Sebastian never attacks and overwhelms Anima directly. She is a symptom of Sebastian's dysfunction, not the dysfunction itself, and symptoms cannot be defeated. Only their underlying causes can be resolved. Sebastian doesn't need to demolish Beacon's tower; he just needs to extinguish its light.
Anima's final encounter tests Sebastian's avoidance as she writes and re-writes each route, turning each possible escape into a trap. She never knows Sebastian's location. She stirs the room, turning cover into blockades. She is an anxiety that will convert anything, however innocuous, into an obstacle. Meanwhile, she patrols the center of the surgery room and its observation deck, turning her gaze 360 degrees, analog to Beacon's swiveling beam that dissolves identity.
The encounter resonates with the player's memories as well. We must, once more, avoid an enemy with a guaranteed one-hit kill. Sebastian and the player grow closer through their entrenched habits, as we guide him through the nightmares he makes for us both.
And the encounter ends ambiguously, much like his run-ins with stalkers in The Evil Within. Sebastian never fully escapes. He just stops looking back.
Our archetype becomes important again. Every "victory" over Anima results in Sebastian's failure. He consistently defers confronting his fears and passes control to the player.
Each sequence ends with a flood of images from The Evil Within. Importantly, unlike at 345 Cedar, the images are memories of Beacon from the player's perspective, third-person combat and all. Lingering shots of the Other on an operating table and the operating room's door buffer these montages. These flashbacks are the overlap between his and the player's consciousness, a dissociation represented by the passive, inert Other.
After his final escape from Anima, he breaks the cycle of repeated failure. He reaches the next stage of the archetype, epiphany.  
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