Early versions of ‘Hades‘ have a few unusual behaviors that aren’t caused by player error, but by how the game itself is programmed. These quirks affect things like how enemies act and can be found in unclear descriptions within the game’s interface. Understanding these little details makes the game’s rules easier to grasp and ensures your decisions have the intended effect. Here’s a look at some common issues that players often encounter, even after many attempts to escape.
Backstab bonuses do not work on armor
The game rewards players for attacking enemies from behind with extra damage, but this bonus doesn’t work while the enemy still has yellow armor. The game’s interface doesn’t explain this – it doesn’t tell you that backstab damage won’t affect armored health until the armor is destroyed. This can be confusing, making it seem like your character isn’t dealing the expected damage, even if your strategy focuses on flanking. Once the armor is broken, the backstab bonus damage returns to normal.
Armor blocks stagger with little explanation
Enemies wearing yellow armor are tougher to interrupt than regular enemies with red health. The game doesn’t explain that this armor protects them from being staggered or affected by many attacks. This means you need to break their armor first before your combos can fully interrupt their powerful attacks. Once the armor is broken, they’ll react to hits normally, and crowd control abilities will work as described.
Status effects for Privileged Status are not labeled
The Mirror perk is supposed to increase damage when you have two active status effects, but the game doesn’t clearly show which positive effects actually count as a ‘status.’ While cards explain what they do, they don’t consistently identify which ones qualify. This means you’re often unsure if a combination like ‘Weak’ and ‘Doom’ will activate the damage boost. The game’s reference guide can tell you after the fact, but you really need this information while looking at your cards, making the lack of a clear label frustrating.
God Keepsake guarantees end after one boon without a reminder
God Keepsakes ensure your next reward comes from the god associated with that Keepsake, but the effect stops after one use. The game doesn’t remind you of this, so players often continue using the Keepsake, mistakenly believing it’s still influencing which rewards appear. You can regain control over your rewards by switching to a different Keepsake after receiving your first boon, but the game doesn’t provide any hints to tell you to do so.
Erebus Gate requirements are opaque
The Red Erebus challenges require enough Heat for the current area and completing the previous room without taking any damage to open the gates. Unfortunately, the game doesn’t tell you why a gate won’t open, so you might think you have enough Heat when the real issue is taking damage. A simple message explaining if you need more Heat or a perfect run would be really helpful.
Elysium chariot explosions remain dangerous offscreen
In Elysium, enemy suicide chariots can explode even after you’ve lost sight of them, and the blast can still hit you. It’s hard to react because the visual warning is subtle and sounds can be masked by other game effects. Plus, if an enemy chariot was already charging up its attack before you moved away, it can still detonate. This often results in unexpected damage that seems to come from nowhere, even though the chariot actually activated its attack just off-screen.
Theseus shield facing and invulnerability windows are under signposted
Theseus defends against ranged attacks with his shield and can’t be harmed while performing his special move. It’s hard to tell exactly when he’s protected, especially with attacks already traveling towards him, which can look like they hit but actually do no damage—you’ll just hear a small sound. While circling around his shield solves the problem, the game doesn’t offer much help in learning this tactic.
Duo boon prerequisites vanish when you sell a key boon
Certain powerful upgrades in the game need specific starting items, but the game doesn’t warn you if selling an item will prevent you from getting those upgrades later. The game keeps track of what you have, but when you sell something, it doesn’t check if it’s needed for a future upgrade. This means you could easily remove a key item and accidentally block yourself from getting a strong upgrade for the rest of your playthrough. Adding a simple warning message when selling items would solve this problem.
Chaos health costs bypass most safety nets
Stepping into a Chaos Gate always takes a set amount of health, and this loss can’t be prevented by typical protective measures. This health cost ignores abilities that prevent death and isn’t affected by damage reduction. If you’re already injured, the health payment can quickly bring you to very low health without much warning, potentially leading to a sudden death in the next area.
Extreme Measures changes are not previewed in detail
The Pact upgrade that makes bosses harder describes the general idea of the changes, but doesn’t show you the exact new attacks they’ll use. You only see how bosses have changed – like new Lernie head arrangements or arena adjustments in Theseus – once you start the fight. This can be frustrating because a strategy that usually works well might suddenly become difficult, and you don’t have time to prepare. It would be helpful if players could get a quick preview of these changes so they can choose the best boons and hammer upgrades for each fight.
If you’ve found any interesting or unusual things happening in the first ‘Hades’ game, please share them in the comments so others can be aware!
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2025-10-21 04:16