findlestick
God of War 3:R - Improved Mt Olympus Skip (Speedrun strategy - NG)
updated
Done on PS3.
Previously it was thought that the ability to control a Ladder Jump’s horizontal dashing was mostly a low%, RNG-reliant, completely unreliable and restrictive technique.
I revisited Ladder Jump in an attempt to make it more versatile. And it turns out that not only are Ladder Jumps more controllable and consistent than I had previously thought, but there are actually two versions: 'Standard Ladder Jump' and 'Sideways-leap Ladder Jump' (when Kratos leaps sideways across a gap, from a ladder). These two versions share some properties, but also differ in significant ways.
Properties that apply to both versions:
-Flicking Rage on-and-off with Blades or Whip equipped, makes Kratos rise. This can be done as many times as you like during your jump. Reliability: %99.99.
-The previous standard ways to get Kratos to rise, apply to both (i.e., Severe Judgment, Glide-method, etc.).
-Side-dashing is much faster than forwards-dashing.
-To air-dash, quickly double-tap R-controller in the direction you want to go. Reliability: %100. (To get super-speed, double-tap *extremely* quickly into a side-dash).
-Whilst dashing, steer Kratos with L2. Reliability: %100.
-Whilst rising, L2 lets you rotate Kratos to aim him in the direction of your next dash. Reliability: %100.
-The ‘Ladder State’ carries-over to swinging grapples, and a Ladder Jump can be restarted after jumping off the grapple.
-Some grapple walls behave as ladders.
-The ladder at City of Olympia seems to have different properties to every other ladder in the game? You can’t seem to do most of the techniques as I’ve covered here.
Notes about “Standard Ladder Jump”:
-You can save your second jump, and one glide, to use at any time during a Ladder Jump. Reliability: %100.
-You only get to use two jumps during the technique. And one jump is immediately used when jumping off the ladder. Reliability: %100.
-You can dash reliably, but only very soon after jumping. Reliability: %100.
-You can do more than two dashes during your Ladder Jump, but only two of them are %100 reliable. After you've used your two %100 reliable dashes, there's only about a 3% chance to get a dash. But you can increase the chance of doing a successful RNG-dash by about 80% if the RNG-dash is done very soon after doing a %100 reliable dash.
-Kratos dies after being in air longer than 17-seconds (since the game thinks he’s falling). So Standard Ladder Jumps have a time-limit (just like regular "Jet Dashes" do).
-If Kratos naturally falls after gliding for too long, he enters a special animation that converts the jump's properties to become identical to those of Sideways-leap Ladder Jump (see below).
Notes about “Sideways-leap Ladder Jump”:
-You cannot use any jumps or glides during your technique (except for the jump you use to get off the ladder).
-You have an infinite number of %100 reliable dashes.
-No air-dash is RNG. You are completely free to maneuver wherever/whenever you want.
-As long as you keep moving, Kratos' death timer won't trigger. So you can theoretically make this jump last forever without Kratos dying.
-If you let Kratos free-fall for a specific amount of time, the jump's properties become identical to those of Standard Ladder Jump (see above).
Points of interest:
1. 0:06 – Demo: Precision control with Ladder Jump.
2. 0:27 – Demo: Dashing immediately after jumping gives two 100%-consistent air-dashes per Ladder Jump.
3. 0:44 – Showing that Kratos rises by flicking rage on-and-off. This technique is available at any time during your jump, without limits on how many times it can be done.
4. 0:54 – L2 while rising lets you rotate Kratos to aim his air-dash.
5. 0:57 – L2 while dashing lets you steer Kratos.
6. 1:10 – You can use one glide anytime, per Ladder Jump.
7. 1:20 – Kratos can resume a Ladder Jump after using a swing grapple.
8. 1:37 – Skipping a cutscene.
9. 1:49 – Saving my second jump to easily glide to the top of the gate at The Gardens.
10. 1:59 – 2:28 – Two demos of super-speed.
11. 2:28 – 3:16 – Demo of Sideways-leap Ladder Jump.
12. 3:17 – Sideways-leap Ladder Jump lets you “magnetically” grab ledges. This needs more tests, as this might give clues as to whether there’s some way to get a universal Magneto Jump. Which might allow us to universally breach walls, floors, chests, grab very high ledges, etc.
13. 3:29 – Ladder Jumps can have all its restrictions removed by gliding, and then letting Kratos drop, before resuming your Ladder Jump.
Points of interest:
1. 0:00 - 1:21 At the rotating room in Hades' Realm: On New Game, very hard-mode, it's normally impossible to turn the crank that loads the next area while swimming. But with this exploit you can safely turn the crank without getting killed by enemies. Therefore letting you skip the room while keeping swimming glitch for a NG Very Hard speedrun.
2. 1:22 - At Poseidon's chamber: Doing this photo-mode glitch as an enemy has barely hit Kratos, makes Kratos break-out of turning the wheel. This makes both gates stay open without needing the Princess, but there is an invisible wall where the second gate is that prevents you from going into the room. But this academic, since the Upper-Gardens never load until the Princess is dead.
3. 1:51 - Half-baked demo of resetting enemies attacks during combat. You can attack enemies with impunity.
If you want to learn the glitches, skips and techniques that my glitching colleagues and I have found in this game. Check-out our GoWIII Glitch FAQ: gamefaqs.gamespot.com/ps3/943928-god-of-war-iii/faqs/59988
Points of interest:
I. This skip is more reliable than my previous one, since it doesn't rely on any enemy-RNG at the final box. With my previous version, you need to an enemy to go in a specific position to be able to breach the floor with a Magneto Jump.
II. This version's final Jet Dash to the upper-Labyrinth is much easier to do, since you don't have to Jet Dash off-screen the entire time with the controls completely in reverse and constantly changing mid-dash (with the camera sometimes spinning if you happen to dash into an area the camera doesn't like).
III: This skip can be done without firstly triggering the Water Trap box.
IV: This skip is possible to do using blades-only.
V: There are three crucial triggers involved in this skip:
0:17 - Go underneath the Pandora's "Hope" cutscene, or else it ends your jump.
0:21 - Once you've passed the cutscene trigger, do a Ladder Jump upwards towards the invisible bridge. Just below it -- and just beyond the cutscene trigger you have to hit the trigger that loads the final box.
0:27 - As you approach the final box, glide underneath it and start an upwards Ladder Jump to enter the room. Inside the room is where the trigger is located, that loads the upper-Labyrinth.
0:31 - Revert to an upwards Ladder Jump at the end of your glide.
0:36 - Grab a secret ledge under the platform that normally lowers you into the Endurance room, and climb onto it.
0:39 - At that point, the camera will abrubtly change 180-degrees to face the direction you just came from.
0:40 - Jet Dash back in the direction you just came from towards where the upper-Labyrinth is now loaded. It's actually located back where you first encountered Pandora... the "upper-Labyrinth" is not actuall located above the final box, like the game would have you think.
If you want to learn the glitches, skips and techniques that my glitching colleagues and I have found in this game. Check-out our GoWIII Glitch FAQ: gamefaqs.gamespot.com/ps3/943928-god-of-war-iii/faqs/59988
The skip seen here can also be done with the Whip, which is much faster. But I decided to upload this blades-only version in case a way to skip the final box using just blades is found someday.
The reason one might want to use a blades-only skip is because the Whip is normally skipped during a New Game speedrun.
If you want to learn the glitches, skips and techniques that my glitching colleagues and I have found in this game. Check-out our GoWIII Glitch FAQ: gamefaqs.gamespot.com/ps3/943928-god-of-war-iii/faqs/59988
Note: The cave is actually loaded very far away, which is why I Ladder-jumped there. The teleport-trigger that normally teleports Kratos to that area does not load until the trials have been completed.
If you want to learn the glitches, skips and techniques that my glitching colleagues and I have found in this game. Check-out our GoWIII Glitch FAQ: gamefaqs.gamespot.com/ps3/943928-god-of-war-iii/faqs/59988
If you want to learn the glitches, skips and techniques that my glitching colleagues and I have found in this game. Check-out our GoWIII Glitch FAQ: gamefaqs.gamespot.com/ps3/943928-god-of-war-iii/faqs/59988
If you want to learn the glitches, skips and techniques that my glitching colleagues and I have found in this game. Check-out our GoWIII Glitch FAQ: gamefaqs.gamespot.com/ps3/943928-god-of-war-iii/faqs/59988
Note: You can dash directly from the ladder to the top of the box, but this skips the trigger that loads the area behind the large box. So I had to hit the loading trigger located near the crank, before doing the final jump to the top of the box.
If you want to learn the glitches, skips and techniques that my glitching colleagues and I have found in this game. Check-out our GoWIII Glitch FAQ: gamefaqs.gamespot.com/ps3/943928-god-of-war-iii/faqs/59988
Note: This skip has to be done in conjunction with the skipping of the final box (as seen at the end of my other video, here: youtu.be/6viVIWLBNFg ).
If you want to learn the glitches, skips and techniques that my glitching colleagues and I have found in this game. Check-out our GoWIII Glitch FAQ: gamefaqs.gamespot.com/ps3/943928-god-of-war-iii/faqs/59988
If you want to learn the glitches, skips and techniques that my glitching colleagues and I have found in this game. Check-out our GoWIII Glitch FAQ: gamefaqs.gamespot.com/ps3/943928-god-of-war-iii/faqs/59988
"Reverse ledge-climb IJ":
This is an odd one. If you make Gabriel jump backwards towards a ledge, he climbs away from the ledge, as opposed to climbing onto it. And he does his 'ledge-climb animation' in mid-air. Since Gabriel did his ledge-climb animation, the game thinks that he is standing on ground, even though he's in mid air. This allows you to do infinite ground-moves in mid-air, thus giving you infinite mid-air-launches. Also, this ledge-related infinite jump can be done at some areas where ledge-drop infinite jump won't work, places where Gabriel normally drops too quickly to start doing an infinite jump.
Also, if you spam 'jump' while Gabriel is doing a ground-move in mid-air, he slides oddly along the ground until the attack has completed. I only showed this glitch during one attack, but it works with others, and the effects vary (not in vid). This might have more potential and needs to be tested further.
"Breakable-object IJ":
This one is pretty straightforward. If you destroy a breakable object that Gabriel is standing on by throwing daggers at it, the game lets you do infinite launches in mid-air once the object has been destroyed. It works on nearly every type of breakable-object as long as you can stand on it, including – but not limited to, winged statues, barrels, tables, candelabras, and those strange "prayer-altars" with a curved top (not sure what they're called). The difficulty of this technique varies with the type of breakable-object, as well as the placement of the object within the level. Also, the shorter that the breakable-object is, the trickier the timing due to having less time to give inputs before Gabriel falls.
The game now has nine known infinite jumps (in order of discovery):
I. Crystal Break-out IJ.
II. Ledge-drop IJ.
III. Special Collision IJ.
IV. Slippery Collision IJ.
V. "Plummet" IJ.
VI. Enemy Collision IJ.
VII. "Teleport Collision" IJ.
VIII. Reverse ledge-climb IJ.
IX. Breakable-object IJ.
Points of interest:
1. 0:07 – Demonstrating the 'sliding glitch'.
2. 0:19 – Demonstrating Reverse Ledge-climb IJ.
3. 0:50 – Demonstrating Breakable-object IJ on a barrel at Veros Woods.
4. 1:04 – As above, but done on a candelabra at the Clockwork Tower.
5. 1:19 – At Castle Courtyard: As already known, you can't access Castle Hall early. And at 1:42 some out-of-bounds sightseeing.
