Uploaded February 2017 | Updated September 2026, 43 minutes ago
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
MAP20, the beginning of the Burabo Trifecta (He designed 20-22). Here I thought MAP06 was frustrating, MAP20 takes it to a all new level for UV-Max rushing. There are a lot of things that can go horribly wrong if you are not observant or swift enough. My troubles were at the Main Entrance to the facility when you get the Yellow Key, the start (there is a lot of RNG bullshit that can go wrong), and the final push to the exit.
MAP STATS
==========
Map: 20 - Escape From UAC Space Base
Author: burabojunior
MIDI: Stuart Rynn - Jailbreak (Speed of Doom MAP33)
Enemies: 225
Secrets: 5
SECRETS
========
1) Outside the entrance of the Main Facility is a series of boxes stacked against a wall. In the back of these boxes is a small nook containing 2 Energy Cell Packs and a Medkit. The latest you can collect this is on the way to the Blue Keycard Door after you claim the Blue Keycard.
2) Once you enter the facility, ascend the stairs to a fork. Keep to the right and climb up the next set of stairs. To the right of this staircase is a lone Shotgunner guarding a pile of boxes. Behind this pile of boxes is a Backpack that counts as a Secret.
3) Once you gain access to the Mancubi Balcony with the Yellow Keycard Elevator, there are a set of terminals at the far end. The blue one doubles as a switch. Pressing it will reveal an elevator behind a pile of metal boxes before the Blue Keycard. The elevator will take you to a Soulsphere.
4) Once you acquire the Blue Keycard, backtrack to the staircase fork, but this time, proceed forward through the winding staircase. Before the second winding stairs is an orange stripe on the ground. Running across this will cause the door opposite of the Blue Keycard Door to rise to reveal a BFG9000. You have to be quick to collect this as the door will shut after a few seconds.
5) Inside the structure before the Red Keycard is 2 large piles of metal boxes. Release the bars with the switch and slay all the Revenants and Demons. Once cleared, the box pile closest to the Red Keycard structure has a path you can walk through that will take you around the back. At the end of the path is a Bulk Energy Cell.
TIPS
====
- Off the bat, line up multiple enemies with the Supershotgun so you can maximize your Shell usage. Be careful if you travel through the trench and the 6 Imps will potshot you if you don't kill them. Also, the walls of the trench are very unreliable at stopping Revenant Rockets, so try to use the metal boxes as cover.
- Once you break into the facility, use the Chaingun to blow up barrels and slay the Zombies. Try to save the 2 Medkits at the base of the first stairs for after you get the Yellow Key, but take the Rockets.
- At the Yellow Keycard room, stay away from the window that faces the massive structure next door. There are some Chaingunners that can pick you off that are difficult to see. But you can also get some infighting done early to reduce their numbers. You can kill these guys when you gain access to that room.
- Once the Mancubi, Imps and Chaingunners flood the first room of the facility, try to fight them from the apex of the stairs and take advantage of Mancubi Fireballs and Chaingunner bullets to infight and kill monsters. Make sure you have at least 10 or more Rockets and the Mancubi closest to the elevator dead (the elevator itself is very unsafe to be dodging in) so you can blitz the Mancubi Balcony. Be warned if you attack this from the balcony itself. The elevated platforms will make it difficult to spot Fireballs and they do fly over them.
- Archviles are going to be incredibly annoying in this map. Try to make sure you have cover so you can break the channel. The worst are the pair that spawn after you take the Blue Keycard and the final one. If you can, try to pick off this pair (or at least 1 of them if possible) from the Blue Keycard structure. Use the metal pillars to break the channels. The other side has very limited cover options.
- Save your Energy Cells for the BFG9000. It will be your life saver against mass groups and quickly dispatching Archviles.
- At the Spider Mastermind chamber, slay the 4 Revenants on your side and try to get the 4 on the other to attack the Spider Mastermind to force an infight. They won't last long but it may give you the diversion you need to setup a OHKO with a Point Blank BFG strike. Use the pillars as cover. Before you enter this room, there should be 10 monsters left (9 Revenants and the Mastermind).
- At the end of the level, a voodoo doll of you will get crushed, killing you as well. This was a tactic done in Scythe 1 and 2 to ensure you start the next "part" with 50 bullets and a pistol. Make sure you don't press the Fire button until the Results Screen displays or you will restart the level.
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
MAP20, the beginning of the Burabo Trifecta (He designed 20-22). Here I thought MAP06 was frustrating, MAP20 takes it to a all new level for UV-Max rushing. There are a lot of things that can go horribly wrong if you are not observant or swift enough. My troubles were at the Main Entrance to the facility when you get the Yellow Key, the start (there is a lot of RNG bullshit that can go wrong), and the final push to the exit.
