Wednesday, 1 April 2026

Beating Assassin’s Creed 2 as a Pacifist

 The Assassins Creed says to never hurt an innocent person. But why? Why must an Assassin stay their blade from the flesh of an innocent? What makes someone innocent or guilty?


The Assassins believe that, fundamentally, humanity’s free will and ability to choose their path in life is a right so sacred and inalienable that one can kill to safeguard. But any death, no matter how justified or minor, is a tragedy. You sacrifice a person’s free will and future potential and memories. The world has lost an experience that cannot be replicated. To kill someone is not a decision that should be taken lightly. And should only be done if one can guarantee if doing so safeguards the potential freedoms of others. But even then, is it worth it?


Anyway, I’m doing a pacifist run of Assassin’s Creed 2. Here are the rules:


1. Avoid killing unless absolutely necessary. Killing in this case occurs when an NPC’s health gets reduced to zero or dies in a cutscene. I’m counting both to avoid washing my hands of the responsibility. I’m also counting knocking out as kills as I am still inflicting violence on my fellow man.


2. In the event I’m forced to kill, I must try to do so in a way that doesn’t “count” in the Animus. The Animus in AC2 has a stats page that tracks what you do. 2 stats are important here: “Enemies killed in a fight” and “Enemies killed with the hidden blade”. The former also increments if you stealth kill using the hidden blade. I must try to keep these as low as possible. However, I will still count these as “Unregistered KOs” or UKOs.


3. In the event I have to kill in a way that’s “Registered”, I will do so with my fists first. On the hope this doesn’t permanently damage them. If that is infeasible, only then may I use my hidden blade. If that is infeasible, I may use any means, such as knives and guns, to kill. Let’s hope it never comes to that.


4. Avoid pickpocketing and looting. I’ve already done enough sins.


5. Glitches and Exploits are allowed (but only if I can pull them off on the MacOS version).


With that out of the way, I started up AC2 and jumped into the perspective of Desmond Miles Prower (played by Jack Black) who gets broken out of Abstergo by Lucy Stillman (played by Emma Stone). Desmond and Lucy get attacked by Abstergo goons. Desmond refuses to fight them. Even though Abstergo might be a multibillion dollar corporation with more resources than God and secretly trying to mind control the planet, these goons are just people clocking in their 9-5. Who am I to judge them for their life’s choices? Lucy on the other hand, is bloodthirsty and solos close to 30 guys and bathes in their blood while Desmond lets her do all the work. Clearly she hasn’t learned the ways of an Assassin the way Desmond has.


Lucy takes Desmond to the Assassin safehouse in Hurricane Utah and she explains she wants to turn him into a killer like her by making him play violent video games. Desmond accepts. Not because he agrees with her but because he’s technically a homeless bum who has never paid taxes and feels this is a better use of his time than trying to improve his credit score. 


Desmond meets Shaun Hastings (played by David Hayther) who remarks how he watched the footage of Desmond and Lucy’s escape attempt and how Desmond “did nothing”. What Shaun doesn’t know is that Desmond was actually saving lives there. He also meets Rebecca Crane (played by Eliza Schneider) who tells Desmond she made a new better Animus than Abstergo (despite 1- plagiarizing Abstergo and -2- being outdone by Abstergo 2 years in the future). Desmond enters the Animus to learn from his Ancestor, Ezio Audiobook of Florence (played by Nolan North), how to be a cool Assassin.

Sequence 1: Ignorance is Fists

The first mission of the game, “Boys will be Boys” presented a problem. Ezio casually starts a gang war between the Ballas and Grove Street. Unfortunately, the mission requires at least 7 people to get knocked out. Ezio’s homies seem unable to deal damage to the Ballas so Desmond must pilot Ezio to “compromise to a permanent end” these fools. Thankfully, I have a solution.


If you just KO enemies in a fist fight, that counts as “Enemies killed in a fight”. Throwing enemies off buildings, into water and stalls also counts. However, if you keep throwing enemies into walls, it deals damage to them and once their health reaches zero, they “die” but it isn’t tracked in the stats. Is repeatedly throwing people headfirst into walls until the CTE takes them out really the most humane way to resolve a gang war? No but I cannot question the Animus. I count 7 UKOs plus some bad pear pressure from his older Brother encouraging Ezio to loot his enemies to pay for his healthcare out of pocket as his insurance as been declined.


Thankfully we can fast forward several missions to Sequence 1 Memory 6 as Ezio may be a slacker, adulterer,  thief and litterer but at least he hasn’t inflicted violence on anyone for 5 missions. Unfortunately, his sister, Claudia (played by Angela Galuppo), tells Ezio to go beat up her ex, Duccio (played by Johnny Sins) for breaking up with her because she hates his bionicle Collection. Normally, Ezio himself would personally side with Duccio about how cool his Makuta is but he’s too scared of Claudia to protest. I’m counting 8 UKOs so far as a result.

Sequence 2: Escape Clans.

The next several missions go swimmingly until Sequence 2 Mission 2: Ace up my Sleeve. In this mission, Ezio meets Leonardo Da Vinci (played by Danny De Vito) who agrees to take time out of his day procrastinating by helping him build the Hidden Blade. A guard shows up and starts beating on Leo. The game asks Ezio to use his hidden blade to kill this fool. I tried tackling, punching and throwing the guard but that counts as a Detection which Desynchs me. Left with no option, I have to use the Hidden Blade to get my first kill.

 

I am depressed. My first kill and it's not some tyrant subjugating their people or a corrupt businessman extorting innocents or a Clickbait YouTuber posting cringe but an innocent guard who likely genuinely believed the Auditores were traitors thanks to public misinformation. He could have held no ill will had he known the truth. He may even had people waiting for him like his wife, 2 kids and student loans that will never see him again. Leonardo says to bring in the body for his medical research to cure cancer but is Leo's cure really worth the death of a man? May this at least cover some of my heavy heart. +1 to Enemy Fight Kills and Hidden Blade Kills in the Animus Stats.

 

 The next mission, "Judge, Jury, Executioner" tasks Ezio to assassinate Uberto. Getting to Uberto isn't the challenge. His guards simp for women and the walls are easy to climb. The hard part is landing the blow. Like the last mission, getting spotted by Uberto will trigger a Desynch so I can't throw him into walls. Sadly, I have to use the Hidden Blade. I look into his eyes. Uberto killed Ezio's family not because he hates them but to save his own. Ezio is doing the same. In another life, I was Uberto. The only different right now between Ezio and Uberto is the order of their moves. Killing Uberto brings some justice as the guards and courts are in his pocket and Ezio has no evidence for an offical accusation. Still, even though the Animus doesn't count this as a kill (since this triggers a cutscene rather than an Assassination animation) so my stats don't increase, it doesn't feel any less demoralizing. I’m counting it as a cutscene kill. Let’s hope the road ahead is light. 


Sequence 3: Requiescat in Pacifist.


We’re onto Sequence 3 Mission 1: Roadside assistance. Where Ezio, Claudia and Maria stop by their local Cluckin Bell to order 2 number 9s but get ambushed by some Ballas. 2 goons are dead set on killing Claudia and Maria but bless their hearts, they are so inspired by Ezio’s pacifism and refuse to fight back. Ezio is forced to do his patented “Throw people into walls and claim innocence trick” to get another 2 UKOs. Bringing us up to 10 UKOs, 1 cutscene kill and 1 hidden blade kill and 1 enemy killed in a fight total. However, since these guys ate a full meal, they require 20 throws into rocky walls before the concussions catch up to them.


The Ballas are dispersed by Uncle Mario (played by Doug Bowser) and his reinforcements. 2 Ballas are still 1000% focused on killing Maria and Claudia but Mario’s men can kill them all (provided Ezio steps in and throws them off the girls a few times).


Mario then pulls a Tom Nook and gives Ezio a village to manage and taxes to pay. As well as some combat training neither Ezio or Desmond will use. Mario plans a covert plan to attack Bowser to rescue Princess Peach and forces Ezio to join by promising to forgive some of his debts. Starting sequence 3 Mission 4: What goes around.


Even though Mario and his goons are killing some goombas, Ezio actually isn’t required to kill anyone. He does need to step in to distract some Goon so Mario’s Mercs can stay alive long enough to kill the Goombas. Saving Ezio any potential UKOs. Ezio is tasked to get to the castle and kill Bowser Jr a.k.a Vieri. And this where I messed up.


Vieri is the first character immune to grabs so he can’t be thrown into walls. He also takes no damage from having goombas thrown into him. I’m stuck. I do have an idea. If I can get Vieri to fall off the tower, it wouldn’t count as a kill. As I’m running around doing the tackle animation, I instinctively and accidentally press “Weapon Hand” and I guess that training with Mario accidentally turned Ezio into a sleeper agent because Ezio goes into autopilot, punches Vieri in the kidney, throws him to the ground and stomps on his face killing him instantly to my horror. And the Autosave prevents me from reloading the checkpoint. I look at my stats in horror and see the stat listing Enemies killed in a Fight now reading 2 😢.


To anyone reading this, here’s an easy spot to improve on my run.


Sequence 4: The Pacifist Conspiracy.

Mario shows up, learns the Princess is in another castle and we can fast forward to Sequence 4 Memory 1: Practice what you Preach. Here, Ezio visits Leonardo in order to get help with that day’s Wordle. In order to avoid Ezio disrupting him, Leo sets up 3 targets for Ezio to practice his Assassination techniques on. However, each move on each target counts as a kill in the Animus. Bumping me up to 5 Enemies killed in a Fight and 4 Enemies killed via Hidden Blade. This sounds absurd but makes sense. These may be dummies but Ezio’s practicing real moves and treating them like real people. Counting these dummies as actual kills is instrumental in making sure we don’t dehumanize or trivialize our sins.

 

 After Leo finishes tricking me into committing war crimes against three IKEA mannequins, We can skip ahead to Sequence 4 Memory 5: Wolves in Sheep’s Clothing. Here, Lorenzo de Medici (played by Tony Soprano) gets jumped by 12 assassins (not to be confused with Assassins). 4 of these manage to go down to a combination of friendly fire and Lorenzo's 2 guards doing some work before they get killed. So it's up to Ezio to step in. The remaining 8 got the classic “Animus doesn’t recognize head trauma if it’s administered via brick wall” treatment. That’s +8 UKOs. I’d like to imagine this is what the Creed meant by “work in the dark.” Specifically, the dark space between a man’s skull and the wall he keeps meeting at high speed. It's my only copium.

 

Sequence 4 Memory 6: Farewell Francesco:

 

Ezio has to finally assassinate Francesco de Pazi. I manage to get him to flee from his hideout and across the rooftops of Florence. Perfect. I can just get him to trip for an easy accidental death that's free on my consciousness. Even better is that Francesco is programmed to follow a really specific path. If that happens to be over a beam, he will keep attempting to cross that beam to matter what happens. I  casually trip him and he falls 4 stories..... only to get up, climb up 4 stories and attempt to cross the beam again. I trip him again. And he survives. We do this 10 times until I come to the sobering realization: Francesco is:

 Immune to grabs.

Immune to fall damage.

Immune to the concept of “being bullied into a non-lethal resolution.” 

