In Valor Mortis, William—a Grande Armée soldier returned to life—crosses a plague-stricken Napoleonic Europe. Almost every region ends with a battle against a named abomination. The first-person fighting combines melee blades, scarce firearm rounds, and left-hand Transmutations, and bosses demand skill with all three. Here is the full boss roster, including where each fight takes place, its rewards, and the concealed stats involved.
Quick answer: There are 10 boss encounters in the campaign, with no optional fights or superbosses after the story. General Lothaire appears in two battles; defeating Entity, Voice of the Void in Entropy brings the game to a close.
Every boss, its region, and Catalyst reward
Boss fights line up roughly one per region, with Lothaire the exception. Each kill throws up an “ABOMINATION ERADICATED” banner and pays out Catalysts, the currency used to upgrade William’s stats, with the bigger sums arriving later in the story.
| Boss | Region | Catalysts |
|---|---|---|
| The Battlefield, then Abandoned Church | 10,000 | |
| Fallen Village | 7,000 | |
| Caverns (Pyramids) | 20,000 | |
| Vale of Wrath | 30,000 | |
| Cursed Hollow | 14,000 | |
| High Justicar Aurelius | The Outskirts | 18,000 |
| The Outskirts (Lighthouse) | 20,000 | |
| University | 40,000 | |
| Fortress | 50,000 | |
| Entropy | — |
Experiment 83 is the same fight that some listings mislabel as Experiment 33 or Experiment 53. It is one encounter, not three.
See every boss arena on the Valor Mortis map.
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General Lothaire, the Eagle-Bearer
Full strategy: how to beat General Lothaire.
Lothaire is the first boss, and you meet him twice. The opening clash on The Battlefield is scripted to end in defeat, after which William wakes beside a mysterious figure in a top hat. The real kill comes in the rematch at the Abandoned Church. He sweeps his eagle standard in long arcs, launches a red-outlined leap that cannot be blocked, and fires the pistols mounted in his extra arms. Beating him drops a Commander’s Catalyst Clot and the Torn Banner trophy.


The rematch plays out in a burning village, where parrying his spear thrusts and following up with pistol shots is the dependable rhythm.

The Iron Marshall
The Iron Marshall is the Fallen Village boss in Chapter III: a hunched plague giant with a cannon where his right forearm should be and glowing red growths on his back and belly. He waits inside a big timber barn just west of the Orchard Lantern, behind a curtain of dusty fog you simply walk through. He fires the cannon arm at range, flares bright red before an 80-damage rush, sweeps the arm at close range and has an unblockable rising bash. He has 2,400 Health on a single bar with no second phase. Defeating him pays 7,000 Catalysts and unlocks the Ultima Ratio Regum achievement. His attacks, their tells and the route to his barn are in the full Iron Marshall boss guide.


The regional abominations
Sphinx, Devourer of the Unworthy
Full strategy: Sphinx boss guide.
After crossing the Caverns, William reaches the desert near the Pyramids, and a chain-bound Sphinx wearing a golden mask emerges from the sand. Since it moves quickly on four legs, Stasis Transmutation is the reliable way to freeze it between charges, claw swipes, tail blows, and purple energy waves. The fight has two health bars. In the latter phase, a target opens on the Sphinx’s face; hit it with ammunition found throughout the arena. Parrying its claws fills the stagger gauge, letting William plunge his flame-covered hand into its skull for a visceral strike. The Not a Cat Person trophy is the reward for victory.


Reaching the Sphinx means first pressing William’s mutated hand into a carved stone door, the red seal that opens the path into these later arenas.

Slaughtermill
In the Vale of Wrath, the Slaughtermill is a flaming windmill above ground. Its timber cannot be harmed; target the glowing red bulbs instead. Each Pistol shot that hits one deals 250. Some bulbs are hidden behind blue-flower boards: get within roughly 15 m, use “[E] PULL (HOLD)”, and hold E for about 1.5 seconds to clear them. Destroying the first four bulbs opens the mill. Climb its left flank and shoot the core inside for 500; the mill then catches fire and four more bulbs appear. When the firestorm begins, use “[E] ACTIVATE” to raise a Nephto platform, then shelter behind its wall. The fan’s gusts and flailing limbs knock you back if you stand too close.

The above-ground phase ends when you use “[E] PULL (HOLD)” on the tower’s support plank, triggering a cutscene where the mill topples and opening a cavern stage beneath it. Down there you climb with grapple points and a launch pole up to a wide wooden platform, side-stepping the limbs that slam across the planks. Shoot the red bulbs on the rotating sails, upper right first and then upper left, before turning to the eye in the upper window, which takes 52 per hit. For the full sequence, see the Slaughtermill boss guide.

