://uk.youtube.com/watch?v=z-Wo42I1oEk 2, the safe but quick way (video by Satvara) http://uk.youtube.com/watch?v=-kAnaMxlVds 3, new safe route (video by Satvara) http://uk.youtube.com/watch?v=LBPDHNM-5pw "Blades of Hades" - save point Random: Amusing oneself with heights As you know, during the parts of CoH when you're at the upper parts of the chamber, Kratos will emit a shout when he passes a certain point when falling down. If you're swimming in air, you can safely reach the trigger where he switches animation and starts shouting. Basically, he starts flailing his arms and legs and screams, nothing happens. Then he does it again, and again and again... NOTE: during my first playthrough I thought Kratos was so tough a guy he never ever screams, not even as he dies. Well, this place is an exception... Video demonstration: 1, somewhere in this video: http://uk.youtube.com/watch?v=mmaGwJcSSdA Sequence break: Skip most of CoH's upper level by doing a high jump under the rope used to slide to the balcony where there's the Boss Wheel. Discoverer: AKheon. Video demonstration: 1, Kewbew's handy demonstration: http://uk.youtube.com/watch?v=3FOI6c5hkcQ A.I. glitch: Blind spot "Pandora's Guardian" has If you stand at a correct spot during the minotaur boss fight's last form, your opponent will get stuck doing something useless. Discoverer: GMG. Video demonstration: 1, GMG's demonstration: http://uk.youtube.com/watch?v=5Pst3Hm4p3U Sequence break: Double lever pull A part of the boss fight is skippable by pulling the log shooting device's lever at an opportune time: right after having shot an earlier log at him. Instead of having to deplete his health one additional time, you break more of his armor off and get to the final phase of the fight quicker. (that is, if you succeed.) Using this, his 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. Some strange timing variation enables you to reach a "5th outcome" in which the second log hits the Guardian before he manages to stun Kratos. Could be a fraction faster than normally, but it's not certain how it is done. Video demonstration: 1, GMG's video: http://uk.youtube.com/watch?v=BSeyrXme38U Random: If you pull the lever while Pandora's guardian is not stunned, etc. he will rush to the back of the area and crouches under the flying log. I never noticed this until I started firing the logs at him hapazardly... Random: 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. Random: After killing the boss, you get to shoot the log firing device at least once so that the time does not stop nor camera change. Trigger skip: You can skip the loading trigger for Army of Hades appearance (and the small cutscene showing the icon) by doing a BoA high jump after the third lava stream. Unfortunately it's useless because none of the exit doors will open up if you do this. They stay locked like they are during the boss fight. "Minotaur's Nest" - save point Sequence break: After having picked up the skull, there's another in-game scene at the large hall. You can skip it too by getting inside the nearby wall with a high jump and bypassing the trigger. Discoverer: Satvara. Video demonstration: 1, Satvara's video: http://uk.youtube.com/watch?v=zoKv_c3HlS8 Sequence break: You can skip going by the stairs after having picked up the skull by doing a BoA high jump at the stairs. Doing this will also enable you to skip the in-game cutscene. Discoverer: AKheon. Video demonstration: 1, AKheon's video: http://uk.youtube.com/watch?v=psHSI-0I48Y Other: Occasionally Hades says the "Go with the Gods, Kratos..." as if you had full~ish volume on, even if you had it turned down. "Chamber of the Gods" - save point note: behind Muse key door, optional Random: you can activate the gift of EXP from the ground level. Cliffs of Madness ----------------- Sequence break: Tyrhhjy said that you can do a high jump over the Athena's speech trigger and pull the switch leading to Cliffs while she's speaking. However, while testing Satvara found an even easier way to do it. Video demonstration: 1, Satvara's vid http://uk.youtube.com/watch?v=WpLw_g0nbUI Random: If you try to backtrack while still on the statue's hands, Athena will ramble on about your quest. Random: I'm not sure what you have to do, but in some circumstances the stone hands will not rise back up. Instead, they remain as a part of the platform. Sequence break: You can skip the first Satyr fight by jumping over fight boundary. (discoverer: Satvara) "Cliffs of Madness" - save point Sequence break: You can skip the short rope section and some travelling by doing a long jump over the chasm where there are archers. It's possible to do 1, with the regular long jump invented by Satvara (quite difficult), 2, a long jump that uses BoA to gain some more height and length (a bit easier, though archers may get to you if you wait too long in air), or 3, abuse enemy attack