6. 1:56 – At Refectory: I tried to damage The Butcher during his cutscene by falling into a cutscene breaking a crystal. But unfortunately the cutscene trigger is too far away from where he walks, so the crystal's effect doesn't reach him.
7. 2:26 – At Enchanted Forest: A skip.
8. 2:50 – At Outer Wall: Skipping the key.
Was previously a private video.
NOTE: You can also do an extended Jet Dash (i.e doing Unending Sorrow to extend how much further you can Jet Dash before Kratos enters with death animation-loop) directly to Mount Olympus from Leviathan, but I devised this Single Segment-friendly version. The other clip that I decided not to upload, is just me Jet Dashing completely off-screen all the way to Mount Olympus. That footage doesn't show very well where Mount Olympus is in relation to Leviathan. That method is slightly faster, if you wish to try it.
NOTE 2: You can also Jet Dash directly to the upper-area of Mount Olympus from Leviathan (where the door to Ares' tomb is), but that area only loads once you go to area below it, past the swing-grapple, where I landed at Mount Olympus.
If you want to learn the glitches, skips and techniques that my glitching colleagues and I have found in this game. Check-out our GoWIII Glitch FAQ: gamefaqs.gamespot.com/ps3/943928-god-of-war-iii/faqs/59988
If you want to learn the glitches, skips and techniques that my glitching colleagues and I have found in this game. Check-out our GoWIII Glitch FAQ: gamefaqs.gamespot.com/ps3/943928-god-of-war-iii/faqs/59988
Points of interest:
1: 0:00 - 1:57 - Teleportation glitch: Kratos can teleport to checkpoints or savepoints he last used, which ends his swim state. Maybe this works in other God of War games that have swimming glitch?
Instructions:
Step 1: While air-swimming in t-pose, checkpoint Kratos at a location that you wish to teleport to.
Step 2: Interact with a game element that makes Kratos enter a glitched swim-pose (doesn't seem to work with chest-opening-animation?).
Step 3: Hit a trigger that loads a new area where Kratos would normally stay in t-pose, while swimming (i.e if Kratos reverts to normal swimming -- when swimming in the new area, it won't work. The new area he crosses into must only support t-pose swimming).
Step 4: Kratos will then teleport to the last place he was checkpointed. Or, at some areas he simply stops swimming altogether, without teleporting anywhere.
2: 1:57 - 3:02 - Skips:
1:57 - Another flame skip at Palace of Fates, thanks to a collision flaw.
2:05 - Circular hallway skip, post-Translator: There's a loading trigger you need to hit out-of-bounds. It's located in-between the walls that divide the savepoint, and the lever.
2:22 - You can do the above skip from much earlier in the hallway (but I've not yet been able to hit the trigger behind the wall from there yet).
2:33 - At the ram door that leads to spiked hallway battle: The door has a collision flaw you can simply roll through, but it has to be a *sideways* roll.
2:38 - Temple of the Fates improved skip: There's lots of out-of-bounds floor that lets you skip opening the gate. Not in vid: if this skip is done while the slo-mo effect is on, you get to keep it during the Lahkesis battle.
3:02 - 4:28 - New air-swimming glitch at the Atropos arena: Unfortunately, you can't seem to trigger the battle there.
4:28 - 9:59 - New air-swimming glitch at The Inner Sanctum/Clotho's Hallway:
4:28 - A new sequence break using air-swimming to skip to the Gorgons/Sirens phase of Clotho's Hallway.
5:17 - Opening the final gate of Clotho's Hallway early, with air-swimming: You can trick the game into letting you open the final gate before the battle has started.
This is done by air-swimming to a trigger that loads the final gate of Clotho's hallway, before loading its earlier portions. Then hit a checkpoint, and upon restarting, the gate thinks that the battle is over, so you can open the gate early.
Unfortunately, the battle not only needs to be triggered for Clotho to load but the battle must also be concluded to the game's satisfaction.
6:45 - I activated the glitch that allows you to open the final gate early, but I backtracked and ended air-swimming glitch at the Inner Sanctum. I then went through and hit every trigger on the way to the final door to see if Clotho was loaded during the final phase of the endurance run. But even after meeting all that criteria (of hitting triggers, etc), the next area wouldn't load.
7:11 - Air-swimming sightseeing of Clotho's Hallway and at Clotho.
9:02 - Unless the trigger that loads Zeus is hiding somewhere, or if the Zeus arena is already pre-loaded somewhere (like the Atropos arena was), you can't take air-swimming through the mirror, to Zeus, for two reasons:
1. You can't pull the lever that loads Zeus, while air-swimming.
2. To get the mirror area to load, you must hit a trigger that permanently unloads the area where I started air-swimming at the Inner Sanctum. So you can't backtrack to the Inner Sanctum on foot, after having pulled the lever (I tried with an arduous infinite jump, but Inner Sanctum was permanently unloaded).
9:23 - Getting grabbed by Clotho makes Kratos enter a glitched swim-pose, which can be used to teleport to checkpoints at the Inner Sanctum and even to Clotho.
Points of interest:
1. The only new clips on here which are potentially useful, are the Skyrim clips. Don't know if this is known, but you can glitch prompts by activating them as you're sheathing/unsheathing weapons or by bare-fist-guarding/stop-guarding (so it can also be done from the start of the game, before you get a weapon). This needs a lot of testing, but in this video I show that loose objects become attached to you, while you are free to move around like normal.
2. If you also switch weapons as you activate some prompts, you can get additional glitches. In this vid I made a horse unexist by activing its prompt with the glitch.
Unfortunately, Skyrim isn't my type of game. So I'll leave it to others to expand upon this glitch.
Time-stamps:
0:00 - Skyrim.
1:36 - God of War-series.
16:14 - God of War: 2018 (Parody trailer)
16:57 - Max Payne 3.
18:52 - DmC.
22:43 - Castlevania: Lords of Shadow.
Very Hard PAIN+ conditions (Titan Mode) are:
-No Weapon upgrades.
-No Health bar upgrades.
-No Magic bar upgrades.
-No Sub Weapons used.
-No Magic used.
-No Rage used.
-No Chests.
-No Fleece for offensive purposes.
Time-stamps:
0:00 - Barbarian King.
4:53 - Euryale.
10:11 - Atlas.
13:09 - Translator, 3rd phase.
15:00 - Lahkesis.
Points of interest:
1. I also show a new(?) upgrade jump-configuration. Upgrading the Fire of Ares magic once, or twice, makes Kratos break-out. This lets you do some High Jumps, and break-outs around the game.
2. This upgrade jump is very cheap, and can be done as soon as you get Fire of Ares without going out of your way to get red orbs.
3. The first two skips in this video are compatible during a New Game, since the upgrade jump doesn't require the Javelin. Although a Javelin-levitation can also be done at that same spot.
4. If you try to do a Javelin-levitation to the ladder that leads to the Gorgon fight during the Dog Battle, you are blocked by a very high invisible wall.
5. I've started to use a controller overlay on the screen to assist anyone wondering what buttons I'm pushing. Let me know in the comments if this is something you'd want me to continue, or does it get in the way?
When throwing your final Javelin, or discarding your Sword, keep 'X' held-down the entire time while tapping 'O' during the discard-animation. It's similar to Shield Discard jump, except that Kratos actually breaks-out of his animation and enters a T-pose, and/or begins levitating.
Then, depending on which World-weapon you have equipped, you can either jump afterwards in-air if you still have a second jump left, or you can begin a significant levitation. Which one, depends on how you vary your timing when spamming 'O' (instructions are further below).
Points of interest:
1. The game is now vulnerable to new skips and glitches, particularly in the earlier parts of the game. For both New Game and NG+.
2. Note that in this video, I did the Javelin high-jumps and levitations after throwing my *final* Javelin, as the jump is easier to do this way.
3. You can do a jump at the top of any launcher, even when using breakable objects or enemies, to launch. Launching with some enemies, such as the Harpy eggs, actually gives you two jumps at the top of your launch. Like I show at 0:19. So combined-tactics-jump would allow two jumps during a jump-combo, and a levitation. Since levitations can be done at the top of a double-jump.
4. Not in video: If you do a levitation after just one jump, you can use your second jump at the top of your levitation.
5. I haven't yet tried doing a levitation at the top of a launch, but mechanically there's no reason to think it can't be done. Since levitation is done independently of launches.
6. I haven't tested the Club yet, but if you break-out of the Sling, Kratos gets completely stuck floating in mid-air for a few seconds. Need to test this more around the game, might have other types of glitch potential.
7. I've got a lots more tests I need to exhaust, but thought I'd do this quick video for now.
8. It might be possible to break-out of other attacks with this glitch, such as Blades-attacks. Much to test...
________________________________________________
Jump and Levitation instructions (with Javelin equipped):
________________________________________________
Standard High-jump (Difficulty 2/10):
-------------------------
Step 1: (Launch optional), 'X' + Hold 'O', (keep 'X' still held-down from before).
Step 2: Spam 'O' when Kratos' throwing-arm is next to his ear. But stop before he does a Downwards Punch.
Step 3: Kratos enters T-pose.
Step 4: Jump (+ whatever other high-jump tactics you're incorporating this into).
REMINDER 1: Once you press 'X', keep it HELD-DOWN the entire time you're tapping 'O'!!
NOTE 1: When I press 'X' + Hold 'O', during step 1, I've been pressing 'O' slightly before I press 'X'. Not sure if this makes any difference, but it's something to think about it you have trouble with the jump.
NOTE 2: To do these techniques with the Sword, you just need to include L1 -- to initiate the Discard-animation, immediately after the jump, but before you Hold 'O'.
Levitation (Difficulty 10/10). Works from one jump, or after a double-jump:
------------------------------------------------------------------------
Step 1: 'X' + Hold 'O', (keep X still held-down from before).
Step 2: Spam 'O' when Kratos' throwing-arm is next to his ear.
Step 3: Stop spamming 'O' one frame, or two before Kratos does his Downwards Punch.
Step 4: If timed correctly, Kratos will levitate.
I found this secret area years ago but I hadn't found every area, so by popular request I recently did-so. However, I quickly discovered that glitching wasn't enough to explore Secret Eos. So, I decided to enter the world of game-hacking, and I changed the following in the game's memory:
-Found and locked Kratos' jump-count, so that I can infinite jump. (To explore Secret Eos).
-Found the area in memory responsible for Kratos' weapons, and items. And in doing so, I also found that the demo contains the Whip, Claws and a mysterious item that freezes enemies (potentially was going to be a Boreas attack in the main game?).
I left all the other data in the demo untouched. Hacking will be a one-off experiment due to it being absolutely required to explore Secret Eos. And to be honest it was amusing to test the glitchy weapons. However, if you're interested in seeing hacking videos from me -- in addition to glitching videos, let me know in the comments...
Also you want to learn the glitches, skips and techniques that my colleagues and I have found in the main GoWIII-game. Check-out our GoWIII Glitch FAQ: gamefaqs.gamespot.com/ps3/943928-god-of-war-iii/faqs/59988
Points of interest:
1. 0:00 - 11:32 Exploring Secret Eos:
2. 0:13 - The trigger that loads Secret Eos.
3. 2:12 - Yes, Zelda's 'secret sound' is actually in the demo.
4. 2:46 - There's a magic chest here, but you don't actually get any attack from it. (Maybe hack the memory to see if it can be found?). There is no path to the next area, so I used an infinite jump to reach it.
5. 3:19 - In the main game, this is the area where Kratos speaks to a statue of Pandora.
6. 2:27 - There are two more grapple-points here, but the last one makes Kratos get stuck off-screen.
