Mission 9: Off the Rails

**Mission 9** is the ninth mission of Assassin of Steve 3, where you must make your way out of the Minemistress' Mines and fend off the invading Yellow Endermen.

## Walkthrough

Upon completing Mission 8 there is a Shop Altar. After using it keep moving through the tunnel and you will find the Minemistress in the little cavern at the end. After having a short conversation, the Yellow Ender Captain appears, and blows up the floor (that seems to happen a lot in these maps...)

The Minemistress digs you and Opara out, and then starts digging through the clay, looking for a way out. She hits an open cavern just as her golden pickaxes break. In this large cavern there is a pit that will drop you down into the void, and you will die instantly upon falling down there. Mobs also spawn by teleporting in with sprays of yellow and purple fireworks. In the cavern Yellow Ender Warriors with bows will also appear in hovering platforms and will snipe at you. You have to make your way across the cavern by shooting the buttons to create platforms, and slowly but surely make your way around the cavern. At the end you have to parkour up to the way out of the cavern.

In the next cavern, there will be a broken minecart track and an andesite boulder blocking the way to the next cavern. A nether brick structure has a button in it that spawns a TNT Minecart. At the far side of the cavern is a yellow teleportal which is constantly spawning Yellow Ender Warriors. They will drop minecart rails upon death, and you can place those on the red sandstone blocks to complete the minecart track. Then spawn a TNT Minecart, and push it along the track to the andesite boulder to blow it up. In the next cavern there is a similar situation, with another TNT Minecart spawner, and another teleportal teleporting in Yellow Ender Warriors. This time they drop powered rails that can be placed on the redstone blocks, and they will boost the TNT Minecart up the track to the andesite boulder.

In the third minecart cavern the Yellow Ender Warriors from the teleportal will drop normal rails, powered rails, and levers. The levers can be placed on quartz blocks, and they will change the positioning of the tracks at T-junctions. The minecart puzzle here is a bit more complicated than the previous ones, with various alternate routes that will lead to lava, dead ends, or even looping back to where you started.

Once you destroy the andesite boulder at the end, the next cavern is a large ravine with lava at the bottom. There is also another TNT minecart button, however no way across. You have to make your way around the ravine on the shores to the left, to the grappling hook on the far side of the ravine. Upon grappling up press the button to extend the bridge, and you can then push the TNT Minecart across and blow up the andesite boulder. Do note that more Yellow Ender Warriors with bows will spawn in their hovering platforms when you push the button, so be sure to shoot them dead.

Beyond the boulder fight your way past the mobs, and you will find a nether brick structure that spawns a normal minecart. You have to ride this minecart on the track through the lava caves. There are levers that you can flick to change the direction the minecart will go. Be careful though, as some routes may lead to dead ends or even drop you into lava. At the first lever, it does not matter which way you go, as both ways lead you back onto the same track again. Before the second lever there is a checkpoint. At the second lever, go right. At the third lever, go left. Then go right, and right again. If you do get in a dead end and survive the lava there may be a button that you can use to teleport you back to the start.

If you go the right way you will end up in a big minecart loop. A second loop is also in this cave, however Yellow Ender Warriors with bows will spawn riding minecarts here. You have to shoot dead 15 of them. You can see how many you've killed in the scoreboard to the right. Do note that by killing 15 of them, you have to land the final blow on them, or if you're using a flame bow, have that flame kill them. It will not count if one accidentally shoots another dead, or if one falls into lava. Once you've killed 15 of them you will get teleported to the exit.

In the next cavern are more mobs, but also some structures made out of yellow glass, end rods, and a yellow engraved block on top. And a TNT block on the bottom. There are numerous lava falls flowing from the ceiling. What you have to do is shoot your bow, through a lava fall, so that the arrow is caught on fire and then hits and ignites the TNT block. You have to destroy all the structures in order to progress. In the next tunnel are basically more mobs for you to fight. Slowly but surely progress through it, until you hit a ladder at the end, which leads you to the surface.

