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Valor Mortis · Trophy Guide

Bosses & Story

Eleven of the trophies come from the main story: ten boss kills and meeting the Shrike. Every boss is mandatory, there are no optional ones, and none of these trophies can be missed. Some bosses later return as regular enemies, so learning them pays off twice. The trophies are listed in the order you earn them.

Boss kit. Parry is king: almost every boss has parryable combos, and a full stagger bar opens a huge critical. Attacks that flash red are unblockable, so dodge those. Use Fire for damage over time, the Pistol on glowing weak spots to build stagger, and the Blunderbuss point-blank for burst. The Claymore (Ch.6) staggers the late duellists.
#BossChapterTrophy
1General Lothaire, the Eagle-Bearer2: RegroupTorn Banner
2The Iron Marshall3: RendezvousUltima Ratio Regum
3Sphinx4: Dark DescentNot a Cat Person
4Slaughtermill5: CrimeQuixotry
5Anna, the Bride Drowned in Tears6: PunishmentMy Dying Bride
6Justicar Aurelius7: Witch HuntTrue Oath
7Experiment 837: Witch HuntLament of the Limbs
8The Orphan8: BlasphemyCoup de Grâce
9Captain Raphael of the Nephtis Superioris9: In RuinsBehemoth
10The Entity11: ReflectionIn His Own Image

Torn Banner

SilverFull guideCollapse

Kill General Lothaire, the Eagle-Bearer.

TypeSilver
MissableNo

How to earn it

Story. General Lothaire, the Eagle-Bearer ends Chapter 1: Revival, but that first fight is scripted for you to lose. You beat him for real at the end of Chapter 2: Regroup in the Valley of Ashes. He has two full health bars. In phase one he swings a sword and spear in combos you can parry, except the attacks that flash red (unblockable, so dodge them). After some combos he stops and fires the guns on his shoulders: wait for the gold flash to fade, then dodge. The damage plan: set him alight with Fire, then shoot the glowing weak spots on his body with the Pistol. Weak-spot hits fill his stagger bar fast, and parries or melee hits top it off for a big critical. In phase two he drops the sword for a huge arm, gains a few unblockable swings, including a grab that hurts badly, and raises soldiers from the ground. They die in one hit, so clear them with a Pistol shot or a burst of Fire.

Tip

If you have a full Nephtoglobin bar straight after the critical, re-ignite him at once. The weak spots come back in phase two, so the same Fire-then-Pistol loop works all fight.

Ultima Ratio Regum

SilverFull guideCollapse

Defeat The Iron Marshall.

TypeSilver
MissableNo

How to earn it

Story. The Iron Marshall waits at the end of Chapter 3: Rendezvous in the Fallen Village Orchard. It's a slow brute that swings a metal pipe, and every swing can be parried unless it flashes red. The arena is ringed with explosive barrels: shoot them when it walks past to set it on fire and stun it. Whenever it's stunned, or after you dodge round a slow swing, take out the Blunderbuss (picked up earlier this chapter) and fire into the large weak spot on its back. That does heavy health and stagger damage, and a few back shots plus Rapier jabs finish it quickly.

Tip

This enemy type returns later as a regular foe (the 'Remnant of the Iron Regiment'). The same back-shot trick works on those, and one of them is needed for Statue of Insanity.

Not a Cat Person

SilverFull guideCollapse

Defeat the Sphinx.

TypeSilver
MissableNo

How to earn it

Story. The Sphinx ends Chapter 4: Dark Descent in the Caverns. It has two health bars. Its claw swipes apply Stasis if they hit you or you block them instead of parrying; a full Stasis meter cuts your stamina hard until it wears off, so parry or dodge. Phase one: it alternates parryable claw combos with a line of purple ground spikes (dodge sideways, since they travel straight), leaps at you (dodge just before it lands, as this counts as unblockable), and raises its tail to form an orb that turns from red to purple and drops. Shoot the orb in the air, or jump the shockwave if it lands. Fire burns out quickly on this boss, so the best damage comes from parrying claw swipes into staggers and landing melee hits between combos. Phase two: its mask breaks, revealing a face weak spot, and it starts fighting at range. Sidestep the purple beam it fires after jumping back and shoot its face while you close in. Back off immediately when it raises its head and sprays bugs: they apply Poison, and a full Poison meter kills instantly.

