Mission 13: Beyond Comprehension

**Mission 13** is the thirteenth mission of Assassin of Steve 3, where you must defeat the Assassin before Endergeddon begins.

## Walkthrough

### The Fringe

After completing Mission 12 you will end up on a small floating island hanging outside the Distorted Caves exit. A Shop Altar and a chest with some Elytra is located on it. Use your elytra to fly forward to the floating plains island ahead, where some mobs will spawn. Make your way along the floating plains island, but be careful of all the mobs and the holes in the ground. When you approach some green carpets surrounding a glowstone block, a cutscene will show you some forest terrain on its side. You need to parkour up it, following the green carpets as a guide. You will occasionally need to fly using elytra or use your grappling gun, so be on the lookout for redstone blocks, as that means a grappling hook is somewhere nearby.

When you get near the top of the forest terrain you will enter a small jungle area where a Creeper Totem (from Assassin of Steve 2) is placed down for some reason. It will spawn creepers that will always drop some Fringe Powder upon death, so be sure to farm them, trying not to have them explode all the time. Place 5 Fringe Powder in the hopper near the door and you can move through into the snow section.

In the snow section, again you have to make your way across the terrain. Again, be careful of all the holes in the ground. Go along the left of the snow terrain, and eventually you will reach a structure made out of snow blocks with light blue stained glass covering sea lanterns. Mini Ghasts will spawn around them. Like with the creepers, you have to farm them, this time for Fringe Tears. Get 8 Fringe Tears, then move onward into the nearby snowy forest and find the hopper. Place the Fringe Tears in it, then you can fly through the obsidian gate beyond there to the desert section.

In the desert section, make your way across the desert, then into the hills, where there is some more floating terrain higher up. Some water is falling down from the floating terrain - get to it and swim up it. Then find a ladder so you can get up onto the floating terrain. Near the nether entrance is another spawner where Sand Wraiths will spawn, which will always drop 1-3 Fringe Dead Bushes. Get 10 Fringe Dead Bushes and place them in the hopper near the obsidian gate into the Nether section.

The entrance to Hidden Mission 5 is located in the Nether section. At the entrance from the desert, climb up to the left, then go to the left more, to some soul sand. On top of a nearby netherrack hill there should be a lava-fall next to a nether brick fencepost. Climb up onto the hill and you will find the sign reads: "Swim up the lava-fall to get a reward!" Swim up it (yes, you'll take lots of damage, but at this point in the game you have so much health you can probably survive in lava for about a full minute without dying). On the cliff you get onto you'll find a Nether portal. Enter the nether portal and you will get teleported to Hidden Mission 5.

In the Nether Section, like the previous three sections, make your way through it. Equipping elytra and doing some flying across the realm can be a good idea, although do note that mobs spawn in all sorts of areas. Also note that as you make your way through the nether section it begins to get more and more taken over by end stone. When you get to the very end of the Nether section there is another monster spawner with Endermen spawning. They will drop 1 Fringe Pearl upon death. Collect 4 Fringe Pearls and place them in the hopper. Don't bother saving any, because they're retextured shulker shells and not actually ender pearls. Fly through the obsidian gateway that opened to the end stone bulge on the bedrock wall beyond. There is a Shop Altar there, be sure to use it before moving on.

### The Assassin's Tower

Beyond the Shop Altar you will enter the Assassin's domain, where his tower is. First you have to battle some clones on the bridge. The Assassin Clones that use bows have levitation arrows, which will cause you to float up, however there are barriers slightly above the bridge, so you can't just float anywhere you want. Fight your way past the bridge and enter the Assassin's Tower, where the doors will shut and you can't get out. More Assassin Clones, as well as other mobs, will spawn throughout the tower. All the floors' main area is arranged in a + formation of main paths. On the bottom floor, from the entrance, straight ahead are two altars with redstone blocks on them. You need to find two Level Torches and place them there to progress. Go to the left and right in the + to find the Level Torches.

