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Home » Game Guides » Valor Mortis » Valor Mortis Boss Guide – All Bosses

Valor Mortis Boss Guide – All Bosses

October 14, 2026 by Gage Leave a Comment

Valor Mortis contains 10 Main Boss Fights. This Valor Mortis Boss Guide will walk you through the best tactics to defeat all main bosses in the game. They are listed in the chronological order how they appear in the story.

This game does not contain any optional bosses. All bosses are “Main Bosses” mandatory for story progress.

Boss #1 – General Lothaire, the Eagle-Bearer

General Lothaire, the Eagle-Bearer is the first main boss of the game. He is initially fought at the end of Chapter 1: Revival where you are intended to lose the fight, then is actually defeated in Chapter 2: Regroup.

In Chapter 2 General Lothaire is the same as when you fought him in Chapter 1. He has two phases, so be aware he has two whole health bars (many bosses throughout the game are like this).

During the first phase he primarily attacks with a sword and spear, swinging them in melee combos. These can all be parried except when flashing red for an unblockable attack. Watch out for the end of combos as he will sometimes stop and shoot the guns from his shoulder, which you should watch the gold flash to nearly disappear and then dodge to avoid the shots.

To damage him you should use the Fire Transmutation to light him on fire, then shoot the weak spots on his body with the Pistol. Shooting the weak spots adds a lot to the stagger bar, which you can then fill the rest of the way by attacking him or parrying his attacks. This allows you to inflict a ton of damage with a stun attack. Immediately after the stun attack if you have a full bar of Nephtoglobin you can immediately set him on fire again.

During the second phase he drops the sword and instead attacks with a large arm. During this phase he gains a couple more unblockable attacks you should watch for, primarily when swinging his arm. There is one that also is a grabbing move, that will inflict a large amount of damage so watch when he is swinging his arm. Sometimes he will also summon some soldiers out of the ground that will attack you. These soldiers will die in one hit, so you can shoot them with the Pistol or use Fire to take them out quickly.

You can damage the boss in the same way during the second phase. The weakspots reappear on his body, so first try to light these on Fire, then focus the weak spots with the Pistol to stun the boss.

Boss #2 – The Iron Marshall

The Iron Marshall is the second main boss of the game, fought at the end of Chapter 3: Rendezvous.

This boss appears as a normal enemy after this point in the game, so it’s very basic compared to other bosses. It primarily attacks with slow swings of the metal pipe that it carries, which you can parry except when it’s unblockable.

The easiest way to damage it is to explode the barrels around the arena by shooting them, which can light the boss on fire. Whenever possible, either when the boss is stunned after being lit on fire, or after it attacks and you walk around, pull out the Blunderbuss and shoot the giant weak spot on its back. This does a lot of health and stun damage, and you can quickly defeat it by shooting it or poking it with the Rapier.

Boss #3 – Sphinx

The Sphinx is the third main boss of the game, fought at the end of Chapter 4: Dark Descent.

This is a unique boss like General Lothaire, so it again has two phases with two whole health bars. For both phases it primarily attacks with melee from its claws, which deal Stasis effect to you if you are hit or block the attacks instead of parrying them. If you are fully inflicted with Stasis then your stamina bar is significantly reduced until the effect wears off.

During the first phase it will typically alternate between attacking with claw swipes which you can parry, then by shooting purple pillars in the ground toward you. When it shoots the pillars you should dodge out of the way, they travel in a straight line so are easy to avoid. It will sometimes jump in the air toward you, and you should dodge away from it right before it hits the ground as this is counted as an unblockable attack. The boss will sometimes stick its tail in the air and create an orb that will change from red to purple, then drop to the ground. If it hits the ground it sends a wave out that you can jump over, but you can also shoot the orb while it is in the air to avoid this.

For damaging the boss during the first phase you should primarily damage it by hitting it with melee. You can light it on fire like prior bosses, but it seems to be less effective and runs out quickly, so it’s better to focus on parrying the claw attacks to stun the boss, and landing melee hits between its attacks.

In the second phase the metal mask the boss is wearing is knocked off, and it now has a weak point on its face that you can shoot to deal extra damage. The boss gains a bunch of ranged attacks that it will start doing, so isn’t always near you, so holding your Pistol to get shots on the face in between is very helpful. Right from the beginning of the phase it will typically jump away from you and shoot a purple beam toward you, which you should avoid by moving to either side and walking toward the boss. If you are far enough away from the beam you can use this as an opportunity to shoot it. One of the worst new attacks to avoid is where the boss will put its head in the air and start spewing bugs around it for a short period. You want to back away as soon as possible when this occurs, because the bugs inflict the Poison status which will instantly kill you if it fills up.

Damaging the boss in the second phase is effectively the same as the first phase, aside from now being able to shoot the boss in the face. If you are quick with changing weapons and can get close to the front of the boss then a Blunderbuss shot at close range will do quite a bit of damage.

Boss #4 – Slaughtermill

Slaughtermill is the fourth main boss of the game, fought at the end of Chapter 5: Crime.

This is effectively a “puzzle” boss, as you are fighting a giant monster windmill that you primarily damage by shooting weakpoints that appear on it.

