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REFERENCE

Five Bosses, and How the Guides Beat Them

Bosses
5, each with a silver trophy.
Order
Missions 3, 11, 20, 25 and 29.
The rule
Parry blue and yellow, dodge red.
Collectibles
None in any of the five boss missions.
If stuck
The Man: you cannot die, and no trophy cares.

The five, in order

Game8, Push Square and KeenGamer file No Coming Back under Japan; PowerPyx keeps it in its last Madripoor block, which is why this guide's walkthrough covers it on the Madripoor: Second Visit page.

#BossMissionTrophy
1Omega Red3. Last Meal · TelambangOmega Dead (silver)
2Sentinel Prototype11. For Our Future · MadripoorKicked the Bucket (silver)
3Lady Deathstrike20. Death's Match · JapanStruck Dead (silver)
4Sabretooth25. Red Right Hand · MadripoorHad To Put Him Down (silver), plus Harmer's Market (bronze) during the fight
5Nathaniel Essex29. No Coming Back · JapanA Sinister End (silver); One More Story (gold) after the same mission

1. Omega Red — Last Meal

  1. Read the colour before you swing

    This is the fight where parrying starts to matter. Blue attacks — and yellow ones — can be parried, and every successful parry builds his Stagger meter. Once he is staggered, that is the moment for a full string of attacks.

  2. Dodge the red

    Red attacks have to be dodged, above all in the stretch where he hurls objects with his tendrils. Make distance and then come back in: trading hits with him is far less reliable than staggering him again.

  3. There is a second phase

    The mechanics do not change, but he is more aggressive, with faster strings and shorter openings, so attack only after a whole combo has been parried or dodged. Omega Dead (silver) follows, an automatic story trophy after Last Meal.

2. Sentinel Prototype — For Our Future

  1. Tear the arms open

    It fires lasers from its eyes and pounds the ground. When an arm comes down and stays within reach, attack it until the exterior gives and the cables underneath are exposed; hitting those builds Stagger, and a staggered Sentinel is the moment to put everything in. Keep moving through the laser sweeps and stay out from under an arm that is about to land.

  2. Mystique's opening

    When both of its arms are drawn in close to its body and the prompt appears, R1 has Mystique stagger it instantly — she keeps making openings for you through the fight.

  3. Outside, at half health

    At about half health the fight moves outdoors and Sabretooth joins Wolverine and Mystique. The method is the same, with one addition: a rocket barrage. Sprint out of the targeted area rather than squeezing in another combo.

  4. The trophy

    Kicked the Bucket (silver), "Defeat the Sentinel Prototype". For Our Future holds nothing to collect.

3. Lady Deathstrike — Death's Match

  1. Phase one: the sword

    She is extremely fast, and the fight is a battle of the parry. Keep a finger on L1 and react the moment she commits to a close-range stab or slash, rather than trying to interrupt her. She also backs off to throw ranged sword slashes: the yellow one can be parried — another way to turn her offence against her, in a fight that is about distance.

  2. Phase two: the claws

    After enough damage the sword is gone and she fights with her claws, more aggressive up close and harder still on your parry timing; this part is far more parry-intensive. The attacks to parry are the ones glowing blue, that the end of a claw combo is the opening to punish, and to spend Rage in those openings.

  3. Knee Breaker and Overwhelm

    Parrying is extremely effective in the second phase and also the hardest thing to do, because her combos are fast, and Knee Breaker and Overwhelm are the two abilities that make the fight much easier. Knee Breaker unlocks at Player Level 4 — a blow that staggers and interrupts all attacks — and Overwhelm at level 22, a charge that tackles and mounts the target.

  4. The trophy

    Struck Dead (silver), "Defeat Deathstrike". Death's Match is this fight and nothing else — no collectibles.

4. Sabretooth — Red Right Hand

  1. Stagger him, or he heals

    He is a brute who rarely gives you breathing room: parry his standard attacks, dodge anything that cannot be safely countered, and punish the recovery at the end of a combo. His healing factor decides how long the fight runs, and the answer is Stagger — keep forcing him into vulnerable states, because long gaps between your attacks let him regenerate what you took.