MAP STATS
==========
Map: 20 - Escape From UAC Space Base
Author: burabojunior
MIDI: Stuart Rynn - Jailbreak (Speed of Doom MAP33)
Enemies: 225
Secrets: 5
SECRETS
========
1) Outside the entrance of the Main Facility is a series of boxes stacked against a wall. In the back of these boxes is a small nook containing 2 Energy Cell Packs and a Medkit. The latest you can collect this is on the way to the Blue Keycard Door after you claim the Blue Keycard.
2) Once you enter the facility, ascend the stairs to a fork. Keep to the right and climb up the next set of stairs. To the right of this staircase is a lone Shotgunner guarding a pile of boxes. Behind this pile of boxes is a Backpack that counts as a Secret.
3) Once you gain access to the Mancubi Balcony with the Yellow Keycard Elevator, there are a set of terminals at the far end. The blue one doubles as a switch. Pressing it will reveal an elevator behind a pile of metal boxes before the Blue Keycard. The elevator will take you to a Soulsphere.
4) Once you acquire the Blue Keycard, backtrack to the staircase fork, but this time, proceed forward through the winding staircase. Before the second winding stairs is an orange stripe on the ground. Running across this will cause the door opposite of the Blue Keycard Door to rise to reveal a BFG9000. You have to be quick to collect this as the door will shut after a few seconds.
5) Inside the structure before the Red Keycard is 2 large piles of metal boxes. Release the bars with the switch and slay all the Revenants and Demons. Once cleared, the box pile closest to the Red Keycard structure has a path you can walk through that will take you around the back. At the end of the path is a Bulk Energy Cell.
TIPS
====
- Off the bat, line up multiple enemies with the Supershotgun so you can maximize your Shell usage. Be careful if you travel through the trench and the 6 Imps will potshot you if you don't kill them. Also, the walls of the trench are very unreliable at stopping Revenant Rockets, so try to use the metal boxes as cover.
- Once you break into the facility, use the Chaingun to blow up barrels and slay the Zombies. Try to save the 2 Medkits at the base of the first stairs for after you get the Yellow Key, but take the Rockets.
- At the Yellow Keycard room, stay away from the window that faces the massive structure next door. There are some Chaingunners that can pick you off that are difficult to see. But you can also get some infighting done early to reduce their numbers. You can kill these guys when you gain access to that room.
- Once the Mancubi, Imps and Chaingunners flood the first room of the facility, try to fight them from the apex of the stairs and take advantage of Mancubi Fireballs and Chaingunner bullets to infight and kill monsters. Make sure you have at least 10 or more Rockets and the Mancubi closest to the elevator dead (the elevator itself is very unsafe to be dodging in) so you can blitz the Mancubi Balcony. Be warned if you attack this from the balcony itself. The elevated platforms will make it difficult to spot Fireballs and they do fly over them.
- Archviles are going to be incredibly annoying in this map. Try to make sure you have cover so you can break the channel. The worst are the pair that spawn after you take the Blue Keycard and the final one. If you can, try to pick off this pair (or at least 1 of them if possible) from the Blue Keycard structure. Use the metal pillars to break the channels. The other side has very limited cover options.
- Save your Energy Cells for the BFG9000. It will be your life saver against mass groups and quickly dispatching Archviles.
- At the Spider Mastermind chamber, slay the 4 Revenants on your side and try to get the 4 on the other to attack the Spider Mastermind to force an infight. They won't last long but it may give you the diversion you need to setup a OHKO with a Point Blank BFG strike. Use the pillars as cover. Before you enter this room, there should be 10 monsters left (9 Revenants and the Mastermind).
- At the end of the level, a voodoo doll of you will get crushed, killing you as well. This was a tactic done in Scythe 1 and 2 to ensure you start the next "part" with 50 bullets and a pistol. Make sure you don't press the Fire button until the Results Screen displays or you will restart the level.
![[Dungeon Defenders II] Mastery VI - Crumbled Bulwark (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M6
Map: Crumbled Bulwark
Being unable to build Towers may look awful. However, given the enemies you face and the setup of the map, the difficulty of the map is significantly reduced, but you will still need to be fast with your decisions and executions.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build any Towers
- You cannot repair any Defenses
- You must maintain at least 10 different types of Defenses during all Combat Phases
- Do all the above in 1 run
PLAN
Diversifying your Blockades will cover about half of your Quota. Once this is done, combining Auras, Traps and Nodes in various combinations will allow you to maintain the quota. Make sure you able to work off their strengths and weaknesses so there are no loose ends. Utilize crowd control options to keep back Snooki and Kobolds from damaging your Blockades. If you are playing as a hero with no Heal ability (eg. Mystic or Dryad), you will need at least a World Tree or a Pet that has Healing powers.
