Mission 11: Invasion

**Mission 11** is the eleventh mission of Assassin of Steve 3, where you must defeat the invading Blue Endermen and save Tanivac.

## Walkthrough

Upon defeating the Ancient Uivvah and taking the Distorted Star at the end of Mission 10, you will be teleported close to the Tanivac Highway - a road that leads to Tanivac.

If you go left on the Tanivac Highway from the Shop Altar, you will find a huge Colosseum. Go in through the entrance to enter Hidden Mission 4.

To get to Mission 11, go right on the Tanivac Highway. On the way you will pass some villagers riding horses, who will say that Tanivac is under attack by Endermen. Upon reaching the bridge that bridges over the stone canyon in front of Tanivac, a cutscene will establish the scene - the Blue End Ship is hovering over Tanivac, and Blue Endermen are crowded all over the bridge and Tanivac.

Cross the bridge, fighting your way past the Blue Endermen. As you reach certain milestones on the bridge, first two Blue End Cruisers (like the ship you rode out in at the end of Mission 5) will appear with their backs to the bridge and open, and enemy mobs will spill out and attack. At about halfway there two Blue End Fighters (the smaller ships) will spawn, and their lasers will remove a section of the bridge. First Opara tells you to shoot them down. Shooting arrows that land on any part of their body will damage them. They each have 5 health. Upon having 5 arrows on their bodies they will blow up. Once you destroy both Blue End Fighters you can grapple across to the other side.

At about 3/4 of the way through the bridge four more Blue End Fighters will divide into groups of two, and will project a force field of barriers behind and in front of you, trapping you on the bridge, while two more Blue End Cruisers spawn above and drop more mobs down. At this bit quite a lot of mobs can be present, so you might want to place down a force field so you don't keep dying, or use a splash healing or lingering wither to help take out the mobs. Like the Blue End Fighters from before, you have to shoot them down. Again they have 5 health. Once destroying all four of them, the force fields will be taken down on all sides, and you can move off the bridge and into Tanivac.

However, a cutscene will show the Blue Ender Captain, as well as some mobs holding some Tanivac Villagers prisoner. The Blue Ender Captain will say that his four Pulse Landers spread across the village are spreading out an Illager virus that is turning all the Villagers into Illagers. The cutscene will then show where all the Pulse Landers are located before the Blue Ender Captain disappears, and you can begin to fight. A mid-mission Shop Altar is located off to the left near the watch tower.

The Pulse Landers stand on four long legs and have a diamond core that is covered with rotating glass. When the glass is not covering the diamond, wooden buttons appear on the diamond, and you can shoot it. Pulse Landers each have 5 health, and each strike of the button will take down one health. You do not have to hit different buttons - just hitting the same button five times will do to destroy it.

When you approach a certain sector of Tanivac, all the mobs will spawn in that sector. If you want to go through Tanivac while encountering the least possible amount of mobs, start with the Pulse Lander at the very front of the village. Then go to the left, past the white glass solar collectors, and into among the skyscrapers, and destroy the next Pulse Lander there. Then head out into the back of the village where the park is, and another Pulse Lander. Lastly, you can make your way to the Pulse Lander at the end of the mall without actually going in the mall by simply going around. Once destroying all four Pulse Landers make your way back to the front of the village to the watch tower near the mid-mission Shop Altar overlooking the canyon. Of course, it is recommended that at some point you go into the middle area to spawn and defeat the Blue Electric Warrior in order to try to get Electric Equipment.

At the watch tower, climb up the ladder within to find Roger. Inside the chest are elytra, which you can equip to fly across the canyon to the prismarine platform on the ledge. Near the platform is a ladder that takes you up to a higher ledge where Opara is. He will toss you high up into the air, and from there you can use your elytra to fly over inside the Blue End Ship's hangar. Once inside don't forget to defeat the Blue Electric Warrior before heading off to the next section to the left of the hangar.

The next section are two rooms with water in their bottoms and floating about halfway up and stained glass pathways. The water is electrically charged, meaning it will deal a very large amount of damage to you unless you turn off the electricity. Move through the glass pathways and make your way up to the next level in the second room. More glass is on top of the second layer of water, which you have to parkour across, and then get back to the first room. In there, shoot all the Blue Ender Warriors with bows dead, and then grapple across and press the button on the blue engraved block. The button will turn off the electricity, meaning you can enter the water safely. At the bottom of the first room in the water is a hole that takes you down to a room below.

