Last updated: 5 September 2026
Lords of the Fallen II Boss Order Guide — What's Confirmed So Far
Boss-order guides are genuinely useful once a game has shipped and players have mapped its structure. Lords of the Fallen II hasn't shipped — it was delayed from a planned late-2026 window to Q1 2027 — and CI Games has not published a boss list, zone map, or progression path in any of its ten 'Lifting the Veil' dev diaries or its Summer Game Fest 2026 trailer. This guide is upfront about that: it covers what Hexworks has actually said about how it designs encounters, names the specific bosses that have been shown, and flags mechanics (like a supposed 'dual-realm boss' system) that circulate in pre-release content without any confirmed basis, so you go in with accurate expectations rather than an invented walkthrough.
There is no confirmed boss order for Lords of the Fallen II yet — the game hasn't released, and CI Games hasn't published a zone map, boss list, or progression path. What is confirmed: Game Director James Lowe has described a design philosophy built around giving players multiple viable ways to solve each encounter, and dev-diary footage has shown a handful of named encounters (including a many-limbed boss called the Scion) without confirming how they fit into a wider sequence. Claims about mandatory-vs-optional structure, 'dual-realm' bosses fought across both Axiom and Umbral in one encounter, or an exact boss count are not confirmed pre-release — treat them as unverified until the game ships.
01There Is No Confirmed Boss Order Yet — Here's Why
As of September 2026, Lords of the Fallen II has not released, and no outlet or developer source has published a mandatory-vs-optional boss breakdown, a zone-by-zone map, or a recommended fight sequence. Any guide asserting a specific progression path — 'clear the tutorial boss, then two branching zone bosses, then a mid-game gateway fight' and so on — is inventing structure that hasn't been shown, not reporting confirmed content.
What Game Director James Lowe has actually said, in interviews conducted around the game's previews, is about design philosophy rather than a specific map: the team asks 'what is the core problem we want the player to solve, and how many viable paths can we give them to overcome it?' and wants encounters to feel 'brutally fair' — difficult, but never cheap. That's a useful signal for what fighting a Lords of the Fallen II boss will probably feel like, but it isn't a boss list.
02What's Actually Been Shown: Named Encounters and Combat Philosophy
Dev-diary footage (notably the episode built around the Summer Game Fest 2026 'Battle for Thorngar' trailer) has shown three boss encounters in gameplay footage, without confirming their place in a wider sequence. One named example: the Scion, described in previews as a many-limbed, angelic boss whose wings are made of countless severed arms.
Combat design, per Lowe, is built around aggression: 'staying in the pocket, pushing the pace, applying pressure, and trying to dominate the encounter rather than purely reacting to it.' The sequel also adds a more developed dismemberment and execution system, with enemies (bosses included) visibly reflecting damage as fights progress rather than simply dropping when defeated.
The reworked Umbral system (see the beginner's guide for more detail) gives players an expanded toolkit for interacting with both Axiom and Umbral, and CI Games has said this expands 'dynamic encounters' inside the underworld realm. That is a genuinely confirmed feature — but it describes exploration and enemy encounters generally, not a specific mechanic where standard bosses must be fought across both realms in a single scripted phase change. No preview material confirms that mechanic exists.
03A Fabrication Worth Correcting Directly: 'Dual-Realm Bosses'
Some pre-release guide content (including an earlier version of this one) describes a confirmed 'dual-realm boss' mechanic, where specific fights require damaging or defeating a boss in both its Axiom form and an Umbral manifestation during the same encounter, complete with described health thresholds and phase triggers. That level of detail does not exist in any official source. Hexworks has confirmed the underworld realm plays a larger, more dynamic role in combat generally, and has not ruled out realm-spanning boss design as a creative direction — but no specific fight, mechanic, or phase structure has been shown or named. Treat any pre-release claim of a 'dual-realm boss' with a described trigger or threshold as invented until the game actually ships and players can verify it directly.
04Also Unconfirmed: Boss Count, New Game Plus, and Respawn Rules
A few more specifics that show up in speculative pre-release content but haven't been confirmed by CI Games or Hexworks:
- Total boss count. The 2023 original launched with roughly 30 boss-tier encounters including optional ones; Hexworks has talked about an expanded world and enemy variety for the sequel, but has not given a specific number.
