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Glitch FAQ

by Akheon

God of War II Glitch & Things of Interest FAQ
v. 2.2 --- completed 18. 4. 2010

Compiled and partially found out by AKheon
Almost co-written by GMG

See the end of the file for more info.


0. Table of contents & version history
--------------------------------------

0. Table of contents & version history
1. Introduction & abbreviations + glossary
2. Quicklist of the best glitches
3. General glitches & tricks section
-- A. Major tricks
------- 1. High jump
------- 2. Long jump
------- 3. Infinite jump
------- 4. Swimming in air
------- 5. Other useful tricks
-- B. Weapons/magics/relics/urns
-- C. Enemies
-- D. Other
------- break-outs
------- upgrading "glitch"
------- disc tray glitch
------- infinite orb glitches
------- subtle speed strategies
------- unsolved mysteries
------- misc.
4. Level-by-level glitch walkthrough
5. Legal information, contact info, credits, etc.


Version history:

v. 2.2 (18. 4. 2010)
- added things readers sent in
- added new Findlestick material
       File size: 269kt.


v. 2.1 (18. 10. 2009)
- more about petrification glitches
- added details (Poru2009 and Findle stuff mostly)
       File size: 265kt.


v. 2.0 (8. 8. 2009)
- rewrote things
- added details
- added Findlestick findings
       File size: 262kt.


v. 1.8 (7. 6. 2009)
- added details
- added Findlestick findings
       File size: 228kt.


v. 1.7 (24. 4. 2009)
- added some new skips
- continued adding details at places
       File size: 216kt.


v. 1.6 (3. 4. 2009)
- added a "small gorgon glitch"
- added Clotho and strings sequence breaks (among others)
- added details up to Typhon's Cavern
       File size: 207kt.


v. 1.5 (15. 3. 2009)
- listed checkpoints
- listed upgrading "glitch" examples
- new glitches, sequence breaks, etc.
- proofread the file semi-carefully. Fixed lot of errors
        File size: 195kt.


v. 1.00 (30. 12. 2008)
- added Riningan's reported glitches
- added GMG's reported corrections
- added disc tray glitch, a new and strange speedrunning glitch
- added Long Jump and infinite orb glitches
- added section of unsolved mysteries
       File size: 153kt.


v. 0.95 (17. 12. 2008)
- corrected and added things
       File size: 136kt.


v. 0.9 (14. 12. 2008)
- accepted corrections
- added missing things
       File size: 134kt.


v. 0.8 (2. 12. 2008)
- the first published version, still misses a few things
       File size: 91kt.



1. Introduction & abbreviations + glossary
------------------------------------------

Another glitch FAQ? Indeed it is. Almost as a sequel to the relatively succesful
GoW 1 glitch FAQ, this file intends to compile all the known glitches and other
interesting things concerning this game. And as a good sequel should, it has
a more refined approach, a lot higher bodycount (with extra bucketfuls of gore)
and at least twice the amount of spontaneous jokes which may or may not have
anything to do with the topic at hand. You heard this one? A rabbi, swede and
Kratos walked to a bar...

It was originally thought that this game didn't really have glitches. Many of
the groundbreaking stuff GoW 1 had, including but not limited to very high
jumps, homeruns (glitched double launches) and regenerating magic was seemingly
completely sealed away from the game. The developers had taken heed to the
shortcomings of the GoW 1 engine and made it less glitchy. There were sparse
recollections of f.e. infinite orb glitches, but they were accidentally caused,
if at all. Nothing of the controlled mayhem existing in GoW I.

However, during the year 2008 attitudes changed drastically when BigVEE found
both regen magic AND high jump, suddenly taking us back to the glorious dark
ages where it would've not seemed too far-fetched to claim such strange things
came directly from the devil himself. Not long after that ManeshM84 proved the
existence of a "swimming glitch", familiar phenomena from GoWI, meaning that
swimming in air was now a possibility. Around these times Shenminiu invented
infinite jump, to get even higher. GMG and addaminsain thought up cyclecanceling
(which I later expanded upon), a small trick with 1000 uses and counting. Will
we find more ground-breaking glitches? Yes? No? Dammit, I don't know. So let's
change the subject.

Concentration may be on glitches, but from this FAQ you will also find listed
many hidden things the game is full of, and also some advanced strategy tips.


Message to any God of War-team member reading this:
Seriously, don't take glitches away from the next game. They enhance the
experience.


Abbreviations:

GOW = God of War
GOWII = God of War II (simple enough)

QTE = Quick Time Event, the button-pressing minigames for example.

OOB = Out of bounds (outside the intended level structures)
IJ = Infinite Jump
HJ = High Jump
LJ = Long Jump
UGG = Upgrading "glitch"

AB = Athena's Blades
BH = Barbarian Hammer
SoD = Spear of Destiny
BoO = Blade of Olympus
MotK = Might of the Kings
PS = Piercing Shards
DR = Divine Retribution
TB = Typhon's Bane
PR = Poseidon's Rage
(... and so on for all the main magics and attacks too)
However: EH = Head of Eurayle

RotT = Rage of the Titans

NP = Normal Play
BP = Bonus Play

GMG = GodModeGOD
Shen = Shenminiu
AK = AKheon

� = note to self


Glossary:

Invulnerability frames (a.k.a. i-frames, invincibility frames, etc.) =
 Some moves contain small periods of time during which most attacks pass through
 Kratos and he receives no damage. Including some easily and often utilized
 moves like all magics. (read more below)

Tricking =
 1. Avoiding enemy attacks with invulnerability frames that some moves produce.
 2. Manipulating enemy behaviour by using the scenery (less common use).

Break-out =
 The phenomena of Kratos' animation cancelling in the middle of a move to a
 completely neutral, idle stance. It can happen due to several reasons, some
 controllable to the player. Because of its importance, it has its own section
 later on.

Cyclecancelling =
 Cancelling a sub-weapon move by changing sub-weapon mid-move. Used to gain
 speed and combat efficiency. An advanced strategy alongside tricking. Also has
 some less obvious uses available. (read more in the section about break-outs.)


Launch =
 An attack capable of (or intended for) launching enemies high up in air, like
 Olympic Ascension.

Lift-up =
 When Kratos himself can/will rise up in air during some attacks, like with
 Icarus' Ascension.

Bounce =
 An effect in which an enemy will bounce a bit after a successful hit. It's not
 nearly as high as a launch.

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.


Collision damage = 
 Damage from f.e. thrown enemies.


False grab =
 Hitting an enemy with a grab in circumstances in which a grab would not be
 succesful. Kratos will fumble backwards, and oftentimes the enemy will react to
 the failed grab attempt in some fixed manner, at best cases helping the player
 to manipulate enemy behaviour. (like with Gorgons in this game)

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.


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.


Weapon switch =
 Term for R2's function, switching between Blades and sub-weapon.

Sub-weapon switch =
 Done from Weapons Menu solely.


Real-time =
 Time as you know it.

In-game time =
 How the game clock counts time.

Kratos' time =
 Time from Kratos' point of view.



2. Quicklist of the best glitches
---------------------------------

This section aims for simplicity and ease of use for beginners. A lot of info
is omitted, so for those that want it all, skip to sections below instead.


A. High jump (discoverer: GMG and Shenminiu, respectively)
------------ (later uses: Kevbew63 and ManeshM84)

Using this trick, it's possible to reach higher places than normally.

You need Poseidon's Rage or two sub-weapons for this example.

PR method:

Do an attack that launches Kratos in air. In air, do Poseidon's Rage. Go to
start menu while at the highest point of the jump, and then cancel Poseidon's
Rage by turning the urn off. After you exit the start menu, it's possible for
you to do a new jump, reaching higher in the air than normally.

Sub-weapon method:

Do an attack that launches Kratos in air, preferably with Spear of Destiny or
Blade of Olympus. Whatever you do, at the highest point of the jump, you got to
have your sub-weapon active. Go to start menu and switch sub-weapon. After you
exit menu, Kratos can do a new jump.

Video demonstration:
1, ManeshM84's vid
       http://uk.youtube.com/watch?v=_MEibteFkv0


B. Long jump (ManeshM84, Kevbew63, AKheon)
------------ (possibly RJWaters2)

Using air attacks of Blade of Olympus or Spear of Destiny, it's possible to
make your jumps vertically a lot longer than usual. This can be combined with
the techniques of high jump for best results.

Icarus Wings glide is one of the best ways to naturally lengthen your jumps,
so use it well.

Video demonstration:
1, ManeshM84's vid
       http://www.youtube.com/watch?v=HJhT1JzKbqA


C. Swimming glitch (ManeshM84, AKheon, Findlestick)
------------------

Swimming is not restricted to areas with water in this game. All you have to do
is to reach a pool of water outside walls, and then you can take the effect with
you anywhere you want.

Not that common, but one of the most interesting glitches of the game.

Video demonstration:
1, Findle's vid of a classic swim glitch location (and more):
       http://www.youtube.com/watch?v=DsT-DfwxWR4


D. Infinite jump (Shenminiu)
----------------

The trick as a whole is quite complex. The long description is recommended
reading, but this tutorial video will get you started.

Video description:
1, Findlestick's tutorial:
        http://www.youtube.com/watch?v=ka3anNZ9Sns


(may be expanded later?)



3. General glitches & tricks section
------------------------------------

Here begins the longer explanation. If you are not that good at english, make
use of the video examples (and keep a dictionary close by).


A. Major tricks

1. High Jump (discoverer: GMG and Shenminiu, respectively)
------------ (later uses: Kevbew63 and ManeshM84)

It is not possible to jump more than once after leaving the ground, and it is
not possible to jump in air after doing any attacks. Strict limits for sure,
but fortunately a way to escape them was found: "break-out".

The basic ingredient for a high jump is nothing more than this:

1. lift-up/jump (basically: any move that lifts Kratos in air),
2. break-out (read more below),
3. another jump/more attacks/what is needed.

Video demonstration:
1, ManeshM84's vid
       http://uk.youtube.com/watch?v=_MEibteFkv0


Details on #2, which is the elusive "break-out":

+++ Urn abuse

Poseidon's Urn is something only available during a Bonus Play. Basically, it
allows you to cast Poseidon's Rage in the place of Cronos' Rage. If the Urn is
turned off right in the middle of casting, a break-out is done. Kratos is back
again in a neutral state, and another jump is possible.

Try this: a lift up - Poseidon's Rage - (turn Urn off) - jump


+++ Sub-weapon switching abuse

Sub-weapons you start getting at about the half-way of the game. Basically,
while doing any sub-weapon attack or even staying in the sub-weapon stance,
the animation is markedly the sub-weapon's own. If you happen to switch away
from that particular sub-weapon (at weapons menu), break-out happens.

Try this: a lift up (make sure to have a sub-weapon active before the next step)
          - go to weapons menu and switch sub-weapon - jump

NOTE: You actually need two sub-weapons to be able to switch between them.


+++ Upgrading abuse

Upgrading a sub-weapon at the middle of an attack will cause a cancel-out.
One of the most convenient ways to do a high jump in a new game, where you don't
have an easy access to the other methods. You can do it with any sub-weapon or
Cronos' Rage.


(there is more to break-outs than this. They got an own section WAY down below.)



2. Long jump (ManeshM84, Kevbew63, AKheon)
------------ (possibly RJWaters2)

A. When jumping off from ledges or ropes, Kratos does a somehow more forceful
jump than normal, enabling you to (especially when combined with other jumping
techniques) jump longer than normal.

B. Some aerial attacks of your sub-weapons carry Kratos onward quite loftily,
enabling huge vertical movement in air.

Note: especially when combined with PR cancelling.

C. Icarus' Wings' glide gives you the best vertical movement in air, so after
you get this baby, other long jumps become semi-obsolete.


Introducing "PR-cancelling" as a technique (AKheon)
---------------------------------------------------

The core of this trick is doing certain aerial attacks, then cancelling out of
them using PR, then cancelling out of PR by switching weapons. The attack you're
going to use can't be such you can't cancel using PR (e.g. L1-moves.)

The longest natural non-Wings long jump that can be achieved. Timing is quite
difficult though. Start must be pressed before doing the magic so that you can
cancel out of it succesfully.

Try it out: jump, non-L1 sub-weapon attack, start, PR (before menu opens),
            sub-weapon switch, non-L1 sub-weapon attack, start, PR (before
            menu opens) ...

My favorite attacks for using this are BoO air triangle and BH air triangle.

Atlas Quake can be considered too (if timed correctly, Kratos will rise a bit
each time you cancel out of it) but overall its effect is not nearly as great
and Kratos will inevitably keep on falling down, unlike with PR. Maybe can be
used in combination for best effects?

Video demonstration:
1, AKheon's vid
       http://uk.youtube.com/watch?v=mL0v-rIGSMA



3. Infinite Jump: (Shenminiu)
-----------------

It is a very simple trick in its core, but nonetheless mastering it is quite
difficult, thanks to timing-related factors. Basically, all you have to do is
to do MotK (air), then at its height cancel out, then repeat.

Try this (have BH equipped as a sub-weapon):
A lift-up - R2, L1, start - switch sub-weapons until you get to BH again
and wait for it to load - exit start-menu - (with correct timing) R2, L1, start
- switch sub-weapon...

Video demonstration:
1, Shenminiu's vid:
        http://uk.youtube.com/watch?v=5FktAFYB-vs
2, mixing things up using both MotK and PR (again, Shenminiu's vid)
        http://uk.youtube.com/watch?v=bhH4JaPR71U


Here are a few pointers that are important to take note of:

1. Don't act too quickly. Especially the first break-out is difficult to follow
up with a new MotK. This is because the game has to load the sub-weapon info all
over again. Wait a few seconds in the menu after having changed sub-weapon.

2. After exiting start menu, don't try to switch to sub-weapon too quickly.
Otherwise the game will not register it, and Kratos will only do a block in
air, resulting in a very quick landdown. You're in less of a hurry than you
think.

3. Don't press R2 and L1 down simultaneously. This might happen if you don't
think about what you're doing. Result is an instant failure.

4. Doing a MotK after a normal jump will lead you to a situation in which you
can't do another MotK afterwards and the jump fails. Reset the situation using
PR/another move and only then continue.

5. There's a small momentum "glitch" which makes the IJ charges differ in size,
or sometimes turn gradually worse. If you do multiple MotKs and find yourself
not having risen up, try doing a Poseidon's Rage (turning the urn off mid-way to
cancel out of it) and continue with the jump as normal.

6. For switching into SoD/BoO air attacks (to do a more lengthy jump, read more
about it below), it also helps to cast Poseidon's Rage, then switch to the
sub-weapon, enter menu and turn off Poseidon's Urn, then just start attacking...

7. Just to note that depending on how scratched your disc is/how dusty your PS2
is, the time you need to wait in the menu grows larger. If the sub-weapon is not
fully loaded once you go back to the game, you can't switch to it, making
repeated MotKs impossible.

8. It seems that the time period you have to wait also differs on your location.
For example, the Rhodes Bathhouse seems to have almost non-existent loading
times, allowing for some very quick switching.

9. Sometimes, after attempting to cancel out of a sub-weapon move, Kratos will
continue doing the move using his Blades in a glitched manner. This is both a
timing- and lag-related thing. It happens very often at some areas, and it can't
be helped.

10. Each time you use MotK, Kratos will inch slightly backwards. Therefore, it
is necessary to turn Kratos against the direction you're aiming until you're
high enough.

Note: Each MotK you do to add height I like to call 'charges'. So if it is said
that you need to do Infinite Jump with X charges, you must MotK your way up X
times for it to work.



More info on specific attacks:
------------------------------

+++ Might of the King (Air)

This attack will cause Kratos to rise upwards each time it is used. By utilizing
it right before you switch away to another sub-weapon, you will gain extra
height and leave Kratos slightly higher than in your usual high jump. Doing this
repeatedly is the core of Infinite jump.

Another interesting feature of this move is that you can pass some ceilings
using it enough in a row. However, many ceilings remain which can't be passed
through using this or any other move.

NOTE: The optimal height is not easy to get. Requires frame precision, or in
most cases, luck.


+++ Spear of Destiny air attacks

They defy gravity in an uncanny way. Repeated usage of SoD air square attack is
the easiest way to naturally enlongen your jumps.

NOTE: The same trick from GoW still applies here: by doing your attacks as
soon as possible after doing a jump, even simultaneously, you will gain extra
length and/or height.

NOTE 2: Blade of Olympus air attacks are the second best in this respect.

NOTE 3: The dubbed entry name for this is SoD/BoO Leap


+++ Blade of Olympus launch

This move is the shit when it comes to auspiciously inching about 1.5 meters
above ground before doing a lift-up. Try it next to ledges. The effect is
unbelievable!

Instructions: (BoO active) hold triangle down

Other lift-up moves with which you can inch over chasms are Icarus Wings'
laucher and Hyperion Rise.


+++ Poseidon's Rage

PR is extremely handy for changing your direction in air. It also resets your
falling momentum, at least theoretically. Mostly used for Infinite Jump and
Long Jump.


+++ Atlas Quake

Whenever done in air, it will give Kratos a noticeable height boost. It's just
unfortunate it can't be easily canceled out of. Upgrading doesn't work. Only way
is to break out of the magic animation by changing sub-weapon the instant the
magic starts, but this is difficult and you won't get all of the height boost
you should (you don't lose any magic, though). However, mentioned because it
is in fact the only other move you can achieve the Infinite Jump effect with.


+++ Icarus' Wings

The laucher defies gravity (as mentioned earlier).

As far as I know, it's not possible to use high/long jump techniques succesfully
after activating Icarus' Wings' "glide" during a jump. Even though you can
cancel out of a subsequent move, Kratos is unable to jump an additional time.

NOTE: The Icarus' Wings' launch is completely safe to use in this regard.



4. Swimming in air: (ManeshM84, AKheon, Shenminiu...)
-------------------

In the GoW series (at least the first two parts of it), the game doesn't know
which areas are water and which air - it simply knows where's the water surface
and what must be done when Kratos touches upon it. The only thing preventing
Kratos from swimming wantonly wherever he wants are a couple of walls around the
place, but at some parts of the game this restriction can be cleverly bypassed.


During "swimmingness", you can't...

- block, use weapons, use magic, and other land-only functions
- open gates, pull switches, etc. most generic R1-operations are off-limits
- operate grappling points
- slow time

You can, however...

+ access places not otherwise possible
+ open chests
+ do some unique R1-actions
+ deal damage to your enemies. The rush is capable of it!

Other features:

+ carries over while saving/retrying (at least for the most part)
- camera angles are sometimes atrocious
- you're in danger of skipping important loading triggers
+ you can break out of many non-swimming actions in a strange way (read more in
  the section about break-outs).


Other interesting stuff:

At unknown times, Kratos' stance changes to a one in which he seems to ride a
"sled" made from Athena's Blades. This has something to do with areas loading.
If Kratos' stance changes suddenly to the normal one, it's a sign that the next
area has loaded properly.

Note: in this stance his dash will NOT do any damage, nor does simply jamming
the blade at his feet in enemies (though it will make a sound).

Kratos can get stuck swimming in many other stances than those two. For example,
breaking out of chest opening will leave Kratos in the same pose he had while
opening the chest. These stances might make dash damage-less as well.

Death from heights with Kratos changing animation to wildly flailing his limbs
may cancel out swimming glitch upon retry. (uncertain evidence)

Note: footage of this incident is on "swimming with Lakhesis"-vid.

A seemingly impassable ceiling can be passed by doing rush, casual wiggling and
other moves in some combinations. Kratos slowly inches through the obstacle. Not
sure if this works with every impassable ceiling, though...

Unlike in GoW 1, getting stonefrozen while swimming will not kill you if you're
right on ground level. Instead, Kratos gets stonefrozen like normal, and after
wiggling out, he has lost swimmingness.

Like mentioned in the section of break-outs (which is below), Kratos is able to
disattach himself from many ground actions in an unnatural way while swimming.
Picking up corpses, opening chests, random R1 actions... I believe details are
mentioned in the break-outs section, so look there if you're interested.

In at least one reported instance, Kratos lost swimmingness while swimming
between areas that were never supposed to be 'connected'. (footage of this is on
Findle's vid "God Of War 2 - Grinder Glitches")


Special section dedicated to picking up corpses while swimming:

Findlestick tried it out, and the results are very surprising. Kratos appears
to pick the corpse up like normal, but it always slips from his hands. His
swimming stance changes to the corpse picking one. And then it gets strange.

First of all, it is possible for the corpse to change angle once picked up.
It will fall down in all sort of inane positions, sometimes nudging and moving
oddly by itself. It can get stuck under pushable buttons, having horrible
seizure-like motions. Also, if picked up against collision, the corpse may
rocket skywards like a... grotesque corpse that rockets skywards. Then...

Kratos is able to pick it up while non-swimming, even if it has an angle. This
causes Kratos himself to get an angle! He will stay leaned to a strange
direction until most moves are used. An alternate effect is that his graphics
get messed up so that the game draws him partially in a wrong perspective,
looks even better. He also loses his textures, or so it seems. Rolling makes
it look like both of his legs are broken. Do I need to go on?

If Kratos ends up too slanted and in air, he won't be able to end the state,
and instead stays like it forever (until retry). While slanted rolling, it's
possible to traverse some walls because the game considers the wall as floor
if K. is slanted enough. Also, it's once been reported that Kratos fell
through floor when rolling while slanted.

Mini-games while slanted are possible, since the game doesn't pay attention
to things like gravity during the sequences. At least with the gorgon one,
if Kratos succeeds, he will not lose slantedness. If he loses, the gorgon
may become 'slanted' momentarily!

Things that will not end 'slanted Kratos':
- standing still
- rolling
- jumping (however, all air attacks apparently end the state)
- weapon switch (may revert Kratos from 'slanted' to 'slantedly drawn')
- Divine Sacrifice (the orb is skewed and bad to look at)
- magics (PR is especially interesting since K. does it at an angle)
- getting hit
- (some?) mini-games

Video demonstration:
1, Findlestick's vid of the odd "corpse" activities:
       http://www.youtube.com/watch?v=pqGR06mTSaI
2, Findle's vid of horizontal PR, among other slanted things:
       http://www.youtube.com/watch?v=22oj3zvgIRw
3, Findle's vid of a slanted mini-game and more (a few mins into vid):
       http://www.youtube.com/watch?v=D1byILsr478



5. Other useful tricks
----------------------

! Cyclecancelling (or CC) (invented by GMG & Addaminsain, later uses AKheon)

This is a term used for a strategically timed sub-weapon switch (switch from
the weapons menu). While switching, any sub-weapon animation Kratos was in will
cut out instantly. This is a trick which has many more uses that you'd imagine
on the first glance.

NOTE: this is basically a controlled break-out.

Video demonstration:
1, addaminsain's vid, showing all-purpose use of CC:
       http://uk.youtube.com/watch?v=tsCFVo6UYAA


More details on specific uses:

+++ canceling out of attacks (most work done by Addaminsain)

You're doing a slow special move with one of your sub-weapons. It hits, but
then the attack continues indefinitely even after its apex. Slow? Yeah, but fear
not, for a simple sub-weapon switch cancels you out of the move instantly. Saves
up to seconds of Kratos' time per use.

Video demo:
1, addaminsain's experimental vid, showing the speed difference in Kratos' time:
       http://uk.youtube.com/watch?v=LWeLPJ2UEpY


+++ doing high & infinite jumps

Already explained in the Jumps sections above.


+++ event/trigger break-outs (worked on by Addaminsain and AKheon)

This is something that will be looked into more closely at the section of Break-
Outs and level-by-levels way further down. For example, by switching sub-weapons
the instant Kratos would become stonefrozen, you can completely prevent it. Or,
before activating something with R1, you can switch weapons and the event will
end up somewhat glitched.

Video demo:
1, addaminsain's vid on petrification negation:
       http://www.youtube.com/watch?v=QxRw9Ocia0E
2, AKheon's vid of the power of event break-outs:
       http://www.youtube.com/watch?v=eUneQrBgdbY

Note: again, I implore you to read more in the section of break-outs. It is
even further down below. Way down. (but you'll get to it eventually)


! Quickrolling

The fastest regular movement in the game happens to be a simple roll cancel.
To do it, simply roll to a direction, then do a weak attack to cancel out of
it, then re-roll (or just keep the right analog stick pressed down to your
chosen direction). For rolling into jumping, roll into a weak attack, then
cancel the weak attack with the jump. In GoW 1 you could rollcancel using X,
but here that short re-route is necessary.


! Bow/Head tricking

Extremely useful technique which involves abusing the i-frames of either
Typhon's Bane or Euryale's Head. Basically, you just press L2 with the correct
magic selected while standing still. Kratos unfolds his bow/E-head and most
attacks pass right through him harmlessly. This can be done in air too, by
simply unsheathing the bow/head after having jumped (but not pressing to any
direction or shooting while at it).

"It could be mentioned that unlike with the ground, so long as the bow/head
remains drawn in-air, you have the i-frames until landing (or shooting). (which
I like using against Zeus bolts when trick to roll or plain old parry work isn't
an option)" - GMG

Technically, you could trick with any move that has i-frames, but these two are
the most common and useful because they do not cost magic and are instantly
ready for use.

This move can also be used for stalling. By repeatedly unsheathing either bow
or head, any enemy in the vicinity stops attacking.


! Bow/Head cancelling

Another extremely useful technique which allows you to increase your damage per
second efficiency to astronomical heights. All magics take priority over melee
attacks. Also, stance magics cost nothing to activate and they resolve quickly.
You see where I'm going here? You can cancel out of normal attacks after they've
done their damage to start new attacks extra quick. At its most useful with BH,
because it's the weapon with most power and least speed. In fact, even on Titan
most bosses fall quickly under the combo of triangle, triangle, cancel, repeat.

Block cancelling is also possible to do.

"Besides Magic/Block Canceling, movement itself shortens the buffer of some
things (block, trick, certain attacks, etc.)." - GMG


! Alternate Orion's Harpoon (discoverer: GMG and/or Shinobier)

Some enemies can be Orion's Harpooned in an alternate way by keeping the circle
held down while starting OH instead of just pressing it once. The "alternate
way" is usually a normal grab, but depending on the enemy, it can also be a 360
toss or even their finisher. This allows versatility to link moves together
this way. More of a secret move than a glitch.




B. Weapon/magic/relics/urns

Generally about weapons and melee:
---------------------------------

Switching weapons while your sub-weapon is active causes a 'break-out'. Their
uses are documented in their own section below.

Most "charges" and timed attacks completely disappear if another weapon becomes
active. Best example of this are the souls of Barbarian Hammer.

Rules on whether special attack effects appear if you attack towards obstacle
or a chasm differ quite a bit. If there's something especially interesting, it
will be mentioned in the sections below.

If Kratos hits a damaging platform, balancing platform or does Fleece countering
while simultaneously doing a sub-weapon switch, your sub-weapon becomes
completely inaccessible for a short while, for some reason. This is not the same
kind of downtime as when switching sub-weapons. It lasts a lot longer.

-----

A. Athena's Blades

Quite different from GoW I Blades.

During RotT, all ground specials are unavailable, as well as Fleece block and
Icarus' Ascension. If you activate RotT right at the start or during some of the
attacks, glitches happen. These are listed here: (courtesy of GMG)

- if you RotT right before Hyperion Charge's "whip" or Olympic Ascension, Kratos
  will do a false Plume which makes no sound and does no damage. If during the
  false Plume you turn RotT off, Kratos will continue doing the original attack.
- RotT during the HC's "run" disables Rise/Rush followups until Rage is turned
  off.
- RotT during most normal ground attacks just cancels them off instantly.

Hyperion Charge only affects your running speed. Jumping, for example, is done
at normal speed regardless of being in charge-mode. During the run, Kratos
auto-targets towards nearby enemies. Square leads to an imitation of Hermes
Rush from GoW 1 (now called Hyperion Rush), triangle leads to a special sorta
launcher (Hyperion Rise).

Hyperion Rise defies gravity noticeably. You can take over one step into chasms
safely with it.

Athena's Wrath moves through obstacles and regardless of ground height.


B. Barbarian Hammer

The only weapon that doesn't have a natural lift-up. You also can't roll when it
is active.

Doing Crushing Defeat into in-game cutscenes is more effective than rolling into
them. This is because CD makes Kratos move forward a greater length.

Souls have a variety of different effects depending on your enemies and their
states (e.g. bouncing). The normal souls and Legion of Souls-souls are different
from each other in both damage and effect (note: LoS-souls do less damage).
Souls, created by any mean possible, disappear the instant active weapon is not
the Barbarian Hammer. Souls are not affected by difficulty/costume settings.

Legion of Souls might seem like a move that moves over ground, but rest assured
that Kratos is as good as touching ground each moment of it.


C. Spear of Destiny

Piercing Shards has quite a capable aiming capability, even for aerial enemies
or enemies which are far away. Its explosion seems to change shape depending
on the enemies' location. While this auto-aiming can fail, if you enter EH or
TB stance right before it, Kratos auto-targets the closest/any creature and the
attacks will always hit after that. GMG reports that its effect/damage does not
change with different costumes or difficulties, and that RotT doesn't seemingly
increase its powers either (although normal weapon level ups do). PS doesn't
count towards hit count except against Kraken's tentacles (?). PS passes through
barriers and walls.

