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Glitch FAQ

by Akheon

God of War: Chains of Olympus glitch & miscellaneous oddity FAQ
v. 0.3 (11. 11. 2009)

Written, compiled and partially found out by AKheon
See the end of the file for more info.



0. Table of contents:
---------------------

0. Table of contents & version info
1. Abbreviations & glossary
2. General glitches & tricks
3. Enemy glitches
4. Level-by-level glitch walkthrough
5. Credits, legal information, contact info, etc.



Version information:

v. 0.3 (11. 11. 2009)
+ continued walkthrough
+ added a note about Tyrhhjy's vids (the lack thereof)
       File size: 59kt.


v. 0.2 (25. 10. 2009)
+ corrected grammar mistakes and video links
+ added small stuff.
       File size: 57kt.


v. 0.1 (23. 9. 2009)
+ first version, basically layout, basic mechanisms and selected info from here
  and there. A good start, though there's still a lot to do.
       File size: 54kt.



1. Abbreviations & glossary

Abbreviations:
--------------

GOW = God of War
GOWII = God of War II (simple enough)
CoO = Chains of Olympus

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

IJ = Infinite Jump
IAJ = Infinite Ascension Jump
HJ = High Jump

BoC = Blades of Chaos
GoZ = Gauntlet of Zeus
E = The Efreet
LoD = Light of Dawn
CW = Charon's Wrath

TR = Tartarus Rage
OT = Olympic Thunder
OS = Olympic Strike

NP = Normal Play
BP = Bonus Play

WALD = Whisk Above Ledge Danger (read more from climbing glitches)

� = note to self


Glossary:
---------

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

Bounce =
 An effect in which an enemy will bounce a bit after a succesful hit. It's not
 nearly as high as a lift-up.
 
Lift-up / ascension =
 When Kratos himself can/will rise up in air during some attacks

Downed =
 An enemy which has fallen on its back/on the ground.


Collision damage = 
 Damage from f.e. thrown enemies. However, CoO does not feature it.


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.


Weapon switch =
 The switch between BoC and GoZ.


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. General glitches & tricks

Made by a different developer, God of War: CoO has a wide variety of glitches
never seen before in the series.


About high jumps and gravity:

Compared to other GoWs, gravity works different in this game. In GoW 1 and 2,
the game thinks Kratos made his first 'jump' at any time his feet were off the
ground. In this one the programming is more conventional, with you literally
having two jumps at any time before jumping. Note that a lift-up does not count
as a jump here. (there are other differences, but for now I'll leave it at this)

Only one variation of a traditional 'high' jump exists in this game, and that is
the air grab high jump (discoverer: GMG). Simply, launch a foe in the air, lift
Kratos up as well, then air grab the enemy. After the jump you can use BOTH of
your jumps to get higher and grab ledges, etc.

There are a few factors at work here. Firstly, it's normally not possible to do
jumps after a lift-up (or any sort of air attack.) Fortunately, there's a small
loophole in air grab, allowing us to do exactly that which we weren't meant to.
However, there are some circumstances in which this doesn't work - such as with
enemies whose air grab doesn't allow us to jump afterwards. A listing of these
might be useful to add some time in the future... Secondly, there's the small
tidbit of Kratos actually gaining height when grabbing an enemy in air, at least
if the enemy is higher than he is. In other GoWs the enemy is brought down to
Kratos' height instead.

We can conclude from this that the air grab high jump in CoO is a comparatively
more powerful tool than it ever was in GoW 1, and pure height-wise better than
many other high jumps of the series.

If only it ended there. But it doesn't, and so we have to bear the burden of
knowing a few more previously undisclosed CoO "features" which hamper down the
usefulness of this trick to extreme amounts.

The less bad news is that there are a very few ledges in this game. As you may
remember, ledges were useful for high jumps in GoW 1 and 2 because they gave
Kratos that small leeway he needed to get himself to some high platforms. Not
anymore. The more bad news is that the designers made almost all walls (and
event triggers as well) really friggin' high. So high, that normal high jump
will not in 99% of the cases cut it. Sad, innit?

Video demonstration:
1, Shinobier's vid of a successful utilization of air grab high jump:
       http://www.youtube.com/watch?v=W_5QiG93uKQ


But we have other jumps at our disposal too, so let's move on and leave the
slight tinge of disappointment behind. A traditional "infinite jump" (IJ)
(discoverer: LAMUERTE83, probably) can let us cross the highest of walls,
unless there's a ceiling in the way. As far as infinite jumps go, it is not
too bad to use. At least it's better than the GoW II infinite jump.

The core of the technique is this: you do either Tartarus Rage (BoC lv. 5) or
Olympic Thunder (GoZ lv. 3) in air, but cancel the move with magic (LoD or CW)
before Kratos is sent down in a hurry. Then, TR or OT is done again, then it
is cancelled again, etc.

The timing is a bit difficult. A small thing I suggest is that after having
cast the magic, you instantly move fingers in position ready for the next TR/OT
and keep pressing triangle repeatedly. This is because the magic is cast on
first press (it cancels TR/OT), but not the L1-move. Also, be quick to cast
magic after TR/OT, because otherwise you will lose your height very quickly.

At the apex of the jump, not much can be done. Air attacks generally do not
move Kratos to any direction, so in order to move and make any use of your
awesome height, you got to move Kratos manually by pushing the pad in some
direction. Or, with GoZ you can do Olympic Strike, which throws Kratos down
and forward (diagonally) for a great length - good for some situations.

List of goods & bads of the magics (regarding IJ):

LoD:
- auto-targets if enemies are nearby (may disorient)
- requires magic
+ is acquired a bit before the game's half-way (unless on BP)
+ button position is better, timing is easier

CW:
- auto-targets if enemies are nearby (may disorient)
- requires magic if enemies are nearby (inconvenient)
+ does not require magic otherwise
- slower to cast than LoD
- is acquired way late in the game (unless on BP)

List of goods & bads of your weapons (regarding IJ):

BoC (Tartarus Rage):
- needs lv. 5 Blades, and as such a lot of orbs for upgrading (on NP)
+ rises Kratos a bit higher in air than OT

GoZ (Olympic Thunder):
- needs lv. 3 Gauntlet, and as such a decent sum of orbs for upgrading (on NP)
= a bit slower than TR (easier timing?)
- does not rise as high as TR
- you get it after game's half-way point (except on BP)
+ no-frills access to Olympic Strike

Video demonstration:
1, LAMUERTE83's vid of infinite jump:
       http://www.youtube.com/watch?v=XtM4eK6WsqM


News: (16. 8. 2009)

I found a technique with which to do basic ground moves in air. A new jump came
to be, one I named "Infinite Ascension Jump."

