Dante's Inferno Glitch & Things of Interest FAQ v. 1.0 (28. 4. 2019) written and mostly discovered by AKheon and Findlestick 0. Table of Contents -------------------- 0. Table of Contents and version history 1. Introduction 2. General tricks and info 3. Level-by-level glitch listing 4. Legal information, etc. Version history: - 1.0 (28. 4. 2019) Plenty of updates regarding skips & tricks. File size: 79 kb. - 0.9 (5. 1. 2012) The first published version, ought to have the most important things and more. File size: 68 kb. 1. Introduction --------------- This file is for cataloguing glitches, speedrun strategies, hidden mechanics and other relatively specialized things about Dante's Inferno. It was originally written using a Piratepad as a collaborative work with findlestick. Dante's Inferno is a multi-platform game, and there is always a chance that the mechanics of a game can subtly vary between ports. Especially the PSP port seems to be a different beast altogether, so many things written here probably won't apply in there. The writers of this FAQ have only used the PS3 version. --- In case you're interested about speedruns, there is actually a leaderboard for Dante's Inferno nowadays. See here: https://www.speedrun.com/dantesinferno Abbreviations: DI = Dante's Inferno c: = credits to... DT = Divine Tempest DR = Diabolic Rupture DS = Diabolic Slash (a.k.a. polevaulting) RP = Righteous Path ...and so on for all named attacks. § = should be tested more or elaborated OOB = Outside Bounds, i.e. outside the intended game area Term explanations: Lift-up / ascension = an attack that lifts Dante up in air. Gets you higher than a simple double jump. Weak attack = the scythe attack corresponding to 'square' in PS3 version. Quicker, less powerful attack. Strong attack = the scythe attack corresponding to 'triangle' in PS3 version. Slower, more powerful attack. Fierce / Critical / Focus attack = game's own terms for special moves like Soul Shatter. 2. General tricks and info -------------------------- High jumps ---------- Being able to jump higher than intended can cause surprising results in many action video games. So, what are your options for "high jumps" in this one? High jump v1 (a.k.a. polevaulting) The very first high jump that was found in this game was a humble lift-up into Diabolic Rupture into Diabolic Slash (DS). This jump is good enough to cross a few low walls during the game, but that's it. Regardless of the low height of this particular jump, DS is a good finisher to almost any jump because it makes Dante to move slightly forward in air, allowing him to get over invisible walls. It's also worth noting that the two ways you can lift-up in this game are not exactly the same. The basic lift-up that you get by holding down the strong attack is slightly less high than the Soul Shatter special launcher that can be used from Fierce / Critical / Focus attacks. Of course, which launcher is better depends a lot on the situation and how high you aim for. Videos: 1, high jumping at Lust (by AKheon) (old video) https://www.youtube.com/watch?v=Y_gkHVq4bmQ High jump v2 (c: AKheon) A small improvement to the basic high jump is to use Divine Tempest (DT) after the lift-up. This simply gives Dante a small extra height boost. This jump also has a secret property: Dante gets extra height if there is an enemy that becomes launched into air right underneath Dante when you use DT. Most common use is with the demon enemies. DT is even more powerful in high jumps if Redemption-mode is active. However, if you now happen to hit any enemies with it, you for some reason lose height instead of gaining it. It appears to be a type of glitch. Videos: 1, Flaming Tombs skip (by AKheon) (old video) Note: you can see the extra height effect at around 1:30 in the video. https://www.youtube.com/watch?v=ToR65hTd2Cs Redemption high jump (c: AKheon) This jump takes advantage of the faster animations Dante has during Redemption- mode. If you spam the Diabolic Rupture (DR) air combo while in Redemption-mode, Dante keeps gaining height with each hit. Needless to say, you need to have unlocked DR in order to do the jump, and it also helps to have all three bars of Redemption unlocked and filled beforehand. As for finishing the jump around the time Redemption runs out, it's recommended to use DS like with most high jumps. Righteous Path can also do the job if you want to do a forward dash, although this attack loses height fast and is in that sense less efficient. Instructions: 1. get in air with Redemption-mode active. 2. do the 2-hit strong attack air combo repeatedly. Pros: + The easiest advanced high jump to perform. Just keep pressing a single button, the rest is handled automatically. + The jump becomes more powerful if you're wearing Anthony's Standard. This gear slows down Redemption consumption, allowing you to do a jump that lasts longer. Cons: - Dependent on a finite resource (Redemption). - It has the slowest height gain of all the high jumps. - Not that practical on New Game since you have a smaller Redemption bar, plus you also need to purchase Diabolical Rupture to do it. Videos: 1, skipping Plutus Chamber by AKheon (old video) https://www.youtube.com/watch?v=tHSG7YQ51_g Infinite jump (a.k.a. slash height gain) (c: AKheon) You actually have the capacity to jump infinitely high from the very beginning of the game in Dante's Inferno! Too bad it's very hard to perform. The basic idea of the infinite jump is very simple: you just have to do the first strong air hit over and over again with a certain timing. But just pressing the strong attack button repeatedly doesn't suffice. You also need to manually interrupt the air attack each time at its highest point with a well-timed block. In addition, you must synchronize pushing block in relation to your rhythm with the air attacks to not lose height. Overall, it's a really simple input, but your timing has to be perfect - even the slightest mistake may cause Dante to lose all his height immediately. Eventually you'll get the hang of the rhythm and can do longer and longer spurts of this trick. When the height gain is optimal, you see Dante subtly 'bounce' along the rhythm of your blocks and attacks. Instructions: 1. do strong air attack while in air. 2. press 'block' very quickly with exactly the right timing. 3. do another strong air attack immediately afterwards before losing any height. 4. repeat. Pros: + The height gain is decently quick overall - much better than Redemption Jump. + As mentioned, the jump can be used from the very start of the game, costs no resources, and because of its simple nature it's possible to combine with most other jump tactics in the game. Cons: - The timing is so precise that it's very impractical to use in RTA runs. Other notes: You can do infinite jump with both the halberd and the scythe, but the timing is subtly different between the weapons. With halberd, the "highest point" of a strong air hit is not too far into the attack. With scythe, you should wait until the scythe does about 2/3 of a full rotation before cancelling it. Videos: 1, a skip at Into the Blind World using this trick, by AKheon https://www.youtube.com/watch?v=vSlORVV_Y5o Air grab high jump (a.k.a the 10% jump) (c: findlestick) This high jump is hard to explain properly because no one can yet say what exactly makes it work. In practice, it allows you to use BOTH of Dante's jumps after doing a lift-up, as if he was on ground level. The terrible caveat is that so far this glitch only has around a 10% chance of occurring even if you give the correct input. From what is understood so far, the following steps are necessary... Instructions: 1. you have to do a jump and land. 2. you have to do a lift-up (possibly with a certain timing after landing). 3. you have to buffer an air grab while Dante is rising up. 4. you have to tap 'jump' at the end of air grab to start jumping. Pros: + The requirements for doing this trick are minimal - it only requires the basic launcher and air grab, so it can be done right from the start of the game. + You can use other jump techniques in combination with it quite easily. You can also grab ledges during it since you end the high jump with a double jump. Cons: - The trick is unreliable and it can thus cause unforeseen time loss. - Because of the slow, unreliable set up, the jump can't be used very well anywhere with enemies nearby. Videos: 1, original video by Findlestick https://www.youtube.com/watch?v=LYiAdmkDPXY Divine Tempest Infinite Jump (c: AKheon) The newest jump tactic in the game allows Dante to do Divine Tempest (DT) repeatedly in air so that he gains height every single time. Normally DT would only give height after every other use to prevent this type of an exploit. However, the game has an exception for air grab: DT always gives height when done after an air grab. Combined with the fact that air grabs can interrupt immediately in certain conditions, you can keep spamming air grab & Divine Tempest almost effortlessly and keep gaining height. Now, this is another jump tactic that sounds way too good to be true, and it too has a caveat that prevents it from becoming the new go-to jump for ALL imaginable situations. You see, this jump also has an element of RNG to it. Sometimes when giving the correct input, Dante will do an air grab instead of DT. It's not necessarily the end of the infinite jump if this happens, but it is always a big setback since Dante loses much height from it. Instructions: 1. use Divine Tempest. 2. at the start of the blast that lifts Dante upwards, press down 'cross' and 'air grab' buttons simultaneously. 