7. 3:58 - There is another prompt that makes Kratos push over a pillar which knocks over other pillars, in a domino-effect. You have to quickly traverse these pillars to the grapple points. Since the last grapple makes Kratos get stuck, I infinite jump to the area where -- in the main game, Wraiths appear. From there you can proceed to a room that's an empty dead end. So I backtrack to the "Wraiths area".
8. 4:58 There's a spinning black box where Wraiths normally appear in the main game. There's a prompt there that brings-up text of Kratos talking with Pandora about some treasure.
9. 6:19 - There is no realistic way to get to the bridge that leads to the chain, except for with an infinite jump. At the bridge there's a "secret wall" with a grapple wall behind it. You can climb up it to the ramp that leads to the Chain of Balance.
10. 7:46 - The Chain of Balance has no wind, but there's a mysterious platform with a lever on it. It starts to rise when you pull it, but there are two objects to the sides preventing it from rising further. There's some other breakable objects on the ground and on the roof, where a block drops. A block whose purpose I haven't yet figured-out. If you have any ideas, let me know.
11. 11:35 - I skipped some trigger in the Harpy-cave, which resulted in this mystery orb.
12. 11:52 - 19:16 Testing new weapons I found in the demo's memory:
13. 11:52 - The whip is yellow, and has a few new attacks. Doing specials with it makes Kratos get stuck.
14. 12:04 - Claws have some unique attacks. The main one being 'Soul-steal', which kills some enemies immediately.
15. 12:30 - While looking in the demo's memory for Hermes' Boots, I found an item that shoots ice. It makes generic-looking ice cubes appear on enemies.
12:59 - If you try to grapple, or grab a frozen enemy, Kratos will instead complete his action on the previous thing he interacted with, even if the previous thing he interacted with shouldn't be able to have that interaction done on it.
I show just a few results of doing actions on the wrong objects. Some include:
13: 39 -14:42 - Doing Sentry grab-kills on Cyclops and Centaur.
14:42 - 16:34 - Doing the Cyclops mini-game on a Sentry and on a chest, then riding on a Sentry and riding a chest's collision.
16:34 - 19:16 - Doing the Helios-kill on a chest and on a door, plus teleporting Helios into the cave.
Again, let me know in the comments if you're interested in seeing more hacked game-play videos (as well as my usual glitching videos), or if you want me to stick just to glitching. Cheers.
I've deleted my nanospheres channel, my secondary channel. So I'm re-uploading some of my videos from there to my main channel here.
Also, I recently deleted all of my social media accounts. This YouTube channel is now my only online presence. The only findlestick account belonging to me is this channel and my Twitch account (which I rarely use).
Credit to Muztrosity for some of the clips used in this video.
twitter.com/findlestick
Points of interest:
1: 0:00 - 2:57 Wasted skips:
0:00 Poseidon 2nd phase: Death-jumping to Gaia's head lets you break-out of climbing. But Poseidon is absent.
0:29 Hades Gorgon: I got inside the arena by grappling a Wandering Soul from under the floor. Door is open but there's an invisible wall.
0:52 1st Labyrinth Box: You die if you leave this room during battle.
1:09 Riding crane at Caverns: Long jumping directly from the crane to the trigger that loads MT Olympus, without using the chain, teleports you there but it's not loaded.
1:41 Hermes chain: A glitchy ledge can throw Kratos around, I used it to do an upside-down Army of Sparta during New Game. Skip potential.
1:52 At Erebus trials: Entered the caves with levitation, but the teleport trigger cancels it.
2:31 The Forum alternate route: I Jet Dashed into the arena. I suspect it's possible to load the geometric triggers on the way there. In progress.
2: 2:57 - 5:29 Skips:
2:57 Eos Wraith: 99% consistent skip for NG, using grappling and a %100 consistent skip with Sorrow Jump.
3:44 Hermes chase: Levitating to the Upper Chamber and Jet Dashing through the trigger that loads the hallway to Hercules' arena. This extends the skip for PS3, at least. The trigger location is at the column @ 3:51.
4:19 Gardens skip: Sorrow Jump from the platform's elevated-edge.
4:35 Bramble Pots-skip: Sorrow Jump through platform.
4:43 Talos fight: Using a lever while a glitched Soul is on it can cause the collision on a platform to not load. I lured Talos into the spikes.
5:12 Skip before upper Gardens: You can move during some cutscenes if you reach them with a checkpoint buffered, and then restart. Game checkpoints u soon after putting Princess on the wheel. So, jump & Jet Dash to the cutscene before you're checkpointed.
3. 5:30 - 13:23 General Glitches
5:30 Custom checkpoint at Ares: Archer Souls can shoot through walls by pressing Kratos against a wall; keep R2 held and spam L2. I killed enemies in the previous room and opened the gate as they died. This creates a custom checkpoint as I open the gate. Restart let me control Kratos but I couldn't seem to break-out of its grab.
5:58 Music instrument: I think this happened after backtracking from the Sewers? I'll revisit it and edit text...
6:11 Bypassing Hermes' intro at Caverns: Walk off edge-of-the box while aiming, in a certain way.
6:41 At Chain of Balance: The actual location of the upper area seems to be on current level?
7:07 Breaching the floor at Skorpion and leaving the arena; skip in progress.
7:25 At Peirithous: Released Cerberus early and killed Peirithous during intro scene.
8:16 Avoiding "Hold your tongue" scene. I setup puzzle so it's ready to receive the Princess, then reached her without using portal. In short, failed.
8:55 After Princess uses portal, I return to the platform by breaching the wall. Nobody there.
9:16 Gaia's finger#1: Jumping on a certain point on Gaia's finger, breaks you out. I checkpoint before Gaia triggers cutscene, I pause game as cutscene starts. The cutscene plays behind the pause-screen. Once you reach River Styx, you can checkpoint him as he's falling. This might allow a skip of the River Styx during a New Game?
10:30 Gaia's finger#2: This time I enter the Save-menu as the cutscene starts. When I reach River Styx, I exit the Save-menu. This causes the cutscene audio to play at River Styx, quitting, loading videos, loading a saved game etc. Things resume to normal once audio has completed.
12:14 Backtracking to Gorgon Box at Labyrinth: Sightseeing of the Gorgon box in its final state, as well as showing the location of an alternate 'rising platform', like the one that lifts you at the final box. The game teleports you there when you go through the gap in the roof of the final box (but it only loads the surroundings once the battle at the final box is triggered).
13:03 Sightseeing the Top of the Labyrinth after having skipped most of the Labyrinth. Pandora is there.
4: 13:23 - 14:40 Air-swimming:
13:23 Caverns backtrack from Sewers: The Caverns reload anew. I showed the starting-position of the box Hermes appears on. Swimming there didn't trigger his scene.
13:50 Showing the actual location of Hercules' arena.
14:29 Alternate way to end air-swim: make Kratos be next to/above certain collision, then activate a swing-grapple. This also worked at the swing-grapples at the Caverns (Sewers backtrack). Maybe it also works in other GoW-games?
5: 14:39 Air-walk: Kratos can air-walk when levitating against certain collision, I think you need to have X held during the levitation?
If you want to learn all the glitches, skips and glitch-techniques that my colleagues and I have found in this game. You can check-out our GoWIII Glitch FAQ: gamefaqs.gamespot.com/ps3/943928-god-of-war-iii/faqs/59988
Done on PS4 only, at this date.
twitter.com/findlestick
Points of interest:
1. 0:00 - The first skip: it can be done on NG, but Pandora won't appear to help you to progress to the top of the Labyrinth afterwards. So if you do this skip, you 'll have to also do the second skip in this video to progress, since it doesn't rely on Pandora.
2. Although the final bridge is located very high, it's located very close to box one. It's located between box two and the bridge where Pandora sleeps. Not too difficult to get to.
3. Since you skip to the final bridge from box one, you *have to* trigger the scene where Kratos talks to Pandora. The times that I progressed without triggering this scene, the final box was not loaded.
4. Not in vid, #1: I did a Sky Jump through the hole in box 1 as soon as the battle started, but there's death collision at that hole's exit. I also used Magneto Jump to grab a ledge in the floor, and I breached the floor collision, but I was immediately met with death collision. So it might not be possible to do the first skip, like you see in this vid, until the 1st battle is over?
5. 0:44 - The second skip: the top of the Labyrinth is *not* located above the final box, there's actually nothing loaded above the final box.
Surprisingly (sort of, because the game has a habit of doing things like this) the top of the Labyrinth is actually located *lower* than the final box, and quite close-by.
6. The top of the Labyrinth is located where the game had previously loaded the area where Pandora sleeps, it's not too far from the final box. However, the bad news is that if you want to take the most direct route, you're forced to Jet Dash through an area where the camera spins horribly.
This forces Kratos to spin on-the-spot without progressing your Jet Dash, to the top of the Labyrinth. So you must navigate around the camera's horrible pivot-point. Therefore you must squeeze absolutely *everything* out of your Jet Dash... blind, with the controls in reverse sometimes...
However, if you come-up short, not is all lost. You can still do a Death Jump up to the top of the Labyrinth.
7. Also, the top of the Labyrinth is only loaded once you triggering the final battle. If you try going there before then, you'll only end up near where Pandora sleeps.
8. Not in vid, #2: when you reach the top of the Labyrinth like in this video, there's a character model of Pandora sleeping nearby.
Done on PS4 only, at this date.
twitter.com/findlestick
Note: you can also skip the Skorpion with this, but for some reason it's not used by speedrunners. So I shown how to end swimming glitch at the Caverns. For anyone wanting to try it, take note of my *exact* movements there...
Also, here's the link to my skip of the Skorpion: youtu.be/xhu31_NnSy4
Done on PS4 only, at this date.
twitter.com/findlestick
Done on PS4 only, at this date.
twitter.com/findlestick
Points of interest:
1. 0:00 At Sewers: if you get swim-glitch without going too far into The Sewers, it avoids a trigger that unloads the Hercules arena. Doing this resets all the levels anew, as if you had arrived at them for the first time(?).
Hercules' arena doesn't reload anew if you do this, but it can *also* be reloaded anew if you then complete the reloaded Caverns. This should let you infinitely reload these levels?
2. 1:11 - 1:47 Mt Olympus: the grapple-area is small and has no collision. Also, the chain has a complex trigger arrangement. Triggering them in the wrong order lets you load The Caverns without unloading Mt Olympus. This loads both these areas simultaneous in the same space.
Not in vid: You can also make Mt Olympus and the Chamber of the Flame to be loaded in the same space simultaneously, but they don't overlap (you just see Mt Olympus nearby, OoB at the Chamber).
3. 1:48 - 2:50 Caverns:
1:51 you can see Mt Olympus and Caverns loaded in the same space.
2:17 Pandora is in her cage.
2:28 Showing that the brambles are on box again. Not in vid: I played through the Caverns like this, everything loaded as if I was there for the first time.
2:45 The Boreas Switch R1-prompt is inactive.
Not in vid: I found the starting-position of the box Hermes appears on, its up very high, immediately to the right of the second box with brambles. However, landing on it doesn't yet load the Hermes appearance scene.
4. 2:50 - 3:41 Chamber of the Flame: there's an invisible R1-prompt OoB, behind the chain. Pressing it changes the chamber so that it has stairs, was hoping it would take me to end-game, but...
5. 3:41 - 7:16 Hermes chase: you can get to the Hermes arena in reverse from the Chamber of the Flame, but Hermes doesn't appear. Doing this causes the Sirens to shoot crazy lights all over the place as can be seen at 4:54 and 5:20.
5:38 Hermes T-pose: you can find a model of Hermes wearing a black costume and a coin at his feet. He's located far away behind the mysterious R1-prompt behind the chain.