"Triangle ender (looks like PS) - With RotT on, it has the potential to interupt
Zeus' summon (lean) animation whereas NOTHING ELSE I've ever seen can and I do
not know why honestly." - GMG

Unfortunate Remains bombs will drop down to the nearest ground level if they
are spawned in air somehow. Uneven collision can cause them to end up inside
walls a bit strangely. Maximum amount of bombs at any given time is 2. These
bombs can be slowed with AotF. If they are slowed down, they explode without
an effect. Interestingly, an in-game weapon switch will NOT make them go away.
Also, GMG says that "The bomb (like certain other attacks) carries over
(wherever it was laid) if you restart so it can be exploited for an unfair
advantage now and then...." and it's true! However, if this restart would
revert Spear of Destiny level back to 1, the bombs will nonetheless disappear.

Altering Slash is a move which, through a process of "purplization" (obviously
a coined word) makes an opponent change in color until they explode colourfully.
A bomb takes about 5 seconds to reach detonation from the moment of inception,
but it can (and will) explode even with the host dead if at least (approx.) 2.25
seconds had passed from the inception before the enemy's death. The attack does
not plant bombs to targets which die from the attack, which go to 'O' from the
attack or which are stonefrozen. The explosion has no effect to enemies who are
being grabbed, though it does damage statues just fine. If you change weapons,
any bomb charges disappear. I'm not sure how many enemies can you have
detonating at the same time, at least 4 to 5 (but it is something glitched,
since the natural limit is 1). However, any explosions after 2 will either fail
or be effect-less.

According to GMG's research, turning directions while swinging (and hitting)
will yield additional AS converts. (more details added later?)

If an airborne target gets detonated by either bomb, they will get bounced.
Unique lauches are possible using Altering Slash detonation in addition to other
techniques. GMG reports that he has gone as far as sending enemies over the
walls using this technique, and that it seemed that the spawn spots of the arena
died after it. Is there more to this?


D. Blade of Olympus

The lift-up and the animation that leads up to it of this weapon is utterly
preposterous in its ability to defy gravity. Do it right next to a chasm and
you will see what I mean. Do it!

Divine Retribution lasers are stronger than the Anger of the Gods ones. They
also behave a bit differently, in that DR lasers can and will pass through
everything 'til an enemy (who can block it) will block it, while Anger laser
will stop at first target it hits. DR lasers pass obstacles if done at point
blank range.

"'Lasers' (Anger of the Gods included) - Like PS, these 'effects' aren't
effected by settings. Because they are also not effected by level ('Anger' has
no say obviously) it isn't surprising that Rage does nothing for them." - GMG

Divine Sacrifice can cause bounces or knockbacks. Once it has hit an enemy for
3 full attacks, it does nothing to them ever again. If you activate Rage during
this attack, the graphical 'halo'-effect disappears eerily!

"It appears that Divine Sacrifice's orb draining effect carries over past
restarts...so this gives us 'EXP orb fountain v5'."



Generally about magic & urns:
-----------------------------

There's a period of time before Poseidon's Urn's starts to effect. Before
it, the left magic icon remains as Cronos' Rage and you can't cast either of the
spells. The same works vice-versa too, with this sorta period after having
switched back to CR. Probably because of loading factors.

If you switch Poseidon's Urn on and then activate a checkpoint before the magic
icon turns to PR, after retrying the game will still show you the CR icon, but
it can't be cast (because it's not loaded). This works the other way around too.


"While using the Urn of the Gorgons against 2 Erebus Minotaurs. I had one
juggled with t,t (SoD)..then I cycled out before it was petrified so I could OH
right away at the other..The one thrown had no unusual effects but the other got
petrified. I tried it again and he just got hit with collisions. Very strange."
- GMG


Weapon-switching oddity:

You are allowed to do one weapon switch while casting magic. If you're wielding
your Blades and attempt to switch to sub-weapon, the game lets you do it.
However, if you're wielding your sub-weapon and attempt to switch to the Blades,
the game reverses your deed instantly after the magic. If it was a stance magic,
you can prevent this re-switch by doing a roll, block or an attack instantly
after the magic.

-----

E. Poseidon's Rage

Kratos says one of these three comments occasionally when doing PR at the start
of the game (they end before Typhon's Cavern):

"None shall defy me!"
"I am the God of War!"
"I will make you suffer!"

There's a short animation after each PR casting during which Kratos can't do a
thing. This slows down the possible rate of casting pretty much.

It is the only spell you can't upgrade. It only has one level, "MAX".

PR has a limited number of enemies it can hit at any given time. If there are
too many enemies in its radius, they aren't affected.

"It can miss some foes in the blast radius (unknown reasons)." - GMG

This move is pretty much the only one in the game which can't be interrupted
by latching onto grapple points.

It is also the only move in the game which can reset your movement and falling
momentum (useful in long/high jump).

If you do Rage while casting PR, the blackening effect that comes with Rage goes
away (until you quit Rage and re-activate it).


F. Typhon's Bane

A stance magic.

While entering the stance, there is a noticeable period of i-frames. They are
lost if Kratos moves or attacks while unsheathing the bow.

Other i-frame periods are during charged Wind Blast (during the time after
square is let go and after the shot fires), Lethal Vortex and Titan Storm
(while building up steam).

Wind Shots don't get stronger with upgrade, it's just your rate of fire that
increases. Their magic cost stays the same too.

LV will auto-shatter all statues it hits. The attack travels through barriers.
It has a casting pause after it, so you can't spam it.

TS lingers a bit around the field even after disappearing. It has a casting
pause after it, so you can't spam it (very noticeable). You may be able to
destroy yourself with this attack if you're stonefrozen when it resolves. The
attack moves past all sorts of barriers.

Charged WB's normal cost is 25MP, but it can be done for 4MP. As long as you
have magic for one single TB shot, you can do a charged version for great cost
efficiency. The attack does extra *glitched* hits for Barbarian King and the
mounted Cyclops Berserker - try it out. Charged WB can't target or damage
stonefrozen creatures.

"You can maintain 'charge' of Wind Blast if you walk off a cliff but it won't
fire." - GMG

Some LV's and TS's graphical effects are subject to AotF time slowage.


G. Cronos' Rage

There's a noticeable i-frame moment when this magic is cast.

Maximum amount of orbs at any time is 3. Orbs will stick to air or wherever
Kratos was during casting.

The Lv. 3 orb explosion can shatter statues, even Kratos himself if he is one
at the time!

Its effect arcs towards creatures being grabbed, but does no damage (or hits).

Some hits it does are not shown.


H. Head of Euryale

A stance magic.

While entering the stance, there is a noticeable period of i-frames. They are
lost if Kratos moves or does other attacks than Beam.

""Other i-frames...Gorgon Flash (instant it fires), Gorgon Blast (instant it
fires) and Gorgon Rage (instant it fires)" - GMG

Gorgon Blast hits count as hits (unusual for an attack which deals no damage).
GB's explosions do not always appear if you shoot multiple ones towards water
surface. It looks like one will pass right through the surface! Sometimes GB
balls can pass through enemies (if they are too close). If you hit a frozen foe
with GB, the explosion that occurs is a lot bigger than normal (but it won't
work any better than it does normally).

If you upgrade EH while you're in its stance, it turns invisible, as does its
beam. Only the lv. 3 attack is visible after this.

Gorgon Rage can leave foes within range unaffected. Maybe it has a limited
amount of targets it can hit as well? (though GMG doubts it)

"I recall testing this at the places I denoted previously. It hits all the
targets. In situations with foes in range with LESS targets it can miss
(sort of like PR). It's just a failure by the game I feel." - GMG

Restarting and stonefreeze do not mix well. Either Kratos or one of the enemies
can get stuck in an eternal slow-mo state in which they will never die. Also,
the game may count petrified foes as dead ones, which means that you can fool
some of the game's triggers (like Barbarian King stage 2 or a certain
checkpoint). Infinite red orbs are also possible with stonefreeze and
checkpoints.

Video:
1, Addaminsain's eternally slowed down Hades fiend
       http://uk.youtube.com/watch?v=Lt1pkfS9Ur4

GF and GR graphical effects are both subject to AotF slowdown.


I. Atlas' Quake

During the whole magic Kratos is completely invincible.

Unlike the other magics, this one may have a difficulty/costume dependant power.

Some hits it does are not shown.



Generally about relics:
-----------------------

They are basically items that give you some magic powers. They are stashed away
in your inventory menu, and there's very little you can do to manipulate them.
So there's not much to tell about them in general.

-----

J. Poseidon's Trident

You have it from the beginning of the game. Neat!

You can do fewer things while swimming than in GoW I. No more swimmy grabs,
no more rushing up or down, no more insane jumps from water...


K. Rage of the Titans

"The activation cost is about 1/8th the meter and you need 1/4th to activate."
- GMG

If you got Prometheus' Urn on, you can activate RotT for no activation cost and
even if your RotT meter is at zero.

You can activate it during loading times and some events/cutscenes of this game.
It has no use unless you're fighting, though. No use to open chests using RotT.

During some cutscenes RotT turns off automatically, and can't be turned on again
'til the scene is over. (my theory: it's because during the cutscene "Kratos'
time" is stopped)

If you cast PR while RotT is on, the black spots on Kratos disappear. This also
happens if you keep RotT on over FMV-scenes.

"Divides collisions by 3.85 regardless of Armor/Power. (these things effect the
Translator)" - GMG

During Prometheus' Inferno, you can shut off RotT and have the attack continue
like normal. Useful for saving rage.

The RotT triangle finisher works without RotT on. A rare instance of i-frames
in a weapon attack. (thanks to GMG)

Kratos can't be petrified if RotT is on. If he is already petrified while going
to Rage, the petrification instantly breaks. Some enemy grabs can also be broken
out of by utilizing RotT.

RotT is excellent for tanking through attacks.

The fiery RotT effect is subject to time slowing.


L. Amulet of the Fates

So what exactly is slowed by its effect?

+ enemies
+ Rage of the Titans (both graphical and Rage cost)
+ many graphical effects
+ collision movement
+ some grapple point swings

"Concerning Rage, what occurs is that there is no drain while time is
comprimised BUT the Initial cost still takes place should you activate in or
out of the effect." - GMG

Many attacks look different while time slowage is on. For Kratos, the instances
are listed in the above sections.

After you've exhausted the time slow meter, the effect stops. You can't start
a new one instantly afterwards: it will take about 1 second before the meter
has recovered up to halfway through again, after which it can be re-activated.

You can't use ropes when time is slowed.

The effect will stop for most R1-activated events. Two expections are things
that yield a message, not an event, and save points. The effect keeps on running
even if time is stopped (other than game menus).

Will not carry over save nor checkpoint, even though you can hear the time
slow reversal sound over checkpoints.

While time is stopped, the music of the game stops everywhere except start menu.


M. Golden Fleece

During Rage of the Titans, Fleece counters are turned off.

"RotT parries should work just fine when you have a sub-weapon out rather then
the Blades. Prometheus' Flare is what fucks it up. Air Blocks (Blades) aren't
effected." - GMG

While Fleece countering, Kratos is immersed in i-frames.


N. Icarus Wings

Everything interesting about IW has already been related at the High/Infinite
Jump sections above.



Generally about menus:
----------------------

The already tread sections of the moves list turn white as you go. That is,
unless you hold down the directional button, in which case the cursor flies
over them without them changing color!


Glitch control: Start Menu constraints

Things have changed a bit since GoW 1. Now they prevent two simultaneous
shoulder button inputs (as if it would matter, but...). They also prevent you
from moving anything up or down while/during switching menu screens (this caused
graphical glitches in GoW 1). However, left and right are still not affected, so
for example, you could still manipulate Urns because they are turned on or off
by left and right. Also, you can still X things from another screen, EXCEPT for
the weapons/magic menu.


Other: The moves list has a glitch regarding Poseidon's Urn. 1, go to Cronos'
       Rage sub-section at the moves list and open it. Make sure Poseidon's Urn
       is not on yet. 2, go and switch Poseidon's Urn on. 3, exit menu for the
       effect to activate. 4, re-enter moves list. OMGBBQ! If you choose to
       'close group', the cursor will move a pre-set amount upwards, as if the
       Cronos' Rage group indeed was there, only invisible. Wonder what would
       happen if you could move the cursor above all of the entries? (edit: I
       doubt it's possible)


Other: The magics' order in the moves list changes a bit if you turn PR on.



C. Enemies

++ Barbarian Mercenary
++ Boat Captain

++ Beast Lord

++ Cerberus
++ Cerberus Breeder

"if you try to grab one a couple of times, it will show the normal animation
when Kratos fails to grab something, and then the cerberus, on its own, will
smash its head into the ground and release orbs. After three or four of
these, it dies. It's not very reliable, but it works." - corvettelover


++ Cerberus Bastard

++ Cerberus Seed

++ Cursed Remains

++ Cyclops Berserker
++ Cyclops Tyrant
++ Cyclops Brute

++ Erebus Minotaur

"Erebus Minotaur charges cancel when they run into other foes." - GMG

++ Fates Sentry
++ Fates Guardian

++ Fates Juggernaut
++ Hades Juggernaut

++ Greek Citizen/Women

++ Griffin
++ Griffin Rider

++ Gorgon
++ Gorgon Assassin?
++ Gorgon Queen

++ Hades Arm

++ Hades Fiend

++ Harpy
++ Cursed Harpy
++ Hades Harpy

++ Hades Minotaur

++ High Priest of the Fates

++ Cursed Legionnaire
++ Hades Legionnaire

++ Legionnaire Captain

++ Minotaur Grunt

++ Nymph
++ Hades Nymph

++ Satyr
++ Satyr Champion

++ Siren
++ Siren Widow?

++ Colossus 1
++ Colossus 2
++ Colossus 3

++ Dark Rider

++ Theseus

++ Barbarian King

++ Eurayle

++ Perseus

++ (Icarus?)

++ The Last Spartan

++ Kraken

++ Lahkesis
++ Atropos
++ Clotho

++ Zeus

(section still awaiting being written)




D. Other

Break-outs (finally!)
----------

It is an all-around important phenomena in this game. At its simplest it is a
term used for talking about any animation of Kratos cutting short for any
reason, bringing Kratos to a neutral, idle state. Reasons for it vary heavily,
as do the consequences. Sometimes the mechanism can be controlled by the player,
but at other times it's random and can even be caused by some disc fault. 

Break-out happens/may happen because of...

- switching sub-weapon while sub-weapon is active
   (a technique called Cyclecancelling. It has its own section above.)
- upgrading certain weapons/magics while they are being used or active
   (a technique used in High Jumps. They have their own section above.)
- switching out Poseidon's Urn while PR is used
   (again, a technique used in High Jumps.)
- swimming glitch influence
- loading errors
- event-specific reason

Consequences:
+ Cancelling out of moves can lead to strategic advantage in fights.
+ Breaking out in air can lead to the highest jumps possible in the game. You
  get to bypass the restriction of not being able to jump after attacking in
  air by doing this.
+ If break-out happens while moving to another animation, the next animation is
  often cancelled too. You can move into events such as Translator interrogation
  with Kratos completely unoccupied this way. Mostly for fun, but some uses are
  quite powerful too.
+ If break-out happens when touching insta-death water, you don't die instantly
  but can instead jump one more time before dying. Same goes for other type
  of special surfaces and triggers like getting petrified.

Here is more info on some sub-sections.


Upgrading break-outs can be done with...

+ Barbarian Hammer
+ Spear of Destiny
+ Blade of Olympus
+ Cronos' Rage

Can't be done with...

- Athena's Blades (nothing is cancelled, Kratos continues attack like normal)
- stance magics (or at least Typhon's Bane)
- Atlas Quake


Break-out by Poseidon's Urn:
A common high jump technique. Read more about it from high jumps' section.


Break-out while swimming:
Seems many land-only events are extra vulnerable to glitching during swimming.
Just turning to a strange direction while opening a chest can cause the event
to go bonkers. For example: opening a normal chest can interrupt so that Kratos
retains the chest opening stance while swimming, with the chest staying closed
and R1-prompt disappearing completely. Try out different things. Another effect
of swimming glitch is something less obvious: during some scripted events Kratos
just breaks out by himself if swimming. For example, the Icarus fight or BK
chase sequence.


Break-out by loading error:
This is completely non-reproduceable and in most cases harmful. For example,
a special event can begin with Kratos in a different stance than he should be.
Most interesting example is from the beginning of the game, in which there's
a very big Kratos at the start, whom then shrinks just in time for normal game
to begin. Due to a loading error, Kratos can remain big and get stuck in the
first room... (see a video of this at level-by-level glitches)


Warnings:
+ a forced break-out during a swinging grapple point activation can lead to to a
  complete and instant game freeze. (other grapples are safe, though)
+ using grapple points from a cancelled PR seems to cause game freeze rarely
+ switching sub-weapons during special cutscenes which cause Kratos to become
  stuck with only one sub-weapon (like when you first get BoO, on BP) may crash
  the game. I think it's because of a "break-out" at a wrong time.
+ breaking out to negate petrification can cause Kratos to say unoccupied while
  a stonefrozen clone of him forms. If the statue dies, so does the real Kratos!

Video demonstration:
1, addaminsain's video of the stonefrozen clone Kratos (right at the end):
       http://www.youtube.com/watch?v=-L_TZQmCa-U

Other notes:
+ breaking out of most normal movements (jumping, grabbing, etc.) is possible,
  but causes nothing interesting to happen.
+ breaking out of fixed grapples will cause Kratos to hang onto the grapple
  point while in the usual "riding a Blade sled" stance.
+ breaking out of swimming animation seems to be impossible
+ breaking out of ropes seems to be impossible
+ breaking out of damaging platforms only causes a short-term sub-weapon glitch
  in which you can't change it until about 5 seconds have passed.
+ breaking out of either stance magic while in air causes a funny graphical
  glitch.

----

Upgrading "glitch": (discoverer: AKheon)

Upgrading Athena's Blades once or twice and then retrying seems to have some
effect on how and how quickly the game loads up the previous checkpoint. For
boss battles, it usually means that the screen fades in as the boss is already
attacking (or has attacked) Kratos - way later than normal. At Rhodes Bathhouse
it makes swim dash momentum carry over checkpoint retries, which is strange,
to tell ya the truth. The worst/best effect yet is a complete screen black-out
upon retry as a result of this trick!

On further examining, I found out that not only Athena's Blades upgrading causes
variables to change. Here's a list of stuff I've found to add up:

+ Athena's Blades upgrade (the most important thing)
+ other weapons upgrade (less important)
+ switching Poseidon's Urn on/off
+ switching sub-weapons
+ (maybe) activating Rage of the Titans

Different amounts of strain work in different ways. Small strain can cause a
graphical glitch that a large strain doesn't cause.

More examples of this will be listed at the level-specific section of the FAQ.
(though for the record, I haven't tested each of the checkpoints for glitches...
only the most unique ones.)

Read more on lag-based glitches from their own section below.

-----

Disc tray glitch: (discoverer: AKheon)

A gamebreaker glitch for all speedrunning intents and purposes. By opening the
disc tray at a precise time just after the game picture appears (say, after
retrying from a checkpoint), the game will proceed onwards with sounds clearly
audible whilst the screen stays the disc tray screen. What's the use of this?
Answer: during disc tray screen no time runs. This means you can effectively
play through large sections of the game with the timer off. The glitch is easily
controllable, since you can end it whenever you want by just closing the tray,
and for activating it a mere checkpoint is enough. Unfortunately because of the
disc tray message blocking the screen, you can't see at all, and you also can't
access either menu. However, the effect is powerful. In fact, it's so powerful
it will likely have to use its own run category altogether...

The timing has to be just right. Otherwise, the disc tray effect 1, doesn't
start or 2, it ends in about 15 seconds. In worst case scenarios your game will
crash to the loading screen.

Using this glitch you can also switch your God of War II disc out and put some
other game in its place without the game noticing. However, chances are that
the next area/FMV won't load and your game may even crash. Yeah, God of War I
isn't that compatible with this game. :(

Interesting tidbits:
+ Most loading triggers can't be skipped using this. The game will freeze Kratos
(with the text 'loading' in lower right corner).
+ Some longer events leading up to a cutscene (such as getting squeezed between
Atlas' fingers) end in unexpected ways if the next cutscene isn't loaded. Often
with Kratos dying.

Video demonstration:
1, at Rhodes
       http://uk.youtube.com/watch?v=Il3EmRLyD3A
2, at second Pegasus flight
       http://uk.youtube.com/watch?v=Il3EmRLyD3A

-----

Infinite orb glitches

As of now, there are three knows ways to get infinite orbs in this game.

1. By accident. You remember the orb fountains of GoW 1? It can happen in this
game too, but it's completely random.

Best known location for it: the room with wraiths right before Lahkesis' Atrium.


2. By a checkpoint/petrifying glitch. You got to find a fight after which a
theckpoint activates (when all enemies have died). Petrify the last enemy of
the fight and crush him. Then retry. The enemy re-appears as a statue, and can
be crushed again. All the orbs you gather whilst crushing him and retrying you
get to keep. (discoverer: I have no idea)

This doesn't work for nearly all fights that have a checkpoint at the end of
them, for some reason. Even if it does, there's no guarantee you get infinite
orbs for your troubles. There's only one locale in the entire game we are sure
this can be done, actually.

Best known location for it: the fight with gorgons and archers at Passage to
                            the Underground.

NOTE: repeated checkpoint restoration has unforeseeable side-effects. Check out
the level-by-level section for a video demonstration for both the actual orb
glitch and also an interesting side-effect glitch.


3. By a boundary glitch. You kill an enemy, then cross a certain type of level
boundary which will unload the enemy before he is completely gone. When you
return, the enemy starts dying all over again from the start, and new orbs are
gained. This can be repeated as much as you wish. (discoverer: GMG)

(still in progress)�


4. By savepoints and certain enemies. Kill an enemy so that you gain orbs before
the game considers it dead. R1 the save point to create a new checkpoint at this
point. On retry, the monster is still alive but you got its kill orbs. The trick
can be repeated again and again!

Some things regarding it have not been tested yet. My favorite way of doing this
is utilizing Head of Euryale: I stonefreeze on opponent, then R1 the save. Then,
I retry and crash the enemy, creating a new checkpoint the instant the foe dies.
Then I retry again, etc... Another verified method is doing brutal kills to
easily brutalized foes like basic sentries. You only get orbs for brutal kill,
but that's better than nothing, right? And Normal Play compatible too.

With the EH variation your foe may get stuck in air strangely on retry. It's a
glitch and probably can't be helped. If it happens, you obviously can't continue
doing the trick, so lure another enemy nearby or load the game.

Video demonstration:
1, v1 orb glitch (video by ICCold/Melot89)
       http://www.youtube.com/watch?v=jppbCboacuA
2, another v1 orb glitch (video by findlestick):
       http://www.youtube.com/watch?v=-86fHXuDxQU
2, v2 orb glitch (video by me):
       http://www.youtube.com/watch?v=6SqY5Ri-sow
3, v3 orb glitch
       No video exists yet.
4, v4 orb glitch (video by me):
       http://www.youtube.com/watch?v=KFovAfK7JO8

-----

Subtle speed strategies:

+ any time the 'loading' placard appears anywhere, time keeps running even
though you lose control of Kratos. Therefore, if you know that an area with
lots of info (e.g. a cutscene, a new level) is coming up, you might want to
pause the game (using select) for a bit so that the game could load everything
it needs before progressing. Doesn't always work, though, depends very much on
the area.

+ while jumping over irregular or slightly elevated ledges, attacking in air
(or even just unsheathing Bow/Head) will instantly push Kratos over the ledge's
collision, giving you an ever-so-slight speed boost to the direction you were
going. However, after having attacked in air, Kratos will land making a stomp,
unlike normal. Not sure if that wastes the time you save.

I've since noticed this small stomp can be skipped by entering a magic stance,
blocking or attacking with AB right before Kratos hits the ground, but the
timing may be a bit too annoying for normal gaming use.

+ whilst receiving health or magic upgrades, opening the start-menu will cut
short the time it takes for the meter to fill. (same as in GoW 1)

+ the "you have upgraded weapon/magic X" window can resolve either quickly or
slowly. If you just saved, try to manipulate it so that you get the shorter
version (though I don't know why it happens, just tap buttons while the window
shows I guess).

(more coming?)

-----

Mechanism to help out stuck gamers?

Chances are that this game has a mechanism which throws additional hints and
even might trivialize a puzzle if anyone gets stuck around it for too long a
time. For example, at water pillar puzzle (after Euryale) the game gives player
a new Amulet of the Fates tutorial if enough time passes. We don't have much
other evidence for this yet, though...

-----

Still untested: (a.k.a. random untested stuff)

If I think of something that could be still tried out, I'll list it here. This
is in now way a systematic list, just something from on the top of my head...

- Findlestick has lately found some new event glitching possibilities. Stuff
  like his reported FMV flag mess-up might have potential...

Video demonstration:
1, Findle's aforefentioned glitch:
       http://www.youtube.com/watch?v=crAiEPwidgI

- "Slanted Kratos" is another thing that deserves more exploration. F.e. what
  would happen if Kratos was petrified while slanted? (would be possible to
  test it at the soldier before/after Cerberus) Basically, any events while
  slanted might end up glitched, and not too much testing has been done yet.
  We only know that chests and switches will reset the slanted state.

Video demonstration:
1, Findle's vid:
       http://www.youtube.com/watch?v=22oj3zvgIRw

- "I now know how to activate the false attack glitch on walls I reported long
ago. Get at the edge of a gap and hold the left analog towards it. Wait until
Kratos animation stills (about 2 seconds *no rush*) then press square, triangle
or circle. Doing it too early will self-cancel. The fake attacks have no aura
and can be canceled at any point with other attacks, movement, etc." - GMG

I don't know much about this one, some climbing wall glitch. Written in here
so I can try it once I get my GoW II back!

-----

Other general glitches:


+ petrification glitches

Glitches with petrification and checkpoints have been documented a bit in
other parts of the file too. Basically, Kratos (or enemies) can end up
stuck, extremely slow and immortal after retry. A variation of this is that
an enemy turns into an insubstantial version which is stuck in some pose.
I don't know how to do the former, but the latter seems to happen if a
checkpoint is created the instant a stonefrozen foe is crushed (you can
manually create checkpoints by touching a save point, hint hint.)

By cyclecancelling right as petrification hits Kratos, it is possible that
a 'stone clone' is left behind while the actual Kratos stays mobile and well.
This clone is basically a petrified Kratos, and his death results in the
actual Kratos' death too (illogically). Multiple stone clones can be created.
Findlestick reported that during Euryale he got as many as 6 stone clones at
the same time. However, at the gorgons after Cerberus, he only got 2 clones
until glitchy stone-freezes (more below) began and no more clones could be made.

The glitchy stone-freeze can be two different things depending on how it is
got. 1, normal stonefreeze. Kratos turns slightly gray-hued but otherwise
looks quite normal. If he is petrified in air, gravity does not effect him.
Enemies' attacks do no damage, so he is basically immortal too. 2, failed
fleece counter stonefreeze. Kratos doesn't even turn gray-hued. In both of
the instances there is no effect of breaking stone when he breaks free,
and he also can't avoid these freezes using cyclecancel.

Video demonstration:
1, Findle's vid featuring semi-stonefrozen Kratos and clones:
        http://www.youtube.com/watch?v=D1byILsr478


+ lag-based glitches

In some areas of the game, the game sort of naturally 'lags' (like when the
game is anticipating an upcoming FMV). Weapon switching is slower, the frame
rate may actually drop and other sorts of small annoyances show up.

As I said, weapon switching is slower, but with heavy lag you'll get not only
that but side-effects during break-outs too. The attack data may clear only
partially, leaving Kratos hanging and finishing an attack with none of the
effects or sub-weapons (if he uses one) there. Very annoying when doing trick
jumping. Also, sometimes attacks may contain strange properties, like air
attacks that have no effect on your momentum.

With heavy lag and retrying from a checkpoint the game may tend you to a scary
sight of Kratos unexpectedly appearing in the middle of nowhere, falling down
in absolute emptiness with only weapons shining in otherwise impenetrable
darkness. Your orb count is at '0'. It usually lasts but two seconds, then the
actual data becomes loaded and everything is like it used to be. If you access
menu during this time, you'll see that Kratos only has his initial weapon (at
lv. 1), no relics but the Trident and for some reason (when I last did this,
don't know if it varies between saves/data) three urns unlocked out of 6 (in my
actual game I had all urns unlocked).

You can create your own lag by rapidly entering and exiting the menu while
switching a sub-weapon and turning Poseidon's Urn on and off. An example of its
effect: when you fight Colossus III and get Blade of Olympus, the message which
appears and says that you have the weapon appears only as the camera is already
zooming out of Colossus' stomach wound, which is a few seconds later than
normal. However, I don't recommend the reader to try it out, because the game
may crash if you switch sub-weapons at the wrong time here.

Another sort of lag-based glitch is the "upgrading glitch" which is mentioned
in an above section.

Video demonstration:
1, my vid
       http://www.youtube.com/watch?v=iyKzfriiVHU


+ Problems with door hinges

Just a funny little graphical glitch that happens extremely rarely.

Video:
1, JFCalibur88's vid:
       http://uk.youtube.com/watch?v=nmWOdsk5Bdk


+ Rotating crank glitches

It happens rarely. It's one sort of break-out, but I don't know why exactly.
Anyway, I call it 'rotating crank' because it's the only type of crank I've
had it happen. The effect is that the crank continues rotating even after Kratos
has let loose of it. Witness and re-live my horror through these two glitch
vids.

1, "rotating platform glitch"
       http://uk.youtube.com/watch?v=gxZ2V1fzK9s
2, Ice room crank glitch
       http://uk.youtube.com/watch?v=gxZ2V1fzK9s


+ Start menu glitch

Not sure what else to call it. Basically, after retrying from a checkpoint,
you can't enter the start menu before having visited the select menu.

