Uploaded September 2017 | Updated September 2026, 2 weeks ago
This video features the second and final boss "fight" of Styx: Shards of Darkness against the dwarven golem during the events of the very final mission, Vengeance. Note that this footage was recorded while playing on the Initiated difficulty (which can be considered the normal difficulty setting of the game) and that I deliberately ignored any collectable and side quest featured in the mission for the sake of brevity.
The encounter with the golem is mechanically pretty similar to the one against the Roabie Queen halfway through the game: the whole thing boils down to memorize the boss attacks' pattern and shield yourself from them as you race for your objective and try not to get yourself killed. As the final boss, the golem is a severe jump in difficulty from the Queen: not only the "fight" lasts longer but the golem has different attack patterns you must deal with as you keep moving through the level, and each is a guaranteed one-hit kill. As such, the whole encounter is more like a parkour, trial-and-error platforming sequence than a proper stealth-based boss fight. This also means all that stealth-enhancing gear you have been unlocking through the whole game is pretty much useless here.
On the other hand, this is the only mission in the game where achieving the Swiftness, Shadow and Mercy gold medals is a total pushover
This video features the second and final boss "fight" of Styx: Shards of Darkness against the dwarven golem during the events of the very final mission, Vengeance. Note that this footage was recorded while playing on the Initiated difficulty (which can be considered the normal difficulty setting of the game) and that I deliberately ignored any collectable and side quest featured in the mission for the sake of brevity.
The encounter with the golem is mechanically pretty similar to the one against the Roabie Queen halfway through the game: the whole thing boils down to memorize the boss attacks' pattern and shield yourself from them as you race for your objective and try not to get yourself killed. As the final boss, the golem is a severe jump in difficulty from the Queen: not only the "fight" lasts longer but the golem has different attack patterns you must deal with as you keep moving through the level, and each is a guaranteed one-hit kill. As such, the whole encounter is more like a parkour, trial-and-error platforming sequence than a proper stealth-based boss fight. This also means all that stealth-enhancing gear you have been unlocking through the whole game is pretty much useless here.
On the other hand, this is the only mission in the game where achieving the Swiftness, Shadow and Mercy gold medals is a total pushover
![SW: TOR - The bounty hunter story on Alderaan
[WARNING: THIS VIDEO CONTAINS SPOILERS FROM THE CLASS STORY OF THE BOUNTY HUNTER FROM SW:TOR]
This video features the whole planetary questline on the planet Alderaan for the bounty hunter class from Star Wars: The Old Republic. Note that I cut down some parts of the gameplay to save just the most important and interesting bits. My character didnt follow either the dark or the light side path too closely here, neither he remained neutral.
You can deal with Savorin Malfus the Seventh in two ways. The first one, which is the dark side path option, is about literarly beating him up till he agress to decifer the second half of the code for you. Youll have to fight his guards. You can also tell him you are sorry for hitting him the first time, which counts as a light side option and awards you the code you need. Else, you can keep beating him up till he breaks for more dark side points. After gaining the code, you can return to Zacar and go on with the questline. The light side option is a bit more elaborate and requires you to accept Savorins task and deliver his tokens to three noblemen around House Thul. You actually have to reach three NPCs in three different locations and speak to them: after that is done, you can return to Savorin for your reward and move on.
