The Labyrinth
If you've missed out on some of the power-up items, here's your chance to collect some of the ones you're missing. Even if you've gathered them all, the chests still yield a ton of red Orbs. Keep a sharp eye out for collection of gold speckles, usually an indication for some Helios' Head lovin'.
The first room of the Labyrinth isn't too exciting: a save point, a switch, and a hidden chest. Hit the switch to flip the room, and now the fun starts! Oodles of enemies pop up. Kratos will be facing the likes of Onyx Golems, a Cerberus, and packs of rabid hounds. When the Cerberus shows up, crush it and tame the wild hellhound. Turn its ire on the Onyx Golems and surrounding pups to either weaken them or finish them off. When the Cerberus can take no more, finish it and the remaining enemies.


The next room offers up a different sort of challenge, one that doesn't require any weapons but your wits instead. Ignore the chests for now--you can grab them later. Wait for the fire to die down and clamber up the lattice wall, under, and then over to the pounding spike thing above. Wait for the two spikes to meet and swing over to the other. The top spike wall snakes along to the right every so often, so when it's retracting pull Kratos up and hug the lattice wall. Aim for the lever and pull it to open the doorway and stop all mechanical traps. Now Kratos can safely open the chests without any chance of pain.
At first glance, there seems to be a lot going on in the next room of the Labyrinth: a heat switch, a door switch, a heavy pedestal, and some golden footprints. The primary goal here is to somehow get that pedestal on the door switch to keep the switch depressed. This is a lot easier than it sounds. First, drag the pedestal closer to the heat switch here, then activate it to turn the room over. The pedestal drops down like dead-weight to this side of the room. Now position the pedestal next to the door switch (which is now actually on the right side of the wall), then hit the heat switch again. The room flips back to its original position and the pedestal should flop right next to the door switch, as intended. Plant it on the switch and exit the room.


The following room can be quite a doozy. First, enemies of a great variety spawn--no surprise there. But the underlying goal is to stay alive not only from an overwhelming number of enemy assailants but from the environment. You see, the ground, separated into four quadrants, every so often ejects a whole quadrant of spikes that kills anything and everything caught between instantly. Therefore, don't be so distracted from performing combos that you cannot see the spikes coming. Thankfully, there are plenty of signs signaling their forthcoming ejection and some time to move away. The best strategy here is to run around in circles, dodging attacks and making sure you can spot where the spikes will be coming from, and adjust accordingly. A double jump and the use of Icarus' Wings to stay aloft works great here to keep both enemies and the spikes out-of-reach. Yes, the enemies have to be dealt with accordingly, but if you play the cards right, the spikes will do that for you. Finish off the stragglers as you see fit.
When the whole floor indicates it's about to explode in spikes, quickly grapple the single Harpy that magically appears and fly to safety while the rest of the enemies get impaled. The room flips over, and the process begins anew except this time the spikes erupt in two quadrants at a time instead of one. Afterward, jump out of this room toward the save point and save your game.


