NeonHades2Hades II guideSearch the guide
NeonHades2Hades II guideSearch the guide

Independent Hades II guideNot affiliated with Supergiant Games

Chapter 9 of 24 · Earn the first clear

Make every night productive

Use one pre-run, in-run, and post-run routine until ordinary rooms stop draining the resources needed for guardians.

Witch's StaffSpoilers: progressionReady when these are doneEvery active Arcana Card and Keepsake has a named job for the next night.The next reward is chosen for survival, the main damage move, or a permanent target.A failed night still advances a named permanent target.

Do these first

Full steps below
  1. Use the first Nectar for a Keepsake you understand
  2. Before the night
  3. In the opening region
  4. Let the early god pool open in order
  5. Choose promptly when Nemesis reaches the exits
  6. After the main damage move works
  7. At a Keepsake cabinet
  8. After the night

Give every night one permanent purpose

You can now repeat nights, carry permanent materials home, and begin offering Nectar to eligible characters before starting the next attempt.

Reliable repetition advances resources, conversations, Keepsakes, and new objectives even when the final encounter remains out of reach.

Use this until the first clear

This route keeps the starting Staff because its ranged Special preserves reaction time and asks for no weapon unlock or aspect mechanic.

Weapon
Witch's StaffIts ranged Special works without another unlock or narrow condition.
Arcana
The Sorceress, Persistence, Death, then The UnseenKeep this order when Grasp is short. The full board needs twelve Grasp.
Main move
Special and Omega SpecialCast to control the lane, fire Special from range, and charge Omega Special only when the lane stays clear.
First Boon target
Nova FlourishApollo strengthens the exact move carrying this plan. Lucid Gain is the next target when Omega Special drains Magick.

Separate run strength from permanent progress

  • Choose the door that repairs the build's current failure. There is no universal reward order.
  • A god Keepsake is valuable before its required Boon appears and may become inactive after its job is complete.
  • One focused build survives imperfect offers better than several half-built ideas.
  • The first accepted Nectar usually awards that character's Keepsake. Later gifts deepen the relationship. They do not rank the Keepsake.
  • Apollo opens the first night. Demeter and Poseidon can follow. Hestia requires both, and Aphrodite requires all three.
  • Nemesis is a later encounter. When she reaches the exits, choose promptly: she can take a door before you do.

Plan the night before the first door

  1. Use the first Nectar for a Keepsake you understand

    At the Crossroads, approach an eligible character while carrying Nectar and use the Gift prompt before starting the night. The first accepted Nectar usually awards that character's Keepsake. You do not need to keep gifting the same character yet.

  2. Before the night

    Equip the Witch's Staff. Use The Sorceress, Persistence, and Death, adding The Unseen when twelve Grasp fits. Equip Harmonic Photon after Apollo's first gift unlocks it. Until then, use Luckier Tooth if you have earned it, or another still-active Keepsake that protects the current run.

  3. In the opening region

    Take Nova Flourish first. Take Lucid Gain next. If Apollo does not supply Nova Flourish, use Volcanic Flourish or Wave Flourish and keep the same Special-led plan.

  4. Let the early god pool open in order

    Apollo begins the chain. After meeting him, accept Demeter and Poseidon when they appear. Hestia becomes eligible after both, and Aphrodite after Demeter, Poseidon, and Hestia. A missing god may be progression-gated rather than bad luck.

  5. Choose promptly when Nemesis reaches the exits

    Nemesis can take a visible door before you do. Read the available rewards as soon as combat ends and choose the door that solves the run’s current need instead of waiting beside the exits.

  6. After the main damage move works

    Take Rapid Moonshot, Shimmering Moonshot, or Dual Moonshot when offered. Otherwise level the Special Boon, add maximum Life, or take a permanent resource tied to the next purchase.

  7. At a Keepsake cabinet

    At the next keepsake cabinet, replace it after its god offer is consumed and its Rarify charge is spent. Switch earlier only when you intentionally abandon the unused Rarify benefit. Replace Luckier Tooth after its Last Stand has triggered. Keep a still-active defensive effect when it addresses the next region.

  8. After the night

    Speak to everyone, inspect the Cauldron, spend on one permanent priority, then choose the next night's target.

Choose the reward that solves the current problem

  • Hammer or Boon before the main damage slot is filledTake the Boon for the move you use most unless the Hammer directly improves that move.Hammers reshape weapon behavior, but they do not fill Attack, Special, Cast, Sprint, or Magick slots.
  • Hammer or Boon after the main damage move worksTake the compatible Hammer.A second Hammer can appear only later in the route, while more Boon opportunities remain. Take the compatible weapon upgrade now instead of assuming the same choice will return.
  • Centaur Heart or speculative synergyTake the Heart when survival is not stable.Twenty-five maximum Life creates immediate error tolerance for every remaining room.

Advance these goals together

Let new objectives share a useful night

Try a new Boon, Hammer, weapon, or gift when it does not break the run. Do not reroute a clear-ready build only to fill an optional objective.

Give early Nectar for Keepsakes

A first accepted gift usually earns a Keepsake. Spread early Nectar across useful first rewards. Do not spend repeated Nectar on one character until the Book of Shadows shows that character's next relationship step.

If the preferred gods do not appear

If the preferred god does not appear, take a compatible Boon for the same move. A reliable option available now is better than leaving the slot empty for a perfect offer that may never arrive.