momentum by keeping RotG on, jumping right as a legionnaire hits you, then instantly doing your second jump. Kratos will fly surprisingly far, I've heard it's enough to cross the chasm. (thanks to Tyrhhjy for #3) Video demonstration: 1, my vid of #2 http://www.youtube.com/watch?v=oJKioHck7fQ 2, Tyrhhjy's speedrun segment in which the #3 is used (at 5:40) http://www.youtube.com/watch?v=bCZJhQ0Xp1c Strategy: To kill the first bunch of legionnaires easily, backtrack to the cave in which there are exp chests (hidden behind a wall). Your enemies can't get to you! Strategy: Your enemies can't access the elevators. Use 'em for cheap victory! Other: Magical elevator activity If Kratos reaches the upper end of a long elevator section before the elevator itself, the elevator will catch up and slam up to the upper end instantly, bringing Kratos up too if he's in the way. This is most noticeable when swimming up the elevator "shafts". "The Traps of Madness" - save point Random: After picking up the Necklace of Hera, doing a roll will land Kratos to his death. For some reason the game will kill you as long as the camera hasn't reverted back to the default position. Collision flaw: One of the ladders is glitched-up, causing Kratos to get sorta stuck on top of it. I think you can jump out of it, if it gets to it. Sequence break: You can skip one of the caves and its fights by doing a long jump from a ledge to the next elevator. Very hard to explain in detail, since the process is quite intricate. Discoverer: Satvara. Video demonstration: 1, Satvara's trick compilation. See about 01:51 for it. http://uk.youtube.com/watch?v=veIHOf6OAQc Various: You can reach Necklace of Aphrodite without activating the trap mechanism using a high jump. The open gate will instantly appear closed and then opens up again. Sequence break discoverer was Satvara. (most likely) "Just to note it, if you get Aphrodite's Necklace before Hera's (no backtracking needed) you will probably have used the rope with a block on the way down...so the "lever" past Hera's puzzle will instead be an EXP chest." - GMG Sequence break: You can do a jump over the extending bridge without getting either of the necklaces. Video demonstration: 1, unfortunately only an outdated video is available. http://uk.youtube.com/watch?v=U-vnsCWdVLc Architecht's Tomb ----------------- Collision flaw: If you do BoA's air triangle attack ("dissension") to a correct spot near the coffins in the twisty corridor right before the tomb, Kratos will fall down through the floor. Not really useful, but... (note: I'm not sure who discovered this.) "The Architect's Tomb" - save point Various: Cerberi fight's glitches See this video for examples of glitching possibilities in this area. Video demonstration: 1, SnapOfTheSynapse's collection of glitches: http://uk.youtube.com/watch?v=qX7exSCAGe0 Sequence break: Instead of doing the puzzle here, high jump your way to freedom. Video demonstration: 1, Kewbew's nifty video http://uk.youtube.com/watch?v=h1j20mgToag Random: GMG reports that it's not possible to crush the cyclops using the block. "Zeus Mountain" - save point Sequence break?: Tyrhhjy has suggested that it's possible to skip the stairs inside Zeus Mountain by doing a calculated high jump: "at zeus mountain you can skip going down the stairs by doing abl to the left side of zeus's mouth, just enough so that you are still on the wall, then jump down carefull till you fall downstairs. it's hard not to fall in the chasm." Sequence break: You can skip the small cutscene at the entrance by doing a high jump. Video demonstration: 1, Satvara's vid (and discovery): http://uk.youtube.com/watch?v=Kne4ZOF_Vcs Sequence break: Instead of fighting at the conveyor belt, run by the area's walls half way to the next room. The fight never activates this way. This is a bit tricky because of the moving floor. Discoverer: Vortex72. Also: "you could let the fight activate but HJ over the barrier." - GMG Pandora's Box ------------- Other: If you had skipped the cutscene which shows you around the conveyour belt, the door to the Box room will only glitch up if you kick it. It will not open, yet it becomes passable. Other: A small-term music glitch happens here. If you skip the aforementioned cutscene, you will hear Zeus Mountain's music in the background even after the conveyor belt. After you kick open the door, you will also start hearing the Box theme music. Unfortunately either of the overlapping songs will carry on if you decide to quit the game (unlike what happens in the real music glitch). Other: Not loaded? GMG said that sometimes the Box is not loaded when you get to the correct room. I guess it's not too common. I've heard it will load if you just retry from the latest checkpoint. Random: Before you have descended with the elevator, you can move Pandora's Box around using a well-placed Hermes Stomp. I wonder