Raw Metal

Raw Metal

Not enough ratings
Boss Guide
By Dr.Creepy
This a Guide for all Bosses in Raw Metal. This will be covering their attacks, mechanics, and tips on how to defeat each one.
   
Award
Favorite
Favorited
Unfavorite
Note
This guide assumes you have played the game and know about mechanics such as heat, weak and strong parries, etc.

Additionally, My guide doesn't change the fact that you will have to "get gud" and learn these bosses' attack patterns and when to dodge and parry. This guide's purpose is to give you tips on what you can do during these boss fights, inform you of things you may not have known, and give clarity on how their mechanics work.

This guide is currently updated to patch 1.2.3

Edit: I have fixed most of the grammar issues cause my god was it bad. I'm sorry for everyone who read the initial draft as some parts of it were just straight up unreadable. Please do tell me of any grammar mistakes because I don't wish to have something as poorly written as that again, let alone read it.
ForgeKeeper Lyla
I'm also only gonna talk about her at her full power because its redundant to talk about each fight when she uses the same attacks.

Attacks:

-Double Hammer Swing
two swings. Have super armor on them so staggering with a heavy attack is a no go. Even a running kick won't knock her off course. She can also do this after a dodge.
-Bait and Punish
She drops her hammer down to her side and sits there until you approach in which she immediately throw a spinning attack at you.

Additional Notes:

-During her bait and punish, you want to back up so that she's just standing there. MENACINGLY!
Afterwards, just walk up to her until you're in range of her attack and parry. This way you can control when the attack comes out. Just walk forward until you see her move and parry.

-H̶e̶r̶ ̶d̶o̶u̶b̶l̶e̶ ̶h̶a̶m̶m̶e̶r̶ ̶s̶w̶i̶n̶g̶ ̶i̶s̶ ̶R̶E̶A̶L̶L̶Y̶ ̶s̶l̶o̶w̶.̶ ̶I̶f̶ ̶y̶o̶u̶'̶r̶e̶ ̶t̶o̶o̶ ̶r̶e̶a̶c̶t̶i̶v̶e̶,̶ ̶s̶h̶e̶'̶l̶l̶ ̶p̶u̶n̶i̶s̶h̶ ̶y̶o̶u̶.̶ ̶j̶u̶s̶t̶ ̶w̶a̶i̶t̶ ̶f̶o̶r̶ ̶i̶t̶ ̶a̶n̶d̶ ̶d̶o̶d̶g̶e̶ ̶h̶e̶r̶ ̶s̶w̶i̶n̶g̶.̶ This is no longer true after most recent patch. Lyla double hammer swing is now the same timing as other guards swings as of patch 1.2.3, making much easier to dodge and parry. Just keep in mind for the second swing. I don't recommend trying to parry the first swing as you'll likely set you're self up to getting hit by the second swing. It will set up you're next parry into a strong parry so it would be worth it if you're good with the parries.

-If you have space behind you, you can just dodge backwards and her double hammer swing won't be able to reach you though most forge rooms don't have a lot room to begin with.

-She always follows up her dodge and parry with her double hammer swing so get ready to create some distance, dodge, or parry when she does.

Head of Security-Trevor Grímsdóttir
I'd imagine that the Head of Security; Trevor Grímsdóttir, would be pretty tough for most new players. He brings in a lot of new mechanics into the fight and ensures that you know how to dodge and parry attacks instead of just interrupting them with heavy attacks and taser darts. While Lyla may tell you that you will need to learn that, Grímsdóttir will teach you personally until you do get it.

Mechanic-Shields

Grímsdóttir is packing a shield that basically gives him constant super armor. He cannot be staggered in any way so long as it's online. The shield will regenerate rapidly when Grímsdóttir is not taking damage. When depleted, it'll slowly charge back up to full. During this time, Grímsdóttir is capable of being staggered.

Attacks:

-Side Swing
One of his main two string starters. Can be followed up by a spin attack. His fastest attack.
-Overhead
His other main string starter. Can be followed up by a underhand swing. If the underhand swing successfully connects with you, he'll follow up with a guaranteed side swing that won't do damage to you but will launch you away, allowing Grímsdóttir to regenerate his hp and shields.
-Spin Attack
Is a two-hit attack, getting hit by both doesn't do 2 hits of damage.
-Grab
Only in the 2nd Phase. Always ends the string its in and knocks you far away if it successfully connects, allowing for his shields and hp to recover.
-Pickaxe Toss
Will only do it when you remain out of range for too long. It can return to hit you if you're between the landing of the pickaxe and him and unlike his spin attack, can do 2 hits of damage.