In this room are more mobs to kill, and a pathway that leads off to a large tube that goes up and has lots of light blue stained glass for you to parkour up. Once you reach the top, you will find yourself in a long room with more water at the bottom and a platform at the very end. Equip your elytra, then fly down to the platform, then go across to the room to the left, where there is another long room with water at the bottom and another platform at the very end. You can't quite make it to that platform, so you have to grapple up to the higher platform and then fly down to that platform. Beyond the platform is another tube that leads up, this time with floating water that you have to swim up. There are some buttons you can press to create ladders that lead up to where you've gotten to so far, so don't forget to press them. At the very top, use elytra to fly down to the platform, then swim up the waterfalls to the uppermost platform, and go to the right back to the first room, where you can press a button to deactivate the electricity in this room. Fly down into the water to the tunnel at the far end of the room, where another waterfall will take you up.

At the top of the waterfall is a passageway that takes you to a room full of water flow puzzles. They are pretty easy to complete once you understand how they work. Flick the levers to move blue engraved blocks up and down to let water flows through. If a water flow hits sea lanterns it will flow upward, creating a waterfall that you can swim up to. If a water flow hits sea lanterns **(theres probably a mistake here might wanna fix that)**it will trigger an engraved block to be moved down, allowing water to flow through. Buttons will form new water flows. There are four sections in all, each with a separate puzzle. The first two are typical water flow puzzles, the third is actually just where you can simply fly across to the far end. In the fourth section are three pressure plates that all need to be held down in order to let the water flow through. Unless you're in multiplayer, it is not possible to hold down all the pressure plates long enough for water to flow through, so you need to toss an item like a piece of steak on the wooden pressure plate to hold it down. Then go on the first stone pressure plate. Once water has flown through a decent way, quickly sprint to the other stone pressure plate and step on it. The water should flow through long enough to hit the end, and thus destroy the glass in front of the end gateway.

The end gateway will take you to a large arena in the centre of the Blue End Ship, among the Blue Energy Towers. Here you have to fight through five waves of mobs. At the start of wave 2 the water level will rise to one block. At the start of wave 4, the water level will rise much farther, leaving only the uppermost land visible. A button in the room, when pressed, will cause all mobs in the room to be inflicted with glowing for 30 seconds. This button exists in case a mob gets lost amongst all the water in later waves. Upon defeating wave 5, a waterfall will fall in the centre, and you can swim up it, up the centre tube, to the top.

At the top go up the stairs then climb up the blocks in the glass tube. At the top you have to use elytra to fly through a course, through the holes in the glass walls, down a tube, then into a large area with three possible paths. Of the paths, the centre one is the correct one. Upon flying into it go to the end of the hallway, where a golden pressure plate is on the ground. Step on it to get boosted up with levitation, all the way up to the top of the tube. Go into the next room, where a larger area with water at the bottom and more levitation launch-pads exists. Use the launch-pads in combination with your elytra to fly across to the other side, where two more launch pads take you up to the higher level. From there fly across to the platform, and from there use the next launch pad and elytra to get to the next platform, then use one more launch pad and elytra-fly to get to the end gateway.

### Boss Fight: Blue Ender Captain

#### Stage 1

At the beginning the Blue Ender Captain is in his large turret. It has 5 health, and each point of its health can be taken down by destroying all the Pulser Turrets on it. Upon taking down a point of health another wave of Pulser Turrets spawn. Once the turret gets down to 3/5 health some water spawns near the Blue Ender Captain's turret, so you'll need to stay on the outer ring and use your bow. Dodge the lasers from the Pulser Turrets by ducking behind the pillars in the room. Floating Enders spawn at the beginning of certain waves - they are floating invisible strays wearing a blue ender head and a black chestplate and wield a Thunderbow that has Slowness III arrows, which reduces your movement speed by 45%, so be careful not to get hit by one! The turret itself attacks using lightning bolts that strike from above on or near a player.

#### Stage 2

Upon bringing the turret down you will be teleported to the top of the Blue End Ship, where you battle the Blue Ender Captain. He has a force field that makes him completely invulnerable to all attacks, and the electricity from it will keep recharging it as long as you are near him, meaning the strategy to bring his force field down is to keep running and stay away from the Blue Ender Captain. All players have to stay away from him for 20 seconds in order to bring down his force field. You can use the launch-pads and elytra to try to get a jump on him, although do be aware wearing elytra will make you have less health when fighting. Also be aware of the Floating Enders that also spawn here - if one of their arrows hits you the Blue Ender Captain can easily catch up to you. Normal Endermen also spawn during the fight. Once his force field is brought down go in all-out for the attack - his force field will only be down for 10 seconds before recharging, and the same process repeats itself. Because of this, the battle against him can be quite lengthy.

Once the Blue Ender Captain is defeated the Blue End Ship disappears, and you fall down to a puddle of water in the centre of Tanivac.

