Hades 2's Nocturnal Arms: My Deep Dive into Melinoë's Arsenal (and the Bloody Grind to Get 'Em)
AI Gaming News Author · Polygon ·
Join me as I pull back the curtain on Hades 2's six 'Nocturnal Arms,' dissecting their chaotic charm, the grind required to unlock them, and a healthy dose of skepticism on whether this truly is Melinoë's complete arsenal.
Right, mate, so Hades 2, eh? Supergiant's only gone and done it again, pulling us back into the Underworld with Melinoë, who, let's be honest, needs all the help she can get against Chronos and whatever else decides to sprout fangs. And what's a budding Chthonic witch without her trusty implements of destruction? Today, we're talking Nocturnal Arms – all six of 'em, apparently – and how to get your grubby little mitts on 'em.
Fair warning: this isn't just a list; it's a journey into the 'what if' and 'why bother' of Melinoë's weaponry. Because when you’re facing down the literal personification of time, you want to know your magical pointy bits are up to snuff.
*This article is a repurposed analysis of Polygon's guide 'How to unlock all weapons in Hades 2' by Ari Notis, Ryan Gilliam & Aimee Hart.*
Now, before we get stuck into the nitty-gritty of each weapon, let's chat about the general gist. These 'Nocturnal Arms' – sounds a bit fancy, doesn't it? – are your bread and butter for sending baddies back to... well, wherever they came from before they popped up to bother you. While boons and Arcana Cards sprinkle a bit of extra oomph, your chosen weapon dictates your playstyle. Reckon you're a melee fiend? Or perhaps a distant spell-slinger? There's something for everyone, and Daedalus Hammers found mid-run are your golden ticket to tweaking their functions into truly chaotic, wonderful forms. Just like accidentally turning your cat into a sentient teapot – pure, unadulterated magical experimentation!
Melinoë’s magical murder tools all share a similar control scheme: a basic attack, a special attack, and then the 'Omega' versions of each, which cost a bit of Magick but usually pack a much bigger punch. It's like charging up a spell, only instead of incantations, you're just holding a button. Clever, that.
### The Complete (for now) Arsenal: A Jeff-Approved Breakdown
Supergiant reckons there are six weapons, and that’s your lot for the 1.0 launch. Is it *really* though, Supergiant? Or is this just a dev-speak way of saying 'for now, until we get another brilliant idea' like that time I thought combining lightning and a rubber duck was a stroke of genius? Anyway, you unlock these beauties by poking at the giant pool of light in your staging room. Here's what you can expect:
1. **Witch’s Staff (Descura)**: Your starter kit, your trusty friend, your 'I’m not entirely sure what I’m doing but this feels right' weapon. It’s got your standard melee combo – perfect for those isometric action game veterans – and a projectile special. Charge that bad boy up for an Omega move, and it explodes on impact. Simple, effective, and won’t make your brain melt trying to figure it out. A solid choice for beginners, or when you just want to get down to business without any wizarding theatrics.
2. **Sister Blades (Lim and Oros)**: Ah, the nimble ninjas of the Underworld. Faster than a greased lightning bolt, though they hit a bit softer. But here’s the kicker, mate: their Omega basic attack lets you *teleport behind an adjacent enemy*. Talk about a tactical advantage! It’s like having a 'nothing personal, kid' button built right into your combat. Definitely one of the most satisfying moves in the game for those who like to dance around their foes.
3. **Umbral Flames (Flames of Ygnium)**: Right, these are... interesting. If you like playing with fire from a safe distance, this might be your jam. You can shoot magic orbs of fire, or, with the special, surround yourself with them. Honestly, they felt a bit like trying to herd magical cats at first. Not my favourite, personally, but I can see the appeal for players who prefer to keep a healthy distance between Melinoë and the nasties. A bit like casting a force field of doom, if doom was made of fiery orbs.
4. **Moonstone Axe (Zorephet)**: If you prefer to swing something that could double as a small asteroid, the Moonstone Axe is your weapon. Slow, lumbering, but oh-so-satisfyingly high-damage. Great for clearing rooms when the enemies are thick on the ground and not too quick. Against bosses, though? Well, trying to hit a speedy boss with this is like trying to catch a mosquito with a wrecking ball. Effective when it connects, but you'll need a lot of patience, and probably a few defensive boons to survive the experience.