 

The game's mechanics force my hand once again. I look into Francesco's eyes as I activate the hidden blade. He orchestrated the deaths of Ezio's family, yet in his final moments, he seems almost relieved. Perhaps he knew this day would come. Perhaps he wanted it to. The Animus registers this as both a hidden blade kill and an enemy killed in a fight, bringing those stats to 5 and 3 respectively.  My stats page weeps. I weep.

 

Sequence 5:  Loose Ends, Tighter Fists. 

 

 

 Sequence 5 Memory 4: Town Crier:

 Antonio Maffei has barricaded himself in a 200ft tower and is raining down RAID Shadow Legends Sponsorships on the helpless crowd below. Ezio is tasked with stopping him and his silver madness. I knew from my past playthroughs that if Maffei trips and falls, it doesn't count as a kill on my stats. I climb his tower and intentionally cause him and his 3 bodyguards to spot me. I drop down to the outside of the tower on its narrow walkway. One of Maffei's bodyguards slips and falls along the way. I grab one and position myself between Maffai and the 3rd. The 3rd bodyguard hits Ezio, causing everyone to stumble and for Ezio and Maffei to fall off the tower together. Maffei splats on the ground and triggers the confession and mission complete cutscenes to trigger and complete before the Desync Process finishes. I’m counting it as a victory for pacifism, albeit a suicidal one.

 

 Memory 5: Behind Closed Doors. 

 

Francesco Salviati is next. I disarmed him. I hired 5 Mercenaries and I Watched them wail on him with axes like they were tenderizing steak. He took no damage, because Ubisoft said no. Even better: I couldn’t even grab him until his HP got low. The game literally demands I punch him first to unlock the privilege of pacifism.


Left with no choice, I have to punch him first to soften him up, then throw him into walls until the brain damage catches up.  +1 UKO. We're at 19 already 😭️. At this point, the architecture of Italy has killed more people than the Plague.

 

 Sequence 5 Memory 6: Come Out and Play continues the theme. Mercenaries will fight. Mercenaries will shout. Mercenaries will swing weapons. But mercenaries will not finish the job. The target requires  the old faithful: Wall Therapy™. +1 UKO bringing us to 20. This sequence is not great for the spirit of pacifism.

 

Sequence 5 Memory 7: The Cowl Does Not Make the Monk has Ezio hunting down a corrupt priest in Bologna. Turns out he's immune to merc damage and will flee like a coward which will cause a Desync. More wall throws. The irony of a man of God being beaten against stone walls by someone trying to minimize violence is not lost on me. 21 UKOs total. 

 

 Sequence 5 Memory 8: With Friends Like These. This one gave me a rare gift: if you don’t do the QTE, Ezio actually spares the guards.

Which means, for a brief shining moment, I was playing a game where mercy is mechanically rewarded, and I felt the warmth of hope in my chest.

And then the mission remembered it’s Assassin’s Creed.

Because you still have to stab Jacobo.

It doesn’t count in the Animus stats, but it counts in my heart, and my heart is currently keeping a spreadsheet.

So I’m counting: +1 cutscene kill. We're at 2 so far. Along with 5 Enemies killed in Fights, 4 Enemies killed with the Hidden Blade and 21 UKOs.


Sequence 6: Rocky Road 

 

Sequence 6 Memory 2: Romagna Holiday.  

Carriage ride mission. Guards are jumping onto my carriage and subsequently falling off. Does a guard falling off a wagon at 100 Kph count as a kill? The Animus doesn't count them, possibly because the game itself isn't sure if they died or just ragdolled into another dimension.

 

If a tree falls in the woods and nobody updates the Animus stats, did it happen? I am choosing to believe they landed in soft bushes. +0. And as a bonus, the mission tells you to hold off enemies but you can just run to the marker to skip ahead. Finally, a mission that rewards cowardice over combat.

 

Sequence 7:  The Merchant of Menace

 

Sequence 7 Memory 2: That's Gonna Leave a Mark. 

Ezio finally arrives in Venice Beach California with my Animus stats barely clinging to single digits. The water is lovely, but it tastes like moral compromise. Ezio meets the entrepreneur/thief Rosa (played by Marisa Tomei) who injures her knee trying to perform a sick kickflip. Ezio has to accompany her to HANGER where she can find the SKATE Letters. She gets ambushed by the popo along the way. Unlike previous missions, Rosa and mercs you hire can actually kill the guards. My strat was jump in the way of the guards' attacks, do a disarm counterattack to steal their weapon, climb up or jump in the canal to "lose" their weapon and sit back and watch Rosa tear these fools apart with her 3 inch butter knife. 

 

The last part of this mission is an escort where Ezio must deal with the archers shooting at Rosa's boat. Fortunately, if you run into them, they will drop their bows and attempt to stab you with their swords. Which is fine by me because it means they can never shoot Rosa's boat. So after running around and enraging every guard in Venice on this one canal, I completed a whopping 3 missions in a row with 0 problems and Rosa teaches Ezio how to do the 5-0 Overturn Special Move when he has full meter back at the HANGER for his troubles.

 

 After learning the ways of the 950, we move to Sequence 7 Memory 6: Cleaning House and Memory 9: Everything Must Go.. 

  Antonio (played by Andy García) needs Ezio to deal with 3 defecting thieves who've been selling out the guild. The first target is chilling on a boat in the middle of the canal, living his best traitor life. I swim up to him, he spots me, and in his panic to pursue me, he falls into the canal and drowns. The Animus doesn't count drowning as a kill if they fall in themselves. It's their own poor life choices, really. Target 2 is on a rooftop. I let Antonio's loyal thieves handle him while I supervise from a safe distance like a pacifist project manager. I am merely a spectator to gang violence, not a participant. Target 3 is in a market square with his buddy. Again, the friendly thieves are surprisingly bloodthirsty and handle the wet work. +0 to my stats. My conscience remains marginally clean, which is more than I can say for the canal water.

 

But then comes Emilio.

Emilio is different.

Emilio has a timer. Emilio has a boat. Emilio has places to be. And the game makes it very clear you cannot just wait outside the palace and let him escape into the gig economy. If you take too long, he leaves. 

I tried everything. Disarms. Herding. General annoyance. Shilling For Ubisoft+. But eventually it came down to the only form of violence the Animus politely refuses to acknowledge:

Wall Therapy™.

I had to do it. I couldn’t leave the palace. Emilio couldn’t be allowed to leave the palace. Ubisoft decreed we would settle this the old way: repeated headfirst meetings with Venetian architecture.

+1 UKO.

 

Sequence 8: Gravity, Mother of Invention 

 

We skip ahead to Sequence 8 Memory 4: Well Begun is Half Done. Leonardo needs Ezio to clear out guards so the thieves can commit arson for the greater good. Ezio needs to take out heavily armoured brutes who are killing our vibes. But killing them “properly” would require a level of violence I’m not spiritually ready for. The game suggests stealth or combat.

 I suggest comedy.
It turns out that while Brutes are immune to many things, they are not immune to slipping on wet pavement. I spent the mission luring these armored tanks to the edge of the canals.
One by one, they lunged at me, missed, and tumbled into the water like heavy stones. Their armour being their tomb (ignoring the fact that Ezio is the only person that knows how to swim).
The best part? The Animus does not register drowning as a kill.
As I ran in circles, about 10 other regular guards decided to join the fun and also threw themselves into the Venice canals. It's not my fault there's no Wet Floor signs.

There is now a mass grave of about 12 men at the bottom of the lagoon.
Enemies Killed: 0.
Conscience: Clear. (Technically). 

 

Sequence 8 Memory 5: Infrequent Flier.

 

 Ezio is tasked by Antonio to stop Grimaldi from selling Doge Coin or something. IDK, I was distracted wondering why this mission was different from E32009 version. Ezio needs to fly in as a symbol of peace but Grimaldi's men shoot down his cool kite. Ezio confronts Grimaldi and the game demands I kill him. But Grimaldi is:

-immune to grabs.

-immune to being dropped.

-immune to being bullied into a non-lethal ending.

-immune to the concept of consequences.

So once again, the Animus corners me into the one option it knows I hate: the Hidden Blade.

+1 Hidden Blade Kill


+1 Enemies Killed in a Fight

And honestly? It feels extra cruel here, because the whole memory is about freedom and invention and soaring above the city… and it ends with me being reminded that Ubisoft’s true final boss is mandatory violence.

 This ends Sequence 9 with the following stats:

 

-22 UKOs (Unregistered KOs via wall-throwing)


 

-2 Cutscene Kills (Uberto, Jacopo)
 

-4 Enemies Killed in a Fight (Guard at Leonardo's workshop, Vieri, Francesco, Carlo)
 

-6 Hidden Blade Kills (Training dummies counted as 3, Guard at Leonardo's, Francesco, 

Carlo)

- Accidental Drownings I Take No Legal Responsibility For: ~12.

 

Sequence 9: Carn-evil.

 

Sequence 9: Memory 1: Knowledge is Power.

 

Ezio meets Leonardo who, after spending way too much time on r/CrackheadCraigslist and presents his newest invention: a glock. My Brother in Uni, did you forget what Challenge I am doing?

Leo sets up 3 training dummies for Ezio to practise. 

 I look at these dummies. They are made of straw and wood. They have no families. They feel no pain. They are not sentient.


The Animus counts them as kills anyway.


+3 Enemies Killed in a Fight. This time due to gun violence. My stats are now being ruined by carpentry. Ezio is so ashamed he demands Leo give him a mask he can wear as a reminder of his sin.


 Sequence 9 Memory 2: Damsels in Distress immediately tests my new gun and my pacifist principles. 

 Sister Teodora runs a local indoor fitness gym/church combo that doubles as an Assassin intelligence hub. A serial killer murders one of the courtesans and flees into the streets. The game wants me to use the Hidden Gun to shoot him from a distance.

 

But here's the thing: this killer is FAST. Like, really fast. And every few seconds he stops, grabs another courtesan as a hostage, and threatens to kill her if I get too close. The game is practically begging me to use the gun. The optimal strategy is to shoot him immediately before he can rack up a body count. He warns me he will murder people if I come any closer.


I don't shoot him.


Instead, I chase him through the streets of Venice. He kills the first courtesan. Then the second. Then the third. Three women dead because I refused to use the easy solution. But I'm playing a PACIFIST run, and that means I need to minimize MY kill count, even if the collateral damage is... substantial.


Eventually I get close enough to tackle him, grab him, and introduce his skull to several Venetian walls. +1 UKO. My stats remain clean. My conscience does not.


The math here is dark: 3 innocent deaths vs 1 guilty death. A utilitarian would say I made the wrong choice. A pacifist would say I stayed true to my principles. The Animus doesn't care about philosophy, only statistics. Those 3 courtesans don't count against me. The killer, had I shot him, would have.


Is this really pacifism? Or am I just gaming the system while innocent people die? I don't have an answer. I just know my stats page looks clean and my soul does not. 

 

Memory 7: Cheaters Never Prosper.

 

Ezio returns to Theodora and Antonio who roasts Ezio's drip. Telling him "maybe if you got rid of that old yee yee ass mask, you'd get some B____ on your d__k. Better yet, maybe Christina will call your Ass Ass when she done f__ing with that banker she f__ing with". Ezio now vows to enter Carnivale to win a new golden mask. The mission requires he win a fighting tournament.

The final challenge is a fistfight. Three enemies, bare-handed. The game says “beat them up,” and I say “that sounds like violence,” and the game says “yes.”