Anna, the Bride Drowned in Tears
Full strategy: how to beat Anna.
Anna haunts the flooded square of Cursed Hollow, slashing with fast, erratic butcher-knife strikes and calling up Shambling Civilians. Her own health is low and she staggers easily, so building Fire and punishing the stun works well. The crowd she summons is the real pressure, and a Hand Grenade thins it out before you return to her. Her defeat grants the My Dying Bride trophy.

High Justicar Aurelius, Last of the Faithful
Full strategy: how to beat Aurelius.
Aurelius, one of the game’s Eternal Guardsman, waits on a bridge in The Outskirts for a straight-sword duel. Treat it like fencing: thrust, parry his rapier combos, and let Fire wear him down. Drinking a flask triggers a transformation that throws a huge bulbous arm across the arena, so stay clear until the phase passes, then strike while he is human again. Winning earns the True Oath trophy.


Experiment 83
Full strategy: Experiment 83 guide.
The Shrike leads you to the Lighthouse basement in The Outskirts, where a many-limbed abomination pursues William around the room. Draw it into a chase by circling, then turn to build Fire whenever Nephtoglobin permits; this is a good place to use any Nephtoglobin Vials you saved. Fire damage, combined with firearm shots aimed at its weak points, brings it down quickly and awards the Lament of the Limbs trophy.


The final stretch: the Orphan, Raphael, and the Entity
The Orphan
Full strategy: how to beat The Orphan.
Poison vents fill the University arena, so you fight the room as much as the boss. The Orphan starts hunched in an iron head cage and straitjacket, then a cutscene has it tear open its back, spew green gas, and rip off its collar for a faster second phase. Shield Transmutation rides out its long combos while Fire keeps ticking; in phase two, pin it against a wall with Oil Grenades and keep the burn going with Flaming Whetstones. With a heavy resistance to ignite, it takes patience, and it pays out the Coup de Grâce trophy.

Captain Raphael of the Nephtis Superioris
Full strategy: how to beat Captain Raphael.
In the Fortress, Raphael uses a blade and pistol and restores health during the fight, which means you need to keep attacking instead of waiting for a safe opening. Use Shield Transmutation to catch his sword blows, turn aside bullets, and increase stagger. When he reaches for a flask, close in immediately; a grenade or firearm shot can also stop the healing. Once he is prevented from recovering, his health bar drops quickly. His rewards are 50,000 Catalysts—the game’s biggest payout—and the Behemoth trophy.

Entity, Voice of the Void
Full strategy: how to beat Entity.
Entropy is the setting for the final fight, where William faces a humanoid enemy that mirrors him. Its threat comes from the many summons, including foes from earlier regions. Keep Shield Transmutation active and clear the summoned enemies first—each goes down in a single hit—then focus on the boss again. Defeat it to earn the In His Own Image trophy and finish the campaign.

Boss stats the fights do not show you
Health, Posture, and the Catalyst payout for the fights that have confirmed figures line up as below. Posture is shown per phase; the Slaughtermill does not carry a Posture value.
| Boss | Health | Posture | Catalysts |
|---|---|---|---|
| 2,400 | 800 | 7,000 | |
| 3,250 | — | 30,000 | |
| 3,400 | 1,000 | 20,000 | |
| 4,000 | 1,550 per phase | 40,000 |
Resistances explain why Fire alone will not carry some of these fights. The Iron Marshall shrugs off 10 percent of ranged damage and 30 percent of explosive damage, and his Ignite buildup is 50 percent slower than normal. Experiment 83 reduces Ignite damage by 20 percent, builds Ignite 50 percent slower, and resists Stasis by 30 percent. The Orphan is the hardest to burn: it takes zero extra from Ignite, builds the status 70 percent slower, and is fully immune to Infection. The Slaughtermill has no single Posture pool to break, which is why it is handled through grapple prompts and weak points rather than staggering.
No boss attack in these fights builds up Ignite or Stasis on William, so those meters only matter for what you inflict, not what you have to defend against.
How the story ends
The eradication banner is not the last beat. When the Entity falls, the closing cinematic has William reach into the downed being and tear out its glowing crystalline heart as it taunts him for betraying Napoleon. William answers that the “untameable fire… It had to be quenched,” adding that “this world deserves to taste the sweetness of peace. Even if only for a moment.” A guillotine blade then drops, a monologue runs over Napoleon’s legacy, and an eagle soars across armies marching through snow beside colossal walking mega-cannons before the title card appears.
That closes the roster. There are no optional encounters and no post-game superbosses, and summons are unavailable, so every fight comes down to reading the moveset and equipping the Transmutation that counters it.






