Everything Wrong With the AOS Trilogy

**Welcome to a comprehensive guide to Everything Wrong in the AOS Trilogy. Get ready to die internally.**

**WARNING: THIS ARTICLE CONTAINS MAJOR SPOILERS THAT MAY SPOIL YOUR ENJOYMENT OF THE MAP.**

*Note by the map creator: This page is not 100% serious and elements should be taken with a grain of salt.*

## Assassin of Steve

* You can skip the entire Starter Mission by letting an Undead Farmer knock you over the fence

* The Steve headstone is not centered.

* By running to the boulder that is destroyed upon the end of the Mayor's speech, you can skip the first checkpoint's trigger, meaning the mobs won't spawn and music will not play throughout the entire mission

* You can skip entire Mission 1 by triggering a zombie, go to the part where you go to Mission 2, bring mob and do Mob Damage boost to get past 2 blocks high wall. By this, you will skip a Mission 2 trigger but you can still progress because Cave for some reasons added a button (where cannon) to spawn General Pigman and you can get all 4 cannon code and complete a mission.

* Loot chests will not fill up correctly if played with four players because the redstone circuit responsible for doing this is too long

* Everything in Losing the map

* Everything in Typos in the AOS Trilogy

* By going to Mission 3 trigger, then using a splash decay potion you can jump a 2 block high wall, then jump down and skip all the way to Mission 8 by a trigger which for some reasons works lower than expected, then die by fall or splash potion damage and you are in Mission 8.

* Speaking about a skip, if you run to place where Mission 4 is located, you will find a command block with button which gives you a Diamond Sword which enchanted with Sharpness 1000.

* If you press any of the shop buttons fast enough and have double the experience needed to buy the item you can get an infinite of the item while only paying once

* The two cannons at the beginning of the Skeleton Army Barracks shoot cannonballs doing no damage, due to a typo in their summon command

* The second cannon on the left wall fires cannonballs that immediately hit the block under them and explode instantly

* The piston code at the end only spawns one of the blocks when one of the sand blocks are at the end, rather than putting both in the same clone

* If you ride the Legless Horsemen's Horse on top of the Cauldron in the cell, you can phase out of the map

* Maze Codes

* Sound Codes playing sounds that you cannot hear over Custom Music

* The fact that some bosses are time based and not health based, making it a waiting game

* In Hard, the Frostula Spider has the exact same amount of health that it has on easy, because instead of changing the Health attribute from 38 to 62, Cave actually changed the Follow Range attribute from 32 to 62.

* Requiring two deaths to beat the map

* The super long ladder between Mission 6 and Mission 7

* Buying Police Shoes at the shop before Mission 7 costs 20 Levels, but only gives you the item if you have 29 Levels

* The sixth floor on the Ice Prison is cyan instead of purple

* There is a chest behind the Ice Prison with terrible loot

* You cannot get to the edge of the Mission 8 Shop without triggering Mission 8

* Glacier Crawler Jockeys

* Three of the five boulders can be completely skipped by either parkouring over them or exploding them from the other side

* Glacier Crawlers and Baby Glacier Zombies can follow you into the Ghast Giant's boss arena

* There's a random hole in one of the towers in Mission 9

* Towers part in Mission 9 is a lag machine

* Some bosses have more than the maximum health that Minecraft allows, which is 1024 health. This results in their health getting cut by a lot. For example, the Assassin has a third of the health as intended.

* You can completely skip the puzzle required to access Lord Frostbone's tower by jumping over the gap

* King Icing and Queen Freeze having Infinite Minions

* In Hard, Queen Freeze is supposed to give 50 seconds of Weakness I and 30 seconds of Poison I, but actually gives you 50 seconds of Poison I and 30 seconds of Weakness I.

* Experience Bottles are provided in Mission 10, despite having no value anymore

* Land Blazes

## Assassin of Steve 2: The Tribal Snouts

* If you press any of the shop buttons fast enough and have double the experience needed to buy the item you can get an infinite of the item while only paying once

* If you are playing a map on easy or hard, a mechanic will changes your difficulty to peaceful to despawn mobs and then to normal difficulty if you are even have a hard difficulty

* You are able to skip falling into the pit in Silver Mountain by running quickly and praying.