Here’s the twist: you can wall-throw them, but they take no damage from it. The game literally refuses to let me solve this the humane way.

So I have to do it the old-fashioned way: counters, punches, and the slow realization that the Animus counts a knockout as “killed in a fight” because it’s allergic to nuance. 

+3 enemies killed in a fight.

Dante shows up as the fourth, thankfully doesn’t count. Ubisoft, for once, gives me a crumb.

Then the three guys I just “mercifully” beat up come back with daggers, plus one extra, and suddenly it’s an armed brawl.

Good news: armed enemies can be introduced to walls again.

+4 UKOs. 

 

Despite winning the tournament fair and square, the judges give the golden mask to Dante anyway because Venice is more corrupt than the Animus's moral tracking system. We're now at 10 Enemies Killed in a Fight, 6 Hidden Blade Kills, and 26 UKOs.

 

Sequence 9 Memory 8: Having a Blast:

 

 In order to pick up girls at the party Theodora is going to, Ezio needs to get Dante's mask. He can't just sneak in because not paying for a ticket is a crime worse than murder. Ezio pickpockets the mask and gets in. Unfortunately, Dante and his guards are able to track Ezio by his overuse of Axe Body Spray (he thought it would help his Rizz). Dante's guards swarm the party, checking every guest. Looks like Ezio's cover is about to be blown.

 

But....

 

I decide to reach deep down inside myself and align the gaming chakras to unlock  an ancient, forbidden Assassin technique known as "The Superblend." By blending in a group of civilians, then walk into a ladder, I "carry" my blend onto the ladder and remain invisible. In theory, I can even throw knives and remain undetected. That's how powerful this ability is.  I stall for minutes until the new Doge shows up and sadly, Ezio is pear pressured into killing him. 

 

The mission objective is simple.

Shoot him.

There is no wall. There is no loophole. There is only gun. 

 

 I take aim. I fire.

 


+1 Enemies Killed in a Fight.


The crowd erupts in chaos. I escape in the confusion, my golden mask allowing me to slip away unnoticed. The Animus registers another mark against my record. I'm now at 11 Enemies Killed in a Fight, bringing my total registered kills to 17 (when you include the Hidden Blade kills).


But my UKO count? 26.


My cutscene kills? 2.


My accidental drownings that I take no legal responsibility for? Approximately 12-14, depending on how you count the guards who followed each other into the canals like lemmings.


My indirect deaths caused by refusing to use the optimal solution? 3 courtesans.
 

Current Sequence 9 Tally:

26 UKOs (Unregistered KOs via wall-throwing)


2 Cutscene Kills (Uberto, Jacopo)


11 Enemies Killed in a Fight (1 guard, Vieri, Francesco, Carlo, 3 training dummies, 3 gun dummies, 3 tournament fighters, Marco).


6 Hidden Blade Kills (3 training dummies, 1 guard, Francesco, Carlo).


Accidental Drownings: ~12-14.


Indirect Deaths Due to Pacifist Principles: 3.

Desmond exits the Animus and stares at the ceiling of the warehouse. Lucy asks if he's okay. He says he's fine. He's not fine. He's thinking about those 3 courtesans. He's thinking about how the Animus rewards him for letting others die as long as he doesn't personally do the killing.


Rebecca mentions that the stats page doesn't track civilian casualties. Only enemies. The game literally doesn't count innocent deaths in its moral calculus.


Shaun makes a sarcastic comment about how that's very convenient.
Desmond agrees. It is very convenient. Too convenient.


He wonders if Ezio thought the same thing. He wonders if, centuries ago, his ancestor lay awake at night calculating the mathematics of murder, trying to find the path of least blood while knowing that every choice costs someone their life.


Or maybe Ezio just threw people into walls and moved on with his day.


The Animus doesn't record thoughts. Only actions. Only kills. Only the statistics that fit neatly into a spreadsheet.


And somewhere in the background of Desmond's mind, a question forms: If the Animus doesn't count it, did it really happen?


He decides he doesn't want to know the answer. 

 

Sequence 10:  Forced to Murder.

 We fast forward through several missions where Ezio helps Bartolomeo d'Alviano (played by Henry Cavil) reclaim his military district from Silvio Barbarigo. Bartolomeo starts yelling things that would get him banned from every Twitch chat instantly,. Most of these missions are surprisingly pacifist-friendly. I can let the mercenaries do the heavy lifting while I provide tactical support from a safe emotional distance. I’m just trying to keep my “Enemies killed in a fight” number from becoming a phone number.

 

After setting the stage and firing the flare like I’m calling in an airstrike on my own conscience, Bartolomeo gets into it with Dante and the whole district becomes a Renaissance mosh pit. Dante flees to the docks where Silvio is waiting with a ship. They're trying to escape to Cyprus, but their ride left without them. Tragic. Not as tragic as what I'm about to do to them, though.


Here's where the mission gets interesting from a pacifist perspective: Silvio and Dante board their backup escape ship. The game wants me to assassinate both of them before the ship leaves. I have 3 minutes.


But here's the beautiful part: if they (and like 7 of their goons) "accidentally" fall off the ship during our confrontation, well, the Animus doesn't know. The Animus doesn't care.

 +0 to my stats. The drowning counter, however, continues to climb into numbers I've stopped tracking because acknowledging them would require moral accountability.

 

Sequence 11: Altered Stats.

Memory 1: All Things Come to He Who Waits

Rosa finds Ezio sitting on a bench having an existential crisis because it is his birthday.

Which is a bold writing choice by Ubisoft, because nothing says “Happy birthday” like being forced to stalk a courier for five minutes and then commit a perfect, undetected murder within ninety seconds. 

 

I follow the courier for what feels like an eternity through Venice's streets. He eventually enters a restricted area guarded by soldiers. I have 90 seconds to assassinate him undetected.


Undetected.


That's the keyword. The mission requires an undetected assassination. I can't throw him into walls because that would alert the guards. I can't drown him because there's no water nearby. I can't let my allies handle it because I don't have any here.
 

I have to use the Hidden Blade.
 

I climb the nearby ladder to the rooftops, position myself above him, and drop down for the assassination.
 

+1 Hidden Blade Kill.
 

+1 Enemies Killed in a Fight.
 

We're now at 12 Enemies Killed in a Fight and 7 Hidden Blade Kills. The stats are climbing. The journey is taking its toll. Every forced kill feels heavier than the last.

The Animus is pleased. I am not. 

 

Sequence 11: Mission 2: Play Along.  

 

Ezio steals the courier’s outfit and becomes a completely convincing Borgia guard despite his giant Assassin bracer logo being exposed like a watermark.

The mission wants you to walk in formation, carry the chest, and then do the “kill the escort to introduce yourself” moment.

Last time, I got away with refusing a QTE and letting guards live.

This time, the Animus says: “Cute. Press the button.” you have to do the QTE. You can’t stall it out. You can’t refuse. You can’t “let Ezio spare him” by doing nothing.

The cutscene demands blood for the cutscene god.


+1 cutscene kill. 

 

I watch the cutscene play out. The other guards in the scene casually ignore their dead comrade lying on the ground. Rodrigo told them to leave, so they leave. They step over their friend's corpse like it's a pothole in the street.
 

The Animus doesn't count this guard in my stats because it was a cutscene death. But I'm counting it. That's 3 cutscene kills now: Uberto, Jacopo, and this nameless guard who died because Rodrigo needed a dramatic moment.

 

 After that, everything escalates into chaos: Rodrigo fights, guards pile in, and then like  the Avengers Endgame portal scene but with more hoods, your entire friend group (and Antonio) shows up to help and reveals they were Assassins all along and Ezio was the unpaid intern. Rodrigo escapes.

 The Assassins take Ezio to a tower and officially induct him into the Brotherhood. They brand his ring finger with the Assassin symbol. It hurts, but Antonio says "This only hurts for a while, brother. Like so many things."


He's not just talking about the brand.
 

Machiavelli (played by Stanley Tucci) welcomes Ezio: "Benvenuto. You are one of us now."
They all perform a Leap of Faith from the tower. Ezio follows. They need to take the Apple to Forli.

 

Current Sequence 11 Tally:

26 UKOs (Unregistered KOs via wall-throwing).


3 Cutscene Kills (Uberto, Jacopo, Rodrigo's guard).


12 Enemies Killed in a Fight (1 guard at Leo's, Vieri, Francesco, Carlo, 3 training dummies, 3 gun dummies, 3 tournament fighters, Marco, courier).


7 Hidden Blade Kills (3 training dummies, 1 guard, Francesco, Carlo, courier).


Accidental Drownings: ~14-16 (Silvio and Dante joined the canal club).


Indirect Deaths Due to Pacifist Principles: 3 courtesans.

 

Desmond exits the Animus again. The Bleeding Effect is getting stronger. He can see Eagle Vision without trying now. He sees glowing symbols on the walls of the warehouse. Rebecca says it's normal. Shaun says it's concerning. Lucy says they need to keep going.
Desmond thinks about that guard. The one who walked away during the QTE. The one who lived because Desmond chose not to press a button. Then he thinks about the guard who died seconds later in the cutscene. How one random input determined who lived and who died.


He thinks about Silvio and Dante drowning in the canal. About the courier he assassinated to steal his uniform. About every wall-throw victim whose skull met Venetian architecture at high speed.
 

The numbers are climbing. The justifications are getting thinner. The line between "pacifist" and "guy gaming the stats system while people die anyway" is getting blurrier.
 

Shaun makes another sarcastic comment. Rebecca adjusts the Animus. Lucy encourages him to continue.
 

Desmond closes his eyes and goes back in.
 

Because the Apple needs to reach Forlì. Because the Templars need to be stopped. 

Because the mission isn't over.


And because maybe, just maybe, if he can keep the registered stats low enough, he can pretend the rest didn't count. 

 

 Sequence 12: Forlì Under Apathy

 Desmond re-enters the Animus with a heaviness he can't quite shake. The numbers are climbing. The moral gymnastics are getting exhausting. But the Apple needs to reach Forlì. The mission continues. Rebecca mentions something about corrupted data. Shaun explains that there were supposed to be optional DLC sequences here, Sequences 12 and 13, that many players never saw. Most people went straight from Sequence 11 to Sequence 14.

I am not most people.

See, I pirated a version of AC2 specifically to avoid these sequences. I know from my past playthroughs that they added extra mandatory kills. I thought I could skip them entirely and keep my stats clean. Preserve what little moral high ground I have left. But here's the thing about the Mac/PC version: Ubisoft, in a rare moment of consumer-friendliness, pre-loaded the DLC into the base game. No skipping allowed. No escape hatch.

I got screwed over by Ubisoft being helpful for once.

The irony is not lost on me.

Sequence 12 Memory 1: A Warm Welcome, 2: Bodyguard, 3: Holding the Fort.


Ezio travels to Forlì with Caterina Sforza (played by Monica Bellucci) and Machiavelli. They're ambushed by the Orsi brothers, who've been sent by Rodrigo to steal the Apple. We fight our way to Forlì's gates. The city is under siege.


The mission wants me to fight alongside Caterina And Machiaveli. They have no armor. They're vulnerable. The game mechanics are clear: if they die, I desynchronize. (Their other bodyguards are disposable on the other hand).