'Cross' has to be held down for a while to buffer a new DT. 3. keep repeating this with every new DT. Dante should keep gaining height each time too. 4. hope that the RNG factor doesn't ruin the jump. Pros: + It's the fastest and most practical infinite jump for most purposes. You can make the jump even faster by doing it with Redemption-mode on. + You can grab ledges during this high jump. Cons: - The trick requires you to have purchased Divine Tempest, so it can't be used from the very start of the game. - The RNG factor makes very high jumps somewhat risky. A way to mitigate this is to use Redemption Jump part of the way, but while it's safer it's also a bit slower. Videos: 1, original video (by AKheon) https://www.youtube.com/watch?v=ag7UV-CuLXY 2, Greed skip (by AKheon) (demonstrates using the 10% jump, Redemption Jump and DT IJ in a same jump): https://www.youtube.com/watch?v=hQaOaproaMs How to finish a high jump? So, you just made a three times higher jump than what the game developers intended. Good for you! But there's no use from any of it if you can't move even slightly forward in air to get over those pesky invisible walls all over the place. The sad truth is, this game has little in the way of moving horizontally in air. Most attacks are practically static and keep Dante suspended at the same horizontal position. So what to do? As mentioned in the high jumps above, Diabolic Slash allows Dante to move in air just enough to cross over invisible boundaries. Another air move that allows forward movement is Righteous Path. It is more difficult to control, especially with enemies around, and it also loses height quickly. But it could have an use somewhere if you need to make a forward dash instead of just inching forward a little. Dante is able to use his second jump after an air grab, so if you are doing some sort of a high jump that begins from a regular jump, using a grab can be a nice finisher or a mid-point to the jump to allow the use of Dante's second jump to, for instance, grab ledges or get some more precise horizontal movement into play. Long Jumps ---------- The term carries on from God of War glitch FAQs, describing a jump which aims for maximum horizontal reach. Unfortunately this game, as far as we know, lacks truly great long jumping techniques. But here's what we got so far. Air grab long jump (c: AKheon) A small air grab exploit allows you to lengthen double jump by around 1.5x. Instructions: 1. jump in air once, then do an air grab. 2. press jump and strong air attack buttons at the same time exactly as the animation of air grab ends. If you did it right, Dante should do a strong air attack, except with increased jumping momentum. Pros: + This is another jump tactic that needs no special resources and can be done from the start of the game. Cons: - You are only allowed to use a second jump in air after air grab if you didn't use a lift-up to get in air. This limits the ways you can combine this trick with other high jump tactics. - The trick is also somewhat precise, and only becomes reliable with practice. Other notes: You can do this trick with the other basic air attacks too, but the effect is not as good. Videos: 1, air grab technique by AKheon (old video) https://www.youtube.com/watch?v=cpADTxddDwQ Other long jump ideas: Doing the weak air attack at the end of a double jump is helpful for reaching slightly further. This attack doesn't nerf Dante's horizontal momentum too much while it also helps him stay in air a bit longer. You can reduce your falling speed quite a lot if you repeatedly do the weak air attack and interrupt it by blocking. The input is almost the same thing as the classic infinite jump detailed earlier, only done with weak air hits, so it's somewhat risky to do overall. Still, it beats just falling down into a chasm if you can help it. Air Righteous Path can be used at the end of a long jump to get even further, but it's at its most useful when the platform you are trying to reach is below the platform you are jumping from. This is because RP steers downwards very heavily when you do it, helping you fall down just as much as move forward. A second, more desperate option is also to cast Divine Shield at the end of a jump. Dante does a slight nudge upwards while moving slowly forward. In rare cases this might be just enough to make it over some chasm somewhere. Other magics like Lust Storm and Sins of the Fathers can also help you little in this respect. Videos: 1, long jumping using halberd (by AKheon) (old video) (just to demonstrate the idea - this does not work as well with scythe) https://www.youtube.com/watch?v=-Uwh7E4wA7M Air climbing (a.k.a "climbingness") (c: findlestick?) You can climb in air in Dante's Inferno if you can somehow escape the collision that limits Dante's movement on a climbing wall. The most common way to accomplish this is to jump over a climbing wall and latch onto it from the wrong side. After this, some formations of collision or certain corners can let Dante slip off the climbing wall. While air climbing, Dante can move (almost) infinitely to any direction horizontally and vertically. Sadly, moving in y-axis (depth) is really inconvenient, only really doable if you can find angled collision that can push Dante on that axis. Well, rarely a glitch can make Dante move on y-axis. At this date it's not known exactly how or why this happens. But from observation, it seems to happen when you have climbingness near the edges of certain walls of collision. At certain locations Dante will suddenly glide either backwards or forwards, and often diagonally. The speed varies depending on the area, he can suddenly zoom off quicker than any of Dante's normal moves... or he can go at a snails pace. Unfortunately, as to whether you go forwards or backwards seems totally random and seemingly uncontrollable. So the most reliable method of changing Dante's climbing direction - to date - is the collision push method mentioned above. You can end air climbing by hitting a climbing wall again, landing on floor or getting hit by enemies. To note, Dante is immune to death platform like lava when climbing. Interestingly - while air climbing - most of the time the game will allow you to move the camera around with the right controller. Unlike usual where the camera is uncontrollable. Videos: 1, climbingness at Limbo by findlestick https://www.youtube.com/watch?v=3CFE1W47_n8 2, climbingness at Greed by sticklefind (aka findlestick) https://www.youtube.com/watch?v=QtUpJf0hgzc Other mechanics observations ---------------------------- About Redemption-mode Redemption is the fuel for this game's superpowered mode. In a speedrun it is a valuable resource that is useful almost everywhere in the game: it helps you both navigate and fight faster, and some high jumps benefit from it as well. You need at least one full bar of Redemption to start Redemption-mode, which is a bother. But worst of all, you can't end the mode at will once you have started it. In order to avoid wasting redemption needlessly, it's possible to reload or even checkpoint abuse by getting killed - this turns off the mode automatically. During Redemption-mode all of Dante's actions hasten and he stops reacting to damage. Some moves act a bit different due to the increased speed. You may even find Dante difficult to control when this mode is on! While you can fill your health and magic bars by purchasing health or magic upgrades (respectively), purchasing Redemption bar upgrades gives you zero Redemption. Dante outside bounds (a.k.a. OoB) If Dante happens to fall into the nothingness below the levels, it takes about a ten seconds or more for him to suddenly die. An useful failsafe feature of the game! However, if you keep attacking or doing other stuff while falling, Dante will not die and instead continues his descent to the bottom of the map. Fall deep enough into the abyss, and eventually one of two things will happen. One, the game may crash - this especially occurs if you are in a middle of a attack when you finally hit the limit. Two, Dante completely disappears. None of his controls can be used at this point any longer, you can't even open up the magic menu. If you go to the upgrading menu and switch pages, the game will also crash. So, this isn't useful at all, just an interesting effect of falling outside bounds. Many of the walls in this game are two-sided, which means that Dante won't be able to jump through them from either side. Sometimes if you intentionally go outside bounds to do skips, you may find it difficult to come back in. This is where death and checkpoint abuse have a strategic role, read more in the section below. Even if you are outside bounds, you are usually not left without some sort of footing. Try running against the two-sided walls - although you won't get back inside, at least you will not usually fall down either. The floor isn't always consistent outside bounds, though, so traversing this way is not without its risks. If you plan on making OOB-exploring a hobby, take the time to remember the hazardous spots in collision and jump over them when moving, when possible. Videos: 1, Dante-less Inferno (by AKheon) (old video) https://www.youtube.com/watch?v=OlCgXWI71Ak Checkpoint abuse The checkpoints in Dante's Inferno are completely pre-set and rather generous in how they work. They not only completely load the surrounding areas but they also take care of any missing event triggers in the process. This means that if you can reach a much later checkpoint earlier than you're supposed to, more often than not this results in a massive sequence break. It's too bad this game doesn't have the option for retrying from the last checkpoint. Instead, for starting over you always have to either have Dante killed or quit to main menu and reload. Videos: 1, the Greed skip which uses checkpoint abuse (by AKheon) https://www.youtube.com/watch?v=hQaOaproaMs Rappelling and rope glitches In a few rappel spots during the game you are able to activate their prompt while in air. This causes Dante to get on the rappel very loosely, so that you can