Mädchen is the second boss and the first one that moves faster than the camera. It has no armour and no puzzle — just a short list of attacks where the answer is a direction rather than a target. Get the directions wrong and the fight feels impossible; get them right and it becomes a long, repetitive attrition loop rather than a hard one.
The name needs a note before anything else. The Japanese release calls this fight 少女型, which older English guides translated literally as Girl Type. The trophy list settles it: the achievement is "Eliminated Mädchen". Search either term and you land on the same encounter.
The two encounters are not the same fight
The first meeting happens on the south street, and it is not a boss fight. The objective changes to escaping for a set period of time; the correct response is to run the connected streets, keep distance, and put shots into the head when there is room. Doing enough damage drives her off and the objective moves on. Standing to fight it out reads the objective wrong: the section is asking for distance, and the clock is what ends runs.
The real fight is triggered later. At the back of Neon Alley there is a capsule-toy machine; breaking it brings her back. From that point the objective is to retreat along the route you came in, and it only flips to Defeat once you reach the shutter sequence. The shutter takes a long time to open, which is the whole shape of the fight: you are not racing her, you are surviving a door.
That matters for preparation. Anything you left on the ground on the way in is now behind you, and the supplies you will want are the ones you did not pick up.
Official media · SteamThe fight at a glance
| Attack | Tell | Answer |
|---|---|---|
| Teleport strike | She vanishes and reappears on you | Parry the single swing, then counter |
| Star volley | She stops and gathers energy | Back off and wait — one star can become three |
| Somersault dive | She flips in the air | Parry it, or move aside |
| Ceiling fire | She climbs a wall | Zigzag; damage from that angle barely lands |
| Floor circles | Both hands on the ground | Walk a gap, then shoot from inside it |
| Grab | A red flash | Back off — this one cannot be parried |
| Three-hit chain | Any time after the first form | Parry the sequence, not the first hit |
Form one: teleport, parry, counter
The opening form is built on a single pattern. She teleports onto you, swings once, and repeats. There is no combo to read and no second hit to wait for — it is one strike, and the counter after a successful parry is the entire damage phase.
That makes the opening the most parry-dependent section of any boss in the game. Miss the timing and you take the hit and lose the counter; land it and you get one free answer. A shotgun blast after the parry is the standard punish, and the claw skill earns its place here for a different reason: it saves ammunition in a fight that has no resupply.
Two habits carry the form. Keep the camera on her rather than on the direction you are running. And take the free seconds while she is airborne to pick up ammunition and healing from the arena floor, because the fight offers no other quiet moment.
Official media · SteamThe star volley
When she stops moving and starts gathering energy, she is about to throw stars. The count is not fixed: it can be one, and it can be three. Waiting for a single star to pass is how players take the second and third one in the back.
So the rule is to wait out the full volley before moving in, and to keep backing away while it lasts. Trading shots through the volley is possible and is a worse trade than giving up the ground.
When she leaves the ground
Two different attacks start with her going up, and they want opposite answers.
The somersault is a dive: she flips and comes at you in a straight line. It can be parried, and parrying it is the better outcome — she closes the distance either way, so meeting it with a button beats meeting it with a sprint.
The ceiling is the other one. She climbs onto a wall or the ceiling and shoots from above, and damage from that angle barely registers. Standing still to trade shots is the mistake; the answer is to keep moving in zigzags rather than in a straight line, because the shots lead your path. Fire back while she is up there — any damage beats none — then reposition the moment she drops.
Official media · SteamThe red tell is not a parry window
One attack breaks the rule the rest of the fight teaches. She flashes red before committing to a grab, and the grab cannot be parried — the only answer is distance. Players who have just learned to parry everything walk straight into it, and it is the single most expensive mistake in the encounter because it costs health without teaching anything.
Read the colour, not the motion. A red flash means back off; every other tell means hold position and time the button.
Hands on the ground
When she plants both hands, a spread of circles lights up across the floor. This is the one attack where standing your ground is correct: find a gap in the pattern, close distance through it, and shoot from inside the safe lane.
Treat the circles as geometry rather than as a dodge check. The gaps are wide enough to walk through, and the players who die here are the ones who backpedal into a circle they never looked at.
After the first form: three-hit chains
The transition changes the rhythm more than the damage numbers. The single swing becomes a chain — usually three strikes — and the chain ends with a delayed spin rather than a clean finish. The spin happens once in the opening form; after the transition it comes back, and it comes back at the end of a sequence rather than on its own.
That is why the late phase punishes players who learned the opening too well. The parry timing that worked on a single strike now commits you to a sequence that has not finished yet.
The spin itself still wants a lateral run: straight left or straight right, never diagonally. A diagonal line keeps you inside the sweep for longer than a perpendicular one does.
Loadout and what the fight actually costs
A shotgun is the practical answer, because every opening is short and close. A sniper rifle converts a parry into a single headshot, which is cheaper on ammunition and less forgiving on timing.
Either way, carry a light weapon in the second slot. The retreat puts ordinary enemies between you and the shutter, and spending the boss weapon on them is how the reserve runs out before the door does.
Healing matters more than damage. The circles and the chain both ask whether you can absorb one mistake, and a player who survives one extra exchange per cycle beats a player who kills faster.
The codex entry explains the second phase
The in-game report for creature No.043 describes her as a former human whose body mutated almost entirely, and notes that destroying the Landmark triggers full-body mutation and a jump in aggression. That is the mechanical reason the single swing turns into a chain.
What the fight is teaching
Mädchen is where the game stops rewarding aim and starts rewarding direction. Almost every attack on the list is answered by a vector: left or right, backwards, out of a marked circle, or a zigzag instead of a straight line. The parry is the only button in the fight, and it is for the teleport strike.
That lesson carries into every fight after it. The subway boss is the same idea with rails instead of a spin, and the gravity zone is the same idea with cover instead of distance.