### Boss Fight: Yellow Ender Captain

#### Stage 1

The Yellow Ender Captain is invincible initially - you have to shoot and destroy all the Yellow Ender Turrets on the posts. They have somewhat high health, and Punch II and Flame I on their bows. Every ten seconds three out of the seven posts are randomly chosen to emit an area effect cloud that expands out to about an 8-block radius. The area effect cloud inflicts instant damage and slowness.

#### Stage 2

Once destroying all the Yellow Ender Turrets the Yellow Ender Captain will pop out of his hovering vehicle and you can fight him. During the fight the posts will still inflict area effect clouds - be careful as these can actually heal the Yellow Ender Captain. Normal Endermen will also spawn during the fight - look at them, and they'll attack you, so be careful, especially given their high health and considerable attack damage. One Chorus Entity will also spawn at the base of each post - these are invisible, invulnerable zombies that cannot deal damage to you - they only serve as a marker for teleporting abilities, which also happen to move towards you. The Yellow Ender Captain himself has lots of health as all boss mobs do, and extremely buffed movement speed. He will sometimes do a series of teleportations where he will quickly teleport between lots of Chorus Entities, making him tricky to hit. Sometimes you will be the one to be teleported. Opara can come in handy during this fight, as he is immune to teleporting spells.

After defeating the Yellow Ender Captain you will be teleported to your next destination and clear the mission.

## Mobs

* Yellow Ender Warriors wear iron armor and have yellow enderman eyes. There are three types - the first has an End Lance and a Yellow Energy Shield. It has higher health and knockback resistance. The second has an End Mace and has higher attack damage. The third wields a Railbow with weakness arrows. Every ten seconds the closest Yellow Ender Warrior will emit some yellow particles and get a +60% speed boost for five seconds. They can spawn in piles of two.
* Chorus Warriors have a purpur block for their head and wield two Chorus Rods that have Fire Aspect I on them. They have higher health, attack damage, and movement speed. Occasionally they will teleport straight to the closest player within 8 blocks, hitting you, and then immediately teleports away to the farthest enemy mob within 8 blocks.
* Chorus Wizards have a purpur pillar for their head and wear full purple leather armor. They will switch between the Chorus Staff and the Chorus Bow. While holding a Chorus Staff, which has Fire Aspect II, they will be constantly teleporting to a random player within 16 blocks, making them tricky to deal with. When they switch to a Chorus Bow they will teleport to the furthest enemy mob within 16 blocks and will attack you with their bow. The bow has Punch I, Flame I, and has slowness arrows. They have a considerable amount of health but reduced movement speed.

## Equipment

There is only one type of armor - Yellow Ender Armor. It has slightly more health than Prospector Armor from the previous mission, but has additional Attack Damage, Attack Speed or Movement Speed attributes as well as secondary enchantments.

* End Lance: 18 attack damage, 1 sweeping damage, 1.6 attack speed, 28.8 DPS
* End Mace: 38 attack damage, 0.75 attack speed, 28.5 DPS
* Chorus Rod: 14 attack damage, No Attack Cooldown, Fire Aspect I, 28 DPS
* Railbow: 29.25 ranged damage, Weakness Arrows (1:00)
* Yellow Energy Shield: +60% Health, +25% Knockback Resistance.

Rare equipment:

* Chorus Armor has health greater than Yellow Ender Armor. It has secondary enchantments and additional Attack Damage, Attack Speed or Movement Speed attributes. It only consists of a chestplate, leggings and boots.
* Purpur Greatsword: 25 attack damage, 18 sweeping damage, 1.2 attack speed, 30 DPS
* Chorus Bow: 27 ranged damage, Punch I, Flame I, Slowness Arrows (1:00)
* Chorus Staff: 90 attack damage, 0.3 attack speed, 27 DPS, Fire Aspect II, Knockback I, +20% Movement Speed on user

