Uploaded November 2015 | Updated September 2026, 2 weeks ago
[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 doesn't behave that differently between the two battles and the strategy to beat him remains pretty much the same. Arcann can't 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 he's 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 Arcann's offer to surrender to him and his Empire, your Outlander will urge his/her companions to stand down and let the Empire's forces capture them, only for Lana to claim that your character would never do such a thing and not follow suit. After that, Valkorion's spirit will adress his son directly and manipulate him into attacking you. Therefore, regardless of your choice here you can't 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 you'll 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 Valkorion's 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.
It's worth mentioning however that if you have been taking advantage of Valkorion's 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
[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 doesn't behave that differently between the two battles and the strategy to beat him remains pretty much the same. Arcann can't 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 he's 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 Arcann's offer to surrender to him and his Empire, your Outlander will urge his/her companions to stand down and let the Empire's forces capture them, only for Lana to claim that your character would never do such a thing and not follow suit. After that, Valkorion's spirit will adress his son directly and manipulate him into attacking you. Therefore, regardless of your choice here you can't 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 you'll 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 Valkorion's 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.
It's worth mentioning however that if you have been taking advantage of Valkorion's 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
![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)
![Dark Souls III - Final boss and Usurpation of fire ending (New game plus)
[WARNING: THIS VIDEO CONTAINS HEAVY SPOILERS FROM THE ENDING SEQUENCE OF DARK SOULS III]
This video features the final boss fight of Dark Souls III against the Soul of Cinder, as well as the final cutscene of the game should the player meet the required flags for the Usurpation of Fire ending. The final area of the game, the Kiln of the First Flame, is opened to the player after defeating all the other Lords of Cinder, placing their ashes on their thrones and interacting with the Fire Keeper.
Much like the final encounter from Bloodborne, the Soul of Cinder is basically a severely enhanced version of the players character and has access to several weapons, techniques and abilities that it loves to deploy during the fight at the drop of a hat, changing its actions even in the midst of them to dish out deadly combos. This makes the Soul of Cinder one of the hardest bosses in the game and a fitting end to the Souls series: the only way to defeat it is to master its various attacks and combos and adapt ones playstyle to the different situations.
During the first phase of the fight, the Soul of Cinder will change his stance as the battle progresses, gaining a different weapon and abilities each time. There are four stances in total:
- Greatsword stance (the boss will always begin the fight with this one). The Soul of Cinder will use his greatsword to perform some basic combos and thrusts
- Spear and miracles stance. This stance is the most dangerous, as the boss gains an incredbile reach and will use the spear to attack often. In this stance the boss can also uses two miracles, Wrath of the Gods and Heal
- Staff and spells stance. In this stance the boss will keep casting spells like Homing Soulmass, Soul Greatsword and Soul Spear. The boss has also an unique charged spell that produces a strong beam of magical energy in front of the boss for some seconds. This stance is actually the one where the Soul of Cinder is more predictable and, should you bring your character behind the boss as he summon his great magical beam, you can get several free hits in
- Curved sword and pyromancy stance. In this stance not only the bosses can attack faster and even parry you, but it can also casts the Power Within and Great Fireball pyromancies, produce a poisonous gas and do some odd backflip to evade you (which actually gives you a small window to heal yourself)
While the boss cant be parried at all, hitting it enough will cause it to flinch and kneel down for some precious seconds, which you can use to get in as many hits as you can without fearing for a counterattack.
After its health bar has been depleted once, the Soul of Cinder will begin channeling Gwyn, Lord of Cinder and the second phase of the fight will commence. From this point forward, the encounter is basically an enhanced version of the one you had with Gwyn at the end of Dark Souls, only this time around you cant parry the boss at all and its abilities are far more deadly. The Soul of Cinder attacks in this phase are the following:
- Combos and thrusts with its greatsword (including a leaping attack)
- Guard-breaking kicks and grabbing moves as you stay near him. If it does catch you in the latters case, it will hit you with a Great Fireball
- Sunlight Spears. The boss will either throw them at you or hit the ground near you with them, depending on your distance. If the boss throws one slowly at the sky, a Lighting Storm will follow shortly after
- After rising its sword in the air, the boss will hit you four times in quick succession and end the combo with a great fiery explosion (imitating an attack of Manus from the Dark Souls) Artorias of the Abyss DLC. This is arguably the most dangerous attack the Soul of Cinder can do, since your character will be constantly juggled in the air for its whole duration and the combo can one-shoot even highly levelled characters
Unlike the Link the Fire or the End of Fire endings, which can be easily achieved by naturally progressing in the game, the Usurpation of Fire ending requires some rather obscure event flags, as to say:
- You must make Yuria of Londor appear and keep her at Firelink Shrine till the very end of the game (this basically means abusing the Dark Sigils power and let yourself being hollowified and NOT saving Anri of Astora)
- You must have Anri of Astora reach the Church of Yorshka bonfire alone and go through all his/her dialogue here, and then leave him/her to be assassinated by a NPC hidden in the area
- You must reach the Hidden Darkmoon temple. There, the assassin from Londor NPC will instruct you to marry Anri by interacting with his/her corpse, triggering a cutscene
- After defeating the Soul of Cinder, you must interact with the First Flame Dark Souls III - Final boss and Usurpation of fire ending (New game plus)](https://i.ytimg.com/vi/yTe5vxgo6vU/mqdefault.jpg)
![SW: TOR - The bounty hunter story on Corellia
[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 Corellia 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.