6:25 Hermes chase: the R1-prompt at the catapult activates it, but the cutscene doesn't play. If you go to Hermes, you get a glitched, black "scene" but Hermes remains on the Athena statue.
6. 7:17 - 7:55 Music Puzzle: you can solve the sword puzzle, but the game won't respond to your inputs during the musical mini-game. You can activate the prompts at the upper-area as the mini-game starts but nothing happens of note.
7. 7:55 - 10:09 Hercules Arena: basically just sightseeing. You can activate all the various phases with the geometric objects-glitch, but the arena has not much solid floor and Hercules' AI seems broken.
9:22 Far underneath the Hercules arena is his corpse.
twitter.com/findlestick
Points of interest:
1. Striking certain types of collision with 'Severe Judgement' (untested with other attacks/weapons), massively amplifies Kratos' ability to detect ledges. He will magnetically grab ledges that are ridiculously high-up, or ledges that should be too low to grab, including ledges that are underfoot (not sure how far down he can detect).
It takes practice to get it right, but here are instructions: For grabbing ledges high-up: hit an enemy or glitched Archer Soul with Severe Judgement-attack (SJ), after a jump or jumps. Near the peak of your SJ, air-dash once towards the ledge and then flick Bow.
For low ledges: same as above, except use just 1 jump.
Very important that Kratos dashes directly square towards the ledge. The timing of the dash and bow/head-flick is the most important factor.
NOTE: Kratos must be facing flush towards the ledge you want to grab.
2. Striking these types of collision can be used to do massive high jumps, but for ledges only, as far as I can tell? At 0:17 I show Kratos grabbing the top of the water trap puzzle-box by using just *one* jump and Severe Judgement, and at 0:56 I grab the top of the massive door at The Forge with a double jump, still don't know what the limits are.
3. You can breach solid collision by grabbing ledges that should be too low to grab. So far this works on all ledges that the game classifies as being ''grabbable". You'd think that Kratos would be able to detect a ledge that is low (since he's close to it). I tried many times to do it without the magnetic effect, but it seems like you *do* need to strike this type of collision? Also, this opens-up the possibility of finding new 'Levitation Ledges', as grabbing awkward ledges is the main ingredient for levitating.
4. It's possible to create permanent archer souls if you summon one as you are standing on uneven collision, or *as you are landing on* slippery collision. So far I've managed to create these things at most sections of the game, areas to do this are common. Summoning other types of souls on these types of collision simply makes them vanish as soon as they spawn.
5. The properties of a permanent archer soul is completely different than usual. So far, these are some of its properties that I've noticed:
-Kratos' ability to detect ledges is greatly amplified if he strikes them with, at least, Severe Judgement (untested with other attacks/weapons).
-once spawned, the archer will either stay where it spawned, slide around randomly, or will always specifically slide to some point on the map.
-they have solid collision that registers hits by certain (all?) attacks.
-when attacked, they bleed ten times more than any enemy, blood gushes out!
-Kratos can't walk through them, and he can only move them slightly with his body. Attacks are best for moving them, though some attacks are better than others for this.
-Kratos can combat grapple towards them, and results vary. With blades and Nemesis Whip: Kratos starts to combat grapple but you can then redirect the destination of the grapple. With the right setup, this is a type of long jump for NG, but needs to be fleshed-out more. With Hades Claws: Kratos gets knocked back and grunts, so sadly, no type of Claws High jumps that you can normally do with its combat grapple. With Cestus: Kratos tries to bring the archer to him, but the archer won't budge, Kratos gets stuck-in-place for a few seconds and all you can do is spin him around while he's in an odd pose.
At some areas, the combat grapple tries to grapple something unseen very far. This causes his blades to zip around very chaotically with the graphics really messed-up.
-they can't seem to be launched by any means (?). If we could find a way, we would be able to infinitely launch them with Bow/Combat Grapple, since they never die. Or at least, do some decent, custom Combat Grapple-jumps.
-shooting them with Nemesis Rage keeps its affects lingering (glitch potential).
6. 1:32 A new skip of the Music Puzzle (version 3) using a wall breach by grabbing a chest's ledge. This is the fastest variation, since this also skips the Siren cutscene.
7. 4:27 Showing that pots can also be used to grab low ledges, and should also be possible to use for Magneto Jumps.
8. 4:37 - 5:09 Showing a controlled setup using enemies to grab low ledges. Stone-freezing enemies makes life easier when doing so.
9. 5:10 - 5:42 Showing that enemies can also be used to do Magneto Jumps.
10. Why 'Magneto Jump' as a name, and not something like 'Severe Judgement Magnetic Jump'? I haven't tested any of this with any other weapons, or their attacks, yet. Don't know if this is only related to Severe Judgement, so I'm open to suggestions for a name...
If you want to learn all the glitches, skips and glitch-techniques that my colleagues and I have found in this game. You can check-out our GoWIII Glitch FAQ, if you're interested: gamefaqs.gamespot.com/ps3/943928-god-of-war-iii/faqs/59988
(Confirmed on PS4 (aka remastered) & PS3, untested on other platforms at this date).
twitter.com/findlestick
Points of interest:
1. This skip is done by, firstly, standing on a small piece of collision on the crane, as the final battle is ending. You'll notice that the base of the crane has four small sections sticking out of it, you can stand on these.
The crane will then take you extremely high-up. From there, you just have to do a Double-glide long jump to the chain. The angle that you need to lean your L-controller during your long jump is between 205 - 210 degrees (approx).
The long jump is done completely off-screen, but keeping the L-controller leaning at the angle mentioned above, makes it pretty easy.
EDIT: When you're on the chain - due to the camera angle - your controls will be in reverse. So, to go up, you have to lean the L-controller down.
IMPORTANT: when you first land on the chain, I recommend grappling down to its base, and then mash 'X' to go up the chain, until you hit the trigger that loads the next area (as opposed to immediately attacking up-the-chain). If you immediately go up too fast, the next area isn't loaded, and you'll be teleported to a void of unloaded nothingness. But once you see Kratos appear at MT Olympus, you can proceed to go up the chain as fast as you want (attacking up-the-chain).
2. The crane takes you up so high that you can also long jump directly to the trigger that takes you to the MT Olympus chain section. But doing this causes the MT Olympus section to not load, and you fall through a void to your death. So you *have to* hit that trigger while you are actually climbing the chain in The Caverns (I'll upload a clip of this in a future vid).
3. During a New Game, you have just one attempt at doing this skip. The reason for this is that if you restart, you'll be checkpoint-ed very high up off-screen, but the crane that took you up there is no longer loaded. So on restart, the game gives you no available jumps, and you'll drop to the box below (at least it doesn't halt your progress).
So after a restart, you can do one single glide, but Kratos is in some strange state where he's affected by invisible walls surrounding the box, while in air. Invisible walls that normally don't apply to him.
*However*, on NG+ not all is lost if you have to restart, thanks to having Jet-Dash. So, when you restart you can still get to the chain without any annoying invisible walls stopping you.
4. On a similar note, I created this video's thumbnail with a glitch that lets you bypass the Hermes cutscene trigger (unrelated to this skip). So you can go to him and inspect his character model as he walks around yawning, waiting for his cutscene to trigger. I might include this in a future vid, if it's not already known? (I have been out of the GoW community for years, so maybe it's known?).
If you want to learn all the glitches, skips and glitch-techniques that my colleagues and I have found in this game. You can check-out our GoWIII Glitch FAQ, if you're interested: gamefaqs.gamespot.com/ps3/943928-god-of-war-iii/faqs/59988
twitter.com/findlestick
(Done on PS4/Remastered, untested on other platforms).
(Works on God of War 3: Remastered (PS4) and also works on PS3 (aka non-remastered version).
If you want to learn all the glitches, skips and glitch-techniques that my colleagues and I have found in this game. You can check-out our GoWIII Glitch FAQ, if you're interested: gamefaqs.gamespot.com/ps3/943928-god-of-war-iii/faqs/59988
twitter.com/findlestick
Points of interest:
1. You can leave the 'Army of Sparta' tutorial during a New Game-speedrun, in doing so, you not only skip it (thus, saving time) but you also get early regenerating magic.Thus, quickly completing bosses, trials, general battles etc.
Everything loads normally afterwards; it was previously thought that the areas toward Peirithous wouldn't load if this skip was done during a New Game.
2. The skip is done by doing a Double-glide long jump along the side of the arena, by barely glancing a few pixels along-the-way to where the fence will rise.
*NOTE*: When doing the Double-glide long jump, don't try to land, and jump from the edge of the arena, *it can't be done*. Instead, you have to barely touch the top-edge of the arena *while you are gliding*. Doing this will reset your jump count, so you can then do another glide, then double-jump, then glide again.
3. Until now, New Game-speedsrunners who attained regenerating magic at the 'Soul Summon' tutorial, had to surrender the ability to switch weapons, because that tutorial forces you to have just one weapon equipped (until Hercules). Since weapon-switching is used for crucial jump-techniques (used for skips), it meant that you also surrendered your ability to do those techniques.
In short, New Game-speedrunners had to decide: get regen but have no jump-techniques that use weapon-switching. Or have jump-techniques, but have no regen. Now we can have both.
So, after you kill Hades, attain swim-glitch and skip the Soul Summon tutorial so that you can keep weapon-switching with your regenerating magic.
4. When you return to the 'Army of Sparta' arena (after having killed Hades), the enemies will still be there, as will the fence. Fortunately, all the solid collision that earlier surrounded the arena isn't there now. So you can just jump around the fence and either fight, or skip the boss fight like normal.
If you high jump to where a Cerberus are sitting, you can very easily jump on-top-of the collision above the fence. So there could be a way of skipping the room behind the large door, during a New Game-speedrun.
5. At the end I show an example of an old skip I found, that previously wasn't compatible with regenerating magic.
Time to test for other New Game-skips...
twitter.com/findlestick
Points of interest:
1. 0:00 - 0:56 Spawning boats in each other: push a boat to dock, then fast-travel your boat to dock. Boats spawn in the same space so they fly around.
2. 0:56 - 2:28 Steal enemy weapons: during 'Stun Attack', your character briefly holds the enemy's weapon, you normally can't take the weapon.
Character-swap when you pick up the enemy's weapon, displaces the animation. You end up with the enemy's weapon in your hands. you can steal weapons that you're never supposed to have.
3. 2:28 - 3:45 'Force field' glitch: if you unequip your shield, you can "take" the properties of the boat shield by keeping block held as you leave command.
You enter a state in which your character's arm is permanently blocking, you're protected by a Force field. The game will automatically deflect any enemy-attacks. But you're vulnerable to attacks while you're attacking.
3:09 - Moonwalk: start fishing with Force Field active, keep block held, quit fishing and move backwards, you'll moonwalk.
3:24 - Legs-in-air: cancel an attack with Fishing, block and go backwards, your feet will be above your head.
4. 3:45 - 5:11 - Permanent stealth: you can gain permanent stealth after you upgrade your recruitment tent. There's an Orlog game near the Recruitment-prompt. If you activate the game-prompt as you're moving to the Recruitment-prompt, there's a frame - when you finish skipping the dialogue, that you can press the Recruitment-prompt.
5. 5:11 - 5:33 Sync in loading-screen: sometimes the game won't let you fast-travel. As a glitch control-measure the game won't let you view the map.
Bypass the restriction: while in the map-tab move to a different tab, then quickly back to the map-tab. This lets you fast-travel away from any action/activity.
9:10 - I fast-traveled after using a 'Blend In'-prompt. It carried-over and I teleported to prompt.