why? Strange... This property disappears after you've rode the elevator down too. Random: Can't kick it around An interesting thing to note is that your kicks are almost completely powerless against Pandora's Box. It just won't budge that well. Sequence break: If you somehow get outside the walls and directly under the platform the box is on, descending enough will yield you the next cutscene in which the elevator descends like normal. Easiest to do with swimming (though with swimming you are stuck in the next part, unfortunately). Random: About the level structure Most of the Rings of Pandora and also the outer parts of Pandora's Temple are permanently unloaded at this stage. Hades ----- "The Path of Hades" - save point Random: On the rolling pillars, any move loses its buffer afterwards. E.g. try doing Hermes Stomp here! "Styx Below" - save point "Sequence break": If you're feeling particularly anxious about the rotating blade pillars (the vertical type) you can infinite jump to their top. A safe but extremely slow method... A more convenient way and an actually useful sequence break is doing BoA high jump before fighting any enemies near the 1st spiked pillar until you reach the top of the red wall which would prevent you from climbing the spiked pillar. From there you get a good head-start to the whole climbing process too, in addition to having skipped a fight. Discoverer: Satvara. Video demonstration: 1, Satvara's vid (look near the end) http://uk.youtube.com/watch?v=CG9A08eMdMU Temple of the Oracle (thrashed) ------------------------------- "Oracle's Temple (destroyed)" - save point Sequence break: You can skip the fight at what was once the harpy puzzle room by getting onto a ledge on the left side of the wall and jumping over the fight trigger in a devious manner. It is not difficult, once you learn the needed movement. "Final Battle" - save point Ares 1 ------ Other: Some kind of mechanism makes Kratos unable to spam Zeus fury too much during this fight. If he shoots too many in a row, the bolts will simply stop appearing for some reason temporarily. (well, might be many reasons for it) Random: Ares may get the circle over his head while he is flying up in the air, in which case it will promptly go to waste. Strategy: You can abuse his death minigame to gather orbs pretty well. First, get his circle to appear and activate the minigame. Succeed in the first two prompts, but in the third, let Kratos fail. (e.g. you shove one of the spikes into his back but not the other one) Kratos receives 2000 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) Strategy: A single Zeus' Fury bolt will get his ass down whenever his 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. Kratos clones fight ------------------- Other: Kratos' family shenanigans The family's position is prone to changing as the battle progresses. Sometimes attacked clones can push it to some direction. Sometimes it moves when Kratos hugs them in certain circumstances. I've heard they can also move if Kratos hugs them while being grabbed himself by a clone. They can be moved off the game map. On easy they will lose 50% of their health while remaining completely safe for the rest of the fight, but on harder difficulties they will die. However, it might still be desirable to consciously move the family, because they will remain at a better location in some cases, with your enemies unable to reach them as easily (or at all, see the video example #2). The easiest way I've found to move the family is to use Gorgon Rage, then instantly afterwards hug them. It can also help to be on a different height than the family is. (trick's discoverer: AKheon) At the beginning of 2009, manu918 and co. worked a new way for doing the glitch, this time suitable for NUR purposes. It is by merely freezing clones, then grabbing the family. So, while it's not easy to say what is the exact cause of this phenomena, it seems to happen especially in conjuction with stonefrozen enemies... If the family is fallen down, some clones might run after them and suicide themselves foolishly. Also, new clone spawns are prone to move in slow motion for some reason eventually. Videos: 1, AK's demonstration http://uk.youtube.com/watch?v=6KjVqoCcJZU 2, manu918's video http://uk.youtube.com/watch?v=Gd4tfP70J70 Random: just to note, there were only two players in the world who had beaten the Clone War in God mode and NUR (not upgrading anything) before the year 2009: Shinobier (doing it the hard way) and Manu918 (a group of players, apparently). Since then there have been a few more. Perhaps an update would come in handy? Other: New clone spawns will sometimes move in extreme slow motion without a particular reason. This can happen in conjunction with the Kratos' family moving glitch, but it can also happen without it. Other: Kratos' family will bleed heavily if you do Gorgon Rage, even though they