Even though there are not many clear-cut bosses as of yet in the Alan Wake franchise, this article is a list of all special encounters that act as bosses.
Alan Wake
Episode 1: Nightmare
Carl Stucky
Stucky was the owner of a gas station who was possessed by the Dark Presence. He became a tele-flanker.
Episode 2: Taken
Rusty
Rusty was the Elderwood National Park ranger. After being attacked and injured by Taken, he became a tele-flanker and attacks Alan at the Elderwood Visitor Center.
Chainsaw Assault Taken
A large taken wielding a chainsaw attacks Alan as he makes his way out of the Elderwood National Park's forest area.
Bird Swarm
A large flock of Taken Birds tried to attack Alan after he came back to the cabin he and Barry rented.
Episode 3: Ransom
The Bulldozer
A large shadowy bulldozer tried to run over Alan when he arrived at the train depot. The encounter can be avoided if Alan activates the gate and survives long enough for it to open.
Old Train
An old train in Gray Peak Gorge Ghost Town broke into two large Poltergeists which attacked Alan when he was on the way to Mirror Peak to meet the kidnapper. The encounter can be avoided if Alan can pick up the key and enter the cabin without getting killed by the poltergeists.
Episode 4: The Truth
Nurse Birch
Birch was a nurse at the Cauldron Lake Lodge until he was possessed and became an Assault Taken.
The Crane
A small possessed crane blocks Alan's way to the Anderson Farm. It is stationary and can only slam its claw to the ground violently, acting more like a roadblock or a mini-boss. It can be disposed of, or avoided if Alan can ran past it with the right timing.
The Harvester
A large possessed Harvester attacked Alan in the Anderson farm, aided by many Taken.
Episode 6: Departure (Alan Wake)
The Second Crane
A larger possessed crane awaits Alan at the end of a long bridge filled with poltergeist objects. It is encountered in a much smaller space and is more agressive than the previous crane, activly aiming to hit Alan with its attacks. It cannot be avoided and must be disposed of to clear the way forward.
The Second Bulldozer
Another Bulldozer attacked Alan when he made his way in Larsen's Auto Salvage.
Chainsaw Assault Taken
Two chainsaw wielding taken attack Alan in Southeast Cliffs Ghost Town. They can be disposed off by normal means or by using the nearby searchlight.
The Tornado
The final form of the Dark Presence was a tornado that stood between Alan and Cauldron Lake. Wake had to face many Poltergeists, Taken and Birds before he could get close enough to damage it using his flare gun.
Special 1: The Signal
Deerfest Parade Truck
The parade truck broke into several large Poltergeist Objects that Alan had to destroy when he made his way in the twisted version of Bright Falls.
Chainsaw Assault Taken
Another chainsaw wielding taken is encountered as Alan approaches the Sawmill.
Insane Alan
At the end of The Signal, insane Alan is fought in the form of a TV, summoning Taken and Poltergeists to aid him.
Special 2: The Writer
Chainsaw Assault Taken
Another two chainsaw wielding taken attack Alan as he makes its way through a tunnel.
Imaginary Emil
Imaginary Emil was fought towards the end of The Writer near Bird Leg Cabin, acting as a tele-flanker.
Imaginary Anderson Brothers
Imaginary Tor and Odin were fought after destroying Imaginary Emil and act as tele-flankers. They were the only enemies seen wielding guitars.
Imaginary Barry
Imaginary Barry is fought after destroying the Imaginary Anderson brothers and Imaginary Emil at the end of The Writer. He appeared three times, twice as assault taken and once as a tele-flanker.
Alan Wake's American Nightmare
The Giants
The Giants were introduced in Act III and served as the largest enemies in the game. They were limited to key moments and fights, making them more akin to mini-bosses.
Dark Fountains
Three large constructs which were summoned by Mr. Scratch to stop Alan from entering the projector room at the Drive-In Thater. They were not capable of attacking on their own, and instead were protected by other Taken. They serve as the final fight of each act in the game.
Control
Control had much clearer bosses, yet this list contains only those which were directly related to the Alan Wake Franchise.