Because of the long pathways this map has, you will definitely need to setup a Reflect Beam in front of your Blockades to protect them from Hex Throwers. You can still setup an offensive plan against them if you wish, but note that you are facing more than just Hex Throwers.
To make DU splitting more efficient, I would recommend treating the Northern lane as a double lane and doubling up defense.
For air units, you will need to setup either Auras or Dryad Traps to attack any air units that slip through to the Cores. Luckily, Lightning Beetles, Kobold Gliders and non Tier 2 Wyverns are prone to attacking the closest defense in range, so they may fly towards your Blockades and attack them instead. If you setup the defensive line the way I did, the enemies coming from the Northeast will most likely be smoked by Auras before they can make it to the Northern Core. If too many air units slip through, you will need to hunt them down and kill them yourself.
If you have any Stun or Slow abilities, use them as an opener when attacking Hex Throwers and especially Kobolds directly. A Tier 3 Kobold can deal up to 100k damage to a fully specced Squire and Hex Throwers can spell your doom while you fight dogpiles, Snookis, bosses and other tough enemies.
On wave 3 and onwards, you will be harassed by Dark Assassins. If you have any abilities to break yourself free, then use them. Otherwise, pull them near defenses that can kill them quickly or break their lock fast. A Skyguard Tower in range will be very helpful.
Alongside Hex Throwers, you must keep Kobolds, Witherbeasts and Snooki from doing excessive damage to your defenses as they will also be threats. If you are assaulting Hex Throwers directly, try to pull a few of these enemies into the crossfire to save time. As stated above, be aware of what you are attacking, especially if it is Kobolds.
If a Blockade is in the red zone, upgrade it. If it is in this state while at Max Tier, sell and replace it. If you must patch up the Blockade in mid-combat, make sure that your Blockade builders are combat ready if necessary.
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 most active hero, preferably one with high offensive power. This is a useful shard when trying to keep Dark Assassins pacified long enough to kill them before they disappear.
Destructive Pylon - Because there are no Towers, you will need to attach this to a Blockade that can give the damage upgrade to other towers.
CHARACTERS
Lenneth - Dryad (Hero DPS, World Tree, Angry Nimbus)
Tsumiko Kuri - Initiate (AP DPS, Flame Aura)
Etanaru - Monk (Lightning Strikes Aura)
Shilf - Huntress (Geyser Traps)
Ngamahu - Lavamancer (AP DPS, Maw of the Earth Drake)
Cinnamon - Series EV2 (AP DPS, Reflect Beam, Proton Beam)
Jenocres - Abyss Lord (AP DPS, Colossus, Skeletal Orc) [Dungeon Defenders II] Mastery VI - Crumbled Bulwark (5 Stars)](https://i.ytimg.com/vi/lYR4pqJeL-w/mqdefault.jpg)
![[Dungeon Defenders II] Mastery I - Dragonfall Sewers (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M1
Map: Liferoot Forest
This Mastery challenges how resilient your defenses are and your resolve to not press that Repair or Upgrade button if you see damaged defenses. This is one of the easier maps, provided that you contain the bosses that spawn in the South Valve area fast.
5 STAR REQUIREMENTS
- Survive all 5 waves
- All Defenses cannot be repaired
- All Defenses cannot be upgraded
- All Pumps and Valves must stay above 90% health at all times
- Do all the above within one run
PLAN
Typical setup. Barricade with Poison Dart and Earthshatter behind wall and a Proton Beam to slow down and freeze enemies. The Hailstorm is to shoot down air units in the North if the PDT is too busy I install a Blaze Balloon over at the South Valve to make faster work of Showoffs (my slang for Javelin Throwers) and bosses when Yojimbo keeps them taunted.
If a defense is about to be destroyed, either let it fall or sell it and replace it. You can also substitute your 30 DU wall for a Skeletal Orc or Maw of the Earth Drake if you want more damage resistance.