double jump to any direction you want from the very top of the rope, which isn't normally possible. However, for some reason this glitch only activates with rappels you've already hanged onto once. So to try it out, get on a rappel, then climb back up and see if you can activate their prompt while in air. Around Gluttony, there's one place where a rope glitch is caused due to bad collision to the left side of the rope. Hitting the collision as you fall and hit the rope causes Dante to latch onto the rope in a glitched way, making it appear as if he was slipping from the rope or warping around a bit. This doesn't seem to be anything useful, but it looks weird. Videos: 1, example of the rappel glitch (by AKheon) (old video) https://youtu.be/yyupDWdsmR0?t=51 2, example of displaced rope glitch (by AKheon) (old video) https://youtu.be/KoLf40ve5_E?t=25 Fastest movement style The buffet of fast movement styles in this game is pretty thin. You mainly have two options: evade (or "roll") cancels or evading during Redemption-mode. The first option is this: evading helps Dante move quickly for a brief moment, but it has a cooldown. This cooldown can be cancelled by jumping. And the jump in turn is cancelled by quickly blocking in air. There you have the evade cancels, simple but effective. However, do this too quick, and you accidentally activate the stomping glitch (detailed below). It's not dangerous, but it turns this time saving technique into a potential time sink. Second option takes advantage of the fact that Dante's movement speed increases in Redemption-mode. Just doing normal evading gets you a top speed. Stomping/bouncing glitch There's a strange effect that occurs if Dante does a jump and then flicks block on and off in air quickly: hitting ground, Dante bounces back up for a bit, as if the ground was made of rubber. During the bounce he is usually in a generic "stunned" or ground blocking pose. Occasionally you can start doing ground attacks, although technically you are in air. The size of the bounce increases if Dante is in Redemption-mode, likely because of the increased momentum you have. The effect of the stomping glitch may also increase if you do it right at the edge of a platform. But there's still no known use to this glitch, other than to do a ground Righteous Path in air which looks cool. Souls and absolving You may not have known that if you fail the boring absolving minigame, the soul you were trying to absolve burns alive horribly and you get absolutely nothing for your troubles! An interesting, somewhat "hidden" third option. Video: 1, failing the absolving mini-game (by AKheon): https://www.youtube.com/watch?v=ZoZUpAy80M4 Health and magic upgrades You have four in total, and after purchasing them all your health/magic bars are roughly twice the size they were in the beginning. A recommended strategy is to wait purchasing an upgrade until you need a health/magic refill, because the upgrades give you a full refill as well. Weapons and magics: ------------------- Halberd You can't remember Dante ever wielding something else but his (actually Death's) iconic scythe? At the very beginning of the game, before you meet Death, you get to wield the generic halberd, which actually differs from the scythe in some subtle respects. Halberd has a four-hit weak attack combo, much like Scythe, but no Ascension or grab. The combo from strong to weak hits is actually unique on halberd: unlike on scythe, it segues to the first weak attack of the string instead of the second. Halberd's first weak air attack is much more resistant to gravity than the scythe's respective attack, and you could do some sweet long jumps if it was possible to use it in the main game. Last completely unique thing to Halberd is a possibility to dash attack without enemies around. In a dash attack, Dante moves faster than usual for a brief moment before his attack contacts the enemy. Scythe has it too, but it only activates when targeting live enemies. Impaler After purchasing this upgrade, your strong hit combos change irreversibly. Without it, there are two different strong hit attacks that come up in combos. With it, there are five different strong hits. So, this upgrade does far more than just add a "Fierce Attack", like it advertises. Your combos turn far more versatile. The last hit of the full combo has a glitch in it that allows you to gain a lot of height instantly, but maybe only in too specialized circumstances to be too useful. Should be looked into at some point. In brief, it seems that if Dante is unable to land properly during the attack, he becomes displaced in air nearby instead. Videos: 1, ThisIsMyMonicker's vid of the glitch (see from 5:50 on) https://www.youtube.com/watch?v=bfhVli6e16A Soul Crusher Just a random glitch: if you try to do this attack too close to the ground level, Dante's scythe will strike out twice - first without effect, then Dante sort of rises up a bit, then the actual normal attack happens. Soul Shatter The highest possible lift-up type of move in the game, so if you're fond of high jumping, you ought to get it soon. Grab and air grab Actually, the property of the air grab changes a bit after you've upgraded it. Before upgrading you can cancel the move unto itself by just spamming the air grab button. After upgrading it's no longer possible. This doesn't actually affect any of the known air grab related glitches, however. Cross attacks: Some people say that cross attacks are overpowered in this game. And it's true! Cross attacks are absurdly powerful and the best approach for about 80% of the combat situations, with only the late magics and some fights (with Pagans for example) chipping away at their supreme power. Righteous Path: The first magic you get in this game, and the only holy-type magic you don't have to purchase through the menu using souls. During it, Dante does a quick dash towards his enemies, dealing damage and knocking everything he hits away. The magic hits multiple times and even has a nice area effect at the end of the dash that can hit multiple enemies at once. For a first magic, it's not weak at all, although you are probably better off using and upgrading cross attacks in casual play instead. This, as all the other holy spells too, deal some holy damage to enemies. This f.e. means that cinder enemies turn physical when you hit them with it. Righteous Path has a noteworthy aerial version: during it Dante glides through the air (albeit sloping downwards) for a decent length, helping you extend jumps in this game. But be wary that RP's magic cost increases heftily if you cast it while in air. Another thing to keep in mind is that air Righteous Path is one of the rare air moves in this game after which Dante can make a jump... even more benefits for long jumping. Air turns into the ground version seamlessly once Dante's feet hit ground. While it might seem like a good idea to extend your jumps during casual platforming using air RP, keep in mind that it automatically targets nearby enemies, possibly causing your jump to go to hell. Lvl. 1 RP can be cast 5 times on ground with unupgraded magic bar before running dry. If you upgrade Righteous Path, it deals more damage and eats a little bit more of your magic - at lvl. 3 it can be cast 4 times. Still not bad. Divine Shield: Divine Shield is a holy spell available at holy level 3. It's both a protective and an offensive spell, and arguably one of the most useful ones in the entire game too. As Dante casts DS, a flash of light surrounds him. This flash actually damages enemies, quite decently too once you upgrade the spell. Remember that the flash is holy damage, which means that you can turn cinder enemies solid. But the primary function of the spell is to shield Dante from damage. Even level 1 DS gives Dante a total immunity to damage, allowing him to focus on fighting or solving puzzles without any care for getting hurt or knocked back by attacks. On level 2, DS starts to heal Dante when it's active, making it a real life saver. On level 3 the game suggests that the magic regenerates more of Dante's health and "makes him resistant to enemy attacks" (isn't he that already?). So basically, I don't know what's the deal with the third level. Unlike other spells that seem to get huge power ups at level three, DS gets almost nothing. Am I overlooking something or is this a mistake from the devs? On lvl. 1 with no upgrades to the magic bar you can cast this spell four times before running out. On lvl. 2, only two times (you are left a little short of a third casting). On lvl. 3, you can only cast it once (with some magic left in the bar). So, as you can see, with upgrades the magic cost of Divine Shield increases dramatically. In my opinion it is the best to keep the spell at lv 2. You already have perfect protection, your health is regenerated while it's on and you can cast it a lot more often too. DS cuts off if you activate certain mini-games, such as with Demons or Beasts. Martyrdom: Martyrdom is a holy spell available at holy level 4. It costs a hefty amount of magic, but at least the cost doesn't increase with upgrades. With the original magic bar, you can only cast the magic two times before running dry. The spell also takes a little bit of your life each time you cast it... so is the payoff worth it? The answer is, it depends. Martyrdom is at its best when there is a large group of enemies around Dante. The area effect picks smaller enemies and lifts them in air, and finally a big explosion engulfs everything. The damage is not half bad, although towards the end you'll probably rather use Suicide Fruit for the bigger mobility it allows. Dante is invulnerable for the little bit of time when he is preparing to cast the spell and also during the spell itself. § There is no air version of Martyrdom. Instead, Dante takes a strange pose and falls down