Here is how to do it:

1. Switch weapons, but before the animation ends, enter CW stance...
   The stance is glitched, so that you can interrupt any CW cast with normal
   attacks. Basic attacks done in air this way result in ground-versions of
   those attacks for whatever reason (the basis of the IAJ).
2. You can use either BoC or GoZ ascension, but only GoZ ascension can be done
   quickly enough for you to gain height. Basically, you do the quick version
   of GoZ ascension, then cancel it using CW (which is still glitched; it will
   remain that way as long as your attack string continues), then cancel CW
   using quick GoZ ascension.
3. Repeat as long as you want.

For pure jumping efficiency, I believe this jump wins over the traditional IJ.
In this one Kratos moves both forward and up at the same time, which is great:
allows you to see instantly where the invisible walls end, not to mention you
can begin and end the jump earlier. Also, if there is anything Kratos can use
as a floor while moving in air, he will, negating gravity for a short moment and
allowing a huge height boost that will never happen in normal IJ.

Other notes about the jump and the glitch behind it:

- if done properly, the jump wastes absolutely no magic.
- any non-L1 basic attack is possible in air, and different attacks can have
  different results. The glitch still has potential for more uses...
- casting magic or blocking will end the glitch.

Video demonstration:
1, Findestick's (or: "sticklefind's") demonstration:
       http://www.youtube.com/watch?v=1OfhzluJ_jo
2, my original vid:
       http://www.youtube.com/watch?v=XtM4eK6WsqM


More about the underlying mechanism of IAJ and related stuff:

There is an alternate way to do ground moves while in air using this glitch.
Almost casting loD (or E?) can result in Kratos doing the ground move as if he
had cancelled out of glitched CW. With "almost casting" I'm talking about
flicking the magic on quickly, without the magic actually starting. Very sharp
timing is in order, and without tool-assistance, luck.

Doing some basic attacks (and sometimes LoD) in air while the glitch is on can
result in Kratos plummeting down to ground level insanely quick. I don't know
why it happens, but it's strange alright.

Using this glitch, it's possible to activate any circle events while slightly
in air. I haven't found an use to this yet, since Kratos is always positioned
properly an instant afterwards.

Another place where this exact effect appears is during "naked Kratos" bit late
in the game, when you don't have BoC: your air grab works differently during
this part, and a simple combination of a block+circle in air can be followed up
with the normal ground grab. What does it indicate? I'm not certain.


About climbing glitches:

The most devastating glitch for climbing (or 'grapple') walls is one that is not
climbing-wall specific; it also has an effect at ladders and ledges. Basically,
at the same time you *jump* into a ledge, ladder or a climbing wall, begin
attacking (with BoC) or switch weapons. The effects vary to some extent...

- At ledges:
Kratos ends up standing above the ledge he was about to grab. You are stuck on
the spot, though by doing random moves Kratos may slowly inch to either end of
the ledge area. Magics are unuseable, but other moves work. Not that they are
of any genuine use, since Kratos can only do the moves in one direction (away
from the ledge) and he stays stuck no matter what. Jumping is auto-canceled and
ascension pushes him inside ground momentarily. You can't make it end, so retry
is mandatory after this.

This variation is rare because the timing is very difficult. I've only succeeded
in it twice, both times at the same place, which was the extendable platform
puzzle room (before Cave of Olympus.)

- At ladders:
Kratos ends up slowly sliding down the ladder in a variation of the normal air
idle stance. Air attacks are possible, magics unuseable (as usual). Once ground
is reached, ground moves become possible too. Anything that takes him into air
will makes him slowly slide down again (like at the start). You can't move to
anywhere from the base of the ladder, but by pressing towards the ladder the
state ends (with K. getting on the ladder like normal) so at least you won't get
stuck doing this. No known use.

Then, the meat of the glitch... the same thing on grapple walls.

Things start out innocuously enough, with Kratos air attacking towards the wall
without sliding down. Looks odd, but that's it. If the air attack combo is
ended, the glitch ends too. Hum... ready to take it to another level?

By switching weapons during this "air attack combo", or simply beginning the
glitch by a weapon switch, you get to wield GoZ on the wall, and that's what the
game never expected to happen. There are no wall attacks for GoZ, so the game
opts to use its normal ground attack combos instead. Awesome! From this state,
switching weapons back to BoC allows you to use its basic combos as well, but
you got be quick and remember that if you go idle with BoC in your hands, the
glitch ends.

It's possible for you to escape the climbing wall while climbing using your new
moves. This works for both horizontal and vertical walls. Outside the known
borders, extremely many things can happen. It's a complex glitch with a lot of
stuff dependant on where and how you do it. So pardon me if this FAQ turns messy
now, because it's a lot of info I got to make some sense to. See a few vids of
the glitch in action as a forewarning, then proceed if you feel brave enough.

Video demonstration:
1, Sticklefind's collection:
       http://www.youtube.com/watch?v=nds8SYWg2NU
       http://www.youtube.com/watch?v=lTPyFA6BBSg

Outside the walls, Kratos has two natural states. The first one is simply that
he continues climbing. He will do this as long as you are close enough to the
climbing wall or you continue using the basic climbing moves (combo them).
Otherwise, Kratos is in a 'freeform' stance. He just hangs in air with arms to
the sky. Instead of climbing moves, he has his air (or in some cases ground)
attacks with him, and transportation becomes a lot more difficult. Freeform
ends if Kratos is attacked (he will go straight into normal mode again), he
finds his way back to a climbing wall (he will grab it and everything goes to
normal) or his feet touch the ground (if it's a vertical wall). A complete
list on how to move around in freeform is included later on in the FAQ...

An interesting phenomena I will mention at this point is 'vortices'. Invisible
positions in the level design at which Kratos' angle is forcibly turned (if he
is climbing outside bounds, at least). I have no idea why it happens, but it
allows us to reach new places. A good thing they're there. On one reported
occasion, a vortex turned Kratos upside down while he was swimming!


Now there is a list of techniques for getting out of climbing walls:

Vertical wall escape technique #1: "whisk".

Doing an ascension over the top edge of a given wall. It's the easiest to do
it right below ledges, but at least one reported case of Kratos being able to
escape through generic edge has been witnessed.