receive no damage. Random: The Zeus' Fury type of evil Kratos will not count towards the bunch of Kratoses you must defeat to win the battle. They spawn infinitely and do not influence the spawning of the other types. Once the other types are dead, this type dies by himself at the end of the fight. Collision flaw: The small altar behind Kratos' family can be accessed from behind. Wait until the brick wall disappears, then just run inside. Might make the fight easier? Random: The platforms will start to deteriorate even if you don't kill any of the clones. Random: You can't hug yourself to death except in some random circumstances. Random: By dying of a clone, or because your family loses their HP, you receive a special death cutscene. Random: If you die by a 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. Ares 2 ------ Camera glitch: At random times, the camera starts at a "bad location", but it later fixes itself. Random: If you go to the menu, all magics are locked. If you press X, it says "Ares has stolen your magic." If you use the menu glitch which messes up the graphics, you might encounter a glitch item which requires '10000' to upgrade. Of course you can't funnel orbs into it... Random: The move listing for the Blade of the Gods contains only 4 moves, all of which are unique to this sword. Otherwise it acts almost like BoA. (another difference is that it doesn't have a launch/lift-up move, or so it seems) Wasted potential: I went into this fight with freshly upgraded Blades of Chaos. The message telling me about Rage of the Gods appears as the first thing, even before the epic flash of white which is always there. Then when I got to menu, the game showed me all the regular moves and magics. Yes... I began the fight with normal magics and weapons with me! But right as I cleared the RotG-message, everything went back to normal. But it was a genuinely good idea... Random: In this battle the gravity has been changed so that you can never jump very high. Speed strategy: Tyrhhjy suggested this for Ares 2 (haven't managed to find time to test it yet, though). "the speed strategy for Ares 2 is keep restarting till he does the rock slam. get in the middle (the spot where he appears to do it). go directly in the middle then hit him 4 times. then just side roll to the side. then kill him with the sword. he should die in 8-9 seconds. of course if you pause after you've killed him. NOTE: easy mode Ares Armor costume only." "That's hardly impressive. No need to roll. Pretty sure you can kill Ares faster than that with Ares Armor/Tycoonius (Easy). If I recall right, a single "Hades' Gift" during his 'rock slam' will due. It's 400% power....4x damage for those settings. (I've been covering this shit at the Members Run thread)" - GMG Mystery: I've heard that the swimming glitch is possible to acquire in this fight either by checkpointing or (possibly) by abusing a collision flaw. "The glitch to swim out of water: when I attacked him, for some reason Kratos appeared below Ares, Kratos then swam up uncontrolled I hit with the square when he was in the middle(+/-) of the "arena" And remember that when I tried to return the game was slow, showing the bar of life, magic, and the 2nd bar fight" - Skabuf Other: For either loading or mini-game related reasons, Ares' death might at times get delayed a bunch. He slowly rises up if he was mini-gamed and then does nothing for a short while until the ending FMV kicks in. Other: Probably due to a loading glitch, Ares can turn into an insubstantial 'holographic statue' instead of dying like he should. (research underway) Mount Olympus + Suicide Bluffs ------------------------------ You won the game. Congratulations. Random: You have Athena's Blades, for some reason exactly the same as Blades of Chaos, except of a different color. They are also automatically level 5 as you get them. Random: Despite the in-game statement about gods not letting Kratos die on that victorious day, you CAN get yourself killed. They're keeping an eye only on that particular cliff, you see. ;) Go and high jump over the pile of rubble, and you can access lower regions of the Suicide Bluffs. There's nothing you can do, really, except get killed... "Olympus" - save point Don't forget the two statues in the throne room which you can climb on top of or demolish. The game will not display the number of hits (other than with a couple of moves) but just keep at it. Eventually, after both statues have been crushed, an easter egg is revealed. L2 the throne to end the game. Interestingly, even on this occasion, after having "won", Kratos will emit his death sound on game exit. It really wasn't a happy ending... You get to access normal game many times between ending FMVs. You can upgrade weapons, etc. It doesn't seem to be useful in any way, though. New Game+ ? ----------- Right after having finished watching the ending