Valor Mortis has 10 mandatory main-boss fights. The chronological order starts with General Lothaire, the Eagle-Bearer in Chapter 2 and ends with the Entity in Chapter 11. The Lothaire encounter at the end of Chapter 1 is a scripted loss rather than a separate completed boss fight.
Two details make the sequence easy to misread: Chapter 7 contains two bosses, while Chapter 10 contains none. The final fight is also split between an access point and an arena—the stone door is beside the Caverns > Ancient Lair Lantern, but the Entity fight itself takes place in Entropy.
This list covers the story bosses, not every miniboss or regular enemy that uses a boss-like moveset later in the campaign.
Complete boss order by chapter
| Order | Boss | Chapter | Region or arena | Route note |
|---|---|---|---|---|
| 1 | General Lothaire, the Eagle-Bearer | Regroup, Chapter 2 | Valley of Ashes | The Chapter 1 encounter is a scripted defeat; the Chapter 2 rematch is the real boss victory. |
| 2 | The Iron Marshall | Rendezvous, Chapter 3 | Fallen Village | A slower melee boss with explosive barrels and a large weak point on its back. |
| 3 | Sphinx, Devourer of the Unworthy | Dark Descent, Chapter 4 | Caverns, followed by the Pyramids arena | A two-health-bar beast whose second phase exposes a weak point on its face. |
| 4 | Slaughtermill | Crime, Chapter 5 | Vale of Wrath | An environmental fight built around ranged weak points, grappling, Stasis, and platforming. |
| 5 | Anna, the Bride Drowned in Tears | Punishment, Chapter 6 | Cursed Hollow | The fight opens the chapter and adds ordinary villagers after Anna loses enough health. |
| 6 | High Justicar Aurelius, Last of the Faithful | Witch Hunt, Chapter 7 | The Outskirts | The first of two Chapter 7 bosses and a two-form sword duel. |
| 7 | Experiment 83 | Witch Hunt, Chapter 7 | The Outskirts | The second Chapter 7 boss, encountered at the end of the region. |
| 8 | The Orphan | Blasphemy, Chapter 8 | University | The last boss before the Fortress chapter and the first fought with the complete Transmutation set available. |
| 9 | Captain Raphael of the Nephtis Superioris | In Ruins, Chapter 9 | Fortress | The penultimate boss; both main Fortress routes eventually lead to his arena. |
| 10 | The Entity, Voice of the Void | Reflection, Chapter 11 | Entropy | Enter through the stone door near Caverns > Ancient Lair after reaching Chapter 11. |
Boss-by-boss recognition and preparation
1. General Lothaire, the Eagle-Bearer — Chapter 2
The scripted Chapter 1 loss introduces Lothaire, but the fight that counts occurs at the end of Chapter 2 in the Valley of Ashes. The rematch has two full health bars. During the first phase, Lothaire uses sword-and-spear strings that can be parried unless an attack flashes red. He may finish a sequence by firing the guns on his shoulders, so do not assume a paused melee combo has created a safe opening.
Fire Transmutation can ignite him, while Pistol shots against his visible weak points build stagger. Parrying and ordinary attacks can finish filling the stagger bar before a stun attack. In phase two, he replaces the sword-focused pattern with attacks from his enlarged arm, including unblockable swings and a dangerous grab. He can also summon soldiers, but these reinforcements fall in one hit and should be removed before they interfere with your view of Lothaire.

Parrying Lothaire's melee attacks creates an opening for a counterattack.
2. The Iron Marshall — Chapter 3
The Iron Marshall waits at the end of Chapter 3: Rendezvous in the Fallen Village. Its slow metal-pipe swings are easier to read than Lothaire’s mixed strings, although red unblockable attacks still require a dodge instead of a parry.
The arena’s explosive barrels provide the clearest opening. Shoot a barrel when the boss is close enough to be caught by the blast, then use the resulting interruption to reposition. The Iron Marshall has a large weak point on its back; after it finishes an attack or becomes stunned, circle behind it and use the Blunderbuss or a quick melee punish. Preserve enough stamina to escape if it turns before the attack finishes.
3. Sphinx, Devourer of the Unworthy — Chapter 4
Sphinx closes Chapter 4 after the route through the Caverns leads into its separate Pyramids arena. It has two health bars, and blocked claw strikes inflict Stasis. If the status fills, William’s stamina is heavily reduced until the effect fades, so parrying or avoiding the claws is safer than absorbing repeated hits with ordinary blocks.
In phase one, watch for parryable claw swipes, straight-moving purple pillars, an unblockable aerial landing, and a tail-generated orb. The pillars can be sidestepped. When the orb drops, its ground wave can be jumped, or the orb can be shot before it lands.
Phase two removes the metal mask and exposes a firearm weak point on the face. Sphinx also gains more ranged pressure, including a purple beam that can be avoided by moving sideways. Back away when it raises its head and releases insects: the swarm builds Poison, and a full Poison meter is lethal. Use the face weak point between ranged attacks instead of chasing the boss through every retreat.

