Uploaded January 2017 | Updated September 2026, 9 minutes ago
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
Another one of Burabo's Maps. MAP17: Small map, large amount of enemies, many barrels and no BFG abusing. There is a lot of things that can go wrong on this map, ranging from splash damage from barrels and your own rockets, unlucky and/or random projectile hits (especially when using the Invisibilities) to getting stuck in the confined corridors. Caution is advised for this slaughter map!
I had successfully completed this map quite a few times, but this was one was my personal favorite: It was relatively on my average time (actually about 5-6 seconds slower than my fastest), it felt fluid and it has the best Archvile kill I have ever done at 3:22.
MAP STATS
==========
Map: 17 - UAC Power Plant
Author: Burabojunior
MIDI: James Paddock - Running Out of Steam (Harmony Midi Pack - D_STEAM)
Enemies: 500
Secrets: 3
SECRETS
========
1) Inside the 2nd room, there is a long electrical panel spanning across the wall next to the switch. This panel can be lowered to reveal an early Rocket Launcher and some Rockets.
2) In the room with the Supershotgun and the Red Keycard, there is a sealed door with a panel that says LOCKED next to it. To the right of this door is another long electrical panel (contains green indents) that can be raised to reveal a switch. Pressing the switch unlocks the aformented LOCKED door once you pick up the Supershotgun and trigger the Revenants (Doing it before opens the door, but not enough for you to squeeze in). The room contains a Medkit and Backpack. A Switch can be flipped to lower a BFG9000 from a thin column.
3) After throwing the switch behind the Red Keycard Door, clear out the demon horde in the next room. Once the dust settles, to the right is a tunnel that is blocked off by steel bars. In this room is a red rectangular switch that can be pressed to raise them. Past the bars is a balcony with a Berserk Pack at the far end of it.
TIPS
====
- Due to the vast diversity of enemies in this map, infighting should be exploited whenever possible. This run has quite a couple of infighting exploits to prove this.
- Blowing up barrels is mandatory for conserving ammo and thinning out the numbers quickly! Blow up the barrels while enemies are near them to cause massive devastation. Beware of barrels flying back into your face (I had one run where a random barrel did this and killed me).
- Save the BFG9000 rounds for the first 2 Archviles as this Map's tight spaces gives them plenty of corpses to raise and limited dodge space for yourself.
- Use the Partial Invisibility Powerups wisely! They can make (force some monsters to infight with each other, forcing them to kill each other or blow up barrels for you) or break you (it makes some projectiles, especially Revenant Rockets and Mancubi Firebolts harder to dodge).
- Be extremely careful when using the Rocket Launcher in this level! The small corridors and monster varieties can easy cause you to damage or kill yourself with your own rockets. Try to also conserve rockets for speed killing tougher enemies, especially at the end.
- In the final trench, use your Rockets to cut a hole towards the Archvile and kill it first, then everything else. Double check the area when you are done as there should only be 1 monster left when you open the door to the exit.
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
Another one of Burabo's Maps. MAP17: Small map, large amount of enemies, many barrels and no BFG abusing. There is a lot of things that can go wrong on this map, ranging from splash damage from barrels and your own rockets, unlucky and/or random projectile hits (especially when using the Invisibilities) to getting stuck in the confined corridors. Caution is advised for this slaughter map!
I had successfully completed this map quite a few times, but this was one was my personal favorite: It was relatively on my average time (actually about 5-6 seconds slower than my fastest), it felt fluid and it has the best Archvile kill I have ever done at 3:22.
MAP STATS
==========
Map: 17 - UAC Power Plant
Author: Burabojunior
MIDI: James Paddock - Running Out of Steam (Harmony Midi Pack - D_STEAM)
Enemies: 500
Secrets: 3
SECRETS
========
1) Inside the 2nd room, there is a long electrical panel spanning across the wall next to the switch. This panel can be lowered to reveal an early Rocket Launcher and some Rockets.
2) In the room with the Supershotgun and the Red Keycard, there is a sealed door with a panel that says LOCKED next to it. To the right of this door is another long electrical panel (contains green indents) that can be raised to reveal a switch. Pressing the switch unlocks the aformented LOCKED door once you pick up the Supershotgun and trigger the Revenants (Doing it before opens the door, but not enough for you to squeeze in). The room contains a Medkit and Backpack. A Switch can be flipped to lower a BFG9000 from a thin column.