Simply put, do an ascension towards the edge until you finally slip past it.
It can take anywhere from 3 to 70 tries, but fortunately GoZ ascension is quick.

In best case scenario, you are free to continue climbing outside bounds - if not
instantly, then after descending a bit closer to the climbing wall by doing f.e.
weapon switch. Kratos should automatically grab hold of invisible climbing wall.
(Another alternative is to hope for enemies nearby, because getting hit will
make Kratos climb invisibly no matter where he is.) However, should he just
remain in his strange pose, standing straight right above the ledge, be wary:
you are in danger of crashing the game. Especially if you at some point notice
that you can't do attacks or switch weapons, do NOT press X or the game will
definitely crash. Guaranteed.

From hereafter, this construction which is a certain portent for game crashing
danger will be referred to as Whisk Above Ledge Danger (WALD).

Note: WALD corrects any angle you may've had, or so I think.


Vertical wall escape technique #2: "burst" (or "breach")

A charged GoZ 'square' can at some places let you burst through the wall
(namesake of the trick.) Kratos ends up behind the grapple wall, usually in
freeform mode. Your best hopes in this mode are vortexes or enemy attacks
that might return you to true climbingness.

You can follow up the initial burst with an ascension to get higher. Overall,
though, as usually with freeform, your options are not too great.

However, this one can also be applied to horizontal walls, in which it works
with almost 100% certainty and is extremely useful.


Moving in freeform:
(a detailed section coming later... hopefully...)


Other notes about climbing wall glitch:

- dying while climbing outside the bounds crashes the game (always?)
- doing angled Olympic Strike which hits the ground may crash the game
- becoming petrified while climbing out of bounds ends climbing. Kratos falls
  down with an angle, but that angle is corrected once he hits the ground.

The level-by-level section is riddled with "climb glitch assessment"-sections,
in which info is divulged about the various climbing walls, their known dangers
and if anything useful can be done with them. However, since vortices are not
visible, all the known wall exits are not easy to find or are even random, etc.
the info is by no means comprehensive. And it may never be... but that's life.


About water (most stuff found out by me):

In the new and improved system of GoW: CoO, water comes in boxes. That's right,
the swimming glitch as we knew and loved it is no more. Exiting the cube of
water will cause Kratos to stop swimming abruptly, whether on water surface or
deeper. Well, at least we got that climbing glitch to compensate...

And it's not like there isn't anything interesting about water in this game.
Sure, emphasis of the game is easily on dry places, with water featured in about
three rooms... But we got to make the best of what we got, right?

Off to a humble start: attack momentum and water surface doesn't always mix
perfectly. If you happen to hit water the exact moment Gauntlet's charge attack
does that quick thrust forward, Kratos continues to move in water at about the
same speed for up to 6 seconds time. The same can also happen by doing a roll
-> rush into water, so that the rush momentum begins while Kratos is in water.
Just look at him go! Great for speeding up those rare water bits of the game.

Note: if you have Triton's Lance, you almost certainly dive when doing this
trick. If you come back up to the surface, the super momentum ends instantly.
It also ends if you leave water, even if by touching irregular collision while
swimming.

Then, there's water combat! There are two known 'levels' for it. First level
is one in which you can do short stubs of basic attacks which self-cancel almost
instantly. It can be achieved by switching weapons while touching water. An
improvement to the normal attack-less swimming state, but not a very impressive
display as a whole. Fortunately in 'level two' you can actually finish the basic
square attack for more style points. With GoZ you also get amusing momentum by
doing this! Level two is achieved by two ways: 1, roll -> weapon switch just as
you hit water. 2, CW glitch, then combo into the water. Why does it work like
this? I'm not sure. It's as if the two mechanisms are interrelated somehow, and
if that's the case, there exists a possibility of a 'third level'.

Note: water combat also ends if you leave water.

A rarity I once encountered was 'swimming upside down', a glitch that is most
likely a brethren of the upsidedown/slanted climbing glitch. Basically, I was
swimming outside collision at Cave of Olympus, completely minding my own
business, when all of a sudden a 'current' turned Kratos upside down. The
controls went reverse and jumping (when at surface-level) caused Kratos to
jump downwards (always returning to the surface afterwards). This state ended
as I examined and opened an underwater chest. I would love to try this mode
again someday, since it is so mysterious as of today...

Video demonstrations:
1, water combat (both stages):
       http://www.youtube.com/watch?v=vCPUxwipl-k
2, water speed boost:
       http://www.youtube.com/watch?v=06bi6bwftjs
3, swimming upsidedown:
       http://www.youtube.com/watch?v=rRt7DLfLFe4


About Gorgon Eye/Phoenix Feather glitches:

The message is programmed differently from other GoWs. The two main differences
are 1, you can't enter start/select-menu while it is on and 2, correctly timed
start/select press right as it appears is a gateway to a few cool glitches.

First, a note about a certain select-menu trick which enables you to do the
first GE/PF glitch I am going to mention. By pressing 'X' and 'select' at the
same time while on the restart/quit prompt, you can reset or quit the game
while the game keeps running in the background. (technically, you can do this
on the Options prompt as well, but the game crashes, so don't.) So, if you
activate a GE/PF message right before game retries from the last checkpoint
doing this trick...

After the retry, game screen is frozen and Kratos can't be controlled. You can
hear audio and music in the background as normal, and you can enter menus. After
exiting a menu, the game continues as normal, no harm done. I haven't found an
use for this yet... If you quit the game instead of retrying, the main menu
becomes glitched with all background graphics missing and music absent. Loading
a new game is possible, but choosing New Game (and going through with it) leads
to a game crash.

Next on the menu (yes, a bad pun):

By entering select/start menu the instant the GE/PF message (indicating you got
one) appears, Kratos regains the ability to move in the background. The message
remains overlaid on top of everything, and ends instantly you press X. Entering
start/select again while the message is on is not possible. If you become
checkpointed in this state and retry (by dying, for example), the message
disappears and the eye/feather is effectively completely purged from existence.

This one actually has an use, since you can take an upgrade with you and use it
at own discretion, even in the middle of fights. At least one NP sequence break
becomes possible with a health upgrade (the second Marathon fog). What else...
ah, for amusement and endless discord, the Big Status Bar Sword becomes reality.