extra quick if you try to do Martyrdom in air, and the actual magic begins once at ground level. You can't kill Dante using Martyrdom. If your health is too low when using this magic, you don't lose any health. Lust Storm: Lust Storm is the first Unholy spell in the game, and you get it after finishing the Lust boss. It casts a purple tornado around Dante after two bright flashes. There's basically both a one-time area damage effect from the flashes and a persistent effect that stays around Dante (the tornado) when cast. The tornado remains active for about 10-14 seconds or until your magic runs out. And yes, the upkeep of the tornado itself drains magic from Dante as it is active. Any enemies inside the tornado's effect are repeatedly damaged - you can see small lightning effects appear on enemies that are affected. Rarely, some enemies are suspectible to becoming stunlocked when inside the tornado, like the Exploding Minions, preventing them from exploding in your face. ...nice! Another advantage of the tornado is that while it is active, Dante stops flinching when taking damage. While useful in combat, it also allows you to do stupid things like run towards some damage barriers and die a lot quicker than you normally would. LS can be cast with a very low amount of mana, but the tornado effect shuts down almost immediately afterwards - you mainly benefit from the damaging effect of the flashes in this case. You can also re-cast LS again and again to do the flashes repeatedly, but this is not a very useful thing to do. While the flashes stun and hurt enemies all around for a moment, it doesn't do very much damage... perhaps even less than your average cross attack, and it drains your magic pretty quick. Casting LS in air helps you keep moving and get back on offensive quicker. However, air LS only has one stunning flash, and it may affect some enemies differently from the ground version. At lvl. 3, LS absorbs projectiles headed towards Dante! So overall LS works as both an offensive and a defensive tool, but the drawback of it draining your magic rather quickly is indeed a drawback. Maybe if you were doing a challenge run of only using the unholy spells, this would be your most defensive spell available and could come in handy more often. LS cuts off if you activate certain mini-games, such as with Demons or Beasts. Sins of the Father: You get this unholy magic after beating the Greed boss. Shoots golden whirling crosses that launch your enemy up in the air while hitting them multiple times. The number one magic for amassing and keeping up large combos. Also, note that you can spam the magic faster by jumping in air first. You can have a maximum amount of three crosses out at once. As the level of the magic increases, the colour of the magic changes into darker and its range increases. Finally at maximum level the magic shoots out all three crosses at once, increasing the stunning power of the magic quite a lot. Yeah, I would say that it's more of a containment magic that keeps enemies in air and powerless instead of a powerhouse magic for finishing foes off. The projectile breaks enemies' block, which makes it a nice magic to use against higher ranking demons for example. Just a small thing, but this spell can have a pretty dumb auto-targeting. In a situation with a flying bat enemy and invincible cinder enemies, the spell may just as well target the cinder enemies instead of the bat, although it won't even hit them. At lv. 1 and unupgraded magic bar, this magic can be cast 5 times. At lv. 2, it can be cast 4 times. At lv. 3 it can only be cast three times. Is it more worth it to be able to cast it more often or at a bigger power? Depends on your playing style I guess. Suicide Fruit: You get this last unholy magic after winning the last fight at the forest section in Violence. It shoots a small projectile, which upon landing or hitting an enemy explodes and launches or stuns enemies within a large area of effect. The explosion will not happen if you accidentally shoot the projectile into a chasm for example - frustratingly easy at some points of the game. Already at lvl. 1 this spell has a big area effect. At each new level the area effect grows even larger, as does the magic's damage. Due to the easy use and the capability to spam this magic, it's one of the most destructive moves at your disposal on a long run. As mentioned, enemies in the range of the area effect become stunned. An aura of sort appears above their heads and their animation becomes troubled, signifying their momentary paralysis by the magic. It lasts about 6 seconds, which is not bad at all! Another big asset of this magic is that its magic cost hardly rises with leveling up, so that's one thing you don't have to worry about. Enemy glitches For unknown reasons, the beast riders can sometimes freeze when they're jumping into the carriage of the beast you are riding. This causes the cutscene to never end and you get stuck. Arch demons can be used to do an infinite combo. First, fight one until you can activate the first prompt that cuts off his wings. Then, you got to knock him on his back at the same time he gets the R2-prompt over his head. This can be easily achieved by only attacking him with an attack that makes him fly on his back, such as Soul Shatter. Now, try to grab him as he is rising up - you see that nothing happens and that he goes totally supine again, and you get 1 hit to your combo meter. This can be endlessly repeated... a very slow tactic. Videos: 1, findlestick's vid (from 8:44 onward) https://youtu.be/c25CEHFV0tI?t=522 The worm enemies at Gluttony can rarely push you through the ground with their head motion. You may have to be doing an attack that gives you extra downward motion at the same time. Videos: 1, ThisIsMyMonicker's vid (from 14:15 on) http://www.youtube.com/watch?v=sb3oGaD9WC8 3. Level-by-level glitch listing ------------------------------- 1. Citadel of Acre Trivia: a different weapon Your weapon at the beginning of the game is different from the one you get from Death in a short while. There was a bit more about this above in the weapons/magics section. At the start of the game you are also prevented from using grab, air grab, ascension or cross attacks. Wasted potential: while you have infinite jump available to you from the start of the game, Dante's arsenal lacks attacks that would help him move horizontally in air at the end of the jump. This ensures it's likely impossible to use the infinite jump to do anything interesting in these first areas. 2. Chasing Beatrice Wasted potential (NG): the first fight can't be escaped with 10% jump alone. So it probably has to be fought on NG. Wasted potential: you can get on top of the open church doors with the 10% jump. From there, you can jump out of bounds, and there's also a bit of OoB floor near the stairs. However, the death collision in the area is too wide to get across. There's a bit of floor on top of one of the invisible walls, but seam walking is probably not possible because the wall is too thin. Meanwhile, the walls inside the church are too tall for a pure 10% jump, so you'd have to do an insanely difficult infinite jump skip to potentially skip the Cross... so no one's tried it so far. 3. Gates of Hell Still nothing. 4. Into the Blind World Air climbingness: you can jump over the first climbing wall and start climbing it from the wrong side. From there, just continue on your way until you reach the area with a big demonic face spewing damned out of its mouth in the background. Dante should branch off the wall on his own as you try to turn, and his direction takes him almost directly to Charon. Old notes also say that you can use the semicircular wall formation near from where you start from to turn Dante's direction towards the area with the retractable bridge? But I don't remember any details beyond that. Perhaps with enough trickery you could use this air climb to skip things, but so far it's just for some sightseeing. Videos: 1, AKheon's vid https://www.youtube.com/watch?v=nPuWti4nEt0 Redemption/Infinite souls exploit (NP): it's possible to get infinite souls at the retractable bridge that you pull a lever to operate. It's done by killing the infinitely respawning enemies over and over, preferably by spamming cross attacks. This is probably too time consuming for getting souls for anyone else except hardcore completionists, though. Sequence break: you can do a small skip before climbing down if you jump over the back wall of the area instead. You can reach the shoreline early and thus avoid a small fight and a switch turning "puzzle". However, if you're too fast the area below won't be fully loaded, so be careful. At this point in a speedrun it is unlikely you are able to do Redemption jump (whether from lack of Diabolic Rupture or Redemption itself), but it is possible to do this skip with the classic infinite jump (ugh) or DT IJ. Videos: 1, AKheon's vid https://www.youtube.com/watch?v=vSlORVV_Y5o Wasted potential: the walls around the place where Pilatus hangs out are outrageously high, and so far no one has successfully crossed them with high jumps. Doing so might be worthwhile because you'd skip an otherwise unskippable cutscene... 5. Shores of Acheron Puzzle skip: you can use a number of different jumps to skip the puzzle inside Charon. Redemption Jump, 10% Jump, Classic IJ or DT IJ all work, so the skip is doable whether you are on NG or NG+ without too much trouble. Videos: 1, AKheon's vid of the skip using Redemption jump (old video) http://www.youtube.com/watch?v=lnaUp90s4Hs Wasted potential: the walls around Charon's deck are outrageously high, and so far no one has successfully crossed them with a high jump. Random (NG+): on one occasion, upon throwing a superpowered Suicide Fruit and defeating all of the first wave enemies at once, no more enemies spawned and Dante was stucked on the deck of Charon for the rest of the eternity! Speed note: the prompt for tearing off Charon's head can be activated quite far away and even without facing the head, so that reduces the stress of dealing with the last wave of enemies. 