Once you discover Zacar has been killed at the end of the hunters questline on Alderaan, you are given the option to use your power as an advocate to choose the next head of House Girard. The results you can get also depend on your hunters sex and go as following:
- Regardless of the sex of your toon, choosing Heitor will grant your character a lot of credits and thats pretty much it
- Choosing Raffid as a hunter will grant your character the title of Knight of Alderaan. A huntress can instead sleep with Raffid and basically become his lady: this will award you the title of Baroness
- Choosing Aitalla as a hunter will allow you to sleep with here, but pretty much nothing else, not even a title. Im not sure what a huntress can get from Aitalla, but as afar as I know nothing at all
If you dont want to make this decision for a reason or another, you still have to options you can choose from:
- You can tell the three nobles to sort it out themselves, collect the fee Zacar left for you and leave. This counts as a neutral option
- You can kill Aitalla, Heitor and Raffid as the last surviving members of the head of Hourse Girard and thus fullfill your contract with House Rist. This counts as a dark side option and grants you the title Housewrecker SW: TOR - The bounty hunter story on Alderaan](https://i.ytimg.com/vi/sYqoABBHSAI/mqdefault.jpg)
![KH Birth By Sleep Final Mix (1.5 + 2.5 ReMIX) - Braig boss fight (Aquas story)
[WARNING: THIS VIDEO CONTAINS SPOILERS FROM THE AQUAS SIDE OF THE MAIN STORY OF KINGDOM HEARTS BIRTH BY SLEEP]
This video features the boss fight against Braig from the Aquas side of the main plot of Kingdom Hearts Birth By Sleep.
Note that this video was recorded while playing Birth by Sleep on its Final Mix, 2.5 ReMIX version from the 1.5 + 2.5 ReMIX compilation for the Playstation 4 and on Standard difficulty. I was also on my Playstation 4 Pro.
As far as gameplay goes, Braig doesnt act all that differently as a boss from the fight you had with him as Terra in the middle of the latters story: Braig will pretty much attack you as if he was a tuned down version of his Nobody self, Xigbar, from Kingdom Hearts II. The only difference this time is that Braig has access to a limit attack where hell first fire a salvo of projectiles in all directions from the center of the arena, then teleport above after a short delay and cover the alena with black arrows which can also damage you upon getting close to them afterwards. The more the fight goes on the more hell use said attack.
As always, the safest bet to defeat him is to simply parry away all the shots hell throw at you, since they tend to do a nice chunk of damage if parried en masse. This goes doubly so here since you are playing as Aqua, who is far more fragile than Terra and therefore can be killed easily by Braig if caught in a full blast KH Birth By Sleep Final Mix (1.5 + 2.5 ReMIX) - Braig boss fight (Aquas story)](https://i.ytimg.com/vi/scxKzi9XiQo/mqdefault.jpg)
![Mass Effect 2 - The suicide mission
[WARNING: THIS VIDEO CONTAINS HEAVY SPOILERS FROM THE FINAL SEQUENCE OF MASS EFFECT 2 MAIN STORY]
This video features the whole suicide mission from Mass Effect 2, which both serves as the main driving force of the games plot and the very final main assignment you must complete in the campaign. To be more precise, the video stars at the very moment Shepard launches the mission from the Normandys galaxy map and ends around the final cutscene of the game before the ending credits. Note that this video was recorded while playing on Hardcore difficulty and, in order to give this video a reasonable lenght, Ive had to cut out several gameplay sequences, up to including the final scene between my character and the romance option I chose and several gunfights between Shepards team and the Collectors.
Since the video is roughly fourty minutes long, here are its main highlights:
- Start of the suicide mission (1:30)
- First Oculus boss fight (4:20)
- Second Oculus boss fight (6:14)
- Suicide mission debriefing (10:26)
- Collectors base infiltration/The long walk (13:20)
- Meeting the Normandys crew (16:14)
- Biotic barrier sequence(19:48)
- Human Reaper reveal (24:29)
- Choosing the fate of the Collectors base (29:59)
- Human Reaper boss fight (32:35)
- Escape from the Collectors base (34:53)
As the name of the mission implies, the final assignment of Mass Effect 2 is truly an instance where virtually anyone from the cast can die, up to including some or all your party members, some NPCs and Shepard him/herself, with Joker being the character who cannot end up dead regardless on how bad the situation can get. How many get to live or are sacrificed in the end depends on several choices and assignments both before and during the suicide mission, which would be extremely long to describe in detail, as would be listing all the possible consequences.
The main plot decision during the suicide mission (and the final decision of the entire game) involves the Collectors base itself and if it would be best to utterly destroy it with everything still alive aboard (paragon) or simply kill all the remaining Collectors with a pulse and salvage it (renegade). The option you pick will alter the final conversation Shepard will have with the Illusive Man and the scenery there, but has really no impact whatsoever on the plot of Mass Effect 3.