FMVs, start a new game. Open the weapons menu on the first possible occasion. You will see you still have all your gathered weapons and magic, except they're lv. 1, and you have no orbs. You also have relics like Poseidon's Trident. Neat, eh? If only they didn't disappear very quickly afterwards, when you finally get to move... Note: It seems this happens whenever starting a new game after having loaded a game before. No need to play through the game. Character Graveyard ------------------- Collision flaw: You can get yourself killed by exiting through a part of the wall/floor. Video demonstration: 1, surprise... a video of the breach, by JFCalibur88 http://uk.youtube.com/watch?v=d8NP3YL0s9s Challenge of the Gods --------------------- - Random: The ballista challenge can be finished without using the ballista by doing a BoA long jump to the other platform and defeating your opponents manually. Rage of the Gods must be used so that Kratos would not run out of magic. - Other: CotG 10 has some glitches with the attacks Satyr's do, making it easy for you to get your ass kicked. (should ask GMG for details some day...) � 5. Info and lists for experts ----------------------------- A. Dubbed attack names The following text is written by GMG. Formatted a bit by me. ---------- Below I list the names of various attacks I've dubbed to the best of my ability. Including a bit of explanation as well as how to get to them. Descriptions if I felt it necessary. ---When I say "s1". It refers to the attack done at input 1 with square. So "s2" would be the second. In the combo, "s,t,s" the third hit is "s2" as that is just how the chain links together you see. We aren't worrying about the coverage of chains here. Just naming the individual hits. It's not terribly easy to perfectly convey how I named these so if you do not understand, I'll sympathize and try to better clarify. As for the others, there are sensible enough reasons for why I call them as such--- --- Blades of Chaos s1 = single swing s2 = single swing s3 = single upward swing s4 = double swing s5 = double upward swing t1 - strong, double overhead swing NOTE: Slow as a starter. Fast if done after a roll, 'Rush' or s1 t2 - double upward swing NOTE: Always follows t1 s1air = single swing s2air = single swing s3air = strong, single thrust t1air/Dissension = Double downward swing causing bounce 'whip' = Final hit of Apollo's Offensive Hades' Valor = 'Valor' after "Hades Reverse" Hades' Plume= 'Plume' after "Hades Reverse" Hades' Fury = "Hermes Fury" after "Hades Reverse" NOTE: Not sure if this attack is stronger then the Hermes variation or they are just the same attack. It's at least interesting to note that this attack is available before Hermes Rush is and starts off at lvl4 power (I know this for certain). R12/Hermes' Thrust = A single thrust after 'Rush' Hermes' Valor = 'Valor' after 'Thrust' Hermes' Plume = "Plume' after 'Thrust' Hermes' Ascension = 'Ascension' after 'Thrust' 'Flurry' = series of hits before "Might" NOTE: It is remarkably tough (IMO) to cover these hits in all regards. Might itself is augmented by them, circumstance, control and the size of your foe. Difficult to figure to be honest. Rage of the Gods (unique attacks *for BoC*) NOTE: My memory of the hits is foggy. NOTE2: "Godly" is used as an adjective here in that the attacks with it are NOT just regular attack with a 2x power boost. "Olympic" is used to describe attacks that stand out as slightly altered, 2x power versions of basic Blade attacks. The exception being with 'Ascension' where Olympic/Godly are the same. s1 = single hit s2 = double hit s3 = single hit Godly Grace = Double hit, Square ender (knockback). Godly Spirit = Double hit. Lacks explosion for range with bounce effect. Godly Plume = Lacks the same. Godly Ascension = Ascension in RotG. NOTE: Cannot roll into it Olympic Thrust = RotG version of "Hermes Thrust". NOTE: Terrible hit detection Olympic Valor = 'Valor' after 'Thrust'. 2x power of basic. NOTE: Only way to use Valor in RotG Olympic Plume = 'Plume' after 'Thrust'. 2x power of basic. NOTE: NOT the same as 'Godly Plume' in power. Lacks explosion. Olympic Ascension = 'Ascension' after 'Thrust'. 'Tempest' = Spins before 'Godly Spirit' in "Tempest of the Fates". 