3) After throwing the switch behind the Red Keycard Door, clear out the demon horde in the next room. Once the dust settles, to the right is a tunnel that is blocked off by steel bars. In this room is a red rectangular switch that can be pressed to raise them. Past the bars is a balcony with a Berserk Pack at the far end of it.
TIPS
====
- Due to the vast diversity of enemies in this map, infighting should be exploited whenever possible. This run has quite a couple of infighting exploits to prove this.
- Blowing up barrels is mandatory for conserving ammo and thinning out the numbers quickly! Blow up the barrels while enemies are near them to cause massive devastation. Beware of barrels flying back into your face (I had one run where a random barrel did this and killed me).
- Save the BFG9000 rounds for the first 2 Archviles as this Map's tight spaces gives them plenty of corpses to raise and limited dodge space for yourself.
- Use the Partial Invisibility Powerups wisely! They can make (force some monsters to infight with each other, forcing them to kill each other or blow up barrels for you) or break you (it makes some projectiles, especially Revenant Rockets and Mancubi Firebolts harder to dodge).
- Be extremely careful when using the Rocket Launcher in this level! The small corridors and monster varieties can easy cause you to damage or kill yourself with your own rockets. Try to also conserve rockets for speed killing tougher enemies, especially at the end.
- In the final trench, use your Rockets to cut a hole towards the Archvile and kill it first, then everything else. Double check the area when you are done as there should only be 1 monster left when you open the door to the exit.
![[Dungeon Defenders II] Mastery V - Dragonfall Sewers (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M5
Map: Dragonfall Sewers
The map is pretty straightforward as this map is commonly played on Chaos V. The only issue to worry about is to make sure your Cores dont get scratched and everything you construct survives.
5 STAR REQUIREMENTS
- Survive all 5 waves
- No defenses can be sold or destroyed
- You must maintain at least 10 different Defense types during all Combat Phases
- All Pressure Valves and Main Pumps must stay above 90% health at all times
- Do all the above in 1 run
PLAN
Diversify your blockades and Anti-Air defenses and you should cover half or most of your Diversity Quota. You can then have multiple towers of that type across all your lanes.
An Obelisk and/or a Volcano with Deadly Strikes can be effective at handling multiple lanes. The former has the added power of being map wide and doubles as a Flamethrower with a Max Appease Mystic on the field.
Make sure that you dont put defenses directly behind Blockades or Anti-Air Defenses in a way that Air can target them directly and destroy them. All it takes to fail the 5 Star is one Kobold, Snooki or even Javelin Thrower destroying something.
Dark Assassins can be shredded by Anti-Air Defenses if needed. Status ailments like Poison, Stun, Slow and Freeze can help at contending with Dark Assassins. If your hero has an ability that applies ailments, use it right away so you can disable as many Dark Assassins as you can. The Overwhelm Shard and Gato Pets Dazzling Sparkle can allow all heroes to apply Stun. The Earth Toss, Vipers Fangs attack and Geyser Traps can launch Dark Assassins off of you as well.
Aside from the Dark Assassins, you will need to be vigilant towards the other enemies as well. The Kobolds, Snooki and Witherbeasts are the biggest threats to your defenses. You will also need to factor in a Geode and a few Shield Goblins on Wave 4 and 5 (there is a bug in the game that spawns a group). If you see a Geode coming, immediately kill it before you get locked by a Dark Assassin.
The biggest concern for your 5 star will be the bottom half of the map, especially since there is a small space between the spawn point and a Pressure Valve. Javelin Throwers and Kobold Gliders or even bosses can be disastrous so keep extra tabs on this lane if you move around.
HYPER SHARD RECOMMENDATION
Hyper Destruction - Any tower that is either facing bosses or handling multiple lanes or a specific one that is in most or all lanes.
Vicious Strikes - Anything that benefits from the increased range.
Radiant Critical Power - The hero you will be most active with. Fight near your auras, traps and nodes or use ranged near your towers to take full effect of this.
Explosive Shielding Guard - Whichever Blockade will benefit from the Shielding and Explosive effects. Preferably one that is in multiple lanes.
Thunderstruck - Your main DPS hero. A standard attacker is best suited for this shard. A tower with Water Elemental can help you apply Drenches and a Lightning damage weapon are recommended.
