You’re sweating. Your heart is syncing up to a 160 BPM blast beat. Every time you pull the trigger, the world explodes in a flash of light and red gore, but only if you hit it exactly on the quarter note. If you’ve played Metal: Hellsinger, you know that rhythmic flow state. But then you hit the Chapel of the Beast, and everything changes. It’s not just another level. It is a massive spike in difficulty that catches players off guard. Honestly, it’s where most people either fall in love with the game or throw their controller across the room in a fit of rhythmic rage.
The Chapel of the Beast is the setting for the Voke level, the first real "Hell" you encounter after the tutorial. It’s gritty. It’s oppressive. Most importantly, it introduces the boss that haunts the nightmares of rhythm-gaming newcomers: The Red Right Hand.
Why the Chapel of the Beast Is a Skill Check
Let's be real for a second. The tutorial makes you feel like a god. You’re slaying demons, the music is pumping, and you think you’ve got the timing down. Then you step into Voke. The Chapel isn't just a backdrop; it’s a mechanical gauntlet designed by the developers at The Outsiders to see if you actually learned the mechanics or if you’re just button-mashing to the beat.
In this stage, the environmental design starts to work against you. You aren't just in an open arena anymore. The Chapel of the Beast forces you into tighter corridors and vertical spaces. You have to learn to dash-jump. If you aren't moving, you're dead. It’s that simple. The enemy density jumps significantly here, introducing the Cambion—those annoying projectile-firing demons that love to sit just outside your peripheral vision.
It’s a vibe shift.
One minute you’re enjoying the scenery, the next you’re trying to maintain a 16x fury multiplier while a Behemoth tries to turn your ribcage into a xylophone. The music, featuring James Dorton of Black Crown Initiate, adds this layer of guttural intensity that makes your palms sweat. It's meant to be overwhelming.
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The Rhythm of the Red Right Hand
The boss at the end of the Chapel of the Beast is a version of the Aspect. Specifically, the Aspect of Voke. Players often call it the "Red Right Hand" boss because of its distinct design and the way it dictates the arena's flow.
Unlike the previous encounters, this fight is a bullet hell.
The boss floats in the center, and you’re circling the edges of the chapel. It’s a test of "circle strafing." If you can’t maintain your rhythm while dodging a literal wall of glowing orbs, you won't survive. The trick here—and what many players get wrong—is trying to focus too much on the boss’s health bar. Forget the bar. Look at the beat tick on your crosshair.
The Chapel of the Beast forces you to internalize the 4/4 time signature. Most of the boss’s attacks happen on the "one" and the "three." If you can predict that pulse, you can dash through the projectiles without taking a scratch. It's basically a dance. A very violent, loud, metal dance.
Key Enemies to Watch Out For
- The Marionette: They’re fodder, sure, but in the Chapel, they’re used to distract you from the larger threats. Use them for "Slaughter" heals.
- Cambions: These guys are the real threat in the Voke chapel. They fire in bursts. If you hear the high-pitched "zing" of their projectile, you need to dash immediately.
- Behemoths: Massive, tanky, and they hit like a freight train. In the cramped quarters of the Chapel, their ground slam can end a perfect run.
The Secret to High Scores in Voke
If you’re looking to climb the leaderboards for the Chapel of the Beast, you have to stop thinking about survival and start thinking about efficiency.
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Most people just try to finish the level. To get an S-Rank, you need to keep that 16x multiplier active for at least 90% of the run. This means you can’t go more than a few seconds without hitting a beat or killing something. In the Chapel, there are "dead zones" where enemies take a moment to spawn. You should use your "Reload" beat-matching to keep the meter from dropping during these transitions.
Also, the weapons you choose matter. By the time you hit the Chapel of the Beast, you usually have access to Persephone (the shotgun) and The Hounds (the twin revolvers).
The Hounds are great for building fury from a distance, but the Chapel’s tight corners make Persephone a monster. If you time a "Perfect" blast with the shotgun, you can clear a whole wave of Marionettes in two beats. It feels incredible. It sounds even better.
What People Get Wrong About the Lore
There’s a common misconception that the Chapel of the Beast is just a generic church. It’s not. In the world of Metal: Hellsinger, Voke represents the layer of "The Voice." It is the place where the Judge stores the echoes of the lost.
The architecture reflects this. You’ll see motifs of ears, mouths, and throats integrated into the stone. The "Beast" referred to in the Chapel isn't necessarily a single monster, but the primal nature of the music itself. It’s the "Beast" within the Unknown (the protagonist) that is being awakened by the rhythm.
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The Judge is trying to silence you. The Chapel is her first serious attempt at a cage.
Tips for Beating the Voke Boss on Archdevil Difficulty
If you’ve bumped the difficulty up to Archdevil, the Chapel of the Beast becomes a nightmare. The timing windows are tighter. The damage is unforgiving.
- Calibrate, then calibrate again. If your audio latency is off by even 20ms, you will fail in the Chapel. Use the manual calibration tool in the settings. Don't trust the auto-detect.
- Save your Ultimate. Don't waste your weapon ultimates on the waves leading up to the boss. You want to walk into that final arena with a full charge on The Hounds. Their ultimate summons a clone that fires for you, allowing you to focus entirely on dodging the Aspect’s patterns.
- Stay in the air. The ground in the Chapel is a trap. Between the Behemoth slams and the floor hazards, you should be jumping and dashing constantly. The game gives you a slight grace period on the beat while you’re mid-air. Use it.
- Listen to the Vocals. The lyrics aren't just there for atmosphere. When the vocals kick in (at 16x fury), they often provide a rhythmic anchor that is easier to follow than the drums alone. James Dorton’s growls actually emphasize the downbeat.
Actionable Next Steps for Rhythmic Mastery
To truly conquer the Chapel of the Beast and move on to the later Hells like Yggdrasil or Styx, you need to move beyond "playing" the game and start "performing" it.
- Practice "Off-Beat" Dashing: Go into the earlier tutorial levels and practice dashing on the eighth notes (the "and" between the beats). This is essential for dodging the rapid-fire projectiles in the Chapel.
- Ghost-Aiming: Practice keeping your crosshair on a target while moving in a circle. The Chapel’s boss fight is almost entirely about your ability to circle-strafe without losing your aim.
- Focus on the Hounds: While the shotgun is fun, mastering the twin revolvers is the key to high-level play. They have a faster rhythm and allow for more consistent fury building at long range.
The Chapel of the Beast is your literal "baptism by fire" in the world of rhythm shooters. It’s the moment you stop playing a generic FPS and start playing a symphony of destruction. Once you find that flow in the Voke chapel, the rest of the game opens up in a way that is genuinely unlike anything else in the genre. Stop fighting the beat. Let the beat carry you through.