CHARACTERS
Yojimbo - Squire (Hero DPS, Spiked Blockade)
Shilf - Huntress (AP DPS, Blaze Balloons, Geyser Traps, Poison Dart Towers)
Mishera - Adept (AP DPS, Hailstorm Tower, Earthshatter Tower)
Cinnamon - Series EV (AP DPS, Proton Beam) [Dungeon Defenders II] Mastery I - Dragonfall Sewers (5 Stars)](https://i.ytimg.com/vi/ldDDzsG2Btc/mqdefault.jpg)
![[Dungeon Defenders II] Mastery VI - Ramparts Siege (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M6
Map: Ramparts Siege
If you beat Dragonfall Bazaar the way I did, you will find that this map is pretty much the same thing, except with more lanes, larger arena and more possible ways you can screw up.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot repair any Defenses
- You must complete all Battle Phases within 3 minutes or less
- You cannot build any Blockades
- Do all the above in 1 run
PLAN
Because of the lack of Blockades, your only hope of blocking off enemies is to use Obelisks outfitted with high health. You will also need at least 3 Mystics to make the necessary Obelisks and then defend the non-Obelisk lane with either extra defenses, yourself and/or a Volcano. You can also extend the size of your walls with Frostbite Towers armed with Totems. Your Obelisks and Frostbites are your main upgrade priority.
To assist the Obelisks, you can use Earthshatters (Toss Up stalls enemies), Ramsters (bypasses any straggling Geodes), Poison Dart Towers (tears Snooki to shreds and Explosive Poison can spread this like a virus), Sand Vipers (large coverage and can target up to 3 enemies with Splitting Viper), Snaking Sands, Geyser Traps, Proton Beams and Oil Geysers with Oil Spill to stall Snooki that reach the Obelisk or even add on Lightning Strikes and Fissures of Embermounts to help the Flame Auras. Make sure you understand the strengths and weaknesses of your assistance.
Your main offense here will be Flame Auras rigged with Vicious Strikes and as many damage improvements they can muster. Stack them so they cover as much land as possible starting from the spawner. You will need 3 for the Southwest and East lanes and 4 for the rest. Upgrade these to at least Tier 2-3 as you combat.
The only enemies the Auras wont be able to destroy effectively are Snooki and bosses, so pay attention to the spawn information and especially the Radar. Upgrade any Obelisks that are about to be destroyed. If you have a Dark Assassin on you, stand near your Obelisk or Poison Dart Towers while in a Flame Aura to help shake them off.
You have the option of protecting the Cannon, but if you do, you will only be able to fit approximately 2 Flame Auras in the small area. S you will need to double up with extra Defenses or add in Fissures of Embermount to do double Aura trouble (since 2 Flame Auras cannot stack on each other). If you dont, then be ready for another Double Lane.
Regardless of how you setup, once you begin the First Wave, immediately find enemies to start racking up Souls for Max Appeasement. Keep your ability costs low until you reach Max Appeasement. Make sure you have the Shard that increases Appeasement collection rate by 3 on your Active Mystic. Use Call to Madness to cause large groups to turn on each other, especially if they are standing in Auras or within range of your support Towers. Use Abilities in tandem with Serpent Gods Fury to get your cooldowns reduced quickly so you can abuse your powers to full effect. Use Dark Siphon to take down Snooki, Dark Assassins, Geodes (get inside the bubble first) and bosses while Lash Out can push back enemies or harm groups.
Make sure your Serpents Coil is out of reach from enemies so that it can generate Health Orbs without taking damage. The area I chose is perfect for this but you will need to let some enemies up the stairs to expose them.
For bosses, engage them as quickly as possible, especially if they spawn in the Northern hallway and/or it is a Slekleon. Since you cannot repair defenses, you will need to replace Obelisks if they get destroyed or sell and replace them if they are in red and at Max Tier. The fast bosses like Quibly or Griblock can also be a problem and Malthius can waste time resurrecting Skeletons.
HYPER SHARD RECOMMENDATION
Hyper Destruction - Anything that isnt a Reflect Beam or an Obelisk. The Flame Auras will make great use of this.
Vicious Strikes - Flame Auras. You need the coverage.
Radiant Critical Power - The Mystic you will be playing as, but this is optional.
Explosive Shielding Guard - The Obelisk that is handling the double lane.
Thunderstruck - Your Mystic, but this one is optional.
Destructive Pylon - I didnt use it, but if you copy this strategy, the Ramsters or Poison Dart Tower would best use this. Make sure they are near defenses to influence them.