CHARACTERS
Yojimbo - Squire (Hero DPS, Spike Blockade)
Apophis - Mystic (Hero DPS, Vipers Fangs, Snaking Sands, Serpents Coil)
Lenneth - Dryad (Hero DPS, World Tree, Angry Nimbus, Harpys Perch)
Jenocres - Abyss Lord (AP DPS, Skeletal Orc, Ramster)
Mishera - Adept (AP DPS, Earthshatter Tower, Hailstorm Tower)
Lezard Valeth - Apprentice (AP DPS, Frostbite Tower)
Etanaru - Monk (AP DPS, Skyguard Tower)
Shilf - Huntress (AP DPS, Poison Dart Tower)
Marcion - Squire (AP DPS, Cannonball Tower)
Kasuti - Mystic (AP DPS, Obelisk) [Dungeon Defenders II] Mastery V - Dragonfall Sewers (5 Stars)](https://i.ytimg.com/vi/oDPP3-2cYz8/mqdefault.jpg)
![[Doom II] Japanese Community Project (JPCP) - MAP13: Bad Morning (UV-Max)
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
The concept of the map is strange: You are basically waking up from your bed and you fight your way through a facility of switches, acid, boxes and demons to get to the next bedroom where the exit is.
This map is quite enemy packed and large, but it isnt super difficult or confusing like the previous maps. There are a few points the level gets dangerous, primarily in the first area (I wanted to get the SSG before slaying anything worthwhile) and the final area. However, you do get enough Rockets and Cells to decimate everything and infighting also helps.
MAP STATS
Map: 13 - Bad Morning
Author: Namsan
MIDI: Perfect Dark - Carrington Villa
Enemies: 312
Secrets: 7
SECRETS
1) In the room with the Health Bonuses and Green Acid (the 3rd switch that opens the caverns), the waterfall of acid can be lowered to reveal Armor Bonuses and a Berserk Pack
2) Upon entering the cavern system, the door to your left reveals a room with lava and a snake path. Behind the barrel (where the Chainsaw is), there is a switch inside an indent towards the wall. Hit the switch with an impact weapon to reveal a room in the lava that has Megaarmor and a Medkit. Lower the wall along the snake path to get back up.
3) In the cavern system, there is a door behind a setup of Health Bonuses and hanging body parts. There should be 6 Imps and a Backpack in here. Facing the Backpack, the wall to your right can be raised to reveal a Soulsphere.
4) In the room with the boxes before the Parking Lot, there will be a candle in front of a set of brown boxes. These boxes are an elevator that can take you up to a switch. Pressing the switch opens up a passage on the other side of the room (where the Baron of Hell was standing). The passage leads to a Hex room with a Bulk Energy Cell, Computer Map, Rockets and 36 Health Bonuses
5) In the 2nd acid room (the one behind the red wall you lower in the caverns), there is a switch that lowers walls in the acid to reveal an ambush. One of the walls in front of some Stimpacks has a Stop sign with a No Personnel symbol on it. This wall doubles as a switch that will raise a wall at the top of the staircase in the acid pools. Past the wall and up the stairs is a Green Armor and a collection of Armor Bonuses. Pick up the Green Armor before going for the bonuses.
6) In the room with the Caged Mancubus (the room with the switch that lowers the barricade to the Blue Keycard), one of the walls in the corners has wiring and circuitry. This wall doubles as a switch that reveals a compartment with 4 Backpacks.
7) In the warped outdoor region, there is a series of chained up corpses on the island with the Yellow Skull Key. One of the chained up corpses is a Cacodemon in the back corner. Shooting the corpse with an impact weapon will raise a wall to reveal a Soulsphere nearby.
TIPS
- Infighting will help you at various points in the level. Take advantage of it, especially at the start!
- You will get Rockets and Cells more than Shells and Bullets. Try to use Rockets as often as you can to slay harder to kill targets.
- If you are planning on leaving the demons in the first area for later, make sure you keep tabs on enemies that leave the area. The last thing you want is 1 demon to leave the area and then mess up your run when you go outside. By the time you open the Blue and Red Keycard switches and slay the Archvile/Revenant ambush, your kill count should be 218/312 (factoring in Lost Souls).
- In the outdoor portion, try to stretch out your Partial Invisibilites. Use 1 when you first enter and try to get the Yellow Skullkey with it. Use the 2nd one when you get it and need to clean up the Revenants and Cacodemons. [Doom II] Japanese Community Project (JPCP) - MAP13: Bad Morning (UV-Max)](https://i.ytimg.com/vi/p4cEwC8UIw8/mqdefault.jpg)
![[Doom II] Japanese Community Project (JPCP) - MAP22: A Den of Vice (UV-Max)
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
MAP22, the end of the Burabo Trifecta. The map starts off in a relatively simple facility with a few tricky parts and then slowly amps up to a Temple of lava and rockets that also tests your strategies. The worst of it being a 1 on 1 with the Worst Cyberdemon Ever in a crammed arena and where 1 slip up ends with a Rocket shoved in your face. I had to repeat a Save over and over in my test run to figure out a plan that worked safely. You must utilize clever dodging and strategy in order to survive. I had an easier time here than I did in MAP20 or MAP06, but screwing up has VERY painful consequences like those 2 did.