6. 5:33 - 9:10 Infinite jump: character-swap repeatedly as you do a slide-animation, changes the animation to a climb-animation. You gain height with each repetition and breach walls.
5:33 - Slide Infinite Jump, with OOB sightseeing.
6:36 - Early open-world: Infinite Jump over an invisible wall that normally prevents you from exploring the open-world. Much to test.
7:19 - I attack NPC's that you only see in an intro scene.
7:32 - Early killing-of enemies that you only meet when you first get to your HQ to see what happens later when you meet them. They die suddenly after talking-tough.
9:32 - Other animations can also be used to Infinite Jump & Breach Walls. These only require you to repeatedly swap inventory-items.
I breach walls using crouch-animation (under an object) and the jump-out-of-hay animation.
I use PS4's 'Quick-menu' to stop time in the game when I exit the menu, it prevents height-loss. I also have a random input held, so that I can enter the game-menu again while the PS4's Quick-menu is on the screen.
7. 10:23 - 14:53 Carrying glitch-state: it's possible to engage in normal actions while carrying an object. And you can carry infinite objects.
10:23 - The basic setup:
Step 1: Pick up an object near water, and as your character barely moves to pick-it-up, select fishing gear.
Step 2: Briefly throw your fishing line in water. You can now do limited actions while carrying an object. But to do every normal action while carrying, Step 3 is needed.
Step 3: Pick up an object and put it down. This will make the object that you picked up stay attached to you. Repeat all steps to attach an infinite number of objects to you.
I show some normal actions in this state:
10:34 - 11:45 Climbing a mast, leap, meditate, rolling, jump-attack, regular attacks make you spin wildly.
11:45 - Demonstrating that you can setup the carry glitch while you already have an object attached to you.
12:01 - Doing the Carry-glitch near a ledge makes you do a high jump in a 'Fishing Stance'. So I used it to fall in water and do fishing while submerged.
12:23 - If you start a Carry-glitch setup, and throw fishing line immediately, the object will detach from you and stay floating.
12:38 - The basic Carry-glitch setup with a corpse, showing all phases.
12:57 - Picking up a corpse with the Carry-glitch can make the corpse become a zombie. It's dead, but is in a standing pose while you're carrying it.
13:38 - A rare result when setting up the Carry-glitch, you carry the corpse while its in a 'lying-on-the-ground'-state.
13:50 - Carrying many corpses and a jar.
14:23 - If you float a corpse on a boat; smash it, the corpse will fly into the horizon.
8. 14:53 - Flying Glitch: if you do my invisibility glitch at certain areas (setup is here: youtu.be/9kARLFs9aQA ), and then fast-travel to a faraway Dock. The boat will be taken to the Dock while you remain put.
You remotely control the boat, if you "Open Sail" and then briefly use Raven, you'll fly around. You can control where you want to go.
youtu.be/C5VaKt9ocKk
twitter.com/findlestick
If you want to see more videos from me, you can let me know by giving a thumbs-up and a comment. Credit me if you're a channel that uploads other people's glitches. I'll be more likely to upload regularly if you give me a shout-out or recommend my channel to others. On to the glitches, enjoy!
Points of interest:
1. 'Underwater swim-state' can be used to attain air-swimming but you're limited by the amount of oxygen that you have.
This state is started by touching water out-of-bounds near where it ends, swimming downwards-and-away from the water until you're clear of it. Then just swim upwards.
2. Activating 'Surface swim-state' lets you swim endlessly on land, since it has no oxygen-limit. However, it has the downside that you can't go up or down. The solution is to swim against angled collision to regulate your height.
This state is started by swimming away (out-of-bounds) from the water while in Surface swim-state, then swim to land.
3. Most prompts seem to work in this state, so every type of interaction needs to be tested in this state, like missions, cutscenes, etc. However, you have to swim extremely long distances to get anywhere, which makes this arduous to test.
Not in vid: I couldn't seem to mount a horse, but just as I write this I had an interesting idea I need to test later...
4. Hostile animals can't detect you in this state, so you can kill them with impunity.
5. Enemies detect you like normal, killing them is difficult in this state. Also, you can't seem to do any stealth-kills if you're hiding in a bush.
6. The state can be ended anytime by climbing against anything at all.
7. Not in vid: swimming over or underneath *any* type of water - even if it's just a very tiny puddle, will make the game teleport you under-the-map and it's extremely difficult to get back inbound.
This usually ruins any attempt at testing things on land. Even swimming extremely high over any water will teleport you underneath it.
Unfortunately, unless I can find a way around this issue, it means that some areas will be out-of-reach with air-swimming-glitch.
Tests in progress...
Note: for the sake of making the video a little bit more viewer-friendly, I've edited-out when I enter the menu for every example except for the first.
If you want to see more videos from me, you can let me know by giving a thumbs-up and a comment. Credit me if you're a channel that uploads other people's glitches. I'll be more likely to upload regularly if you give me a shout-out or recommend my channel to others. On to the glitches, enjoy!
twitter.com/findlestick
Points of interest:
1. The amount of height or length that you get during infinite jumps, depends on which animation-frame you cut-off an animation. To get an infinite high jump, cut-off the animation at the *peak* of when you raise your axe (or shield) above your head, otherwise you won't gain height. For infinite long jumps, cut-off the animation as soon as it starts (so, much sooner than I do in this video).
2. The timing to get the infinite high jump is semi-difficult at first, but much easier with practice. Long jump is very easy.
(PS4)
If you want to see more videos from me, you can let me know by giving a thumbs-up and a comment. Credit me if you're a channel that uploads other people's glitches. I'll be more likely to upload regularly if you give me a shout-out or recommend my channel to others. On to the glitches, enjoy!
twitter.com/findlestick
Points of interest:
1. I found this as soon as my previous video uploaded, making my previous methods redundant.
2. Turns out that simply changing an item of clothing, once you're beyond a de-synchronization barrier, lets you deactivate/bypass the barrier.
twitter.com/findlestick
In my previous vid, I showed a way to bypass de-synchronization barriers with a glitched "ghost ship". However, once you were beyond the de-synchronization barrier, you would be de-synchronized the moment you tried to disembark the boat, which greatly limited what you could do beyond a barrier.
So I devised this new method which lets you reach any areas behind de-synchronization barriers, without being de-synchronized when you disembark the boat, and you're free to move like normal.
Hopefully things can be skipped, but at worst it lets us cause other glitchy mayhem.
Instructions:
Step 1. Sail your boat *just* beyond a de-sync-barrier that you want to bypass.
Step 2: Before you're de-synchronized, fast-travel back to this same boat you're on.
Step 3: That's it. You'll fast-travel to the boat beyond the barrier, unscathed.
Points of Interest:
1. You can call your horse only from near the de-sync-barrier.
2. You can ride on the ocean floor with your horse. Also, testing results of falling out-of-bounds while riding a horse.
3. Also, confirming that air-swimming is possible at *some* locations.
twitter.com/findlestick
Points of interest:
1. 0:00 - I tried stifling a fast-travel prompt from loading, via the PS4's quick-menu. After doing this I ended up extremely high in the sky after the fast-travel. Not sure if this is due to me stifling the loading or if something else caused this, more testing needed. If you want more info on how to do the stifle-glitch see my other vid which explains it, here:
youtu.be/_lFIkF_8irs
2. 0:26 - If you fast-travel to your long-boat while you're throwing a torch, you arrive at the boat in a unique glitch-state I call 'Glitched boat-state', which *includes* invisibility. However, if you get out of the boat, the state ends, but you keep just the invisibility part of the glitch. Actions seem to work like normal despite being invisible.
Glitched boat-state has strange effects on the game...
0:26 - Showing the set up: fast-travel to boat as you throw the torch.
0:34 - The 'Glitched boat-state' : you're not only invisible, but your mechanics - and the boat's mechanics - are glitched in the following ways:
01:54 - Going past certain boundaries unloads your crew.
02:00 - Activating a 'raid'-prompt without a crew makes some ghostly-looking crew members appear before the raid fizzles-out.
2:13 AND 4:35 - loading triggers, some solid collisions and de-sync-barriers don't detect you when you approach. This can let you sail through *some* solid collision, as well as bypassing loading and de-sync-barriers. This lets you sail out-of-bounds at nearly any area where there's a de-sync-barrier that would normally try to stop you.
2:13 - If your boat is inside non-solid-collision, and you use the bird, the collision becomes solid. The boats collision conflicts with the, now solid, collision. This can force your boat upside-down in the water or (not on vid) flip it very high into the sky).
2:40 - If you try to fast-travel in this state, the game won't let you. Instead, the boat will be returned to the surface like normal while you're upside-down underwater in your "regular" sailing-state. You can sail the boat like normal in this state, more tests needed...
3:00 - Displaced sailing-glitch: if you try to fast-travel while in Glitched boat-state, the game won't move you. Instead, you'll stay stuck-in-place on an invisible boat, with most of the environmental graphics unloaded. If you try to use the sails in this state, the game won't do it.
However, trying to use the sails in this state, sets up another glitch. If you then decide to use your bird, this will load you, the boat and the environment. Since you earlier tried to use the sails, you will now become displaced from the boat if you try to move it. Aiming with your bow lets you trail the boat as you sail it.
3:23 - The distance of this displacement depends on how far away you moved the boat before you aim. In this displaced state, your character can move through all walls of collision. You can even go out-of-bounds by "getting off" the boat.
You can attain swimming-in-air glitch like this, but you run out of breath too quickly to be able to breach back into the level (at least at the place that I tried)...
4:13 - ...you can even interact with actions on land, this definitely needs more testing.
5:01 - If you sail beyond where there's water, your boat falls to the bottom of the ocean. If you then end glitched boat-state, fast-travel to land, then call your boat...
5:12 - ...your boat is severely glitched and it can't sail correctly. Instead, it jumps and flies around semi-chaotically, although you have 95% control of what it's doing.
6:08 - Raid-prompt with glitched boat: You, the boat and your crew get spun around wildly, sending you flying all over the place.
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Points of interest:
1: 0:00 - 2:02 Stifled loading-glitch and waterless ocean sightseeing: using the PS4's 'quick-menu' to stifle the game's attempt to load stuff. In this vid I only used it to stifle the loading of a saved game, but I need to test it on other elements.
This tactic might even work on other games, since it uses the PS4 quick-menu.
0:00 - Showing the set up: start pressing the button to load a saved game, but keep *any* other button *held* during this time. Usually the game stops when you enter the quick-menu, but keeping some other button held, keeps the game going in the background while you bring up the 'quick-menu' (which you'll do soon). When the loading-prompt is approximately two-thirds filled, bring up the quick-menu (while keeping the other random button held this whole time).
If you got the timing correct, you stifle the saved game from loading some things correctly. So far, the only oddities that I've noticed is that the ocean has no textures and certain attacks are glitched when done on a ship, as seen at 1:04 where I get stuck trying to do a stealth attack.
Note that I've barely tested this glitch so far on other game elements.
1:41 - Swimming out-of-bounds: if you rag-doll into the glitched ocean, you breach its surface and fall to the ocean floor. If you then summon the eagle, make it fly far away before returning the camera to Alexios, he sometimes breaches out-of-bounds. More tests needed.
2:03 - 2:53 - Fast travel + Torch throw-glitch: using fast-travel while you throw a torch makes Alexios get utterly stuck at the destination. Sometimes he's underneath the ship or floating around above the ship. Switching helmet makes him drop to the bottom of the ocean in a ground stance. If you then fast-travel, your surroundings unload but the game isn't able to move you to the new destination.