Big Status Bar effectively means that the fat status bar graphic which replaces
the normal during upgrades... you guessed it, stays there forever. This is done
by dying during the upgrade sequence. This version of the status bar remains
on top of everything (except menus) - it is on even during in-game cutscenes
and on GE/PF messages you might pick up during this time. A bad part, other than
the overwhelming visual awkwardness of the whole thing, is that there is no
known way to get BSB without also getting the Upgrade Audio Loop from Hell to
play in the background until you shut down the game. It's loud and will get on
your nerves quite quick. Subsequent deaths during upgrading only add to the
amount of sound loops in the background, which is as horrible as it is amusing.
Just for the heck of it, I once did this glitch 71 times during one evening. It
sounded almost tolerable, since with enough overlapping the volume decreased
and the sound becomes almost as if 'muffled'. The game began to lag a bit at the
place where I did the glitch (Marathon's first fog), but on New Game I didn't
notice particular effects or errors the barrage of sound might've created.

(there is an alternate way to do the aforementioned glitch: by upgrading while
a message indicating the current area appears. Easy to do f.e. at Groves of
Persephone. The upgrading sword graphic is momentarily replaced with the locale
message, and entering menus becomes possible. After that it's just a matter of
"retrying from the last checkpoint"... voila.)

As you know, after collecting all eyes/feathers, the remaining eye/feather
chests become red orb (or mix) chests. However, since you can overlap messages
using the GE/PF trick, it becomes theoretically possible to collect more than 15
eyes/feathers during the game. First you take one GE/PF message with you, then
go open another chest of the same type. You will begin normal upgrade sequence,
but afterwards you have access to one more message: the one that is still in the
background obediently. I've tried what happens doing this, but only once. It
seems the game might not really do anything with the last message, or at least,
the additional eye/feather. I visited the start-menu, but saw no signs of
anything left over. It looked just like it always looked after getting 'em all.


More about the select-menu trick which was mentioned passingly earlier:

To recap, it was this: X + select on a restart/yes, quit/yes or options-prompt
allows you to restart or quit the game while it is still running in the back-
ground (or crash the game in case of the last one.)

The glitch works like it does because of the timed fade-out effect of each of
the mentioned menu prompts. The game has to wait until the end of the fade-out
before continuing, and during that time some mayhem can be done which wouldn't
be possible otherwise. Here's a list of known effects:

- 'restart' right before a GE/PF message appears on the screen. Screen freeze,
  more info is written at GE/PF message glitches.
- 'quit' right before a GE/PF message appears on the screen. Main menu is
  graphic-less, new game doesn't work. More info is at GE/PF message glitches.
- 'restart/quit' right before FMV. The FMV plays out before retry/quit resolves.
  no other known effects...
- 'quit' right before a narrated cutscene activates. The music & audio of the
  cutscene plays in the main menu (and maybe more, e.g. lag?)

About the last one. The normal main menu music begins playing once the cutscene
music ends, except if you've begun a new game and the cutscene of Kratos' eye
being zoomed in is on, in which case the zoom-in cutscene music begins playing
instead (lagging). All noticeable effects disappear as intro FMV kicks in.

And then, the alternatives which don't work:

- it seems impossible to reach 'you are dead'-message with this glitch. The
  fade-out period is just too short.
- I haven't noticed any interesting side-effects with doing moves, hitting water
  or climbing wall, etc. while the game is restarted or quit.

And last but most strange...

- 'options' at any time: game crashes after fade-out.

The strangest thing about doing the trick with options-prompt is that in special
circumstances, there is a way to extend the period of time before game crash.
Instead of the game crashing at fade-out, it crashes at fade-in (cue for the
actual options-menu to appear). Also, you have a chance of entering menus before
the game crashes, which may open up windows to unexpected glitches... too bad
the testing is really annoying, with the game crashing each time you mess up
with the timing (and half the time regardless.)

My current method of testing is this: I load Temple Courtyard, and roll towards
the cutscene while doing the trick with 'quit'. As expected the cutscene audio
begins playing in the main menu. Then I re-load the same save, and again roll
towards the cutscene, but this time doing the trick with 'options'. If things
went ok, the screen first fade-outs, then fade-ins. If I didn't manage to enter
a menu before the fade-in ends, game crashes.

More info is likely to be divulged once there is something worthwhile to tell.


About checkpoints:

Unlike in the other GoWs, they are loose. They don't capture Kratos' exact
location, instead opting to return him either "nearby" or to a fixed location.
Also, some acquired items/objectives carry over a retry in a way that does not
seem logical...

This means that checkpoint abuse is possible at places, f.e. where restoring
from checkpoint takes you *closer* to your next goal or allows you to skip
backtracking.

Notable instances of this are listed in the level-by-levels, which are some
pages down from here.


Random sound loop problems:

Many, many events and or moves which have a looping sound as their effect can
resolve so that the loop stays playing in the background. This is pretty
annoying, and happens relatively often too. Here's a list of all the things
which I've witnessed to hear leave a loop behind:

+ Gorgon freeze beam
+ climbing downwards
+ one of Gauntlet's charged attacks
+ upgrading (a specialty... read more in GE/PF message glitch)


Object physics oddities:

If you set an object on a pushable button somewhat off the center, it's possible
that the button keeps moving up and down (and so does the thing it manipulates).

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

There's an oddity possible at least in the first area with a corpse in the game:
if you put the corpse right next to a door, lift the door up, then lower the
door again, the door will be left slightly ajar - even if you pick up the corpse
afterwards (credits to Sticklefind.)

Video demonstration:
1, sticklefind's vid (see #4)
       http://www.youtube.com/watch?v=waDDiE3CVcI


Corpse glitches:

See above for the corpse + door glitch.

If you die because of something causing insta-death (in special conditions?)
while carrying a corpse (not that many possibilities available in this game...),
the game will keep thinking that Kratos is carrying that corpse even after you
retry. The corpse can be seen bopping in air and it can't be interacted with. At
least K. himself functions like normal... (credits to Sticklefind)

Video demonstration:
1, stickle's vid
              http://www.youtube.com/watch?v=BKyB9glpIh8


Petrifying glitches:

+ if you are blocking or switch weapons while Kratos gets stonefrozen, he is
  able to escape his uncomfortable situation by simply pressing circle.

+ Same is true for air petrify, which you normally really can't escape by hook
  or crook. You can do the escaping part of the trick with either circle or by
  doing another weapon switch. Instant results.

+ during air petrify, Kratos' weapons are (strangely) visible and unpetrified.