When you go left, a path leads off to a room with Red Shulkers on the walls. You have to kill all the Red Shulkers to open a door high up on the wall, which you can access using levitation from a Black Shulker that spawns. Then you will enter another room with more Red Shulkers, and again same deal - kill all of them to get to the next room. In the next room across a bridge is some more shulkers and some lava pits running across the room. You have to step on all the pressure plates in the room, using the levitation from the shulkers to cross the lava gaps. A black shulker is in the centre of the room, which cannot be killed. Upon stepping on all the pressure plates you can leave the room. Cross the next bridge to a chest with a Level Torch in it.

Similarly to the left, another path leads off to another room, this time with Assassin Clones with bows on sniping positions. You have to defeat them all, which will again allow you to get to the next room, where more Assassin Clones with bows are. Upon defeating all the clones in the second room a Black Shulker will spawn. Let it hit you with levitation, and you can float up to the door that opened. Like with the left, beyond it across the bridge is another room with lava and pressure plates you have to step on. Once you get on all the pressure plates you can leave and get the other Level Torch.

Once you place both Level Torches ladders will spawn that you can use to get up to the second floor. On the second floor grapple over the glass wall, and there is a glass parkour that you have to cross. Some Empowered Turrets and Empowered Blazes will spawn, as well as some Assassin Clones on the floor below the parkour, so you should take them out first. At the end of the glass parkour you will reach the middle of the +, and can grapple upward. To the left and right are a glass path that takes you upward to a sign. At the sign jump off and fly to the ends of the +, below the glowstone circle in the glass, where a chest is. On both the left and right sides, the chest will turn into an Assassin Mimic upon approaching, and will also spawn Assassin Clones. The Assassin Mimics will drop Level Torches upon death - again you need them.

After getting both Level Torches, go back to the centre of the + and grapple upward and go forward. In the area beyond two Warping Entities will spawn. They teleport between the sniping positions every 2 seconds, making them difficult to hit. Shoot them both dead to move on to the altars where you can place the Level Torches and go up to the third floor. On the third floor an Assassin Fireball Clone will spawn at the end of the area, and will shoot fireballs at you as you approach it. Dodge the fireballs, but when you get close it will disappear, and more Assassin Fireball Clones spawn at the other end. They shoot many more fireballs, but King Parcore will place down some cover as you get closer to them. Once you get close enough to them they will disappear, and then the side areas will open up. On both sides there is a chest - one of the chests is a loot chest, while approaching the other will cause both chests to disappear, and an end gateway will spawn at its position that will take you to the Assassin's second boss fight.

### Boss Fight: The Assassin

*In this walkthrough the Assassin is referred to as "The Assassin" to prevent people from spoiling his true identity. You have to actually have physically played to Mission 13 to know who he really is.*

First you will see a dramatic cutscene showing the Assassin on the Orb, as well as Opara, King Parcore and Roger staring up at it. At the end of the cutscene you find yourself inside a stronghold. Find your way through it, reading the monologue in the chat. When you enter the end portal room fall into the end portal, and you will end up in another cutscene. At the end of the cutscene you will find yourself in a dark place made of bedrock. Move forward in the little tunnel, and you will enter the Assassin's second boss fight area.

#### Stage 1

The Assassin will spawn near the big red orb in the centre of the area, and will first attack you. Battle him, and after 30 seconds he will teleport into one of the four red pods in the area, and also some Unknown Entities - invisible skeletons wearing Assassin heads - will spawn. Also, beginning at this stage gravity will begin to randomly influx between up and down. When gravity is down the Unknown Entities and Assassin will wield melee weapons while when gravity is up they will wield ranged weapons. You need to use the influxing gravity to get on top of the pod the Assassin is currently in. This will cause it to shatter, and you can battle him some more. Gravity will continue to influx. Keep fighting him until you destroy the last pod, and you will enter a cutscene, where Opara shows up.

#### Stage 2

You and the Assassin will teleport inside the red orb, while Opara will stay outside and deal with the Assassin's Clones, which will be summoned from the Assassin himself before teleporting to Opara about two seconds later. Ignore the clones - your target is the Assassin himself. He will often shoot fireballs in a volley around himself, or summon directly above you and fall down on you. He may summon dragon fireballs, which will create an area effect cloud that will heal the Assassin if he steps in them, so keep him away from them.