  2. Harmer's Market, during the fight

    Destroy every vendor stall while you fight him for the bronze. It is the one thing in the mission you can finish without, so work the stalls in as you go; if one is missed, the mission replays from the bed in the Nightmare Cabin.

  3. The blinded section

    Partway through, he blinds Logan, and you have to read his silhouette and counter. A failed read drops you into quick-time events until Wolverine's eyes heal, and a missed input is fatal, so watch for the prompts rather than mashing.

  4. The last stretch

    Back to the parry-and-punish rhythm of the opening: a straight brawl in which Logan's own healing factor absorbs what Sabretooth lands. Had To Put Him Down (silver) pops when he goes down.

5. Nathaniel Essex — No Coming Back

  1. Read the colours, and do not press into his guard

    Dodge his red lasers rather than trying to block them, and parry what can be parried — the purple attacks — to open him up. Do not get greedy while he is defending himself — his forcefield counter shuts down reckless pressure, so wait for a finished attack or a successful defence before going in. He can also create copies of himself, use a sword and launch ranged attacks.

  2. Bring him down from the air

    With enough hits landed he retreats into the air. To bring him down, parry the yellow orbs he fires and dodge the red ones, while watching for the Sentinel's laser eyes.

  3. Two threats at once

    Master Mold becomes directly involved later in the encounter: keep moving, fall back on the defensive skills the campaign has taught you, and spend your attacks on Essex rather than the Sentinel.

  4. The final stretch, and two trophies

    A straight test of everything: quick reactions, clean parries, controlled dodging and efficient use of Logan's abilities; you need to be fast in both damage and reflexes. A Sinister End (silver) and One More Story (gold) both unlock after the mission.

Named fights with no trophy

🥷 The first Hand mini-boss
In the Shadows. Handle it like a brute, concentrating on dodging.
🟣 The Fist
The crate directions in In the Shadows mention the big fight against "the Fist", a new enemy with purple magic. No source we read describes the fight itself, or says whether it is the same fight as the Hand mini-boss above.
🪢 The brute in We Were Wrong
It can only be damaged once the grunts it keeps spawning are cleared, and the mission's yellow ropes can be cut to drop heavy objects onto enemies — the same move as the Saturn Slam trophy.
🦾 The big purple Sentinel
Opens the collectible route of I'm Still Here: the crates are located relative to beating it. No trophy of its own, and no source we read describes the fight.

The set pieces that are not boss fights

🛣️ The Canada Highway Chase
Road Rage (bronze), story-related after mission 5 The One That Got Away.
🏭 Destroying the refinery
Hell Raisers (bronze), after mission 6 Raise Some Hell. The same mission holds Recycled, for kicking a blue-bladed Reaver into the molten vat.
✈️ The plane
Mission 13 Jetlag, which holds no collectibles: Ground Control (bronze) for pushing three enemies out through the holes in the fuselage, and Crash Course (bronze) for surviving the crash.
🧪 The Helix Engine
The Monster In Me (bronze), after mission 17 Death Comes to Death, at whose end the Helix Claws unlock. The mission's final fight is the one you take on with them.

What the reviews say about the bosses

  • GameRant, 8/10: the boss fights follow a pattern of parry or dodge, attack, repeat, and do not innovate, however good they look.
  • VGC's review, as the Telambang walkthrough quotes it: the parry sequences in boss fights are ones you will have mastered long before you have worn the boss's health down.
  • Push Square, 8/10, names no boss and treats the combat as a whole — fast, gory, approachable, with a somewhat limited skill tree.

If a fight will not fall

💡
No trophy depends on difficulty, and the lowest Challenge Level, The Man, is effectively a god mode in which you cannot die. The level can be changed from the pause menu at any time, so dropping it for one boss and putting it back afterwards costs nothing.

Cross-checked

Cross-checked on 22 September 2026 against the guides of GameRant, KeenGamer, Game8, PowerPyx and Into Indie Games, and the VGC, GameRant and Push Square reviews. Left out on purpose: how each fight ends and what the story does around it, recommended builds, and anything about the Fist, the Hand mini-boss or the purple Sentinel beyond the lines above. Not from a playthrough: nobody here has played it, and what the sources do not describe is not on this page.
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