+ if Kratos breaks out of petrified state the instant he is crashed, the game
  will not consider him dead, although his physical body completely disappears.
  Using this glitch you can truly see how dull place the world of GoW is without
  Kratos...

Video demonstration:
1, my vid:
       http://www.youtube.com/watch?v=OyUVlH8Sx0A

+ if Kratos gets petrified while he is charging the ground versions of Olympic
  Strike or Olympic Thunder, the petrified statue will have sparkles flying out
  of it.

+ some more are listed at at enemy-specifics (look for 'gorgon')


Unsorted items and mysteries:

If you go to select menu the instant Kratos hits insta-death surface and then
choose 'restart', the game will restart but with Kratos dying right after
gameplay begins. Borrowed time, literally. I don't know if quitting in the
same scenario (or using the menu exit trick) would yield more interesting
results...

Now, random CoO glitch vids found from Youtube:

http://www.youtube.com/watch?v=xV43oDu4Fx0

http://www.youtube.com/watch?v=7oVt_gdrMRg

http://www.youtube.com/watch?v=L0CazXr46T0

http://www.youtube.com/watch?v=AqTyJj6KgMo



Weapons and magic:
------------------

(weapons-section written eventually)


General info about magic:

Gone is the 4-way magic menu of GoW 1 and 2. Instead of it all, magic is done
by keeping R1 held down and pressing either square, triangle or circle.

Unlike in other GoWs, magic's damage is affected by both costume and difficulty
choice. In other words, it is affected by "power%".


The Efreet
----------

Cost: 20 mp.

Destroys armor. Causes medium-sizer or smaller enemies to 'burn' and scream
upon death - it's basically an unique effect of the spell. You also get bonus
EXP from doing this. �

During the entire Efreet casting, Kratos is invincible to damage from attacks.
Area damage like the fog at Marathon will still harm/kill him.

"Having the 'mash' push foes out of the blast radius was a shitty design
choice." - GMG

It's possible for the air Efreet animation to get "stuck" in air a bit before
resolving. It's likely because of something below Kratos won't let him descend
properly.

Doing Efreet at ceiling-level causes Kratos to slightly sink in the ceiling
(before coming crashing down). Unfortunately it doesn't seem to be useful in
getting through ceilings or anything.

If you retry during a high-level Efreet, the screen black-out effect plays
for a short while after game continues. The effect can also carry to the main
menu, if you choose to quit the game instead.


Light of Dawn
-------------

Cost: 10 mp.

Has the longest range of all Kratos' attacks in this game. Destroys armor.

LoD bolts can't be deflected.

One bolt can hit multiple enemies, even if uncharged.

"Apparently holding the spell out will pause the combo meter." - GMG

An important asset for doing the traditional infinite jump technique.


Charon's Wrath
--------------

Cost: 33 mp.

Destroys armor. Hits multiple times. The spell has a decent range.

When cast, it creates a static effect over targeted enemy. All enemies that
are inside the static effect's invisible range will get infected with an "acidic
cloud" that follows them wherever they may move, hitting them repeatedly and
possibly keeping them stunlocked. The effect lasts about 3-4 seconds total.

- If an affected enemy dies, the green graphical cloud may remain in air and
  burn away at nothingness until the effect's time runs out.
- Some grabs can move the affected enemy away from inside the cloud.
- If the cloud follows an enemy into a grab, it continues getting damaged all
  the same. An enemy never dies during the grab, even if its HP goes negative.
  Instead, the grab is finished, and the enemy dies afterwards.

Additional casts on a single target have a limited effect. This is because CW
has a limited amount of hits/damage it can do in a given time. Re-cast only
resets the length of the effect, but otherwise nothing is gained.

As implied, enemies can be stunlocked with this magic. Even Persian King and
possible some other bosses too.

If cast with no enemies around, no magic is lost. However, even this kind of
freebie cast is not possible if you have less than 33 mp.

The magic has a loophole in it which enables CW glitch in all its forms. There's
more about it in the section of infinite jumping.



3. Enemy glitches

Armored Cyclopos
Armored Minotaur
Athenian Soldier


Banshee

Like with petrifying, switching weapons while Kratos gets hit by the shriek
enables you to escape it with just normal attacks, which is extremely quick.


Cursed Harpling
Cursed Harpy
Cyclops
Dark Satyr
Dark Satyr Grenadier
Death Knight
Fire Guard
Fire Sentinel


Gorgon

"NOTE: Launch to OH to Launch works well but it makes the game partial to
freezing" - GMG �

Unlike in other games, the freeze beam affects no one but Kratos. Really unfair!

The freeze beams of two gorgons can overlap, increasing the rate Kratos freezes.

The sound loop of freeze beam can somehow stay playing even after the attack has
ended. I'm not sure what causes it, probably grabs at a strange time or similar.

Read more at "petrify glitches", which are listed somewhere before this section.


Gorgon Queen
Harpling
Harpy
Hoplite
Hoplite (wall)
Hoplite Archer
Hyperion Guard
Innocent Souls
Minotaur
Morpheus Beast
Persian Archer
Persian Warrior
Satyr
Satyr Grenadier
Shade
Shade Arche
Shielded Hoplite
Sphinx
Basilisk (tower)
Basilisk (bridge 1)
Basilisk (bridge 2)
Basilisk (final breath)
Persian King
Charon (deck)
Charon (3x pyre)
Charon (half body)
Persephone (ground)
Persephone (pillars)



4. Level-by-level glitch walkthrough

It is still a work-in-progress, with many areas and tricks which are absent.
Also, the video coverage is rather thin as of yet.


Start of the game:

Infinite red orbs (BP): yes, infinite red orbs at the very first scene of the
game. Unfortunately it's only possible during BP, where you can't even use them.

Basically, start Light of Dawning the enemies all around you the first instant
you can after the first cutscene of the game. The orbs left in air before you
are checkpointed are always given to Kratos while retrying, but the orb count
does not revert back to what it used to be. This means that just by retrying
over and over again you can get (theoretically) infinite orbs. (you get about
30-60 orbs per retry, which is not bad)


Speed strategy: it's possible to activate the crossbow without bothering with
any of the enemies. May require some luck.


Wasted glitch potential: this room has a ceiling, so you can't IJ out. The
second room of the game has a ceiling too.


"The Gates of Attica" - save point


Sequence break (BP): it's possible to infinite jump over the door you'd normally
have to tumble down with the battering ram.