Additional Notes:

-1st Phase keeps it simple with Grímsdóttir attack strings consist of only 1-2 attacks. 2nd Phase is more of the same except with longer strings. His strings can go up to 4 attacks within one string.

-To break his shield as fast as possible, simply mash you're light punches until it breaks. Be wary to dodge any attacks he may throw while you try to rush down the shields.

-At the beginning of both phases, I like to running kick into Grímsdóttir. This is because he always starts both phases with an overhead which will automatically be dodged since you're behind him, allowing you to dodge his first attack and break his shields without much difficulty though keep in mind, he can follow it up with another attack though sometimes he forgets to face you with that attack and just misses completely. It's not consistent that he'll miss the second attack.

-There is no reason why you should be far away from Grímsdóttir ever so you should always be in close quarters with him so he doesn't use his ranged attack.

-Wouldn't recommend trying to parry Grímsdóttir. His attacks are so slow and he gives you ample opportunity to get heavy attacks and juggle him so there's no reason to take the greater risk during the fight.

-A lot of his attacks have similar timings so once you understand when to dodge, it should be pretty easy to dodge everything he has to offer. They're not the exact same timing but you should be able to adjust to which attack is coming. It especially helps that Grímsdóttir swings his pickaxe in various ways that makes it easy to tell which attack he's throwing out.

-You can often cut his attack strings short by performing a heavy attack right after his first attack. Though keep in mind of his shields. If they come up at that moment, you'll be taking a pickaxe in the face.
Mitrik Weapon-Aren Archer
The 2nd boss, Aren Archer is a pretty straight forward encounter. Mitrik Weapon may seem like a tough boss initially with his big flashy attacks and teleportation but its really just there to hide the fact that he really isn't that much harder than the one he came before. In fact, I think he's easier than Grímsdóttir. He's really more of a spectacle than anything and if you see past his eccentric fighting style, Archer should just be another guard whose consciousness disappeared when encountering you.

Mechanic: Overload System

Unlike Grímsdóttir, most of Archer's mechanics is beneficial for you instead of him. Whenever, Archer throws an attack that you dodge/parry, it builds up his overload meter. When fully overloaded, Archer becomes stunned for a period of time allowing you to wail on him until the duration ends. This is to offset him dodging any and all attacks that you throw at him while he's idle. How much his Overload increases is dependent on what attack he uses and will slowly drain if Archer doesn't attack. Additionally, Archer is only enemy in game that doesn't build up heat.

Attacks:

-Overhead
VERY slow attack which can be followed up by a slow retreating leg sweep(fade slash) or a forward thrust.
-Under Swing
His fastest attack though still fairly slow; can be followed up by a kick.
-Yang Slash
Only does it when you input a heavy while he's not in animation. Should rarely be seen in a fight. If you're unemcumbered, you should have the frame data to dodge it on time.
-Mitrik Cannon
Only does it after a successful landing kick or if you're too far away. Will teleport away to do it in 2nd Phase. Terrain can't block nor can you out run it, just dodge at the right time.
-Dash Grab
Only in the 2nd Phase; He'll always teleport first before charging it up. Don't bother trying to dodge or parry it, just run away and around him until its over. Guaranteed to overload him unless it's completely empty.

Additional Notes:

-1st phase is incredibly easy. He can only begin his attack strings with the overhead and under swing and he'll rarely go for the second hit in the attack string making him very predictable. 2nd phase is where it ramps up. His teleports will often prevent him from getting wallsplatted and he can occasionally teleport away to start his more flashier attacks like the mitrik cannon or dash grab.

-You can generally weave in light hits between his attacks until he starts dodging then wait for next attack. You most definitely want to do this as even when Archer overloads, he usually has enough hp to survive the onslaught of attacks you throw at him and will be able to recover his hp. You want to be able to damage Archer's hp bar low enough so that you can finish him when he does overload.

-Archer's attack strings are generally pretty short. Only 1-2 attacks in each string.

-He'll often immediately throw out an attack after a teleport but because both of his initial string starters and his two flashy attacks are pretty slow, you have time to react and dodge accordingly.

-Punish his fade slash with a running kick.

-Archer can't normally be punished after a weak parry even when unencumbered most of the time so you'll have to wait for the strong parry to be able to get a follow up off.