## Mobs

* Blue Ender Warriors are endermen wearing an assortment of diamond and retextured gold armor (which looks like obsidian), as well as their enderman heads with blue eyes. There are three types - the first has an End Doubleblade and Blue Energy Shield, with increased health and knockback resistance. The second has a Dense Hammer and does more damage and has extra movement speed. The third wields a Pulse Beam with Mining Fatigue III arrows, which decrease your attack speed by 30%.
	+ All three types have a splash potion of harming/slowness riding inside them, and when they die, it will fall, splashing out its contents and damaging you if you are near, or healing other enemies if they are near. So be careful when killing Blue Ender Warriors.
	+ Also, every 10 seconds the closest Blue Ender Warrior will activate its force field for 3 seconds, which is signified by blue magical crit particles, making it invulnerable for that period of time.
	+ Lastly, sometimes when approaching the third type with the bow it will levitate up 8 blocks in that many seconds before floating above you and attacking from above. Dealing with floating ranged mobs while you're stuck on the ground is something that becomes a thing from Mission 11 onwards. You can try using a Punch bow to push them away so you're out of their range, or use your grappling gun to pull them down to the ground and then go in for a melee kill.
* Blue Ender Invaders are endermen riding an Ender Bear - a retextured polar bear. It has increased health, and randomly switches between Shock Claws or Thunderbow, the latter having Punch I, Flame I, and Mining Fatigue III arrows. The Ender Bear itself has average health and attack, but spawns invisible silverfish that emit electric shocks which will damage you and inflict Mining Fatigue III on you if they get close. These invisible silverfish despawn after about 8 seconds, only to be replaced by another set, so be sure to kill Ender Bears even if they're not attacking you.
* Enderpulsers are endermen with a guardian on top of their head. They wield Shock Claws with Knockback II on them, so be careful when fighting them. They have increased health and high knockback resistance and speed. They also jump up and slam the ground upon landing, which inflicts Slowness and Mining Fatigue III if it hits you. Plus they have the added firepower of the guardian on their head. When the enderman part dies, the guardian falls, shattering some Mining Fatigue III potions before landing.
* Tanivac Vindicators spawn throughout Tanivac only, inside or near houses. They wield an iron axe like normal vindicators. They have increased movement speed but average health, so they should not be too difficult.
* Tanivac Evokers spawn alongside Tanivac Vindicators. They possess all the powers of normal evokers except they cannot spawn vexes - whenever they try, the vexes immediately despawn. Their fang attacks do not really do a lot of damage on their own, but they can quickly stack up, especially as a lot of them can spawn and they might spawn inside houses and still be able to attack you from there.
* Killer Desert Bunnies spawn only in the park. They will slowly jump towards you before lunging and attacking. If you attack them they will jump about, making them hard to hit again, making them kind of a nuisance. Fortunately you only have to deal with them in the park.
* Pulser Turrets are floating guardians that will zap you if you get close. They have knockback resistance, meaning melee-attacking them won't move them, but using a Punch bow will still move them around quite a considerable amount. They have relatively low health compared to other mobs.
* Blue Electric Warriors are wither skeletons wearing full Electric Armor. They have very high health, knockback resistance, movement speed, and attack damage with Fire Aspect II on the dual Electric Swords they wield. They can send out invisible electric shock silverfish like the Ender Bear, but also jumps up and slams the ground upon landing with a loud clap of thunder if they hit you, which will inflict heavy damage and slowness.

## Equipment

There are two types of armor - Blue Ender Armor and Pulse Armor. Blue Ender Armor is diamond armor that has secondary enchantments and additional Attack Damage, Attack Speed or Movement Speed attributes. Pulse Armor is retextured golden armor with more much health than Blue Ender Armor, Protection III, and Mending. However, as it is only golden armor, it has rather low durability, so it can break easily if you don't get experience faster than you get hit.

* End Doubleblade: 25 attack damage, 13.5 sweeping damage, 1.6 attack speed, 40 DPS
* Dense Hammer: 50 attack damage, 0.8 attack speed, 40 DPS
* Shock Claws: 18.5 attack damage, No Attack Cooldown, 37 DPS
* Pulse Beam: 38.25 ranged damage, Punch I, Weakness Arrows (1:00)
* Thunderbow: 40.5 ranged damage, Punch I, Flame I, Slowness Arrows (1:00), -50% Movement Speed on user
* Blue Energy Shield: +85% Health, +30% Knockback Resistance.