* You can skip entire map by using a splash decay potion damage boost when third loot chest in Mission 2 and run to Assassin's hole and trigger Assassin Boss Fight

* You only have a couple of seconds before the loot chests in Mission 1 close themselves off, unlike basically every other chest in the trilogy.

* Same with another chest in brick room on third floor

* The Zombifier creates a ton of plot holes.

* Snout Rider

* You can cheese the first Tree Chieftain super easily by not jumping into the area he's in

* More Tree Chieftains summon then necessary, meaning you can softlock yourself in Hidden Mission 1 with the levers they drop.

* You can cheese the third Tree Chieftain super easily by jumping around their tree.

* Kowe's Scimitar goes unused.

* Hidden Mission 1 is unbalanced on higher difficulties, especially in singleplayer.

* The Puzzle Chief was deleted.

* Mission 4's music doesn't play.

* It takes 8 years to maneuver through the pipes in the Cropper's farm.

* In the equipment shop in Mission 4, the Cropper Shield does not have a level cost listed.

* You can skip draining Pipe 4 by going through it, because you have enough health to survive drowning.

* You can also skip switching the current in Pipe 3 if you do this, because the current in Pipe 3 is only enabled after you drain Pipe 4.

* Mission 5 is just super easy to cheese.

* For some reason, the Puffer Caves contains some coal ore in the walls.

* In Hard difficulty, TreeZ2 (Tree Zombie 2) isn't entitydataed properly, due to a missing colon in the Attributes section.

* Mission 6 contains Skeletons named TreeZ2. Yes, the Skeletons are supposed to be Tree *Zombies*. I don't even know.

* You can go back to the shop anytime in Mission 6 after destroying the first Wind Bush by jumping around the higher ledge, then back to the start.

* Hidden Mission 2's Music doesn't play.

* The lore book Jockey Up doesn't actually exist in the current map copy.

* You can scale up Windwood's face.

* Windwood is torture if you don't have the Arson Bow before-hand.

* The Poisoned Clay only works half the time, due to the command block that gives the effects being on a redstone clock.

* You are forced to get damaged by poison to get one of the loot chests and the Blindness Key.

* The Blindness Building is torture.

* Lots of spiders in the Venom Building spawn inside the sacs, making it impossible for them to reach you.

* There is a room with many exposed command blocks in the Venom Building.

* You can jump over the fence in the Mutation Building to get to the bottom quickly.

* Dise Eeze's fireworks don't spawn.

* Every enemy past Mission 7 has ridiculously overpowered mobs, even on Easy.

* You can cheese the first slime parkour in Mission 8 by jumping around the side.

* You can cheese the next two slime parkours in Mission 8 by doing some neos.

* You can cheese the final slime parkour by jumping off the ledge, reaching up and pressing the button on the explosive device with super reflexes.

* Every entitydata in Mission 8 is based off the amount of players, instead of difficulty. This means if you are in singleplayer, it scales by easy difficulty, 2 players is normal difficulty, 3 is hard difficulty, and if you play with four players, they don't even get changed at all and are super easy to kill.

* The first spore digger shortcut requires you to do a concussion jump.

* Mission 8's labyrinth can take anywhere from 15 minutes to an hour due to RNG. You also may not be able to access all the lore because of this.

* Unlocking the Iron Room in the labyrinth also automatically unlocks the first stonebrick door, due to a technical error. This means you can access two buttons, but it also means one of the buttons will end up doing absolutely nothing later down the road.

* You can still destroy the Slime Arm despite it being blocked off, thus skipping one of the phases in Mutatron.

* Mutatron is literally waiting simulator

* Triblue Plants is both RNG and waiting simulator part 2

* After reducing the Triblue Plants' health, it teleports you down which is incredibly annoying.

* You can also completely dodge that by jumping off the tongue back onto the main body.

* You can also sit on top of two of the Triblue Plants head and continue to hit the buttons without being teleported down.

* The trigger for the teleporter leading to Mission 9 extends south 1,531 blocks too far.

* Mission 9 in general.

* Mission 9 if deathless challenge.

* Mission 9 contains random, unnecessary glass blocks scattered around the area.

* One of the loot chests is inaccessible due to these glass blocks.