 

So I do what I've been doing for dozens of hours now: I become a human shield. I intercept attacks meant for them. I disarm guards.  It works. We reach the gates. No additions to my stats.  I'm like a manager who shows up to meetings but contributes nothing of value. Except instead of wasting time in a conference room, I'm wasting time in Renaissance Italy while people die around me.
 

But here's the thing: not even war can stop capitalism. In the middle of this siege, I can break off from combat to visit blacksmiths and refill my smoke bombs. The shops are still open. Business is booming. The image is absurd: arrows flying, allies shouting, and Ezio slipping into a shop to politely purchase more tools for disappearing.

 
I’m not proud of how relieving it feels to have a “plan” again. Even if that plan is just: throw money at fear until it becomes fog.



+0 to everything.

+1 to the Military Industrial Complex.



Sequence 12 Memory 4: Godfather.

 The Orsi brothers have kidnapped Caterina’s children.


I tracked down Ludovico Orsi at a lighthouse.


He was monologuing, threatening a child.


I climbed up. I grabbed him.


Just like Antonio Maffei on the tower in Tuscany all those hours ago, I "threw" him off.


He fell. He hit the ground. He died.


The Animus didn't register it. It doesn't count gravity as a weapon.


+0 Enemies Killed.


It’s getting easier to trick the machine. I’m not sure how I feel about that. It feels like getting away with something in court because the judge was tired.

 

Sequence 12 Memory 5: Checcomate

Checco runs.

Of course he runs.

They always run, right when I start to think I’m getting the hang of this. Right when I start to believe I can make it to the end without the numbers climbing higher.

He runs toward water, like Venice taught every villain that canals are either an escape route or a moral loophole.

Ezio even calls him out for the bloodshed. For the waste. For the way greed turns people into debris.

And then Checco has an “accident.”

I don’t add anything to the stats. Not a kill. Not a KO. Not even an “oops.” On paper, it’s perfect.

But the victory doesn’t land. 

 

Because the moment I finally get my hands on the Apple again, Checco stabs Ezio, and before I can even process it, a black-robed monk with a missing finger picks up the Apple and walks away with it.

I can’t even hate him properly. I’m too tired.

I’m so close to the end, and somehow the end keeps moving.  In a pacifist run, purpose starts to feel like a debt collector. The closer I get to the end, the heavier my hands feel. Like the Animus is reminding me: even if you don’t want to hurt people, history already decided you did.

Sequence 12: Memory 6: Far From the Tree.

Wounded, dizzy, and chasing the shadow of a man I barely saw, Ezio stumbles into an abbey looking for answers.

Instead he finds two guards roughing up a monk, and for a second it almost feels smaller. Human. Petty cruelty instead of grand conspiracy. Like the world has shrunk back down to the scale of a fist and a boot.

Then the mechanics do what they always do.

Two of the guards are immune to wall damage.

No Wall Therapy™. No loophole. No architecture-assisted mercy.

Just fists.

So I beat them.

The Animus logs it as “Enemies killed in a fight,” because it can’t imagine a universe where a man gets knocked out and still matters.

And I feel that weight settle in again, the one I’ve been trying to laugh off for eleven sequences. The quiet understanding that even when I avoid “kills,” I’m still leaving a trail of broken people behind me. Even when the numbers don’t move, something in me does.

+2 Enemies killed in a fight.


And that’s the moment the melancholy really sets in: not because the number went up… but because I can see the end of the journey now, and the closer I get, the more it feels like the Animus is saying:

You can resist the story, but you can’t escape it.
You can soften the violence, but you can’t erase it.
And you will carry every compromise with you to the final memory.


Current Total Despair-o-Meter:

    Enemies Killed in Fight: 13

    Hidden Blade Kills: 6

    Cutscene Kills: 3

    UKOs: 27

    "Accidents" involving Gravity/Water: ~16

    DLC Chapters Forced Upon Me: 1 (so far).


 Sequence 13: Bonfire of My Patience

 

Sequence 13 Memory 1: Florentine Fiasco
The mission starts with Ezio needing to sneak into Florence, which is now under Savonarola's control. The city is crawling with guards. Fighting is everywhere. But the objective is simple: reach Machiavelli without being detected.


I blend with monks. I avoid patrols. I use the chaos of street battles as cover. For once, the mission doesn't demand blood. Just patience.
 

I reach Machiavelli. He explains the situation. Savonarola has used the Apple to control Florence's leaders. They're oppressing the citizens on his behalf. To stop him, we need to eliminate his nine lieutenants.
 

Nine forced kills.
 

The number settles in my stomach like lead. 

 

Memory 2: Still Life

The first lieutenant is an artist, preaching that art is corruption and beauty is temptation and everything should burn.

It’s the most Florence sentence imaginable, and it makes me feel sick.

The mechanics don’t care how I feel. The mechanics want an assassination, and so they get one. Hidden blade. Quiet. Efficient.

The confession is worse than the kill. He admits he wasn’t forced. He believed. His self-doubt did the rest.

+1 Hidden Blade kill.
+1 Enemy killed in a fight. 

 

Memory 3: Climbing the Ranks

This mission is basically “run.” Guards everywhere, archers everywhere, and the target is above you like Ubisoft is trying to remind you that even righteousness still has a vertical difficulty curve.

You can finish it without a direct kill if you’re lucky and fast enough, which is maybe the cruelest part: the sequence keeps showing me tiny doors out of violence, and then locking the next nine in my face.

+0 to everything. 

 


Memory 5: Last Rites

A priest on the Duomo, praying for deliverance while the city rots beneath him.

It’s hard not to hear the irony in the Latin. Harder not to hear the exhaustion in Ezio’s “Requiescat in pace.”

He’s older now. So am I, in a way. Not in years, but in the number of times I’ve had to tell myself, “This is necessary,” and pretend that makes it lighter.

Hidden blade. Another notch. Another name.

+1 Hidden Blade kill.
+1 Enemy killed in a fight.
 

 

 Memory 6: Port Authority

This is the one that weaponizes my anxiety. If anyone sees you, you desync. The game doesn’t want you to fail because you were violent. It wants you to fail because you were noticed.


I successfully used the "Superblend" glitch here. I clung to the ship like a barnacle, invisible to the guards' eyes despite being three feet away from them.
I felt clever. I felt like a master of the system.


And then I reach the merchant, who is calmly explaining how starving people is a good way to make them obedient.

The Apple didn’t invent that idea. It just made it easier to say out loud.

Hidden blade. Quick. No spectacle.

+1 Hidden Blade kill.
+1 Enemy killed in a fight.

 

Memory 8: Hitting the Hay

A farmer is hoarding hay like it’s a moral crusade. He talks about resources, about economy, about “simple” work being vital.

I almost respect the honesty of it. Oppression doesn’t always wear armor. Sometimes it wears practical boots and tells you it’s for your own good.

Hidden blade again. And again the confession doesn’t absolve him. He wanted respect. He wanted to be seen. He got power instead, and used it to tighten the noose.

+1 Hidden Blade kill.
+1 Enemy killed in a fight. 

 

Memory 10: Doomsday

The preacher is the worst one because he’s loud.

He screams about famine and disease and corruption like he’s auditioning for a modern comment section. The crowd listens because fear is convincing, and because it’s easier to follow someone who promises certainty than it is to admit you don’t know what comes next.

When Ezio kills him, he says the quiet part out loud:

He didn’t need deception. He already believed.

There’s no Apple to blame. No mind control to point at. Just a man who chose this, and a city that let him.

Hidden blade. Another prayer. Another “this is not easy.”

+1 Hidden Blade kill.
+1 Enemy killed in a fight.
 

 

Sequence 13: Memory 11: Power to the People.


Savonarola drops the Apple. A generic Agile guard picks it up.
"Surely," I thought, "I can just tackle him."


I chased him. I tackled him. He stood up.


I punched him. He shrugged it off.


I threw smoke bombs. He coughed, then ran away.
 

This nameless NPC is immune to everything in the known universe except a sharp piece of metal in the gut.


+1 Hidden Blade Kill.
+1 Enemy Killed in a Fight. 

 Sequence 13: Memory 12: Mob Justice

Savonarola is tied to a stake.

He’s screaming. He’s praying. He’s terrified.

Ezio says, out loud, that no one deserves to die in such pain.

And I agree. Completely.

So I end it quickly.

It’s mercy and it’s murder at the same time, and I don’t know which word feels heavier anymore.

+1 cutscene kill.

 


Only three memories in this whole sequence let me keep my hands clean: Florentine Fiasco, Climbing the Ranks, and Arch Nemesis.

Everything else is the same compromise in different lighting.

 

Ezio delivers a speech the audience. Painting himself as a vengeance absorbed madman to give the people something to hate and unite. It's easy to channel my bitterness to raise others. The irony is more toxic. Ezio preaches how we as humans are free to choose while the Animus has spent 13 Sequences proving I can't. One more sequence to go.

 Current Total Despair-o-Meter:

    Enemies Killed in Fight: 20 (The dam has broken) 

    Hidden Blade Kills: 13 

    Cutscene Kills: 4 (Savonarola joins the club) 

    UKOs: 27.

 

 

Sequence 14: Veni, Vidi, Volui 

 

Desmond enters the Animus one last time.


The Bleeding Effect is so strong now that he's not sure where Ezio ends and he begins. He sees the world in layers. The warehouse in Utah, the Villa Auditore in Monteriggioni, the space between memory and reality where nothing feels solid anymore.


Rebecca says something reassuring. Shaun makes a sarcastic comment. Lucy says they're almost done.


Desmond doesn't respond. He just closes his eyes and lets the Animus pull him under. 

 

We're in the Endgame now. 

 

Sequence 14 Memory 1: X Marks the Spot.

 

Ezio is tasked with finding the last remaining Holographic Charizard Cards Scattered Across Italy.  I scour the ends of the Earth. I did it the pacifist way, of course. Smoke bombs to avoid fights. Courtesans and thieves to “solve problems” without touching anyone. And a lot of quiet jogging through places where I’ve already left too many people bruised, broken, or “unregistered”.

I collected the pages passively, gently, like I was trying to apologize to the game for everything I did in Sequences 12 and 13.

 

Then we return to the Villa. Everyone is there. Mario. Machiavelli. Teodora. Paola. Antonio. Bartolomeo. The whole Assassin Avengers lineup, standing around the Pokemon wall like this is a group project presentation and I’m about to explain why my section is late.

Ezio places the pages into the wall, and suddenly all of this, all of it, turns into a map. Light beams. Coordinates. Unsettling prophecies. Lands that “don’t exist” yet. The implication that the world is bigger than Ezio’s grief and bigger than my stats screen.  

 

And then the punchline lands:

The Vault is in Rome. 

We finally understand Rodrigo Borgia’s master plan.


He isn’t just a Templar. He is the CEO of Epic Games.
 

He wants to enter the Vault to replace the currency of the world with V-Bucks so he can  take a 30% cut of all global transactions.
 

Ezio, a staunch defender of the Currency of the People, COD Points, is appalled. He knows he must stop this monetization of the human soul.
 

The map points to Rome. It ends today.

 

Sequence 14: Memory 2:  In Bocca Al Lupo

I travel to the Vatican.


And whether we wanted it or not, we've stepped into a war with the Templars in Rome.
So let's get to taking out their command, one by one.