6. In Limbo Wasted potential: it's possible to get on top of the corridor that's after the first babies fight by doing a very high jump over the walls near the place where you start. However, nothing much is loaded, and going in bounds seems risky. If you drop outside on the balcony, an enemy spawns but afterwards you are stuck there because the doors nearby refuse to open. Meanwhile, walking back a few steps loads the Charon head and you can hear him talking. Otherwise, it seems difficult to get anywhere from here, but maybe not impossible. Air climbing: it's possible to get climbing glitch at the grapple wall just before the charred minions tutorial. This is done by doing jumping down to where the charred minions are and then high jumping back up to the platform next to the grapple wall. When you do this, the previous area (above the grapple wall) is now unloaded, so now Dante can climb upwards beyond where the grapple wall ends. Thus attaining climbingness. You can even take air climbing to King Minos somehow - there's a separate entry about it lower down. Videos: 1, findlestick's vid https://www.youtube.com/watch?v=3CFE1W47_n8 Sequence breaks (NP): it's possible to skip the charred minion tutorial by doing a lift up while on the platform near the grapple wall, followed by Righteous Path Air to the left. From there you can travel out-of-bounds and jump directly into the cutscene trigger that starts the battle with the aborted babies. Doing this is not too difficult with some practice, although you have to navigate out of bounds and beware some shoddy collision. If you're good at traversing out of bounds, it's possible to also skip the battle with the aborted babies altogether by continuing out-of-bounds to the exit of the aborted babies battle area and hitting a checkpoint followed by a suicide restart. findlestick has reported making it all the way (while out-of-bounds) to where you pull the lever that operates the grapple that takes you to Minos, but he fell out-of-bounds. So it may be possible to improve these skips further... Videos: 1, skipping the minion fight (by findlestick): https://www.youtube.com/watch?v=Ja1n5zo2NX8 2, skipping the entire babies battle (by findlestick): https://www.youtube.com/watch?v=b-2o3oLjKkE 3, another video of the minion fight skip (by Cisco): https://www.youtube.com/watch?v=6Ifuqcbevm0 Sequence break: you can skip the small loop before King Minos with a variety of high jumps, including 10% Jump or DT IJ. Videos: 1, AKheon's vid of doing the skip with classic infinite jump (old video) http://www.youtube.com/watch?v=kJuYhGg7DEA Other: passive King Minos If you high jump up to the ledge leading up to King Minos, then almost walk up to the cutscene trigger that starts the fight with him, then return down and backtrack for a little and then get back, the cutscene trigger that would start the fight is now gone. This allows you to hang out in the King Minos fight arena without a fight going on. Minos continues doing his usual judging business in the background. There's a tall invisible wall separating Minos and the 1st side of the arena, but it can be crossed over with a high jump. When you get closer to King Minos, the camera starts acting strange because the game thinks you're in out of bounds. Also, attacks or anything else you do elicit no reaction from Minos. Videos: 1, AKheon's vid: https://www.youtube.com/watch?v=IjULuIxisVY Other / wasted glitch potential: if you have climbing glitch activated, you can air climb close to where Minos is and in the direction where Lust is. But as expected, nothing is loaded there yet. As for how this is done, this is findlestick's quote on it: "I think I climbed left towards the door and used solid collision there to move me closer towards the Aborted Babies. And I think I might have then returned right, and used more solid collision towards the grapple wall that I'd started Climbingness? Memory is hazy?" You can reach the Minos fight while air climbing. If you do it and then leave, you'll notice that Minos' tail attack follows you everywhere you go, no matter how far (until you reach the room where you fought those babies the first time). Just to mention, if the tail hits you, climbing glitch ends. Sometimes if you are too far from the fight arena, the game starts the Minos cutscene anew and the fight starts all over. Still untested: activating Minos fight and going to save. Videos: 1, findlestick's vid https://www.youtube.com/watch?v=snNCG983FiA Other: partial skip of King Minos cutscene For unknown reasons, rarely the King Minos cutscene can interrupt in the middle, starting the fight against him early. As a side effect, the wheel in his arena is completely non-existent. You also can't target him as easily with ranged attacks since Dante tends to shoot them at a wrong direction. Videos: 1, AnubisVylok's video: https://www.youtube.com/watch?v=hrQVYOlnYwc 7. Virtuous Pagans Speed strategy: you can do a few small shortcuts while climbing the ropes. Most notably, you can speed up destroying the chain by using the air grab long jump. From the rope, do a single jump up to the chain, use Diabolical Rupture, then after the chain is broken do an air grab and double jump to continue on your way. Videos: 1, example of the shortcuts from Cisco Brown's speedrun: https://youtu.be/ov9-sSoypnQ?t=692 8. Descent into Lust Wasted potential: the cutscene trigger leading into Lust is quite high, and it seems impractical to get over with most high jumps. Sequence break: lobby skip You can skip the first fight with the Succubi and the short snake head "puzzle" by doing a high jump to either of the balconies on the side of the room. On NG it's the best to use the 10% jump, even though there is a Succubus nearby. On NG+ DT IJ is probably the best approach. From there you can jump to the main area, where a cutscene begins, although it lacks some graphics due to the skip you just made. You can fix the graphics issues by saving and loading the game, or alternatively you can just complete the puzzle while everything is invisible - it is doable with a bit of fumbling. Videos: 1, AKheon's vid https://www.youtube.com/watch?v=i0IESPEiORU 9. Carnal Tower Sequence break: puzzle skip You can effectively skip the entire puzzle with the circular platform by just reaching the right switch early and pulling it. This is easier said than done, however, since you have to do a fairly big infinite jump to get there. An alternative method is to pull out the movable platform, high jump on top of it and then do a long jump from there to reach the right switch early. But even at its best this would probably be slower than the IJ approach. Videos: 1, AKheon's vid of using the second method (old video) https://www.youtube.com/watch?v=Y_gkHVq4bmQ Other: during the first elevator ride, Dante has to be on ground level for the next phase (where Cleopatra stops the elevator) to begin. Other: if you do a very high jump, you eventually get so far above the elevator that you get free camera control. If you now check out the environment, you'll find out that the "tower" that rises up in the background is actually a looping graphic that only covers around 33% of the side of the elevator. There's nothing on the other side. Breaks the illusion somewhat... You can also see the next platforms very high above to where you are, but there's really no feasibly way to high jump there at this point. Videos: 1, AKheon's vid: https://www.youtube.com/watch?v=HXRfbEroJ24 Skip: fast Cleopatra fight (c: Cisco) You can use high jumps to pull both switches quick when fighting big Cleopatra. You have to be fast, though, because the flame spouts near the switches will drop Dante off if you take too long during the jump. On NG+ using DT IJ is recommended. This might work on NG too with the 10% jump and some good luck. Videos: 1, example of this skip from Cisco's speedrun: https://youtu.be/ov9-sSoypnQ?t=958 Other: rarely Dante may fall through the floor and get killed at the fade-out right before the elevator arrives at the top. While weird, this is pretty harmless, though. Retry just takes Dante to the top. Videos: 1, a clip from AnubisVylok's run: https://clips.twitch.tv/LovelySpookyMarjoramHassaanChop 10. Above the Lust Storm Collision flaw: there's a small collision flaw in the climbing wall right before the save point. Find your way to the mid-right corner; there's a small cove there you can shove Dante into. It's right next to an unit that shoots lightning. Do a subtle upwards movement from up to right, and eventually Dante can dislocate from the wall. From here you can either jump to the small platform that has a relic for you or jump to ground level above (not useful, but looks silly because you are out of bounds and unable to get back until you attach yourself to the climbing wall again). Unfortunately after some trying it doesn't seem possible to get air climbingness here. Other / air climbing: Carnal Tower shenanigans (c: AKheon) If you escape the fight with Marc Antony with a high jump, you can explore the downstairs area without any graphics.
If you try to climb back up to the boss arena, the invisible wall that has been
put in the way prevents Dante. After jumping against it for a while, he can
dislodge from the climbing wall and start air climbing here! Using Divine Armor
to shield Dante during all this is recommended, since taking damage from the
boss will end air climbing. Anyway, there doesn't seem to really be anywhere
to climb from here, but the visuals look cool, at least. From here you can see
that the giant Cleopatra doesn't have legs at all.
