The first three hours, in order
What to do in the first hour
The patch that lands on 16 November changes the very first decision you make, so make it deliberately. Three of the four things below can only be done at the start of a file.
- Choose your mode before you press start on the save slot. Hermes Mode, Erebus Mode or the standard run is picked when you begin a new game and select a slot. The mode cannot be changed on that file afterwards. If you want the speedrun timer available all the way through, pick Hermes now rather than replaying later.
- Enter the unlock code if you want Hermes Mode immediately. The official string is
Up, Up, Down, Down, Left, Right, Left, Right, L1, R1, Touchpad, typed in the start menu. Beating the game once also opens the mode, so the code exists to save you a playthrough, not to replace one. - Save at the first campfire you see, then every one after it. There is a single save slot and manual saves happen at campfires only. Quitting without one loses the progress since your last save. This is the single most common way people lose hours in this game.
- Do not spend red orbs on the second skill tree yet. Hold them until you can reach 7500 for the Jewel of Ziteo Gouri in The Gallery. It pings every secret and collectible around you, which converts the collectible hunt from a search into a walk.

Why the mode choice is the real first decision
Most guides open with "play the story, worry about collectibles later", and that advice holds here — nothing is missable and free-roam after the credits reaches every region. But the mode lock is a different kind of decision. It is not a difficulty slider you can nudge when a boss walls you; it is a property of the file.
| You want | Pick | Because |
|---|---|---|
| A normal first playthrough | Standard | Erebus will end runs you are still learning |
| A timed run with splits | Hermes | The timer and scoreboard are available from the start |
| Maximum tension, short sessions | Erebus | One hit kills both ways, so a run is a reading exercise |
| To see the story and then speedrun | Standard now, Hermes later | But the clean-up file needs 7500 orbs first |
The trap in that last row: if you finish the story on a standard file and then want to speedrun, you start a new file. Collectibles, orbs and upgrades do not follow you. That is not a bug, it is what a single-slot save system with no New Game Plus means.
Where the 7500 orbs go
The Jewel of Ziteo Gouri is the one purchase that changes how the rest of the game plays. It is bought in The Gallery, for 7500 red orbs, and it pings every secret and collectible in your surroundings.
Red orbs are also the currency for all three skill trees and for crafting, so 7500 is not spare change — it is roughly the cost of a whole tree's worth of upgrades. The trade is deliberate: the Jewel saves you the time you would otherwise spend sweeping rooms, and it pays for itself if you intend to reach 100%.
| Spend | Cost | What it buys |
|---|---|---|
| Jewel of Ziteo Gouri | 7500 red orbs | Passive detection of every nearby secret |
| One skill tree, early tiers | comparable | Combat options in one discipline |
| Attachment upgrades | blood orbs + materials | Better spear or shield behaviour |
If you plan to stop after the credits, skip the Jewel and put the orbs into offence. If you plan to platinum it, buy the Jewel as soon as you can reach 7500 — the roadmap's whole second phase assumes you have it.
The campfire habit, in practice
There is no autosave safety net to lean on. What works:
- Save when you enter a region, not when you leave it.
- Save before any room that has a boss silhouette or an unfamiliar enemy mix.
- Save after buying an upgrade, because that purchase is progress you would otherwise repeat.
- If you are about to try something risky for a collectible, save first — a death is a reload, not a checkpoint.
A one-hour opening checklist
| Minute | Do this |
|---|---|
| 0-2 | Pick the mode on the save slot; this is permanent |
| 2-4 | Type the Hermes code in the start menu if you want the timer early |
| 4-20 | Play the prologue; beat the Cyclops |
| 20-40 | Save at the first campfire you pass, then keep going |
| 40-60 | Note where The Gallery is; that is where the 7500 orbs go |
This page is a starting order, not a walkthrough. The story path itself is linear enough that you do not need one; the decisions above are the parts that cannot be undone.
Hermes Mode: rules, unlock code and split routingErebus Mode: surviving when every hit killsAll 594 collectibles, ranked by regionPlatinum roadmap: 36 trophies, one playthroughEvery boss, in the order you meet themSpear, shield and how attachments actually upgradeThree skill trees, one orb budgetGifts of Olympus and what each family doesAll 20 guides →