In a game filled with interesting and sometimes downright difficult boss fights, both the Oculus and the Human Reaper (which is the final boss to boot) come out as very disappointing encounters with little challenge involved. The Oculus is basically a slow moving armored target that will keep firing an energy beam at you, while the Human Reaper, althought provided with an impressive design, is a downright background boss with no attacks to speak of (save for destroying a platform every now and then, giving the whole thing a timed battle vibe) and a very big and easy target for your heavy weapons or sniper rifle (especially if said rifle is the Widow) Mass Effect 2 - The suicide mission](https://i.ytimg.com/vi/slqEcWPYSgw/mqdefault.jpg)

![KH Birth By Sleep Final Mix (1.5 + 2.5 ReMIX) - Final boss fight
[WARNING: THIS VIDEO CONTAINS HEAVY SPOILERS FROM THE MAIN STORY OF KINGDOM HEARTS BIRTH BY SLEEP]
This video features the final boss fight of Kingdom Hearts Birth By Sleep where Aqua must battle against Terra after being possessed by Xehanort (a character usually referred as Terra-Xehanort or even Terranort by the fans). While the Final Mix version introduced in the game a Secret Episode (A Fragmentary Passage) with a true final boss (the Dark Hide), Terra-Xehanort is usually considered the very final boss fight due to the challenge level and the emotional climax of the whole thing.
Note that this video was recorded while playing Birth by Sleep on its Final Mix, 2.5 ReMIX version from the 1.5 + 2.5 ReMIX compilation for the Playstation 4 and on Standard difficulty. I was also on my Playstation 4 Pro.
The final boss fight against Terra-Xehanort is basically a reiteration of the fight you had with him already at the end of Terras story. Therefore, the whole battle is as hard as you may expect it to be. To some, its even worse than the first one because now you have to face the boss as Aqua instead of the Lingering Will and shes far more fagile than the latter and her counter-attack (the chief method to defeat Terra-Xehanort previously) dont do as much damage. Also, the fight is divided into two stages, so youll have to completely deplete Terra-Xehanort health bar twice.
While the first stage doesnt differ at all from the one you fought as the Lingering Will (only he wont cast his Meteor desperation attack, which is nice), the second stage will be triggered by Terra-Xehanort summoning the same Guardian Heartless used by Ansem, Seeker of Darkness from the original Kingdom Hearts. This last leg of the fight is actually far easier than what you had to endure up to this point because the boss (except from an admittedly dangerous Ars Arcanum move every now and then) will relay exclusively on the Guardian, who will attack far more slowly and in fairly predictable patterns (most of his moves are taken straight from the first game, among them his desperation attack). In other words, its safe to be a tiny bit more aggressive during this last stage and unleash your commands and finishers.
Towards the end of the fight the Guardian will try repeatedly to grab you in order to allow Terra-Xehanort to slowly walk towards Aqua and unleash Ars Arcanum. If you can resist the grab by winning the QTE you will be briefly teleported in an alternate dimension where you can reach Terra and unleash with his help a finisher that, if executed at the right time, will do a nice chunk of damage to the boss KH Birth By Sleep Final Mix (1.5 + 2.5 ReMIX) - Final boss fight](https://i.ytimg.com/vi/t7aV7m9UQ3A/mqdefault.jpg)
![Batman: Arkham Origins - Final boss fight and ending (New game plus)
[WARNING: THIS VIDEO CONTAINS HEAVY SPOILERS FROM THE FINAL SEQUENCE OF BATMAN: ARKHAM ORIGINS]
This video features the whole ending sequence of Batman: Arkham Origins, with the games final boss in all his different phases and the ending cutscene. Note that this video was recorded while playing on New game plus mode.
Given that the Joker is just a (admittedly cool) cutscene boss (requiring you to perform just a couple of QTEs and a couple of beatdowns on him to finish the main story of Origins for good), Bane is the true final boss of Arkham Origins and is fought in a two parts battle where the first part is a combat-oriented challenged and the second a predator sequence.