AWE
The Third Thing
Emil Hartman, who became a taken prior to being detained by the FBC and brought to the Oldest House, became possessed by the Hiss as it invaded the Oldest House. The influences of the two entities stratched Hartman to become a monster often described as "The Third Thing", which Jesse Faden had to face several times when she arrived at the Investigation Sector.
Most encounters consisted of evading him in the dark and turning on the lights to drive him away. When there was nowhere left for him to run, Jesse fought in one last time before killing definitively.
Alan Wake 2
Alan Wake 2 has several traditional bosses, mainly in Saga Anderson's story.
Return 2: The Heart
Robert Nightingale
After hunting Nightingale and following him to the overlap at Witch's Ladle, Saga confronted the former agent who carried a large log as a weapon.
Return 3: Local Girl
Mulligan and Thornton
After performing the ritual at Coffee World and entering the overlap at Watery, Saga faced Mulligan and Thornton in order to take hold of the Clicker. The deputies had different methods of attack, and took turns fighting Saga who had to destroy the dark spots in the area in order to stop them from being revived upon death.
After all the dark spots were destroyed, both deputies came forth to attack Saga at the same time for a last stand, before being killed for good.
Return 5: Old Gods
Cynthia Weaver
Cynthia, corrupted by the Dark Presence, dragged Thor Anderson into an overlap at Valhalla Nursing Home in order to stop him from aiding Saga - who later followed the two there. As Saga kept reaching closer to Thor, she had to avoid water sources as Cynthia lurked in them, waiting to a moment to strike.
After getting deeper, Saga faced Cynthia one last time before freeing Thor from the overlap.
Return 6: Scratch
Scratch
After the Alan Saga men turned out to be Scratch, Saga had to face him in the Bright Falls Sheriff Station. Scratch was invulnerable to light and gunfire alike, and those the FBC equipement nerby was the only way to drive him out. However, Sagan needed to activate three power sources, and stun Scratch in order to buy enough time to do so.
When the power was restored, the light drove Scratch away from the area.
Return 7: Summoning
Scratch
After trying to summon Alan Wake from the dark place and realizing the true effects of the ritual, Saga had to face Scratch once again on the shore of Cauldron Lake.
The encounter was overall similar to the previous fight, but Saga had to stun Scratch enough and allow Agent Kiran Estevez to stun him with light as she prepared a trap for him - an FBC containment cell
When Saga put the lights in place, she lured scratch into the cell with her. Estevez turned on the containment equipment, freeing Wake from the dark presence inside of him and banishing scratch, or so it seemed...
Expansion 1: Night Springs
The Bad Boy
At the end of episode 1, Number One Fan, The Waitress has to face the Bad Boy near the house of The Writer.
The fight is a modified version of the Scratch fight, only with the attacks having visuals of pinks, cartoonish hearts. The Bad Boy does have a couple of unique attacks though, such as launching homing projectiles and occasionally turning into a black wolf.
During the second phase of the fight, the Bad Boy's motorsycle also turns into a wolf and attacks the Waitress alongside the Bad Boy.
Dark Triangle Coffee Mascot
While not a traditional boss that need to be killed, at the end of Episode 2, North Star, The Sibling has to face two Dark Triangle Coffee Mascots when enters the warehouse of Coffee World. She had to forfit her weapon at the entrence, meaning she cannot fight back and has to sneak her way past the mascots. They are similar to Nightingale, but much slower. Once they stop the Sibling, they will charge at her. If they make impact, they will grab and kill her instantly.
The encounter is won if The Sibling is able to find the key, open the door and go through it without getting caught by the Mascots.
Expansion 2: The Lake House
Diana Marmont
At the end of the expansion, Kiran Estevez faces against Jules Marmont who has been haunting her throughout the facility, yet when the fight was about to begin, someone else attacks him from behind with a rock, killing him. Jules' wife, Diana Marmont, was the one who killed him, replacing him as the final boss.
Diana attacks with her bare firsts, often teleporting around to avoid damage. She can also release an explosion that covers the area around her if Estevez is too close.
In the second half of the fight, Diana teleports to a higher ground and starts throwing rocks at Estevez while a Painted enters the room, requiring her to dispose of it with the Black rock launcher. When she does, Diana teleports back to the arena and repeats her previous patterns until the fight is over.

