2:54 - 3:28 - Rope glitched-state: drawing the bow as you walk on a rope makes Alexios enter a state in-between a ground-state and being on the rope (he seems to grasp the rope with his scrotum). Some of his bow actions and torch actions are glitched. More tests needed.
3:28 - 8:57 - Carry break-out and its consequences:
3:28 - blocking, one frame before you pick up a corpse, causes a break-out. The type of break-out you get depends whether it's done on land or on a ship. If it's done on land, the corpse's head becomes grotesquely disfigured, flaps around and grows to a ridiculous size. Even much bigger than you see in this vid.
3:47 - Going far away from the corpse, and then returning, can cause the corpse to be in t-pose, with their ears stretched extremely far...
3:75 ...or their entire face starts to grow. You can see eyeballs rolling around, tongue and face flapping around horribly.
4:14 - Doing the carry break-out on the ship causes Alexios to enter a 'glitched carrying-state'; he's in his carrying-a-corpse state, but without actually holding the corpse....
4:29 - ...in this glitched-state, he can do all his regular actions, which looks comical....
5:11 - ...however, if you pick up a pot or a corpse and then dash, you're free to move like normal but any object you were holding becomes permanently attached to you.
5:36 - Also, since you're free to move like normal with a pot/corpse stuck on you, you can set up a glitched carry again. Therefore you can theoretically attach infinite pots, corpses, unconscious enemies to you, while still being able to move like normal. The most number of corpses I've attached to me is about 20 before the game started lagging really badly. I've yet to tests infinite pots or unconscious enemies. I don't know if unconscious enemies wake up, but if they do it could be very interesting. Need to test this.
Not in vid: pots unload if you go too far from their area while carrying then in your glitched-carry state. Then the game crashes if you try to do any normal actions in this state. Need to test more actions in this state.
6:21 - In a cutscene with many corpses stuck on me.
6:43 - The 'special assassination' is very laggy with lots of corpses.
6:58 - Using fast-travel with a corpse will usually make the corpse travel with you.
7:06 - If you fast-travel very far away, the corpse takes about half-a-minute before it will suddenly load and gently place itself on your shoulders, even if you're in the middle of something like a cutscene, as seen at 7:15
7:27 - 8:15 - Showing regular actions like, swimming, climbing, rolling and attacking with many corpses on me.
8:15 - 8:57 - If you 'ram' with your ship while you have many corpses on you, they can become displaced. They will then follow you everywhere you go while they flail high-above your head. More tests needed.
PC, PS3.
twitter.com/findlestick
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Points of interest:
1. 0:00 - 3:57 Some skips and optimizations:
0:00 - Eastern Ramparts: landing in a particular way, where the wall intersects with the ledge, after a Blade-attack while turning, allows you to clip through the wall. A strategy that might be possible at other areas.
0:07 Skip at Cavern.
0:26 Elevator skip.
0:40 Elevator & spiked elevator skips.
1:18 Spiked elevator skip & door skip.
1:32 Spiked elevator skip & door skip + rope skip.
2:00 Sirens skip: extended MotK jump is enough to grab the ledge. And there's enough ledges around the arena that you don't need a long jump.
2:15 Siren Sacrifice skip: you can jump over the fence to the Translator.
2:33 A fast swim glitch method at Siren Sacrifice, then swim to the Gorgon to end swim glitch.
2. 3:57 - 5:06 Buffering inputs to take place after a restart, and what I call the "Input transfer"-glitch (transferring an input to a saved game from our current game): it was known that some inputs can be buffered to take place after a restart, but inputs can also be buffered to take place after quitting and loading a saved game, even to an unrelated saved game.
3:57 Buffered attack after restart at Prometheus.
4:06 Same-as-above at Typhon's hand. Typhon's hand vanishes, but Pegasus is still inaccessible despite this.
4:34 I Buffered a swim-rush, quit game and loaded an unrelated saved game. The buffered swim-rush is transferred from the current game to an unrelated saved game.
4:50 Same-as-above, but this time I transferred an 'R1' input to an unrelated saved game. This caused Kratos to 'R1' the savepoint of the unrelated saved game before the game was ready for it, it caused the screen to remain black while I could only toggle some sort of menu options without being able to actually confirm an option. This is also a softlock. Input transfer need to be tested more in this game and the other GoW-games.
3. 5:07 - 5:51 At Colossus' foot, moving checkpoints to where they weren't intended to be. This is an old glitch idea, hit a checkpoint in air, then use Infinite Jump to land where you wish to be checkpointed. I did this at Colossus' foot, which causes you to be checkpointed after the foot has already touched you. On restart the foot mini-game never takes place and Colossus is standing around. He can be damaged at this point, this glitch needs to be tested more.
4. 5:51 - 9:00 Reloading the Palace of the Fates after already having completed it (Loading Loophole Glitch). This is a glitch I found years ago, but I couldn't reproduce it. It turns out that when I tried to reproduce it I was missing a step (note that swim glitch isn't required to do this, I just used swim glitch to bypass the Spiked Hallway battle):
1. Don't release the Phoenix.
2. Blow the Boreas Horn.
3. Go the crank before the Last Spartan WITHOUT turning the crank.
4. Jump back out to the Kraken arena with a high jump.
7:02 I reload the Spiked Hallway and swim-rushed past the moving-wall. The next area isn't loaded, it seems like this room %100 can't be skipped.
8:10 Activating the Translator sacrifice prompt while swimming. You can swim away during the mini-game but the camera never seems to change. I want to leave this area in this state to see how the game reacts to the Translator battle never resolving.
5. 9:00 - 10:30 Picking up the Translator during 3rd phase. Leave the 3rd phase, go to the area before the vent and return. You can then pickup the Translator, I didn't know you could do this, at least. Anyway, if you're holding the Translator at the moment the battle ends, Kratos zips around strangely. Also, you can then drop the Translator and initiate the kill mini-game anywhere. Sadly, you can't take the Translator beyond his usual areas.
6. 10:30 - 11:43 Skipping Kraken phases: restarting when you get to the crank before the Last Spartan lets you target the Kraken, you can hit him with charged bane-shots and mess with his phases before the battle has even started, but only after green orbs are released. This lets you skip all his phases as soon as the battle begins, but there is an invisible wall preventing you from pulling the crank to initiate the kill. Wasted glitch potential at this date.
7. 11:43 - 12:51 Skipping the Kraken: another glitch I found years ago. I decided to revisit it because I was unsure if the Loophole glitch was required to do it. It turns out that this is an unrelated glitch, but it's too time-consuming to be any type of speed tactic:
1. Turn the crank before the Last Spartan.
2. Jump down to the arena and pull the lever.
3. Infinite jump to the crank again.
4. When you get to the Kraken, IJ over it.
Note: try to watch the whole thing; resource management, XP management and general tactics are very different from Full-power/NG+ runs. You might see some surprises along the way too.
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Run notes:
Time begins when I press 'start' at Besieged Village and ends as soon as the 'level complete' screen starts at Final Fight, my final time: 1hr 54min 13sec. Each level is one whole segment.
At times I avoid using magic or Holy Water etc. during combat as a resource-saving tactic for upcoming skips. I avoid infinite jumping directly to the end of levels unless it's the fastest tactic (Crematory Oven might be the exception? Haven't timed that one yet).
I carefully calculated how many enemies I need to kill in order to get Guillotine upgrade, Gauntlet upgrades and Wings upgrade. Note that I managed to get barely enough XP to upgrade both crucial Gauntlet upgrades by the time I needed them at Veros Woods, this was by design... a lot of work went into routing this new game speedrun.
0:14 Besieged Village
3:14 Hunting Path
4:47 The Dead Bog:
I killed at least ten Goblins and the Swamp Troll twice to get crucial XP for upgrades.
6:47 Big tree skip - if a Goblin throws a grenade after you do this skip, you'll get stuck at the Grip-point tutorial since the game thinks that the 'grenade tutorial' is permanently active. I kill extra Goblins before they can throw a grenade.
7:56 At the Swamp Troll - I restarted as the battle started for two reasons. The first one is to save negligible time skipping the short, 'jump' tutorial scene. The second (main reason) is that the Troll is usually more passive at the start of the battle if you restart, he sometimes takes longer in going to the tombstone he pulls from the ground. But I got bad RNG and he went to it nearly straight away, making my tactic mostly pointless. Wouldn't bother with in any future runs.
11:02 Pan's Temple
12:05 I restart as soon as the fairy puzzle is done, which skips the scene of the fairy flying around. This is worth it on PC due to extremely quick loading times when restarting.
13:06 Oblivion Lake
16:00 Enchanted Forest:
16:19 Getting to the 'Light Magic' tutorial too quickly glitches it, in that you can't activate Light Magic until the second enemy is killed and you take its orbs. So you have to do things in a slightly different order so you can progress, which takes just as long as normal, so that's no issue.
18:24 The 'Focus Scroll' can be skipped, the game automatically gives it to you later.
19:14 Underground Caves
You need to kill the first spider to get crucial XP, then you need to restart in order to backtrack to the infinite jump spot.
22:18 If you skip the 'Spiked Chain' upgrade, it's difficult to get the Shadow Gem Medallion later in the game.
22:44 Labyrinth Entrance
24:31 Waterfalls of Agharta
28:18 Agharta
29:11 Dark Dungeon
31:37 Sanctuary Entrance
32:25 Sanctuary of Titans
35:58 The Black Knight
38:59 The Three Towers
42:47 The Dark Lord of the Lycans
42:50 It's possible to skip this boss, but you'll get stuck later without the boots.
47:32 Mountain Fortress
50:31 The Crow Witch
52:04 Early Holy Water upgrade, although you don't get the upgrade straight away, you'll get it as soon as you get the Holy Water ability later.
55:48 Veros Woods
57:36 Wygol Village
58:11 Another early Holy Water upgrade, again... you don't formally receive it yet.
58:21 Although you can hit the final trigger from under the map, you need to return inbound to get the 'Stake' upgrade.
59:24 Abbey Catacombs
1:00:33 Abbey Library
1:01:44 Abbey Tower
1:03:26 Brauner
1:05:53 Castle Sewers
1:06:32 Castle Courtyard
1:08:33 Maze Gardens
1:10:52 Castle Hall
1:12:11 Refectory
1:13:22 Balcony
1:14:36 Electric Laboratory
1:15:51 Chromatic Observatory
1:18:35 Outer Wall
1:21:36 The Clockwork Tower
1:24:47 Olrox
1:25:31 The Throne Room
1:32:13 Bones Forest
1:34:09 Woes Moor
1:35:28 The Music Box
1:36:24 Titan Graveyard
1:38:19 Fire Pinnacle
1:41:31 Fire Cemetery
1:42:49 Crematory Oven
1:44:13 Necromancer's Abyss
1:44:35 Gigantic infinite jump to final areas: after many tests, this is about one minute faster than other *New Game* methods. Remember that I've skipped so much XP that the Necromancer fight takes much longer than during a Full-power\NG+ speedrun, I don't have Ultimate Light or Ultimate Shadow-attacks and I've got zero magic upgrades.
1:49:52 The Dracolich
1:50:29 Final Fight
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Points of interest:
1. You can break-out of prompts in this game, one of the simpler methods I found is done like this:
Activate a prompt just *AS* you equip your lightsaber, then immediately keep 'block' held. That's it!
2. 0:00 Backtracking to a Meditation-prompt.
3. 0:20 Airwalking at the moving platforms.
4. 0:31 A big airwalk up to the temple-looking thing.
5. 0:45 Demonstrating the set-up for a buffered prompt.
6. 1:20 - 1:43 Demonstrating that you're invincible when you break-out of a Meditation-prompt.