 Mario drops Ezio off at the docks near Castel Sant'Angelo. From here, Ezio must infiltrate the Vatican, navigate its defenses, and reach Rodrigo Borgia in the Sistine Chapel.
The mission is long. Exhausting. Wave after wave of guards, walls to climb, gates to open, restricted areas to sneak through. My hands bleed from all the climbing.
But here's the thing: most of it can be done without killing.
I use coins. Not to bribe guards or distract them in the traditional sense, but because if you throw coins from their side, not in front of them, it makes them turn around just long enough to slip past and open gates.
I blend with monks. I wait in haystacks. I take my time.
The "undetected" sections are tough. But I've learned patience. I've learned to read patrol patterns. I've learned that sometimes the longest route is the safest route.
I make it through most of the Vatican without registering a single kill.

 

And there he is. The Pope. The Spaniard. The CEO.


He is giving a TED Talk. The game prompts me to strike.


This is it. The moment of revenge.


I climb the scaffolding. I lock on. I leap.


I air assassinate the Pope.

 

Ezio lands the blow. The Hidden Blade connects.
But Rodrigo has the Staff of Eden. He doesn't die. He just stumbles, laughs, and blasts me with magic.
However, I check the Animus stats page.
The game registered the input.
+1 Hidden Blade Kill.
+1 Enemy Killed in a Fight.

 

It didn’t kill him, but it killed my streak.


Ezio tried to murder him. The intent was there.


In the eyes of the Animus, I am a killer, even if I failed at the job.

Maybe the Animus counts it because intent matters. Because even if you fail, even if the target survives, the choice to kill is what leaves the mark. 

 

 

 
And I’m sitting there thinking: is this what I’ve been doing the whole time?
Not “stopping tyrants,” not “saving free will,” just repeatedly trying to make the numbers behave.

Rodrigo survives and turns the room into a nightmare. The staff drains the life from everyone else, and suddenly it’s only Ezio standing, because the Apple is in his pocket like a shield and a curse at the same time.

The boss fight is almost poetic in a sick way.

Rodrigo uses the staff like an executioner’s spear.
Ezio uses the Apple to create copies of himself.

And I realize the pattern hasn’t changed at all.

Even at the end, even in the Sistine Chapel, I’m still outsourcing violence.

Only now I’m outsourcing it to hallucinations.

 

Rodrigo stabs Ezio with a knife.  Then Rodrigo runs. Of course he runs.

Ezio follows him down into a place that doesn’t look like Italy anymore. Blue lights, strange walls, architecture that feels like the future trying to haunt the past.

And here, the game does something almost kind:

 It makes Ezio drop his weapons.

No blades. No gadgets. No tricks.
Just fists.

Just anger.

Just the raw, exhausted question at the center of this whole run: *what do you do when someone deserves to be hurt?*

I beat him.

I win.

Rodrigo begs me to finish it.

And Ezio… doesn’t.

He steps back.

He says killing won’t bring his family back. He says he’s done.

And I don’t know if I’m supposed to feel catharsis or grief, because it’s the one time the story aligns with my stupid little challenge.
The one time the character chooses restraint on his own.

After thirteen sequences of trying to force mercy through loopholes, the game hands me the only mercy that matters: the one you choose when you could have done worse.

The Vault opens anyway.

Because the story was never about Rodrigo.

Ezio walks into the chamber and meets Minerva:a “goddess” that laughs at being called a goddess.
She speaks to Ezio like he’s a tool. A messenger. A mouthpiece.

And then she turns her head.

Not to him.

Past him.

Through him.

To Desmond.

The twist lands like a brick: Ezio was never the audience. He was the medium. The last thirteen sequences were a letter addressed to someone else.

Ezio stands there, bleeding and confused, and the hologram tells him to be silent so she can speak through him.

And I think about how many people I’ve thrown into walls to get here.
How many I justified.
How many I didn’t even count because the Animus wouldn’t.

And the only reward is: you were a conduit.


Epilogue: Leaving the Hideout

The credits roll, and for a brief moment I’m tempted to stop. To end here. To let the story freeze on Ezio’s confusion and let my last memory be restraint.

But Assassin’s Creed II has one final joke.

Desmond wakes up. The warehouse is being raided.
Lucy shoves a hidden blade into his hand.

And Desmond’s story comes full circle.

At the beginning of the game, he refused to fight, and Lucy slaughtered Abstergo goons like she was speedrunning a different genre.
Now Desmond has the skills. Now Desmond has the blade. But Lucy goes on a rampage, slaughtering the Abstergo team.
I stand in the corner, keeping my hands clean, watching the cycle of violence continue exactly as it always has.

Because the Animus doesn’t count this.

The Animus stops counting the moment it matters.

You can take your time. Unlimited health. A pile of guards between you and escape.
Vidic stands in the back like a man who knows you can’t touch him yet.

 

I look at the guards. They are just private security. They are just doing a job.
I refused to fight in the beginning of the game.
I refuse to fight now.
Desmond’s story comes full circle.
He started the game as a useless bartender letting Lucy kill everyone while he watched.
He ends the game as a Master Assassin... letting Lucy kill everyone while he watches.


And Vidic leaves anyway.

Temporary victory. Permanent weight.

They pack up the Animus and drive off into the night, and Desmond climbs into another machine like it’s a coffin with better lighting.

I started this run trying to stay my blade from the innocent.
I ended it watching the story demand blood from everyone I pilot, in every era, in every room.

And I don’t know what to do with that, except write it down.

Because if the Animus doesn’t record thoughts, only action, then this is the only place the guilt gets to exist. 
Nothing is true. Everything is permitted.
Even pacifism. Even in a game called Assassin's Creed.

 Final Stats:

-27 UKOs (Unregistered KOs via wall-throwing).


-4 Cutscene Kills (Uberto, Jacopo, Rodrigo's guard, Savonarola).


-21 Enemies Killed in a Fight (1 guard at Leo's, Vieri, Francesco, Carlo, 3 training 

dummies, 3 gun dummies, 3 tournament fighters, Marco, courier, 2 abbey guards, 7 lieutenants, Rodrigo assassination attempt).


-14 Hidden Blade Kills (3 training dummies, 1 guard, Francesco, Carlo, courier, 7 lieutenants, Rodrigo assassination attempt).


-Accidental Drownings: ~16-17.


-Indirect Deaths: 3 courtesans.

 

Monday, 23 March 2026

Ben 10 Galactic Racing Vita Platinum

 Hello everyone. I recently platinummed Ben 10 Galactic Racing on the Vita and wish to talk about it.

 



 

Overall, a somewhat tedious if easy Platinum. The only reason I felt like I could do this one is that it's the only Vita game I've encountered that has a built in Trophy Tracker that counts individual things you need to do and how much you've already done. Seriously, why don't other games do this?

 

A quick word on the gameplay: This plays like your standard Kart Racer. The only difference are the game's offensive and defensive powers. When going off ramps, you can flick the Right Stick to do tricks/stunts and this charges your Offensive Power. When the meter is full, Press Square and your character will send a powerful shockwave ahead that will spinout racers ahead of you. When doing drifts, you charge your Defensive Power. When this Meter is full, press O and you will get a shield that blocks you from almost every stage and player hazard. Including other Offensive Powers.

 

I will comment that this is probably the only racing game I've played where you can't reverse or brake. Likely because every button on the Vita is taken. R Aceelerates. L iniates Drift. X uses items. Square for Offensive Power. O for Defensive Power. Triangle for Look Back. Left Stick and Dpad for Steering. Right Stick for Stunts/Tricks. The Touch Screen and Rear Touch pad are unused. Fortunatly, the game seems to account for this and crashing into walls will usually knock and turn you back a fair bit to compensate. So not a complaint but something I found a bit funny.

 

The most tedious trophies in the game are "Not Even a Scratch - Block/avoid 100 attacks using your Defensive Power in Single Player mode." and "Outta My Way!!!!!
Successfully bump 100 karts in Single Player mode." When I completed the game's main content, I had done about 25/100 Defensive Power Blocks and 5/100 Bumps. Defensive Power Blocks are tedious to farm because it only counts attacks from other Karts, not Stage Hazards. The game does notify you if an opponent is launching an item at you with a Flashing Red Exclamation Mark but not when an opponent has launched their Offensive Power. I missed so many Offensive Attacks I could have blocked had I been  notified. I found myself using Triangle to look behind me during races to see if someone was doing their Offensive Power which helped block about 10 more. I feel this trophy would be a lot less tedious if it was 50 Max and also counted both Stage Hazards and using Items to block attacks. Like throwing the equivalent of a Green Shell Behind you to block an opponent's Red Shell. Now the player has multiple ways of naturally getting this as they play the game and only a bit more to farm if they missed it.

 

Bumping Karts is a bit misleading. I assumed this meant "crashing your kart into another kart". But no, it means "physically crashing your kart into another that causes them to spin-out".  There's a few ways to do these. You can land on top of another kart, use the game's equivalant to the Bullet-Bill Powerup to and smack people in your way, or use your Defensive Power. The main issue here is that these are rare events. I think I landed on another kart like, 2 times total. The Bullet Bill, even when I tried using it to farm Bumps, would often "miss" as the CPUs weren't perfectly lined up. I usually saved my Defensive Power for actually blocking Kart and Stage Hazards. I feel this should have been 50 Max. Both this and "Not Even a Scratch" required me to keep replaying the final Track in the game, Azmuth's Forge, over and over again since it took an average of 5 minutes to clear and gave around 3-6 counts for either Trophy.

 

Another Tedious Trophy was  "Shattered - Destroy 10 Shard Mines using the EMP power-up in Single Player mode." I did 1/10 in my entire main campaign run. The best way to farm this is to load up the game's Battle Mode, set the timer to 9 minutes and just keep running through item boxes until you get the EMP Power up. For some reason, this was crazy rare. I'd get like 1-2 per game!

 "Omni-Node Master - Pick up 8 different Omni-Node types in each of 10 different races in Single Player mode" requires intentionally dropping back to different positions and hope the RNG gives you different items. 

 

"Tag! We're It! - Win 10 Team Omni-Tag showdowns in Single Player mode." and "Tag! I'm It! - Win 10 individual Omni-Tag showdowns in Single Player mode." require you to grind 20 Battle Modes at 1 minute each on the smallest map. Not too bad but I was constantly checking the clock. 5 is probably better.


"Omni-Trickster - Complete 10 4X stunt combos while racing in Single Player mode.", "Triple Threat - Complete 10 3X stunt combos while racing in Single Player mode." and "Double Trouble - Complete 10 2X stunt combos while racing in Single Player mode." require grinding the same track, Highway Havoc because Air tricks don't stack and Highway is the only track with a jump large enough to barely do 4x tricks and one for 3x. I got 2x naturally while playing but had to spend several runs grinding this out.

 

"Kart Collector - Unlock all karts in the game." was interesting. There's like 6 extra unlockable Karts that require you to beat the time trial times on 6 tracks. Which means that by beating the Grand Prix Cups and these 6 Time Trials, you essentially get 100% completion according to your save file lol.

