Arms of God Secrets & Hidden Collectibles: Best Farming Routes 2026

2026-06-05·Secrets & Collectibles

Dark Jay , that's the solo developer behind this game , hid stuff everywhere. Breakable walls that look identical to normal walls. Secret rooms behind environmental objects. Legendary weapons that only drop from specific locations. If you're not looking for them, you're missing half the power spikes the game hands you.

I've been cataloging every hidden thing across 50-plus runs. Here's what matters and what's worth your time to grab.

Act 1 Hidden Rooms

Level 8 has a destructible wall in the northwest corner. The bricks are slightly lighter than the surrounding wall. You need to squint to see the difference, honestly. Inside is a guaranteed legendary weapon with innate piercing. This single weapon can carry you through all of Act 2. The detour costs 30 seconds. There is zero reason not to grab it every run.

Level 12, after the first wave in the cathedral interior section. Head to the right side of the screen. There's a stained glass window you can break by shooting it, not by walking into it. Behind it is a chest with a high-rarity blessing, always one of the good ones like projectile count or piercing. This is one of the best blessings in the entire game and it's hidden in the first Act.

Level 14's boss arena has a statue on the left side you can destroy. It drops a healing orb. Not a secret room, but knowing where the emergency heal is during a boss fight can save a run.

Act 2 Hidden Rooms

Level 22 has the same slightly-lighter-bricks trick in the northwest quadrant. Another guaranteed legendary weapon drop. This one fires in a spread pattern that covers roughly 120 degrees. Merge it with elemental damage and you get a screen-wide status applier that makes the back half of Act 2 almost trivial.

Level 27, under the bridge in the flooded section. You can walk under it by hugging the bottom wall. There's a chest offering three random blessings where you pick one. Getting an extra blessing choice mid-run is enormous for build consistency. This is one of only two places in the game where you get a blessing selection outside the normal level-complete screen.

Level 30, the Act 2 final boss arena. Four pillars, each breakable with a healing orb inside. Don't break them all at once. Space them out as emergency heals during the fight. The phase 2 bullet hell is significantly easier when you know you have two heals still available.

Act 3 Hidden Rooms

Level 35 has the classic waterfall secret. Walk through it. The room behind contains a weapon with natural chain lightning. Merge this with projectile count and you've got one of the strongest wave-clear tools in the game. This is my favorite hidden weapon and I grab it on almost every run that reaches Act 3.

Level 41, during the collapsing floor sequence. Hug the left wall as the floor falls and you'll land on a hidden ledge. The chest on this ledge contains a legendary blessing that makes all your weapons apply a random status effect. This blessing alone can salvage a run that's lacking synergy. I've had runs that were struggling through Act 3, grabbed this blessing, and suddenly breezed through the rest of the game.

Act 4 Hidden Room

Level 52, after the mid-boss. Backtrack through the boss arena , normally you can't do this, but a destructible wall opens a shortcut back. The room at the end contains what the game files call the Omni-weapon. It has fire, poison, slow, and chain lightning all on one weapon. Merge this into your primary weapon and everything you fire applies four status effects simultaneously. It's as broken as it sounds and completely worth the backtrack.

Best Cathedral Currency Farm

Play Acts 1 and 2 as fast as possible. Rush waves, kill everything aggressively, take every fight. Then die intentionally at the Act 2 final boss by playing recklessly. A full Acts 1-2 speedrun takes about 15 minutes and yields roughly 80 percent of the currency of a full clear. Do this 3 to 4 times and you'll have enough to max out the Training Ground.

Once your Cathedral is upgraded, switch to full clears. The late-game currency drops are better per minute than the speedrun strategy once your base stats can support consistent clears.

What Not to Farm

Don't farm specific weapons from specific enemy drops. The drop tables are partially randomized and the time investment isn't worth it. You're better off shaping your run around what drops naturally than resetting 10 times hoping for one specific weapon.

The exception is the Act 1 Level 8 legendary weapon. That's a guaranteed spawn every single run. Always grab it. Same with the Level 12 stained glass blessing. Consistent power spikes you can count on are worth more than random drops you might see once every five runs.I should mention one more thing that doesn't fit neatly into any of the sections above. The Early Access build as of June 2026 is remarkably polished for a solo developer project. Dominik Sójka clearly put the time in before launching. I've encountered maybe two minor bugs across 50-plus hours. The frame rate on Steam Deck is locked at 60 even during the most chaotic Act 4 wave sections with every weapon firing and particle effects filling the screen.

The weapon balance isn't perfect , some weapons are clearly better merge bases than others , but that's part of the fun in a roguelite. Figuring out what's strong and what's a trap is half the game. The other half is execution. And the metal soundtrack.

If you're on the fence about buying this in Early Access, I'd say go for it if you like bullet heavens. The content is substantial for the price. Four full Acts, 10 bosses, 10 characters, 60-plus weapons, 100-plus blessings, a meta-progression system that makes every run feel meaningful even when you lose. And the full release with console ports is coming Q4 2026 or Q1 2027. Your Early Access purchase supports a solo developer who clearly cares about their game. That's worth something in my book.