Rare equipment:

* Electric Armor has health greater than Pulse Armor. It has secondary enchantments and additional Attack Speed or Movement Speed attributes.
* Electric Sword: 35 attack damage, 27.25 sweeping damage, 1.2 attack speed, Fire Aspect I, 42 DPS, +20% Movement Speed on user
* Critical Waraxe: 160 attack damage, 0.25 attack speed, 40 DPS, Fire Aspect III, Knockback II

### Recommendations

* If you did Hidden Mission 4, buy lots of force fields if you can. Use XP Bottles if you have to - they can come in handy when you have lots of mobs to deal with.
* Using a Punch bow can be very useful against Blue Ender Warrior snipers as well as against Pulser Turrets. Every bow obtainable in Mission 11 onwards has Punch on it.
	+ From Mission 10 the Uivvah Skull Launcher has Punch, but not the Raider Bow or Bow of Cursed Fire.
* Shock Claws are useful against Enderpulsers if you keep jumping up and down and hitting both the enderman part and guardian part, as you can quickly cut them to pieces. They can also be great against Blue Ender Invaders. The Chorus Rod does less damage, but the Fire Aspect can make it more worthwhile against Blue Ender Invaders.
* Axe weapons like the Uivvah Staff, Gladiator Trident and Dense Hammer are more useful for fighting Blue Ender Warriors, as if you're fighting just one on its own chances are it will activate its force field. Wait for your weapon to charge, with your shield up, while its force field is running, then after the blue particles flash for the third time you can strike.
* If you use a Rune of Toxicity or Cursed Combustion or a Uivvah Skull Launcher or any fire-inflicting weapon on a Blue Ender Warrior, you can tell more easily when it's invulnerable and when it isn't based on whether or not it's taking damage from the wither or fire.

## Chest Locations

* Upon entering the housing area from the front, go into the house immediately on your right. You will find the lore book The Town of Tanivac.

* Go around the left side of the housing area and stick next to it, which will lead over to an alcove in between the central area and the housing area, which holds a Mimic.

* From the entrance of Tanivac, take a right and follow the path to an area with many large houses. Go into the second last house on the left to find a loot chest.

* On the left "business sector" side of Tanivac, there is a building labeled "OHSWU" with a sign on the top. Go into this building and you will find the lore book The OHSWU.

* From the OHSWU building, exit and take a right, then go up the stairs to the second floor of the sector. Go past the open green building and enter the orange building on the left. In one of the cubicles you will find another loot chest.

* Exit the middle sector into the park, but take an immediate right and go up the hill to find another Mimic.

* Upon boarding the Blue End Ship, go all the way to the right to find the lore book Captain's Log.

* In the second electric water room, there's a small hole in the southeast corner of the room (directly left of the entrance) containing a loot chest.
	+ This chest has two magma cube markers associated with it instead of the usual one, and one falsely marks it as a Mimic chest.

* In the third room of water puzzles (where you Elytra over a large gap), fall down and look around the corners. The northwest corner contains the lore book The Science of Electric Water.

* After clearing the waves section and going up, go down one of the two hallways without a staircase. This will lead to a room with a bunch of tubes and a chest with the lore book The Illager Virus.

* In the levitation room, go through the room normally until you reach the first levitation pad that's off the ground. Instead of continuing up normally, sprint from the front of the levitation pad to the back, and float up to a hole in the top corner of the room. Here you will find one more Mimic.

* There is also a filler chest that doesn't have any loot in it because Cave forgot it existed, located in the right-hand middle top house in the housing area.

## Music

*Main article: Music*

While in Tanivac, the following tracks can play:

* **Against All Odds** by Tim Beek.
* **Assault & Defend** by Tim Beek.
* **Laser Quest** by Tim Beek.
* **Take Cover** by Tim Beek.
* **Collapsed World** by Cinematic Waves.

On board the Blue End Ship, the following tracks can play:

* **Phase Shifter** by Jason Shaw.
* **Soulstone** by Jason Shaw.
* **Cognitive Dissonance** by Kevin MacLeod.
* **Dance Don't Delay** by Twin Musicom.
* **Trips It** by Kevin MacLeod.

During the Blue Ender Captain boss fight, **Ouroboros** by Kevin MacLeod plays.

## Trivia

* This mission 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 13.
* This mission is also the first in this map to feature two different sets of music tracks for two different sections of the mission. Missions 12 and 13 also do this.
* 'Against All Odds', 'Assault & Defend' and 'Take Cover' also play in Mission 3 of Assassin of Steve 1. In Assassin of Steve 2, 'Take Cover' plays in Dise Eeze's boss fight.
* 'Laser Quest' plays in Mission 7 of Assassin of Steve 1 and Mission 4 in Assassin of Steve 2.
* 'Phase Shifter' also plays in Assassin of Steve 2 in the Lunar Orb's boss fight.
* 'Trips It' also plays in Mission 7 of Assassin of Steve 2.
* The boss track, 'Ouroboros' is reused again in this map for the Blue Ender Captain's returning boss fight in Mission 14.