Sequence break (BP): infinite jump over the wall before the cutscene with
archers. Swim outside walls to the other end, and jump past the door which you
would normally have to open with the crank. Two skips with one IJ!


Sequence break (BP): IJ to the upper level instead of using the ladder. It may
be slightly faster because you skip a cutscene (among other things).


Speed strategy: the balancing beam should be jumped through. This way you get by
a lot faster in addition to skipping the otherwise mandatory knockdown (which
is due to a fireball thrown by Basilisk). Also, if you jump a bit to the north
or south at the very end, it's possible to zip through some strange collision
(saving an itsy bitsy amount of time).


Sequence break (BP): start doing IAJ before the door that leads to Persian King.
Keep at it until you get over the wall, then Olympic Strike yourself in the next
area. Hopefully the cutscene trigger will stop Kratos from going too far. If you
land inside collision, it's possible for you to jump inside walls to the next
area (past the liftable door) quite easily. Tyrhhjy noted that anything below
the elevator area is difficult (or impossible) to access because of loading
triggers, but this note came before IAJ was found (so... who knows.)

Video demonstration:
1, my vid:
       http://www.youtube.com/watch?v=_PhGXqbS4Q0


Regen magic (BP):
I believe that it's possible to gain regen magic at the Efreet tutorial by
jumping over the exit. Good for other costumes than Spud of War on BP.

(however, not 100% certain)


"Fallen Stronghold" - save point


Wasted glitch potential: crossbow & Basilisk room has a ceiling.


Speed strategy: in the room with crossbow and Basilisk, it's possible to turn
and shoot the bow without kicking down the ladders. Just defeat the closest
soldiers and then do it.


Event glitch: according to Stickle, if Kratos is interrupted with an attack
right as he shoots the bow towards the Basilisk, the cutscene may become skipped
and the Basilisk, while never leaving, just stops functioning strangely. Enemies
also cease to spawn, which means you are free to leave to the next place...

Video demonstration:
1, stickle's vid (see part #11)
       http://www.youtube.com/watch?v=waDDiE3CVcI


Wasted glitch potential: the cyclops fight room has a ceiling, and so has the
corridor before it.


"Siege of Attica" - save point


Other (BP): after riding the elevator, if you IJ your way back up, the elevator
comes with you too. If you retry from checkpoint after this, the elevator starts
from up top and you can actually roll inside it (for a graphical effect mainly.)

Video demonstration:
1, stickle's vid (see part #1):
       http://www.youtube.com/watch?v=waDDiE3CVcI


"The Basilisk Strikes" - save point


Wasted potential: this area has a ceiling.


Infinite orbs: while Basilisk is on the roof breathing fire, its hand/the house
can be attacked for free, long combos without any danger.


"Cliffs of Marathon" - save point


Graphical glitch: upon retry, a strange graphical effect may flash on the
screen. (�)


Sequence break (BP): by jumping over the fence behind the save point, the house
(basically a cutscene and a short fight) becomes skipped.


Sequence break: Tyrhhjy reports that it's possible to skip the cutscene at the
first house. Here is exact quote:

"Now I know how it works. You have to run a bit then roll. Nice easy skip."

Video demonstration:
1, his vid (at the very end):
       N/A at the moment


Sequence break: you can skip the second fog trek and any related events with GE
message glitch. Take the upgrade message with you, and activate it right as
you enter the fog. Your health will drain to almost zero, but then it will
replenish again... enough for you to make it to the second safe area, from
which you can pick up a health chest (and make it the rest of the path).

Note: might not work as well on harder difficulties, where health chests
replenish less and less.

Note 2: on BP it's possible to just roll into the second safe area.

Video demonstration:
1, my vid:
       http://www.youtube.com/watch?v=NmPzDXks1pE


Climb glitch assessment: wall before steed shrine

Can't breach it, but a whisk is possible. The plane you're stuck on won't get
you anywhere, unfortunately. I don't know if vortices are nearby.


"The Steed Shrine" - save point


Other: the O-prompt of the ground text which is at the middle of the room tends
to stick with you randomly. Basically, the O-prompt stays at the bottom of the
screen no matter where you go, though you can't do anything with it. Other
prompts that appear in the same spot of the screen overwrite it, sadly.


Climb glitch assessment: wall after steed shrine #1

Haven't been able to burst through it, and whisking brings about variable
results. Mainly, you just get stuck slightly behind the wall in freeform mode.

Note: this wall may have different properties during "Release of the Steeds".


Climb glitch assessment: wall after steed shrine #2

Bursting is possible after the chasm. Ascension leads you to a nice vortex
which turns Kratos to a direction which doesn't seem to be useable.

Whisk? Not sure of.


"Temple of Helios" - save point


Sequence break (NP?): �

"HJ x3 (at least) over gate using a Satyr Grenadier
Kill the one guarding the lever then proceed to pull down the door." - GMG


Sequence break (BP): you can defeat the last Satyr with LoD/CW and can thus skip
running through the area, etc.


"Grand Hallway" - save point


Sequence break: you can jump over the door that requires a 'sigil' to open in
the room from which you get the Sun Shield (gratz Tyrhhjy).

Video demonstration:
1, Tyrhhjy's vid (see second part):
       N/A at the moment


Wasted potential: it's possible to reach the spiral stairway from out of bounds
by doing infinite jump from the balcony that is above the room from which you
get the Sun Shield, but the areas beyond are not loaded.



"The Throne Room" - save point


You can't backtrack because there is nothing beyond the fog-laden areas.


Wasted potential: it's possible to skip the exposition cutscene at the top of
the stairs by jumping over it, but the game never realizes the next fight ends
because you don't kill the two archers which spawn only during the very same
cutscene, and thus you can't get to the lower level (except maybe jumping.)


Sequence break (BP): speaking of jumping, you can skip the fight at the top
of the stairs by jumping over the wall and landing inside the stairway below.

Video demonstration:
1, Tyrhhjy's vid
       N/A at the moment


Sequence break (BP): you can skip the long puzzle before Cave of Olympus by
doing an infinite jump over the door that closes behind you. You fall right
into the lower area, where you would normally get to only after solving the
puzzle. (credits to Tyrhhjy)


"The Caves of Olympus" - save point


Checkpoint abuse: it's possible to skip the introduction cutscene of the Caves
by restarting after having entered the portal. (gratz Tyrhhjy) �


Speed strategy: doing a roll -> rush into water will give you a huge speed
boost for crossing over the water.


