# Mortal Shell II Bosses — All Main Bosses, Rewards &amp; Runbacks

> 来源: https://mortalshellcodex.wiki/bosses.html

## Fast Answer

Current main-boss list tracked here: Tar Golem, Magdalena, The Lost Child, The Nameless Captive, Droeg, Hexapod, Sir Isaac, Malborn Offspring, The Monolith, Orrem, and Zmey.
Use the first table as the boss checklist: find the fight, confirm the danger type, choose a Shell or weapon plan, then enter with one safe punish in mind.
Tar Golem is the tutorial/first boss with missable achievement pressure. Nameless Captive has a missable parry challenge in phase two. Zmey is the final-boss intent and needs resistance/resource planning.
For runback searches, fix the path before forcing more boss attempts. Open the closest shortcut, stop clearing optional packs, and enter the boss with enough healing to learn phase two.
![Mortal Shell II Bosses, Rewards & Runbacks official Mortal Shell II media](../media/df6ef17dd7_0.webp)
Official Video

## Official Mortal Shell II Gameplay Reveal

Embedded from the official Mortal Shell II video player for quick visual context while reading the guide.

## All 11 Main Bosses Strategy Table

This table prioritizes practical player action: location anchor, danger type, setup, and safe plan for each current main boss.

## Boss Progression and Route Gates

This table keeps boss-order and route searches connected to real progression facts instead of a fake universal boss order.

## Boss and Achievement Risk

These are the high-friction completion checks that should be visible before a player accidentally moves past them.

## Boss Order and Route Walls

Use this as the safe boss-order answer until every required and optional boss route is verified in detail.

## Tutorial Boss Reward Tracker

Use this tracker after tutorial and early boss fights before spending materials or changing route.

## Required vs Optional Bosses

## Boss Problem Solver

## Boss Runback Fixes

## All Bosses

This page carries the current public 11-main-boss set with location anchors and fight plans. Start with the boss table above, then use the matching route, Shell, weapon, and achievement links before committing resources.
- Current public main-boss list is shown above.
- Tar Golem, Nameless Captive, and Zmey need extra attention because they affect missables or final-boss preparation.
- Use the same format for every boss: location, danger type, setup, safe punish, and common mistake.

## Boss Order

Boss order searches need a safe route answer before a perfect database. After the tutorial, the first six main bosses can be routed with flexibility as the world opens, while endgame pushes toward The Unfound Path and the chain of Malborn Offspring, The Monolith, Orrem, and Zmey.
- Tutorial boss: mechanics and reward check.
- First six bosses: route by readiness and reward value.
- Reported final-area access: after enough main bosses through Marrow Keep.
- Late-game bosses: mastered build check.

## Boss Locations

Boss locations must be written as route instructions. The current useful anchors are Glutted Mire for Magdalena, Sanguine Caverns for The Lost Child, Prisoner's Domain for Nameless Captive, Conquered Temple for Droeg, Withered Shoals for Hexapod, Faded Citadel for Sir Isaac, and The Unfound Path for the final chain.
- Region.
- Checkpoint.
- Landmark.
- Required route.
- Optional branch.
- Shortcut.

## Boss Rewards

Rewards decide whether a boss is worth doing now or later. The page now separates achievement pressure from build rewards: Tar Golem and Nameless Captive matter for missable goals, while later bosses matter more for progression, unlocks, and final-route access.
- Progression item.
- Upgrade material.
- Shell reward.
- Weapon reward.
- Achievement or memory unlock.

## Tutorial Boss Reward

After the Tar Golem tutorial fight, check inventory, achievement notifications, route access, and upgrade materials before assuming the fight gave nothing. If you care about achievements, treat Tar Golem as a deliberate one-attempt problem instead of a normal repeatable boss.
- Check inventory immediately.
- Separate achievement-only rewards from usable rewards.
- Record whether the reward changes your first upgrade.
- Return to the walkthrough if the reward opens a new route.