 

The trophies I enjoyed getting were "Prime Drifter - Execute a 750-meter drift in a race in Single Player mode" (it was fun finding a track with a circular ring and just lapping it while drifting. Ended it with a 3000m drift lol), "Got Skillz - Beat the Track Best time in a Time Trial on any track by 10 seconds or more." (Galvan Gorge was a fun track to repeat to get that ace time), "Kineceleration - Execute a continuous boost of 8 seconds or more in a race in Single Player mode." (had to switch to Fourarms for this one due to his top speed and replay Codon Coldera's opening in Time Trials to hit the Boost Pads with my Drift and Boost Item) and "Unstoppable! - Win a race by tumbling or spinning over the finish line in Single Player mode." (just do a trick that messes up over the finish line).

 

Overall, I feel this game's platinum list is a bit of a missed opportunity. Rather than wasting time farming the same repetitive actions, I'd have preferred more mini-challenges in races, or just more Time Trial Trophies. Again, technically, of the 25 tracks in this game, only 6-7 require doing a corresponding Time Trial for a trophy. I'd have gladly traded several of the more grindy/farming trophies in exchange.

 

Moving on from the trophies and talking about the game itself, it's .... fine? Like, it's a solid C tier game. Maybe B- if I am feeling extra generous. The actual racing and driving is solid. The graphics are really good for a Vita Racer. I like the offensive/defensive power system. The side modes are fun. But everything around the game is questionable.

 

Galactic Racing doesn't have CCs like in Mario Kart, instead having a difficulty toggle in the Main Menu. It says "easy and hard" but really it should be "hard and extra hard". Almost every race, I was fighting and clawing for first place even on Easy. The CPU Drivers are crazy fast, recover quickly and if someone gets to pull ahead, it's almost impossible to reign them in. I've had a few Grand Prix Tournaments where I breathed a sigh of relief when one of my rivals got hit and finished in 3rd or 4th because it gave me more of a fighting chance.

 

My advice is to go with SpiderMonkey and his Light Kart or  unlock the Kinecelerator Kart as that will give you the best shot but you still need to put in the work. While I enjoyed the challenge, Kart Racers like this are typically made to also accommodate younger or newer players. Mario Kart is successful because less experienced players can start out in 50CC and work their way up. Ben 10 Galactic Racing asks you to start at 150CC.


The bigger issue is that, if you're not a Ben 10 fan, this game will do very little to sway you. It doesn't really put its best foot forward. Like, say what you will about Sonic and Sega All Stars Racing (also on the Vita), but that game went all out with spectacle and stages and highlighting the characters so that even if you weren't a Sega fan, it was hard not to be like "hey, this character or thing is pretty cool/interesting".

 

For example, take the tracks. Galactic Racing has 25 tracks across 5 Planets. But those 25 tracks aren't unique. Tracks set on the same planet share a lot of the same assets, textures and some even share the same set pieces and sections. I got Deja Vu racing on new tracks in later Grand Prix cups because they reused so much from previous tracks.

 

Moreover, very few tracks feel novel or have any spectacle or represent what's cool about Ben 10. Some tracks shift on the final lap and change how you proceed. But like, ok.  One of the 5 Planets is Kylmyys. It's covered entirely in ice and snow and is the home to the Necrofriggians. The lore says this planet is so incredibly cold that nothing corporeal can even live on it. Which is why the Necrofriggians evolved their Ghost powers. This planet never shows up in any Ben 10 show ever. Ben 10 Ultimate Alien instead showcased the planet Mikd'lty. This planet is tidally locked so one half is a fireball and one half is frozen solid. There's "a twilight zone" in between them, aurora boreialis in the sky, a temple which Pligrms visit with Death Traps etc. Some Necrofriggians also live here because they're the only Alien Species that can survive such extreme temperatures.

 

Galactic Racing opts to choose the Planet that's 100% Ice with no cool structures or lore over the one in the show with far more interesting topography or structures. Kylmyys visually looks no different to any Ice Worlds in any other Video Game. So it's disappointing for both Ben 10 fans (since the cool stuff from the show isn't there) and for newbies (since the scenery won't impress them into checking out Ben 10).

 

It's a similar case for the planet Piscciss. This one actually showed up in an episode once and is 99% water. This planet isn't the most notable or important in the show but has 5 tracks dedicated to it in the game. While some of the tracks do look cool, the game does little to make it stand out. There's no section where you drive underwater and see more of the sealife. You don't even see the main species, Piscciss Volanns, on the tracks.

 

The planet Vulpin ..... is an interesting choice. The lore describes it "a pitch black planet on the edge of the galaxy whose ecosystem has been poisoned by the hazardous materials that have been dumped on the planet. Living in the dark caves beneath the surface, Vulpimancers have no need for eyes and use their amazing sense of smell to "see"... Part penal colony, part toxic waste dump, Vulpin has long served as a dumping ground for hazardous materials far too dangerous for other worlds. The little that was once natural here long ago became corrupted by dangerous outside influences....Whatever life does manage to survive among Vulpin's subzero temperatures and the poisoned forests must learn to adapt to the harshest of climates".

That actually sounds cool but the game gives it 5 tracks set in garbage processing and industrial areas that all blend together. You're not going to come away thinking this is an interesting planet.

 

The 2 remaining planets, The Null Void (which isn't a planet but a separate dimension) and Primus are the most novel choices. Null Void in the lore is this alternate dimension used as a pocket prison dimension filled with dangerous monsters, penal facilities, sub-planets and debris etc. Some inhabitants have established permanent living areas in this place. The game does a .... passable job representing this setting. It feels treacherous, like an "evil Rainbow Road". But little representation of the culture. Like, this is the bare minimum I'd want for every track in the game.

 

Primus is a giant organic machine that looks like a jungle-like planet full of vegetation and various fauna. The main creatures on Primus are Volaticus Biopsis, mosquito/wasp-like robots created to scour the universe to collect DNA samples to the Codon Stream. A river/ocean/liquid database containing the DNA of of 1,000,910. Primus/The Codon Stream also "powers" the Omnitrix/Ultimatrix Ben uses in the show.  Think of The Codon Stream as like, Spotify and Ben's Omnitrix/Ultimatrix as your phone you use to stream a handful of songs/aliens. The game does a decent job in representing Primus but a new player is unlikely to get why this place is a big deal and would probably see it as another planet. 

 

There are so many potentially interesting and unique track settings for a Ben 10 Kart Racer. I already mentioned Mykdl'dy but others could be a circus themed track around Zombozo from the Classic Series,  A track based on Los Soledad where you race through some warehouses that then transform into a portal or is mid-HighBreed Invasion so you're racing through a fantasy Alien warzone. A track based on the Forge of Creation as you're racing across a nebula while giant Celestialsapiens ominously look down on you. A Track based on the Peraheadron. A giant planet sized cube maze/labyrinth with shifting rooms and death traps. And that's just some examples from the shows. The game can even choose planets and settings we haven't seen.


Galactic Racing as a whole does very little to showcase Ben 10 lore either directly or as unlockables. You don't get Profiles/Bios on the Aliens or Locations. You don't get alternate costumes or kart customization. This is a shame. Like, one of the racers is Ultimate Cannonbolt with his dull Grey design. You can't unlock an alternate skin of him with his regular white and gold design. Big Chill is represented as just Big Chill. No option to unlock his Red Ultimate Design. Fourarms is limited to just his Ultimate Alien design with no option for his Classic Version. Imagine how cool it would be to like, do races as Big Chill, you get an unlockable telling you facts about him or his species and you unlock his Ultimate Skin. 

 

The character selection in this game is....a bit questionable. A lot of the popular Ben 10 characters and aliens are here like  Ben, Kevin, Vilgax, Ghostfreak, Ultimate Humungousaur, Rath , Heatblast, Big Chill, Ultimate Cannonbolt, Ultimate Echo Echo, Fasttrack (who was created specifically for this game and then showed up in the show), Spidermonkey, Swampfire, Ampfibian and Fourarms. But no Gwen or Max? Imagine a Mario Kart without Luigi or Sonic Racer without Tails. At least the Alien selection is solid.


I think that's my biggest complaint against Galactic Racing as a Ben 10 fan. In theory, you could reskin this game to work for any other IP and it would "work" because the game doesn't incorporate a lot of Ben 10 specifics. You can't really "reskin Mario Kart DS" because a lot of the tracks pull directly from previous Mario games. 

 

The Game does seem to use the same voice actors from the show. So all the Aliens and characters sound legit. The game has the Vreedle Brothers on commentary and.... I find some of their track introductions a bit humorous but find their race commentary grating.  Aside from getting repetitive very quickly, Octagon's mannerisms (e.g "What you might call...") got especially annoying for me. These guys are fine in the show because they have relatively minor roles. But in the game, they have the most lines and dialogue. The story as a whole is silly, nonsensical and non-canon so I am not docking any marks for that. 


In closing, Ben 10 Galactic Racing is a fine kart racer and an easy but tedious platinum. There are better Kart Racers on Vita (only just Sonic). As a Ben 10 game, this doesn't do the best job in celebrating and showcasing what's cool about Ben 10.

Wednesday, 18 March 2026

Arknights Endfield Platinum

 Hello everyone. I recently platinummed Arknights Endfield and want to talk about it.


 

Originally, I had no interest in this game but my friend who is addicted to only playing Gacha games triple dog dared me and I could not let that slide 😤️. She was already ahead of me so I vowed to beat her at her own game or die trying!

 

One advantage of these gacha games is cross-progression across PC/PS5/Mobile. So I could chip away at the game on my phone during my commutes and on my laptop during boring work meetings.  Endfield is a lot more Linux friendly than the Hoyoverse games so Heroic + Dw-Proton could make the dream work on Pop!_OS (as long as I disabled FPS display and MangoHud. That crashed the game. Bazzite ran it better on both PC and ROG Ally for some reason).

 

For those unfamiliar with the game, Endfield has a lot of different gameplay systems. The bulk of the game kinda resembles a version of Genshin Impact. You control 4 characters (though they all physically show up in the world) and can switch between them on the fly as you explore open world maps. You can jump but you can't climb or swim.

 

Combat has you controlling 1 character at a time while the other 3 "try" to do minimal damage and draw aggro. Holding Square does your attack string. O lets you dodge. Dodging through an attack gives you iframes and bonus Energy (called SP) for special attacks. L1 + a face button lets you spend energy/SP to have a character do a special move. L1 + Holding a Face Button lets you do an ultimate attack if it's charged up for that character.

 

Characters also have "combo attacks". A sequence of tag attacks/moves 2 or more characters can pull off if you trigger the correct condition and seem to have a cooldown. For example, if you have the character Perlica on your team, if your controlled character does a full attack string on an enemy by holding Square, the game then prompts you to press R1 to have Perlica come in and hit the enemy with a lighting strike. Or the character Endmin has a Combo Attack where they'll do a physical attack if someone else does a Combo Attack or Skill first. If you have both Endmin and Perlica on your team, you can do a full attack string with Endmin, triggers Perlica's Combo Attack, which then triggers Endmin's.

 

Some Combo Attacks are contextual. Like Snowshine dropping an emergency heal if your controlled character's hp drops below 60%. Combo Attacks, Special Attacks and Ultimates also serve another purpose, they can interrupt certain strong enemy attacks (indicated by a red glowing ring) which can give you more chances to attack (which is important for endgame). Combat is a mix of attacking and dodging to generate SP and trigger Combo Attacks, cycle through special moves and resource management. On controller, I found it a bit too basic but it's about what can be reasonably done on a touchscreen.

