The fight at the end of Kirishima Central General Hospital is a loop with one rule: the body does not take damage. The lamps mounted on the boss's back do. Break every lamp, the boss collapses, and the collapse is the only window where your ammunition buys anything at all. Once that is clear, the fight stops being a race and becomes a rhythm of four beats — avoid, break, punish, reset.
It is also the fight the demo ends on, which is why more footage exists for this boss than for any other in the game. The footage keeps showing the same two mistakes: shooting the torso, and looking for the weak point before looking for cover.
Where the fight starts and how it ends
The arena is the operating room. The fight begins when you investigate the surgical table, so reload first: the prompt does not wait, and there is no pause once the boss is active.
Winning does not finish the room. After the boss goes down you investigate the same table again to deal with the Landmark, then leave through the exit on the left. That second interaction is easy to walk past when the adrenaline is still up.
The lamp rule
The lamps are physical objects on the boss's back. A broken lamp goes dark and stops counting; the reticle has to move to one that is still lit. This is the whole fight, and it has three consequences.
The first is that the shotgun is the correct weapon here. One blast destroys a lamp outright, which is the difference between a cycle that ends and a cycle that runs long. A rifle takes lamps one at a time.
The second is that shooting the torso is not a weaker option, it is a wasted one. The health bar barely moves and the ammunition is gone.
The third is that the lamps are not always open. They become reachable after the light attack resolves, which means the order is fixed: survive the light, then break lights, then punish.
The attacks, and the position that answers each
| Attack | What it looks like | What to do |
|---|---|---|
| Wide light blast | The floor lights up around the boss | Put a pillar fully between you and it — running does not clear the blast |
| Forward fan | A cone of light marks the floor | Move diagonally toward the narrow end of the fan; this one cannot be parried |
| Cube clusters | A cluster of cubes flies at you | Shoot the cluster down, then go back to the lamps |
| Arm swing | Close range, a telegraphed swing | Parry it, then use the opening for a lamp |
The pillar is the part players skip. The blast is not a dodge check, it is a line-of-sight check: if the pillar is not completely between the two of you, you take the hit. Standing at the edge of cover counts as standing in the open.
The fan is the opposite mistake. It looks like the arm swing and it is not, so the instinct to parry it gets people killed. The tell is the floor: a marked cone wants movement, not a button.
The punish window
When the last lamp goes dark, the boss drops. A Brutal Raid prompt appears, which costs nothing to cast and only works on a staggered enemy — this is what the skill is for. Take the melee, then get distance, because the boss stands back up and the cycle restarts from the light attack.
Do not stay in after the prompt. The vulnerable state ends and the boss stands back up, and the players who keep firing through the recovery are the ones who lose the health they just bought.
Ammunition, and the supplies people miss
The boss drops nothing. What the arena gives you is what you get: a small number of interactable supplies that hand over ammunition or healing when you use them. They sit still, unlike the projectiles, which is the only way to tell them apart at a glance during the light phase.
Two habits protect the run. Do not spend the shotgun on anything that is not a lamp — not the body, and not the cubes if the SMG is already out. And pick up the arena supplies before the lamps open, not during the light attack.
Carry a second gun for the projectiles
The flying projectiles can be shot out of the air, and a submachine gun does it without costing you shotgun shells. Switching is a visible beat, so do it while moving behind cover rather than in the open.
The loadout that makes it short
A shotgun is the whole answer: one blast per lamp. Bring it loaded and bring shells, because the fight does not hand out more.
The second slot is for the projectiles. A submachine gun clears the flying objects without touching the shell count, and the swap back to the shotgun is quick. Anything heavier is a liability in a fight measured in seconds of exposure.
Healing is worth carrying for one specific reason: the light attack. If you misjudge a pillar even once, the damage is large enough that the rest of the cycle is spent surviving instead of breaking lamps. A sedative after a failed dodge buys back the cycle.
Two names for one fight
The trophy for this fight reads "Eliminated Shirayamigata". English-language guides and the demo's own marketing call the same encounter Bleicher Geist. The mechanics described under that name — light nodes, pillar cover, a finisher prompt after the nodes break — match this fight exactly.
Treat both as search terms rather than as two bosses. If your screen shows a name that is neither, you are still in the right place.
What actually ends attempts
Looking for the weak point before finding cover is the first. The light attack is not waiting for you, and the pillars are only useful if you already know where they are.
Reloading during the light attack is the second. There is no gap in the cycle that fits a shotgun reload, and the blast is not the moment to find out.
The third is treating the fight as a damage race. It is a four-beat loop that ends when the lamps are gone, and the player who breaks two lamps per cycle with ammunition left over beats the player who empties everything into the torso in one.