### Recommendations

* The Yellow Ender Head is an unbreakable helmet part of Yellow Ender Armor. If you get one be sure to hold on to it in case all your better helmets break.
* The Golden Edge, with its increased sweeping damage and Looting enchantments, can be great in this mission against the large groups of mobs. The Purpur Greatsword is a more powerful alternative if you can get it, though it lacks looting.
* The Chorus Rod is a very useful weapon for this mission, as the mobs all move extremely fast, especially in hard difficulty. However, it is not sold from the shop, so it can only be obtained from mob drops or chests.
* The Chorus Bow can be handy for quickly passing the section where you have to shoot the TNT blocks through the lava-falls, as the Chorus Bow already has the Flame enchantment on it. The Ender Turret Gun and Mini-Cannon are two other bows from previous missions that have Flame on them.
* The Chorus Bow is also useful during the boss fight when fighting the Yellow Ender Turrets. Even though they have 100% Knockback Resistance, the Punch enchantment on bows actually bypasses this, so you can still knock them off using this bow.
* The Chorus Staff can be very effective against the Yellow Ender Captain. As he moves and teleports around really quickly, chances when you get to attack him can be limited. Just be careful to aim before you strike.
* Using a Splash Wither on the Yellow Ender Captain can be beneficial as it will slowly damage him a fair amount, provided you hit your mark. Resistance and Absorption Potions can also be useful for lasting longer against him.
* The Spiny Cactus won't do a lot of damage against the Yellow Ender Captain, and as he teleports around a lot he probably won't get hit by it much. If you have a lot of them, however, you might as well use them all in this boss fight since they won't be too useful in later missions.
* The Rune of Cobwebbing is good for greatly reducing the already fast movement speed of the mobs in this mission to something more tolerable. Combining it with the Rune of Enemy Weakness is also a good idea, as if they do hit you they'll do less damage.
* If you don't have the Rune of Cobwebbing, the Enemy Slowness can be a slightly weaker substitute.
* The Rune of Shockwaves can be useful if you do find yourself getting hit a lot, as all that damage you take will turn into reflected damage. The Rune of Exploding from Hidden Mission 3 can also be useful, as it does more damage, and happens every 5 seconds.

## Chest Locations

* Upon beginning the mission, jump down the ledge next to the void, where you will find a crevasse containing a loot chest.

* In the first minecart room, there is a chest with the lore book Fastest Endermen Alive.

* In the second minecart room, at the very end, jump around the edges of the cavern to find a Mimic at the end.

* In the room with the giant lava river in the middle, there is a loot chest on the left of the lavafall on the right which you can parkour over to.

* On the very left side of the cavern is the lore book Notice of Mine Abandonment.

* In the minecart section with the splitting paths, go right twice to find a loot chest.

* In the minecart section with the splitting paths, go right, then left twice to find a Mimic.

* Later on in the room with the weird TNT devices, there is a loot chest directly on the left side of the cavern containing Safety Report.

* In the Yellow Ender Captain's arena, go down the path until you reach the giant laser wall. To the right of this is the lore book Captain's Log.

## Music

*Main article: Music*

At all times, the following tracks can play:

* **Nip the Slipple** by Jason Shaw.
* **Sitting Bull** by Jason Shaw.
* **Ossuary 4 - Animate** by Kevin MacLeod.
* **In a Heartbeat** by Kevin MacLeod.
* **Cycles** by Jason Shaw.

During the Yellow Ender Captain boss fight, **Exit the Premises** by Kevin MacLeod plays.

## Trivia

* The subtitle 'Off the Rails' harkens back to the subtitle for Mission 6 in Assassin of Steve, 'Under a Rail'.
* The track 'Ossuary 4 - Animate' also plays during Mission 7 of Assassin of Steve and in Dr Mutation's Lab in Assassin of Steve 2.
* The boss track **Exit the Premises** by Kevin MacLeod also plays during the Yellow Ender Captain rematch in Mission 14: To Endfinity and....