Upon defeating the Assassin, he will levitate in the centre of the red orb. Opara will tell you he will defeat the Assassin, and gives you some firework rockets. A hole opens up in the bottom of the red orb. Equip elytra, then jump out through the hole. Then use the firework rockets to fly up to the top of the area, where an end gateway will take you to safety.

## Mobs

### Plains/Forest area

* Tree Zombies are zombies wearing a leaf block on their head and they wield a Wood Hammer and Windwood Shield. They have knockback resistance, and inflict a fair amount of knockback themselves as their Wood Hammer has Knockback II, so be careful that they don't knock you off. They can also jump up and slam the ground upon landing.
* Forest Rangers are skeletons wearing an assortment of chain and iron armor riding Windback Spiders. Their Ironwood Bow inflicts Wither II for a good 30 seconds, forcing Natural Regeneration to not happen during this time. Occasionally they might inflict a burst of wind that will inflict levitation on you for a period of time. Their mount has increased movement speed.

### Snow area

* Eskimo Warriors are skeletons wearing an assortment of chain and iron armor and a pumpkin on their head, and wield an Ice Axe with Knockback II as well as a Bearskin Shield. They have increased movement speed, and can lunge at you, teleporting to the closest player within 8 blocks. When they do this, they inflict a considerable amount of damage to you.
* Glacier Zombies are zombies wearing full diamond armor and wield an Ice Blade and Ice Spike Shield. They have high knockback resistance and increased health. Every 10 seconds they will emit an ice wind that will inflict Slowness V and Mining Fatigue VII for a short period of time.
* Snowballers are skeletons wearing iron armor and a snow block for a head. They wield a Snow Launcher with Slowness II arrows and Punch II and ride a Frostula Spider. They have the same ice wind ability as Glacier Zombies. Frostula Spiders have very high knockback resistance.

### Desert area

* Sand Monsters look exactly like the boss of Mission 1 except they wield dual Daggers of the Shifting Sand. They have increased movement speed and knockback resistance. Every 10 seconds a random Sand Monster will gain a "sand shield" buff where they become temporarily invulnerable and gain a speed boost.
* Cowboys look exactly like they did in Mission 2 except they now use Firearm's Firearm which has Flame and inflicts Weakness II, and ride Skeleton Horses. They can jump and slam the ground upon landing. They are speedy when on a horse and dangerous to engage at close quarters when not on a horse, making them tough opponents.

### Nether area

* Hell Pigmen are zombie pigmen wearing golden armor and wield a True Molten Edge with Knockback I and Fire Aspect II, and The Nether's Shield. They have increased health and high knockback resistance. They will occasionally explode in flame, which deals heavy damage to nearby players and inflicts Blindness and Weakness III briefly.
* Ghast Giant Servants are zombies wearing a ghast head and wield an Empowered Ghast Tear with Knockback II and Fire Aspect II. They have reduced attack damage and health, but increased movement speed, and when approached for the first time by a player they have a chance to spawn four more Ghast Giant Servants next to them. You can tell that more servants have been spawned as you will hear a Ghast's affectionate scream.
* Wither Guards are wither skeletons wearing diamond armor and wield Blazefury, boasting Punch I, Flame I, and Weakness II and Wither II arrows, but cannot drop the bow. They ride a Magma Cube with very high knockback resistance. When approached wither skulls will be summoned above nearby players, making them dangerous to engage in close combat.