Sometimes it also worked the other way around, with me not being able to
enter the select menu before visiting the start menu.

I especially noted this happening at the collapsing floor after FMV with Zeus
growing up (Isle of Creation beginning)...


+ Momentum resolve glitch

Another thing I'm not sure what to call it. It's in GoW 1 too. When some air
attacks get cancelled/interrupted, the slowdown of momentum the move carries
is brought to Kratos' movement on the ground for a short while. It looks
funny, but that's all what it does. May also work on water surfaces.

-----

Unsolved mysteries:

1. Enemy freezing in air

Example: http://uk.youtube.com/watch?v=xvjxOWmj4os

2. Small chests

Example: http://uk.youtube.com/watch?v=XcCAMKyDPTg

3. Small evil head

Example: http://www.youtube.com/watch?v=vXI9DmlNKvk

4. Strange platform type

Example: http://www.youtube.com/watch?v=TZa0ZaTivcQ

What I can gather, this sort of platform is (at least occasionally) used as
triggers of sort. Without a correct flag set in the memory, Kratos keeps falling
for some time until he dies. This sort of platform is found f.e. behind the Loom
Chamber mirror, and it does exactly this if there is no FMV that is set to be
loaded. However, evidence contrary to this interpretation is found f.e. from the
fact that enemies that fall on Kratos too long will die the same way... it may
be more than one platform type which act the same way... it's a mystery for a
reason you know.

5. "half speed Kratos"

Example: http://www.youtube.com/watch?v=DDaYeVMrRjY


"Has anyone ever had it happen to them where, instead of Gaia saying "Let the
Rage of the Titans flow your blades Kratos" or whatever, it's a different voice?
During the part with the Cerberus breeders and fates juggernauts I heard some
different voice say "Let the Rage of the Gods Guide your Blades Kratos"
instead." - corvettelover


(more to come?)

-----

In-game clock:

It works differently from the one in GoW 1, very differently. I must say I
prefer the GoW 1 clock...

Game clock begins counting at the start of the first in-game scene.

On retry, the game time is not reverted back. (unlike in GoW 1)
While in weapons (start) menu time DOES run.
While in save menu, time DOES run. �
During FMV's the time DOES run.
During in-game cutscenes, time DOES run.
During loading times, time DOES run.
While in the pause (select) menu, time does not run.
While in the screen which you get if you open up the disc tray, time does not
run.



4. Level-by-level glitch playthrough
------------------------------------

NOTE: Most of the stuff listed for the first part of the game can only be done
during Bonus Play. However, if some good skip is possible on Normal Play too,
it has a marking (NP) somewhere near it.

NOTE 2: It helps if you have played a lot of this game beforehand. Or at the
very least read the above sections so you know what I'm talking about!

NOTE 3: Especially the abbreviations. So very important to know.

NOTE 4: In this version, checkpoints and save points have been listed along
with their respective oddities (if any). Sometimes you go by the same Save
Point more than once during the game, but keep in mind that only the first
occurence of any Save Point is listed here.

Different markings are used for different entries:

- Event glitch
- Sequence break (you are able to skip small or large portions of the game)
- Collision flaw (some part of the wall, etc. has a breach or a flaw in it)
- Trigger skip (you are able to skip a loading or another type of trigger)
- Other (a glitch that doesn't fit into any of the other groups)
- Untested (something that no one has tried? wrote it down here)
- Mystery (??????????)

- Wasted glitch potential (a trick that is completely useless or worse)
- Glitch control (steps developers have taken to prevent glitching)

- Strategy (listing some useful tip or strategy)
- Sweet spot (a location which allows strategic advantages)


<game begins>

+ checkpoint (before level loads)

+ checkpoint (at shrinking Kratos-cutscene)
   - upgrading glitch: the screen shake caused by the closing gate occurs way
                       earlier than it should - if you cause enough strain, you
                       can even get it to happen at the loading screen!
                       Generally speaking, all atmospheric/timed effects are
                       vulnerable like this (and thus I may omit listing them).


Event glitch: if the game does not load Kratos' shrinking animation properly
(assumedly), it might happen that Kratos stays very big. He will not be able
to even exit the first room! (at least without high jump)

Video demonstration:
1, Nemesis958's vid:
        http://uk.youtube.com/watch?v=H-l4lSNfn9k


"I did some testing. As it turns out, the Golden AB (God Blades) that we have
in NP ARE in fact weaker than the Lv5 Athena's Blades. They have Lv1 power of
the normal AB. No wonder I felt that the Golden Blades were weak. They were
Lv5 Blades with Lv1 power." - Demonic Phoenix

-----

<first fight>

--- Random fight quotes:
"Don't let him open the door!"
"Don't let him through!"
"Stand fast, men!"
"For the glory of the gods!"
"Hold the door, men."
"Chaaarge!"
"Attaaaack!"
"Hold your ground!"
"Defend the city, men!"
"Zeus, guide our swords!"
"The battle is ours!"
"We have him where we want him!"


Other: on BP easy I accidentally killed all the guards that were shown to hold
the gate down before the first fight was even over. Unfortunately it didn't
enable me to open up the gate any faster, and the next cutscene was lame with
the audio playing but no one behind the gate. (it happened during an attempt to
infinite jump over the gate - I was falling down and swinging SoD)

Video demonstration:
1, Findlestick has captured an example of this phenomena:
       http://www.youtube.com/watch?v=c5P4tDiQ3Ac


Wasted sequence break potential: the walls of this roof are so friggin' high
it's impossible to win any time by trying to jump over them.


Trigger skips: findlestick has reported (and shown) that Infinite Jumping from
the first room to the arena with Colossus causes Colossus to remain near the
first room's window, invulnerable, until you choose to throw the rock at him.
(basically, the same effect as in the "balcony trigger skip" (read more further
down), except that the big C's location and stance are different.)


Strategy: Early gate opening

Stand right next to the gate and be ready to press R1 right as the cutscene of
the rest of the enemies running away begins. Kratos will grab and lift the gate
up during the cutscene, making things more time-efficient.


Trigger skip: Findlestick has pointed out that the roof is not impassable in the
corridor, allowing the hand to be skipped by going outside the corridor for a
while while infinite jumping. The end result is that the hand will never break a
hole into the wall, but you can pass through in any case because that spot in
the wall is collision-less to begin with.

Video demonstration:
1, Findle's vid:
       http://www.youtube.com/watch?v=l60Vx8ttkU0


An invisible wall prevents passage before/during Colossus' hand ravages the
corridor. If any of the soldiers who were involved in the hand cutscene survive
Colossus' reach, they'll be huddled in the corner. They aren't enemies, and as
such nothing can be done to them.

-----

<Colossus I>

+ checkpoint (after balcony has collapsed)


Useless trigger skip: If you do an Infinite Jump with about 3 charges, you
can grab a ledge over an invisible wall and climb over the trigger which would
activate the scene where the balcony crashes. Unfortunately Colossus will not
betome alert to Kratos' presence either, retaining invulnerability and looking
somewhere completely else. His attention is won over by trying to shoot the
rock at him, and only then the fight continues as normal. So to put it short,
you can't do anything interesting with this skip.

No, wait. According to new research, there IS one thing pretty interesting that
is possible with it. If you skip the trigger, then shoot yourself to the empty
building using the sling (read more below), and then return, it looks as if the
fight would start anew, with the accompanying cutscene and all. However, you
will soon find out that no matter how much damage you inflict to Colossus, he
will never get stunned. This is because the game already thinks he IS stunned!
As soon as you touch and access the sling, Colossus faints by his own right,
and the fight can proceed as normal. If you retry from checkpoint, Colossus has
full HP, but once properly stunned, he does so without a cutscene (e.g. the game
remembers he was stunned into submission once before this time).


Battle musings: "(Lower level) There is an invisible wall there for us that
doesn't apply to our foes and a mere knockback can send them over the side.
Doing so doesn't give orbs, counts as a kill and discontinues the respawn of
that particular soldier right away *rather then taking A LOT of kills to do so
as it isn't infinite*. So you could set-up a situation where there aren't any
soldiers present within 1-3 minutes of effort. *just to note it*"

"The Colossus' attacks appear to directly damage the Rhodians (5 damage per
instance). Amusing. Almost as funny as hurting the Colossus with a Rhodian
(collisions)." - GMG


Glitch control: If you try to shoot the rock whenever Colossus is not stunned,
he will always react to it with his rock grabbing animation. Even if his right
hand was filled with soldiers he just groped from inside the house!


Sweet spot: Hang on the ledge close to the side Colossus is at. Nothing will
harm you.

Sweet spot: You are immune to being shaked (an attack Colossus does when you are
at the left part of the area) by standing on top of the chest or at some fickle
spots in front of the sling.


Speed strategy: Early rock use (discoverer: GMG)

If you release the rock instantly as Colossus becomes stunned from damage, the
rock cutscene will cancel out the stun cutscene and the game will continue like
normal a lot sooner. The timing is semi-difficult, though. Most manageable
during Bonus Play.

Video demos:
1, see III of this vid (by AKheon):
       http://uk.youtube.com/watch?v=9SDeKWzKZic


Speed strategy: during the soldier groping attack Colossus can't be damaged.
He always does this attack in between the small "stuns" he suffers with enough
damage. A way to effectively skip one of these attacks is to shoot the rock at
him right as he begins the attack. Might be overall slower than if you used the
above "early rock use"-trick, but this is a lot easier method.


Strategy: Early sling use (& break-outs)

You can activate the sling animation the instant Colossus gets stunned, so that
the time spent on watching the stun-cutscene can be used more usefully. For
speedruns a pretty nice trick. Most manageable during Bonus Play.

However, that's not all. You can also glitch things a bit using the sling by
activating it the last moment before Colossus shakes the ground OR by doing a
break-out (pretty much the same effect). After that, you can break out of EVERY
single phase of the sling shoot, even though it does get a bit hard during the
last phase due to its circle-tappage.

Combining these break-outs with moves which stun Colossus independently of
Kratos (e.g. Titan Storm), you can screw up the inner workings of this part
pretty badly. During the first stun, the one which has a cutscene involved,
early sling usage causes Kratos to fly straight through Colossus and inside the
building where you started from. Nothing can be done there, though, and you get
stuck. Another option is to use early sling during Colossus' cutsceneless second
stun. This causes Kratos to activate a glitched-up QTE which requires no prompts
and will always end in victory. I think it is a couple of seconds faster than
the normal QTE too.

If you cancel out of all the phases, the sling will shoot nothing at Colossus.
If he wasn't stunned, his hand extends a bit as if he was trying to catch the
stacked nothingness Kratos shot at him, but then he drops the idea as something
completely non-sensical and returns to normal. If he was stunned, however, the
internal timer which would return him back to normal from his stun shuts off,
leaving him eternally stunned. During this time you can try to damage kill him:
his head can't be targeted after inflicting a certain amount of damage, but
nothing else of interest happens. Also, the sling's collision changes to let
Kratos get on top of it, as does the arena's front wall's collision. You can
jump down if you want to, but nothing awaits there but death and a strange white
square panel (I'm not joking, go check it out yourself!).

Video demos:
1, Colossus sling glitches by AK:
        http://uk.youtube.com/watch?v=ew65va_S14I
2, more (see the beginning of this vid)
        http://uk.youtube.com/watch?v=9SDeKWzKZic


You can see Zeus in his bird form flying in the background.

-----

<Rhodes bathhouse>

+ checkpoint (after screen fade-in) (swimming checkpoint)
   - upgrading glitch note: if you built up dash momentum before retrying, it
               carries on over the checkpoint strangely.
   - other: a strange screen flash whenever retrying
   - other: you can manipulate the checkpoint spot for this location by moving a
            bit before it activates (during loading times, etc.)

+ savepoint "Rhodes Bathhouse"


Sex mini-game:

If you retrace a bit and break one wall down, you will find an infamous sex
mini-game from the area.

--- Quotes: (two women, but both have the same comments, only a different voice)
-- While behind wall
"Ooh..."
"Oh..."

-- After being unveiled
"Hi there!"
"Ooh, this water is nice..."

-- During sex
"Oh..."
"Ohh... ohh..."
"*gasp*"

-- Afterwards
"Praise the gods..."
"Aww, I wasn't done yet..."
- "That is not my concern!"    = after losing enough in a row.
"I don't feel degraded at all" = after winning enough in a row.
"That was SO consensual."      = after winning enough in a row. Again... wow.


By beating the game, you win a decent amount of orbs. Subsequent victories yield
nothing in particular (except those two comments, or are there more?). However,
during normal game you will lose all your orbs in a moment, so it actually does
you no good to beat this mini-game. (except to add to final ranking)


Other: Findlestick got this strange result while trying to begin the mini-game
one day, perhaps due to something being unloaded.

Video demonstration:
1, Findle's vid:
       http://www.youtube.com/watch?v=sZFLExT68uM

-----

<second bath area>

+ checkpoint (at the mid-way of the next corridor)


Glitch control: Very curiously, there's a spot underneath the grapple point
wherein you can't cancel out of L1-moves with cyclecancelling, preventing some
high jumps. Also, the balcony at the other side can't be grabbed onto. It has
no working ledges.


Glitch control: Another very curious fact is that two of the walls of this room
are not passable from the outside to the inside! Those are the ones you can get
over using a platform near the ceiling, e.g. the most obvious ones. This left an
impression of the whole room being glitch-proof, but I didn't mind being proven
wrong eventually...

If you exit the room by its ceiling, you miss a loading trigger which would make
the water tunnel leading to the first room substantial. This means that you
can't inch your way back there without changing your direction in air during the
jump (not a problem these days any more, but before it was). But just to note
that in the first room nothing seems to be possible to do. So don't waste your
time (like I did).

Now, I'll tell you about my dreadful adventure in trying to get this thing to
work. First of all, I got into the second bath-room as 'landlubber' Kratos,
after jumping over the wall and coming inside from the unloaded water tunnel
(like usual). I noticed that you can get past the ceiling (under the area where
there's the burning flames) to the extent you DO get swimmingness. However,
Kratos gets stuck swimming inside a small square area under the box with no
chance of escaping retaining swimmingness. Then I tried under the panel with
the ladder. It was pretty much the same, only Kratos moved SOOO SLOW. For
doing rushes you had to descend just a tiny bit. For some reason you couldn't
do 'em at the highest portion of the 'box'. Anyway, after doing a rush towards
the ladder angle, I noticed Kratos had grabbed the ladder and simply climbed
his way through the box, ruining any chance I had at acquiring the swimming
glitch at this area. >_<

Video demos:
1, "wasted glitch potential"
       http://uk.youtube.com/watch?v=UGuFjNWOWkw


Swimming glitch: (discoverer: AKheon)

After that the solution was finally found. So how is the swimming glitch done
here? You have to get over the back wall and while falling, touch water surface
while in the middle of the wall. Thus you start swimming but can escape.

I hear that you can visit the first bathroom while swimming (outside the room)
by activating the necessary trigger from slightly *above* the underwater
corridor. All earlier attempts had failed because we had tried to activate it
from below. Silly us! (thanks to Findle)

News: Findle managed to do air swimming inside the first room as well.

1, AKheon's demonstration:
       http://uk.youtube.com/watch?v=NPf-GKtzsGM
2, Findlestick goes into further detail with scenery exploration:
       http://www.youtube.com/watch?v=LzwLQYVkUNw
3, Findlestick's first bathroom swimmingness exploration vid:
       http://www.youtube.com/watch?v=AZOhrJbTyP0
4, Findle's newest vid, this time inside first bathroom:
       http://www.youtube.com/watch?v=Pt6n35wZYVY


Sequence break (BP): you can do a PR long jump over the large gap.

-----

<next room>

--- Quotes:
"Show no mercy!"
"Kill him!"


Swimming glitch control: the thing that looks like water at the left side of the
room is just an effect.

-----

<Colossus' foot>

+ checkpoint (almost at the top of the grapple section)
   - other: the checkpoint can be triggered the exact moment Colossus bangs the
     wall. Whenever retrying, the screen shakes ominously for a moment, but
     Kratos will not get stunned.


You see soldiers in the background. They can be targeted, though they're
immobile. If you have Typhon's Bane, you can even kill them and get their orbs.


Glitch control: The game re-positions Kratos automatically as soon as the giant
foor attempts to crush him. However...


Event glitch: Moving Colossus (discoverer: AKheon)

If you do a 'break-out' at the exact moment the giant foot is about to touch
Kratos, you can manipulate the event AND the following boss fight in a very
strange manner. You can achieve one of the following outcomes by trying
different moves: 1, QTE takes place 2 meters closer to the ladder. 2, QTE takes
place somewhere outside the camera. If the outcome is victory, Kratos appears
somewhere at the room's backside for no reason. If the outcome is failure, the
camera fixates on an empty spot on the floor while the text "You are dead"
appears. 3, QTE takes place almost on the camera's view. The text "You are dead"
appears out of thin air, while you still hear Kratos' desperate sounds of
lifting the foot in the background. 4, QTE takes place somewhere outside camera.
If the outcome is victory, the camera stays fixated on the hole in the wall.
Time passes. Kratos is out of bounds and falls to his death!

It has since been found that you can do an Infinite jump and get on the Foot
platform from the other side of the stone pillar (e.g. left side). This will
give the player even more options in regards to the possible outcomes. Not to
mention that you can in fact break-out of all the phases of the Foot event, not
only the first one. This also changes variables quite a lot. So basically, most
options regarding this event are still Untested.

Anyway, the following boss fight has Colossus' position different depending on
where did you manage to get his foot appear. At the very worst, Colossus is
completely absorbed into the right wall of the arena and you can't damage him
in any way!

(note: Findlestick later showed us what happens if you infinite jump out of the
chasm you get into by doing the #4 of the options mentioned above. Colossus ends
up really high above the ground and things look a lot more ridiculous than they
should. So yeah, another new displacement option.)

Let me still tell you one strange thing about this event. Some break-outs will
teleport Kratos to the arena where Colossus II is fought, with the Colossus
present, but with no atmosphere effects or BGM. The area is only half-loaded.
You can go as far as defeat the fight, but you get stuck as the last QTE ends.

Videos:
1, part I, showing the event break-out in action:
       http://uk.youtube.com/watch?v=-CWNb2b42LQ
2, part II, showing moved Colossus:
       http://uk.youtube.com/watch?v=I-QCrHMQpAI
3, Findle's additional displacements:
       http://www.youtube.com/watch?v=Ixq5mkO9NPI
4, more Findle's additional displacements (as extreme as it goes?):
       http://www.youtube.com/watch?v=iPCRT8fgaOQ


Trigger skip details: overall, there are many triggers in this area you can skip
to influence the contents of the upcoming Colossus II fight (and some of the
events of the hall too) besides the foot event. (thanks to Findle for testing)

Note: you have to be on BP to enjoy the advantages of any of this.

+ Approaching the hall outside the corridor with openable gate (right at the
start) will let you keep Colossus unloaded. (easiest done with swimming) At the
foot event, wall crashes but no foot comes out.

+ By visiting the top of climbing wall with Colossus unloaded, it's possible
to fight Colossus (once you load him) with ranged attacks from inside the large
hall (normally he is invincible). Colossus will get stunned, drop orbs and enter
his mini-game, despite being so far away from Kratos. If you abuse his unloading
limit, it's possible to have him drop the orbs again and again (e.g. infinite
orbs). Many of Colossus II's atmospheric actions (e.g. banging the wall) come
first before his 'damage check', so he may drift in and out of being mini-game
ready when you approach him (and of course, it looks funny). Because of his
tendency to switch sides on alternate mini-games, this may leave an useless 'O'
floating in the air on either side of the arena which stays there even after
Colossus returns to normal (however, I hear there can't be more than one at the
same time. Also, it disappears like usual if you begin the mini-game).

Video demonstration:
1, Findestick's first vid:
       http://www.youtube.com/watch?v=0-ZLVbFE74k


Sequence break (NP): skipping Colossus' foot (discoverer: AKheon)

Hooray for a new NP skip. To skip the foot cutscene, you must grab a very small
ledge that the 'balcony' has and just jump over the boundary to the left side.
When approaching the correct area, Colossus will stick his foot out, but if
you're outside the correct range, the event just ends there and nothing happens.
While the camera stays at a blissfully wrong angle afterwards, you save many
seconds doing this.

In a speedrun, you'll likely get to the foot so fast this way that the foot
will not even be loaded. This means that the event simply won't start, and you
don't have to do any evasive manouvers to make it work.

Video demonstration:
1, my vid
       http://www.youtube.com/watch?v=-5DdUzdGx9c

-----

<Colossus II>

While climbing, the wall is banged at a couple of times. Kratos may get stunned,
and the wall gets dented, but nothing else happens. If you're swimming, Kratos'
stance changes to the climbing one, which looks quite awesome.


While on the high area, you can't harm Colossus, though he can harm you.


There's an invisible floor far below Colossus II, as well as his own severed
hand (you will only see it later after winning the fight). It can be reached
by swimming glitch or high jumping out of borders.

Video demonstration:
1, Findlestick's vid:
       http://www.youtube.com/watch?v=noC54ScI9BA


Sweet spot: If you moved Colossus around with the break-out glitch mentioned
above, you can create your OWN sweet spots for the fight.


A.I. flaw - "If you 'repel' it (Colossus), cross to the other side and 'repel'
it again (before it can start the sweeping attack to the other side) it will
continue attacking on the opposite side." - GMG


Other: if you fail either of the QTEs in which you scratch Colossus' cheek
during the two last inputs, the scratch you make stays, but later (when you
re-start the QTE) disappears.


The last QTE lasts indefinitely, until you deign to break yourself free.

-----

<inside palace>

+ checkpoint (after screen fade-in)

+ savepoint "Rhodes Palace"


--- Quotes:
"Watch your flank!"
"Show no mercy!"
"Die with honor!"


Glitch control: the designers have put invisible collision over the first
'window' (behind which there are three archers) to prevent Infinite jumping.
However...

Sequence break (BP): by starting IJ farther away from the wall than usual, you
can rise above the wall and skip this whole place anyway. (discoverer: AK) It's
not a fast skip. I estimate it takes 25 seconds minimum, thanks to slow sub-
weapon loading and the height you must cross. And that would already be slower
than doing it normally... (so yeah, not going to see use unless a faster way is
discovered)


"The first door (with a button) can be climbed over with High Jumps but isn't
useful to do. Past the second door (HP chest) there is a window that we can jump
over/through (die). I believe foes that follow us onto the elevator just fall
through." - GMG


Sequence break (BP): just to note that the similar sort of "begin IJ earlier
than usual" approach works for the door you're supposed to open with the block
too. Therefore, you could again skip doing the block puzzle, but again it's
likely to not save any time.


Sequence break: In Bonus Play, you can reach the Urn of Gaia with a mere high
jump. No need to push the block around.


"Glitch control:" with a painstakingly high Infinite Jump, Findlestick showed
us that even if you didn't use the elevator to get to the higher level, it is
there regardless as you blast Colossus' Eye out. (oops! spoilers for the next
section) This is probably to prevent the players from jumping down and noticing
that the area below unloads as the balcony shatters.

Video demonstration:
1, Findle's vid:
       http://www.youtube.com/watch?v=Fozxf8Ex0q8

-----

<Colossus' eye>

+ checkpoint (on the elevator)


Revaling mistake: the 'window' of the corridor is sealed even before Colossus
gets in front of it. TB shots just hit nothingness.


Wasted glitch potential: You can do a high jump to reach a ledge in the upper
part of the corridor where there is the eye looking at ya. From there you can
bypass the giant head and move on to the next area...

Unfortunately the collapsing bridge and anything beyond simply will not load
unless you view the Zeus FMV, whose trigger is passing through the balcony
window at the end of the corridor and then moving to a correct area.

Findle later revealed that it's possible to garner infinite orbs from an
apparently infinite horde of soldiers that charge at you if you skipped the
head. Unfortunately, were this even possible on NP, it would be useless because
in a few moments all your orbs are drained away by the Blade of Olympus!

Video demonstration:
1, Findle's demonstration of the skip:
       http://www.youtube.com/watch?v=-7OnI0cbvWM
2, Findle's vid on the wasted infinite orb potential:
       http://www.youtube.com/watch?v=gsRSEN9-b88


Other: if you pull the elevator switch the same time the room collapses, the
switch sort of dislodges itself from Kratos' hands and Kratos continues the
animation without the switch. No elevator activates afterwards.

-----

<"What I do now I do for the good of all Olympus!">

+ checkpoint (after FMV)

+ savepoint "Eastern Ramparts"

+ checkpoint (after hitting the bottom floor of the tower)


"Sweet Spot - Once you kick the door open the Rhodians won't be able to properly
pursue (though when they prep to charge they will do so before retreating)."
- GMG


Other: the glass window may stay impassable up to a few seconds after it has
been completely broken. Not sure if it always happens, but I'm guessing not.


Speed strategy: jump to move while on the shimmy beams. A lot faster. The same
is true for any shimmy beam section in the game.


"Skip - (underneath the beams, by the Archers there is a door that looks into
the room that leads to the bridge that breaks) HJ over/through the rightside
wall then SoD leap into the room and you can proceed without fighting any foes
in this section. (though it would probably be faster to just use the know speed
tactics. If the camera is out of place, you'll need a BoO/SoD Leap across the
missing bridge until it does load *it will*" - GMG

I think an optimal performance of this would save time over the normal way of
doing things, but in a speedrun you'd be forced to skip a save point. Bearable?

Video demonstration:
1, my vid
       http://www.youtube.com/watch?v=ekLbLxOsytk


Other: after falling down to the gate behind which is the breaking bridge, you
can't grab the chain above. Kratos gets separated from it instantly if you try.

-----

<Colossus III>

+ checkpoint (after bridge had collapsed)


Useless trigger skips: by doing IJ, you can skip the bridge collapse trigger
and Colossus appearance triggers. The useless but funny things you can do with
unloaded data is f.e. reach the fight arena with Colossus absent, toss the hand
at nothingness (making an audible clank) and getting on the solid bridge after
Colossus is at the scene of the fight (the bridge collapses by itself).

There's a third trigger, the one which officially begins the fight. Skipping it
enables you to f.e. R1 the sword one extra time before Colossus can react. It's
high and wide though, making it officially pretty annoying to skip.

More details? Very well.
+ Skipping the Colossus appearance trigger will enable you to R1 the sword three
times without anyone bothering you. Afterwards, if you trigger Colossus to
appear, he will "die" from a single hand toss, making short work of the fight.

+ Skipping the fight start (3rd) trigger will leave Colossus invincible until
you either throw the hand at him or R1 the sword once.

+ It seems that you can't break out of R1'ing the sword. On one of Findle's
vids a similar effect is seen, with orbs counting to zero while Kratos can move
freely around the arena. When asked about him, he said that it may've been a
result of doing the sword charges without Colossus around, leading to a glitched
outcome. Maybe future provides us with a more precise answer...

Video demonstration:
1, Findlestick's example of the third trigger skip:
       http://www.youtube.com/watch?v=hIFJ3kdOWgk
2, Examples of the two detailed phenomena (and more) by the same guy:
       http://www.youtube.com/watch?v=ygAijv-816s
       http://www.youtube.com/watch?v=f6t9koGE8v8
       http://www.youtube.com/watch?v=XzqnyxtiNTI


Once you drop down to the fight platform, an invisible wall forms behind thee.


Wasted glitch potential: it's impossible to do "early sword touch" because of
the fact that you can't R1 the sword during the cutscene. Just to note that it
IS possible to reach the sword during the cutscene by doing Crushing Defeat.


Wasted glitch potential: here's a small thing to watch out for. Don't try to R1
the sword if Colossus is sending out his destructive ground beams. This is
because if you get hit in a wrong position by the beams while grasping at the
sword, the sword loses its prompt and you get stuck (until you retry)!


THe fissures are an attack that can't be tricked through or blocked.


"The 'drains' that take away MP/HP during NP, instead FULLY FILL for BP (like
the "Gift" chests)" - GMG


Speed strategy: Early hand throw (discovered by GMG)

You can throw the severed hand at Colossus at any time to instantly stun him.
However, the fastest outcome is to throw it at him right after you've acquired
BoO via the cutscene. You must do two rolls to the correct direction while the
controls are reverse and camera angles skewed, which is a lot easier said than
done. In any case, saves some seconds in a speedrun.

"I've actually gotten my 'feel' for this back. Again, what I do is:
-Right analog up/foward, attack (square)
-Right analog LEFT (goes right), R1 *the instant I see the prompt*" - GMG

Video demonstration:
1, my vid:
       http://www.youtube.com/watch?v=xDkfrmmpncw


Event glitch: Hand throw break-out

By breaking-out, you retain control of Kratos while the severed hand whirls
by itself in the air and slams into Colossus. I suppose you'd save a few seconds
by walking up to Colossus after having done this trick, but that's all.

Video demonstration:
1, my vid
       http://www.youtube.com/watch?v=pQ52X5yQXgE


Whether you throw the hand or not, it is gone before you get back here.


During Bonus Play, the sub-weapon you happened to be using during the cutscene
where Kratos finally uses the blade will stay in your hand the whole way. It can
be something else than Blade of Olympus. All other sub-weapons become locked
temporarily.