The first part of the fight can be considered a general rearse of the due you had with Bande on top of the Gotham Royal Hotel, so the strategies youve used there pretty much apply here too. Only, this time around Bane is faster while charging at you and you have to fight more mooks along with the boss (some of them carrying stun batoons too). As with many bosses from Origins, the lack of counter icons in New game plus and I am the night makes this part of the fight harder.
After Bane is defeated he will inject himself with TN-1 compound and the second part of the boss fight will being. The battle is a predator sequence like the one with Mr. Freeze in Batman: Arkham City, albeit far easier. While both Freeze and Bane will remember the way you attacked them and put up the proper countermeasures, Freeze can use his armors various gimmicks to simply nullify every next attempt at the same trick. Bane, instead, will just chek your possible hiding spots, leaving his back open for surgery. The sequence runs on a time limit of ten minutes, but its very forgiving. In this stage Bane will also charge at you if he spots you, forcing you to outrun him and search for a place to hide in quickly. Many players also report that at some point during the fight Bane will scramble your detective vision, forcing you to search for the scrambler and deactivate it. After depleting Banes health you can reach the Joker in the prisons chapel and finish the game Batman: Arkham Origins - Final boss fight and ending (New game plus)](https://i.ytimg.com/vi/tVO8XSOb9Rc/mqdefault.jpg)

![Batman: Arkham Knight - Ace Chemicals infiltration (New game plus)
[WARNING: THIS VIDEO CONTAINS SPOILERS FROM THE MAIN STORY OF BATMAN: ARKHAM KNIGHT]
This video features the whole main story mission taking place in Ace Chemicals in Batman: Arkham Knight, from the moment Batman arrives on the scene to the very first moment he starts hallucinating about the Joker. Also note that the video was recorded while playing on new game plus.
Since the video is pretty long, below you can find its main highlights:
- First predator sequence (2:43)
- First drones battle (6:53)
- Rescuing the first worker and first Arkham Knight appearence (8:12)
- Second drones battle (14:52)
- Rescuing the second worker (16:36)
- Arkham Knights helicopter boss fight (22:20)
- Big fist fight inside Ace Chemicals (27:43)
- Predator sequence in the mixing chamber (30:19)
- Mixing chambers cutscene and trying to contain the bomb (33:11)
Ace Chemicals can be considered the final part of Batman: Arkham Knights tutorial sequence and doesnt pose much of a challenge to the player.
The Knights helicopter is the only boss fight out of the entire mission and is mainly there to test if you were able to master your tanks dodge mechanic right. Aside from that, there is really not much to do except to shoot it several times till its destroyed.
Playing the level on new game plus doesnt increase the difficulty that much, given that, unlike what happens in Arkham City and Arkham Origins, playing on NG+ in Arkham Knight doesnt make advanced enemies spawn right at the beginning of the game.
That said, the on foot fight against a huge crowd of militia forces inside the Ace building is indeed extremely annoying at best and unfair at worst. This is due to two issues:
- The absolute truckload of people you are up against, with attacks coming at you by basically all directions. This makes the two medics in the crowd especially dangerous, because you may had to punch a lot of people first before finally getting to them and put them down before they put anyone back on their feet. The medics being able to charge random mooks during the fight and all mooks being able to charge at Batman for an unblockable attack make everything a lot worse
- Add to the above the fact NG+ removes any counter promps: given the many militia members you are tasked to bring down its very hard to tell who is attacking you and with what, making retaliation really hard to pull off Batman: Arkham Knight - Ace Chemicals infiltration (New game plus)](https://i.ytimg.com/vi/veN9SAiBnus/mqdefault.jpg)
![Alice: Madness Returns - The Infernal Train, final boss and ending
[WARNING: THIS VIDEO CONTAINS HEAVY SPOILERS FROM THE MAIN STORY OF ALICE: MADNESS RETURNS]
This video basically features the final sequences of Alice: Madness Returns. To be more precise, the video starts around the last part of the Dollhouse visit and Alices meeting with the Dollmaker, goes on with the Infernal Train as the very last level of the game and the final boss fight held there and ends with the final cutscene. Note that the video was recorded while playing on hard difficulty.