Tip

A point-blank Blunderbuss shot to the face in phase two takes a big chunk. Keep the Pistol drawn between its ranged attacks and every gap becomes a face shot.

Quixotry

SilverFull guideCollapse

Defeat the Slaughtermill.

TypeSilver
MissableNo

How to earn it

Story. The Slaughtermill, a monstrous living windmill, ends Chapter 5: Crime in the Vale of Wrath. It's a puzzle boss you beat by shooting weak spots. Part 1 (field): destroy four weak spots: two on tentacles when they burst up, one under it during the stomp, and one behind the lower door. To reach the last one, grapple the door open to expose the gears, freeze them with Stasis so the mill stops turning, then grapple the other door. Kill the Carrion it summons to restock ammo. When it shoves you back, run in through the ground waves, grapple up and round to the inside and shoot the cluster of eyes. Use the Blunderbuss on the big central eye. Part 2: back outside, shoot four more spots (the lower door, one on the mill itself, and two on the tentacles) while dodging the exploding corpses it throws, then raise Nephtoglobin walls to block the fire it blows at you as you push to the front. Part 3 (checkpoint): a platforming run to the left. Twice you must shoot exploding bodies on the platform below before you land on it. Falling only costs health and sends you back to the start of the run. Finally, shoot every weak spot on the tentacles holding it to the ceiling, then empty your guns into the central eye.

Tip

There's a checkpoint before the platforming run, but if you die after it your dropped Catalysts appear on the path just past the Old Windmill Lantern, not in the arena.

My Dying Bride

SilverFull guideCollapse

Defeat the Bride.

TypeSilver
MissableNo

How to earn it

Story. Anna, the Bride Drowned in Tears opens Chapter 6: Punishment in the Cursed Hollow. It's a crowd fight. She rises from the water with an unblockable lunge: dodge it, then punish. Depending on how much damage you deal, she either follows up with parryable strikes or sinks and repeats the lunge. At about half health she vanishes and returns with a wave of villagers. They're as weak as the ones elsewhere in the area, so kill them quickly before they flank you, then go back to her. She calls one more wave later. If she's low by then, ignore the villagers and finish her: they all die when she does.

Tip

Afterwards, the wreath on the altar at the end of the arena starts the Till Death side quest (Tomorrow's Promise Amber).

True Oath

SilverFull guideCollapse

Defeat Justicar Aurelius.

TypeSilver
MissableNo

How to earn it

Story. Justicar Aurelius opens Chapter 7: Witch Hunt in the Outskirts. His two health bars are two versions of an Eternal Guardsman. Phase one fights exactly like the Oathbound Guardsmen you can hunt from Chapter 2: sword combos that are best parried into a full stagger. In phase two he takes the monster form, keeping the same sword combos and adding two arm attacks: a quick two-hit combo, signalled when he holds the arm out, and an unblockable leap that hangs in the air far longer than you'd expect. Wait for it to land, then dodge.

Tip

If he's giving you trouble, go and practise on the Oathbound Guardsmen first. They use the same moveset, and killing them counts toward We Wear the Same Colours. Set him on fire between combos for extra damage.

Lament of the Limbs

SilverFull guideCollapse

Defeat Experiment 83.

TypeSilver
MissableNo

How to earn it

Story. Experiment 83 waits at the end of the Outskirts (Lighthouse), midway through Chapter 7: Witch Hunt. It returns later as a regular enemy, so it's fairly simple. It swipes straight at you and uses long unblockable grabs: dodge to the side, then hit it from behind while it's still recovering. It has two weak spots for firearm stagger, but the one on its back is hard to hit in these narrow corridors.