'Crash' = 'Spirit' of "Tempest of the Fates". NOTE: 2 hits but weaker then "Godly Spirit" NOTE: You can use "Hades' Reverse" in RotG, but no follow-ups/counters. NOTE 2: It doubles power of most other attacks. (CoC, Helios attacks and Apollo attacks are uneffected if I recall right) All Artemis attacks get a 2x power boost. RANT - I feel at least 2.5 is needed to make it really worth bothering with. I'd have suggested 3x power for Artemis since it has no range or unique attacks in that mode...and its swings should have just gone through Magic Legionnaire shields like they didn't exist if they weren't going to give the weapon a way to break their shields. Blade of Artemis s1 = single swipe NOTE: There is no s3. It is just s1 again. s2 = single swipe t1 = double overhead attack t2 = single overhead attack o1 = single swipe o2 = single upward swipe s1air = single swipe s2air = upward slash t1air/Dissension of Artemis = Downward cut (knockbacks) o1air = strong, forward thrust Revenge = Square ender named after square special (multi-hit) Ascension = Triangle ender named after triangle special (launch) Retribution = Circle ender named after circle special (bounce) NOTE: Unlike special, this is not slow, dedicated nor multi-hit Artemis' Fury = R1 attack, was named for the multi-hit attack of the BoC though it is a single thrust that can easily be canceled. Artemis' Vengeance = Basically the Square ender after 'Fury'. "Furious Vengeance" if you will. Artemis' Ascent = Triangle ender. "Furious Ascent". Artemis' Retribution = Circle ender. "Furious Retribution". NOTE: It is slow like "Retribution of Artemis" but still a single hit that is quite easy to cancel out of. Closer related to 'Retribution' --- B. R2-action properties research During R2-actions many strange things happen. This section is for delving into into the secrets and oddities of these actions... R2-action types: 1. 'Still' - Message immediately appears and halts all motion. a. Delay of 1-2 seconds before re-use is possible b. Instantly reusable 2. 'Phase' - Message immediately appears. Halts further attacks while letting attacks in motion play out harmlessly. a. Infinitely reusable; Instant b. One use; Instant NOTE: Using this as you die will delay the death until you press "X" 3. 'Zoom' - Message appears after camera zooms in. Basically the same as 'Phase' except that PRIOR to the message showing up, you can still be hit. a. slow b. fast NOTE: Using this as you die will delay the death until you press "X" NOTE2: I believe you can use these 'actions' (R2) even when dying *if close enough* This also appears to be true when petrifed or even shattered *just before dying* The second one is the most useful, since it gives you immortality for a period of time. Imagine all the things you could do during a fight. Well... there aren't that many, basically, you could trick through enemies' attacks using R2. It also might be fun to cheat death using the death-delaying property of 'em. Research is still somewhat in progress. There might be more to these... --- C. In-game timer Here is a rundown on when it runs and when it does not. You may be surprised from the results! When retrying (whether by death OR retry), the game clock is reverted back to the time the game checkpointed you. This means you don't lose any in-game time. In pause-screen (select), no time runs at all. In weapon/item screen (start), no time runs at all. While in the save-screen, no time runs at all. While in the screen you get when the disc tray is opened up, no time runs. During FMV-cutscenes no time runs. During in-game cutscenes time does run. More coming at some point... 6. Credits, legal information, contact info, etc. ------------------------------------------------- ==================================== Copyright � 2008 Hannu Ratilainen All text is available under the terms of the GNU Free Documentation License. http://www.gnu.org/copyleft/fdl.html#SEC1 All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. ==================================== Additional thanks (and links): ------------------------------ GodModeGOD (a.k.a. the-creeper, BigVEE, etc. etc.) - being the vet in this game series, he supplied me with info on many of the glitches. Wrote a small part of this guide. http://uk.youtube.com/user/bigvee Satvara - A mysterious gamer who used his impeccable deducing skills to completely break many sections of this game. Founder of many exploits. http://uk.youtube.com/user/satvara Tyrhhjy - founder of several skips and a few wild goose chases. note: has recently done a slightly under 55 min speedrun on GoW. http://www.youtube.com/user/tyrhhjy Shinobier - gave video help and inspiration. http://uk.youtube.com/user/shinobier Shenminiu - A classic speedrunner-type. http://uk.youtube.com/user/shenminiu KevBew63 - Video help & a couple of glitches. http://uk.youtube.com/user/kevbew63 JFCalibur88 - participated in glitch seeking and gave video help. http://uk.youtube.com/user/JFCalibur88 HelloKittyKingxS, Euqinunique, SnapOfTheSynapse - small glitch help --------------------------------------------------------------- If you need to contact me with suggestions, criticism, new strategies, etc. then message my Youtube-account. http://www.youtube.com/profile?user=AKheon For PMs/E-mails: 1. Don't ask me questions you can easily find an answer elsewhere. 2. Stay true. \m/ 3. "think before you post", the classic rule of many a forum on the web. Wordpress-account for further reading (among other things): http://akheon.wordpress.com/ FIN.