Sphinx's mask covers the weak point used during its later firearm phase.
4. Slaughtermill — Chapter 5
Slaughtermill is the Chapter 5 boss in the Vale of Wrath. It is a giant mutated windmill rather than a conventional duelist, so success depends on reading the arena and exposing targets in the correct order.
The opening outdoor sequence revolves around sets of four weak points. Some appear on attacking tentacles, while another becomes visible during a stomp. To reach the protected target, grapple open the lower door, use Stasis on the exposed gears to stop the mill, and open the other door. Destroying the set pushes William away from the structure; run back while avoiding ground waves, grapple inside, and attack the cluster of eyes. Carrion enemies can provide ammunition during this section.
A later outdoor cycle adds exploding bodies and Nephtoglobin walls that must be activated to block incoming fire. Reaching the platforming section creates a checkpoint, so failure afterward does not require repeating the entire opening. During the climb, shoot the exploding bodies below the landing points before dropping onto them. The final platform asks you to destroy weak points on the supporting tentacles, then damage the central eye when it becomes exposed.

The burning arena surrounds the giant windmill structure and its weak points.
5. Anna, the Bride Drowned in Tears — Chapter 6
Anna is fought at the start of Chapter 6 as William enters the Cursed Hollow. She initially emerges from the water with an unblockable attack. Dodge the appearance strike, punish the recovery, and be ready for either a short sequence of parryable attacks or another disappearance beneath the surface.
After Anna loses roughly half her health, ordinary villagers begin appearing with her. Clear them promptly so they cannot attack from outside the camera while you track the Bride. When Anna disappears again, another group can enter the arena. If she is nearly defeated, finishing Anna ends the fight and removes the remaining villagers; otherwise, controlling the group is safer than forcing damage through attacks from multiple directions.
6. High Justicar Aurelius, Last of the Faithful — Chapter 7
Aurelius opens Chapter 7 in The Outskirts and is the first of the chapter’s two bosses. His first form relies on chained sword combinations. Wait for the entire string before committing to a counter, because attacking after the first parry can leave William exposed to the next swing.
Depleting the first health bar transforms Aurelius into a mutated form. He retains familiar sword pressure but adds attacks with the enlarged arm, including a quick two-hit sequence telegraphed by holding the arm outward. His unblockable jumping attack hangs in the air longer than its initial motion suggests, so dodging immediately can put William in the landing hit. Fire can add pressure between exchanges, but consistent parries remain useful in both forms.
7. Experiment 83 — Chapter 7
Experiment 83 is the second Chapter 7 boss and appears at the end of The Outskirts route. The correct designation is Experiment 83, not Experiment 33. It attacks with direct melee swipes and extended unblockable grabs.
The grab’s long animation creates an opportunity: dodge beside the creature rather than retreating in a straight line, then attack from behind while it completes the motion. Experiment 83 also has two firearm weak points that contribute significant stagger. The rear target can be awkward to see in the narrow fighting space, so prioritize safe shots rather than circling into a wall or another attack.

Experiment 83's many limbs and glowing red eyes make it recognizable in the confined arena.
8. The Orphan — Chapter 8
The Orphan waits at the end of Chapter 8: Blasphemy in the University. By this point, the complete set of Transmutations is available, including Shield, which is obtained earlier in the University. The surrounding region contains poison-filled passages, making resource preservation important before entering the boss encounter.
Shield provides an alternative to relying entirely on repeated parries during the Orphan’s combinations, while Fire can maintain pressure when remaining in melee range is unsafe. Do not let those tools replace observation: create distance during an unfamiliar sequence, identify where the combo ends, and then use the shorter recovery window for damage.
9. Captain Raphael of the Nephtis Superioris — Chapter 9
Captain Raphael is the ninth and penultimate boss. He closes Chapter 9: In Ruins in the Fortress, not the University. The Fortress has two principal routes, but both ultimately converge on the same boss arena, so choosing one path does not change the chronological order.
Some interfaces and achievement text shorten the name to Nephtis Superioris; this refers to Captain Raphael rather than an additional boss.

The ruined Fortress courtyard distinguishes Captain Raphael's encounter from the University fights.
10. The Entity, Voice of the Void — Chapter 11
After the Chapter 10 prison escape, progress into Chapter 11: Reflection. The final access point is Caverns > Ancient Lair. Interact with the stone door at the end of that area to begin the battle, but note that the actual arena is Entropy. Ancient Lair and Entropy therefore describe different parts of the same final-boss route rather than conflicting boss locations.
The Entity resembles William and summons enemies encountered earlier in the campaign. Many of those summons die in one hit, so remove them immediately instead of allowing a crowd to accumulate around the boss. Once the arena is clear, return your attention to the Entity. Shield can help stabilize the fight when the boss and a fresh summon attack together, but thinning the group is the central priority.

The Entity's shadowy tendrils mark the final fight in the Entropy arena.
