Throughout the Unknown’s journey through the layers of Hell, the Judge watches over her every move and faces her at the end of each level. Despite every level ending with a similar boss fight, each apparition of the Judge, every fight has different mechanics and increased difficulty. This guide will provide you with some tips and tricks for defeating every boss in Metal: Hellsinger.
The first boss battle lacks variety, but since the fight is straightforward, this is the best level to obtain the Pazifist & Not Shaken, Nor Stirred achievements. The first time you face the Judge is in Voke, which is by far the easiest encounter. The boss at the end of Voke doesn’t have any additional mechanics aside from a few fireball volleys and summoning a few Marionettes.
The second level is where things start to heat up. Stygia introduces the Judge’s Enrage mechanic, which integrates into all future boss fights. Whenever the Judge receives damage, their Rage meter begins to fill, and once maxed out, the Judge will scream and unleash a relentless volley of projectiles.
During the Judge’s Enrage, attacks will become extremely difficult to dodge while attacking, and it’s recommended to prioritize evading her fireballs instead of dealing damage. Also, since your damage activates her Enrage, forcing the boss into her Enrage state when she’s positioned on the arena’s edge is recommended. If she enrages too early while in the center of the stage, her projectiles will be more difficult to dodge.
This boss also fires several fireball lines, which need to be jumped over or ducked under. If she Enrages during her line attacks, there will be significantly more projectiles to dodge in addition to the fireball lines. Finally, the only other unique mechanic with the Stygia boss fight is the Judge will include a Stalker into her minion phase.
The third level Yhelm is where the Judge’s boss fights begin to stand out from one another. On top of the new Enrage mechanic introduced in the previous level, Yhelm’s encounter adds a new level of defense to her aspect.
For most of the fight, the Judge will surround most of her body with a stone shield that cannot be broken and covers everything but her lower half. You must get into melee range to be underneath her shield to damage her. Persephone is an excellent choice for this boss fight since most of this fight is spent up close.
However, since you need to stay up close to damage the boss, this makes dodging her projectiles much harder. You can strafe either to the left or right for most of her fireballs, which avoids most of her attacks.
You can use the nearby broken walls to avoid most of the projectiles whenever she enrages, but if she’s flying higher than normal, her fireballs will go around the broken walls. In her minion phase, she will spawn Behemoths and Eyeless in addition to the standard Marionettes.
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Facing the Judge in Incaustis marks the first boss fight where Metal: Hellsinger’s difficulty begins to ramp up noticeably. The arena is much smaller in this boss battle, with a rotating fire pillar in the center.
This small pillar can spit out flames at multiple levels and changes vents depending on the stage of the fight. As the fight progresses, the pillar in the center of the arena will open more vents, meaning you will have more flame spouts to dodge as the Judge’s health gets lower.
The Judge will teleport between the top of the pillar or off the ledge at the end of the arena, and her Enrage launches several crescent fireball volleys that alternate from left to right. Combined with her positioning, her Enrage and the pillar in the center of the arena can make her attacks exceptionally difficult to avoid.
When she Enrages, dodge away from the crescent volley, and don’t dodge backward or forwards, you must evade left or right to stay in rhythm with her attacks. She will have several waves for her minion phase, including Behemoths, Cambions, and Hierophants.
5. How to Defeat the Gehenna Boss in Metal: Hellsinger
Although Gehenna is one of the mid-game boss fights in Metal: Hellsinger, this boss battle is relatively easy. This level’s arena is very open and has multiple ways to traverse around your enemies. The Judge also prefers to launch fireball mortars in this fight, which are extremely easy to dodge in her normal and Enrage phase.
You can avoid her mortar attack by dodging continuously in the same direction. So long as you have space to move in a straight line, you can avoid most of the fireballs. The main mechanic of this arena is that the center platforms will occasionally fall into lava, but this wasn’t a huge challenge to overcome so long as you don’t linger in the center for too long.
She spawns the typical Cambion and Marionette combo during her minion phase but adds in Lesser Seraphs. Because the center of the arena can disappear, the Lesser Seraphs can use their AOE knockback ability if you get too close, making them a possibly bigger threat than the Judge.