MAP STATS
Map: 22 - A Den of Vice
Author: burabojunior
MIDI: Jay Reichard - Wormhole (Prjfdoom.wad Remix) (Doom II TNT: Evilution OST Map04)
Enemies: 125
Secrets: 3
SECRETS
1) Once you get past the Blue Key Bars and the next door, there is a long staircase going into a lava pool. Along the right hand wall is a hole that will stand out. Enter it and you will find a small shrine with a Berserk Pack in it.
2) After claiming Secret #1, drop into the lava (wearing a Radiation Suit of course) and you will find a wall with a different texture compared to the others (opposite of the lava fall and along the left wall when facing the structure from the cliff). This wall can be walked through to reveal a switch. Pressing it will complete the staircase in the structure. Follow it up and you will find a switch in a hole. Shoot it with a pistol and it will lower 2 pillars in the structure. The one with the BFG9000 counts as a secret.
3) Once you enter the Temple region, start climbing up the snaking staircases until you reach the staircase that leads up to the Exit portal. At the apex of the Snaking Stairs, stand on the runic tiles and face towards the descending staircase. Far out, you should barely make out a red and grey square along the red stone walls. Shoot this with the Chaingun and it will cause a nearby bridge to rise (where the blue torches are next to the Exit Stairs). Cross the bridge and go through the Portal here. Climb another set of stairs to another portal and it will take you to a secret room with 4 Specters and a Soulsphere. Take the portal behind the Sphere to get out.
TIPS
- Revenants will be the biggest threat in the first part. Give yourself cover or breathing room for their homing rockets. You will need to master anti-Revenant Combat to survive this level.
- Pain Elementals will be incredibly annoying throughout this level as there are 7 of them total. Prioritize to slaying these monsters first by any means necessary to limit Lost Soul production.
- In the Blue Keycard Room, try to use one the pillars or compartments to block Revenant Rockets and Hell Knight bolts. Dont forget to take the Backpack before leaving!
- On the way to the Blue Key Door bars, kill the Archvile first by direct attacking him. Try to get him before he raises anything, especially a Revenant.
- In the first Temple Arena, flush out the Pain Elementals and kill them first, then start slaying the ground enemies. The BFG from Secret #2 will be very effective against all combatants. Save the Revenant clean up for when you are about to head up the stairs. Infighting between the enemies and constant movement is highly recommended for survival purposes here!
- Once you open up the Snaking Stairs, 4 Archviles will enter the fray. Slay them quickly with Rockets or BFG! Use Cover if you must! Once dealt with, slay the Revenants and any enemies left over. Keep your Rocket supplies up as they will be your weapon of choice climbing the stairs. Watch for Rockets
- In the Worst Cyberdemon Ever Arena, bait the Cyberdemon into firing Rockets. After the 3rd rocket fires, charge the BFG and pop out to hit it with the Tracer Rays, then quickly go back into cover. Try to get him as close to the divider as possible. After about 2-3 blasts, finish him off with the SSG using Cover effectively. If you are really ballsy, you can stay in the middle and then try a rush attack or swerve the Rockets the old fashioned way. Either way, this is probably going to be the hardest Cyberdemon in all of JPCP to slay safely. [Doom II] Japanese Community Project (JPCP) - MAP22: A Den of Vice (UV-Max)](https://i.ytimg.com/vi/qt-LqEF57II/mqdefault.jpg)
![[Dungeon Defenders II] Mastery I - Forest Biome (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M1
Map: Forest Biome
Another Diversity Quota map, but you cannot use Auras. However, you will have plenty of options available to you and they will be enough to make short work of this map.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build Auras
- All 4 Crystal Cores must stay above 90% health at all times
- You must maintain 10 different types of Defenses during all Combat Phases
- Do all the above in 1 run
PLAN
Diversify your Blockades to help take up more than half of the requirement. The latter half can be saved for using multiple defenses of that type as long as you maintain the Quota. Make sure your choices are combat capable and that you wall off sections entirely to avoid leaks.