Sequence break (BP): it's possible to just infinite jump to the next place
without bothering with the water sections. Alternatively, it's possible to
go through the wall using climbing wall glitch, and get straight inside the
room that has the switch you need to activate next.

Video demonstration:
1, skipping Caves with IAJ (stickle's vid, as is the next)
        http://www.youtube.com/watch?v=vHZbv9usC_U
2, skipping Caves with climbing glitch
        http://www.youtube.com/watch?v=lRNKJ-KTT8M


Checkpoint abuse: the Triton's Lance is carried over a retry, which means that
once you pick it up, you can retry for a quick return to the beginning (with the
Lance staying in your pocket).


Wasted potential: you can jump out of the minotaur fight, but the needed crank
won't be there. Also, the next place isn't loaded until you visit the short
stretch between the fight barrier and the chasm (so, an effective skip would
require two jumps to work... bleh)


Wasted potential: that high invisible collision will not disappear until you've
turned the crank in the required way and seen the cutscene.


Collision "flaw": you can jump to where Eos rests, but the floor isn't solid and
you just fall down.


Wasted potential: the flowing stream does not count as water.


Speed strategy: roll -> rush into the water, or if on BP, just a charged GoZ
punch is enough. You will speed through the short water stretch.


"Guardians of the Fire" - save point


Wasted potential: you can reach the corridor behind the "Primordial Fire" event
by doing IJ, but the next area is not loaded until you finish the event.


If you shoot the statues with magics (on BP), the screen will shake and hits are
registered. However, nothing seems to happen... Do they have a HP? Can you break
them this way at all?


Collision flaw: after returning to the main part of the cave, some of the
collision has changed. You can very easily reach out of bounds by going to the
balcony from where you got the Lance, and just do attacks towards the climbing
wall. I learned of this from a Youtube vid whose owner I'm not sure of.


"Return to Helios" - save point


"Sequence break": it's possible to return to Helios' Temple out of bounds by
(for example) swimming there. You skip using the key thing once, and also, the
flame graphical effects are not there (though collision is).

I saw this in a Youtube vid which I haven't been able to re-locate since...


Sequence break (BP): you can infinite jump the whole of the elevator shaft.


Speed strategy: at the top of the elevator ride, you can jump to the correct
floor and continue on your way even before the elevator is fully up.


"Temple Courtyard" - save point


Sequence break (BP): it's possible to do a complex infinite jump sequence to
get straight to the lower area without bothering with the puzzle. Gratz Tyrhhjy.

Note: you may have to activate the sigil on the ground before the next area is
accessible (or in other words: loaded.)

Video demonstration:
1, his vid:
       N/A at the moment
2, stickle's vid, in which AHJ is used:
       http://www.youtube.com/watch?v=QWfXoHKw-us


"Release of the Steeds" - save point


"Falls of Oceanum" - save point


Climb glitch assessment: the first climbing wall around

Jeez, where to start? So many odd things are possible here, including creating
a ceiling grapple/feet on ground mix state. There's strange air 'collision'
around, moving Kratos' horizontal height as you move about in horizontal grapple
mode. It's very easy to just get yourself killed by doing Olympic Strike to a
wrong direction. A small skip is also possible, by escaping horizontal grapple
and reaching the next (vertical) grapple at a correct height.

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


Sequence break: it's possible to skip a fight after the collapsing staircase by
rolling quicky to the next place. Kratos is able to proceed without being
hindered by the fight and its red barrier.

Video demonstration:
1, stickle's vid
       http://www.youtube.com/watch?v=wHYFgX7TXgc


Climb glitch assessment: horizontal wall after gorgon fight

Climbing out of bounds is possible by whisking yourself over the upper edge
with ascension. Unfortunately the plane you're stuck on doesn't lead to anywhere
in particular. I don't know if there are vortices nearby anywhere.


Checkpoint oddity: for some reason, I once got the local gorgon to spawn before
I had even broken the wall from in front of her.


Climb glitch assessment: waterfall grapple

You can breach it easily by doing those sweet charged attacks, but I haven't
found a way to utilize this yet.


"Ruins of Asphodel" - save point


Climb glitch assessment: first wall after save point

No apparent breaches. Fling is possible, but takes patience. It's actually
possible to skip past the green double doors with it, allowing a skip!


Sequence break (BP): it's possible to just infinite jump over the double doors.


Wasted potential: you can jump over the wall to the area you'd normally only get
after escaping from Tartarus, but nothing special happens there.


Sequence break (BP): it's possible to just infinite jump over the fight barrier.


"The Dock of Charon" - save point


It doesn't matter whether you ring the bell or (on BP) pass through the gate.
If it's your first time, the same thing always happens: you lose. This is
because you can't break the necessary pillars even if you have GoZ, and you also
can't avoid his insta-kill attack since the ship has a low invisible ceiling.


Speed strategy: Tyrhhjy suggested this speed method for first Charon fight:

"The trick is to go out of the level's boundary so that while you are in the
next area you will die instantly. Thus saving time since you can't win anyway."

Video demonstration:
1, Tyrhhjy's vid
       N/A at the moment


"Imprisonment" - save point


Sequence break (BP): while it's not possible to crash the Hades statue early
even if you got GoZ, it IS possible to jump over it to reach the next place
quickly.

Video demonstration:
1, stickle's vid
       http://www.youtube.com/watch?v=w6ZkkjVLjAg


"Temple of the Gods" - save point


Wasted potential: during the first time around, you can't break the Hades
statue (even if you had the Gauntlet already). However...

Sequence break (BP): you can jump over the Hades statue to skip the whole of
Temple of Zeus.

Video demonstration:
1, stickle's vid
       http://www.youtube.com/watch?v=w6ZkkjVLjAg


Sequence break: using air grab high jump, you can skip a part of the
Cryptkeeper's key ordeal.

Video demonstration:
1, shinobier's vid
       http://www.youtube.com/watch?v=W_5QiG93uKQ


Wasted potential: once you create the bridge which leads to Temple of Zeus,
the corpse can't be picked up any longer. However, see below for a related
vid...


"Temple of Zeus" - save point


Other: Now, some unique things to do with corpses are possible.