If you save and reload during the boss fight, the game is unwinnable because
it returns Dante back to the moment before the boss fight begins, but it also
remembers you already watched the cutscene with Cleopatra appearing. So nothing
happens when you climb up to the top, and so - you are stuck.
Videos:
1, AKheon's video:
https://youtu.be/HXRfbEroJ24?t=153
Random: if you fail the fourth and last mini-game prompt against Cleopatra, a
rather sensual non-standard game over happens!
Speed strategy: once again, there are some shortcuts that are possible during
the rope climbing section. The biggest skip is being able to use air grab high
jump to speed up destroying the chain, like during the rope section preceding
Lust.
Videos:
1, example of the shortcuts from Cisco's speedrun:
https://youtu.be/ov9-sSoypnQ?t=1336
11. Descent into Gluttony
Wasted potential: you can drop over to the Cerberus battle arena over the wall
using Redemption jump, but nothing in particular happens. The fight simply
doesn't start.
If you do an extra high jump and then spam Righteous Path at the top, you are
able to get on top of the inactive Cerberus head early. However, nothing is
loaded beyond, and doing a jump into the emptiness doesn't seem to help in
hitting some invisible checkpoint triggers either. So this skip doesn't seem
to pan out.
Wasted potential: if you're precise, you can actually knock out the middle head
first. It gets a R2-prompt over it momentarily, but it's useless since your
grabs won't hit it!
Videos:
1, Akheon's vid
https://www.youtube.com/watch?v=5RGJAB2utFw
Other: you can skip first regular fight in Gluttony by jumping over the
invisible wall where you'd climb down. This starts the fight and keeps Dante
mysteriously paralyzed for a moment, but after that you can just roll out.
The fight barrier is absent at first, but it will appear if you are too slow
in escaping, so be careful.
Videos:
1, Cisco Brown's video
https://www.youtube.com/watch?v=XpQ4z40PbOg
12. In the Cold Mud
Wasted potential: the invisible wall around the portal that takes you to the
puzzle room is outrageously high, so it isn't probably worth jumping over.
Fight skip: you can skip the fight against the first Glutton by polevaulting
over the left-hand walls twice, falling to your death. On retry, the game
resumes from just after the fight.
Videos:
1, AKheon's vid (old video)
https://www.youtube.com/watch?v=-H5pKHVMI_0
Sequence break: skipping of the mirror room
Over time we've come up with several different ways of skipping this perplexing
room. First was one was a difficultpolevault that lands half on top of the
invisible wall on the right side of where you start. From there, you could just
jump on top of the rotating platform and get to the end without actually solving
the puzzle. Later on we realized that it's easier to aim towards the corner
adjacent to the exit, allowing Dante to get out with just one jump and no need
for the moving platform.
Then Findlestick found what is potentially the simplest way: doing a lift-up and
RP to the corner adjacent to the exit. Dante barely slips over the invisible
wall and from there you can just jump to the portal.
Videos:
1, AKheon's vid of polevaulting method 1 (old video)
http://www.youtube.com/watch?v=xACy0014Rwo
2, AKheon's vid of polevaulting method 2 (old video)
http://www.youtube.com/watch?v=ydlaECbvkwU
3, Findlestick's vid of RP method
http://www.youtube.com/watch?v=k4gaHInhE1U
Random: during the top-down view, if you long jump over to the other side of the
room without pulling the nearby switch, you'll find that the other side of the
room doesn't seem to have floor collision in it yet. And fall down.
13. Descent into Greed
Speed strategy: as always, rope sections have some shortcuts to save time.
One skip stands above all else: you can skip the flame spout section with
a high jump - DT IJ is likely the best option since you can grab a ledge after
only three DTs.
Videos:
1, example of the shortcuts from Cisco's speedrun:
https://youtu.be/ov9-sSoypnQ?t=1627
Sequence break: skip the fight before Greed (c: AKheon)
Right at the end of this section, there's a large circular platform with molten
gold below it. You can skip the fight on top by instead doing a high jump to
the outside of the rim from underneath before getting on the moving platforms.
There is some floor on the rim, so you can keep moving and jumping towards the
Worldly Splendors save point while out of bounds. As long as you just jump close
enough to the platform of the save point and then fall into the chasm, the game
will respawn Dante at the save point.
Videos:
1, AKheon's vid (old video)
https://www.youtube.com/watch?v=zgpanoM3aoo
Sequence break: skip almost entire Greed (c: AKheon)
Skipping almost entire Greed is possible now thanks to how the various parts of
the level are so interconnected. The final area of Greed is actually situated
right next to the circular platform with molten gold underneath - the only
problem is getting there early.
The best method of doing this skip so far is getting on the circular platform,
then heading left and jumping over the invisible wall there. You need to do
quite a big jump, so any combination of the 10% jump, DT IJ and possibly even
Redemption Jump is recommended.
After polevaulting over the invisible wall, you are now on the rim of the
platform. There is a lot of molten gold ahead, and to get across you have to
do a semi-precise jump on top of another small rim that has collision on it.
If you can land on that rim, you have two options: you can either double jump
towards the door and fall through because nothing is loaded. After game over,
the game will respawn Dante to the final area where everything is now working
as intended.
Or alternatively, if you do some air attacks to stay in air while jumping
close to the door, the area will more or less load, allowing you to continue
playing without checkpoint abuse. Doing this is faster, but the drawback is
that the autoscroller up ahead will lack graphics. It's not too hard to do
even without seeing anything, though.
Videos:
1, AKheon's vid:
https://www.youtube.com/watch?v=hQaOaproaMs
14. Worldly Splendors
Sorry... nothing here yet.
15. Hoarders and Wasters
Sequence break: before the riding section, there's a part where you have to
fight a new enemy and pull a switch. This can be skipped by jumping over the
left-hand wall and suiciding! Checkpoint retry brings Dante to the moment when
the ride is about to begin.
Videos:
1, AKheon's vid (old video)
https://www.youtube.com/watch?v=jx2okDEQAMk
Sequence break: at the very end of this part, after the long riding section,
you can do a jump to reach the Ill-giving and Ill-keeping-save early. It takes a
slight swerve to get around the large block, then a weak air attack to
polevaulting to make it.
Videos:
1, AKheon's vid (old video)
https://www.youtube.com/watch?v=-Mp2SIwqoBk
16. Ill-giving and Ill-keeping
Sequence break: Plutus Chamber skip
A rather large skip is possible near the start of this section. In the corridor
where you can see a Beast pushing a block in the distance, do a high Redemption-
jump to the walkway above. From there, suicide. On retry, you find yourself at
the start of Lady Fortuna!
Videos:
1, AKheon's vid (old video)
https://www.youtube.com/watch?v=tHSG7YQ51_g
17. Plutus Chamber
Sequence break: skip Lady Fortuna
Another variation to the myriads of skips of Greed, this was previously the best
skip for the area since it allowed bypassing the boss fight of Greed along with
several cutscenes and that boring beast ride section.
During the fight at the rotating wheel, suddenly begin doing Redemption jump
towards the exit door of the room. It takes almost the full 3 bars of
Redemption, but at the top you are able to jump outside bounds and end up to the
room right below the one you are now - incidentally, that's where the Greed
finale takes place. If you did it right, you become checkpointed and after death
continue right from where you should after defeating the Greed boss.
Videos:
1, AKheon's vid
https://www.youtube.com/watch?v=pZSAaTW6cIw
18. Lady Fortuna
Air climbingness: the climbing wall to the right of the Lady Fortuna save can
be used to start an air climbingness glitch. There is a small collision flaw to
the lower right corner of the wall. Start climbing on the wall from as right as
possible. Rise up just a small bit: it should look as if Dante was partially
climbing on top of solid stone. Before leaving the collision flaw area by going
too high up, do a small clockwise movement with the analog stick, beginning
from the top and ending to the right. If you were at the correct spot, Dante
suddenly turns sideways in relation to the wall and leaves it. From here, you
can go to a few places.
If you backtrack to the area below, you'll eventually get stuck because most
activation prompts of the area are inactive or absent, most noticeably the
entire mechanism of Plutus creating temporary platforms is inactive.
Videos:
1, see the below video.