The Obelisk can be useful as its Smite can decimate most enemies at this point in the game and a fully appeased Mystic can turn it into a Flamethrower to repel attackers. The Volcano can also be useful given the size of the map. The Volcano can still do damage to Shield Goblins. Both can also be moved around when necessary.
Spread out your anti-Shield Goblin choices across the lanes. Any projectile towers will need Piercer Servos or placed at an angle that will shoot the back or sides without the defense itself being targeted by other enemies.
To help with DU Splitting, merge the Southeastern Lane by placing your Blockade setup so that it is 1 lane. You can then double down defenses or hold the line yourself. Dont forget to pay attention to the other lanes for damaged towers or for leaks.
While you arent dealing with the more dangerous foes yet, you will need be aware of Kobolds, Javelin Throwers, Drakin and your defenses wasting time on Shield Goblins. Make sure you dispatch the more difficult targets first before you go for the small fry. Also keep an eye out on your Life so you dont get slain.
HYPER SHARD RECOMMENDATION
Hyper Destruction - Any tower that is either facing bosses or handling multiple lanes or a specific one that is in most or all lanes.
CHARACTERS
Apophis (Mystic, Hero DPS) - Vipers Fangs
Yojimbo (Squire, Hero DPS) - Spike Blockade, Training Dummy
Lenneth (Dryad, Hero DPS) - All Defenses
Jenocres (Abyss Lord, AP DPS) - Skeletal Orc, Ramster, Colossus
Mishera (Adept, AP DPS) - Earthshatter Tower
Shilf (Huntress, AP DPS) - Poison Dart Tower
Tsumiko Kuri (Initiate, AP DPS) - Skyguard Tower
Cinnamon (Series EV2, AP DPS) - Weapon Manufacturer [Dungeon Defenders II] Mastery I - Forest Biome (5 Stars)](https://i.ytimg.com/vi/r6clPX2AWvY/mqdefault.jpg)
![[Doom II] Japanese Community Project (JPCP) - MAP07: Confused Arena (UV-Max)
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
Map07 is essentially Tatsurdcacocacos idea of Dead Simple from Doom II (The Map07 of that one) but with extra enemies and a larger map. You start off having to slay Mancubi and eventually work your way up to Arachnotrons and even a teleporting Archvile.
The action picks up as you play through the map and can turn into a bullet hell rather quickly. Staying on the move and making smart moves will be your key to victory.
MAP STATS
Map: 07 - Confused Arena
Author: Tatsurdcacocaco
MIDI: Mark Klem - Memento Mori I Map13 (Untitled 2)
Enemies: 58
Secrets: 1
SECRETS
1) Fight your way through the waves until you press the button that releases the Arachnotrons into the Arena. Facing the switch, head left and turn the corner. Once around the corner, you will find on the wall to your left are 3 emblems inside holes. Shoot the mask that is different from the other 2 with an Impact weapon (Chaingun, SSG or Pistol) and a panel directly next to the corner will drop to reveal some Plasma Cells and Rockets.
TIPS
- Stay on the move! Keep your stops minimal!
- Save the Berserk Pack for emergencies only! It can make a difference between you continuing the fight or you starting over.
- Use the natural surroundings to reduce the number of enemies attacking you. If you see any Revenant missiles coming your way, try to cut them off with either a monster (hopefully something different to cause infighting and damage) or use cover.
- For the teleporting Archvile, wait until it begins channeling its attack, then fire a few rockets or Plasma rounds and then hide for cover. You can also hit the panels with Rockets to cause Splash damage.
- It is recommended after slaying all the Mancubi to get a jump on the Revenants and Chaingunners entering the arena by firing rockets at them. Remember: Chaingunner hitscan cant be dodged easily, the rest of the projectiles can! [Doom II] Japanese Community Project (JPCP) - MAP07: Confused Arena (UV-Max)](https://i.ytimg.com/vi/rFMq5L68PNg/mqdefault.jpg)

![[Dungeon Defenders II] Mastery V - Nimbus Reach (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M5
Map: Nimbus Reach
If you remember playing this game back when Skyguard Towers werent working properly, you were forced to use your Defenses as anti-air. You will now be reliving this nightmare through this challenge. However, the biggest threat is protecting your Cores.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build Anti-Air Defenses
- You must maintain at least 10 different defense types during all Combat Phases
- Both Relic Lenses and the Seal Stone must stay above 90% health at all times
- Do all the above in 1 run
PLAN
Since you cannot build Anti-Air Defenses, you will need to build Defenses in a way that can return fire or catch air units alongside ground units and be ready to use your own hero to shoot down air should your defenses fail to target. All it takes to fail a 5 star run is 1 Tier 2 Wyvern or Kobold Glider.