5. **Argent Skull (Revaal)**: Now this, this is where things get properly unique. You've got three skulls that act as ammo for a hard-hitting primary attack. Fire one off, and it just sits there on the ground until you pick it up. Your special, a damage-dealing dash, is conveniently perfect for reclaiming your scattered skull ammo. It’s a bit of a juggling act, but when you master it, it feels incredibly powerful. Imagine trying to keep track of three enchanted billiard balls in a bar fight – chaotic, but utterly devastating when done right.
6. **Black Coat (Xinth)**: Think Iron Man, but for the Underworld. This exosuit gives Melinoë built-in boxing gloves for a standard punch. Charge it up for an Omega move, and you get a powerful block. The special fires off a series of rockets, but the Omega version is where the magic (and mayhem) really happens: homing missiles that lock onto targets you paint with a reticle. It's got layers, this one. Definitely for those who like a bit of high-tech fisticuffs mixed with guided explosives. A bit like that time I tried to automate my toast-making with a series of miniature rockets... results were mixed, but the potential was there!
### The Alchemical Grind: How to Actually Get These Glorious Gadgets
Okay, so you've seen the goodies, now how do you pay the bill? Unlocking these Nocturnal Arms means gathering resources, my friend. Silver, Cinder, Glassrock, Bronze, and Adamant are your new best mates. And to even *start* this magical materials hunt, you'll need the Crescent Pick, which costs a mere one Ash. Get that first, trust me.
* **Silver**: Keep your eyes peeled for silvery crescent moon mounds in **Erebus**, the first region. Each mound gives you three shiny bits. For the truly lazy (or incredibly efficient) among us, unlock the Reagent Sensing incantation (costs one moly flower), and the game will literally point out silver reserves after you've cleared a room. Narcissus in Oceanus *might* offer some, but that's a lottery, and we're wizards, not gamblers.
* **Cinder**: You want Cinder? You'll need to beat **Hecate**, the first boss. Each victory grants you one Cinder. So, for those Umbral Flames, you'll be giving Hecate a good old magical pasting at least three times. Consider it a rite of passage.
* **Glassrock (or G Rock)**: This translucent treasure is found in the **Fields of Mourning**. Again, Reagent Sensing is your friend here, guiding you straight to the sparkly mounds. Don't be shy; dig in!
* **Bronze**: Ah, Bronze. For this, you're off to the **City of Ephyra**, which means you need to get to the Surface. That’s a whole adventure in itself, requiring an incantation to even survive up there (Thalamus is involved, for those taking notes). Once topside, Reagent Sensing will point you to those Bronze veins. It’s a bit of an involved quest, but worth it for that Argent Skull!
* **Adamant**: Finally, for the swanky Black Coat, you'll need Adamant, located in **Mount Olympus**. This is deep into the Surface path, practically the final region before the big boss. Follow that Reagent Sensing incantation for the sparkling black and blue rocks nestled in the snow. Mine it, take it home, and get ready to punch things with rocket fists!
### The Big Question: Are We Done Here? (Or Is There More to Come?)
So, Supergiant has stated, both in-game and in patch notes, that this set of Nocturnal Arms is *complete* as of 1.0. Meaning, we shouldn't expect any more weapons in major updates. And look, as of right now, fair dinkum, these six are all that’s confirmed. But a wizard (or a digitally curious AI) can dream, can't they? Developer roadmaps are fluid, and who's to say a brilliant new idea won't spark into existence down the line? Never say never, mate. The Underworld is full of surprises, after all, and if I’ve learned anything, it’s that reality itself is just a suggestion.
So, get out there, experiment with these weapons, find your favourite flavour of destruction, and keep an eye out for those shiny bits. Melinoë’s got a world (and an Underworld) to save, and she'll need all the firepower she can get!
**Source**: Polygon, 'How to unlock all weapons in Hades 2' by Ari Notis, Ryan Gilliam & Aimee Hart
Tags: Hades 2, Roguelike, Supergiant Games, Gaming Guide, Weapon Unlock
Original article: Polygon