### Assassin's Tower

* Assassin Clones are clones of the Assassin (obviously). There are two types - they will either wield dual Assassin's Blades or a Red Shulker Bow, which has levitation arrows. They don't have a lot of health but have high movement speed and spawn in large numbers.
* Heavy Assassin Clones are larger clones that wield an Assassin's Waraxe and an Assassin's Shield. They have very high health, knockback resistance, and considerable attack damage. They can jump up and slam the ground upon landing. This will stun you for a couple of seconds if you get hit, and it will also fully heal nearby Assassin Clones (not the Heavy Assassin Clone itself...)
* Empowered Blazes are blazes (duh). They have high knockback resistance and increased health. They will occasionally explode in flame, dealing heavy damage to nearby players and also fully healing nearby Assassin Clones.
* Empowered Turrets are retextured elder guardians which are now dark red, and will curse you with Mining Fatigue III should you be in the vicinity of one. They have increased attack damage, and also gravity does not affect them.
* Red Shulkers are shulkers that are red (duh duh). As you might expect, they shoot homing bullets that inflict you with levitation if they hit you. Their bullets don't do much damage, but the levitation is still annoying. They are also immune to arrows while closed, however melee attacks will still finish them pretty quickly even if they're closed.
* Black Shulkers are shulkers that are... I'll let you guess. Unlike Red Shulkers they cannot be killed - their purpose is to use the levitation they give you to get to certain places.
* Assassin Mimics have very high health, knockback resistance, and movement speed. They have Knockback II and Fire Aspect II on their weapons.
* Warping Entities are invisible wither skeletons wearing Assassin heads and wield Red Shulker Bows. They don't use levitation arrows, but they do have a massive Punch V on their bows, meaning they can easily knock you back or even off the platform you shoot them from.

## Equipment

In the Fringe there are four types of armor, which is all called Throwback Armor, but comes in four sets each corresponding to one of the Fringe sections - Forest, Snow, Desert or Nether. They all have Protection III and level II of a secondary enchantment. The Forest set increases movement speed, the Snow set increases knockback resistance, the Desert set increases attack speed, and the Nether set increases knockback resistance.

* Ice Blade: 33 attack damage, 17.5 sweeping damage, 1.6 attack speed, Knockback I, 52.8 DPS
* True Molten Edge: 44 attack damage, 34 sweeping damage, 1.2 attack speed, Fire Aspect II, Knockback I, 52.8 DPS
* Wood Hammer (continue this): 88 attack damage, 0.6 attack speed, Knockback II, 52.8 DPS
* Ice Axe: 66 attack damage, 0.8 attack speed, Knockback I, 52.8 DPS
* Dagger of the Shifting Sands: 26 attack damage, No Attack Cooldown, 52 DPS
* Empowered Ghast Tear: 25 attack damage, 2 attack speed, Knockback II, Fire Aspect II, 50 DPS
* Ironwood Bow: 51.75 ranged damage, Punch I, Wither Arrows (0:30)
* Snow Launcher: 51.75 ranged damage, Punch II, Slowness Arrows (1:00)
* Firearm's Firearm: 51.75 ranged damage, Punch I, Flame I, Weakness Arrows (1:00)
* Windwood Shield: +115% Health, +35% Knockback Resistance, +10% Attack Damage.
* Ice Spike Shield: +115% Health, +35% Knockback Resistance, Thorns I.
* Bearskin Shield: +115% Health, +35% Knockback Resistance, +10% Movement Speed.
* The Nether's Shield: +120% Health, +40% Knockback Resistance, Fire Protection II.

Rare equipment

* Assassin Armor has health greater than all the Fringe Armor, and even greater than all the Endfinity Armor from Mission 14, making it the second most powerful armor set in the map, behind Blaze and Cave Armor in Hidden Mission 5 (which are counted as one armor set here). It has secondary enchantments, and also each piece has boosts in two different attributes.
* Assassin's Blades: 32 attack damage, 25 sweeping damage, No Attack Cooldown, Fire Aspect II, Knockback I, 64 DPS, +15% Movement Speed on user
* Assassin Waraxe: 260 attack damage, 0.25 attack speed, Fire Aspect IV, Knockback II, 65 DPS, +25% Knockback Resistance
* Red Shulker Bow: 63 ranged damage, Punch I, Flame I, Levitation Arrows (0:10)
* Assassin Shield: +140% Health, +50% Knockback Resistance, Thorns III, +15% Movement Speed, +15% Attack Speed.