As far as important story decisions go, the bounty hunter questline on Corellia is pretty straightforward: you are asked to capture the three targets Darth Tormen directs you towards and then face Jedi master Jun Seros in a duel, without you being able to change the events of the story at all. Sure, you can be more or less of a dick about it and recive dark or light side points accordingly, but thats pretty much it.
The duel with Jun Seros can potentially be the final boss of the whole bounty hunter class story if you are going to pick the dark side or the neutral option in the very final dungeon right after Corellia. Seros behaves like a Jedi sentinel and his most dangerous abilities are the stuns he can pull off, since they can put your companion out of commission for a while and disrupt your channelled abilities often SW: TOR - The bounty hunter story on Corellia](https://i.ytimg.com/vi/zNk0x9rQ88k/mqdefault.jpg)
![American McGees Alice - The Queensland, final boss and ending
[WARNING: THIS VIDEO CONTAINS HEAVY SPOILERS FROM THE FINAL SEQUENCES OF AMERICAN MCGEES ALICE]
This video features the final sequences of American McGees Alice, from the Battle Royale level to the final boss battle with the Queen of Hearts in the Heart of Darkness area. Note that this footage was taken on the PC version of the game with the Alice Madly Enhanced mod (which basically provides the game with several HD textures and tweaked graphical effects) installed.
Since the video is roughly half an hour long, here you can find the time stamps for the levels of the game featured in their order of appearence:
1) Battle Royale (0:22)
2) Ascension (5:13)
3) Castle Keep (11:21)
4) Heart of Darkness (final boss fight) (22:32)
5) Ending sequence (30:10)
While American McGees Alice is by no means an easy game, the endgame, which is kicked off by you finally entering the Queensland via the Majestic Maze level, totally takes the cake and makes the past levels look like kindergarden work due to the increasingly hard platforming sections, with very little room for errors, and the rather merciless enemies encounters all over the place. While you just recived the Jabberwocks Eye Staff and may have found the Blunderbuss, the most common enemies have recently being seriously upgraded and you have to face far bigger mooks crowds. To be more precise:
1) Battle Royale is a long series of mooks encounters that can be easily overcome with the Jabberwocks Eye Staff. However, the card guards have a tendency to fire projectiles that cause knockback. Given youll be navigating a narrow platform, that prooves to be deadly most of the time. Using the Staffs secondary attack is also a bad idea, because the rain of fireballs that follows is likely to hit Alice as well as the enemies and/or make her fall from the platform.
2) Ascension features a lot of tricky platforming on top of enemies ambushing you in a very claustrophobic environment where sometimes is very hard to see mooks coming and/or understand where you need to go next. Furthermore, as in Battle Royale, enemy attacks can still knock you towards your doom.
3) Castle Keep is a rather peaceful section with very little enemy opposition which only features an overly long memory puzzle that forces you to go back and forth several times in the same places. This level was most likely designed to give you some breathing room before the final battle.
4) Heart of Darkness just houses the final boss fight of the game, the Queen of Hearts. Her battle is divided into two parts. In each part the Queen acts very differently and you must use a very specific tactic.
The first part is fought inside the castles throne room. In this phase the Queen is pretty much stationary and wont move from the far end of the room. To defeat the boss in the simplest way possible you must use the first attack of the Jabberwocks Eye Staff and shoot a full charged ray of energy at the Queen, then collect the power-ups on the left and right of the entrance of the room, recharge the Staff, rinse and repeat. This strategy could be easier said than done due to the boss trying to hit you with different ranged attacks in the meantime, the most dangerous of which is a blue dust she can summon that will grab you and violenty throw you around should you walk into it, and fully focusing the Staffs ray on her is a bit tricky.
Once you defeat the Queen of Hearts a first time, a cutscene will play and then youll enter the Heart of Darkness and face the Queens final form. The strategy during this second phase remains the same: if you didnt find the Blunderbuss earlier you can now grab it on a lower platform of the arena, but Id advise to keep using the Jabberwocks Eye Staff and recharge it with the respawning hearts all around the area. In her new form the Queen of Hearts will basically gain all the ranged abilities of the previous bosses. She can also push you around by screaming, which is especially dangerous, given you are now running around on very small platforms and falling down means instant death.
After damaging the Queen enough shell finally explode in a very marvelous fashion and the game will end American McGees Alice - The Queensland, final boss and ending](https://i.ytimg.com/vi/z_rGm1buYe8/mqdefault.jpg)