The Volcano with range shards and the Obelisk has the capacity to hit most or all of the lanes, which can help with DU splitting. The Obelisk can double as a Flamethrower if you use a Max Appeasement Mystic.
Because of the Cyber Orc threat, your best bet for Defenses is to use projectiles. If you plan on using Auras, Traps or Nodes, make sure that the device is out of reach from their EMP attacks. The Dryads defenses, Lightning Strikes Aura and Weapon Manufacturer with range upgrades can be effective.
Dark Assassins can be taken down with the assistance of your defenses. Status ailments like Poison, Stun, Slow and Freeze can help at contending with Dark Assassins. If your hero has an ability that applies ailments, use it right away so you can disable as many Dark Assassins as you can. The Overwhelm Shard and Gato Pets Dazzling Sparkle can allow all heroes to apply Stun. The Earth Toss, Vipers Fangs attack and Geyser Traps can launch Dark Assassins off of you as well.
Aside from the Dark Assassins, you will need to be vigilant towards the other enemies as well. The Kobolds, Snooki and Witherbeasts are the biggest threats to your defenses. You will also need to factor in a Geode and a few Shield Goblins on Wave 4 and 5 (there is a bug in the game that spawns a group). If you see a Geode coming, immediately kill it before you get locked by a Dark Assassin.
HYPER SHARD RECOMMENDATION
Hyper Destruction - Any tower that is either facing bosses or handling multiple lanes or a specific one that is in most or all lanes.
Vicious Strikes - Anything that benefits from the increased range.
Radiant Critical Power - The hero you will be most active with. Fight near your auras, traps and nodes or use ranged near your towers to take full effect of this.
Explosive Shielding Guard - Whichever Blockade will benefit from the Shielding and Explosive effects. Preferably one that is in multiple lanes.
Thunderstruck - Your main DPS hero. A standard attacker is best suited for this shard. A tower with Water Elemental can help you apply Drenches and a Lightning damage weapon are recommended.
CHARACTERS
Kasuti - Mystic (AP DPS, Obelisk, Sand Viper)
Arohongui - Lavamancer (Hero DPS, Volcano)
Apophis - Mystic (Hero DPS, Vipers Fangs, Serpents Coil)
Jenocres - Abyss Lord (AP DPS, Ramster, Skeletal Orc)
Shilf - Huntress (AP DPS, Poison Dart Tower)
Mishera - Adept (AP DPS, Earthshatter Tower, Flamethrower Tower)
Lenneth - Dryad (Hero DPS, World Tree, Angry Nimbus)
Lezard Valeth - Apprentice (AP DPS, Frostbite Tower)
Yojimbo - Squire (Hero DPS, Spiked Blockade)
Marcion - Squire (AP DPS, Cannonball Tower) [Dungeon Defenders II] Mastery V - Nimbus Reach (5 Stars)](https://i.ytimg.com/vi/s-mOLK1x3D0/mqdefault.jpg)
![[Dungeon Defenders II] Mastery I - Little Horn Valley (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M1
Map: Little Horn Valley
You lose 1 means of stopping Shield Goblins and your best anti-air options on this one. However, this shouldnt be enough to stop you if you build properly and use your hero wisely.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build any Auras
- You cannot build any Anti-Air Defenses
- You must complete all Battle Phases within 3 minutes or less
- Do all the above in 1 run
PLAN
Because of the timed Battle Phase, you will need to defend all the Gate Locks and build your defenses close to the spawns. Although you will have plenty of time, it doesnt mean you can slouch and do nothing.
Without Auras, your best bet at killing large numbers comes from either Traps or Nodes. The Weapon Manufacturer is arguably the most effective of these, but you will need the Node Increase shard to build more than 1. The Shocking Revelation Servo is very helpful for keeping enemies contained and to drop Shield Goblins guards for other defenses.
The Obelisk can be useful as its Smite can decimate most enemies at this point in the game and a fully appeased Mystic can turn it into a Flamethrower to repel attackers. The Volcano can also be useful given the size of the map. The Volcano can still do damage to Shield Goblins. Both can also be moved around when necessary.
Shield Goblins cannot stand non projectile type attacks from Towers, Traps and Nodes. Use these to swiftly dispatch them so your other defenses can work on other enemies.
While you arent dealing with the more dangerous foes yet, you will need be aware of Kobolds, Javelin Throwers, Drakin and your defenses wasting time on Shield Goblins. Make sure you dispatch the more difficult targets first before you go for the small fry. Bring your best hero for killing enemies fast and getting around the map to meet the time requirement.