7. 1:44 - 2:28 Breaking-out of the Lightsaber bench-prompt.
8. 2:28 Releasing a buffer as you're running along a wall: you continue running beyond the wall to the buffered prompt in a comical fashion.
9. 2:53 Releasing a buffer as you're grabbing a ledge: you glide to the buffered prompt in a ledge-grab pose, you're then stuck like that.
10. 3:26 - 4:02 Releasing a buffer while sliding down ice: you return to the buffered Meditation-prompt in a sliding-pose. The momentum of the slide carries-over into the menu, you then slide all the way to the planets that are in the distance.
11. 4:03 - 4:35 Releasing a Meditation-buffer as the 'Second Sister' battle begins: the battle takes place while the Meditation menu is on screen. You're stuck like this and her hits push you out-of-bounds. I then left the menu, which teleported me out of the battle. More tests needed.
12. 4:36 - 5:48 I buffered a Meditation-prompt and then took a lift in an elevator. I released the buffer when the elevator arrived at its destination. This made me levitate to the previous level where I buffered the prompt. On arrival, I was met by a mostly-unloaded level.
13. 5: 49 Your robot sometimes becomes glitched when breaking-out of Meditation-prompts. It becomes detached from you and floats around the place.
14. 6:02 Releasing the buffer of a "treasure box": unlike Meditation-prompts, treasure boxes won't teleport you to them if you stop moving for too long. Eventually you can open the box while in a completely different area. This has good potential in regards to skips.
15. 6:20 - 7:02 Releasing a buffer on a hang-rail: you can get different random results. Sometimes you'll end up hang-climbing at various angles, or airwalking/aircrawling at different angles. If you end-up upside down after a Meditation-prompt buffer release, you'll also start meditating upside down. This makes you fall under the map while in the meditation position, when you respawn your on land with the menu inside of the game. This needs some more tests...
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Points of interest:
1. 0:00 Out-of-bounds sightseeing at Throne Room.
2. 0:34 Pan vanishes into thin-air for some reason: incidental glitch that made the game unwinnable. It looks like I blocked his attack at the very moment that his HP reached zero, perhaps this prevented the final cutscene from loading?
3. 0:50 Out-of-bounds sightseeing at Titan Graveyard: the Graveyard has no solid collision.
4. 1:28 Out-of-bounds sightseeing at Pan's Temple: it's possible to reach the final puzzle where Marie is. The puzzle is in a far area from the main level, very high up. You can't activate the puzzle while there, but you can drop Marie out-of-bounds as a minor consolation. At 1:57 I used a Crystal break-out in order to get a close-up PoV.
5. 2:19 'Crystal break-out Infinite Jump' at Oblivion Lake: I tried breaking the Titan's upper-runes early, but the chest rune has an invisible wall protecting it and the head-rune seems too difficult to get to with the Titan moving around so much. Later I tried luring him to the start of the level to try to drop him out-of-bounds, but he won't leave the arena. Instead, I went under the map to see if he has legs.
6. 3:43 Early Rune access at Sanctuary of the Titans: I high jumped to the Titan's left hand to break her rune early but it won't break early, the game then forces your grapple-input to grab the lower-leg.
7. 4:17 - 9:27 Breaking a Crystal into various cutscenes:
4:17 At Crematory Oven: there are two Gravediggers and the oven is in both open-and-closed positions. You fall to your death as soon as the scene ends.
5:23 At Underground Caves: two spiders appear in the cutscene and the poison effect is seen during the cutscene while the mini-game takes place. You're stuck after the scene ends.
5:54 At The Throne Room: there are enemies around that shouldn't be, and there are two Carmillas around. You're stuck after the scene ends and the camera toggles between the outside of the arena and the glitched-looking interior.
6:42 At Wygol Village: the battle and cutscene take place simultaneously, there are two Zobeks around. You're stuck when the scene ends with missing environment textures.
7:41 At Oblivion Lake: the battle and cutscene take place simultaneously, there are two Titan's around. Not in vid: you're stuck after the scene ends and only one Titan remains.
8:53 At Ogre: the battle and cutscene take place simultaneously, there are two Ogres around. You're stuck after the scene ends and the Ogre is stuck in an animation loop.
8. 9:27 - 11:50 What I call the 'Pause-menu break-out'-glitch: this is a new glitch that needs to systematically be tested throughout the entire game. If you Somersault into a cutscene and enter the pause-menu - one frame (or so) into the cutscene, the cutscene will continue while you're in the pause-menu. Once the cutscene is over, you're free to move while still in the pause menu.
9:32 I show the basic set-up at Library: Somersault and enter pause-menu one frame into the cutscene.
9:47 Pause-menu break-out at Dark Lord of the Lycans: you see some cutscene footage inside the actual book, then I show how you're free to move while inside the menu, I battle the Boss like this.
10:32 I completed the level after triggering the Bones Forest Chupacabra, nothing of note happened when I reached the level-end trigger, but need to test this on NG.
11:07 Pause-menu break-out at Abbey Catacombs: I broke a Crystal while inside the pause-menu. Once the Crystal cutscene is over, you get stuck seeing blank pages in the book while a single ominous note endlessly repeats. More tests needed...
On an unrelated note, I'm thinking of getting a Nintendo Switch.
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Points of interest:
1. 00:09 Setting-up the buffered grapple onto a motorbike. Simply activate the shield a split-second after using the grapple. To release the buffer, simply retract your shield. You'll then go flying to wherever you activated your grapple, even if it's ridiculously far away.
2. 00:41 I get on a car and buffer the grapple on the road. I do this in order to test the limit of the grapple, but I've yet to find what its limit is, if any.
3. 01:28 A buffered grapple on a helicopter. Note that this clip was spliced from two separate clips.
4. 02:08 I launch a car while I have a buffered grapple on it. If you release the grapple late, you end up in your grappling animation but on the ground.
5. 02:33 I launch a cow while I have a buffered grapple on it. If you release early, you go up towards the object. Sometimes the objects spin around wildly while Rico is unable to resolve his grappling animation.
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Points of interest:
1. 0:00 - 0:32 Invincibility glitch: Inside the 'Interaction Menu', press 'Director Mode' one frame before 'Back'. This makes you invincible, but infortunately you also get completely stuck.
2. 0:32 - 1:00 I used a buffered ledge to breach into an out-of-bounds area behind the strip-joint bar.
3. 1:00 - 1:27 At 'Pitchers': switching character as I purchased this property caused the camera to stay fixed on the property.
4. 1:27 - 1:45 Parachuting under the map online: you can sometimes fall under the map if you activate the radio-prompt at nearly the same time as the TV-prompt.
5. 1:46 - 2:05 Couch glitch: if you do a 'taunt' as you sit on the couch, your character will sink into the couch oddly.
6. 2:06 - 3:10 Apartment missing graphics glitch: done by activating the radio and 'Heist' at the same time. If you then quit the Heist menu, you'll return to the first room but you'll be stuck with the radio buffered.
Then get another player to push you outside of the room. If you then release the radio's buffer, you'll go through walls to the first room. This causes nearly all graphics in the apartment to vanish, as well as all the graphics outside. Needs more testing.
7. 3:10 - 3:38 Jerry Can-pose glitch: your character can be made to enter a strange pose with the Jerry Can. In this state your character's upper-body is stuck in a strange pose. Many inputs won't work and if you select a weapon, the game won't switch to that weapon. Instead, your aiming-dot appears on the screen and you can aim with it.
Instructions:
(I). Start pouring petrol, but quickly bring-up the phone and weapon menu a split-second later.
(II). Your character will then try to pour petrol out of the Jerry Can, but no petrol will come out.
(III). At this point, your character will enter this strange glitch state.
Needs more testing.
8. 3:38 - 5:15 Loading screen glitches: As with PS3, it's possible to give inputs to the game during the loading screens.
At 3:38 I switch to online during loading screens. Your character appears in T-pose as the graphics slowly load around him. The camera switches to sky-view and the game never takes you to online. Instead, the camera gets stuck in the sky and you can activate some of your character's abilities (i.e phone, special abilities etc). Needs more testing.
At 4:27 I navigate 'Playstation Plus' menus during loading screen. This causes a similar result to the one I just mentioned, except that Michael is stuck in mid-air before teleporting indoors.
9. 5:15 - 8:50 Black-out screen glitches:
At 5:15 I show a set-up that lets you give inputs to the game during the black-out screens when leaving Director Mode.
Instructions:
(I). Enter Director Mode and then exit it via the character selection-wheel.
(II). Enter Director Mode again, that's it.
At this point, you can give the game inputs as you leave Director Mode, causing glitches and break-outs. Much more testing needed with this glitch.
At 5:16 I stand at a cinema prompt and then set-up the black-out screen glitch. At 5:33 I leave Director Mode, but during the black-out screen I buffer inputs to return to Director Mode... BUT I also activate the cinema-prompt. This causes me to break-out of the cinema-prompt.
At 5:43 the game thinks that I'm in the cinema. If I then try to go too far away from the cinema, the game teleports me back to the cinema.
Inventory break-out: at 6:27 I access the Inventory during the black-out screen. This causes you to be able to move your character while inside the Inventory. Looks strange and you can change accessories as you're moving around.
Wall breach: at 7:02 if your campaign character stands near a wall as you do the black-out glitch, you can sometimes breach walls.
Invincibility: at 7:22 I buffered Director Mode to load immediately after leaving it. However, just before the buffered Director Mode starts, I activate Trevor's special ability (invincibility). This causes you to have Infinite Rage Mode while in the Director Mode, making you invincible.
I then showed some examples of invincibility, but it's of no real use at this date.
10. 8:50 -12:57 Activating a prompt while loading a mission:
Race-prompt + mission: at 8:50 the mission and the race load at the same time. If you return to the race you can see it in a state of limbo. If you fail - retry and then win the race - your Jet-Ski turns into a car.
Tennis + "Complication" mission: tennis causes the mission to load with lag, so I drop a grenade as the mission starts. The game then replaces the car that's in the scene and you then fail.
Tennis + "The Merryweather Heist " : at 10:42 I break-out of the mission, so tennis starts. You are stuck in place even if you quit. And for some reason the game gives you a Fire Helmet.
Land Race + "Did somebody say yoga?": at 11:55 the Sun starts to pulsate.
Most of this is leftover stuff I found last year, so I wouldn't be surprised if most of this is known by now.
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Points of interest:
1. 0:02 Carrying-glitch: you can buffer some actions as you're removing animals/people from the horse. Arthur does normal animations while carrying, looks weird.
2. 1:01 Bathing at the poker table: in general, you can move away from some prompts that you've activated by toggling 1st-person and 3rd-person. Tha game will constantly try to move you towards the prompt you activated, you can then hit other triggers with the first prompt buffered.
I buffered a poker prompt then triggered a bath, this gives u 2 results.
1:03 is result 1: Arthur gets moved to the poker table, when he gets up he goes into 'bath-state' but outside the bath. If you call the attendant, you're teleported to the bath, fully-clothed. At 2:35 I activate poker while in bath-state, but when he gets up he falls through the floor. When he respawns, the game thinks he's still in bath-state, which has odd effects around the game. But that's for another vid.
2:10 is result 2: Arthur gets into the bath but with the poker game active. You can play poker in the bath, this causes other glitches which I'll include in some other video.
3. 3:13 "Smoking a gun": some items attach themselves to your guns if you use them as you switch weapons.
4. 3:34 5-Finger-Fillet with gun: starting 5-FF as you're switching handguns on the horse's saddle causes this.
5. 4:02 Setting-up camp while you've set yourself on fire makes you invulnerable to fire.