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The ending boss battle against the Judge in Nihil starts off easy but becomes a bullet hell in the final phases. The gimmick of the Nihil boss battle is the Judge continuously spawns clones of herself as her health drops. These clones deal damage and mimic the original’s moves but cannot be damaged. The original copy of the boss will always be silver, while the clones have different colored heads.
As the fight progresses, the Judge will continuously spawn more and more clones and switch the original’s position. One way to make the fight easier is to stay behind one of the pillars and break the line of sight with as many clones as possible. Following this tactic will ensure most fireballs will crash into the pillar, thus avoiding the bullet hell that Metal: Hellsinger often includes in its boss fights.
Since most of this boss fight will be spent avoiding clones, it’s recommended to have a mid-ranged weapon equipped like The Hounds or the Vulcan to ensure you don’t miss out on damage while dodging around the pillar.
Acheron has one of the most interesting and unique arenas in Metal: Hellsinger. The small arena has two giant gears that constantly rotate, making traversal more difficult. There is one gear that remains stationary, but the Judge constantly teleports between the gears, making her attacks harder to dodge depending on her position.
For this boss fight, her projectiles fly out in a star pattern before condensing together right as they fly toward the player. She also throws spikey bombs that remain on the platform for a short duration, making the arena hard to navigate. To get the upper hand on this boss fight, you must utilize your mid-air dashes to avoid most of her projectiles and skip over the bombs on the ground.
As for spawning minions, she primarily swarms the stage with Hierophants, Marionettes, and other monsters. Since there isn’t any cover in this area, and the health pick-ups are at the entrance, you must Execute as many demons as possible to restore your health. Unlike earlier boss fights, if the fight drags on for too long, you will take too much damage and don’t have any place to hide.
8. Sheol – The Final Metal: Hellsinger Boss
Sheol is the final stage of Metal: Hellsinger, and unlike previous bosses, this fight against the Judge is entirely different. Unlike her previous incarnations, she takes her original form as a massive skeleton with giant, flashing weak points like Star Fox 64.
This boss fight has four stages, but you must hit this boss’ weak points regardless of the stage to damage her in Metal: Hellsinger.
First Phase of the Boss Fight
At the start of the fight, the Judge will slowly slam her sword to the ground, which must be dodged – immediately afterward, several lines of fireballs will fly across the ground, and you must jump to avoid the attack. Finally, after those quick attacks, she will call down circles of fire, as previously seen from the Siege Behemoth or Shield Canbions. She will repeat these attacks until you break the flashing crystal in her torso.
After a small transition, the second phase begins when the Judge hops to the lower platform, and multiple weak points appear on her hands, sword, and arms. Shoot any of these weak points while avoiding her slow but constant fireball streams. Whenever she holds her weapon, it’s extremely easy to strike some of her weak points so take advantage of the opportunity.
The third phase begins when she retreats and summons previous incarnations of herself to fight you. Although the game suggests that you jump down to the lower platform to fight them, you can remain on the stars and pick them off from afar, making this fight stage much easier. Eliminate each head individually, and you will progress to the fourth phase.
Final Stage of this Boss Fight in Metal: Hellsinger
The fourth phase uses attacks previously shown in past stages, like Nihil and Acheron. After slightly damaging her, she will back away and summon many different enemies to fight you. Siege Behemoths, Void Stalkers, and Shield Cambion are among the many you must face before entering the final stage.
The last phase of the final boss in Metal: Hellsinger is where the Judge has her last attempt to stop you and begins crawling toward the player and blocking off half of the remaining arena. The Judge’s attacks are significantly weakened by this point, and the only major threat is her fire breath. After breaking her remaining weak points, she’s finally down, and that’s the end of Metal: Hellsinger.
Final Thoughts on How to Defeat Every Boss in Metal: Hellsinger
That’s our guide for bringing down every boss in Metal: Hellsinger. It’s a nice addition to see that the final boss uses most of her attacks from previous encounters, with the addition of new moves. The final fight is a fantastic climactic ending to a beautiful, short game. If you enjoyed our guide and want more, check out our list of the best weapons in Metal: Hellsinger.
For now, Happy Slaying!