-----

<inside Colossus>

+ checkpoint (when inside)

+ checkpoint (after destroying first core)

+ checkpoint (before shimmying to the second core)

+ checkpoint (after destroying second core)

+ checkpoint (after climbing rope)

+ checkpoint (at Pendulum puzzle)

+ checkpoint (after passing Pendulum puzzle)

+ checkpoint (after destroying last core)


In this place the enemy A.I. is quite limited. The soldiers can be led off
cliffs easily, for example.


Sequence break (only on BP, as most of the other skips of this area): after
jumping over first glowing pipe, you can do a high jump to a ledge right above
you.

Video demonstration:
1, Findle's vid of both working and non-working skips of the area:
       http://www.youtube.com/watch?v=ialGN44LIkA


Sequence break: right near the pathway to the first core, do a Poseidon's Urn
high jump to the ledge on your right. You skip destroying the core, basically.
Oh, and the rope part (discoverer: GMG).

Video:
see the previous I linked to


Sequence break: right after the shimmy for the second core, do an Urn high jump
to a ledge above on your left. Again, you skip straight to the next level. (GMG)

Videos:
see the previous I linked to


Speed strat: when jumping to the climbing wall a floor above the second core,
you can save seconds by jumping lefter than usual. The collision can push
Kratos a bit upwards and you skip a small amount of climbing.


Sequence break: right before the shimmy for the third core, do an Urn high jump
followed by SoD long jump over the damaging pipes. You reach the rope which
leads to the next area. (discoverer: GMG)

Videos:
see the previous I linked to


"Speed Tactic: (Shaft 3) Instead of shimmying then dropping down to get under
the beam before pulling back up into a shimmy and crossing, you can run at the
ledge, fall for an instant, use Icarus Lift to grab the ledge and continue from
that point (nearly under the beam already)." - GMG


Sequence break: at the top level, you can do a long jump to the left instead
of going to right. You end up right next to the pendulum puzzle this way.
Discoverer: Findlestick.

Question: is it NP possible? �

Videos:
see the previous I linked to


Sequence break: Skipping Pendulum puzzle

You can get past both of the beams without using the pendulum, saving a lot
of time, by inching your way peculiarly through both of them. Discoverer:
JFCalibur88. Another method is available on Bonus Play, in which you can just
do a PR urn high jump to the next balcony.

Warning: using the BP method carelessly may cause the game get stuck after
the last core has been destroyed. This is what GMG had to say about the matter:
"IF the final loading trigger isn't tripped, you'll see all the lower shafts
below (glowing blue) which means you have a black screen in your future if you
don't restart soon and get that trigger tripped. Get it?"

Warning 2: It's possible to skip to the last core right from the place you
jump from the rope. However, by doing this you ensure your own destruction
because another trigger skip takes place: after destroying the last core,
Colossus never opens his mouth and the last core never explodes (instead,
it just shakes alarmingly... for an eternity). So don't do this.

Video demonstration:
1, JFCalibur's video:
       http://uk.youtube.com/watch?v=4-nzvW6tN08


Speed strategies of the last core (BP):

On normal, only one shot of Unfortunate Remains destroys the last core. What I
tried, it seemed to be the fastest way of clearing the core. But on other
difficulties it doesn't work as well... Just a small speed strat.

Another BP speed strat by Findle: you can cast CR while jumping over the last
glowing pipe on the way to the core. It damages the lock away while you are
still moving towards it.


If you wait too long to escape, Colossus closes his mouth, the only exit, and
Kratos falls to his death! You can only survive if you are on the higher areas,
but there's not much to do there.

(I hear it's possible to re-activate the pendulum puzzle, and even get hit by
invisible lasers while there.)

Video demonstration:
1, see #6 of this (Findle's) vid:
       http://www.youtube.com/watch?v=uZgejalKRcg

-----

<World of Pain>

+ checkpoint (at screen fade-in)
   - other: screen flash while retrying
   - other: when retrying, Kratos can switch sub-weapon the instant screen
            fades in, unlike normally when he can't do it until you hear the
            muted 'urgh'.


--- Quotes:
"Why does our god struggle?"
"Kratos has fallen!"
"How can this be?"
"What power could possibly defeat the God of War?"


Speed strategy: after FMV, you can still do attacks during a small time window.
By (for example) doing Crushing Defeat (on BP) at this time, Kratos will move
forward for some time while the cutscene is progressing. Wins several seconds
of time because in this part normal walking speed is so slow...


Break-out mystery: as much as anyone would love to get rid of this special
stance and fight Zeus like real men...  while I believe it is possible, it's
extremely difficult. The very precious moment in which Kratos goes from normal
to bruised Kratos (the moment for 'break-out') happens outside camera and also
at a time which is not easy to predict at all. Maybe try it with savestates?


During the fight with Zeus, if you indeed manage to hit him, he will bleed. But
it's unlikely you could win a whole battle being as slow as you are. Maybe with
masterful Zeus' A.I. manipulating, but...


Cheap! Using the disc tray glitch you can get to the Blade of Olympus without
any FMVs interrupting the process, but turns out it can't be interacted with.
It doesn't even have any collision! Just a holographic image Zeus uses to lure
Kratos to his death...


"While doing the Zeus battle, I got hit onto the rails of the stairs and fell
back down with the SoD in hand (but couldn't swing) since he obviously was
beating on me too fast to even try." - GMG


"Submit!"
- "I would rather die!"

-----

<Hades' arms>

+ checkpoint (after Kratos can be moved)
   + upgrading glitch note: Kratos will get hit before screen fades in


Other: Kratos can be pushed down from the wall by bad positioning while your
enemies attack you. Unfortunately this is only useless because Kratos is unable
to attack after being dislodged from the wall, causing insta-death rather than
clever infinite jump opportunities.


You can re-visit this place after leaving if you get out of bounds and do a
long jump here! (only before talking to Last Spartan, though)

-----

<Return From Hades>

+ checkpoint (after cutscene)

+ save point "Return from Hades"


From this point on, all save points say that it's Gaia who grants you the
saving possibility, not Zeus. Makes sense.


Other: GMG reports that on some occasions in his games there have been a couple
of soldiers still fighting in the background while everyone else has died. He
theorizes that it may've happened because of heading towards the stairs during
the fight with Zeus.

Note: while doing disc tray glitch here, I got all the way to the stairs but
never got it happen to me. Regional differences? Mystery religions?

"I still can't say for sure what causes those soldiers to stay alive and
fighting. Though I seem to be able to recreate it about 3/5 times by going
really fast with grabs (at Hades' arms, edit. note) and sticking to the extreme
left as I rush up to the exit/ledge (it's always indicated by a strange camera
issue). The last wall before the exit appears especially important towards the
end." - GMG


Glitch control: it seems impossible to be able to break out from the Last
Spartan discussion scene.


Collision flaw: Try jumping on top of your horse. What the hell is this?


Event glitch: you can break out from Pegasus flight. Unfortunately, while the
graphical effect is awesome (Pegasus stands around like normal with no one
riding 'im during the cutscene) Kratos dies at the next part because he can't
withstand gravity by himself... Infinite jumping like a madman to preserve your
height doesn't seem to yield results for some reason. The sky looks different
than during the actual ride, and Kratos is nowhere to be found even after a long
series of MotKs. (it's likely something important won't load if Kratos is not
on the horse during this time, explaining why you get stuck)

If you checkpoint yourself during the break-out, after retrying you have a
decent/small amount of time to go and re-R1 the horse! This causes the next
cutscene to glitch up, with no horse visible and the checkpoint triggering way
later than it was supposed to. If you're feeling particularly vain, you can
re-break out, but this has no visible use.

Video:
1, AKheon's vid
       http://uk.youtube.com/watch?v=eUneQrBgdbY

-----

<Pegasus flight #1>

Checkpoint (after FMV)
   - other: doesn't activate if Kratos is not riding the horse >,>

Checkpoint (right before the Dark Rider appears)


Other: For unbeknownst reasons, a rush with your horse may lead to Kratos flying
out on his own to his death. Happens very rarely and doesn't seem to be
reproduceable. May have something to do with using TB at a bad time?

"You make it sound like it is JUST due to the attack itself. It clearly only
occurs during a collision with Ravens at a bad time. Even L1/R1 can cause this
(so I've now seen)." - GMG


Other: For unbeknownst reason, this can happen:

Video demonstration:
1, insain's video:
        http://uk.youtube.com/watch?v=bYw8xrEsd5o


The Wind Shots of TB during this part auto-target any targetable enemies
slightly, unlike on the ground.


"Left/Right Dash Slam are collision based. 'Forward' appears to be knockback
collision based." - GMG


"Forward Dash Slam seems incapable of hitting harpies but instead deals GLANCING
blows that work the same but fail to halt our movement. As if we were cutting
through their ranks with our winged stead." - GMG


The game will not progress until you break the neck of the bird (Raven) which
continuously crashes into you.

Soon a short cutscene will lead you to the next part of the flight. Your health
refills mysteriously. During this part you're unable to use attacks and your
magic gets drained too.


On Titan-mode, if Kratos' armor% is normal or less (f.e. due to a costume), the
first patch of bullets the Dark Rider shoots at you will instantly kill you.
This doesn't happen if/after you retry from checkpoint.

"Other: The first UNDODGABLE wave is what kills you. Not the first (dodgable)
volley. Restarting will correct this." - GMG


After that you're treated to a nice, scenic tour of the next area. Harpies fly
around you, but they are harmless. You can't hit any of the scenery, though you
may try if you wish.

-----

<Typhon's cavern>

+ checkpoint (after riding a bit inside the cavern)
   - other: you can do a forward rush during the first few frames of retry.

+ checkpoint (after gameplay resumes with Kratos on the ground)


Attacking the big fingers will yield a cutscene. Attacking the fingers also
regenerates Kratos' RotT power in very large amounts (only noticeable after
you've actually got RotT).


Sequence break control: over the Pegasus there's a large, invisible platform
which will eventually kill Kratos if he touches it. Visually it looks as if
Kratos was falling down endlessly, even though he isn't. Approaching from the
left side, you can get on the same platform as Pegasus is, but he is inside
a protective collision bubble and you can't R1 him. So, it may not be possible
to fly away with Pegasus just yet..


Wasted sequence break potential: it's possible to skip the climbing part of this
area by doing a IJ over one of the walls, but the loading trigger for the next
area is almost at the beginning of it (after one of the chasms you must jump
over). Therefore, no time can be saved.

Note: beware of saving the game if you screw around with this. I corrupted one
of my saves for some reason, and had to start a new playthrough...

Video demonstration:
1, Findlestick's demonstration:
       http://www.youtube.com/watch?v=90ZlwZFdGAI


Sequence break (BP): Findle discovered a way to save a bit of time at the
climbing wall. You can do a MotK high jump towards an invisible ledge, and from
it jump on the climbing wall straight below.

Video demonstration:
1, Findle's vid
       http://www.youtube.com/watch?v=iKSQnC_ZqZw


Collision flaw: One of the corners adjacent to ceiling in the upcoming grappling
part is a real safety hazard. I killed myself almost twice because of it!

-----

<The Hand Cavern>

+ save point "The Hand Cavern"

+ checkpoint (before Erebus Minotaur fight)


Collision flaw: The sides of this cavern are unstable and cause Kratos to shake
while running towards them. In fact, if you jump towards the wall that's left
of the save point, it's possible for Kratos to pass through and fall to his
death!


Other: GMG reports that he once launched the minotaur into the next chasm, and
that the minotaur stayed alive there, walking and visible. Later attempts to
reproduce it failed. He also mentioned that the minotaur re-spawned, which
doesn't normally happen.

-----

<helmet-shaped gate>

+ checkpoint (before the gate)

+ checkpoint (after climbing up the cliff)


Wasted glitch potential: You can skip the next cutscene and some enemies by high
jumping to the platform over the gate and from there traversing over the
cutscene trigger. You get there the easiest by high jumping towards either wall
on the side. After on a ledge there, do a jump towards the gate a couple of
times. You will hear Kratos moving, though the camera is still the same.

The problem with this skip is that you can't (at least to my knowledge) get back
inside the cavern from the outside without activating the same cutscene, so
nothing really gets skipped but some enemies.


Gate behind you closes, and it can't be broken open without Rage of the Titans.


Strategy: "You can destroy the scaffolding *BP* before entering for a
checkpoint. There is a curiously placed sweet spot to the far right. You can
send the Minotaur over the side there thanks to a low invisible wall (launch to
PS) which drops orbs, counts as a kill and possibly ceases respawn in of itself.
*not 100% on it*" - GMG


Speed strategy: you can High Jump up the cliff. Or if not, the ledge of the
cliff can be rolled over. Faster than doing it the usual way. On Bonus Play
you can also use TB/EH to cross it over (as a last resort?)

-----

<at Prometheus>

+ checkpoint (after FMV)

+ checkpoint (after acquiring Rage of the Titans, fight starts)


(Useless?) trigger skips: even if you avoid meeting Prometheus via the FMV,
he is found dangling from below later on any way. (thanks to Findlestick.)

This might save time in a 100% run, if it could be done quickly.

It leads to a myriad of interesting side-effects, such as invisible Prometheus
tied to the chains if you return there, or an indestructible grapple point box.

Video demonstration:
1, Findle's demonstration of the above:
       http://www.youtube.com/watch?v=bnvvOPTgPAQ


After inflicting a small amount of damage, he will fall down. GMG reports that
it is possible to drop down along with Prometheus during the same cutscene, if
you were in a correct position while doing the last attack.

Note: it's not possible to damage him using Typhon's Bane or most other long-
range attacks at this point.


Disc tray glitch fun: amusingly, you can drop Prometheus down to the lower
floor or even in the flames before you even meet him! Unfortunately the game
doesn't know what do do, and you never actually get Rage of the Titans.


You can see Prometheus' tormentor bird flying in circle in the background.


-- Quotes:
"I must burn in the fires of Olympus... it is the only way..."
"Kill me, Kratos, kill me..."


While hanging over the fire, the blood Prometheus emits just sorta sticks in
air like powder.

You can't damage Prometheus with any other attack than Typhon's Bane while he
is dangling from the chain.


Sequence break: After Prometheus is burning, Kratos will be transported to a
certain spot near the flames. As such, it saves time to drop him either after
you've got Typhon's Bane and coming the other side of the area (in Normal Play),
or before even dropping down from the hand-shaped cliff by shooting him from
between the fingers (in Bonus Play)! (note: between fingers shot discovered by
Shenminiu.)

By the way, if on BP, there's no need to progress any further than this. Just
return to your dear horse already and kick those big fingers' ass!


Other: for a collection of a few trigger skip and camera oddities from the area,
see this Findlestick vid.

Video demonstration:
1,
       http://www.youtube.com/watch?v=DdD5o84-YZE


"You can launch to PS foes into the fire where Prometheus is BUT it has no
proper collisions...except a solid floor aligned with the regular one thus they
can act like it isn't even there and return (while obscured)...not helpful
obviously. *I was hoping it would instant kill them via fire*" - GMG

I think I've seen this in the past. Strange stuff.


Wasted trick potential: a short while after moving away from Prometheus, an
in-game cutscene is activated. It can be skipped doing an infinite jump over
its trigger, but it would waste more time than save!


"Using Ascension by the wall climb (with a break in the middle) lures the upper
spawns to just leap down." - GMG �

-----

<Fire of Olympus>

+ save point "Fire of Olympus"

+ checkpoint (entering Gorgon fight room)


The next cavern too has some very bad collision to the sides.


Wasted swimming glitch potential: the splashy effect in the cavern does not
count as water.


You don't have to fight the Gorgon fight yet. But it will await you when you
return if you skip it now. Also, at that time the harpy spawns come in way later
than normal, costing you some time.

-----

<Typhon's Cavernous Prison>

+ checkpoint (almost at the save point... >,>)

+ save point "Typhon's Cavernous Prison"

+ checkpoint (after cutscene with TB twinkling in Typhon's eye)

+ checkpoint (after completing the chest melting puzzle)

+ checkpoint (right next to the huge boulder you'll topple over)

+ checkpoint (after acquiring TB)

+ checkpoint (at final grapple points, before in-game scene)

+ (missed one? Is there one after grapple points?)


--- Typhon quotes:
-- upon entry
"Be gone, servant of Zeus..!"

-- at summit
"Get out of my sight!"

-- approaching via the toppled boulder
"I will not help you!"

-- removing Typhon's Bane
"You will pay for that, Kratos!"

-- leaving
"You will pay..."


(Useless) trigger skips: Findlestick did some testing here.

Finishing the Typhon's Bane event and only then triggering the first cutscene
with Typhon (after which he begins blowing cold air) causes him to stare at
nothingness with mouth agape. As Findle half-jokingly said, he looks to have
died... If you leave the area and return, he is alive again, but just looks at
Kratos with a dumbfounded look on his face.

Video demonstration:
1, Findlestick's vid:
       http://www.youtube.com/watch?v=5CcOMV01oS4

Other trigger skips/misuses are possible in this area too. Results vary from
Typhon blowing wind to a completely wrong area, invisible and breakable rocks
appearing at the lower area (note: destroying them causes the normal breakable
rocks that appear later to be indestructible. How frustrating!) and Typhon
feigning injury.

Video demonstration:
1, Findle's video series:
       http://www.youtube.com/watch?v=Xat8NwiqBkk
       http://www.youtube.com/watch?v=KFaB3-23K4Y
       http://www.youtube.com/watch?v=65saVbiMc6E
2, a related vid by the same guy, showing Kratos pushing up an invisible boulder
       http://www.youtube.com/watch?v=yTrOZx9uMF8


Strategy: By doing quick-rolling, the wind that blows has very little effect on
Kratos, and you can quickly rush by the narrow bridges.


Regen magic:

Basically, you need to activate the grapple points of the area early, use them,
then complete the area as normal. Discoverer: GMG. The reason for this is likely
that the game activates the one-time trigger which ends regen magic before you
even have it. Convenient!

Videos:
1, Shenminiu's vid:
       http://uk.youtube.com/watch?v=L1mTbUextso


"(Hallway leading to save point and Sentry fight) Another orb fountain version
3 locale." - GMG


At the back area Sentries are spawned infinitely until Kratos manages to throw
enough in the fire (for the chests to thaw).

"(Sentry Sacrifice by Fire) Throwing isn't required but it is the easiest way.
Just getting them into the fire is sufficient." - GMG


After getting Typhon's Bane, you genuinely cannot leave until you've blasted his
other eye out too.

"You can hit his eye with PR, TB and Souls but I've not noted anything else that
can hit it." - GMG

-----

<return to Pegasus>

+ checkpoint (exiting skull-shaped gate)

+ checkpoint (right before rope-crossing)

+ checkpoint (before chasm with a grapple point)

+ checkpoint (at Pegasus)


"(chain leading back to RotT door) The 3 Sentries here have no ground AI (rope
only) and will stand around looking pathetic." - GMG


You can use AQ in conjunction with RotT to get all 4 fingers rise up at once.
(thanks to Tyrhhjy for noting this)


Event glitch: you can break out of this Pegasus ride too. Unfortunately not
much can be done: the horse flies off on his own only up to a certain point,
then freezes in air. Leaving the area and returning causes Pegasus to return.
One strange thing about all this is that after R1'ing him the first time the
ground collision changes and it's possible for Kratos to fall through if he
is not careful.

You can IJ to your horse while he is stuck in air, but he is ensheathed by a
protective collision bubble and you can't interact with him. I also don't think
it's possible to leave the cave. I IJ'd further from the horse, but the cave
Pegasus is supposed to fly in was not loaded.

Video:
1, AK's vid
       http://ca.youtube.com/watch?v=CRWgDHEBsdM

-----

<second Pegasus ride>

+ checkpoint (after having exited the cavern)

+ checkpoint (after Dark Rider-fight begins)


Other: if you hold down R2 (for Typhon's Bane) before the screen fades in,
Kratos will enter a glitched magic stance in which he doesn't move but only
changes angle strangely without targeting anything.


Oh, if you got regen magic, your magic regens twice as fast while flying.


Strategy: doing false grabs will prompt the riders to jump towards you. If they
hit, a grab sequence starts. If not, they just fall down, down, down...


"If you HOLD aim (TB) as a Raven rams you, you and Pegasus get stuck in-mid
air." - GMG


This time around, it is possible to skip fighting Raven. Simply dodge it
(for example, using R1/L1 move as a 'dodge'). It won't circle back but instead
becomes completely skipped.


At the middle of the journey you have to fight Dark Rider. The first phase of
the fight is completely travel-based, and it doesn't matter whether you attack
him or not. Just X forward, trying to avoid direct hits with him, to get to
the end of the area as quickly as possible. For "distraction" of the Dark Rider
GMG recommended false grabs (though it's overall faster to just speed forward
as well as possible).


"ONLY with Regenerating Magic can you use a Foward Dash Slam out of the 'vortex'
(where even with an Urn on you lose all MP) and if aimed right it will hit the
Dark Rider to initiate the finish right away..." - GMG

Though to note, GMG said he couldn't reproduce it later. And neither could I.


The Dark Rider has SoD and uses Piercing Shards himself. At the end Kratos does
one inside his Torso... ouch.

-----

<Isle of Creation>

+ checkpoint (beginning of the fall)
   - upgrading glitch note: camera acts weirdly for a second. Later, Kratos is
                            seen falling down longer than usual.
   - upgrading glitch note 2: on small strain a small graphical glitch happens.


Fall QTE oddities:

If you hold R2 with either stance magic active, Kratos will flail to the wall...
then fall down. Nothing interesting, but just thought to mention. I think it
also works if you just hold block.

You know that you can activate Rage of the Titans during loading time? Try this
out too. You get to see RotT Kratos very close this way.

------

<The Cliffs of Lahkesis>

+ save point "The Cliffs of Lahkesis"

+ checkpoint (right before hounds)

+ checkpoint (after using elevator)

+ checkpoint (after watching FMV with Zeus growing up)


Battle musings: (Guardian fight) "You can use the spot by the climbable wall as
a sweet spot of sorts or lure foes over the side *to die*...there is an
invisible platform there for them but they tend to fall through it eventually."
- GMG


Swimming glitch: with some work, it's possible to acquire swimmingness from the
garden. Right after having climbed up the ladder, do a MotK high jump with a few
charges to your right. There's a ledge there. Grab it, then drop down to the
ground level (not easy to navigate with this camera), PR to stop your fall, long
jump towards the streaming water and MotK to gain height. Once you touch the
water, you got it baby! (discoverer: AKheon)

You will get all the way to the fountains before Siren Sacrifice this way.
You can access Steeds, but the puzzle is impossible to complete while swimming.
It will save time because the jump itself can be done faster than the puzzle OR
the "regular" skip (listed below), and you get to skip other stuff as a bonus
too.

Video demonstration:
1, my vid
       http://www.youtube.com/watch?v=bq4OKQdgyR0


Sequence break: it's possible to do a HIGH high jump over the wall next to
the elevator and long jump straight past the next puzzle. BP only... (credits
go to zxcv017l)

Video demos:
1, his video
       http://uk.youtube.com/watch?v=Tp2LNgnqEJk


Speed strategy: it's possible to pick up the corpse and deliver it to the
elevator while ignoring the pups. Of course faster than not ignoring them!
(discoverer: Shenminiu, likely)


Wasted trick potential: the cerberi pups are not heavy enough to depress the
floor switch you'd need the corpse for. It would be cool if you could use them
as a means for shortcut, but...


Speed strategy: don't pull the switch back more than 1/2th (or less) of the way
for fastest outcome. Kratos can get through the gap made with quick rolls.


Sequence break: you can skip kicking open the gate and watching the next scene
by doing a high jump over the right corner of the room and long jumping 'til you
reach ground. (discoverer: GMG)


Sequence break: you skip the Cerberi fight by doing a high jump up to the next
place (after the fight has began).


"Pressing R1 on the following EXP chest is the only way to trigger the 2 Rabid
Hounds spawn here" - GMG

-----

<Garden of Lahkesis>

+ save point "Garden of Lahkesis"

+ checkpoint (right after first ceiling grapple section)

+ checkpoint (platform after archers)

+ checkpoint (mid-way down the elevator shaft)


Sequence break: by doing IJ to the right-hand wall in the same room the save
point is, you will eventually reach the area beyond the climbing parts. This
might take too much time to be worthwhile, though. (thanks to zxcv017l)

Videos:
1, a rough video by zxcv0171:
       http://uk.youtube.com/watch?v=FSi7h5-pMlU


Small sequence break: You can skip the grapple part after the save point by
jumping through a narrow gap between walls and the grapple space.


Sequence break: You can skip using the ladder by doing a MotK high jump up to
the ceiling panels. Even if not that, you can save a hint of time by jumping
backwards from the ladder, so that you don't have to climb up all the way.


Wasted glitch potential: You can get out-of-bounds by dropping at the correct
moment from the ceiling panels, but can it be useful?


Battle musings: "(Ceiling Sentries) They can use the Ladders like us. Sending
them over the invisible walls won't kill them (invisible platform) and they can
walk through the ground like 'street sharks'" - GMG


"Speed Strategy: Just flee past the Hounds and Archers (or "X" toss the Archers
at each other)." - GMG


Swimming glitch: the small fountains here can give you that curious gift, but
I'm not sure how easy it is. (I only know that there is water surface in them)


Battle musings: "(Archer/Sentry spawn) By the HP/MP chest, the camera view
changes in a way that stops Archer assaults. You can lure the Sentries back
towards where the other Archers were below. It's tough to avoid killing everyone
and pull the elevator crank otherwise." - GMG


"You can IJ (5-6 charges) and leap to an invisible ledge in the elevator then
jump straight to the Siren Sacrifice Chamber below." - GMG

News! From on top of the elevator you can also do a long jump straight on top
of the ceiling/exit of the Siren chamber, meaning that you can skip the whole
thing. Saves 10-20 seconds on BP, I'd assume. (discoverer: AKheon)

Video demonstration:
1, my vid
       http://www.youtube.com/watch?v=MO7BhQzXpqk


Other: You can reach the elevator to Siren chamber and pull its switch while
it's still just slightly below the surface level (by jumping over a wall from
the Cerberus room). Interestingly, the elevator rises up instead of down, and
after stopping to the surface level, the game still thinks the elevator is
moving and Kratos stays immobile... forever. (until you retry, that is)


Any enemies with you while you ride the elevator will die as the new scene
begins.


Sequence break: You can jump from behind/over the chain and through the wall,
avoiding the Siren fight. Discoverer: RJWaters.

These days obsoleted in terms of pure speed (see above), but still very useful
for more casual play.

Video demonstration:
1, Kewbev63's video:
         http://uk.youtube.com/watch?v=Y1Y7HypfuQM


Other: Sometimes an unrelated Siren died for no reason after one was mini-gamed.

"Other: (Siren death) Again, that's just how it works there. The death wave that
typically just causes knockbacks/stuns elsewhere, auto-kills Sirens in that
room. Pity it isn't that badass elsewhere." - GMG


If you retry after beating the fight once, the door-breaking cutscene works
differently (in that it lets Kratos move during the breaking time).


"(Siren Chamber) If you skip it, you can obviously see partially into the
Chamber through the door still..if you look INTO a Widow, they are REVERSED
(skin) on the inside..back is front, front is back. Get it?" - GMG

-----

<Pathway to the Steeds>

+ save point "Pathway to the Steeds"

+ checkpoint (after crossing chain, at first grapple)


Sequence break: skipping Theseus. (discovered by GMG)

At the first larger balcony you get up to, with a green health chest and a
locked door, you can do a high jump to the ledge above and skip right to the
upcoming puzzle segment. Cronos' Rage is skipped too. This skip seems to only
be available during BP.


"Sequence break": you can skip lowering the rope on BP by doing a single high
jump to the rope. (beginning with BoO lift, then doing a jump + MotK)

-----

<Theseus>

+ checkpoint (as fight starts)

+ checkpoint (after getting key)

+ checkpoint (after Cronos' Rage trial)


In the distance you can see Theseus working on the door. If you skip the FMV
introduction trigger (by high jumping over it), the fight won't start and
Theseus remains as a piece of scenery.

Video demonstration:
1, n3obudhha's vid:
       http://www.youtube.com/watch?v=Zg46R7mT4AI


The joys of leaving the fight too early:

You can get out of battle boundaries by doing a high jump up to the ledge above
you. Theseus will no longer be able to reach you with normal attacks, while you
can blast at him quite easily. During the second phase of the fight Theseus
jumps up to your height too, and he suddenly becomes "dangerous" again with his
projectiles. A simple false grab during this time will screw up his A.I.,
causing him to do ground attacks to some strange direction where Kratos usually
ain't. During the mid-battle cutscene (where he roars), he will teleport
instantly back to the middle arch and his A.I. returns to normal. He can be
confused again just as easily, though. For the minigame he will fall down in
front of the door as usual. For a change, you might want to try to activate and
finish the minigame from inside the building! (note: if you bring him to 'O'
while he is trying to create ice spikes, he will glitch up and can't be grabbed)

"When Theseus is on the upper level and NOT in his usual spot, HE cannot be
targeted. He is also invincible to attack from below." - GMG

Findle has shown that if Kratos is on a certain spot on the roof of the building
on the other side of the area, Theseus will turn translucent (varying degrees).

GMG has said that if you bring Theseus down to the lower floor whilst Stage 2
is on (by high jumping behind him and launching, etc.), his behaviour will be
that of Stage 1 Phase 1. He can be hurt and brought to 'O' as long as Kratos is
not down there with him (in which case he will turn invincible (!)).

