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The Entity resembles William and crouches in black tendrils and shallow water.
Valor Mortis BossesConfirmed

Valor Mortis The Entity Final Boss

Quick Answer

The Entity is the final boss in Chapter 11. Enter through the stone door near Caverns > Ancient Lair, learn the full melee strings, and remove weak summons before returning to boss damage.

The Entity is the final boss of Valor Mortis, fought in Chapter 11: Reflection. The fight has two phases, with weak summoned enemies in Phase One and William clones plus former bosses in Phase Two.

How to Reach The Entity

The route to the final boss becomes available after the Chapter 10 prison escape. Chapter 11: Reflection begins afterward. When you speak to Lucjan, choose the cave to reach the Caverns and the Ancient Lair Lantern. Continue to the stone door at the end of the area and interact with it to start the fight in Entropy.

You do not have to enter as soon as the door becomes available. This is an opportunity to finish remaining exploration, side quests, or other preparation before committing to an attempt. The game also returns you near the final Lantern after the credits, so defeating The Entity does not permanently lock you out of unfinished cleanup.

Preparing for the Two-Phase Fight

Choose your setup around the part of the encounter that causes the most trouble. A Stasis-focused approach and a more defensive Shield-based approach are both viable plans, but they solve different problems. Stasis creates opportunities to remove substantial portions of The Entity’s health while limiting its ability to continue an attack sequence. Shield play gives you another way to stabilize the fight when several threats are active. Choose one as the center of your plan rather than assuming both are required.

Stasis-focused preparation

A Stasis-oriented recommendation uses a Saber or Claymore alongside Lucky Shot, Lunatic’s Grasp, Potent Concoction, and Iron Grip. Suggested carried items include a Stasis Whetstone, Hand Grenade, and Nephoglobin Vial. These are contextual recommendations for this encounter, not a proven best-in-slot build.

Lunatic’s Grasp, particularly an upgraded version if you already have one, supports the goal of applying Stasis quickly. Iron Grip helps protect healing attempts from interruption. Lucky Shot supports ammunition availability, which matters because bullets offer a fast way to remove dangerous summons and can also pressure The Entity between defensive actions.

Shield-based preparation

A Shield-based approach prioritizes survival and crowd control. Keep the Shield available when several enemies are present, remove the one-hit summons, and only then return attention to The Entity. This plan is especially useful if the overlapping melee attacks, gunfire, and summoned enemies are causing most of your failed attempts.

Melee and ranged choices

A Saber or Claymore provides the suggested melee foundation. Your melee weapon is the reliable answer to nearby one-hit enemies because it avoids spending ammunition on targets that disappear after a successful strike. In Phase Two, however, a shot can be worthwhile when reaching a former-boss summon with melee would expose you to another attack.

A ranged-oriented recommendation is to upgrade the Musket and support headshot damage and starting ammunition from Lanterns. This can let you land headshots between The Entity’s uses of Shield Transmutation. Do not fire automatically whenever the boss moves away: inaccurate shots waste a limited resource, while poorly chosen shots may draw out its shield instead of producing useful damage.

Phase One Attack Patterns and Counters

Phase One is the best time to learn The Entity’s basic rhythm. The boss can use a double jab followed by a lunging stab, a five-slash sequence with a pause on the third strike, a thrown sword, a mixed string of slash and spinning attacks, and a double slash that leads into an unblockable attack.

The Entity, appearing as a William-like figure, standing in the shallow-water arena at the start of Phase One

Recognize the arena and boss spacing at the start of Phase One.

The pause in the five-hit sequence is important because it can make the string feel finished before the remaining attacks arrive. Do not assume that a break in motion means it is safe to heal or begin a long attack. Keep tracking the boss until the full sequence has ended. The same caution applies to the mixed spinning sequence: its changing movement makes it easy to mistake an intermediate step for the final recovery.

The unblockable attack at the end of the double-slash sequence requires a different response from an ordinary defensive exchange. Recognize the preceding pair of slashes, prepare to move, and avoid committing to a counterattack before the unblockable portion has passed.

The Entity also uses ranged and supernatural attacks:

  • A single pistol shot can interrupt an action when you are watching only for melee pressure.
  • A longer burst of pistol fire punishes remaining exposed at distance.
  • Shield Transmutation can stop careless ranged pressure.
  • Fire Transmutation sends fire toward you and can inflict burn.
  • Large tentacle attacks demand a prompt dodge rather than a stationary trade.
A large tentacle attack sweeping across the Entity's watery arena

Dodge immediately when the tentacle threat appears.

Watch the boss even when you create distance to heal. Distance changes the likely threat but does not create a safe pause by itself. The pistol and Fire Transmutation can still reach you, while a tentacle attack may force an immediate dodge. Heal after a completed sequence or after controlling the boss with Stasis, not merely because you have moved to the opposite side of the arena.

When the boss raises its Shield Transmutation, stop feeding bullets into the defense. Preserve ammunition, reset your position, and wait for a clearer opportunity. Headshots between shield uses can contribute meaningful damage, but accuracy and timing are more useful than emptying ammunition as quickly as possible.

Phase One Summons and Arena Control

During Phase One, The Entity periodically rises from the watery floor and summons ordinary mob enemies. These enemies can be killed with one hit, but leaving them alive allows several independent threats to crowd the arena while the boss continues attacking.

The Entity rising from the watery floor during its Phase One summoning sequence

This summoning state signals that ordinary enemies are entering the arena.

Phase Two Boss Summons

Phase Two keeps all the melee, pistol, Shield, Fire, and tentacle threats from Phase One. It then expands the summon mechanic. The phase opens with a sequence of William clones appearing one after another, and later summon cycles can bring in one-hit versions of General Lothaire, the Sphinx, and the Orphan.

A summoned former boss appearing in the Entity's Phase Two arena

Phase Two adds dangerous summoned bosses alongside the Entity.

The William clones are weak enough to remove with melee attacks. Sprint between them and use a deliberate strike on each target, but keep the camera and movement under control. Rushing blindly through the group can leave you facing away from The Entity when its next attack begins.

The former-boss summons are also defeated by one successful hit, but their attacks remain dangerous. Their familiar silhouettes can make them feel like full boss encounters; in this fight, the goal is not to replay their original battles. Let a summoned boss commit to its initial leap, dodge before impact, and answer with a melee strike. A ranged shot is an alternative when the target lands too far away or when The Entity controls the space between you.

Priorities during either phase

  1. Finish defending against the attack already in motion. The pause in the five-slash string is not its end.
  2. Remove one-hit summons before resuming boss damage. Use melee for nearby enemies and save shots for dangerous or distant landings.
  3. Apply Stasis or resume counters once the crowd is clear. Keep enough Endurance to defend when the opening ends.
  4. Heal or reload after a completed attack sequence. Iron Grip reduces interruption, but distance alone is unsafe against pistol fire, Fire, and tentacles.
  5. Stop shooting when The Entity raises Shield. Save ammunition for clear headshots and Phase Two summon removal.

Defeating The Entity rolls the credits and awards the Gold trophy In His Own Image. After the credits, you return near the final Lantern and can continue cleaning up unfinished activities.