 

The other gameplay element is exploration/building. Endfield wants you to explore the open world maps, manually place down relay towers to transmit power and signals, manually place down mining machines to mine resources and set it back to your storage. Then, at your home bases, use those resources to build factories similar to games like Factorio. I admit I got addicted to this aspect specifically. I'd spend hours just trying to set up and optimize my factories to produce more with less or waste less time waiting for other machines to process materials even when it wasn't neccessary for a quest or getting the platinum. It honestly makes me want to purchase Factorio and play it lol. One of the memes I saw on the game complained "there is a waifu gacha mode in my Factory Game". Even the Gamepad Controls aren't bad.


I will complain there's no automatic "undo/redo" command when building. So when I messed something up, it was so much work to go back and try to fix it that I generally avoided editing stuff I already made and tried to build stuff around it which often ended up making these spegetti-fied monstrosities.

 

Factory Gameplay also feeds into Outpost Management and the in-game Stock Market. You have to build products residents of outposts want like batteries which you can sell to them for "Stock Bills". Stock Bills can be used to upgrade certain elements of your factories and logistics, and purchase certain upgrade items and currency outright (at very steep costs). Trading with outposts also levels up outposts which increases the amount of stuff they can buy.

 

Endfield has a lot of "Death Stranding/Souls Social features".  Ziplines, defense towers, message beacons placed by other players can also show up in your game and you have to repair them to keep them around. But it doesn't seem either they or you benefit when others use it. There's no "like system" or "here's a reward because someone used your thing". A shame because I was often grateful to find a spare zipline and wished I could reward the guy who made it. Stock Trading and Visiting Friends actually does benefit both players. You can visit your friend's ships and sell your stock at their prices. This saved me a lot of time as I'd buy 300 units of  I had at its lowest price and sell it to my friend's stock depot at a higher price every day and also give their facilities a short boost.

 

With all that game info said, back to the trophies, Endfield being such a new gacha game meant guides were a bit more fragmented than I would have liked and the game doesn't shower you with goodies to get you up to speed like Honkai Star Rail did. But it was overall an easy platinum. I was rushing to flex but you can casually beat this in 1-2 months even as a F2P player. The endgame required for the Platinum can technically be beaten with certain underlevelled 1 characters instead of a full 4 man team if you're skilled enough. And is really easy if you have a full 4 man squad of level 90s with decent weapons and gear. And about moderately challenging but still doable with a good Level 80 Character as your main and 3 underlevelled support options. More on this later.

 

One issue I ran into was that in the early-mid game, you don't have a reason to spend your stamina (called Sanity in this game) on farming for character upgrade items since most story quests aren't too demanding and don't have frequent jumps. Moreover, the game gives Sanity restoring items that will expire in several days. As a result, I let a lot of my Sanity go to waste as I played the game with full Sanity and a lot of expired consumables.  So when it came time to prep for the Endgame, I was short of a lot of resources and sitting around waiting for stuff to replenish. I got so impatient that I started burning the premium currency reserved for pulling characters to give me more Sanity.

 

My advice for anyone going for the platinum (and to my past self) is to pick which 4 characters you want to build early and look ahead to what you need to max them out and try stockpilling stuff for that. For example, to get Endmin from Level 80 to 90, you first need to "promote" them so they can then be upgraded after Level 80. So you level them to Level 80, then you  need 100,000 T-credits, 8 Blood Cap Mushrooms (around 10 are available in the second region but then 2 grow per day once they're picked. And trying to grow more takes 80 real time hours), 36 Protosets (a Level 80 farm tends to give 7-8 and can eat up to 80 Stamina per farm), 20 Metadiastima Photoemission Tubes  (a Level 80 farm tends to give 7-8 and can eat up to 80 Stamina per farm). Mind you, at that point, I had a max cap of 300-ish Sanity and it took around 2-3 days to completely refill. 

 

And mind you, this just "unlocks the ability to upgrade Endmin to  level 90". You still need like 50,000 more T Credits, 30+ Character Upgrade Chips etc to actually get them to Level 90. And if you want to upgrade their skills to Level 9, that's around 30,000 Credits, 30 Protoprisms, 20 Vitrodendras etc. Repeat if you also want to upgrade their weapon.

 

My point is that I wished I looked ahead and started stockpiling at least T-Credits, ProtoSets and Upgrade Chips etc when I had more spare Sanity in reserve to save myself needing to wait later. There's so many Character Progression Bottlenecks 😭️!


Unlike other Gacha Games, you can get the platinum which just 1 team and even one that's not fully levelled. I went with this F2P Squad:

Main DPS: Endmin. The MC. Their gimmick is decent damage with physical attacks and can throw rocks at people which can stack and do more damage.

 

Ranged: Perlica. I sometimes switched to deal with certain annoying and ranged enemies that weren't fun or too risky to fight in melee range.

 

Secondary DPS: Chen. I slept on Chen big time. This game should be called "Arknights Chenfield".

 

Support/Heal: Snowshine. I mentioned her 60% heal ability but she also had a special move where she could time a counter attack and do a lot of physical damage to stun/stagger foes.


One of my biggest mistakes was that I did 99% of my playthrough and upgrades with Endmin and Perlica so Chen and Snowshine were underlevelled with fewer upgrades. So when I was doing the Endgame with a Level 90 and nearly maxed out Endmin and Perlica, and level 70 Chen and Snowshine, I was struggling so hard 😭️. I was legitimately like "everyone is saying Endgame is easy but I am suffering!".


Lets talk about the Endgame. The rarest trophy in this game is "Le Monument C'est Moi - Complete all [Umbral Monument] stages under "Inorganic Construct" and "Those Forsaken by the Land" in agony difficulty" with a 13.37% rarity on PSNProfiles and 4.0 Rarity on PSN. The endgame consists of 6 challenge maps that require you to defeat all enemies under a 10 minute time limit and with some additional constraint.

 

Lets take "Inorganic Construct - Rock Solid" as an example, in this map, you face this giant rock monster thing that reminds me of the Spiderants from Borderlands. Its front is armoured and its back is kinda exposed. But on Agony Difficulty, it moves faster and deals more damage, has more health, recovers way faster from being stunned, takes longer to stun, and gets an Attack Buff if its not stunned fast enough which can stack. In addition, you can no longer bring in healing items (meaning if you want healing, you need a dedicated healing character) and your stamina is cut to what feels like a quarter and recharges super slowly so you can do 1-2 dodges max at any given time if you're lucky.

 

I tried so hard and threw so many attempts at this thing. But by the 8 minute mark, 3 of my 4 characters would die and poor Endmin didn't have the DPS to clutch it out before the timer expired. I was frustrated like "Do I really need to get everyone to Level 90 with maxed out weapons and level 9 skills and level 70 Gear just to stand a chance?" I couldn't believe people were saying "Endgame is easy. You can beat it with level 70s".

 

Then on a whim I tried out Chen since I messed up a dodge and Endmin died early and I didn't feel like resetting. And Chen, despite being level 70 instead of 90, despite having a blue level 70 weapon, despite not even having her skills at level 9,  made more progress than I ever had with Endmin! I stopped levelling up Perlica's weapons and prioritized Chen's upgrades. I remember that day clearly, I spent that day at work burning all of my Sanity Restoring Items to get Chen to Level 80. Then on my commute back, I grinded that challenge map over and over again on my phone. Over time I learned this monster's attack patterns. I learned its tells and could spend my limited dodges perfectly. It honestly wasn't as bad as I felt first fighting this thing.

 

But the key was Chen. I don't know what her deal is but her basic attacks did more damage and stagger than Endmin. I also learned Snowshine's special move which counters enemy attacks that I had been using was worthless here.  I just need Chen, Endmin and occasionally Perlica’s Special Moves. After several attempts, I beat this monster on the train on my phone and couldn’t believe it. The platinum was finally within reach and this fight was actually fun!



Only for “Those Forsaken by the Land - Unorthodox Tactics” to smack me back down to earth. The gimmick here is that you have to beat 13 archers then 3 worm things in waves. They can’t move around but can use ranged and melee attacks that do extra damage. Your operators can’t use healing items but at least have regular stamina.


I hated this one. I could never keep an eye on every archer and their red flash so I’d keep taking hits which would burn my hp. Even Chen struggled here. I felt like I was running around. Landing 1-2 hits and forced to dodge to keep alive rather than make progress. Once I took out 13 archers, 3 worm monsters would spawn that were very tanky and did insane damage with their ranged slime attacks. It wasn’t long before I was down to just Perlica to 1v3 some damaged worms. I wish I had the recording of it because I never felt so locked in. I had to get as close as possible with Perlica so her ranged attacks could do more damage but that gave me less time to react to their slime attacks. I had to intentionally dodge into their slime attacks to generate SP fast enough for Perlica to do her Special Attacks. My eyes would bounce between Perlica, her damage numbers, her health, her SP Meter. The Worms, and the timer etc. every mistake hurting me to my soul. I didn’t want to play this again.


I let out the biggest sigh of my life when I had 0:02 left on the clock when Perlica’s final combo move took down the work.

 

I wish Endfield had some kind of command system you could issue to control your CPU teammates. I’d have  killed foran option like “I don’t care if you guys do zero damage. Just draw aggro! Please!”.


“Inorganic Construct - Rampaging Shields” was one I completed before discovering the light of the Goddess Chen. The gimmick in this one is that this 4ft tall Rock Rhino spawns and you have to defeat it. At around 50% HP, a second will spawn and you have to defeat both of them. However, when you kill one, the other gets a massive boost to their attack and defence. The trick is to damage both Rhinos to as close to zero as possible, then kill one then quickly kill the other.


The main issue here is that these rhinos keep trying to do charging attacks which do massive damage. They’ll also pursue your character specifically so your squad mates are terrible at drawing agro. I wish the game let me switch characters like in FF7R where the camera switches to them instead of the typical gacha way of transforming your character so I’d at least get some breathing room. I kept getting overwhelmed and had to bite the bullet to do attacks or something.


Their charging also takes them out of the way so I’m wasting time trying to pursue them to land a few hits in. It would seesaw between me getting overwhelmed by getting charged by both at once so I could properly attack or they’d charge out of range so I’d be wasting time.


Perlica shined in this one. She could do ranged attacks so I’d at least keep getting some chip damage in. And Snowshine’s counter attack could stop a charge and even freeze or stagger them if I was lucky. It took a lot of attempts but I was able to clear this one.


“Those Forsaken by the Land - Ballista and Axe” was one I was initially dreading. You fight a 12ft tall absolute unit with a giant axe while his twin and/or lover shoots at you with a giant crossbow. Once you defeat axe boi, he tags out with Crossbow boi and throws rocks from offstage. Defeating crossbow boi has them both come in at the same time.


However, I attempted this one after learning about Chen and this ended up legitimately being one of the more fun fights in the entire game. It was this dance of dodging, attacking and shifting targets. I always felt like I had options and was never scrambling and could always read the enemies. I recall finishing this with 4 minutes to spare.

 

“Those Forsaken by the Land - Survive The Gas” was arguably the hardest one and legitimately made be question if I could platinum this game. The gimmick is that the arena is covered in this toxic gas that drains Operator HP every second. The only solace is that any healing your controller character gets, your squad mates also get 50% of that healing. Moreso than the other challenges, you’re even more on the clock. Any mistakes or damage taken are more fatal since you might not have the HP to spare. Depending on your team comp, you might only have 4-7 minutes to complete this instead of the usual 10.