Sequence break: Findlestick discovered that using air climbingness here you can
end up to the final area of Greed, effectively skipping the rest of it. The best
thing is that this skip is compatible with the formerly obsolete Plutus
Chamber-skip, doubling your total skipping power!
Videos:
1, findlestick's vid
http://www.youtube.com/watch?v=2SwSTQSu1Zg
Wasted potential: using the air climbingness glitch you can go by the route
that you'd normally have to go riding the beast (push the block and all that).
However, it seems that the areas after Plutus Chamber don't load this way...
maybe the trigger is tied to winning the fight?
Videos:
1, findlestick's vid
https://youtu.be/c25CEHFV0tI?t=147
Other: after descending down to the beast fighting section, you are able to do
Soul Shatter and actually hit the beast from far away! Once you proceed forward,
the fight starts with the beast ready to be mini-gamed.
Other: it seems impossible to avoid getting thrown off your beast by the beast
rider that you see descend down the elevator.
Random: I've read multiple accounts of a glitch at Lady Fortuna's beast riding
section. In it Dante and the beast he is riding on fall down through the floor,
usually at the rotating wheel room, ending up at the unloaded version of the end
level or completely out of bounds. After death, Dante returns to normal gameplay
at the final part of Greed, so it's another variation of the Greed skip,
although completely accidental... going out of bounds riding a beast sounds
interesting, though.
Wasted potential: escaping the Alighiero boss fight might not be possible,
considering there are at least two high walls on the way and lava covering much
of the ground.
19. Sins of the Father
Untested: wonder if it was possible to go through the Greed another round after
finishing off Alighieri? Would take a big amount of infinite jumping to try it
out.
20. Descent into Anger
Speed strategy: as usual, there are some shortcuts during the rope climbing
section. The standout skip is once again speeding up the destruction of the
chain with an air grab high jump.
Videos:
1, examples of the shortcuts from Cisco's speedrun:
https://youtu.be/ov9-sSoypnQ?t=1852
21. Anger (?)
Strategy: at the sinking platform battle in Anger, you can do a quick high jump
to end up on the floor above, near from where the enemies jump out from and
where is your next destination. If you stay there, you never have to fight this
battle because the enemies die automatically as they sink or jump into the bog
by themselves. This doesn't mean that you can literally skip this battle because
there is a wall in the way that only clears after all the enemies are dead, but
it should become trivial.
Videos:
1, findlestick's vid
http://www.youtube.com/watch?v=mxpzd9bR1FY
Sequence break: Anger tower skip (c: findlestick)
By getting climbingness by high jumping onto the wrong side of a climbing
wall here - the correct spot is right before the room with one stray puddle
on the floor - you are able to climb your way past the tower section ahead.
It's a huge time save, skipping many fights, the slow tower climbing section
and two cutscenes.
(A better description wouldn't hurt...)
Videos:
1, findlestick's vid
https://www.youtube.com/watch?v=oXVE05Eel0E
22. The Tower Signal
Speed strategy: you can save time all around the tower by using Divine Shield.
The Shield makes you immune to damage, so you can easily ignore the enemies
while pushing the crank.
Sequence break: skip the Tower finale
At the very top of the tower, you are able to do a high jump and polevault
through the area between the two small stretches of climbing wall. This lets
you clip through the wall and you start falling to the area with the next
Save point, although you'll miss the mark and fall to the bottom of the map.
Now, you're supposed to respawn back at the Styx Marsh Save thanks to checkpoint
abuse. You have to hit the new checkpoint either while falling down by doing
repeated Righteous Path towards the area of the Save point or by running to
the correct direction at the bottom of the map. Eventually the ground will end,
letting Dante enter freefall and complete the checkpoint abuse.
The skip should still be researched a little, but it's consistent enough to be
done in speedruns.
Videos:
1, AKheon's original vid (old video):
https://www.youtube.com/watch?v=4NPBlCZz7Ew
2, Cisco's higher quality video with an useful description:
https://www.youtube.com/watch?v=oJ7lfz21j0A
23. Styx Marsh
Wasted potential: it seems that the moment when Phlegyas emerges from the river
and the QTE starts is tied to the moment when the ferry arrives to the next
area. So while it is possible to cross the river while out of bounds (climbing
glitch, or even running on the bottom of the river for a while! ...although the
camera angles are a murder), it is not, to our current knowledge, possible to
get to the next section successfully without riding the ferry.
Skip: you can skip a fight while Phlegyas is around by infinite jumping over
a gate to the left - a very big jump is required to do this - and then dropping
into the lava while trying to cross over to the right side. Upon retry, the
game will respawn Dante right before the point where he has to turn a switch
to extend the bridge. (c: Cisco?)
Videos:
1, Cisco's vid:
https://www.youtube.com/watch?v=6Y-L927e3ig
Wasted potential: I recall that it's possible to skip the last fight before
Gates of Dis by jumping directly to the elevator, but the next section starts
somehow glitched and you can't actually complete it this way.
(should be re-tested) §
24. Descent into Heresy
Speed strategy: at the rope section before Heresy, you can fasten things up
considerably by using double RP for crossing a large gap, and then at the final
stretch falling down instead of latching onto the pole and sliding down. The
fires will hit you, but hopefully you have enough hit points to survive... It
helps if you still hadn't purchased all the HP upgrades, because using them you
can get full health on the fly.
Videos:
1, AKheon's vid (old video)
https://youtu.be/yyupDWdsmR0?t=89
Speed strategy: in the first fight after arriving to Heresy, you can use the
flames to quickly kill the demon enemies.
Wasted potential: during the second fight, you can't touch the flame switch
until the first batch of enemies is dealt with.
After turning off the flames and approaching the door, the door (and the
flame switch) lack a prompt until you've won the entire fight.
25. Flaming Tombs
Fight skip: a simple way to skip the first fight after the save point is to jump
back over the barricade that rises up and save the game. On reload, the fight is
no more.
Videos:
1, AKheon's vid (old video)
https://www.youtube.com/watch?v=ToR65hTd2Cs
Sequence break: skip Heresy with air climbing (c: findlestick)
Do a high jump over the climbing wall to the right of the save point - a normal
Redemption jump is enough. Jump over to the backside of the wall, and try to
climb down the wall. If you're careful, you'll start the air climbing glitch.
From there, the route is pretty direct for getting past the big statue and into
the next area, although it might be tricky to get back in bounds. (more detailed
instructions may be added later)
Videos:
1, findlestick's video
https://www.youtube.com/watch?v=CiL-z3i99rw
Sequence break: skip Heresy with high jumping (c: Cisco)
You can skip most of Heresy if you can just make it to the area behind the
big golden statue somehow.
On the first floor, you can either infinite jump to the above floor (?) or
just play the section normally to open up a path to the area with the box that
you can push around.
In any case, after you reach the room with the pouring lava and a pushable box,
take the box behind the large statue and then start an infinite jump. You'll
have to ascend quite a way, but after you're done, you're inside the corridor
beyond the large golden statue and Heresy is effectively over.
Videos:
1, example of this skip from Cisco's run:
https://youtu.be/ov9-sSoypnQ?t=3118
Skip: you can do a high jump shortcut in the room with the large horizontal
walls of flame. Just use Divine Shield to become immune to the flames for a
moment, then get up to the walls and do a DT IJ until Dante grabs a ledge above.
Videos:
1, example of this skip from Cisco's speedrun:
https://youtu.be/ov9-sSoypnQ?t=3062
Wrong warp: back to near the start of the game (c: findlestick)
If you jump below the level from the same spot where you do the above trick,
there's a chance that Dante will (after retry) suddenly appear at one of the
early levels of the game, right after descending into the Catacombs.
Playing onward in the game doesn't work exactly like normal. The switch at
Into the Blind World that extends a bridge doesn't work, so you have to do a
long jump over the pit instead. The elevator in the belltower is graphically
glitched, with the elevator crank displaced and the camera fairly erratic as
you lift up the elevator. There are no fights on the way to the Charon, the
boat itself is absent from the background and eventually you get blocked at
a locked gate right before the part where you'd use a rope to climb on to
Charon.
Videos:
1, CiscoBrown's exploration:
https://www.twitch.tv/videos/319066406
Other: you can mess up loading triggers and go OOB in the room where you have to
push a box under the kettle. You must do a high jump at the back end of the
room, right side. You can use the box to gain the needed height easier. You can
tell that it worked if after backtracking a bit the camera angles work strange.