6. 4:28 Glitchy wire-coil and horse riding: at this mission, the game forces you to walk in one specific direction once you've pick-up the coil. However, if you bring your horse to the coil, you're able to activate the horse's 'lead' prompt. This lets you walk anywhere with the coil. You can't get on your horse normally like this, but if you land on your horse from higher ground, you can explore the entire map before you're allowed.
At 5:04 I activated the prompt that the game wants, but while on the horse. This causes Arthur to be in a glitched state between riding and crouching.
7. 5:40 Cloned carriage glitch.
8. 6:09 Activating campfire prompt as I examined a rifle. This causes the rifle to stay on Arthur's back as he examines it.
9. 6:24 Invisible lasso glitch: switching to 1st-person as you're throwing the lasso and then browse a particular gun catalogue, makes the lasso become invisible. There's more to this glitch...
10. 6:58 Prompt break-outs: you can break-out of some prompts with the camera. If you're holding the camera and then transition to, or from 'Portrait' or 'Handheld', there's a brief moment that you can activate a prompt when you shouldn't be able to. This glitches some prompts and needs to be tested everywhere...
7:19 Hook glitches: I use camera break-out method to break-out of prompts at the mission where you have to hook prison bars. This results in - not only being able to use regular actions while holding the hook, but you're free to go anywhere with it.
8:20 I use camera break-out on a horse satchel. This causes the horse to unexist.
8:32 - 9:19 You mysteriously die if you use camera break-out on fast-travel prompts, some ladders and shops.
9:20 At this ladder you enter a strange glitch-state, you can only move one dislocated arm.
11. 9:46 - 14:20 Using items as you order a meal:
9:46 Fire-bottle: Arthur orders food while on fire.
10:07 Pocket-watch while ordering beer. The beer floats and sits on your watch.
12. 10:20 A set-up that lets you use weapons/items - as well as walk away from the food-ordering prompt - while keeping the prompt active. This lets you start ordering food as you're engaged in some other activities:
10:40 Selecting watch and food-ordering: Arthur eats a meal while holding his watch.
10:56 Arthur reads a map while food-ordering.
11:10 Food-ordering while selecting the camera: one result is that Arthur puts the camera on his plate of food.
11:20 Food-ordering while fighting: The plate floats around while Arthur is fighting.
11:37 Food-ordering while bathing: this gives different results depending on what phase of bathing you press the food-ordering prompt. Here, I ordered food as the attendant walks into the bath. Arthur teleports back-and-forth a few times before appearing naked on the floor of the saloon, bathing.
12:09 If you order food before the attendant walks in, Arthur will eat his meal naked and stand up. At that point hes stuck on the spot, combat is displaced and if you surrender to the police, the game lets you play the game naked.
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The Wall Breach: if you buffer a 'rest' animation as you vault, the game will move you to the location directly underneath where the rest input was initiated. However, since you're now placed lower than where the rest input was initiated, the game will force you back through walls that are located directly underneath the place you vaulted from.
The Slide Glitch: if you do the above, but from higher-up with specific timing, you will stumble after you fall, this stumble breaks you out of being forced to carry-out the rest animation. Now the game will continuously try to suck you to the rest-point, so you have to run outside a certain proximity to stop the game from sucking you towards it.
Once you are outside of the proximity of this "sucking vortex", the rest animation is buffered and you are free to move around. You are now able to activate the rest animation-buffer anytime by opening, then closing the notebook.
NOTE: you must close the book about 2 seconds after opening it for the buffer to release. Close it too soon, or too late and the slide won't work.
Points of interest:
1. 0:00 Introducing the wall-breach trick.
2. 0:21 Breaching into a house-boat that you're not supposed to enter, nothing much to see in here.
3. 0:41 Wall-breach then falling out-of-bounds. As with GTAV, after a while you teleport back to land.
4. 1:00 Breaching into a shop, I should breach into one when it's closed to see what happens. Not in vid: going into first-person mode lets you see the graphics once inside.
5. 1:15 Introducing the slide glitch. Buffer a rest, vault and then stumble. This sets-up the slide glitch. I run away from the sucking vortex so that I can become free to move, then at 1:32 I open/close the notebook to release the buffer. I then slide to the rest-point from very far away. Still need to test to see what happens if you slide away suddenly from certain activities.
6. 1:40 Slide glitch set-up again, but I show the sucking vortex in more detail. At 2:14 I slide from indoors to outdoors which makes the game's graphics become glitched, as well as the sounds.
At 2:25 I show that switching between first-person and third-person toggles graphical visibility and sounds.
At 2:41 I explore the map in this state, it's like a Lynchian nightmare with ghostly figures around and odd graphical inconsistencies. Needs more testing.
7. 2:57 Some out-of-bounds sightseeing under the map. From here you can attack your enemies but they can't attack you. I hope they patch all this for online MP if I'm being honest, I don't mind this for solo offline play, but for online MP it would just be annoying.
Further tests in progress...
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Points of interest:
1. Ogre: sightseeing. Note: his health bar is glitched since I earlier did things in the wrong order in this area.
2. Knight battle: tried to leave the arena but it's %100 enclosed by invisible walls and a roof.
3. Cemetary: oob sightseeing with plummet-IJ.
4. Gravedigger: using enemy-collision IJ to leave the map, but the walls are too high and too much death collision around to be any type of viable skip.
5. Hunting Path: oob sightseeing thanks to enemy-collision IJ.
6. Dracolich: sightseeing with IJ. You can backtrack to the Necromancer's Abyss, but it's just a cardboard cutout.
7. Dead Bog: activating triggers and events in unusual ways leading to various glitches.
8. DLC: IJ'ing across the lava to the 'Forgotten One'. Sadly the entire area is enclosed by solid collision, thus foiling any potential skips.
9. DLC: Route to the "Blood Room" that only Laura is supposed to enter, sadly - due to excessive solid collision - it shall remain that way.
Not in vid: you can activate the prompt - that only Laura is supposed to activate - but with Gabriel instead, all this does is make the prompt defunct.
10. Early Observatory: if you get the Red Lens from the Electric Laboratory and get to the Observatory early, via IJ, it can be used in the Observatory mechanism. This activates the door to open but the room doesn't load.
11. Veros Woods: breaking a Crystal into the Chupacabra cutscene trigger and also reaching the Chupacabra's cave early after it took my gear. The Chupacabra still zaps you (from the first room) if you try to reach the cave. Using faries to prevent this does nothing since Chupacabra is too far away for them to reach it.
12. Cornell: breaking Crystals into his cutscene. Woo.
Unrelated: I'd love to play as Cornell in a C:LoS spin-off where he's the main character. I get strong GoW vibes from him (not the new GoW-game, but the real GoW-games, the old ones).
13. Three Towers: some easier NG skip tactics. IJ to get the upgrade, then go directly to the final door since you now have enough Faries to do so.
14. Clockwork Tower: pointless oob.
15. DLC: prompt glitch at the "Blood Room" gate. I broke-out of using Crystal at the same time as I activated the prompt, this causes Gabriel to do his animations in a different location to normal, he instead walks through the wall. Then the camera gets stuck on him instead of Laura.
This needs to be tested at every other prompt throughout the game.
16. Besieged Village: trying to activate the stake-prompt underneath the map, to no avail.
17. Glitched web-walking state: if you try to mini-game grab the spider while moving onto the spider-web, this causes Gabriel to climb the spider while in his web-walking state. If you then fail the mini-game, you fall off but get to keep the web-walking state on normal ground. At some areas you can use this state to fall oob.
18. Crow Witch: cloning the Crow Witch by breaking a Crystal into her cutscene.
Not in vid: I found a brand new glitch that lets you start certain ground moves in air (from above regular ground-collision). The example clips I had of it weren't very good, and I'm not ready to replay this game just to film new clips. Plus it needs a more thorough investigation, since I'd only just found it before I quit playing last time.
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Again, I don't know much about GTA:V glitches so here it is for what it's worth.
Points of interest:
1. 0:01 - 1:43 Switching character glitch: sometimes the game gives you the option to switch characters without having to keep the d-pad held down. This allows you to easily switch to another character as you activate prompts.
In this instance I switched to Michael as I made Trevor enter the closet and change clothes. This also affects the character that you're switching to, in that the game places random items of clothing on them, as well as removing random body-parts. The game will even place items on your character that normally don't go together, like beanie, glasses with Michael's hair placed on-top-of the beanie, or mysterious segments of clothing that actually belong to some other outfit.
2. 1:44 - 5:17 Garage teleportation glitch: it's also possible to activate some prompts while switching to other characters, by using the regular character-switch wheel. Activating the garage-prompt while switching to another character causes the character you're switching to, to be teleported to the first character's garage.
So with this, you can get the character that you're switching to, to activate some prompt or mission before he gets teleported to the garage. This has lots of potential since there are so many prompts left to try. In this vid I tested:
2:14 Tattoo-prompt: Trevor activates the prompt and is teleported to the garage and instantly teleported back to the tattoo parlor. However, he's free to move while he's still inside of the Tattoo selection menu. This needs to be tested a lot more.
3:03 Tennis-prompt: You are teleported to the garage after the short tennis intro where the characters run onto the tennis court. Graphics vanish until you decide to start the game, at which point your character returns to the tennis court. However, the game still thinks that your character is in the garage, so ANY vehicle you get in to drive, will be teleported to the garage. This includes boats and planes.
Note that in some of these clips Trevor is teleported to his own garage. The reason for this, is that if the character that you switch to starts his mission immediately - and you fail that mission - the game reverts you to the character that activated the garage prompt in the first place, while still in 'Garage-state'. So he will then return to his own garage upon entering a vehicle.
And for various different reasons it can't be done with trams, trains, cable carts or container handlers.
3. 5:18 - 13:44 Stuck-state, slantedness and invincibility: if you start activating a Triathlon-prompt and immediately enter the menu and replay 'The Merryweather Heist', you break-out of the mission. This leaves your character stuck in place in a glitched state I call 'Stuck-state'. The only way that you can get around in this state is by spawning a bunch of motorcycles or bikes until one is pushed close enough to you that you are able to get on it.
In short, you can take 'Stuck-state' with you which has some interesting effects when you interact with other game elements like this, such as:
6:22 Riding into water: you get stuck above water, or semi-submerged. Diving causes you to stay stuck in its animation.
6:40 Fighting: you can't be budged.
6:58 Riding into an oncoming train: you bump off harmlessly.
7:08 You can shoot things behind you even though you're facing in the opposite direction. Also, you're invincible in 'Stuck-state'.
7:34 - 8:28 Doing a wheelie on a motorcycle causes you to become slanted. All your actions seem to work in this state, except that you're slanted and stuck. Repeatedly jumping can cause you to enter a horizontal falling-animation.
8:29 Activating TV-prompts while in stuck-state causes you to become mobile again, but you get to keep your invincibility.
8:40 Testing invincibility against tanks and taking selifies.
9:09 - 9:32 Testing invincibility against tanks while in Stuck-state on a motorcycle. And standing on an exploding car.
9:33 Letting a train hit Trevor while in stuck-state, neither of them budge.
9:55 - 10:44 Destroying the bike or motorcycle you're on won't make you fall off it, in fact holding active grenades can be used as a method to propel you with their explosions.
10:45, 11:19 and 12:38 Getting off a chopper in Stuck-state lets you stand in air or get stuck in a falling-animation. If you spawn a bike and land on ground while upright, your character will be stuck squatting strangely. If you land head-first while falling, you'll be stuck in the ground upside down.
11:59 While in Stuck-state, you can force your way underwater by crashing a larger vehicles into water. If you get out while underwater, you retain your ground movements.