-As stated in his mechanics, Archer is only enemy that doesn't build up heat allowing you to wail on him so long as he doesn't bother dodging which he will do if he's constantly doing strings one after the other. Play aggressive until he starts dodging again. Then back off and wait for his next attack, dodge or parry, and repeat the aggressive play style. This will become a lot of tougher in his 2nd phase where he starts teleporting so pull back the aggression ever so slightly in case he does teleport.
CEO of Orpheus Technologies-Elizabeth Orpheus
The first two bosses you can play pretty aggressive vs for the most part Grímsdóttir heavily promotes an aggressive play style with his regenerating shields and Archer's lack of heat build up allows you to play aggressive when he's being aggressive as well. The CEO of Orpheus Technologies on the other hand, is a much different story. Elizabeth Orpheus is a boss that requires patience as she won't let you just mindlessly mash buttons in her face without punishing you in return.

Mechanics- Stance Change and life steal

Orpheus will swap in between two stances. A circle stance where she'll circle around you like a bull and a charge stance, where she'll walk towards to you to attack. While in her circle stance, She'll dodge and counter any attack you throw at her including taser darts. You can tell when she's in this stance by her putting her hands behind her back, an audio cue playing, and a glint shining in her glasses. Additionally, Orpheus doesn't have natural regeneration like every other enemy. Instead, her punches while they don't do damage to you, they heal her missing hp however, they do not bring back her max hp.

Attacks:

-Head Kick
One of her two main string starters, almost always has a follow up right after it. Has super armor on it which blocks even launching attacks so once she starts it up, there's no stopping it
-Spinning Kick
The other of her two main string starters, slower than her head kick and also is almost always followed up and has super armor.
-One-Two Jab
Very fast but deals no damage. commonly followed up by itself into a front kick. She'll often immediately do it after a parry from heat.
-Lunging Punch
Usually used to chase after you if you dodge away from either of her two main string starters. If it successfully hits, will follow up with an unavoidable front kick.
-Front Kick
Usually what ends most of her attack strings, doesn't do damage but will knock you away across the arena.
-Palm Strike
Only in the 2nd phase. She'll back up while doing this and charge forward. Just back up when she does this and punish accordingly.


Additional Notes:
-There are very few differences between the 1st and 2nd phases. They basically play identically from one another. The only difference is that she becomes more aggressive with her attack strings, mixing them up more often and is generally more willing to approach.

-Orpheus is completely immune to Electromagnet so don't bother.

-Parries are incredibly effective vs Orpheus. Unemcumbered frame data allows you to get a free launching heavy on her two main string starters even with a weak parry.

-Running kicks on her are a easy way to wrack up damage on her after she completely whiffs an attack string on you.

-When she's approaching you, the super armor on her attacks won't have activated yet until she starts the animation so he you can get a cheeky heavy if you preemptively charge it or simply running kick into her.

-A lot of the fight revolves waiting around for her to do something. You're almost always playing reactive with her. Don't recklessly swing at her as that will likely get you punished.

-If you really want to, you can pretty easily cheese this fight with taser darts. Every time she approaches with an attack, you can just shoot her and get a free punish. Rinse and repeat and Orpheus would be the one looking weak.
Wrath of Charybdis-Abyssal Scavenger
With the CEO of Orpheus Technologies stepping down, We have one last foe left. the Wrath of Charybdis; Abyssal Scavenger and this fight is without doubt, the hardest fight in the game.

I'm gonna segment this fight differently compared to the other fights since the difference between the 1st phase and 2nd phase are quite drastic. I'll also be including the Mitrik Core Segment as it does technically lead into the Abyssal Scavenger fight.

Mitrik Core:

Mitrik Core spawns in guards slowly and ramping up the quantity of guards as time goes on up to 26 guards. Only one guard will attack at a time any attack will interrupt it. A 6 minute timer will start and if it reaches zero, you are consumed by Charybdis. This timer extends to the Abyssal Scavenger fight.