## First Boss

Tar Golem should be treated as both a combat tutorial and a completion trap. The safe plan is to chip patiently, avoid the unblockable jump/smash, use Burnt Effigy against fire pressure if available, and restart only if you are intentionally chasing the missable achievement.
- Know the attempt limit.
- Use cautious chip damage.
- Avoid unblockable jump/smash.
- Do not greedy-punish fire pressure.

## Required Bosses vs Optional Bosses

Players need to know whether a boss blocks progression or can be skipped. Mark required bosses by route unlocks and optional bosses by reward value.
- Required: blocks main route or key item.
- Optional: side reward or hidden route.
- Hidden: spoiler-sensitive unlock.
- Return later if reward does not help your current build.

## Boss Weaknesses

Do not guess elemental or damage weaknesses. A real boss weakness can be timing-based: slow recovery after a leap, poor tracking after a sidestep, punishable phase transition, or vulnerability to sidearm interrupts.
- Damage weakness.
- Timing weakness.
- Tracking weakness.
- Range weakness.
- Phase weakness.

## Recommended Shell

Pick Shells by the boss problem. If the boss kills you before you understand the moveset, use durability. If the boss has delayed attacks, use faster recovery. If the fight has long punish windows, heavier builds can work.
- Beginner safety pick.
- Aggressive pick.
- Recovery pick.
- Phase-two survival pick.

## Recommended Weapons

Recommended weapons should match punish windows. Slow weapons are excellent only when the boss gives enough recovery time; fast weapons are better when learning or fighting delayed combo chains.
- Fast safe pick.
- Heavy punish pick.
- Reach control.
- Sidearm interrupt.
- Upgrade level.

## Boss Strategy

Use one repeatable loop per boss: enter with full resources, watch one chain, defend the last hit, punish once, reset, then repeat until phase two. Add a second punish only after the first one is reliable.
- Opening pattern.
- Safe punish.
- Healing window.
- Phase change.
- Common death.
- One fix to try next.

## Boss Runbacks

Mortal Shell 2 runbacks are not just travel time; they decide whether boss practice is efficient. If the route drains healing, causes panic, or forces too many optional fights, the boss attempt is already compromised before it starts.
- Open the closest shortcut.
- Skip optional packs before boss practice.
- Use one sidearm pull only if it saves more resources than it costs.
- Retry once the boss entry is repeatable.

## Zmey Final Boss Plan

Zmey needs a direct plan before the final push. Bring a mastered main weapon, a planned sidearm, and Cosmic Disease resistance if available. Use Tiel or clone-style distraction tools only if you already understand the recovery windows, then stay close enough to punish legs while dodging wave and tail-grab danger.
- Seedbearer's Scripture passive helps with Cosmic Disease.
- Tiel clones can create safe windows if controlled.
- Do not panic heal during wave pressure.
- Treat tail grab as a must-dodge attack.

## Optional Bosses

Optional bosses should be clearly marked so players do not mistake a side wall for required progression. If the reward does not improve your current build, return later.
- Optional status.
- Recommended timing.
- Reward value.
- Skip or return advice.

## Hidden Bosses

Hidden bosses are spoiler-sensitive, so keep them behind clear labels and check the unlock condition before reading deeper. If completion is not your goal, return after the main route is stable.
- Spoiler label.
- Unlock condition.
- Reward.
- Build readiness.

## Player Questions

Check inventory, achievement notifications, key items, upgrade materials, Shell memories, weapon items, and route access immediately after the tutorial fight.
Use a conservative order: tutorial boss, first major route wall, required progression bosses, optional reward bosses when useful, then late-game bosses after one build is mastered.
Open the closest shortcut, skip optional enemy packs, use one safe sidearm pull if needed, and only retry when you can reach the boss with enough healing to learn phase two.
The current boss hub tracks 11 main bosses: Tar Golem, Magdalena, The Lost Child, The Nameless Captive, Droeg, Hexapod, Sir Isaac, Malborn Offspring, The Monolith, Orrem, and Zmey.
Bring one mastered main weapon, a planned sidearm, enough healing, and Cosmic Disease resistance such as Seedbearer's Scripture if available.
Use this boss hub first. Open a deeper boss guide only when you need exact route screenshots, reward confirmation, or a fight-specific build plan.