"I left the area (back to the Widow Room) during Stage 1 and the crazy fucker
could WALL CLIP! I was next to the Steel Bars when he attacked through. I ran
to the climbable ledge and he hover above me...but I was smarter..I used a wall
grab at his foot and the fucker fell below...into the Abyss. Another great
victory for GodModeGOD. Just kidding. HE was trapped with super limited AI at
the lowest point of the buckle (left side). Without false grabs..he wouldn't
ever attack. Sadly I could not put him in the abyss like that. When he was ready
for Stage 2, he could never get there....So I tried leaving him down there and
getting in the proper area (lower saddle/floor) and the camera started rocking
back and forth as things unloaded....I was fearful of it freezing as I hadn't
saved with this file. While running at the bars..I PHASED THROUGH. It would
only let me under those circumstances though. So I had to restart." - GMG

GMG reports that if Theseus fight Stage 2 is on while you're leaving the steeds,
he will yet attempt to shoot his bolts at you from the distance. If you dropped
Theseus to lower areas against his will, you can shoot at him with TB for long
ways while backtracking via the rope.

"NOTE: I don't know how the CR trial glitch + Theseus (alive) would work
together. Perhaps Theseus would unexist?" - GMG

Video demonstration:
1, n3obuddha's vid of Theseus out-of-bounds:
       http://www.youtube.com/watch?v=aBjUbKXFQB8
2, Findle's vid of related activities (such as translucent Theseus):
       http://www.youtube.com/watch?v=poWp_g0d_uI


Speed strategy: by doing a false grab to Theseus, you prompt him to grab you
back. (it isn't guaranteed, but increases your chances a lot) By winning the
grab QTE, you do 56 damage to him, which is good.


Other: Bounces that are done against the arc/door can sometimes have a strange
trajectory.

"A Wind shot after launching Theseus will send him further" - GMG


Interrupting Theseus' ice pillar casting animation will not stop the pillars
from emerging.


"Aiming TB at Theseus as he gets up top can cause an unsual camera angle"

"During an attempt at getting up above as Theseus started climbing..I'd somehow
caused his wall spikes to not register during that playthrough...odd."

"I've seen hits on Theseus as he gets up top for Stage 2 give off orbs." - GMG


Sweet spot: During the second phase of the fight, Theseus will shoot semi-aiming
energy balls towards you. By standing next to the arc above (but not below it,
otherwise you'd get hit by the ice blasts) all the energy balls will hit the
wall and never you.

"Sweet Spot: Actually you can stand on the sides or even at the arcs (4 spots
to be total *left/right*). You can also lock Theseus somehow before Stage 2:
Phase 2 begins (bow shots).

NOTE: Collisions and even direct physical blows can be landed on Theseus without
using the HJ..let alone using it to get up top with him" - GMG

Indeed, minotaurs can be launched towards Theseus for high damage. It's also
possible to send minotaurs to the upper floor of the building by doing a high
launch + knockback (GMG said a 2x launch to PS was enough for both outcomes).


If you have regen magic, you will lose it if you attend the CR tutorial.

------

<Steeds puzzle>

+ Save point "Steeds of Time"

+ checkpoint (at puzzle)

+ checkpoint (one for each completed machine)
   - other: Kratos' remembered position can be manipulated by holding R3 to some
            direction during the in-game cutscene

+ checkpoint (after unlocking brace)
   - upgrading glitch: camera works differently, allowing you to see how the
                       scenery disappears quite cheaply in the background

+ checkpoint (after puzzle ends and platform has descended)


If you examine the middle part of the central platform, you will get a message
"The brace is locked in place and cannot yet be released."


"Speed Strat: If you avoid killing the Harpies to the right, you avoid fighting
any on the far left Steed."

"Sending foes over the saddle won't kill them here (2x launch to PS) as they
live on below...." - GMG


Speed strategy: in the case of the rightmost part you have to activate, you can
use the grapple point to flail yourself right next to the machine. This way some
climbing is skipped.

Seems this works for the leftmost part too.


Event glitch: You can break out of the big whippathon of the steeds. This will
leave Kratos unattended while you hear whips and the steeds react accordingly.
However, the FMV that should ensue never ensues, and as is... you're just gonna
have to do it the regular way, bud.


Event glitch: GMG says that if you skip Theseus and then wait too long at the
steed whippathon, the platform you're on may collapse to the first floor level
with the R1 prompt becoming disabled - and you get stuck.


Sequence break: after having done everything, one final battle awaits you. It
can be skipped by doing an IJ over the boundary, but the boundary is rather
high. On easy BP, the section takes 29 seconds to complete. If you could do the
skip in under that time, you would save time.


Sweet spot: during the final fight you can open up the door of the area for a
forced sweet spot. (and just to note, you'll be invulnerable while opening the
door). Gratz GMG.


Other: after completing the Steeds puzzle, if you had not attempted to open the
Cronos' Rage room with your key yet, doing it now will require two R1 actions.


Trigger oddity: If you complete the Steeds puzzle first, then return to pick up
CR, the game will think that you have not completed the steeds puzzle and when
trying to return via the chain you get back to the Siren Sacrifice area. (GMG)

Also, the chain backgrounds are a bit messed up while doing this (the place
should be called Steed of Time, not Steeds of Time!) But yeah, you get stuck,
so avoid this outcome.




------

<The Divine Pools>

+ save point "The Divine Pools"
   - other: loading a save from this location may cause a strange sound effect
            during the time the game loads

+ checkpoint (after having kicked the door open)

+ checkpoint (after having picked up Amulet)

+ checkpoint (after statue head shattering FMV)
   - other: strange flash when retrying (but not always?)


Speed strategy (BP?): destroy the obstacle blocking the climbing part from
ground level with a long-range attack (like Atlas Quake or Might of the Kings).


Swimming glitch activation is quite easy, at least on BP, by long jumping from
the uppermost level towards the righthand corner of the area (beyond the red
orb chest). This is a very powerful glitch with which you can skip almost
everything from here on to Icarus. Amulet of the Fates might be mandatory for
finishing the game, but you can always return here after picking it up to do
the glitch again. (discoverer: AKheon)

News: Findle found a collision flaw from the Divine Pools with which you can
get swimming in there very easily even in normal play.

Note: you can create a small gap to the gate which leads you to AotF room, but
it's not enough for you to be able to swim through it. Therefore you have to do
it the regular way if at all (or so it seems).

Video demo:
1, AK's demonstration:
       http://uk.youtube.com/watch?v=JI-urIaJPhY
2, zxcv017l's expanded swimming playthrough
       http://uk.youtube.com/watch?v=gS9jzXUg2Yc
3, Findlestick's new method
       http://www.youtube.com/watch?v=8nUgNAgBegA


"Sequence Break (BP): (Just before the climbable wall section) At where a Hades
Nymph spawns *corner*, use IJ (4-5 charges) to SoD Leap to land between the 2
hidden EXP chests by the button raising 4 pillars (Amulet Puzzle). This could be
slightly faster then just running around to said point BUT it creates a
situation where you CANNOT circle back towards the area used for the Swimming
Glitch since the door was never opened." - GMG


"Speed Strat: Rather then climb down, leap down before kicking the door in."
- GMG


Sequence break (BP): you can skip the pillar "puzzle" for getting up from the
lower level (after having got AotF) by doing a MotK high jump.


Sequence break (BP): you can skip the hands puzzle by doing a MotK high jump to
grab a ledge under the statue's armpit. From there normal jumps (using statue's
arm as a platform) are enough to get you to the statue's hands, after which the
needed cutscene starts. (discoverer: Shen)


Other: And here is presented, by addaminsain, "Statue head silliness"

Videos:
1, see it to believe it
       http://uk.youtube.com/watch?v=LUFpYKK_xus


--- Severed statue head quotes:
"We will never allow you to change your fate, Kratos."
"You cannot change your destiny, mortal."
"We will never allow you to reach our sacred temple, Kratos."
"You will die here, Kratos!"

As a cool detail, her mouth matches what she says, even at her current state...


Other: infinite red orbs have been known to have been got in this area. Seems
the process can't be controlled, and it only happens due to random chance.

Videos:
1, ICCold's/Melot89's demonstration
       http://uk.youtube.com/watch?v=jppbCboacuA

-----

<Destiny's Atrium>

+ checkpoint (after fight is over)

+ checkpoint (after FMV of eyes exploding is seen)

+ Save point "Destiny's Atrium"


Sequence break (BP): by doing a high/long jump over the right or left corner of
the room where there's the severed head, you can get yourself to the lower floor
of Destiny's Atrium without activating the cutscene in which the large statue's
eyes create a preventive wall. This means that you skip a puzzle, at the very
least. (discoverer: GMG)

Just for fun, you can later return to the head and utilize its time slowing
capabilities from the wrong side.

Video:
1, AK's demonstration:
       http://uk.youtube.com/watch?v=RUGnJR4CfTA
2, Findlestick's (as he calls them) "circus tricks", time slowing fun, etc.:
       http://www.youtube.com/watch?v=KmLQNwZcVrk

Interestingly, the game thinks the eye beams are 'active' even if you didn't
trip the trigger which forms up the barrier over the exit. You can destroy the
eyes using the two statues before you even begin the puzzle! Note that if you
activate the puzzle afterwards, the barrier appears but this time you can't
get rid of it no more.

Video:
1, Findlestick's discovery and vid:
       http://www.youtube.com/watch?v=1eNS3GMHHbU

"During the first attempts at the skip I'd noted here, I found a small area with
collisions below on the right side. Possibly connected to the trees. *not sure*"
- GMG

"(Courtyard) A single launch to PS along the walls we use for a sequence break
will send the Wraiths below...where they survive the fall..." - GMG


Other: Findle once went through this area in a strange order, by first knocking
the head down but skipping crashing it, then later returning to the area, now
smashing the head, then visiting the amulet room and then again returning. The
end result was the statue head's amulet glow floating in air!

Video demonstration:
1, Findle's vid:
       http://www.youtube.com/watch?v=Pn9tvfH8exo


For sweet spots of the cyclops fight, take a look at this video made by GMG.

Video demonstrations:
1,
       http://uk.youtube.com/watch?v=JoWZqsW99uU


If you didn't kill the enemies near the shattered statue head, you can kill them
now with Typhon's Bane while completing the puzzle! For some reason Kratos
targets and manages to hit them through the big evil eye'd head...


For some more entries, see "Destiny's Atrium return"-section below.

-----

<The Bog of the Forgotten>

+ checkpoint (entering Bog)


The EXP bonus chest can be got here later, when you have the chance to
return.


The hanging corpses can be hit for red orbs. They make a sound, as if they
were alive! Scary... If you got swimming glitch, you can push towards the
corpses and move them around both vertically and horizontally.


"... under General Kratos Titan Mode conditions, a single air triangle (bow
cancel out of the second) can take the corpses down...so they can get up and
live again..with no desire to harm Kratos. I believe these two (if you leave
them 'alive') will stick around for the return trip where we can get the GIFT
of EXP chests later. They die when we return from Destiny's Atrium and get back
to the Bog." - GMG

"Legion (of Souls) is weak enough to take a body down in all conditions. Not
sure about (Soul) Flick." - GMG

Soul flick seems to work fine too.

Video demonstration:
1, GMG's vid
       http://uk.youtube.com/watch?v=rCuZgYHGHxc

"If you petrified the corpses (ground) then return to that area you see the
flash of petrification but they cease to exist." - GMG


If you want to have the most undramatic Barbarian King encounter ever, jump into
the deadly pond right as the screen blacks out. The cutscene activates, but...


Event break-out: Findlestick has revealed that it's possible to controllably
break out of the Barbarian King drag sequence by doing attacks before the FMV
kicks in. Doing this, you can defeat Barbarian King and his horse while they
stand idle on the forest path (if you can manage the atrocious camera). However,
in the end you become stuck because the next area won't load unless the drag
sequence finishes happily and you view another FMV afterwards.

Video demonstration:
1, Findlestick's serie of vids:
       http://www.youtube.com/watch?v=66csPDCeYPo
       http://www.youtube.com/watch?v=6ZJnqPDSKdQ
       http://www.youtube.com/watch?v=xdw9L7Gpigs
2, extra vid with BK's horse acting crazy:
       http://www.youtube.com/watch?v=3d5jnuzaHaw


Trigger skip: It's possible to skip the trigger which begins the FMV & fight by
doing IJ over the walls to the area where BK chase begins, but even less becomes
loaded this way.


"I've had sub-weapons in place of the Blades during the BK drag sequence before
which looks silly." - GMG

-----

<Barbarian King>

+ checkpoint (fight begins)

+ checkpoint (second stage ends)

+ checkpoint (after having got Barbarian Hammer and gameplay resumes)


Sequence break: Tyrhhjy originally said that it's possible to high/long jump out
of the fight, effectively skipping it. Findlestick later verified this. However,
I hear the loading times during the fight are bad, making the skip take too long
to be truly worthwhile. (even if you could stand on the outer wall of the arena)

Video demonstration:
1, Findle's vid:
       http://www.youtube.com/watch?v=xsj_9eXR5Io


Other: charged Wind Blast will do an absurd amount of hits to BK phase 1. More
hits will be made the closer you are to BK while firing. Firing just 3 charged
shots can end the phase 1 very quickly (as a speed strategy).


Other: normally you wouldn't be able to proceed to phase 3 with any of the barb
mercenaries or the Boat Captain alive. However, using petrification you can
keep him alive 'til the end of the fight and even after that. Instructions:
after having dealt enough damage to BK during his second phase, freeze the boat
captain and shatter him. As soon as BK starts growing, retry from the
checkpoint. The boat captain is still alive as a statue, and BK is in phase 3!

Video demonstration:
1, Findle's vid:
       http://www.youtube.com/watch?v=P-aTJlPBhIc


"During his killing mini-game (just after the final blow) switching to another
sub (SoD/BoO) will have us celebrate the kill with it instead. Doing so after we
get the Hammer will cause the glitched effect (this occurs in places throughout
the game) of the Blades crappily being celebrated with." - GMG


You can examine BK with R1 after he's down, but only once. Actually, Findle
later revealed that you can do this examination even if you killed BK outside
the arena. Basically, Kratos comments on how the floor has a mangled face...


There's a strange "hammer cube" beneath the BK arena.

Video demonstration:
1, Findle's vid:
       http://www.youtube.com/watch?v=MveUshmEwtg

-----

<The Temple of Euryale>

+ checkpoint (approaching temple)

+ save point "The Temple of Eurayle"

+ checkpoint (after viewing in-game cutscene with minotaurs dragging a soldier)

+ checkpoint (after unlocking door with E's key, gameplay resumes)

+ checkpoint (after defeating beast lords + cyclopi, gameplay resumes)

+ checkpoint (after getting past the nymph room)

+ checkpoint (after getting past the pillar section)


Door glitches & oddities:

The spikes that come out of floor do not hurt unpetrified Kratos, but they kill
instantly if he is petrified.

JFCalibur reports a glitch in which deflecting the stone freeze beams would
only yield the same Fleece response Kratos does for normal enemies' stone beams,
meaning that he freezes all the nearby enemies but NOT the door. He said that
this was fixed by leaving the area and coming back again.

You can break out of the door's gaze. This causes the door to emit its more
concentrated beam, but it has no petrification effect or even sound. Even the
nearby enemies suffer no harm from it. If Kratos tries to leave the door, the
gaze stops.

Once you freeze the door, it will not unfreeze ever again.

Video demonstration:
1, JFCalibur's vid:
        http://uk.youtube.com/watch?v=Fj-k_g7Wv5k


"Speed Strategy: (just past the first save) Instead of jumping to the left then
running ahead...just jump straight ahead." - GMG


Sequence break (BP): You can skip most of the puzzles and fights of this area if
you, instead of backtracking after reaching the corpse that has a key, do an
Infinite jump (or preferably a PR long jump) over the long chasm which separates
you and the Cerberus' Lair.

Video demo:
1, Poru2009's demonstration:
       http://www.youtube.com/watch?v=rgt80gpeZ38


Speed strategy: leave the first weight of the balancing temple a bit to the
left so that the temple would remain without angle. This way you can later kick
the second weight onto the temple straight from the upper level.


Other: findlestick has done some interesting discoveries at the collapsing 
temple. For example, that there's a floor high atop the temple ceiling and that
the second weight the puzzle needs is already there when you first enter the
area, only inaccessible (without infinite jump).

Video demo:
1, Findle's vid
       http://www.youtube.com/watch?v=J93Cfr5FFdY


Sequence break: you can do a high jump up to the cliff in the room where there
are Nymphs and the "hidden" grapple point. However, it seems that this cliff
seems quite badly formed for succesful high jumping, and on BP it's just faster
to use the grapple.


"(Area after grapple but before log skip) The lava ahead is real to our foes
but the previous lava isn't. There is yet again a 'current'. This one pulling
under the platform and unexisting our foes towards the center (doesn't count
as a kill)" - GMG


Sequence break: by avoiding the first tree stump platform (possible on both NP
and BP), you skip the trigger for the next fight. On NP, you need a jump that's
just longer than a normal double jump. Enlongen it by using BK hammer air square
attack. Works very neatly. Discoverer: GMG.


Sequence break: on BP, you can do a high jump up the pillars. The middle one
can't be grabbed by its ledge, but the ones on the side can be.


Swimming glitch locale: Findlestick demonstrates a pretty arduous way of getting
swimmingness in this area.

Video demonstration:
1, Findle's vid
       http://www.youtube.com/watch?v=vXI9DmlNKvk

-------

<underground river puzzle>

The stone button will emit its noise indefinitely if you step on it so that it
will lower to only halfway.


Sequence break: if you jump erratically over the button in front of the large
gate, the door will eventually open up by itself. Pretty funny. And not only
that, it's useful too! You skip the whole puzzle. (discoverer: AKheon)

Video:
1, AK's vid
       http://uk.youtube.com/watch?v=gzIG2DyTo88

------

<River of the Forgotten>

+ save point "River of the Forgotten"

+ checkpoint (after seeing cutscene overlooking the river)

+ checkpoint (after landing on the other side of the river)

+ checkpoint (right before having to R1 the obstacle)

+ checkpoint (some time after passing the rope)

+ checkpoint (after temple has been pushed over)


Glitch control: "It's not possible to use a SoD Leap to enter any of the
platforms due to an odd invisible wall for just that sort of thing." - GMG

Maybe with perfect PR long jump (or even a combination with some MotKs would
be faster than just doing the puzzle normally).


Speed strategy: Don't bother fighting the enemies at the next section. Simply
keep on pushing the handle and cast a Cronos' Rage every now and then to keep
your enemies from attacking you. Another way for the first part would be to
launch both of the enemies of the first platform on land, from where they
can't reach you. This way they won't die and never respawn. (thanks to GMG)


Sequence break methodology of this area:

1. GMG reports that it is possible to reach the area with running conveyor belts
from the first moved platform, despite invisible walls around the area. (IJ with
9 changes) Doing this will skip Titan Minotaur 1 in addition to a rope clinging
part and a small puzzle. However, the next grapple point will not load, forcing
you to do a long jump if you wish to pass at all.

Video demonstration:
1, Findlestick tried it and recorded what happened:
       http://www.youtube.com/watch?v=wchnXY2H6cw

2. "(before TM1) After getting off the final platform *river* I wanted to take
my new skills with the Infinite Jump for a ride. I did the SoD Leap towards the
ledge where the Spartan is fighting 3 Sentries then PR (turning) to IJ (10X)
then landed above where curiously there was no fighting NOR corpses though the
audio for the fight was still there." - GMG

3. After the river platforms there's a chest. You can jump from on top of it (6
charges IJ?) and reach a rope that runs above the area. You will skip Titan
Minotaur and a short length of rope travel, but at least everything works as
normal afterwards. (thanks to GMG)

4. "(after TM1) Long Jump (SoD leap to PR *turn off* Icarus Lift to SoD Leap
again) past the rope section, straight to the area with the Weight we need. Then
Long Jump to the conveyor area, break the gate, rush down the conveyor until the
walls stare then return to the grapple (now works) and go across to get the
weight." - GMG

Video demonstration:
1, Poru2009's vid of #4:
       http://www.youtube.com/watch?v=ndB4ztu8IDE


Findle recorded some more skipping and odd results from this area, such as
approaching Titan Minotaur from behind and slowing down the scenery fight that
takes place at the high cliff.

Video demonstration:
1, Findle's vid:
       http://www.youtube.com/watch?v=FrApu1vXgGk


Staying on the large, rotating stone after time returns to normal will not cause
any damage. The stone just speeds up and you can't keep up. The small grindstone
further in the area will hurt Kratos regardless, even if time is slowed.


Other: freeze beam troubles

"after backtracking to the conveyor belt with the freeze beams to get the Urn of
the Gorgons you can get an extra freeze beam to appear at the end of the
conveyor belt after already fleecing the other beams(nothing happens if you
fleece it but it works like the other beams)" - Riningan

Another glitch report from this area exclaims that the middle beam constantly
just stays green, and it can't be fleeced (meaning that you can't get the Urn).
(noted by Sephiroth_Yuna)


Speed strategy: early temple lift (discoverer: GMG)

Once you have both of the weights, make sure that you kick in the last weight
with your back towards the doorway. Do a quick roll to your back after the kick
and grab the edge of the temple with R1 before the in-game cutscene kicks in.
This way you can keep on lifting it during the cutscene, saving several seconds.


Other: Again, Findle has done things in wrong order to an amusing outcome. In
this instance, it's activating the cyclops/beast lords fight after the temple
is ready to be tipped over...

Video demonstration:
1, Findle's vid:
       http://www.youtube.com/watch?v=EXl11pexXrA


Wasted speed strategy: again, it's possible to destroy the tree trunk blocking
the climbing passage from the ground level (Atlas Quake), but this time it's
faster to just destroy it while climbing.

------

<Cerberus' Lair>

+ checkpoint (after entering)

+ checkpoint (before Cerberus)�

+ checkpoint (after getting Fleece)�

+ checkpoint (back outside)


--- Quotes of the wounded soldier:
-- While on the ground
"Help me..."

-- Approaching the grinder
"No... what are you doing? I need your help..."

-- Entering the grinder
"Aaarghbrllbrbll..."


Sequence break: Tyrhhjy reported that it's possible to do a high jump over the
grinding stone and this way access the boss fight without having to carry the
soldier around or brutally drop him into the brutalizing conveyor belt. It saves
time, though BP only.


Break-out: it's not possible to do a normal break out of the event of talking to
the wounded soldier. However, if you skip talking to him and go defeat Cerberus
right away, later the area has a couple of gorgons whose attacks will disattach
Kratos from the event very nicely. The results are chaotic but strangely fun...

Video demonstration:
1, Findle's vid:
       http://www.youtube.com/watch?v=XcjX6g1dUJ0


Grinder glitches:

+ you're immune to the grinding stone as long as you carry the wounded soldier.
+ you're immune to the grinder if Kratos is "slanted" enough.
+ gorgons that are diagonally knocked back into the grinder will instantly die
  (except if it is de-activated, in which case they clip through).
+ placing soldier 'near' the grinder can be enough to trigger the cutscene in
  which a scream is heard and blood spurts from under the grinder. You can then
  actually put the soldier into the grinder - Kratos gains the ability to walk
  through the grinding stone and have it break down in real-time.
+ if you stand on the conveyor belt while the grinding cutscene takes place,
  Kratos will get sucked into the stone momentarily.
+ if the soldier is thrown into the grinder slanted, strange things may happen.
  He may stay completely visible during the grinding cutscene (and Findle
  reports that the gorgon, if present, will follow the soldier right inside the
  grinder - getting stuck).
+ slanted soldier may rise up and down very oddly, if placed to a correct spot
  near the grinder.

Video demonstration:
1, Findle's discoveries (video of some of those listed):
       http://www.youtube.com/watch?v=XIMUFpt2bv4


Sequence break: you can do a high jump over the gate right before Cerberus
Bastard.


Useless trigger skip: you can easily skip the Cerberus fight trigger using high
jump, but it's not very useful since you can't progress before fighting 'im.


You can pull the switch that makes fireballs shoot out of the wall during the
fight with Cerberus, but it only spits out one and then quits. This fireball
can hit Cerberus, but I can't tell if it does damage. If yes, it does extremely
little.

"Other: (Fireball) I'd have to say it doesn't deal ANY damage at all to foes.
Period." - GMG


Cerberus can be led out of the fighting arena by doing a high jump over the
gate, opening it, and leading him out. However, he can't get past the broken
grinding stone which is situated at the end of the corridor.


Other: post-boss oddity

"Just finished fighting the Cerberus Bastard for the Golden Fleece, pulled the
switch and got hit by the fireball which took off a good chunk of health, so I
restarted from last checkpoint. Upon restart the Cerberus was back and I thought
the game didnt set a checkpoint for finishing the battle, so I started letting
off on him with all my magic until I saw he wasn't even trying to attack me as
well I had the Golden Fleece on my arm still.
 
The boss music was still playing and he had no collision detection. I left the
arena and none of the gorgons spawned. The boss music continued to play until I
reached the save point near the entrance to Euryale's Chamber and then reverted
to the usual music.
 
I headed back to the Cerberus area to see if there was any difference, he was
still there....could not be interacted with in any way." - Nicholas K.


Sequence break: you don't have to Fleece your way out of the arena. You can do
a high jump over the closed gate and leave the way you came. (saves time)


Collision flaw: Addaminsain claims there are odd grabbable/walkable ledges
at "the other side of the gate". �


"Other: (orb fountain version 3) Use false grabs to push an Assassin (gorgon)
towards the rocks (dividing the cave), use a launch to PS/OH until it either
clears the barrier totally or gets to the top. The use false grabs to get it
to ground level.

More false grabs to push it to the cave entrance where you'll notice a certain
point at which it disappears...cross back over that point and get the Gorgon to
"O" and be sure to set up the KILL for it to be near this 'threshold' with its
back towards the exit/wall thus after each death it goes further and further out
(towards a point it cannot pass on the left of the cave's mouth).

Its a good idea to have SFX loud and music quiet (or muted) with the volume up
so you can hear each scream in place of the vibration you get with the BoO
version of this...just cross the threshold until you hear it die and quickly
return back over it so it 'unexists' before full death and repeat as the orbs
flow over us.

This could be done with the other Gorgon Assassins but I find that camera view
unfavorable later on.

NOTE: It took 1 minute for GK on Titan to collect 9,000EXP once set-up and
performing. I'd estimate that to be 5 minutes for regular Kratos on Titan.
That...isn't quite aweful but slower then I'd have liked." - GMG

A video would be useful... �


Speed strategy: while exiting, don't use the climbing wall but instead
do a long jump to the collapsed temple roof below. Easy to do even on NP.
(note: you could also jump to the platform directly below the climbing wall,
but it's BP only and slower too)

-----

<Temple of Euryale, inside>

+ checkpoint (at stairway behind Euryale door)

+ checkpoint (as fight with fat Minotaurs & co. ends)
    - orb glitch doesn't seem to be possible

+ checkpoint (after elevator cutscene)


Sequence break: The battle in which there are the new type of Minotaurs can be
skipped by doing a high jump over the enclosed doorway (there's a ledge).


Swimming glitch location: At the red orbs chest before the "crankless elevator"
puzzle you can leave the game area with just one high jump, towards what looks
like water nearby. Findlestick has proved that the puddle on the floor is indeed
water and not just a random effect.

Video demonstration:
1, Findle's vid
       http://www.youtube.com/watch?v=bsNo32J36wo


Sequence break (NP/BP): the crank guy cutscene skip

It can be skipped by moving in a certain way after the fight with fat minotaurs
and co., regardless if you skip the fight or not. As Findle himself puts it,
"Once you jump over the blue barrier (with the "evil head") and land....then do
a double jump over that round patch on the ground and towards that trail of
water on the ground, then QUICKLY roll (as close to the wall as possible)
towards the elevator. (The key seems to be to do this as QUICK as possible! And
against the wall where the water is)."

Why does it work? For now it's uncertain. It might be that Kratos moves too
quick for the game to load the cutscene in time, or there's just a very peculiar
trigger set-up at this place.

Video demonstration:
1, Findle's vid
       http://www.youtube.com/watch?v=Qs3uGq7z_CA

You can do a roll into the elevator shaft before the cutscene kicks in, but
nothing interesting happens.

No matter where the two elevators were before the cutscene, they are (instantly)
brought to the surface level as it starts.

Video demonstration:
1, Findle shows the latter, and also a small chest glitch:
       http://www.youtube.com/watch?v=gGipf-iEDBA


Tyrhhjy mystery: he suggested a skip in which you simply high jump over the
boundary between the two elevators. Haven't tested it yet. �

-----

<Lowlands Vista>

+ checkpoint (after climbing out of the shaft)

+ Save point "Lowlands Vista"

+ checkpoint (after viewing cutscene after climbing up broken-laddered wall)

+ checkpoint (after landing on the other ledge, after passing ceiling grapple)

+ checkpoint (on the platform overlooking Euryale's room)


Collision flaw: The wall with the broken ladder has something strange towards
its top. Try running over it while jumping, e.g. trying to jump to the other
ledge opposite to it. Kratos hits something which makes him float in air for a
moment. Nothing useful, it seems.


Sequence break: Instead of climbing the wall with the broken ladder, do a high
jump to the opposite ledge. You skip an in-game cutscene and the ceiling grapple
part.

Video:
1, RJWaters' vid:
       http://uk.youtube.com/watch?v=7g7Bpbt8i-Y


No matter how much power Kratos gains, it seems there will always be spiked
surfaces that kill him on touch. -,-


After you've jumped down, the previous area unloads and never loads again.


Sequence break: Euryale can be skipped by doing a high jump over the gate that
leads you out. (discoverer: Shenminiu)

Note: it's also possible to do swimming glitch here by jumping from on top of
the door. The effect is extremely powerful, allowing you to skip almost all
obstacles in your path 'til Atlas.