Additional Notes for Mitrik Core:

-Since only one guard is able to attack at a time, simply pay attention to who that guard is and time you're dodge for him. If possible, try and attack him as even light attacks will interrupt their swing.
-Heavy kicks are good crowd control and trying to hit a specific guard in the mosh pit.
-Running kicks are also useful for pulling yourself out of a big crowd.
-Keep in mind that this technically isn't a boss fight and thus, you will not be granted a second wind. if your hp drops to zero, you lose.
-On NG+, you're hp will not heal after this fight so be mindful of that when going in. You'll still need to fight the Abyssal Scavenger afterwards.
-I wouldn't worry too much about the timer, 6 minutes is plenty of time to beat the Mitrik Core and the Abyssal Scavenger. By the the time you finish, you should have around 2 minutes to spare.

1st Phase Attacks:

-Light Punches and Kicks
They're unreactable and will to interrupt any heavy attack you're charging. Are followed up by a heavy kick or punch.
-Heavy Punch and Kick
They're just like yours and will do damage unlike their light counterparts. Note, that when Abyssal Scavenger parries you, it'll do a launching heavy into another heavy which won't do more damage but will knock you away for the boss to regenerate hp and will commonly follow it up with a taser shot.
-Taser Shot
the timing feels similar to a regular taser guard's shot but I cannot be 100% certain its the same timing. Will stun you. Will always be followed up by a running punch whether or not you dodge it.

Additional Notes for 1st Phase:

-You should treat the light attacks as a warning to get out the way from the heavy attack coming you're way.

-After you dodge the taser shot, immediately running kick into the Abyssal Scavenger to negate the running punch he always follows it up with.

-if you have enough space behind you, you dodge away from the Abyssal Scavenger's heavy attack without the need to time it and follow up with you're own heavy as well. This is especially useful if you can "heat loop" him over and over. "Heat looping" is essentially forcing the enemy to parry your attacks for them to constantly do a consistent and predictable pattern.

-Parrying the launching heavy attack that comes after a heat parry does give frame data to launch you're own launching heavy back making them well worth the risk.

2nd Phase Mechanics: Darkness

For all throughout the game, the darkness has been you're friend. Hiding you from you're enemies, allowing you to get free hits, and evade trouble when needed. Not here though. The Abyssal Scavenger makes use of the weapon you utilized the entire game to set up electromagnets you can get stuck on, distract you with noise makers, and pull off sneak attacks where you least suspect it. You can't aim at it with you're taser, you won't lock on it with you're attacks, and the screen only focuses on you which sometimes takes the Abyssal Scavenger off screen. While brief, you do get glimpses of light within the elevator that allows you to see where the Abyssal Scavenger is and where it place the electromagnets. Outside of the new gadgets, A̶b̶y̶s̶s̶a̶l̶ ̶S̶c̶a̶v̶e̶n̶g̶e̶r̶'̶s̶ ̶a̶t̶t̶a̶c̶k̶s̶ ̶h̶a̶v̶e̶n̶'̶t̶ ̶c̶h̶a̶n̶g̶e̶d̶ ̶e̶x̶c̶e̶p̶t̶ ̶f̶o̶r̶ ̶t̶h̶e̶ ̶f̶a̶c̶t̶ ̶t̶h̶a̶t̶ ̶m̶a̶y̶ ̶t̶h̶r̶o̶w̶ ̶o̶u̶t̶ ̶a̶ ̶s̶e̶c̶o̶n̶d̶ ̶h̶e̶a̶v̶y̶ ̶a̶f̶t̶e̶r̶ ̶a̶ ̶p̶a̶r̶r̶y̶ (After 1.2.3 patch notes, this is no longer true as he now has concussive grenades that will allow Abyssal Scavenger to retreat back into the darkness).

Additional Notes for 2nd Phase:

-While you won't lock on the Abyssal Scavenger in the darkness, you can still hit it. Doing so will lock the Abyssal Scavenger back on screen until it retreats back in the dark. Make use of concussion grenades to force it out in the open.

-If you don't have concussion grenades and don't trust yourself to hit it before it sneak attacks you, you can try to evade it until it shoots its taser. From there, you can treat it the same as it was in the 1st phase; dodge the initial shot, then running kick into it. Going for this approach will allow the Abyssal Scavenger to heal so you'll have to go for launchers and wall splats.

-Abyssal Scavenger concussion grenades will eventually pull him back into the dark. There's very little you can do to stop it but you can time a taser to stun him and keep him revealed though I wouldn't bet on it.

-While the screen is locked back on it, you can treat it the same as in the 1st phase. "heat looping" is especially recommended as to prevent it from slipping back into the darkness for as long as possible and playing the hide and seek game once more.

-Parries are also very strong in keeping him out of the dark for as little as possible while whittling away at his max hp.