While it was initially developed as a full fledged level not different from the previous ones, the Infernal Train featured in the game proper is basically a tragically short area where all you have to do is to let Alice walk around, kickstart a bunch of cutscenes that give closure to the plot and have the final boss fight of the game. Considering the Train spots arguably the best visuals and design of the entire game, its kind of a letdown.
The Dollmaker is arguably the only boss fight featured in Madness Returns and the last battle you must win before reaching the ending. The fight has two different phases:
- In the first phase you must destroy the Dollmakers hands, one at a time. Each hand will keep attacking you till its weak spot, a huge doll head, will lack its tar shield and will be opened to your attacks. Hitting the doll head will cause the hand to collapse, which allows you to get several easy hits in. The Dollmakers hands can dish out several attacks, but all of them can be more or less dodged easily with Alices evasion move. In this phase the boss will also summon some basic Ruins, which at this point should be a mere nuisance to you (they also drop roses upon death to recover your health).
- The second and last phase is kicked in when both hands of the Dollmaker have been dealt with. In this phase the boss will sometimes expose his long tongue to your attacks while summoning some Floating Ruins: you must try to ignore the Ruins and aim straight at the tongue with a ranged weapon since its the boss only weak point now. Whenever the Dollmaker doesnt expose his weak spot he will send again his hands after you: they very much act like they did in the first phase, only now they are more aggressive and have also a tricky grabbing attack that is harder to dodge and will consume a nice chunk of Alices health over the time if it hits. After dealing enough damage to the Dollmakers tongue, the boss will be defeated Alice: Madness Returns - The Infernal Train, final boss and ending](https://i.ytimg.com/vi/vus4HUQRTGU/mqdefault.jpg)
![SW: TOR: Knights of the Fallen Empire - Arcann first two boss fights (Chapter VIII)
[WARNING: THIS VIDEO CONTAINS SPOILERS FROM THE MAIN STORYLINE OF KNIGHTS OF THE FALLEN EMPIRE]
This video features the two boss fights the Outlander (as to say, your character) has to overcome against Emperor Arcann during the course of SW: TOR: Knights of the Fallen Empire chapter VIII, Taking Flight. The first fight takes place inside the Scions hideout, while the second one (featured at 6:56) during the Battle of Asylum.
As a boss, Arcann doesnt behave that differently between the two battles and the strategy to beat him remains pretty much the same. Arcann cant be interrupted, is immune to movement-imparing and incapacitating effects and comes into battle with an unique buff, Ultimate Defense, which greatly reduces the damage he takes from everything. Your main objective during both fights is to temporarily disable said buff and do as much damage as possible before Arcann recovers. Each time the battle will be over and a cutscene will be kicked in when Arcann will have only some HPs left.
During the first fight, you can weakened the boss by passing near Arcann as he tries to unleash his Force storm at you: if hes in AoE range he will be hit by it, be stunned for a couple of minutes and vulnerable to attacks. During the second fight, you must instead break the power conduits around the arena and make so Arcann uses his smash or overloaded saber moves while near them: again, this will electrocute him and leave him open for some time.
During your first encounter with Arcann, you are given the option to surrender to him. If you decide to attack him on the spot or lie about it and then charge, the boss fight will begin almost instantly. However, should you actually accept Arcanns offer to surrender to him and his Empire, your Outlander will urge his/her companions to stand down and let the Empires forces capture them, only for Lana to claim that your character would never do such a thing and not follow suit. After that, Valkorions spirit will adress his son directly and manipulate him into attacking you. Therefore, regardless of your choice here you cant surrender to Arcann and have to fight him.
After beating Arcann a second time, you are tasked with an important moral decision that closes the entire chapter: since Arcann is revealing himself to be a bit too much powerful for you to handle, Valkorion will offer you his power to defeat him. You can react to this offer in two ways only:
- You can basically tell him to shove it, which is regarded as a light side choice. Arcann bests your Outlander and he/she is impaled, albeit not fatally. Lana arrives on the scene and attacks Arcann, making him fall into the city below. She will then come to your rescue and you have the option to kiss her on the spot. After this you can leave the area and, till youll reach the Gravestone, your character will have a debuff that will make him/her twitch in pain at random while walking around.