Video demos:
1, Findlestick's demonstration:
       http://www.youtube.com/watch?v=DsT-DfwxWR4

ManeshM84 first did it using a spot after Euryale fight by the broken pillars.
This method is outdated now, requiring two high jumps and being more difficult
to pull off, but to commemorate the progress, here's a video of that too.

Video demos:
1, ManeshM84's vid:
       http://uk.youtube.com/watch?v=VYWto0tG4XQ

-----

<Euryale>

+ checkpoint (fight begins)

+ checkpoint (as EH trial begins)

+ checkpoint (as EH trial ends and gate opens)


If you got swimming glitch on, reading the book will yield a glitched-up cut-
scene in which Euryale appears from the wrong side of the arena.


--- Euryale quotes:
-- after mid-way of the fight
"You killed my sister!" or
"You will die, Kratos!"


Sweet spot: You can go stand under either of the small waterfalls for complete
safety from Euryale. Mostly works whenever Euryale is at the north half of the
arena, approaching you, but can also freeze her in her tracks at other places
too.

Video:
1, Insain's vid (happens at about two minutes in)
       http://uk.youtube.com/watch?v=RlveMs3cRXw


If you have regen magic, you will lose it after the EH tutorial. So in order to
keep it, you should leave during the tutorial or even skip Euryale altogether.

On BP it's easy to just infinite jump out of the tutorial/Euryale fight and keep
regen magic, but on NP your best hope is using the old swimming glitch location
using two upgrade jumps... hope you brought a lot of orbs with you.

Video demonstration:
1, Findle's vid of escaping the fight on NP:
       http://www.youtube.com/watch?v=Ixq5mkO9NPI


Sequence break mystery: Findlestick reports that creating stonefrozen 'clones'
of Kratos (a long story) can make Euryale skip many phases of the fight and go
right to her death minigame upon enough damage. This trick has been verified by
a video, but still, it is not completely certain to us how it's done.

There is a certain random thing Findle mentions about stone clones and this
fight: it takes a variable amount of clones to finally reach the point where
Kratos can't be stonefrozen any longer (and he semi-freezes instead). Finding
out the reason behind this discrepancy might tend to a solution.

So what's a stone clone? Just this: if you break out (using CC) of Euryale's
stonefreezing attack (e.g. switch sub-weapons the instant it hits after having
sub-weapon active) the game may create a stonefrozen Kratos out of nothingness,
with the real Kratos remaining unfrozen. Interestingly, if at any point should
the Kratos clone get killed, the actual Kratos dies instantly too...

Video demonstration:
1, Findle's vid of this event:
       http://www.youtube.com/watch?v=Z0XFKfQlTuU


Here's a fun vid of a glitched Euryale mini-game, done from behind an invisible
wall in addition to having the time slowed.

Video demonstration:
1, Findle's vid:
       http://www.youtube.com/watch?v=E7WlQ7UCL58

-----

<Euryale's defeat>

+ Save point "Euryale's Defeat"

+ checkpoint (after reaching courtyard with the sinking pillar)

+ checkpoint (after winning the fight)

+ checkpoint (after passing the gate signifying the end of the pillar puzzle)

+ checkpoint (after passing the hound trap room)
   - other: if retrying, all the enemies are gone

+ checkpoint (after balancing beams)

+ checkpoint (after defeating Titan Minotaur II)


Sequence break: Water Pillar puzzle sequence breaks

You can skip a part of this puzzle by doing a high jump towards the wall right
next to the first switch. Discoverer: GMG.

You can do the whole puzzle without using Amulet of the Fates. Even the last
part with the sinking pillar. Discoverer: JFCalibur88.

You don't have to actually open up the exit gate. It's possible to just high
jump over it. (it's the same sorta gate they had before Euryale)

You only need to roll up pillars 1, 3 and 5 to complete the puzzle. You can jump
diagonally from pillar to pillar... though difficult, it's the fastest. (thanks
GMG) EDIT: actually, you can do a double jump and reach the 2nd pillar without
having to roll the 1st one at all. (thanks Findlestick)

You can let go of the pillar handles quite early and they finish rotating to the
end by themselves. (saves seconds per each) (discoverer: Shenminiu)

"Sequence break/Speed Strat: (Pillars) I thought I reported this already, but
I'll say it here and now. Using the skip that apparently I found I head uptop,
get the hole (ladder) and leap down, roll towards where the lever is and IJ (7
charges) to either the left or right side and grab the ledge. I then followed
it up with your finding of using an HJ to grab the top of the unopened door and
pulled myself over. Other then the swim glitch way, I doubt it could be done any
faster. The pillar strat still asked that we fought then prepped pillar 3, while
this just requires what I stated..sounds quite a bit faster." - GMG

Videos:
1, JFCalibur88's video that shows two first parts in action:
       http://uk.youtube.com/watch?v=69JRPvO9kYA
2, Shenminiu's speedrun segment with the puzzle (slightly outdated):
       http://uk.youtube.com/watch?v=TYTYaCaBtvk


Other: once I did a swimming glitch playthrough of this area, except coming
in from Lahkesis' Atrium. The bunch of harpies that appear before Titan
Minotaur actually followed me here!


"Speed Strategy: Leave the crusher elevator as soon as the gap is large enough
for Kratos." - GMG


At the balancing beam section, you can air grab and throw harpies down the
chasm to see them harmlessly stop to an invisible wall about a meter below
the beams. However, if Kratos falls down there...


Speed strategy: you can jump over the chasm at the end of balancing beam section
with a long jump, "ledge momentum jump" or just jumping halfway into the grapple
(to avoid going the whole way).

Video demonstration:
1, Poru2009's ledge momentum jump:
       http://www.youtube.com/watch?v=UmO0I5gUUZU

-----

<Catacombs of the Fallen & Destiny's Atrium return>

+ Save point "Catacombs of the Fallen"

+ checkpoint (after activating the stairs leading up)

+ checkpoint (after passing fire-shooting door)


If you got swimming glitch on, it's going to be slightly tricky to get through
the stairway corridor leading to Atrium. This is because you can't pull out the
staircase like normal. You're just going to have to wiggle through the ceiling
using rushes and devious whirling swimming moves.


If you skipped the Atrium puzzle earlier, chances are the cyclops fight is still
on when you return. The enemies in the area don't know how to react with the
gaping stairway on the floor and you can take advantage of this somehow.

Video demonstration:
1, Findlestick's demonstration
       http://www.youtube.com/watch?v=ykp1JxiNKvU


Remember to go pick up the EXP secret chest now, from the Bog of the Forgotten.
If you got swimming glitch, you can go over the felled tree to re-visit the area
wherein Barbarian King dragged you through. Doesn't seem you can get back to
Euryale's Temple this way, though.

Note: don't open up the other chest whilst the long flurry of orbs is flying
at you. This is because you will get a lot less orbs this way!


Trigger skip oddity / A.I. flaw: if you had skipped Cyclops fight previously,
only to fight it now when you got the large stairway opened, the enemies can't
handle it.

Video demonstration:
1, Findle's vid
       http://www.youtube.com/watch?v=ykp1JxiNKvU


Speed strategy: jump halfway down the shimmy (after destroying fire-shooting
door). Or just "SoD leap" on BP.


Sequence break: you can skip about 4 seconds worth of running by dropping down
to the lower level of the cavern without running to the ladder.


"I sent a few skeletons over the cliff (grapple) but they just stay alive below"
- GMG


Speed strategy: if you got swimming glitch activated, you can use an intricate
shortcut. Best explained with a video. (credits to zxcv017l)

Videos:
1, http://uk.youtube.com/watch?v=kZEh559MdFc

-----

<The Hall of Atropos>

+ checkpoint (after cutscene with eyes activating)

+ Save point "Courtyard of Atropos"

+ checkpoint (mid-way inside lower floor hall)

+ checkpoint (after passing rising platform puzzle)

+ checkpoint (after winning two satyrs fight)

+ checkpoint (before the gate to upper floor areas)

+ checkpoint (mid-way of the cutscene in which barrier dissipates)


You can skip this whole area and all its puzzles and Perseus if you got swimming
glitch activated. Otherwise on BP too, with a high enough infinite jump.


Trigger oddities: There exists some discrepancies with the eye beam puzzle if
you happen to skip the initial trigger which begins the sequence.

Video demonstration:
1, Findlestick's instructional video:
       http://www.youtube.com/watch?v=XT4z-f_3nvo


"Other: (after the ladder) If you send a Wraith to the previous area via a
'knockback' type attack or OH, they freeze in place down below." - GMG


--- Distant Perseus Quotes:
-- When entering the area
"Someone down there? I can hear you!"
"Please, help me! I'm trapped!"

-- When on the upper floor
"Yes, up here! Quickly!"

I once heard "Please, help me! I'm trapped!" in the courtyard after Perseus had
already been won.


Sequence break: You can skip lower floor dungeon by simply doing a high jump
onto the ladder out of your reach. (no need to get the block)


"Missed Potential: (Uptop) After crossing the beam, head for a platform with a
star, HJ to SoD Leap to get through the wall...sadly the barrier is quite wide
so I don't think we can get around it.." - GMG


"Missed Potential: You can get over the fight trigger for the Priest/Minotaur
battle. I grab the pillar on the right, pull it out a little (and a tad to the
left) then get ontop, IJ (2 charges) to SoD leap. After that get on the left
pillar and HJ up as you noted. Bad news...the area above isn't loaded....sad
shit isn't it?" - GMG


Speed strategy:

For the puzzle with movable pillars, it's possible to complete it quickly in
two ways. First way is to push the nearest pillar on the elevator, lift elevator
as high as possible, then quickly run and jump (using both of the pillars) your
way to the upper level. Another way is to push the nearmost pillar on top of the
elevator, then push the second pillar mid-way the slight ascension signifying
that a pillar would be on top of the elevator. As you lift the elevator, it will
shortly get stuck to the second pillar, and it won't neither rise or descend,
and it can be climbed easily to the top (thanks to GMG for this one).

Video:
1, GMG's demonstration of the last one:
       http://uk.youtube.com/watch?v=rCuZgYHGHxc


"Missed Potential: After the pillar puzzle, I went up the ladder and tried a
HJ to SoD leap for a skip *landing where Satyr Champions should be* but the
block/next area wasn't loaded..." - GMG


Trigger skip/random: swimming here can yield very interesting results...

Video demonstration:
1, Findlestick proudly presents "So many things wrong with this scenario!"
       http://www.youtube.com/watch?v=X8pIOgKcRv8


Other: there's a glitch in which Kratos dies the instant he begins to turn the
crank which is in the Courtyard. Not sure what could cause it.

Video demonstration:
1, starsmember's vid
       http://uk.youtube.com/watch?v=NTSe1KX68gI


-----

<The Edge of Creation>

+ Save point "The Edge of Creation"

+ checkpoint (landing to the other side of three grapple point chasm)

+ checkpoint (after clearing the retracting vines puzzle)


"Speed Strat: (3 grapples) You could go from grapple 1 to 3 or use grapple
canceling to speed up the process (possibly leaping over a creature spawn
trigger)." - GMG


Despite the retracting action of the vines, Kratos will not move or slide while
they move under his feet.


Easter egg: only after killing Perseus (I think). We'll get back to it.

"Easter Egg - It can be done before Perseus if I recall right. It's just harder
then. Shen used it like this for his HJ Speedrun." - GMG

-----

<Perseus>

+ checkpoint (as gameplay resumes after cutscenes)

+ checkpoint (after defeating him and gameplay has resumed)


--- Perseus quotes:
-- while invisible
"I'm right here."
"I'm over here!"
"No, not there, over here!"
"Over here!"
"Wrong! I'm over here now."


"Stage 1 - Typical spells can only hit him when he presents an opening (Ex:
After charge)." - GMG

After you manage to minigame him once, he can no longer turn invisible and
his behaviour changes respectively.


"Stage 2 - He can be PS'd whored in a corner. (lock/strategy) *Dragonpwner*"
- GMG

After you manage to minigame him the second time, he no longer has sword
attacks.


Whenever he is over the sunlit spots of the screen, he can reflect his shield's
light towards Kratos in an attack which stuns him. However, it is relatively
easy to trick your way out of, at least if you're in air. (read more about
tricking at Common Tricks-section)

"Typical air tricking is less about a tap and more about holding the stance
throughout the fall (i-frames until you land).. with Perseus you need to do
a quick air attack before the 'trick' or it fails. Not sure why exactly. That's
just how it is for the Bow/Head. CR has more i-frames so (on the ground) it does
better...but the skilled have the advantage of a free 'trick'."

"He cannot be harmed by weapon attacks as he retreats for a flash to my
knowledge."

"NOTE: Perseus has been seen to do 2 and even 3 flash attempts in succession
when tricking (though most of the time he just tries to attack when you trick)"
- GMG


An attack that hits many times in a short period of time (like CR) can put him
into a fierce stun-block movement in which he can do nothing but back away at
a great speed.

"Stage 3 - Hits (Ex: Wind Shots) will send his ass flying into the wall for a
stun (perhaps a little damage too)." - GMG

After being damaged enough, Perseus will no longer move from the north side of
the area. If you go too far away, he will try to shoot at you, or in some cases
stun.

After you manage to minigame him the third time, the fight is over!


Easter egg: after defeating Perseus, return to Edge of Creation. Then, continue
on pressing R1 at two spots near where you can see a marker on the ground. Then,
continue onward to the area with extending roots, and near the middle three
there's a third and last marker. After pressing R1, you get a buttload of orbs
and a pretty message in the sky.

Videos:
1, deadmanwalkingx3's demonstration:
       http://uk.youtube.com/watch?v=cUcX-SRNeIw

"Easter Egg: Nobody can take credit for this. If you didn't already know, when
I did the 999,999 hit combo, the secret website told us the HD Cheat and how to
get the Easter Egg EXP." - GMG


Other: GMG and Shenminiu report that the game may freeze if you finish the block
puzzle by using the chain to climb up to the upper level.

-----

<next place>

+ checkpoint (reaching the front of Lowlands)

+ checkpoint (passing opened gate)

+ checkpoint (leaving rotating platform area with SoD)
   - other: not sure if the conditions require the statue to have been also
            moved in place


The lowering platform:

After it has lowered down, it will know if Kratos is above it, even if he was in
air. Quite an annoying thing.


Sequence break: You get to the Spear of Destiny area faster by doing a high
jump to the switch which opens the locked gate. No need to sidetrack.
Discoverer: RJWaters2.

Videos:
1, his vid:
       http://uk.youtube.com/watch?v=O_n1b24nLKo


Sequence break: You can skip the pre-Lowlands puzzle (with time slowing
involved) by doing a high/long jump to the next platform. Spear of Destiny will
be skipped this way (not a big deal in BP).

Video demonstration:
1, Kevbew63's video:
         http://uk.youtube.com/watch?v=VdZ2Cw31NIs


Other: the turnable platform can be glitched into whirling by itself by some
random accident. This makes you lose the R1 prompt of the crank, and you can't
control it any longer. However, the fact that you're not occupied by the crank
means that you can turn the Statue of the Fates into angles never before seen.
Useful? Maybe, maybe not.

Video:
1, my vid:
       http://uk.youtube.com/watch?v=zrkdefSSNnE


"Speed Strategy: Just turn the statue (clockwise) once and put it in place. 
That should be good enough." - GMG


"The visual cue where the bridge tilts can be avoided if you leap over it but
this causes a crappy camera view if you were to try to skip ahead." - GMG

-----

<Crossing of the Lowlands>

+ Savepoint "Crossing of the Lowlands"

+ checkpoint (after landing on the other side)

+ checkpoint (after second fight has been won and gameplay resumes)


Other: the second grapple point stays floating in air even after its pillar
is destroyed. You can re-access it, but it's completely useless...

Video demonstration:
1, Findlestick's vid:
       http://www.youtube.com/watch?v=2J9TVVMmM60


Other: assumedly, by managing to hold on to the pillar while falling down will
enable Kratos to avoid death, and... something unexpected happens.

Video demonstration:
1, ermac210's video:
       http://uk.youtube.com/watch?v=5umKaQKYrwk


Many people have complained loading error at the end of Lowlands. It will cause
Kratos to fly straight into gray nothingness, leading to death. If it happens,
try cleaning your disc or PS2.


Sequence break: you can skip both of the fights that follow Lowlands. Discoverer
is Kevbew63 (and slightly GMG).

Video:
1, Kevbew63's vid:
       http://uk.youtube.com/watch?v=7EQjn5tzv14


Speed strategy: if swimming, swim over the tunnel because this way you'll also
skip the pre-fight in-game cutscenes (saving about 10 seconds). (credits to
zxcv017l)

-----

<The Great Chasm>

+ checkpoint (approaching the Save Point >,>)

+ Save point "The Great Chasm"

+ checkpoint (after meeting Icarus-FMV)


Event glitch: you can break out of Icarus struggle by doing the necessary deed
(what deed? read more in the section of break-outs) right after the cutscene
has ran its course. The time window is very small. It is not certain whether
this trick has any use, much of it is yet untested.


Other: you see the lonely save point in the distance? If you get to it using
swimming glitch, you can save. The save point image/text claims that it's one
of the save points at Typhon's Cavern (Fire of Olympus). But in effect it's
just a normal save point, returning you to the Great Chasm if you load the
saved file.


Wasted trick potential: there's a huge, smoking chasm right where Kratos and
Icarus will fall down, even before meeting Icarus, but jumping/swimming there
only yields endless darkness. If you swim near the Icarus meeting spot a bit
before attempting to traverse the hole, the camera angle changes, but nothing
else happens.


Event glitch: Kratos like normal during Icarus

This means, in effect, that when the Icarus fight starts, Kratos will stand
around like normal while Icarus is supine and ready to take in punches. Why this
happens? It's a side-effect of swimming glitch usage in this area for one. I
assume it can also happen because of a loading error, but I'm not certain of it.

While Kratos is loose, he can attack Icarus in any usual way. All magics are
useable, etc. If Kratos grabs Icarus, the normal mini-game begins and the game
can continue. Hits are accumulated and Icarus takes damage, but he can never
die this way (at the very best you can speed up the duel mini-game). Certain
amounts make him skip stages of the mini-game, but too much will lock him up
so that he will never go into any stages, resulting in you getting stuck.

You can stonefreeze Icarus. He will become gray and stop moving, but can't be
shattered. If you now try to duel with him, you get stuck because Kratos can't
hit Icarus any longer and Icarus refuses to enter new stages of the mini-game.
Therefore this is for fun only. Retry afterwards to become un-stuck.

Shooting powered up Wind Shots at him will cause him to move location. I don't
know if it's possible to actually drop Icarus off the fighting platform - for
some reason Kratos will eventually have problems targeting Icarus.

If you wait a few seconds after the start of the fight, you will get Icarus'
Wings at your disposal (unexpected, isn't it?).

Unfortunately you lose swimming glitch automatically here. If you watch closely
to Kratos and Icarus struggling, these small bubbles rise from Kratos... this
means that he is still "swimming". Up to few seconds into the actual falling, he
turns to normal, to our great chagrin.

Oh, just one small thing. If you fail other of the QTE prompts at the start,
the fight may start glitched so that Kratos is nowhere to be found, and the
left analog stick moves the game camera around, nothing else. On further
examining, it turns out Kratos is in First Person, and you retain the swimming
glitch! You can descend the corridor in a calm and controlled manner this way,
but it's unlikely you can actually reach Atlas... I've tried to swimrush towards
Icarus and damage him, but since the camera works in a "Icaro-centric" manner,
actually hitting him becomes a luxury Kratos can't afford. And he can't grab
while swimming either... sucks.

Video:
1, my demonstration:
       http://uk.youtube.com/watch?v=QNoTB_dLjR0
2, Icarus fight shortcut using BH (by me):
       http://www.youtube.com/watch?v=h1MlbvLRbno


--- Icarus quotes:
-- before fight's end
"Wait! Perhaps the sisters have sent you to help me! I realize now..."

(nonetheless, if you stop tapping circle now, Icarus will only fly away, leaving
Kratos to fall into his demise)


Note that using RotT during this mini-game won't help you. (even though it might
seem logical)

-----

<The Face of Atlas>

+ checkpoint (after landing down and cutscene has played out)

+ Save point "The Face of Atlas"

+ checkpoint (before chasm leading to hanging platforms)

+ checkpoint (after landing inside the fleshy cave)

+ checkpoint (at corridor leading to Titan Minotaur 3)
   - other: due to the high lag at this area, lag-related glitches are probable

+ checkpoint (after defeating Titan Minotaur 3)

+ checkpoint (before jumping down to the next area)


Event oddity: if you cyclecancel the very first thing after the cutscene, Kratos
will fly to the balcony from an utterly strange direction (in some cases).


Untested: the blood on the ground at this area has a strange texture to it.
Would it work as water? If yes, you could swim glitch with it.


Sequence break: You can skip a part of the block pushing "puzzle" by doing a
high jump to the next area. Just push the block towards you until you can pass,
then ignore it and do a jump instead.

Videos:
see the next video that comes up.


Sequence break: You can skip Titan Minotaur 3 by doing a high jump to the next
area.

Videos:
1, RJWaters2's demonstration:
       http://uk.youtube.com/watch?v=WOlUScrA4KA


A.I. flaw: For fighting Titan Minotaur 3, you can skip the fight's first phase.
Jump towards the back wall of the arena, then glide back before you hit lava.
TM3 thinks the next phase of the fight already passed, and time is saved.
(discoverer: GMG)

"(TM3 Stage 1 trick) There's slightly more to it then that. After tricking his
AI into Stage 2, he needs to toss at least 2 rocks..I trick the first then leap
over the lava to screw his AI during rock two...returning him to Stage 1 just as
I land a hit (quickly) which just sends him right into the pound that causes the
wall to break away." - GMG

Video:
1, GMG's video showing both this and strategy for the fight:
       http://uk.youtube.com/watch?v=xffGaObLD_c


A.I. flaw: the Titan Minotaur's behaviour to stage 2 and 3 will not change if
you only keep hitting him with ranged (magic?) attacks.

Video demonstration:
1, addaminsain's vid:
       http://www.youtube.com/watch?v=HDfh2iciT58


Speed strategy: on easier modes and/or BP, you can damage kill TM3 right on the
fly, skipping all the phases of the fight.


"Failed Speed Strat: Leaping off and on the wall (Stage 2) to keep the TM at
bay..it has the bad effect of doubling its Stage 3 HP... yeah...figure that shit
out." - GMG

-----

<Inside the Mighty Titan>

+ checkpoint (after viewing an in-game cutscene of the chains, etc.)

+ Save point "Inside the Mighty Titan"

+ checkpoint (passing the large chasm with a grapple point)

+ checkpoint (getting past the Nymph nest room, before next ceiling grapple)

+ checkpoint (inside pendulum room, before reaching pendulum)
   - other: due to the high lag at this area, lag-related glitches are probable

+ checkpoint (landing down after crossing over the newly opened heat vent)

+ checkpoint (after killing all the Legionnaires at the lift)
   - other: infinite red orbs v2 doesn't seem possible


Sequence break: you can skip the over 10 seconds long intro cutscene to this
area by gliding right to the right edge of the central platform and doing a
long jump to the next area (has its own entry below). The worst part is that
you skip a save whilst doing it.


Sequence break: central area skips and skip possibilities
                (credits go to Shenminiu, AKheon and GMG)

It's one of the more complex areas of the game, and as such you have many ways
to finish it.

+ a trigger which activates as you visit the pendulum room area will enable you
  to drop the ceiling stalagmites, allowing easy access to next area
+ a trigger which activates below the pendulum area, accessible from the ceiling
  grapple, will load the next destination

The easiest way to reach the first trigger is through the normal route. However,
all that is really required is for you to get to the ceiling grapple, and that
can be done with Infinite Jumps too. But (for speedrun purposes) if the jump
lasts more time than about 42-45 seconds, time won't be saved.

The easiest way to reach the second trigger is again through the normal route.
But it's faster to simply do a Infinite Jump to the ceiling grapple and visiting
the trigger (at the other end of the grapple wall). This way you will not be
able to just glide to the exit, though, forcing you to make another big jump
sooner or later.

An intriguing conundrum, isn't it? Taking into account the various spots you can
begin the IJ and also the small skips that are scattered to the normal route,
there are really many different solutions... I doubt all have been looked into
yet. Nonetheless, here is my suggestion for the fastest strategy:

1, get to the ceiling, skipping intro cutscene somehow.
2, activate trigger at the other end of the ceiling grapple.
3, descend from the ceiling, then jump to the exit.

This way the normal route is skipped completely, although two big jumps have to
be made. Also, the intro cutscene might not be skippable in worst scenarios.

So, the fastest verified route as of now is basically using the normal route
with all its skips, along with skipping the end ceiling grapple (see below for
more details).


If you attempt to jump on top of the lava rock too early, you'll fall right
through it! After setting the first lava rock in motion, a new rock will come
periodically out once the previous one is gone down the endless chasm.


Sequence break: You can skip the lava rock puzzle by doing a long jump to
grapple point. Discoverer: ManeshM84.

Video demonstration:
1, ManeshM84's video:
        http://uk.youtube.com/watch?v=HJhT1JzKbqA


Sequence break: you can skip the room with a breakable boulder in front of you
by doing a high jump up the next cliff.

However, the fastest easy BP strategy for this room is actually breaking the
stone. Do an Icarus Ascension in front of the stone, then wait for the move to
end and for Kratos to fall down ever so slightly. Then 'break-out', which means
that you must switch away from sub-weapon so that Kratos can jump in mid-air.
Then, do the jump and glide to the other side of the room using the hot air
lift you caught before moving onward.

Video demonstration:
1, first part of this vid:
       http://www.youtube.com/watch?v=NoSJq22V944


"Speed Strat: (Hades Nymph room) You can break one of the nests to reveal a
place you can jump on to get the platform by it. *skipping a little of the
climbing*" - GMG

For the same room it's also possible to just do a high jump at the last boulder
and grab its ledge, skipping all the climbing.


Other: the Hades Nymph room has a very obvious enemy unexisting limit. Messing
around with it too much may cause the nests of the area to "break", so that no
more Nymphs spawn from them even though they have not been shattered.

Video demonstration:
1, Findle's vid:
       http://www.youtube.com/watch?v=OXdmfbLLiL0


Sequence break: It's possible to do a high jump (with two MotKs and Wings
gliding afterwards) from the Prometheus urn room to the other room with the
exit. I believe it saves time a bit. Especially if you shoot the boulder away
with TB shots - easy to do and neat.

Video demonstration:
see the second part of the previous vid I linked to


Sequence break: if you are coming from the direction of the pendulum room,
you can skip the remaining ceiling grapple in two ways.

1, do a long jump (using glide) to your left to reach the central area again.
   Then do a lift-up and break ceiling stalagmites using Poseidon's Rage.
    - remains BP only until a NP way for dropping stalagmites is found)
2, do a looooong jump (using glide and PR cancelling long jump) to your right
   to reach the next destination just like that. However, due to lag the jump
   is a pain to perform. In a speedrun it could save up to 15 seconds.
    - this isn't worth it on NP because of the lack of PR long jump capability

Video demonstration:
see the third and fourth part of the previous vid I linked to


If you skipped the lava rock puzzle, whilst returning, the things that held
the rock fast are still there, but with the rock gone!


Try ramming into the glowing, heated air emitting globe while you're at it.
It's pretty fun.


Wasted sequence break: trying to skip lifting the Atlas lift takes more work
than it's worth, considering that you are actually stuck in a pit with invisible
walls surrounding you! If there were no walls, you could easily flee, but like
this... not so.

Actual sequence break: afterwards it was found out that by doing PR cancelling
long jump from the platform before Atlas Lift, it was possible to skip the whole
thing. The long jump must be faster than 36 seconds or it won't save time in a
speedrun, though...

-----

<Ascension of Atlas>

+ Save point "Ascension of Atlas"

+ checkpoint (after beginning next wall climb)

+ checkpoint (after getting past grapple points, before two blocks-puzzle)

+ checkpoint (after passing puzzle, before starting next wallclimb)

+ checkpoint (after breaking Atlas' chains FMV)

+ checkpoint (after acquiring Atlas' Quake)


Other: you can activate one of the three grapple points from the platform over
it. This has no real use, it just throws you a bit backwards in the level.

Video demonstration:
1, findlestick's vid
       http://www.youtube.com/watch?v=CBst59rYq5w


Sequence break: You can skip the small platforming thingy involving two pushable
rocks by doing a high jump to the next area.


Sequence break: Another way is to do infinite jump through the cliff itself,
so that you reach one of the higher grapple walls. It's just a shame doing this
is no faster than going by normally (at least according to discoverer,
Shenminiu), only a lot harder.

"Sequence Break: (Shen's skip of half the walls) I don't see why it wouldn't be
slightly faster. When I do it via an Icarus Ascension off the chest *towards the
rightside wall* to MotK to Icarus Lift to MotK to glide *landing on the wall* it
looks plenty fast. Perhaps with JUST IJs (in excess) it would be just as slow.."
- GMG

According to my calculations, anything faster than 30ish seconds will win you
time in a speedrun.