HYPER SHARD RECOMMENDATION
Hyper Destruction - Any tower that is either facing bosses or handling multiple lanes or a specific one that is in most or all lanes.
CHARACTERS
Lenneth (Dryad, Hero DPS) - World Tree, Angry Nimbus
Cinnamon (Series EV2, AP DPS) - Weapon Manufacturer
Kasuti (Mystic, AP DPS) - Sand Viper
Agent Tanya (Gunwitch, AP DPS) [Dungeon Defenders II] Mastery I - Little Horn Valley (5 Stars)](https://i.ytimg.com/vi/s8BOQWhPiBg/mqdefault.jpg)
![[Doom II] Japanese Community Project (JPCP) - MAP24: Probably Maybe Certainly (UV-Max)
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
Off the bat, the name of this map is weird.
MAP24 has a very rough start, a reasonable middle and a somewhat rough end. The map is essentially broken up into Trials and you eventually have to complete them all in order to get to the Exit. Tyousen also made The Three World but this map somewhat has that feel once you get past the first trial.
On an upside, the music is pretty catchy!
MAP STATS
Map: 24 - Probably Maybe Certainly
Author: Tyousen121
MIDI: Wiz?R - BdBt4Bt
Enemies: 176
Secrets: 10
SECRETS
1) Once you get to the Office area, the first floor has a room with a set of wooden desks. One of the desks has a switch on it. Pressing it will unlock the room down the hall, where you can get 2 Medkits, a Rocket Launcher and a Berserk Pack, but you must slay 3 Demon class enemies.
2) In the room across from this secret is another tight room with terminals. One of the terminals has a massive green and black display. Activate the terminal in front of it to lower the wall to the left of you. Inside the closest is a Chainsaw.
3) In the Box Maze, one of the dead ends has 4 small, green boxes stacked in a box formation. This doubles as a switch to lower the box right next to you. Inside the room is a Demon, Night Vision Goggles and a Partial Invisibility.
4) Activating the giant green box on the side of Secret #3 will lower the box right next to it to the ground. Step on it and the box will carry you up to the top of the pile. Up top is a MegaArmor, Plasma Rifle and a Bulk Energy Cell.
5) This secret will take some practice to pull off correctly and safely. It is recommended to have 50 HP with the Megaarmor on for this! You will find a hole at the top of Secret #4 that will take you to a box with staircase on it. Run to the top of this box. A wooden box will reveal an Archvile to your left. Shoot it once with any weapon to piss it off and force it to attack you. You must Archvile Jump onto the Teleporter. The teleporter takes you back to the 4 way room, but you are now on the pedestal with the Megasphere.
6) Near Secret #3 is a wooden box. The wooden box can be lowered like an elevator from the side with the dead end on it. Ride it up to and run towards the biege box under the steel box. This also doubles as an elevator when you activate it. Get on top of it and you will ride up to the top of the boxes. Drop down to get the Soulsphere.
7) When you reach the first switch of the Box Maze, the other side of this switchs block as a circuit board on the back. The board doubles as a switch for an elevator to your right (when facing it). Get on top of the pad and the box will ride you up to another Berserk Pack.
8) Ride the elevator to the Blue Keycard, but before you grab it, hop across the boxes near said elevator (head towards the Archvile Tower and then hop right). The wall here can be opened to reveal a load of Rockets and the 2nd Rocket Launcher.
9) This secret comes in 2 parts. Once you get to the Blood Village, there a layer of the blood lake with a Radiation Suit. Grab it and then go around the corner and you should find a blood waterfall. This doubles as an elevator when you activate it. Press the switch that is revealed. Head into the Square Maze and navigate until you get to the square with the 4 Revenants. You will now find a door has opened in the side. Inside is a Box of Shells, 2 Boxes of Bullets and 3 Boxes of Rockets. However, before you rush it, you must go around the long way to get access to the room. Cutting through the short path will slam the door shut and you will be unable to collect the secret. The door on the side with the Rockets can be opened to get to the Archvile Square to get out.
10) At the Exit room, there is a Cybernetic skull switch on the wall. Press the button and a hut at the far end of the village will reveal a Teleporter inside. Step onto it and it will take you back to the first room, but this time, you can pick up the Megasphere, Invulnerability, Computer Map and Partial Invisibility. Take the portal nearest to the Invulnerability to go back to the Blood Village faster.