### Recommendations

* Doing Hidden Mission 5 is recommended as Blaze and Cave Equipment is the best equipment in the map, and there is technically no guarantee you will get any Assassin equipment until the end of Mission 13, where the reward chest is guaranteed to contain at least one piece of Assassin equipment. It will also get you either the Gem of Blaze or the Gem of Cave, both of which unlock powerful runes.
* The type of Fringe Armor you decide to use really comes down to your personal preference or to whatever happens to be available for you, or what build you're aiming for. Knockback Resistance can be useful to stop mobs from knocking you off into the void. Movement Speed can allow you to easily run past mobs. Attack Speed and Damage can let you take down mobs faster.
* The Wood Hammer may have low attack speed, but it makes up for it with high base damage and knockback enchantments. The Ice Axe is slightly faster but does much less damage.
* The Snow Launcher can be useful as it has Punch II, with knockback much stronger than normal, as well as slowness arrows.
* The Assassin's Blades are possibly the strongest melee weapon to use against hordes of mobs, as it is the only weapon in the map with no attack cooldown to also inflict sweeping damage.
* The Assassin Waraxe, on the other hand, has the third highest base damage in the map, with a whopping 260, being beaten only by Blaze's and Cave's Gaming Chairs, and is easily able to kill most mobs in at most two shots throughout Missions 13 and 14, however as it is a heavy axe it has 0.25 attack speed, meaning it takes 4 seconds to cooldown. However, with lots of attack speed buffs on your armor, you can decrease the cooldown so that it doesn't take as long to recharge, meaning with the right build, you can quite easily tackle any threat in the endgame.
* The Red Shulker Bow (or the Redstone Beam from Hidden Mission 5) is useful if a shulker or an Assassin Clone with a Red Shulker Bow hits you and causes you to levitate up, as you can make Assassin Clones with bows levitate too, then take them down at melee range.
* The Rune of Distortion has a side effect where occasionally it will cause nearby mobs to levitate for a few seconds. This can be useful for briefly stunning them. Ranged mobs can still shoot you, but melee mobs will otherwise be harmless and can quickly be taken down.
* The Rune of Dimensional Healing can allow you to regenerate health rather quickly, and allow you to survive battles for longer and recover quicker after a battle is over, making it a great rune to use in Missions 13 and beyond.
* The Rune of the Assassin is very useful if you can get it, as it effectively combines the effects of the Runes of Dark Strength, Ender Speed, and Ender Dexterity. If you're going for the Assassin Waraxe build as described above, this rune is almost essential. If you can't get it, the rune of Ender Dexterity can substitute for the much-needed attack speed boost.
* If you do Hidden Mission 5, the Rune of Blaze is useful for dealing lots of passive damage to nearby enemies, and there are quite a lot that spawn throughout Mission 13 especially. The Rune of Cave is great for temporarily stunning enemies.

## Chest Locations

* In the forest part of the Fringe, go all the way to the far right corner. There is a small hole in the dirt near here, and you can parkour up the trees to access it. Go through here, and do some more parkour to get over the small mound to find a loot chest.

* While parkouring up the dirt cliff, there's a part where you parkour on the other side of the cliff instead of the treetop side. You should see a small grass island on the side, which you can elytra to. This island contains a Mimic.

* After finding the Creeper Totem, go to the corner where the two leaf walls intersect to find the lore book The Creeper Totem.

* In the snow section of the Fringe, there is a single bigger igloo compared to the others. Enter, then jump through the floor onto some snow blocks lower down. You will also find a loot chest here, and a way back up.

* Go to the northwest corner (immediately right of the start) to find the lore book My Strange Find.

* Go all the way to the southwest corner (the furthest right one) to find another loot chest.

* In the Desert section, go all the way until you reach the giant cliff. Jump off the right side of the island and Elytra over to the small piece of land that peeks out on the right side. Next, parkour around this piece of land and keep jumping until you reach a small cave. This cave contains a loot chest, for some reason. This chest is not worth getting in any way.

* At the end of the Nether/End section, there is a chest on the left side with the lore book Thoughts of the Assassin.

* After entering the Assassin's Tower, take the left path and do the challenges normally until you reach the shulker room. Here, you want to get one of the shulkers to hit you in the bridge between the previous room and the shulker room, then use the levitation to float up above the bridge. On top of the bridge, you will find yet another loot chest.

* There are two required chests in the second floor of the Assassin's Tower that turn into Assassin Mimics.