Video demonstration:
1, Shenminiu's vid:
       http://uk.youtube.com/watch?v=qUwn2moL7q8


"I came across some strange glitches during my run, one was a glitch at Atlas'
arm. At the part where you climb up and down while the large boulders are
constantly falling...at that part where you slide down and a few boulders fall
at the same time. If you time that slide at a certain correct time (very
difficult to do), the game transports Kratos to suddenly standing on top of
Atlas' hand (!???) and while you are up there you get a different angle of
seeing the boulders fall. (and you see where they just appear from thin air)."
- Findlestick


Speed strategy: The rocks don't kill you, only cause damage. If you're feeling
particularly impatient, just rush through them. On higher difficulties not too
advisable because of the amount of damage taken.


"Missed Potential: (chain break) I used about 9 IJ charges to get to an
invisible platform above the chain. From there I got as high as 13 IJs but I
just wasn't getting anywhere. I'd hoped they had foolishly moved us through a
trigger in a cutscene that I could try to trip by going up the hole itself...
very sad." - GMG

Just to note, I did this myself not too long time ago, but went WAY higher
than that. Almost all light became extinguished eventually but nothing happened.


Missed swimming glitch potential: the red, splashy substance near the chains
does not count as water.

-----

<Atlas' fingers>

Untested: could a break-out be possible? It has the same principle as Icarus'
cutscene, so at least theoretically... however, it might be that you'd just fall
to your death instantly.


Each failure causes damage, but if you have full life bar, you won't die even if
you fail 'em all.


"Missed Potential: (AQ trial) A last ditch situation where we really want to
keep Regenerating Magic but it just isn't possible. You can get off his hand all
around but nothing sneaky is possible to get out of this one. Only killing every
foe with let us progress and nothing done during/after that can change the
outcome of the cutscene that follows..." - GMG


If you have regen magic, you will inevitably lose it here, after showing off
your Atlas Quake skills.

-----

<The Great Chasm>

+ checkpoint (after gameplay resumes)
   - other: strange flicker whenever retrying

+ Save point "The Great Chasm"

+ checkpoint (landing on the yard of the Palace)

+ checkpoint (after fight has ended)

+ checkpoint (after having entered the rotating spike-floored room)

+ checkpoint (as the door to next area opens)


Wasted sequence break potential: if you try to IJ your way to the rotating room
as the first thing you do, you'll only end up in a semi-loaded version in
which nothing interesting ever happens. It seems the loading trigger for that
room activates only as soon as you've managed to turn the wheel on the ground
past a certain length (only possible after beast lord fight, it seems).


Strategy: for the beast lords, first stun them with quick Typhon's Bane bolt
(or other quick attacks that reach them. Addaminsain additionally suggests AB
hits, maxed CR or BH soul flicks.) Then, lure them to the roadway and knock
them over the side one by one, either by Orion's Harpooning them or knocking
them away while they're in air (e.g. with Hammer's square air attack). Credits
go to GMG and a small bit to Addaminsain.

Video demonstration:
1, Addaminsain's vid
       http://uk.youtube.com/watch?v=F1oM2yS1q-4


Wasted trick potential: there's an invisible wall over the doorway which leads
you to the spike-floored chamber all the way until the cutscene activates in
which the floor rises to form a path. So you can't jump through the seemingly
open doorway the first instant there's a gap!


"Speed Strategy: When you roll into the Spike Chamber, it is possible to stand
right next to the lever and get an early pull in." - GMG


Other: the chamber activation switch can be re-pulled again and again. After
each pull, there's a few frame time window in which you can get Kratos to do
another pull, in which case the switch re-appears. Nothing interesting seems
to happen, but just to mention.


"Strategy: (Spike Room) Might I suggest FIGHT and FLIGHT?" - GMG

Video:
1, a more thorough demonstration from GMG
       http://uk.youtube.com/watch?v=BoI4oCnGKis


Sequence break: it's possible to breach this room's ceiling and fly to your
next destination instantly using IJ. Unfortunately doing it takes quite a bit
of time because the walls are high. About 35 seconds at least. But it IS faster
than normal, thanks to the fact that it takes 1 min. 45 seconds for the normal
sequence to go through its motions.

Video demonstration:
1, my vid
       http://www.youtube.com/watch?v=myL5aGB4tMs


Sequence break: By doing an Infinite Jump with multiple charges at the chest
behind which there's a fight going on, you end up a floor above right next
to a save point. This is a place you wouldn't come until later to the game,
but... oh well. It is still useful, because you skip a very long cutscene in
which Kratos does nothing but stand around.

Even without the multiple charges you can jump over the wall and reach the fight
behind the wall. It's only a graphical effect. From here you can reach the upper
floor like you'd do with a more controlled infinite jump anyway, just a bit
slower. (discoverer of this jump: GMG)

Note: it's arguable whether it's faster to do the multiple-charge IJ or just a
quick jump, then running to the save point. Also, to mix things up, Findle has
created an own variation of it as well.

Video:
1, Findle's vid (see first part):
       http://www.youtube.com/watch?v=Qf92MG3sIVE

-----

<Auditorium of Lahkesis>

+ checkpoint (after entering and the in-game scene has played out)


Wasted sequence break potential: many attempts have been made to skip the Ram
and Warrior doors of this area, but their innards are not loaded 'til you have
unlocked them with their respective keys.

It's possible to reach the outside balcony leading to Last Spartan and co. using
high jump, but its innard can't be loaded until after the Phoenix FMV.

Below the ground there IS a small stretch of graphics signifying a future
elevator, but it doesn't seem like you could pre-maturely access the Phoenix
chamber or anything like that.


Sequence break: You can skip the flame spot by doing a high jump from nearby,
and gliding inside the wall past the flames. Discoverer: GMG.

There exists another version too, which is featured in my vid. Maybe faster.

News! Now there exists the ultimate version, which is simply this: do a high
jump towards the left wall on the balcony where there's the fates statue. After
reaching the high point of your jump, steer right. You will PASS straight
through the wall completely safely. Hint: don't do it from the corner. Rather
towards the center of the wall's length.

Video:
1, GMG's vid:
       http://uk.youtube.com/watch?v=_sdGURCnEVI
2, my vid:
       http://uk.youtube.com/watch?v=xw5Kos-3wtI
3, the newest, fastest skip known:
       http://uk.youtube.com/watch?v=7f9LtE5ZbEc

Findlestick created a slightly modified version of the jump, in which you do not
aim for the doorway but straight to the deeper areas of the corridor. It saves
some seconds, but also skips a savepoint.

Video demonstration:
1, Findle's vid (see parts #2 and #3):
       http://www.youtube.com/watch?v=Qf92MG3sIVE
       
-----

<The East Auditorium>

+ checkpoint (after entering the corridor leading to save point)

+ Save point "The East Auditorium"

+ checkpoint (after passing the vent puzzle)

+ checkpoint (at the Translator)
   - other: two different versions of this checkpoint exist. One with the
     block, one without it.

+ checkpoint (once Translator has been terminated)

+ checkpoint (almost at the central yard, whilst returning)


Other: if you do an IJ over the wall before the corridor with the save point,
aiming towards the save point, you will reach a small area behind it. It is
nothing but a small box with immensely high walls... a place you don't want to
get to.


Speed strategy: Findle has proposed that clearing the vent lift gate using
several MotK charges (after pulling the switch that lowers the gate) is faster
(even if just little) than doing it the normal way.

Video demonstration:
1, see part #4 of the video I previously linked.


"Missed Potential: I used an Icarus Ascension to MotK to HJ to grab an invisible
ledge above the EXIT (used later) and got behind the Ram Door (needs key) then
used 5x IJ charges to be high enough for a glide over. When I got to the
button..no Translator...not until I went just barely into the block room." - GMG

I tried this out myself. I thought it was really neat how the Translator's
safety button was up while the gate was down. I stepped on the button with
Kratos and imprisoned myself in the room for an eternity. >,> But it's true,
Translator was absent...

Video demonstration:
1, Findle's vid:
       http://www.youtube.com/watch?v=m5kWm7oWm48


Sequence break: you can skip the large Zeus door before the block room by doing
several charge IJ and grabbing a ledge on its top. Doing this will skip having
to kill the enemies, having to open the door and watching a short in-game
cutscene. It's probably slightly faster to do this jump than not do it.


Swimming glitch control: the ornamental waterfalls and water texture beneath
them do not function as water.


Random: there are two ways Kratos can read the book in the middle of the room.
One is longer which ends with the message "the book is written in a language
you can't read". The second one you get after having been to Translator's room
and returning - in it Kratos just glances the book and there is no message.


--- Translator Quotes:
-- Lifting up
"Leave me be!"
"It was foretold XXX but I never believed it was true... Please, please don't
 make me read the words!"
"I know this is what you've asked of XXX consult the sisters .... but is there
 no other way?"
"I do not want to die!"
-- After getting banged up (I suppose)
"Do not let me die!"

-- at last room
"I cannot read the words while they attack!"

-- afterwards
"I... I have forgotten the words!"


Sound glitch: Not sure why, but in some games the Translator will say two
soundclips at once when you carry him out of the room. It is, in fact, the
reason I haven't deciphered the comments and written them down in their complete
form! GMG suggests it also happens if you throw Translator over the first fight
trigger.


Other: If you break out of carrying Translator while crossing the limit into
the first phase of the battle, Kratos can target him (unlike normally)! He is
not considered an enemy, though, and won't get damage. Looks amusing.

Video demonstration:
1, Findle's vid:
              http://www.youtube.com/watch?v=bAFCNCpUNdE


If you leave the Translator fight back to the vent puzzle hallway, enough as to
make the battle music and Translator's life bar disappear, returning won't make
Translator's health bar come back. Regardless, Translator dies per usual.


Strategy for waves 1 and 2: use the wall in Translator's room to shelter Kratos
(and Translator). Or hide Translator behind the cube.

Speed strategy for waves 1 and 2: just ran past 'em holding Translator. (credits
to Shenminiu)


Translator takes collision damage. You can even collision damage him to death
by yourself, with no aid from enemies: do the Icarus Ascension and pick him up
the last moment before Kratos lifts up. (tricky timing)


"Other: The damage dealt to the Translator by US is not that of collisions or
just 1 (GK TM settings) would instant kill him. It takes 10. He has 100HP
(approx) as he can take a knockback collision but a full collision destroys him
(again GK TM)." - GMG

The armor% of the Translator is the same Kratos has. Therefore...

"Other: Rage not only weakens collisions (divide by 3.85) but increases our
Armor% thus doubly protecting the Translator." - GMG


In the third room, the Translator automatically leaves your grasp and runs to
the book pedestal. He can't be re-lifted ever again!

If you break out of lifting him right at the border to the third room, and then
roll, Translator will actually follow Kratos some way and may get stuck to a
weird spot during the fight. Unfortunately, trying to roll outside the battle
barrier will only end in tears since the Translator is too slow to get past it
before it is whole.

Video demonstration:
1, see the one I linked to above


Wasted potential: it's impossible to do an "early translating" (using R1 during
the fight end cutscene) because time is frozen and R1 prompts are not allowed.


Other: in a random occurence, Findlestick got one enemy to remain after the
fight had ended. It repeatedly hindered Findle's attempts at making Translator
read the book, among other things...

Video demonstration:
1, Findle's vid
       http://www.youtube.com/watch?v=9ftBT0P0H8g

-----

<spiked-trap hallway>

+ checkpoint (past Ram door, nearing the first set of spikes)

+ checkpoint (after winning the trap and gameplay has resumed)


Wasted sequence break potential: it's possible to get to the other end of the
spike-trap hallway super quick by (after having the area load by unlocking the
Ram door) doing an IJ through the balcony door (yes, the door you're supposed
to open only later) and gliding over the first part of the spike trap (you'll
take damage but Kratos can jump again after having touched its top). However,
the next area isn't loaded until you've activated/ended the actual trap. Yes, it
seems that stupidity is the only option...

To make things even more annoying, you can't start killing your enemies until
the introduction cutscene ends. The time is frozen and none of the enemies get
even scathed by any ongoing attacks.


One of my failed attempts had the anticlimatical outcome of Kratos clipping
through the lower crusher from its corner, standing still like normal, while
the text "You are dead" appeared. It may've happened because I was jumping at
the time.


The second spike-wall has a ledge to it in the upper area, but it's extremely
difficult to grab. Especially (?) while it's moving.

-----

<The Garden of the Gods>

+ checkpoint (at the corner before Garden)

+ checkpoint (leaving Garden of the Gods)


In the corridor behind the red orb chest, something moves around the corner
very quickly.

"I believe the figure we saw rushing ahead to be the Last Spartan." - GMG


--- Athena statue quotes:
"Kratos... you know not what you do.
There are things far more important than your revenge.
Zeus did what he must to protect Olympus.
Gaia speaks nothing but half-truths and falsehoods.
The Titans are not to be trusted.
In you, Zeus feared the destruction of all he stands for."


You can destroy Athena statue, but I personally think that's a rather rude thing
to do.


Speed strategy: while walking along the wall ledge, do double jumps and glide
using your wings. Speed increases.


"Missed Potential: I'm able to use the area (with 2 EXP chests) as a place to
launch over the wall and fly towards the sacrifice area but nothing else is
loaded." - GMG

-----

<Sacrifice to the Fates>

+ Save point "Sacrifice to the Fates"

+ checkpoint (before jumping down)

+ checkpoint (as door to next area is half-way open)


"Missed Potential: This area unloads the area above and my guess is that once
the fighting begins, the area BEHIND the door starts loading. I'd have to
imagine the area above is false. As Shen and I tried many times to get up
there..even through the floor but we always got held down." - GMG

Or so it was thought. However...

Sequence break: you can skip Sacrifice to the Fates by doing an Infinite Jump
to the upper balcony. You get straight to second Translator, skipping the
sacrifice itself, then the bloody pool swim, then Ice Room puzzle, then the
Nymph puzzle, then the Cerberi fight ahead (and some additional climbing).
(discoverer: AK)

Videos:
1, AK's demonstration
       http://uk.youtube.com/watch?v=m1YoZHYlRI0


Mystery: swimming glitch here

I've tried it for a while, and still haven't succeeded. I'll impart my info
to whoever wishes to try this challenge in the future:

First of all, it's possible to keep both the upper and lower level of this place
loaded at the same time. It's mandatory, actually; otherwise you couldn't high
jump over the wall without the water disappearing. The easiest time to try it
is after dealing with Siren Sacrifice the normal way: a checkpoint activates and
you can start again from a very neat location, with the lower level loaded as
well. (if you approach the place from the second translator's corridor, it is
not loaded until you activate the trigger which is at the lower level doorway,
and you might not get a checkpoint for your troubles either.)

Secondly, the lowest possible wall you can go over in the area is at the right-
hand side of the large, open area outside the pool room. Even that is not very
low, requiring a decent infinite jump to cross. An alternative is to go over
the balcony wall (to the entrance to the second Translator), and from there go
over the right-hand wall. There's nothing wrong with it, other than it's a bit
slower and the camera angles are different (but that may be a good thing). I
tried going over the left-hand side wall of the sacrifice room once, but the
wall is as high as in front of the balcony (meaning: it is slower than
right-hand), and in addition the underwater corridor had an atrocious camera
angle which made it difficult to see where I was heading at all. But then again,
the camera is pretty bad in all of the alternatives...

Collision around the rooms is another of your future problems. Remember the
flame throwers? The flame still 'exists' inside the side walls, meaning that
Kratos gets hurt and will clumsily fall down uncontrollable distances if you
are not careful. Also, right in front of the pool is the gate which lowered
down after Siren Sacrifice (which is a shame, because I thought that going
towards the pool directly from the front yielded a clear camera angle). This
wall can be bypassed by going under it, but it's extra trouble for you.

(Note: if you never finished Siren Sacrifice, the door remains closed and is
not in the way.)

It's easy to become enclosed in the underwater corridor because it has some
unnecessary protective collision around it. If you do, your chances are not
looking good. The wall all around is naturally such that you can't penetrate
doing MotK charges, so unless a real breach is found from the whole underwater
blood area (not sure how likely this option is) this area won't help you get
swimmingness. To note, I tried breaching the Ice Room pool's floor using IJ
charges, but that one is impassable too.

So, where Kratos is supposed to get to even acquire swimmingness? The correct
area is alarmingly small and hindered by poor camera. Basically, Kratos must
reach the edges of the pool outside underwater corridor and inside the floor.
Precise work, to say the least. During my tests, there were times I got really
close: I even got the camera to work in my favor as I was nearing the puddle
inside the ceiling (note: based on what I saw, I would estimate the pool room
floor can be breached). Unfortunately surprise mistakes cost me those attempts,
and now, it's up to you to lead us into the light... go now, child, you are
the last hope *cough cough* ... just leave me and run! *cough*

News: Findlestick proved it was possible to do swimmingness in the way I
elaborated above. However, a 100x times easier way was found by him too! It is
listed at Ice Room section.

-----

<Ice room puzzle and more>

+ checkpoint (after introduction scene is over)

+ checkpoint (after introduction to nymph room is over)

+ checkpoint (closing in on the cerberi fight)


Enjoy the effects this room has. The pedestal leaves an icy trail, the ice
itself turns to powder when it is attacked...


Sequence break: Instead of climbing to the ceiling, you can drop the correct
ice down by doing a Cronos' Rage under it. Also, you will in fact cancel out
of the introductory ice room cutscene if you do this the exact same time the
cutscene would play out, saving even more time. (credits to Shenminiu)


It is possible to break out of the R1-prompt the frozen door has, but it seems
pointless.


It seems relatively easy to accidentally break out of the last crank turning.
It has happened to me twice now... Here's the deal: after the ice in the center
melts, the last crank continues to turn by itself endlessly. Looks fun, but is
pointless. Every once in a while you see the reflecting beam hit the center
again and the effect of thawing plays anew, as the mirror continuously breaks
and comes together again. Cyclic...


It's possible to start turning the giant bird while the flames are still being
thrown. This causes the camera angle to stay better while turning, that's all.


You CAN kill enemies with flamethrower, but it takes 3 hits.


"(Orb Fountain version 3) Bring a Minotaur to the end of the hallway just before
the Hades Nymph nests. Standard procedure." - GMG


"Speed Strat: (Hades Nymph area) Use a liftup to meet the grapple a bit early"
- GMG

It's possible to consistently interrupt the Nymphs from attacking you. Useful
for both turning the wheel and riding up to the next area - makes passage
possible without destroying any of the Nymph's nests. Another tip: if you get
hit, you can R1 the grapple instantly afterwards again...


Swimming glitch: Ice Room swimmingness

Findlestick pointed out this very useful method of doing swimming glitch in
this area: after clearing Ice Room, and on the way to the Cerberi fight, do
Infinite Jump over the corridor next to you. You will end up back in the Ice
Room, but with the swimming dungeon unloaded. You can but jump in the water,
then swim out through unloaded nothingness back to the normal level!

Video demonstration:
1, Findle's vid:
       http://www.youtube.com/watch?v=PHkHaeGpu5c

(note: Findle has an exclusive series of videos dealing with swimmingness at
Palace of the Fates. Some of them are found from related videos...)


Sequence break: you can skip the Cerberi fight in a couple of ways. One, do a
MotK high jump over the battle boundary. Two, do a MotK high jump over the fight
trigger. This method is quicker because it allows you to skip the pre-fight
cutscene too (saves a few seconds).

-----

<The West Auditorium>

+ Save point "The West Auditorium"

+ checkpoint (reaching Statue of Time)

+ checkpoint (almost at the vent puzzle)

+ checkpoint (approaching the elevator that leads you back to the central area)

+ checkpoint (after landing to the central area)


There's a small warp effect where you move the Time Statue. By jumping through
some hoops and returning, the Gift of Life-chest will be there... (read a chest
guide on it, will ya?)

The chest will disappear once Translator falls to his death, but can be restored
by just using the time warp again. If you do as little as scathe it with R1
before it is gone, it instead won't disappear and stays like normal.

GMG said that you CAN get the chest to appear even after Translator has been
killed in the unfortunate translating accident that is to come. The key is in
a certain amount of time that is reset each time you use the time warp and which
can be stretched out using the statue, not the Translator himself.


Speed strategy: you can do an "early gate opening" by pulling the switch before
the Translator dies the first time (during his introductory cutscene).


Sequence break: by doing an infinite jump with several charges over the corridor
wall, you reach Translator's room over the ceiling, and can catch him without
having to resort to using the time statue at all. (discoverer: zxcv017l)

Note: there nowadays exists a faster location over which you can jump to him.
Firstly, the wall to the right of the gate is not as high, and can be crossed
over quickly. Secondly, the gate itself can be grabbed from its top, making
passage even faster! (discoverer of the latter: findlestick)

Video:
1, zxcv0171's (slightly outdated) vid
       http://uk.youtube.com/watch?v=UnNriqYI_u8


--- Translator quotes:
-- When picking him up
"You'll doom us all! Can't you see that?"
"You are making a mistake!"
"Release me at once!"
"Get your hands off me!"

-- Falling down
"Aaaagh..."


"Speed Strat: (pre-Translator) Kick the statue into place and pull the lever as
the visual cue is going. Push/Pull the statue the rest of the way into place, go
through the mirror and use the Amulet then catch that prick." - GMG


If you cancel out of a move while picking up Translator, the Translator will
get stuck in air. The game considers him re-pickable, though, so you don't have
to start over. He will also glitch hang in air if you collision damage him while
picking him up.

If you checkpoint and retry while the Translator is glitch hanging, he will be
found standing idle and without any A.I. impulses when you return to him.

Video demonstration:
1, my vid (see the second half)
       http://www.youtube.com/watch?v=cXO-VqXzT5g


You can throw the Translator off the cliff yourself, if you like.


After finishing the puzzle, the time warp will not bring back the Translator.


Wasted speed potential: seems like before the vent puzzle there's a ceiling
which prevents you from bypassing the in-game cutscene trigger. Not only that,
but the trigger for the cutscene extends around to the wheel, so even coming
from outside the wall can't help on this matter.


Sequence break: at the vent puzzle, it saves time to first high jump to the
switch, pull it, and only then return down to turn the crank.

Video:
1, RJWaters' vid
       http://uk.youtube.com/watch?v=02w8leP9XGM

Also, it is possible to altogether skip touching the vents by just doing a big
jump right to the small pedestal where there's the chest. It can be up to 6
seconds quicker than doing the vent puzzle at all.

Video demonstration:
1, my vid
       http://www.youtube.com/watch?v=qg8Hqs3fIq4


Wasted sequence break: you can go over the wall, skipping the elevator ride,
but the courtyard isn't loaded until you've actually lowered the elevator down
a certain way.


Sequence break: after you've descended from the elevator, a cyclops fight
awaits thee. You can skip it by doing a high jump to the ledge to your right,
and jumping over the fight trigger.


Strategy: during the cyclops fight, you can lure them to their deaths from
the flame spout platform. Just provoke them to attack and you're set.

Video:
1, GMG's demonstration:
       http://uk.youtube.com/watch?v=EqA1JELeVxE

-----

<Entrance to the underground>

+ Save point "Entrance to the Underground"

+ checkpoint (approaching the lava pit with a rope over it)

+ checkpoint (after you win the fight with archers and gorgons)
   - note: infinite orbs v2 is possible here

+ checkpoint (at the rotating pillars)

+ checkpoint (getting to the other side of the pillar flight)


Sequence break: you can skip riding the spike-ceiling elevator by doing a high
jump from on top of the chest. You exit boundaries, and from there it's easy to
glide inside the elevator shaft and descend. Make sure to hit the loading
trigger for the next area (e.g. not go too far out of your way) or else there
awaits nothing behind the gate. (discoverer: ManeshM84)

Video:
1, Manesh's vid
       http://uk.youtube.com/watch?v=6vP_R3oKtqk


Event oddities: spike-ceiling elevator

- the spikes in the ceiling will only start to hurt Kratos once they are low
  enough. (they can be infinite jumped through before it)
- you will not get a game over if the spikes catch the elevator while Kratos
  is NOT inside.

Video demonstration:
1, Findle's vid
       http://www.youtube.com/watch?v=_SVeLbwl5eM


Strategy: for damaging your enemies more quickly at the spiked-ceilinged
elevator you can always launch them to the spikes above. (ManeshM84)


Sequence break: you avoid fighting archers and gorgons by keeping RotT on during
the climbing sections. Arrows won't make you drop.

"Speed Strat: You could of course just kill the Archers then get on the wall so
you don't need to worry about a FREAKISH flurry of arrows (SRSLY..they go
batshit when you start using the wall... that shit ain't normal)" - GMG


Other: infinite red orbs v2

The fight with archers and gorgons is a spot to where to get infinite red orbs.
This is because a checkpoint activates right after the fight, and a glitch
allows petrified creatures transcend the checkpoint boundary... as well as their
orbs. Crush the last enemy you got, then retry, then crush it again, then retry.
And so on, until you've got enough. I heard about this glitch from somewhere
(may have been a Youtube-video?) but I can't remember where. If anyone knows,
tell me.

Just a strange observation: I once did this with two gorgons stonefrozen at the
end of the fight. After smashing them and retrying, things seemed to go like
usual, though with only one gorgon returning, but I soon found out that I didn't
actually keep the orbs over retrying (unlike in regular infinite orbs). So it
failed that time.

Another oddity: after knocking the Gorgon into the lava pit, she never re-
spawned over checkpoint retry again.

New oddity by n3obuddha: repeated long-term checkpoint restoration caused the
gorgon to shrink in size noticeably and also change position.

Video demonstration:
1, my vid
       http://uk.youtube.com/watch?v=6SqY5Ri-sow
2, glitch-within-a-glitch by n3obuddha
       http://www.youtube.com/watch?v=6eZmJ4UfcUY


"Sequence Break: (by the Archers/Gorgons/Sentry) You can IJ (3-4 charges) over
the wall then glide to point just before the vent/hidden room.

NOTE: Ascension to MotK (sub-swap to BH) to Icarus Lift to Motk (sub-swap to BH)
to Icarus Wing glide worked just as well (faster). Having the wings helps for
such things." - GMG


Gift of magic: after clearing the climbing bit, shoot the wall behind hot air
vent (on the way to the next section). There's a strange marking on the wall,
and the wall can be targeted - it's easy to notice. After the wall has broken,
enter the hole in the wall to claim the secret chest.

Another secret awaits right next to the chest. Smash the wall to the right of
it to find a switch which will take away the rotating pillar spikes, making your
life a lot easier.

-----

<The Phoenix Chamber>

+ Save point "The Phoenix Chamber"

+ checkpoint (entering the spike-floored room)

+ checkpoint (getting past the spike-floored room)

+ checkpoint (at the enttrance of flame trap room)

+ checkpoint (after passing flame trap room)

+ checkpoint (after seeing FMV of Phoenix)
       other: you need to be in front of the switch for it to activate

+ checkpoint (about halfway up the stairs)


Other: Addaminsain has in the past issued a complaint about floating Cursed
Romains in the area.

Video:
1, Insain's vid
       http://uk.youtube.com/watch?v=d_OaYk6KEQo


"Strat: Break the wall with a fate statue behind it as the spikes are up for an
instant kill of the 2 Hades Legionnaires." - GMG


Sequence break: you can skip the whole area by doing a high jump to the stairs
which will lead you out. (discoverer: Shenminiu)

Video:
see the next one that comes along


Speed strategy: at the flame trap room, you can speed up your progress a lot
by having RotT on (especially viable on BP and urns). No need to worry about
enemies.


Graphical (?) flaw: if you return to flame trap room after having solved it,
the statue you pushed around may have the flame effect stuck on it.


Interesting stuff control: the platform of the Ash urn is enclosed by small
walls from each direction, ensuring that you can't move it to strange places.


Event break-out: by pulling the switch of the Phoenix ash machine right as the
fight ends (you can pull it even if it is just rising up from the ground), K.
is able to move freely while the ashes are being dropped, giving leeway to
a few sorts of shenanigans. (thanks to Findlestick)

+ leaving the area to the west or south causes the FMV to never to show up, and
re-operating the machine gives you the usual special camera angle and even sound
effects, but the urn graphic is missing (and nothing happens afterwards).

+ hanging on a nearby ledge causes nothing too interesting to happen, mainly
that you can escape the following cutscene by just climbing up.

+ Findlestick got a strange result while trying to escape to upper levels. The
FMV kicked in right before areas transitioned, and after FMV had ended, all his
stats were empty (0 orbs, no weapons/magic, etc.) and the game crashed in a
moment.

Video demonstration:
1, Findle's vid. See first part:
       http://www.youtube.com/watch?v=SpOqyJFj3WU


Other: only the vents on the right side of the area are real.

----

<Releasing the Phoenix>

+ Save point "Releasing the Phoenix)

+ checkpoint (after blowing the horn)

+ checkpoint (approaching the wheel)


Touching Phoenix's lava pillar will hurt Kratos. Strangely, if enemies touch
the pillar, they instantly die. (thanks to Findlestick)

Video demonstration:
1, Findle's vid:
       http://www.youtube.com/watch?v=cCvuL0F1zkY


Sequence break: you can skip the Boreas door by either jumping over a wall (it
was mentioned earlier in this guide: do a high jump from on top of the chest
behind where there was a fight going on) or doing a high jump from the yard
straight to the balcony in which there is the horn you must blow.

Video demonstration:
1, Shenminiu's speedrun segment which uses this skip:
       http://uk.youtube.com/watch?v=GsNfESa6n7g


Other: block fun

The transportable pillar/block of the balcony puzzle room can be accessed
without turning the switch which would close the door leading to exit! This
means that you can take the block to strange places outside the intended area.
Do a high jump to the grapple wall where it is at its lowest and you're set.

By pushing the block off a chasm you will substantialize the invisible wall
which kills Kratos instantly. Looks silly, I guess...