- You can accept his offer, which counts as a dark side choice. By using Valkorions power your Outlander will summon a massive Force storm at Arcann, which will eventually bests his defenses and hit him, casting him down below, apparently to his death. Your Force outburst will however proove itself too much to handle for you and some rebel ships will be hit as well, causing their crew to die. Should you go with this outcome Lana will arrive and chew you out for it. After that, however you can leave the area and proceed to the Gravestone.
Its worth mentioning however that if you have been taking advantage of Valkorions powers too much in the previous chapters he will take over your character on the spot even if you choose to refuse him.
Regardless of your moral choice and the shift in approval and disapproval it will cause, the Outlander survives his/her encounter with Arcann and escapes Asylum aboard the Gravestone, kicking in the ninth chapter of the expansion SW: TOR: Knights of the Fallen Empire - Arcann first two boss fights (Chapter VIII)](https://i.ytimg.com/vi/weWwkAXKHck/mqdefault.jpg)
![Game of Thrones - A Telltale Games Series Season One Finale
[WARNING: THIS VIDEO CONTAINS SPOILERS FROM BASICALLY THE WHOLE SEASON ONE OF TELLTALES GAME OF THRONES]
This video features the final sequences of season one of Game of Thrones - A Telltale Games Series. More specifically, it features the cause and the resolution of the final battle at Ironrath, Miras fate and the last decision you can take as Gared. Naturally, all the footage is taken from the final episode of the season, the sixth one. Notice that the sequence at Ironrath was recorded on a save where I let Asher survive and become lord of house Forrester (but see below for more details).
Truth be told, the finale of Game of Thrones first season is a sequence where players choices dont play as much as a role as youd expect them to, especially in a story-driven game such as this. By the time the sixth episode ends, your choices are either made void without your input or are just used for a cliffhanger for the next season. The season ends with house Forrester defeated and Ironrath ransaked by the Whitehill forces; there are literally no choices in the sixth and past episodes that can prevent this whatsoever, with you only being able to have control on the details of the whole thing, or not at all towards others.
Heres a quick round-up for anyone interested:
- Before the Whitehill attack, if Rodrik is the lord of house Forrester, hell try to infiltrate the Whitehills camp to rescue Ryon. If Asher is the lord instead, hell invite the Whitehills into his home to be killed either in an ambush or a poisoning (althought you can call off the whole thing if you want to accept Gwyn Whitehills proposal). As Rodrik, you can choose to kill either Ludd or Gryff Whitehill, while Asher will manage to get Gryff by default. Either way, the Whitehills will start their attack on Ironrath
- Elissa Forrester will die in the siege no matter what. Your Sentinel can die if you didnt execute the traitor when you had the chance. The fate of all the forces defending Ironrath is ambigous, but its safe to assume they all end up dying. The same goes with all the Forrester-alligned characters present at Ironrath as its attacked and who doesnt show up in the very end of the episode. Rodrik or Asher, instead, will survive no matter what
- The very last choice you pick with both Gared and Mira, on top of basically making void all the choices and plot threads they have made up to this point, is of no consequence whatsoever regarding the situation at Ironrath. Gareds story ends with a cliffhanger to a second season, and he cant reach Ironrath in time even if you decide to leave the North Grove, while Mira, either dead or alive, is removed completely from the affairs of her family
- Talia will always survive the siege of Ironrath and be there for Rodrik or Asher afterwards. If you spared the traitor, hell be at the lord side along with her. If you didnt, Asher will be rescued by Gwyn Whitehill (provided you called off the plan, else the Sentry will show up instead) and Rodrik by the Sentinel
- Aside from all the choices you can make, Beskha will rescue Ryon in the middle of the chaos and ride off with him to parts unknown. This is also the final scene of the whole season Game of Thrones - A Telltale Games Series Season One Finale](https://i.ytimg.com/vi/yAqZK7f9hUY/mqdefault.jpg)