* Stelldark the Astral Wizard is waiting simulator part 3

* Ice in the boss can melt into water and flow off the island.

* By damage boosting with a Splash Decay potion, you can access the trigger that opens m10, and sequence break the map from Mission 3 all the way to Mission 10.

* You can escape the map by climbing some vines next to the teleport leading out of m9 and then run all the way over to the final boss arena from there.

* Mission 10 is somehow even more unbalanced than m6-m9.

* The floor lava traps only trigger some of the time, because their testfors are on a redstone clock.

* Two of the holes in the wall don't shoot arrows like they're supposed to.

* You don't get any checkpoint if you skip to the second half in the barrier maze.

* The night vision given within said maze doesn't exist within the shortcut.

* The moving platform section is waiting simulator part 4

* If you spam the moving platform button, the reset will destroy the piston and softlock you.

* The armor stand chamber tanks your fps and tps.

* Mission 10 boss fight is very hard for deathless because it has a lot of instakills moment.

* The Lunar Orb is waiting simulator part 5

* You can cheese the second, third and fourth parkours in the Lunar Orb by jumping from somewhere and hitting the button at the end of the course.

* You can swim up the lava at the Redstone Volcano and literally skip half the mission.

* Hidden Mission 4 if deathless challenge.

* Sollus loses his mustache after beating Stage 2

* Bow which Sollus gives you after Hidden Mission 4 is completly useless because you can't really use in missions

* Wading through the lava in Mission 11 is waiting simulator part 6

* You can trigger Mission 12 before the official clear of Mission 11, which will stop the music for the entire mission.

* You can cheese the first phase of Chipnone & The Assassin by placing a block on the final block of the parkour from the ground.

* Chipnone dies in 2 seconds with melee weapon.

* You can just knock him down, go to spot when he was and bow him with no risk to die.

* If you are holding forward while going up the ladder after defeating Chipnone, the teleport can trick you into running off the edge and killing yourself.

* The Assassin also dies in 2 seconds because he has one third of the health of what's intended.

* Overall, this map is basically just a waiting simulator.

* And Deathless Hell.

## Assassin of Steve 3: Endergeddon

* The map keeps track of your kills and deaths anyway, because your choices don't matter.

* Nearly every non-legendary set in the map is completely useless due to being outclassed by sets from Legendary Boxes.

* The sound file "custommusic.prologue" exists, despite it being completely identical to "m13\_boss".

* The Assassin's Tower shown in the prologue contains black stained glass, rather than the red stained glass in the original area.

* You can just run entire Mission 1 to boss fight without killing any mobs

* You can easily cross the ravine on the right side in Mission 1, allowing you to skip basically half the mission.

* Sheriff Firearms boss fight is a waiting simulator.

* Red Sand Twisters

* Roger says that longer missions will have Shop Altars inside of them, despite the fact that m8, m9 and m12 are all much longer, yet contain no Shop Altars in-between.

* Spiny Cactus are almost completely useless past Mission 9

* One of the rooms in Mission 4 force you to fall through a cobweb, which ends up taking forever.

* The potion-dropping bats in Mission 4 and 12.

* Basically every vex mob in the map.

* Vexes can glitch and they will be invissible.

* Sometimes, you get softlocked after beating Mission 4.

* The Gravity Device can sometimes take an extra second to take effect, which usually kills you.

* Maze Codes make a return in Mission 5

* The platforms in the boss room can be completely skipped by just switching gravity up and down in mid-air.

* It is nearly impossible to see in the End Ships and the Assassin's Tower, because they're entirely made out of black blocks.

* Opara's only purpose is to steal your kills and then die.

* The first three Hidden Missions are people forcing you to do Slave Labor, and the final two are people forcing you into a battle against your will.

* You can completely skip the Grappling Hook tutorial room by grappling onto the final grappling hook from the bottom.

* Opara tries to kill you with a Mimic.

* You can activate the Mission 6 waves before the door to the room fully opens, which results in the door being left open forever and allowing you to escape.

* The Mission Log that you receive while fighting the Mission 6 waves is the exact same as the previous one.

* The fight against Captain Coldbeard's Coldwired Golems in Mission 6 is extremely boring.

* The Mini-Cannon doesn't give you arrows when you try and use it.