In the first phase you are outside in a large field area, and need to shoot sets of 4 weakpoints. In this outside area the primary ways it tries to attack you are with tentacles that appear and track toward you, spikes appearing from the ground, or by summoning Carrion enemies (which is how you can regain ammo). For this first set you need to shoot the two weakpoints that appear from tentacles, one that appears underneath when it does a stomp attack, and then one final one that requires you to first grapple open the door on the bottom to reveal some gears, which you can use Stasis to stop which stops the windmill spinning. You can then grapple open the other door to reveal the fourth weakpoint. Once all 4 are destroyed it will push you backward in the arena, and you need to run back toward it while avoiding the waves on the ground. Grapple up and follow the path around it to get inside, then shoot the group of eyes to damage it. You should pull out the Blunderbuss to shoot the large eye in the center to do as much damage as possible in one shot here.

It will eject you back outside, where there are more eyes to shoot, and you now need to avoid the windmill throwing exploding bodies at you. Shoot the weakpoint in the door on the bottom that had the gears before, one on the windmill itself, then two on the sides that appear when tentacles shoot out to attack you. Once you’ve shot all four you’ll be pushed away again, and this time you need to activate Nephtoglobin walls to block fire that the windmill is pushing toward you. Make your way to the front of the arena and the boss will transition to the next phase.

There is a checkpoint now during this boss, so if you reached this point you don’t need to do the prior two phases again. First you are doing a platforming section, follow the path left where you will grapple and platform around the area. There are two spots where you will need to shoot exploding bodies on the platform below you before you land, or you will be killed instantly. If you fall off, you will take damage and be restarted back at the start of the run though, so falling off doesn’t mean having to do the entire run over from scratch.

Once you complete the run you will be on a platform in front of the windmill again, and have to deal the final bit of damage to it. There are a bunch of weakpoints on the tentacles holding it to the ceiling that you need to shoot while avoiding the tentacles it launches at you. Once you have shot all of these, it will reveal the eye in the center of the windmill. Damage this until you run out the boss’s health and defeat it.

Boss #5 – Anna, The Bride Drowned in Tears

The Bride is the fifth main boss of the game, fought at the start of Chapter 6: Punishment.

This is effectively a “group” boss where you are fighting normal enemies. At the start you will be attacked just by the Bride, which is the enemy the health bar corresponds to. She will appear out of the water and perform an unblockable attack that you should dodge, then attack her after. Depending on how much damage you do, she might either attack you with a series of normal attacks you can parry, or she will disappear into the water and repeat the unblockable attack.

When you get them to around half health she will disappear. When she reappears, a bunch of normal villager enemies will appear along with her. You should deal with the villager enemies as quickly as possible right when they appear so they don’t attack you from behind. They are as weak as the ones through the rest of the area, so should only take a couple of attacks to defeat, then focus on the Bride again. When she disappears, she will summon one more wave of villager enemies, and if you have her at low enough health you can ignore the other enemies and rush to defeat the Bride, which will cause the other enemies to automatically die when the boss is defeated.

Boss #6 – Justicar Aurelius

Justicar Aurelius is the sixth main boss of the game, fought at the start of Chapter 7: Witch Hunt.

This boss is another that appears as a normal enemy after this point, so he isn’t a very complicated boss fight. He has two health bars like the unique bosses, but this is because he is effectively two versions of the Eternal Guardsman.

In the first phase, he is the same as the Eternal Guardsman you can fight related to the Oathbound side quest. He primarily attacks with sword combos, which you can most easily deal with by parrying and then attacking when you fully stun him. He has the exact same attack the Guardsmen have, so if you haven’t defeated any of those yet and are struggling with this boss it would be helpful to go back and deal with them first for some practice.

Once you run out his first health bar, he turns into a monster form of the Eternal Guardsman, which will appear as normal enemies through the rest of the game. He primarily has the same basic melee attacks, but he gains a couple new attacks with the transformed arm now. The first is a quick two attack combo they will do with the arm, which you can tell is coming because he holds his arm out before doing it. The other is an unblockable jump attack which he will sometimes do, which has a very long time where he will sit in the air before actually attacking, so this may take a couple tries before you understand the timing because it is way longer than would typically make sense.

To damage him you can deal with him the same as any other Eternal Guardsman. Use Fire Transmutation to light him on fire while avoiding attacks, then get normal melee attacks in between his combos. Parrying both forms is extremely strong, as even in the monster form he still does the same combos with the sword that you can parry in the same way.

Boss #7 – Experiment 83

Experiment 83 is the seventh main boss of the game, fought in the middle of Chapter 7: Witch Hunt at the end of The Outskirts region.

This boss is also one that shows up as an enemy throughout the rest of the game, so it’s relatively simple compared to most of the other bosses. It primarily attacks by doing melee swipes directly toward you, or unblockable grab attacks that have long durations that you can dodge beside and then attack the boss from behind while it’s finishing the attack animation. The boss has two weak points on it that you can shoot with a firearm to deal stagger damage, but the one on the back is quite hard to hit due to the area being mostly narrow hallways, but you can keep this in mind for later when you fight this enemy again.

Boss #8 – The Orphan

The Orphan is the eighth main boss of the game, fought at the end of Chapter 8: Blasphemy.

Boss #9 – Nephtis Superioris

Nephtis Superioris is the ninth main boss of the game, fought at the end of Chapter 9: In Ruins.

Boss #10 – The Entity

The Entity is the final main boss of the game, fought by interacting with the stone door by the Lantern Caverns > Ancient Lair once you reach Chapter 11: Reflection.

 

That’s all of the bosses in Valor Mortis. For anything else required for 100% Completion refer to the Valor Mortis Collectible Guide.

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