- New Game Plus. Not mentioned in any interview or dev diary reviewed for this guide. The original game did include one, so it's a reasonable guess it returns, but it isn't confirmed.
- Boss respawn behaviour. Standard practice across the genre (and in the original game) is that regular enemies respawn at checkpoints while bosses are one-time kills per playthrough outside of New Game Plus — a safe assumption, but not something Hexworks has restated specifically for the sequel.
05What Won't Change: General Preparation Advice for Any Soulslike Boss
None of the specific pre-release claims above are reliable yet, but the underlying skills for approaching a hard boss in this genre are unlikely to change:
- If you're taking huge chunks of damage per hit, your survivability stat investment is probably behind where the fight expects it, regardless of what that stat ends up being called in the sequel.
- If your damage output feels negligible, your weapon upgrade tier is probably behind — upgrading your primary weapon consistently beats spreading materials across several.
- Activate the nearest checkpoint before a serious attempt, whatever the sequel calls its checkpoint system, so a loss doesn't cost you a long run back through respawned enemies.
- Distinguish 'this fight is out of my depth' from 'I haven't learned the pattern yet.' Dying immediately and repeatedly in the fight's opening moments usually means the former; surviving consistently but dying to a later phase transition usually means the latter — push through the second case rather than grinding levels for it.
- Don't over-prepare. Soulslike bosses, this series included historically, are generally tuned to be beatable at the stat and gear level the surrounding content implies, not requiring hours of extra farming.
Once Lords of the Fallen II actually ships, this guide will be updated with a real, verified boss order rather than a projected one.
FAQ
What order should I fight bosses in Lords of the Fallen II?
There is no confirmed boss order yet — the game hasn't released as of September 2026, and CI Games hasn't published a zone map or progression path. Guides that lay out a specific mandatory/optional sequence pre-release are speculating, not reporting confirmed structure.
Are there 'dual-realm' bosses in Lords of the Fallen II that require fighting in both Axiom and Umbral?
This isn't confirmed. Hexworks has confirmed the Umbral realm plays a larger, more dynamic role in the sequel's encounters generally, but no specific boss, mechanic, or phase-transition trigger requiring you to damage a boss in both realms during one fight has been shown or named in any dev diary or interview.
How many bosses are in Lords of the Fallen II?
Not confirmed. The 2023 original had roughly 30 boss-tier encounters at launch including optional fights. Hexworks has talked about expanded enemy variety and a larger world for the sequel but hasn't given a specific boss count.
Who is the Scion in Lords of the Fallen II?
The Scion is a boss shown in Lords of the Fallen II preview footage — described as a many-limbed, angelic enemy with wings made of severed arms. Its place in the game's overall progression hasn't been confirmed.
Does Lords of the Fallen II have New Game Plus?
Not confirmed either way in current dev diaries or interviews. The 2023 original included a New Game Plus mode, so it's a reasonable expectation for the sequel, but CI Games hasn't stated this directly.
What has CI Games actually said about boss design in Lords of the Fallen II?
Game Director James Lowe has described the team's approach as asking what core problem each encounter should pose to the player and how many viable ways they can give players to solve it, aiming for fights that feel 'brutally fair.' Combat generally is built around aggression — pushing pace and pressure rather than purely reacting — alongside an expanded dismemberment and execution system.
Sources
Where the facts on this page were checked. If one of them now says something different, we want to know — tell us and we will fix the guide.
- Lords of the Fallen II Wikipedia
- Lords of the Fallen II Interview - CI Games discusses iterating and improving on a soulslike sequel RPG Site
- Lords of the Fallen II's latest Lifting the Veil dives into a new weapon class, fresh biomes, and three brutal boss fights Gaming Trend
- Lords of the Fallen II wants Umbral to haunt you harder Gaming Trend
- Lords of the Fallen 2 Introduces Improved Umbral System, Promising Bolder and Bloodier Realms Game8
- Lords of the Fallen 2 Release Fextralife
- Lords of the Fallen II delayed to 2027, to avoid the GTA 6 crunch TheSixthAxis
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