* The elevator to Mechanical Island doesn't actually travel up, you just use plot magic to fly up there yourself.

* After going up the "elevator" leading up to Mechanical Island, you can jump off the island and survive the fall. This allows you to go out-of-bounds.

* The Mission 7 and Mission 10 legendary boxes are literally Find the Button maps.

* The ships still fire at Mechanical Island, even after you destroy them.

* Mechanical Island and the Steelbumper are somehow both capable of flying, despite both of them being made out of rock. Additionally, Mechanical Island is only being kept up by four tiny propellers.

* Mechanical Island somehow continues flying and then completely regenerates after sustaining heavy damages.

* When going down from Mechanical Island you can clip through the elevator.

* The Clay Miners that say they're going to have lunch instead stand around and do nothing for the rest of eternity.

* The Bedrock Serpent's Phase 2 doesn't instakill or do any increased damage past suffocation, making it practically useless.

* The trigger for the grappling hook leading out of the Bedrock Serpent's arena is 3 blocks too low.

* Instead of digging out a 1x2 or 2x3 tunnel to escape, The Minemistress digs the hugely less efficient 3x3 tunnel, causing her pickaxes to break.

* You can swim through the pool of lava instead of going the long way around to save time in Mission 9.

* The minecart section where you swap which direction you go is really unnecessary and just becomes a memorization test.

* It's way easier to shoot the Yellow Endermen from the respawn platform, rather than on the minecart as intended.

* The lava that tries to kill you while you parkour up to the Legendary Box is completely useless.

* You can use a flame bow from previous missions to destroy the yellow TNT structure things easily.

* The only reason you have to destroy the yellow TNT structures that is given is because Opara "doesn't like the look of them".

* The Yellow End Ship is a complete copy of a beta version of the Green End Ship, but colored yellow.

* If your render distance is high enough, the Yellow Ender Captain will duplicate himself in his fight and softlock you.

* The entrance to the crypts in Mission 10 is very hard to find on a first playthrough.

* Pharaoh Burrow is many times more unfair than Pharaoh Unfare.

* The "black gas wall" which means to block your bow arrows actually don't do it if you shoot a bit lower which means you can kill Pharaoh Burrow very easy

* You can softlock your friend in the maze within the Puzzle Skull.

* The surface of Mission 10 looks ridiculous after activating all the Beacon puzzles.

* The Puzzle Skull forces you to do slave labor.

* The loot chest in the Combat Skull forces you to do a concussion jump.

* The hardest part of the Parkour Skull is a maze. Yes, a maze in the Parkour Skull

* The Heavy Uivvah Clone has breakable armor.

* The Distorted Star and the current entrance to the Distorted Caves are conveniently right next to each other.

* Hidden Mission 4 is only hidden if you're completely blind.

* The sign post next to the Tanivac Highway says "More Desert" to the left, despite the fact that there is clearly a gigantic colosseum right there.

* Cave casually self-inserted himself into the map by naming one of the cities Tanivac.

* The Illager Virus doesn't affect anyone in your party, for plot.

* Force Fields makes every mission (exception is Mission 12) a joke when you got them

* Some of the magma cube markers in this mission and the next are either duplicates or summon at the wrong place.

* You cannot get abducted by the Blue End Ship despite there being a giant tractor beam along with a prime location to get abducted from.

* Falling into the Electric Water is basically an instant-kill, but it still takes multiple hits before killing you to prolong your suffering.

* Jumping in the above section of the second chamber is basically instant-death.

* The second phase of the Blue Ender Captain is waiting simulator.

* The Acid Rain before entering Mission 12 makes no sense.

* This also implies that after you defeating the Blue Ender Captain, the entire ship completely self-destructed, yet left the entire town of Tanivac unscathed, and somehow killing nobody.

* All of the Tanivac citizens affected by the Illager Virus instantly either obtain an axe out of nowhere or learn black magic.

* All of the Tanivac citizens you killed that were affected by the Illager Virus magically revive.

* The Distorted Caves

* There is a loop of four rooms in the Distorted Cave Maze where the only way out is taking a portal back to the entrance.

* The Legendary Box in this mission is impossible to find.

* You can cheese the Mushroom land in the Distorted Caves in at least five different ways.

* Some of the gateways in the end gateway room teleport you into the void.