* On the top floor, after the side areas open up, go south (right side from where you come up) to find one last loot chest.
	+ Do not go to the north side before getting this loot chest because if you trigger the commands associated with that chest, it will delete the other one.

## Music

*Main article: Music*

While in the Fringe, the following tracks can play:

* **Hypnothis** by Kevin MacLeod.
* **Penumbra** by Kevin MacLeod.
* **Winter** by Jason Shaw.
* **Ice and Snow** by Cinematic Waves.
* **Towards the Light** by Tim Beek.
* **Astral Search** by Tim Beek.

While in the Assassin's Tower, the following tracks can play:

* **Fall of the Solar King** by Twin Musicom.
* **Volatile Reaction** by Kevin MacLeod.
* **Death and Axes** by Kevin MacLeod.
* **Night Runner** by Jason Shaw.
* **Raiders of the Apocalypse** by Cinematic Waves.
* **Mothership** by Cinematic Waves.
* **Burnt Spirit** by Kevin MacLeod.

While in the Stronghold, the track **Lights** by Cinematic Waves plays.

Snippets of the following tracks play during the flashback cutscene, one after the other:

* **Triumphant Return** by Jason Shaw.
* **Right Behind You** by Kevin MacLeod.
* **Unholy Knight** by Kevin MacLeod.

During the Assassin boss fight, **Final Battle of the Dark Wizards** by Kevin MacLeod plays.

## Trivia

* Many of the mobs and equipment you can find in the Fringe are throwbacks to mobs and equipments from the other two Assassin of Steve maps or from earlier missions in this map. This is why the Throwback Equipment is called that.
* The Assassin's Tower that is seen in the prologue cutscene at the beginning is different to the one in this mission. That tower has black glass instead of red, perhaps implying it is deactivated. MCEdit was used to create the second one.
* The End that is seen in the flashback cutscene is different to the End that is seen in Mission 14. It is unknown why this is.
* The village that is seen in the flashback cutscene was taken from the first two chapters of Beacon Defence.
	+ In Beacon Defence, the village is known as the Kingdom of Consund. The Kingdom of Consund is mentioned in the Cargo Delivery Notes, where it is stated that Mechanical Island is delivering a stack of beacons to the kingdom for defensive purposes. This implies Beacon Defence may have been intended to be set in the same universe as Assassin of Steve, however it could also have been simply an homage to it as an abandoned project.
* Mission 13 is the mission with the most amount of music tracks, containing 18 in total.
	+ 'Penumbra' also plays in Mission 9 of Assassin of Steve 2.
	+ 'Winter' also plays in Mission 8 of Assassin of Steve 1.
	+ 'Ice and Snow' also plays in Mission 4 of Assassin of Steve 1.
	+ All of the Assassin's Tower music tracks also play in Mission 15 when going back through the Assassin's Tower.
	+ 'Fall of the Solar King' also plays in Mission 10 of Assassin of Steve 1 and is also used for King Parcore's boss fight in Assassin of Steve 2. A snippet of it also plays at the beginning of Mission 14.
	+ 'Volatile Reaction' and 'Raiders of the Apocalypse' also play in Mission 9 of Assassin of Steve 1.
		- 'Volatile Reaction' is also used for Kowe the Tribal Warrior's boss fight in Assassin of Steve 2 and was one of the songs used in Assassin of Steve 2's trailer.
		- 'Raiders of the Apocalypse' also plays in Windwood's boss fight.
	+ 'Mothership' plays in Assassin of Steve 3's first trailer.
	+ 'Death and Axes' plays in Assassin of Steve 3's final trailer.
	+ There is an advancement in Blaze and Cave's Advancements Pack named 'Night Runner' which may have been inspired by the title of the song of the same name from this mission.
	+ 'Triumphant Return' also plays during the credits of this map.
	+ 'Final Battle of the Dark Wizards' also plays during the Mega Ghast's boss fight in Assassin of Steve 1, and during the entirety of Mission 12 in Assassin of Steve 2.
* Mission 13 is one of only two where at least one music track from all five royalty-free music composers featured in the Assassin of Steve maps are used. The other mission where this is the case is Mission 11.