Strangely, you can't lower the vent at the yard by putting the pillar on top of
it. It effectively has no weight.

If you try to move the block too far (towards doors leading to other areas, for
example), it will utterly disappear from the level.

I attempted to shove a block into a doorway to see if it would prevent the door
from closing. The only door I could get to without the block disappearing was
the doorway leading to the balcony puzzle room - the very same we just came
from. Unfortunately this scheme didn't work: the door closes in so that the
block gets stuck halfway, and Kratos effectively pushes it through the door, if
at all, unable to really move other than sideways, then the block just falls
into nothingness.

Strangely, while accessing the yard while it was unloaded (see a section below
for more info) after leaving the pillar to the middle of the yard, the 'vent'
effect was seen active but it didn't actually work. Then I pressed the vent
button down to see what would happen, and the moving floor moved my pillar...
and as I got back to it, it had turned facing a diagonal direction and it was
invisible! Useless, I guess.

The block disappears before Kraken fight if you leave it to the yard.


Sequence break: in the next puzzle, you'd have to climb to the roof, cut a
chain, push a block, etc. It all can mostly be skipped by doing an infinite
jump with multiple charges to the closed door platform (for example: IJ with
two charges, then IJ and jump + MotK, then glide to it). From there you can
do a high jump and cut the chain at the roof with normal attacks.

However, GMG warns that if you don't operate the elevator switch twice, the
area beyond it won't load properly.

Video demo:
see the previous video I linked to


Sequence break: you can skip rotating the wheel by doing a high jump to a ledge
near the ceiling (try the right-hand wall) and gliding inside the room with the
rotating walls.

Video:
see the previous video I linked to


Wasted sequence break potential: Early Phoenix

Using a high jump to escape from the crank room, people have been able to extend
the bridge out towards the Phoenix, but the platform Phoenix is on is not solid,
and as such the circle minigame can't be activated. Darn! During this time the
arena has been cropped off like it is in the Kraken fight. You can also fight
invisible tentacles Kraken has.

Another alternative: if you don't pull the switch at the lower floor twice,
after having escaped things look different both here and outside. The sky is not
black, for one. In effect the world is still the same it was before you entered
this area. Rotating the wheel which raises the outside pillars only operates the
left pillar for some reason. Last Spartan is unloaded, and can't be reached...
(credits to these testings goes to RJWaters2)

I tested it some more, and found out it's possible to turn the upper floor wheel
twice: once when it's invisible, once when it's visible. Interestingly, the
bridge mechanism began to work only after turning the wheel when it was visible.

The main reason why we can't skip the whole place is the fact that Phoenix is
too far away in the emptiness, and our grabs can't reach him, and you can't
activate circle mini-games with air grabs. A theoretical solution to this
problem is found in the small block/pillar you could've got to the yard by doing
things in the wrong order (read an above section for more info). Basically, you
can get the pillar to the apex of the invisible Kraken head without it falling
down. It isn't enough yet, though. Unlike in most chasms, the invisible death
floor is way far below, so you can't just kick the pillar under Phoenix and
expect it to create a handy platform for you. Maybe... just maybe... while the
pillar is sliding down the Kraken head slope it might be possible to get just
enough close to Phoenix while technically standing on ground to activate the
mini-game. It is, however, unlikely...

If you extend the bridge doing this, then make your way to Last Spartan, the
bridge remains extended as Kraken fight begins. However, nothing interesting
happens except that you can't end the fight by extending the bridge. I don't
know what would happen if you got to Phoenix at this point, because the wall
behind Kraken is reaaaally friggin' high. (Tyrhhjy has suggested that Phoenix's
platform is not solid yet)

Videos:
1, RJWaters' vid (part 3/3, check out the rest too if you like)
       http://uk.youtube.com/watch?v=_dKU1RzI3Zk

-----

<The Last Spartan>

Out of sheer curiosity, I defeated him while disc tray glitched. Kratos and
Spartan never actually fly out of the room despite the mini-game making it seem
like they do, and after the mini-game the fight continues completely normally
unless the FMV interrupts it (like it usually does).

-----

<Kraken>

+ Checkpoint (after breaking out of his grasp once, gameplay resumes)

+ Checkpoint (after defeating FMV has played out)


--- Kratos quotes:
"I grow tired of the lies of the gods!"
"I am cursed!"
"I cannot change my fate!"
"Come down here and face me now, Zeus!"

At the first phase of the fight, you're stuck in the stance "unmotivated
Kratos". Any attack you try to do ends up in a disgruntled comment from Kratos.
In addition to that, he walks slowly and curled-up. He will receive no damage
from any attack Kraken makes. Not long after, he is grabbed and...


Other: Addaminsain has said that by activating RotT too early (before the meter
re-fills), you will not get an automatic refill like you would otherwise.


*one cutscene later*

No matter you use or not use the RotT upgrade, Kraken will throw you out of
his grasp in a moment.


If you break Kraken's tentacles' knobs while not on the tentacles, they grow
back instantly. The same will happen if you fail to grab them in time, or even
if you don't manage to break them at all (they go back to full health).

"It appears it is okay to take out Knob 1 with PR (ground)...Odd. Knob 2 as
well..." - GMG

I noticed that once you destroy the first knob using PR, the circle-prompt
(indicating a mini-game) will appear whether you're on the ground or climbing.
Of course the mini-game won't start until you actually grapple and hit the
correct area with a grab. Also, you can only destroy the second tentacle's
knobs only with a ground PR (otherwise Kraken just pulls out his tentacle in
an instant). PR knob breaks may save some time in a speedrun.


"When one of his tentacles go into the ground/wall, hits do not add to the
combo meter." - GMG


"Strategy: You can whore PACED bow shots for a very efficient defeat of the
Kraken from a certain spot. (I've yet to record this) Obviously we can attack
the head directly with other means..even without Magic." - GMG


After the mid-way of the fight, Kraken will eat Last Spartan's corpse as if it
was a breath freshener. Unfortunately it does not actually freshen his breath,
as you may've guessed.

If you pick up the Last Spartan corpse right before he would be eaten, the whole
scene of devourment will effectively be skipped. Regardless, you are unadviced
to do this because it causes the fight to continue endlessly (the wall in front
of the switch stays there even if you defeat Kraken's remaining tentacles.)


GMG reports of "invisible tentacle stabs" during stage 2 and on the left side
of the arena.

Video demonstration:
1, see 2:40-2:45 of this video
        http://www.youtube.com/watch?v=wbJtcAAkQJ8


Even after the fight, the arena will not go back the way it was before, with
any exits available. Therefore, your only option is to go tame the Phoenix...


It's possible to jump over the trigger which would activate the bridge
retracting animation. Doing this causes a graphical glitch when you finally
land in front of Phoenix: the bridge just disappears without a trace.

-----

<Temple of the Fates>

+ checkpoint (after FMV)
   - other: a black screen flashes after retrying
   - UGG: some amount of strain leaves the screen completely black until you
          retry (which is a bad thing). Might be true to all post-FMV check-
          points, but quite rare (so it's hard to verify).

+ Save point (Temple of the Fates)


Other: the permanent time slow effect of this area does not function reliably
(until you retry from a checkpoint in which case it will always work). Several
times I've started playing this area with the effect completely absent or
disappearing after waiting a bit without doing anything.


Swimming glitch: This is easy to do in this area. Backtrack to the start of the
level. Find an edge from the right side of the screen you can stand on, then do
a high jump (easiest with BH and Icarus Wings) towards a nearby platform sort
of place. Kratos won't grab its ledge, so you need to be high enough for it to
work. While on there, jump on a chest and do another high jump. There! You're
out.

Few words of warning though. The cameras in the next area are atrocious to
follow through. Also, before Lahkesis there's a loading trigger right under
the closed gate which you must hit. Not easy. And in any case, you can't do
much against Lahkesis while swimming. You can't f.e. pass right through the
boss fight to the next area because nothing is loaded there!


Break-out glitch: if you break out of the battering ram, doing any moves after
it causes Kratos to fly across the room interestingly for a few seconds time.
The momentum of the move calculated wrongly? This can also happen if you R1 the
battering rams while swimming.

Video demonstration:
1, Findle's vid:
       http://www.youtube.com/watch?v=PEthZD-Zwcw


Sequence break: You can skip the whole puzzle by doing a high jump over the
giant stone head. It is easiest done by using the grapple point to reach the
platform which is above the grapple point, and doing the high jump from there.

Video:
1, Shenminiu's speedrun segment which has this skip:
       http://uk.youtube.com/watch?v=GsNfESa6n7g

News: there exists a faster variation of this skip, found by Findlestick.
You do a high jump over the right back wall of the room. Saves good time.

Video:
1, Findle's vid:
       http://www.youtube.com/watch?v=62cTJvzpymM

-----

<Lahkesis> (or Lakhesis, which I think is better)

+ checkpoint (as fight begins)


You can get a free time slow if you activate AotF right before this fight.
GMG has reported a glitch on Normal Play in which he managed to retain the
ability for full time slowage for all of the fights, including the one where
you are alone against Atropos, just by doing the mentioned glitch. Research is
still underaway for this, since it would be very useful to get it to work
consistently, NP or not.


A.I. glitches:

This boss is particularly subject to various A.I. glitches. Some are random, but
it is known for certain that playing around with the grapple points too much
will cause her to act strangely. For example, at the first stage of the fight,
go to grapple-mode. She will start to fire her plasmaballs at you. As soon as
you get hit by one, press R1 again to re-grapple. Do this for a bit, switch
between two adjacent grapple points if you want. Eventually Lahkesis' aim
turns to shit: she will fire way too low or high from Kratos' location. She will
do this as long as you don't move from the grapple point.

After falling down as a result of this glitch, she will remain docile as long
as you don't move Kratos much. Another small oddity.

And back on the topic of bigger oddities: Lahkesis has a tendency to start
whirling in air or in the ground in some circumstances. Also, her "dodge" (done
as a counter for several moves) can lead her to endlessly rush towards a corner
of the arena. (despite the fact it's a round room)

Video demos:
1, Addaminsain's vid of a "spinning Lahkesis"
       http://uk.youtube.com/watch?v=vkS61FbSYg8


Other: Lahkesis is one of the rare enemies with an air false grab chance. The
animation for it is exactly the same as with the ground one.


Other: At any time during the fight, trying to slow time will yield you a quick
flash of time slowing, but nothing else. Even after the fight, when Lahkesis
& co. are but a visage in the mirror, this can be done.

"Strat: Amulet abuse (cancels whatever she was doing into her projectile toss)"
- GMG


Strategy: Grapple points cancel Kratos out of any move. Do damaging, slow
specials and fly to safety with R1 whenever you feel like it.


"Other: When she has a "O" on her, leap to weapon switch (to any sub-weapon)
to air grab *exactly like that* and the sub-weapon you have out will be what
you use against her." - GMG


Other: once the fight's end-FMV began slower than usual, and I managed to tangle
onto one of the grapple points before Kratos was transported away to the next
phase of the fight. This caused him to start the next fight stuck half-way into
the sword, with a strange R1-prompt still showing. Merely jumping let him out
of the ground, but I still wonder what would've happened if I had pressed R1...

News: now we have a better idea of what would've happened. One another occasion
when I pressed R1 right before the next FMV, Kratos never got to Temple of the
Oracle but instead tangled onto a nearby grapple after the FMV. The screen said
"Temple of the Oracle". Lahkesis or Atropos were nowhere to be found, and
consequent retries only led up to the same situation. Got stuck, basically...
Interestingly, the non-standard game over of Atropos fight never ensued even
as I left the game waiting for it.

-----

<Atropos>

+ checkpoint (as fight begins)


The Kratos you see fighting is the background is blatantly the same as the
Kratos of God of War II! He even has the scar in his stomach. Maybe it is just
an illusion created by the Fates...


You get a special death cutscene if Atropos manages to shatter the whole sword
well enough.


"I once grabbed her (doing the whole mini-game) and the game failed to progress
*I turned off the Urn of Poseidon so I guess I did a break out or it just
freaked out with loading errors* until she started to fight again...and I began
the grab again (after weaking her).....upon starting it though it just skipped
to the cutscene. Curious." - GMG

-----

<Both of 'em>

+ checkpoint (as fight begins)


At the beginning of the fight Lahkesis will rise up and activate the three
mirrors of the room. It can be interrupted by trying to use the Amulet, but it
makes no difference for the fight (other than the fact that Lahkesis will stay
in air until knocked down for the first time, which can be used for strategy)
(thanks GMG). During the mirror activation time you can also get right next to
the right mirror, from which Atropos will soon come out, to get near Atropos
without her fleeing. You can reliably attack her with whatever you like, but
she suffers no actual damage until time is slowed. Also, she can't be damaged
during the cutscene when she appears the first time.


"Lahkesis' Pillars (and perhaps Atropos beam) cannot be tricked." - GMG


"Strat: Let Lahkesis break cracked mirrors." - GMG


Speed strategy: the first time you've beat Atropos into submission is followed
by a short cutscene in which the mirror is shown to crack. By doing a long
attack right before the cutscene, you can break the mirror during the scene,
saving a second or two of your time.


Towards the end Lahkesis will only stay near the middle mirror. Even at this
point Atropos is attackeable from where she is. Try Altering Slash for a
humorous effect.


Strategy: during the time Lahkesis is recovering, activate Amulet of the Fates.
It works, and you get free slowed time for the fight.

Video:
1, addaminsain's demonstration:
       http://uk.youtube.com/watch?v=9KcdQwuDXRg


Sweet spot: right at the end of the fight, get behind her while she is in front
of the last mirror. None of her large-scale beam attacks can hit you.


After they're inside the window, they turn into nothing but graphics. They will
never break out, so don't worry.

-----

<The Inner Sanctum>

+ checkpoint (after smashing last mirror)

+ Save point "The Inner Sanctum"

+ checkpoint (entering corridor in which Clotho begins talking)


Other: you can activate two of the grapple points from inside of the mirror
corridor if you do a short Infinite Jump. Kratos flies straight through the
wall to the grapple point.


Wasted glitch potential: seems like swimming glitch is not possible here. All
the walls and ceilings in each area are sealed off, except the ceiling/wall of
the Throne of Lakhesis, whose walls extend so high up it's not rational in the
least to try it. I've tried this place through and through with no success. I've
heard Findle has too done some work to no avail.


Sequence break: You can skip the wallclimbing bit by doing a high jump to the
next balcony.

-----

<Endurance run>

+ Save point "Before the Loom"
   - note: appears after Endurance Run is cleared


Wasted glitch potential: After activating the endurance run, a barrier forms
behind you. If you jump over it, you can reach the doorway to the next area
which is now unloaded, e.g. you can jump right below to the final door at the
end of Endurance Run or even over it. However, jumping in front of the door
won't help you skip battle segments and there's nothing loaded behind the door.
So skipping it isn't this simple, unfortunately... (credits to Poru2009)

It's possible to do an alternate route for Endurance Run skip (read more below)
by first making your way to the fourth wave and then retracing back to do this
trick. The cyclops spawn, and after the fight everything works like it should.
However, it's unlikely it could be faster than just doing it the normal way.


"Other: Try a 360 toss (Legionnaire) downhill..won't kill the Legionnaire." -GMG


Sequence break: each fight wave except the last is possible to skip using
infinite jump (original discoverer: Shenminiu). It takes one to two charges per
wall (if you jump too), so it's slightly arduous. I've been in the past able to
skip all the waves, apart from the last one which is needed to open the door to
Loom Chamber, without the game objecting and considering the fight unfinished,
but occasionally it still happens.

For the record, the waves Shen skips in his run are the 1st, 3rd, 4th and 5th.
Explanation is this: Shen skips the waves which are more a bother to fight than
skip. The main exception is the fourth wave, which consists of only weak
enemies. It is skipped because its final boundary will not dissipate if the
previous fight wasn't skipped. I think this is because too much enemies nearby
will leave some (or even all) of the 4th bunch unspawned, making the game think
the fight is still on even if it isn't.

Videos:
1, Shenminiu's speedrun segment where this is done:
       http://uk.youtube.com/watch?v=qp3jEHRFfPM


Graphical glitch: doing grabs and finishers through the separating force walls
yield strange graphical displacements.


Other: checkpointing while the door's arms are lifted up may cause glitches in
the arms' behaviour after retrying. (such as: after lowering from air, the arm
may instantly re-appear in air, then descend again)

-----

<Clotho, first level>

+ checkpoint (after opening door, gameplay resumes)


She consists of three levels.


The soundclips she says when you're outside the chamber, if they're still
playing, will cut out instantly you begin closing on her.


"Other: (Clotho Arms) All her arms have 20HP (slightly over actually) but a
single launch *damage is irrelvant* during 'idle' (can be hard to get) will
send it to the ground. Any bounces/launches will restart her downtime." - GMG


If you try to grapple the ceiling much, she grabs you with her arm and a mini-
game ensues. Afterwards, the manhandled hand will be out of commission
permanently. (except for additional ceiling grapples)

Addaminsain encountered glitches with this mini-game by simply switching
weapons, and indeed, it seems that the hand is especially prone to disappearing
if you open up start menu casually during the event.

You can also graphically glitch it reliably by doing a MotK high jump inside
the grapple ceiling and jumping and gliding in there.

Video:
1, Addaminsain's vid:
       http://uk.youtube.com/watch?v=0MzYFdVaA4I


Sequence break: you don't have to traverse the ceiling in order to get rid of
the stuck corpses. A high level Cronos' Rage/PR can clear them up for you.

-----

<Clotho, second level>

+ checkpoint (after getting to the second floor)


Sequence break: It's possible to skip the second level altogether by doing a
high jump to the switch which will transport you to the highest level.


Sequence break: by doing a high jump to the third floor instead of using the
elevator, you will skip a small cutscene in addition to having an easier fight
with both of Clotho's arms paralyzed! Afterwards, though, you have to watch out
for the huge, gaping hole in the floor. If you return down after killing Clotho,
you will see all her arms still move around as if nothing had happened! Perhaps
she has to send all her nerve movements a few days in advance...

Note: once, when I did this, she did notice I had entered her chamber and the
fight started as normal, with her attacking me and all. I instantly loaded my
checkpoint, and what do ya know, upon retrying she was as paralyzed as the last
time...

-----

<Clotho, third level>

+ checkpoint (reaching third floor)


"Other: Rather then have seperate HPs, each arm shares a bar that depletes
twice. It's odd really. So you can't work over both to near destruction then
beat both....thus Amulet usage is forced often enough." - GMG


Sequence break: skipping Clotho

First Shen attempted to skip her, but found the barrier between the mirror
and the switches too hard to deal with repeatedly. However, some time after
this failed attempt new things came to light. For instance, it's possible to
skip operating the strings both of the times. Therefore, it is in effect
possible to utterly skip Clotho. A great day for us pacifists, another boss
was let to see another day!

Video demonstration:
1, Shen's video:
         http://uk.youtube.com/watch?v=_DNDUkOP7Bg


Switch mechanisms:

You see two switches with moveable positions around the area. Pulling from a
switch when it is situated on the third, fourth, sixth, seventh, eigth or ninth
slot (looking from the right to left), you drop a corpse on the battlefield.
When/if it breaks it unloads a big dose of green health orbs on Kratos. It is
not a normal corpse in the sense that you can't pick it up. Pulling from a
switch situated on the fifth slot, you pull up a large, swinging blade. (well,
it actually stops swinging the instant it starts to rise, for some reason)


Grahical glitch: If you skip the second level, insubstantial pieces of rope
decorate the third floor.

-----

<The Loom Chamber>

+ Save point "The Loom Chamber"


After pulling this switch, you get new trinkets on the battlefield. Several
different threads and their operating devices descend down, but you can only
use one of them without the glass case breaking ominously. Kratos' is the fifth
(from right to left).


Sequence break: strings skip

You can access Zeus fight as soon as you've pulled the switch in front of the
mirror (possibly, haven't tested if that step can be skipped too �) and then
visited under the first 'wall' of the swimming pool. There's absolutely no
need to go further and actually pull the strings if you can do a decent
infinite jump. The only thing activating the countdown does is making the
front wall of the mirror passable, but as it turns out, it is slower than the
IJ-way. Embrace the illogicality and skip this plot device with haught!

The jump is a bit high, but there's a ledge on top of the mirror you can grab
and afterwards stand on. Also, you can give yourself a small height advantage by
starting the jump from on top of the small switch. Note: if you didn't touch
the strings and the Zeus fight isn't loaded, Kratos gets stuck behind the wall
in a strange way.

Saves at least... 30 seconds?


Other: the switch in front of the mirror disappears and appears haphazardly.
After pulling it, try leaving behind the corner and returning. Also, after
trying to access Zeus fight without the FMV loaded, retrying made the switch
go away.


Other: for the sake of science, Findlestick jumped down to the lowest level
after pulling the switch at the top level. Clotho appeared graphically glitched,
and parts of collision were not loaded.

Video demonstration:
1, Findle's vid (see #2 and #3)
       http://www.youtube.com/watch?v=uZgejalKRcg


Untested: swimming glitch in this area might be fun, but seemingly very hard
to perform. I haven't succeeded in it yet. Findlestick has said that the walls
are very bad and suck Kratos inside the pool if the water is touched.


Other: if you're in front of Clotho, after you've lost the 30 seconds in which
to reach the mirror, all the pictures of different times rush through the
screen once the big Zeus image has dissipated. However, if you're in front of
the mirror when the countdown ends, the only image you see is Zeus'.

-----

<Summit of Sacrifice>

+ checkpoint (right as fight starts)

+ checkpoint (as second phase of the fight starts)

+ checkpoint (as last phase of the fight starts, e.g. before final QTE)


If you go to start menu instantly as the fight starts, your sub-weapon is
transformed into BoO (at least on BP), a phenomena pertaining to the second
part of the fight mostly.


During NP you lose all your sub-weapons and also the chance to switch to your
usual Blades.

During BP whichever sub-weapon you were wielding will become your only
sub-weapon during these parts, but not only that: you actually lose the
sub-weapon window too.


Even if you skipped the Fleece earlier, you get it here for some reason.
(thanks Findle)


You can technically get infinite red orbs during this part by killing the
Sirens over and over again. A bit too little and a bit too late in the game,
but just to mention. Thanks to manojpj200 for reminding.


"It is ONLY during a RotT triangle ender with the Spear of Destiny (straight to
his hand) that you can repell Zeus as if he got hit by a Siren...there's an
element of chance to whether he will actually follow through with a punch to the
center (opening for REAL damage).

He doesn't have a real HP bar here but during each 'opening' he has about 15HP
(approx). It takes 3 'full repells' (life depletion during openings) typically
though I've seen it in as few as 2.

NOTE: You can reflect his GIANT thunderbolts but it doesn't really help and it
is actually as retarded as it sounds. ~" - GMG


Break out of sort:

"The moment Giant Zeus [PhaseI] ends, I tried to use Findle method* to breakout
and did manage to do it. Difference was, cutscene played out from behind Kratos
rather than from behind Zeus [cutscene where Zeus comes down to size]. I think
breakout happened when Kratos slammed BH into Giant Zeus Hand. Tried once more
again, couldn't repeat. After cutscene, Zeus stands still, Kratos is frozen,
floating slightly above air and you can do nothing but watch birds flying in
background and turn rage on or off. Can access menus though." - wreckem

* Findle-method is basically attacking wantonly before a scene occurs


Second phase:

BP stuff on weapons:

On BP, if you open weapons menu any time after he has grabbed you the first
time, you see your sub-weapon change to Blade of Olympus, and you lose the
chance to wield any sub-weapon you may've carried with you until that point.
So if you have another sub-weapon you prefer and don't want BoO, don't open
the menu during this fight.

"The switch to BoO only occurs in stages where he wields the Blade itself and
when we are shown 'surrendering'." - GMG

Opening the menu during any of the cutscenes involving BoO or your sub-weapon,
you can cause a graphical glitch by opening the menu. Tha game will revert to
BoO, but on the field you see the Athena's Blades, spread out strangely.

Interestingly, during the times Zeus has the BoO you CAN switch between your
main and sub-weapon. You still only got one sub-weapon, though.


NP stuff on weapons:

You lose all sub-weapons for this fight, and have to take turns with Zeus for
the last remaining one, Blade of Olympus.

I've heard of a glitch in which Kratos gets to keep BoO for himself though Zeus
grabs it from his hands between stages. An event glitch of sort, I'd assume...


"He can be stun locked with Divine Retribution fairly easily. Piercing Shards
is great for this stage if you keep up the lock from the start (40 in a row
being THE BEST THE BEST THE BEST).

There are times when he'll cancel out of his triple strike. Reflections of his
SECOND bolt (when fairly close) tend do just hit and not force his charge
reaction with orb drops." - GMG  �


About break-outs of this fight:

Both of the mid-fight R1 prompts you can break out from (using Poseidon's Urn).
This enables Kratos to stay unoccupied while the rock formations smash
themselves at Zeus. This might help you to deal more damage in a shorter while.
The second one is not as useful, since not only you don't need to damage Zeus
any longer, you can accidentally skip a checkpoint doing this. If you fail at
the last QTE, you would have to beat Zeus all over again!

The entrance to the last QTE is characterized by an impossible circle-smashing
feat. Tap circle or don't the result is the same... breaking out is possible
(using Poseidon's Urn, again), but this does nothing but stall Zeus a moment.
Then he starts anew. So heavy glitchwork doesn't seem possible here.


"NOTE: His grabs are odd....I've seen quite a few glitch scenarios for Zeus.
One where he fails to get the weapon and appears to go to Stage 4, another where
he walks like Stage 2/4 but attacks like Stage 3/5 *doesn't get stunned and his
has a glitch resistance to taking damage that makes him invincible for Stage 5
versus just having 3000+ HP in Stage 3* and a simple one where Stage 3 lacks
stun properties." - GMG


Other: during the third phase of the fight, Zeus will shield himself with
thunderbolts that can only be removed with RotT. But if you start RotTing him
too early, his shield will never dissipate. So don't do that.

"The Lightning Shield can be destroyed many ways but requires RotT and direct
contact typically. Hits at a distance typically hurt us if the weapon itself
connects. Spells like CR are good for earning sprays of Rage orbs.

Once his shield goes down, it's Stage 3 without a stun by default. He has low HP
so that's fine." - GMG


The last QTE has the most attention given into, including to what happens if
Kratos fails at some point. Some of the most graphic scenes of the game?


Loading error specialty: if the second-to-last FMV of the game never activates,
something undescribable happens...

I recommend you to watch the vid. However, for the chance it might some day get
offline, here's a small synopsis (don't spoil yourself until watching the vid):
instead of FMV, the camera resets right as Zeus is getting stabbed. The sound
loop of him getting stabbed plays in the background while both his big and small
forms are visible at the same time. The small Zeus can be attacked, and
eventually a mini-game prompt appears. If the mini-game is activated, Kratos is
pushed away by something invisible, and all of a sudden the big Zeus is hunched
over the arena ridiculously and can't be come to contact with.

Video demonstration:
1, MisterTwister23's vid:
       http://www.youtube.com/watch?v=5Me85nLv7zk

-----

<Return to Loom-thing-a-majig>

+ checkpoint (gameplay resumes)


Sequence break: again, it is possible to skip operating the strings, saving
about 30 seconds. The trigger for getting the last FMV to load is a bit farther
than the last time. Try swimming to the other end of the swimming pool and then
returning. If the game loads an eerily long time, you got it. After that it's
just a matter of getting over the mirror to activate the FMV... voila, game
dealt with, and everyone was left scratching their heads.

Note: if you try to jump behind the mirror without FMV loaded, the screen goes
black and Kratos can do nothing any longer. Not a very good ending, is it?
Though perhaps a more realistic outcome if one were to travel through time with
absolutely no coordinates.


The palace will not collapse no matter how long you wait, it just looks like it.

BTW, if you visit the lower floors of this place again, you will notice a very
different camera at the first floor - one which shows you it pretty much
unloaded - and also, the pathway to the endurance run is completely gone!

After the final FMV you can still hear the save point hum for a moment. You
can also access menus. I wonder if you could glitch things up using this short
phase to do something unexpected? (though you can't f.e. save during this time)

For speedrun time counting, it might be the best to check the time from the menu
after/during the final FMV instead of the last save point. This is because the
last save doesn't work as an accurate time measure if the strings skip is used
(unlike when playing normally).

THE END


<Arena of the Fates>

You can fight the greek civilians in the arena, both male and female. They are
enemies that you don't encounter during the main game.


Other: if you turn infinite health 'on', Kratos will not die from instant death
chasms in any of the arenas. This leads to embarrassing situations in which
he continues to fall or just gets stuck in the swamp... forever!

Video demonstration:
1, poru2009's vid (and discovery)
       http://www.youtube.com/watch?v=xD3wqspR7dU



5. 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.

Newest version of this guide will always be at GameFAQs, so check there if
you're not certain.
====================================

For contacting, message my Youtube-account. For E-mail, go check out my GameFAQs
contribution recognition, it is listed there!

Home site of the author:
http://akheon.wordpress.com/


Additional thanks (and links):
------------------------------

GMG (a.k.a. BigVEE, the_creeper, "man with a thousand names")
       King of the GoW-kind

Addaminsain (a.k.a. Mr. Insain)
       GMG's right hand

Shenminiu
       Why are there so many great speedrunners whose nick begins with 's'?

Findlestick, ManeshM84, Kevbew63, RJWaters2, Tyrhhjy, zxcv017l, among others
       Found tricks, made videos of 'em, that sorta stuff.

Satvara
       For inspiration



UNTIL GOD OF WAR 3