Video demonstration:
1, Stickle's vid:
       http://www.youtube.com/watch?v=BKyB9glpIh8
2. Stickle's second vid:
       http://www.youtube.com/watch?v=qbxsNNFdB5Q


"Jails of Tartarus" - save point


Camera glitch: once, when I proceeded forward after having just loaded the save,
the camera didn't follow me but instead aimed through the floor to the gray
depths of empty level design. I had to leave the other way (via climbing wall)
to get to the large area with camera still focused on Kratos.


Sequence break (BP): it's possible to skip activities regarding the lowering
of both of the pendulums by doing AHJ 'til you reach the next place.

Video demonstration:
1, Stickle's vid (see section #2):
       http://www.youtube.com/watch?v=w6ZkkjVLjAg


Climb glitch assessment: wall on the left side of the area

No breaching is possible, and whisking seems to lead to danger (WALD). So
never mind this wall.


Climb glitch assessment: wall(s) on the right side of the area

My testing was joyless, with no possible breaches or whisks found. However,
there is a small suspicion it is possible nonetheless. If things worked out,
maybe you could do climb glitch to reach the next area?


Checkpoint abuse: you can skip the cutscene which introduces titans by just
retrying from the last checkpoint.


Climb glitch assessment: climbing wall with a chasm and two tops

The left top is mainly Whisk Above Ledge Danger. However, below the left top you
can burst through wall with charged square hit and ascension your way up. Below
this spot there is a nice vortex you can't miss.

If you burst through the wall too low and try to Ascension, the game crashes
seemingly quite often, so that might be good to avoid.

Another spot from where you can reach a vortex is right next to the chasm (left
side). Burst through wall and ascend a bit, then descend a bit. Some quite
imaginative angles are possible with this one. (gratz Stickle)

Video demonstration:
1, stickle's vid (the technique is shown at 00:40)
       http://www.youtube.com/watch?v=lTPyFA6BBSg

The right top doesn't seem to have WALD - on the contrary, you are able to
continue climbing like normal. Too bad the plane doesn't lead anywhere.


Checkpoint abuse: "Once the Minotaur is killed the barrier drops. When it goes
down, restart and quickly grab the nearest crank and turn it all the way
(extends the chain). *no Archers need be fought*" - GMG

Video demonstration:
1, stickle's vid (see section #3)
       http://www.youtube.com/watch?v=w6ZkkjVLjAg


"Shackles of Hyperion" - save point


Sequence break: you can skip the fight with archers and co. and pulling two
switches by utilizing the wall climbing glitch. At the ceiling grapple, you
can get outside collision with just one charged Gauntlet hit, after which you
are free to get around the chains without problems. You can also R1 drop Kratos
inside collision this way, but getting to the next area is fruitless because
most of it is unloaded.

Video demonstration:
1, stickle's vid:
       http://www.youtube.com/watch?v=64WVYHl7Y78


Speed strategy (BP): before the climbing wall that leads to Chains of Atlas,
attack the climbing foes from far away with CW before hopping onto the wall.
This is because you can't fight them off very well on the downward slope,
and every single of them is likely to do that slow grab attack on you.


"Chains of Atlas" - save point


Checkpoint abuse: rotate the first wheel about 1.25 times, then jump
towards the next wheel with a double-jump and follow it up with Olympic
Strike. If all goes well, you activate the next checkpoint way ahead of
its time and get to continue from the second wheel (despite not actually
reaching it and having just died).


Speed mystery (BP): you can do IAJ to cross the long chasms instead of
using the wheels, but I'm not sure if it's actually faster or not.


Other: you can jump over the chain event and walk to the cutscene
(which leads you out of this place) on invisible floor. Tried out if
you could save time doing this... you can't. But it looks neat.


Mystery: it's possible that the fight in the saw room will not end
properly if you had skipped the respective fight in the same room
earlier. At least in my save, the red barriers didn't disappear.

...


"Chasing Calliope" - save point


Battle exploit: if you carefully approach the fight with minotaur, it's possible
for Kratos to be left outside the red barrier as the fight starts. This means
that you can safely win your foes from outside the fight arena! (credits to
Sticklefind)

Video demonstration:
1, stickle's vid (see part #7)
       http://www.youtube.com/watch?v=waDDiE3CVcI


"Groves of Persephone" - save point


During this part, Kratos... changes. Not only does his appearance and stances
change, the properties of the few moves he has left change too.

He can only do run/walk, roll, grab, block and jump. The buffer from roll to
grab does not work and the roll can be interrupted at any time with jump (in
effect making it easy to do "momentum jump"). A grab that is done from block
is but a short twitch (it auto-cancels?). If you do a quick block+grab in air,
you can follow it up with a normal ground grab (fun in the next section).

His health bar is replaced by a new one. How can I tell it's a new one? Simple:
if you upgrade your health during this time using the GE/PF message glitch, the
upgrade will not show (until later, when you get your actual health bar back).
I haven't tested what will happen if you upgrade your magic at this time, but I
have a feeling that it's the same as with the health bar.


After winning the next mini-game, Calliope can be seen on the ground as a small
blot. She has protective collision all over, and can't be interacted with.


Other: it's possible to get stuck in the green fields because of some strange
cutscene malfunction. While testing out GE/PF message effects at this area, I
somehow (for unrelated reasons?) caused one of the "Kratos getting empowered"
cutscenes to cut short. It managed to only just begin when it cut out, you
could hear Gaia's respective narration in the background but Kratos was
completely free to move around. Consequently, no matter what amount of pure
souls I slaughtered, Kratos never re-lost his innocence. (in other words: the
game didn't progress, I didn't get most of my magics back.)

Video demonstration:
1, my vid:
       http://www.youtube.com/watch?v=Etu_1ico7xY


You will lose the state of "naked Kratos" as soon as you've killed four of those
souls and regain BoC.


"Fields of Elysium" - save point


Wasted potential: it's possible to jump over the transition FMV when moving
towards Persephone, but she is but a cardboard cut-out and can't be interacted
with.

Video demonstration:
1, stickle's vid (see part #8)
       http://www.youtube.com/watch?v=waDDiE3CVcI

...



5. Credits, legal information, contact info, etc.
-------------------------------------------------

====================================
Copyright � 2009 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 - some info + being the moral backbone of the GoW fanbase
       http://www.youtube.com/user/bigvee

Findlestick - read my FAQs too attentively and never looked the same again
              (note: "Sticklefind" is a clever alias)
       http://www.youtube.com/user/sticklefind

Tyrhhjy - a finder of things
              (note: most vids disappeared at the beginning of Nov. 09)
       http://www.youtube.com/user/tyrhhjy


FIN