* The Distorted Witches spawn vexes when they die.

* The boat part when void is a stress part if you are doing deathless challenge.

* This map becomes a dropper map in at least two sections.

* The Distorted Monstrosity's telekinesis is ridiculously slow.

* Sometimes, the Ghasts that serve as the hitboxes for the monstrosities' eyes can die to a Creeper explosion, meaning you won't be able to hit him until his next cycle.

* After being told that the only required item to get through the Fringe are the Fringe Pearls, Cave successfully prevented only one of three cheeses.

* You get every resourses for the Fringe gateways on the top of them for the "hard work".

* The Wood Hammer and Twister Helmets are labeled as 'Throwback Equipment' despite the item that they're based on doesn't exist or is unused, respectively.

* Despite Cave saying that skipping the plains section by flying into a waterfall section in the snow part of the Fringe was fixed, it was not fixed because you can still fly into the back waterfall.

* You can go around the barrier on the right side that blocks you from going to the Desert.

* By leaping off the very top of the Overworld part of the fringe and using the above cheese, you can skip the entirety of the Snow Biome and go straight to the Desert.

* There is supposed to be a checkpoint next to the gate in the Snow section, but it doesn't work because the redstone circuit controlling it is too long.

* You can easily fly over the entire desert part of the Fringe, and its intended.

* Cave advertises the Blazeandcave Equipment as the best equipment in the map, despite the fact that the Assassin armor still outshines some of the pieces.

* The Blaze's elytra course 10000x times easier then Cave's one.

* The Cave and Blaze runes are practically useless.

* The levitation-giving archers in the Assassin's Tower are super annoying.

* Waiting for levitation to end in the Assassin's Tower is waiting simulator.

* Fighting Black Steve is waiting simulator.

* You can still respawn when fighting Black Steve, despite him explicitly telling you that neither of you can respawn.

* Theoretically, Black Steve could just use the instakill spell on you and you would lose instantly.

* You could easily defeat the Ender Dragon without needing to destroy any of the crystals, saving at least 15 minutes.

* You can use shulkers to fly up and grab the Yellow Engraved Block on the floating island easily.

* Shulker Hell in the Yellow End Base.

* Some of the Yellow Ender Sentinels in the wave fight before the Yellow Ender Captain will spawn outside of the arena on the outer end islands instead. This makes it so their ability can sometimes warp you into the outer islands and softlock you.

* Yellow Ender Sentinel spam

* The water orbs in the Blue End Base can be completely skipped with the elytra (thank god, because playing this section as intended would be literal torture).

* The small endstone sculptures in the sky are completely artificial, and mask a bunch of teleportation rooms.

* None of the small end ships have anybody piloting them. Instead, they just float idly forever.

* The force fields created by the end ships have holes at the bottom that you can fly through with your elytra.

* The button that "fixes your elytra" in the battle against the Blue End Captain instead kills you instantly without any warning.

* Fun fact: At least two deathless runs have been ended by that button.

* After dying in Mission 14, it takes eight years to get back. It also teleports your friends too in multiplayer, so they can get mad at you.

* The underground pipe in the Green End Base is way longer than it needs to be.

* Most of the loot chests in this mission (along with some other missions) are nearly impossible to find normally.

* You are able to squeeze through the 1x1 gaps in the fences in the Green End Base.

* Fighting the Green Ender Captain is basically RNG along with being a waiting simulator.

* Mission 15 consists of a whopping 2 mobs.

* The fight against Replicus is somehow more anticlimactic than the fight against Black Steve, which was basically a waiting simulator.

* Replicus is aware of King Parcore making a tiny staircase that he can't even see, but is not aware of the player climbing up his legs and torso.

* Replicus somehow defeats King Parcore, who can place blocks anywhere, with telekinesis that he could have easily blocked at any time.

* You defeat an interdimensional conquerer with the power of two ancient relics, sealed away because of the fear of the power they would create when combined, and who has an entire ender army and minions like the Assassin that serve him across dimensions.

* You defeat him by climbing up his arms, tap a random button on the Orb he is carrying to completely obliterate it for no reason, shoot his arms 16 times, and fly into his eye.

* You defeat an interdimensional conquerer by shooting at his arms and flying into his eye.

* The Creators

* What the hell