It seems the game loaded the data of a future area while leaving the room you
came from unloaded, and from there you can jump OOB. It's currently unknown if
this trick could come in handy.
Videos:
1, UTPisOnline's vid (discovered this trick)
not available any more
26. Followers of Epicurus
Nothing yet... it's a pretty short section.
27. Descent into Violence
Speed strat: at the first stretch of horizontal ropes, you can drop down
directly from the topmost rope to the third rope if you aim a RP well, saving a
little bit of time.
Sequence break: skipping the wheel turning (c: AKheon)
It's a pretty slow ordeal to rotate the minotaur three times. Fortunately this
whole section can be bypassed by just jumping right next to the big chain that
you must whack through, activating redemption and doing Diabolic Rupture over
and over. Dante stays in air while on offensive and the chain is destroyed with
no problems. After that, there's some floor below you where the chain was, and
using that you can reach the next sliding pole.
Videos:
1, AKheon's original vid (old video)
https://www.youtube.com/watch?v=nfeYkfIZkng
2, Cisco's newer video with some more instructions in video description:
https://www.youtube.com/watch?v=tLtMUTDB_aI
Speed strat: you can kill the Arch Demons faster by luring them flying over the
chasm between the two fiery platforms and then knocking them down (with the
cross combo finisher for example).
Sequence break: skip the entire Woods of Suicide (c: findlestick)
Start by escaping the 2x Arch Demons fight by doing Redemption Jump or another
IJ over the gate to the left and get on the climbing wall below. You can start
air climbing glitch there during the fight because the closed gate pushes Dante
off the climbing wall.
After having started air climbing, go directly towards the Woods. You come
across an invisible wall that you must first go over, but then push back
against it from the other side to move Dante's climbing rail to a better spot.
If done correctly, it looks like Dante is slowly inching towards the woods in
the distance ahead. After a while, you'll notice that the entire next area
loads in the distance to your left. Down and left to reach the save point of
the area. Continue left to have things load at the other side of the invisible
wall (where the Woods of Suicide main area is). From there, rise over the
walls. The route is pretty direct for reaching the Abominable Sands. Although
some ground graphics are missing, you can progress like normal from here.
On easier modes or NG+ it's probably worth it to just play this section on
foot instead since the two fights don't take very long and you overall waste
some time trying to setup the elaborate air walk - unless some day it becomes
possible to take the air climbing even further from here.
Videos:
1, findlestick's video
https://www.youtube.com/watch?v=8CDy93ApYX0
28. The River Phlegethon
Wasted potential: at the suicide fruit tree blocking your way to the pivotal
fight of the area, you can actually get quite far into the suicidal aura using
RP. Unfortunately it seems that there's an invisible wall blocking your path
anyway, so a skip is not possible like this.
Other: you can fall through the floor in one part in this area.
Videos:
1, CiscoBrown's clip:
https://clips.twitch.tv/LivelySpookyMilkDoubleRainbow
Sequence break: loop skip (c: AKheon)
You can skip the little loop that leads you back to the main suicide fruit tree
by jumping over it with either redemption or infinite jump. There's also some
odd collision in your way that you can get sometimes past using RP. This skip
isn't particularly useful, though, since you could just use your hard-earned
redemption to do the next skip instead.
Also, you must suicide or save/reload first to be able to even break the suicide
fruit pod, reducing the amount of time this skip can save.
Videos:
1, AKheon's vid
https://www.youtube.com/watch?v=w_aX18mxLck
Sequence break: skipping the finale of Woods of Suicide (c: AKheon)
You can see the bridge leading to Abominable Sands from the middle of the little
loop- Using Redemption jump or another IJ you can get on it early. Jump by the
side of the bridge and try not to fall down. Eventually Abominable Sands loads
and you can death abuse to end up back inside bounds. All the scenes with
Dante's mother (and the fight leading up to it) are skipped!
Videos:
1, AKheon's vid
https://www.youtube.com/watch?v=mxZG44gkJ2g
29. Violence
Random: the lowering of the suicide fruit structures in the big fight of the
area seems to be scripted to each new enemy wave instead of being a time-based
thing.
30. The Abominable Sands
Random: from the platform where Brunetto Latini resides, you can jump to the
right and forwards to reach a small invisible platform.
Sequence break: the Abominable Sands platform pushing scene can be skipped with
a fairly small high jump. DT IJ is likely the best choice nowadays since you can
grab a ledge after only three DTs.
Videos:
1, AKheon's vid (uses ascended high jump) (old video)
https://youtu.be/yyupDWdsmR0?t=145
31. In the Name of Murder
Wasted potential: if you do Redemption jump before climbing down, you have a
chance to fall around the boss fight platform and into the nothingness below.
Unfortunately nothing seems to come out of this.
Random: you get a full health and magic refill after the boss fight... nice!
32. Malebolge 1
Wasted potential: the wall to the arenas are high, and last we checked, they
couldn't be got over using Redemption jump. Now with infinite jump it might be a
different matter, though...
Wasted potential: you can jump over most of the doors leading to the challenge
chambers in Malebolge. As a result the code for moving platforms, etc. is not
loaded and you most often can't proceed to the challenge itself. But if you do,
the challenges seem to work normally.
Untested: it might be possible to skip some challenges on this wretched level
using air climbing. But trying it will have to wait until a next playthrough...
33. Malebolge 2
Wasted grinding potential: the Malebolge 2 challenge gives you an infinite
amount of absolvable/punishable enemies, but they stop giving you holy/unholy
points pretty quick.
34. Malebolge 3
Wasted grinding potential: Malebolge 3 challenge also prevents grinding by
making enemies stop giving you holy/unholy points after a short while.
Speed strategy: at the rope section after Malebolge 3, you can skip using the
other rope and the climbing pole by just letting go of the rope and gliding to
the next floor using air Righteous Path.
35. Malebolge 4
Wasted grinding potential: like the Malebolge 2 and 3, this challenge also stops
giving you holy/unholy points after a short while.
36. Malebolge 5
Random: the civilians in the challenge are indestructible to your attacks,
although copious amounts of blood spurt out if you strike them. They're also
ungrabbable. After beating the challenge, if you die and return to this
checkpoint, they are gone!
Speed strategy: at the rope section after Malebolge 5, you can skip some ropes
by dropping down straight to the last one. The positioning is pretty easy once
you get the hang of it.
37. Malebolge 6
Nothing to say about this one so far.
38. Malebolge 7
Same.
39. Malebolge 8
Same.
40. Malebolge 9
Same.
41. Malebolge 10
Same.
42. Descent into Treachery
Other: in the battle in front of the wind-blowing titan, Dante keeps sliding
towards the chasm's edge even during mini-games! Fortunately the game devs have
prevented you from falling down in a mini-game.
Speed strategy: you can take some cut some corners crossing the treacherous ice
in order to speed up your walk.
43. Lake Cocytus
Strategy: having Holy Shield, Lust Storm or Redemption-mode on allows you to
wail at 2nd fight Lucifer with cross attacks without getting interrupted and
damaged by the flash. §
Random: at the very end of the 3rd fight, nothing happens even if you idly wait
by while Lucifer does his apocalyptic boasting and charges power. However, you
do get heavily injured if you walk into the fire pillar.
44. Game Completed
This save is actually just the credits screen, so it might be difficult to find
glitches in it.
45. (a.k.a Resurrection Mode)
Random: when starting a Resurrection Mode-game, your magics switch places and
all your magic and Redemption is reset back to zero. This means that in a
speedrun you can't do Redemption jump in a while (although, nowadays this
doesn't matter too much with the discovery of DT IJ).
4. Legal information, contact info, credits, etc.
-------------------------------------------------
====================================
Copyright © 2012 Hannu Ratilainen
All text is available under the terms of the GNU Free Documentation
License.
http://www.gnu.org/copyleft/fdl.html#SEC1
All trademarks and copyrights contained in this document are owned by
their respective trademark and copyright holders.
Newest version of this guide will always be at GameFAQs, so check there if
you're not certain.
====================================
For contacting, try the authors' Youtube-accounts.
http://youtube.com/user/AKheon
http://youtube.com/user/findlestick
Findlestick also has a Twitter-account.
http://twitter.com/findlestick
END