TIPS
- The first Trials worst nightmare is the Revenants. Make sure you give yourself space you can run back and dodge the homing rockets. Use infighting inside the hole to reduce numbers faster. Do not leave this room until 45 enemies are slain. The last 1-2 enemies also sometimes get stuck in their chamber, so you may need to wait awhile.
- The office area is recommended to take advantage of infighting in the main halls. You will have the worst time starting off because you will be pincered by 3 Revenants and 3 Hell Kngihts.
- Be careful in the Blood Village! The blood creeks are acid floors and it is easy to lose tabs on the locals and get back attacked or killed! Make sure you take the Backpack before going into the Square Maze. [Doom II] Japanese Community Project (JPCP) - MAP24: Probably Maybe Certainly (UV-Max)](https://i.ytimg.com/vi/sJUrhsvPZOs/mqdefault.jpg)
![[Dungeon Defenders II] Mastery V - Unholy Catacombs (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M5
Map: Unholy Catacombs
This map may look menacing because of 2 of the affixes. However, the difficulty is toned down considerably given the design of the map and the fact you can still upgrade defenses.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot repair any Defenses
- You cannot let any Defenses get destroyed
- You cannot build Auras
- Do all the above in 1 run
PLAN
If you are using Earthshatter Towers, they have the capacity to target enemies on the low ground if placed on the bridges to the Crystal Core, allow you to get a few hits and kills in.
An Obelisk and/or a Volcano with Deadly Strikes can be effective at handling multiple lanes. The former has the added power of being map wide and doubles as a Flamethrower with a Max Appease Mystic on the field. Place them under the bridge or up on the starting spawn so they dont consume space.
Make sure that you dont put defenses directly behind Blockades or Anti-Air Defenses in a way that Air can target them directly and destroy them. All it takes to fail the 5 Star is one Kobold, Snooki or even Javelin Thrower destroying something.
Dark Assassins can be shredded by Anti-Air Defenses if needed. Status ailments like Poison, Stun, Slow and Freeze can help at contending with Dark Assassins. If your hero has an ability that applies ailments, use it right away so you can disable as many Dark Assassins as you can. The Overwhelm Shard and Gato Pets Dazzling Sparkle can allow all heroes to apply Stun. The Earth Toss, Vipers Fangs attack and Geyser Traps can launch Dark Assassins off of you as well.
Aside from the Dark Assassins, you will need to be vigilant towards the other enemies as well. The Kobolds, Snooki and Witherbeasts are the biggest threats to your defenses. You will also need to factor in a Geode and a few Shield Goblins on Wave 4 and 5 (there is a bug in the game that spawns a group). If you see a Geode coming, immediately kill it before you get locked by a Dark Assassin.
Because of the way the enemies spawn on this map, you can easily move in a pattern. Once you slay all the tougher enemies, you should consider moving onto the next lane as your defenses can handle the stragglers.
The only way to fix your structures is to either Upgrade them or Sell and Replace. Do upgrades when the Blockade is about to fall, but fight alongside your defenses to reduce the damage they take. Keep at least the character that builds Blockades on the card if you must do a quick sell and replace.
HYPER SHARD RECOMMENDATION
Hyper Destruction - Any tower that is either facing bosses or handling multiple lanes or a specific one that is in most or all lanes.
Vicious Strikes - Anything that benefits from the increased range.
Radiant Critical Power - The hero you will be most active with. Fight near your auras, traps and nodes or use ranged near your towers to take full effect of this.
Explosive Shielding Guard - Whichever Blockade will benefit from the Shielding and Explosive effects. Preferably one that is in multiple lanes.
Thunderstruck - Your main DPS hero. A standard attacker is best suited for this shard. A tower with Water Elemental can help you apply Drenches and a Lightning damage weapon are recommended.
CHARACTERS
Yojimbo - Squire (Hero DPS, Spiked Blockade)
Arohongui - Lavamancer (Hero DPS, Volcano)
Kasuti - Mystic (AP DPS, Obelisk)
Etanaru - Monk (AP DPS, Skyguard Tower)
Shilf - Huntress (AP DPS, Poison Dart Tower)
Marcion - Squire (AP DPS, Cannonball Tower)
Mishera - Adept (AP DPS, Earthshatter Tower)
Apophis - Mystic (Hero DPS, Serpents Coil, Snaking Sands) [Dungeon Defenders II] Mastery V - Unholy Catacombs (5 Stars)](https://i.ytimg.com/vi/sXABnBDNtrM/mqdefault.jpg)