I kinda messed up because I built Snowshine as my healer instead of Ardellia. Ardellia can heal on demand with her special move and with her Ultimate (which you can bank as an emergency heal). Her combo move also coats enemies with a poison that increases the damage they take from operator attacks at no extra charge.


Snowshine in contrast, aside from being ranked C tier in the meta, lacks on demand healing. She can only heal with her combo move when your HP reaches 60% and this ability is on a cooldown and there’s no way to bank or store it. You can’t be like “I don’t need healing now, do it later” or “I need 2 stacks of healing right now in exchange for more of some resource now”.


Sbowshine’s combat prowess is also lacking. I already didn’t upgrade her weapon past level 60 so her raw DPS is quite low. Her Special Attack isn’t worth using given the time pressure. Moreover, she’s a melee fighter which means she’s always close to enemies which means more chances for her to get hit and die early. Leaving me without a healer for the rest of the fight.


I did try building Ardellia up to take Snowshine’s place. But she needs to be level 70-ish minimum to have the HP required to not immediately die with the first few minutes. And I already burned much of my resources upgrading Chen to level 85. My options were:


-1- spend time upgrading Chen more so she’d have more DPS.


-2- upgrade Snowshine more so she can survive longer and provide more healing.


-3- upgrade Ardellia for the same effect.


I was preparing to go for options 1 and 3 until I saw a YouTube video of someone doing this mission with just a level 70 Chen in under 3 minutes. That inspired me. If it’s possible to beat this with an even worse Chen solo, surely my team could do this? For better or worse, Snowshine was gonna have to carry this team or die trying.


I spent what felt like 3-4 hours doing attempt after attempt at this. This challenge felt a lot more RNG Dependent than the others. The challenge consisted of 6 weak foot soldiers and dogs, then 5 sword ninjas, then finally a giant boss with explosive shotgun gauntlets with dogs as ads. The Strat was to try bunching up enemies and hit them with Chen, Admin and Perlica’s Special Moves to kill as many enemies as quickly as possible. I’d have attempts where enemies would refuse to bunch up so I’d burn too much health and time on killing individual enemies so I’d be fighting the boss at 40-50% HP. I’d have attempts where my squad mates would get unlucky and take too much damage early thereby causing them to fail early.


Eventually, after a few upgrades to Snowshine’s healing move, I started seeing promising attempts. I was in the zone. Maybe my luck improved but my squad mates weren’t taking as many hits so they lasted longer which meant they could stick around to deal damage but also Snowshine could keep the squad topped up around 50-60%. I’d get to the boss with 6-7 minutes left on the clock. And die with him only having 50% left.


My hands were legitimately hurting. Is this what it feels like to be an unc? I started another attempt.  The same opening I always do. Switch to Chen, rush in. L1 + O -> R1 -> L1+ Square. This fills up the stagger meter on hopefully 1-2 enemies so Chen can do a "Finisher" Type move to deal bonus damage. I messed up. 1 Dog got launched too far so he took minimal damage and his friend still had 25% HP left after the combo. I sighed as I went in for a regular attack string. Occassionally switching targets due to the auto-lock on and just rolling with it to avoid wasting time. Weaving in Chen's L1+O and Endmin's R1s to try stacking damage.

 

Minute 9, I briefly Switched to Endmin since she had 55-ish% HP. After a few seconds, Snowshine noticed that and dropped a heal. I switched back to Chen. The idea being that if anyone dropped low, I could briefly switch to them to jostle Snowshine into healing early to keep everyone topped up for longer. 

 

 As I fought, I was mashing R1 with my Index Finger the whole time. Praying that the exact frame I met the trigger for a Combo Attack, it would happen. Because every Combo Attack did more damage than basic attack strings or it would trigger Snowshine to heal early.

 

 At 8:15, Only 4/11 enemies were down but Endmin was at 60% but Perlica was at 45%, Chen at 30% and Snowshine at 25%. By some miracle, Snowshine locked in and offered another heal. This got the squad to about 80/70/55/55 respectively.

 

I already blew at the HP at 7:50 because I took some stray ranged hits. Squad was down to about 60/40/20/30 when Snowshine kept the run going with another heal.  We were back to about 70/65/55/55 and 8/11 enemies killed.

 

07:10, I noticed Snowshine's Ultimate was charged up. I deployed it. The raw damage wasn't as important as the fact it had the Freeze Status condition. Frozen Enemies took extra damage from Endmin's L1+Square. And somehow, Snowhine dropped another heal.

 

07:04. 10/11 enemies killed. The Boss spawned.  One of my slower runs to get to this point. My squad were all around the 60% HP range. Not great but I had to continue. 

 

06:25. My luck is terrible. I already took extra hits from the boss. Worse, I deployed, Chen's ultimate. The boss has a move where he enters a blocking state. If you attack him head on, his gauntlets absorb the bulk of the damage and throw out grenades. Chen's Ult is a series of super quick attacks and I deployed it right when the boss started blocking. I watched in horror as my Ult did zero damage and flooded the arena with grenades that would surely KO my own teammates 💀️. The only solace is that Snowshine remembered to drop a heal a few seconds later. Boss was at 80% HP while my squad was barely in their 60s.

 

 05:48. For a moment, I had hope this could be the run. Snowshine had dropped another heal. The squad were back up to 60-70% while the boss was at 60%. Maybe it was doable! I felt my heart rate rising a few seconds later when I was able to drop Perlica and Endmin's Ults on him bringing him down to 52%.

 

04:53. Snowshine dropped what could be her last heal and Ult. She was at like 10% HP while the rest of the squad were in their 60s.  Unfortunately, this Heal was cut short. The Squad were at about 40/20/60/20.

 

04:27. The boss did one of their charged aerial ground pound attacks. Snowshine took the brunt of it and went down. No more healing. The squad could now never go above 40/20/60/0. At this point, Perlica would have a minute tops assuming she didn't take another scratch. Endmin maybe 2-3 minutes if I was lucky. Chen would go down before the timer. The boss had around 40% HP left.

 

03:55. Perlica dropped one final Ult and combo Attack before going down. Endmin was at 10%, Chen at 40%. The boss at 20%.  With Perlica down, the Team's DPS took a hit. No Perlica means fewer Combo Strikes and no Ranged Special Attacks to Knock the Boss out of certain attacks. The dog ads the Boss Spawns were now more dangerous as there was less to take agro.


03:32. Endmin went down. Chen was at 25%. Boss at what felt like 5%. I couldn't breathe. I couldn't choke on this. I played safer. I avoided dodges that would have awarded extra SP. My eyes darted around keeping an eye on the dog ads. I didn't know if I could do it at this point.

 

03:16. I let out a squeak. With exactly 4.06% HP left, I used one final special move to topple the beast. I stood there for minutes at the Mission Complete Screen. I did it.


Yeah. That was the hardest challenge in the game. Nothing else comes close.


“Fully Rigged and Digging - Place mining rigs on every mining spot of Valley IV, and keep all mining rigs in a state of production"  was interesting. It asks you to place mining units on every ore deposit in each of the 5 open world zones in the Valley IV region. I expected this would be a late game trophy where I’d unlock a new base or outpost in each map I’d use to start building. But completing the main story and side missions didn’t unlock any new outposts. I was confused…. Until I took a break and started working on “Valley Crate Master - Open 270 Valley IV storage crates”.


My mind was blown when the YouTube guide I was following carried a Relay Tower/Line from one map to another 🤯! Turns out, I incorrectly assumed each map was separated from each other via loading screens or something like Borderlands 2 or Batman Arkham Asylum. Turns out, they’re all connected to each via the same paths and tunnels you access them during the main story. You have no reason to use these paths ever again since you can just fast travel between the maps. But these were the key. The map works more like Dark Souls 2/3 or Jak 2!


It was long and tedious to get the chests and mining spots because I missed a few or a few were not partially active so they weren’t marked on the GPS, or required doing a side quest first to fully unlock the side areas hosting them. I’m glad the videos pointed out which side quests you had to complete (or at least partially progress and could then leave hanging) to complete this.



My last trophy for the platinum was “Valley Investigator - Gather 1 investigation report in Valley IV". This requires you find collectibles to complete a set and has a 20% PSN Rarity and a 31% PSNProfiles Rarity. I completed one….. in the Wulling Region which didn’t count 💀.


There was one partially completed one in my Inventory at 3/4 pieces. I figured I could do this one and get the platinum but the guides I saw all said “You need to upgrade one of your outposts to level 4 to get the 4th and final piece”. I was so annoyed that I would have had to force my other factories to produce Batteries and drugs for IRL Days to sell to these refugees just to level them up 😤”. But I luckily googled all investigations and found there was one you could complete instantly by just buying the 4 pieces from the stock market store at a perpetual 30% discount. Could have saved myself so much time there 💀.


That's all the trophy stuff. While I'm here, I might as well review other aspects of the game.

 

-Production Values:

 

The game's menus, sound, music, graphics, UI and artstyle are quite cool and slick. The main menu alone looks especially rad. The PS5 version has 2 graphics options: Quality and Performance and I couldn't tell the difference between them so I left it on Performance.

 I will comment that funnily, the game might look "too good". On my iPhone 13 when I set everything to the lowest settings and my old GTX 1060 gaming laptop on everything very low minus resolution, the game was still taking "50-60%" load according to its in-game profiler. Plus, even on the lowest graphical settings the game still looks good. Like, if I didn't know any better and you showed me the game on very low, I'd assume it was on medium. Character models still look really detailed. The environment still retains a lot of seemingly high detailed textures. It just looks slightly blurry in places.

 

I don't play a lot of PC games (My most played Steam games are Assassin's Creed 1, Splinter Cell Blacklist, Eternal Card Game and Batman Arkham City) so I could be off but I was under the assumption that "very low" settings make a game look super muddy and blurry to be able to run better on underpowered hardware or take up less resources in general.

 

Worse is the resolution settings. In every other PC game I have ever played (granted, that's not a lot), you can maintain the game at fullscreen mode while knocking down the resolution. Endfield PC has it where you can either have the game at fullscreen at native resolution, but any resolution less throws the game into Windowed Mode. So on my desktop where I was running Radeon 780M Integrated Graphics, I had to play on about 60% of my monitor to get like 720p. On my spare Gaming Laptop with an RTX 4060, I did have an option for DLSS which significantly dropped Device load down to 20-30% when enabled which was cool. 

 

-The Story.

 

Can't say much here because I skipped every cutscene in order to beat my friend. She wasted time soaking in the story and exploring every cutscene while I zoomed ahead (I think this is the 4th game I've platinummed while skipping any and all story content?).

 

My friend says the story is actually interesting since it actually explores memories about the PC and mentioned she was sad at a few character deaths. So uh.... take that for what its worth.

 

All I got from the story was that you play as a future Jeff Bezos with Amnesia and Rock Powers and an Anime Harem selling Super Asbestos to refugees on a faraway Moon.

 

In Closing: 

If Chen has a million fans, then I am one of them. 

 

If Chen has ten fans, then I am one of them. 

 

If Chen has only one fan then that is me. 

 

If Chen has no fans, then that means I am no longer on earth.

 

 If the world is against Arknights ChenField, then I am against the world.