Tip

Don't leave yet: the side lab next to the arena has a chest with a Quintessential Blade Material (one of the three max-level blade upgrades) and two notes.

Birdwatcher

SilverFull guideCollapse

Rendezvous with the Shrike.

TypeSilver
MissableNo

How to earn it

Story. Pops when you reach the Shrike at the end of the City of Orphans sewers, once Chapter 7: Witch Hunt has wrapped up. It's a meeting, not a fight. She gives you the Laboratory Key for the University.

Tip

Before heading to the University, finish the City of Orphans side content: Monster Hunt (17 drawings) rewards the first Quintessential Transmutation Material, which you'll want for the Shield.

Coup de Grâce

SilverFull guideCollapse

Defeat the Orphan.

TypeSilver
MissableNo

How to earn it

Story. The Orphan ends Chapter 8: Blasphemy in the University. It's a towering, restrained creature with a huge sword and two phases. Phase one is almost entirely sword attacks, so it's all parryable: a single slash, a four-hit spin (two alternating, then two fast from one side), a six-hit wide flurry (two slow, four fast) and a leaping strike. At times it retreats wounded and the room turns red. Then you can only block and parry the ranged attacks until it reappears. Phase two is faster, and every flurry now ends in an unblockable finisher. It also tears a pipe from the wall for a huge-range sweep (run and dodge) and charges an Acid Blast: the glowing ball in its gut is a weak spot, and shooting it interrupts the attack. Its biggest opening comes after the unblockable leap in phase two: it sits down for a moment, and you get a long free combo.

Tip

Treat it as a parry fight first and a dodge fight second. Three-swipe combos that end in a jump or two-handed slam can be parried for the swipes, then dodged for the finisher.

Behemoth

SilverFull guideCollapse

Defeat Nephtis Superioris.

TypeSilver
MissableNo

How to earn it

Story. The boss named for the Nephtis Superioris (in-game, Captain Raphael of the Nephtis Superioris) ends Chapter 9: In Ruins in the Fortress. He fights like a duellist: he switches between sword and pistol, blocks and parries your attacks, and can drink a Ferrofluid flask to heal. Attack him while he's crushing the flask to cancel some of the healing. Your window is right after he finishes a combo: you get roughly one to four hits before he starts blocking again. Key moves: two slashes into a running unblockable leap-thrust (dodge it, then punish), a slash-and-spin combo, pistol volleys (keep your guard up after the first shot, as he fires several) and an Energy Slam shockwave you jump over. Below 50% he chains several slams in a row, so hop each wave, and he starts dashing between combos.

Tip

The Claymore staggers him on every landed hit, which keeps you on the offensive far longer than the Saber or Rapier. Ranged play doesn't work, because he always closes the gap.

In His Own Image

GoldFull guideCollapse

Defeat the Entity.

TypeGold
MissableNo

How to earn it

Story, and the hardest trophy in the game. The final boss, the Entity (Voice of the Void), is fought in Chapter 11: Reflection: interact with the stone door by the Caverns > Ancient Lair Lantern. Phase one: it fights with your own arsenal, morphing its blade between Saber, Rapier and Claymore, and uses Fire. Every weapon swap is a vulnerable moment, especially when the blade becomes a Claymore and it stands still to wind up. Hit it hard there. When it floats up to summon tentacle spikes, shoot it to damage it and break the attack. Its Fire burst locks it in place, so sidestep and punish. Two clones appear; each dies to one hit. Phase two: it rises and summons a large wave of one-hit clones, then rejoins the fight and starts calling liquid copies of earlier bosses. Each copy also dies to one hit and always opens with that boss's leap attack, so be ready to dodge.

Tip

Bring plenty of ammo and the Claymore: its area attacks wipe clone waves in one swing, and firearms deal with the rest. After the credits you're placed back near the final Lantern with free roam to finish anything left.

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