CHARACTERS
Kasuti - Mystic (AP DPS, Serpents Coil, Obelisk)
Apophis - Mystic (Obelisk)
Piety - Mystic (Obelisk)
Cinnamon - Series EV2 (AP DPS, Reflect Beam)
Jenocres - Abyss Lord (AP DPS, Ramster)
Mishera - Adept (AP DPS, Earthshatter Tower)
Shilf - Huntress (Poison Dart Tower) [Dungeon Defenders II] Mastery VI - Ramparts Siege (5 Stars)](https://i.ytimg.com/vi/m3ifxXHYsSQ/mqdefault.jpg)
![[Doom II] Japanese Community Project (JPCP) - MAP08: 54-Pit (UV-Max)
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
Map08 is the combination of Map05s size mixed with the progression of Map03. This explains a lot since the author of Map05 and 08 are the same guy (and given the pattern, I think Map29 will be like this as well). I found this map to be quite easy once you get the hang of everything.
The only sucky thing is the backtracking you have to do to find everything and the music can get quite loud near the end.
I also found it clever how the author threw in an Easter Egg that can be seen with the map. Using linedefs took the entire outside portion (the area where you start) and a few rooms before and after and made a small comic about the 2nd last room (the one with the Trapped Revenants). Unfortunately, Zandronum doesnt do map zooms like PrBoom does and I didnt notice it until I looked at a review and ran the map on PrBoom+.
MAP STATS
Map: 08 - 54-Pit
Author: Toooooasty
MIDI: Rockit25 - Unknown
Enemies: 222
Secrets: 4
SECRETS
1) Before heading down the turning staircase to the door that requires the Red Key, walk along the railing along the right side and you will find Night Vision Goggles and 2 Medkits at the other side. You will have to do some careful movements in order to get around the columns.
2) Once you reach the giant Exit room, grab the Computer Map (in front of the switch to end the level), but instead of pressing it, backtrack to the room before the Revenant Prison and you will find an Archvile has been released at the top of the steps you had to raise. Kill the Archvile before it can revive too many enemies and inside where it was is a Yellow Keycard.
3) Backtrack to the beginning and you will find a switch at the end of the hallway that requires a Yellow Keycard to use. Use it and you will release some Imps and a Cacodemon. Fight your way through the newly revealed passage (watch out for the Baron of Hell ambush) and you will eventually reach an assembly line room. This room counts as the secret. Once you grab the goodies, activate the switch and shoot the eye that spawns in the hatch to spawn more monsters.
4) Shooting the eye switch also opens a secret compartment at the bottom of the staircase leading to the Red Keycard Door. You will have to fight a Revenant and 3 Shotgunners before you can get the Armor Bonuses inside.
TIPS
- You dont get a Backpack in this level, so you will have to manage without it. Be careful how you pick up Bullets and Shells.
- When you get to the first elevator, you will spawn an Imp ambush. Quickly get the elevator going and get out of the room. You can deal with them either going to Secret #3 or while you get the Launcher.
- This level has quite a few barrels that can be capitalized off of to do serious damage or kill Zombies and Imps with ease. Take advantage of them.
- Inside the washroom, once you trigger the switch that spawns the trap and slay all the enemies, the wall to the left of the door can be activated to re-open the door. The reflection of the mirror gives this away.
- In the room with the Revenants in cages. Ignore them. Once you go through the Blue Key Door, the cages do lower but the Revenants eventually get teleported to a kill zone to be telefragged anyways.
- Remember! Dont leave the level once you take the Computer Map. You will miss 3 secrets and quite a few monsters if you do. [Doom II] Japanese Community Project (JPCP) - MAP08: 54-Pit (UV-Max)](https://i.ytimg.com/vi/mKSZDgk2eB4/mqdefault.jpg)
![[Dungeon Defenders II] Mastery III - The Throne Room (5 Stars, No Cores Lost)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M3
Map: The Throne Room
Like the previous 2 maps, you get slammed with 2 Defense restrictions (depending how you build, its more like 1). Overall, the only concern you will need to worry about is the timed Battle Phases.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build Anti-Air Defenses (Skyguard Tower, Hailstorm Tower)
- You cannot build Aura Defenses
- All Battle Phases must be completed within 3 minutes or less
- Do all the above in 1 run
PLAN
Combining the barrier piercing towers (Ramsters, Earthshatter, Sand Viper, Obelisk and Flamethrower) with traps and Nodes is the best way to ensure all angles are covered. The Obelisk has the added bonus of being map wide.
The Angry Nimbus when properly placed can handle multiple lanes if placed correctly. Consider using it for this map. At this point, the Nimbus attacks every 700 ms and can easily wreck smaller enemies (Goblins, Warboars and Shield Goblins) and go for Geodes directly.
It is unwise to use projectile towers outside of Poison Dart Towers as the reflected missiles can severely damage or destroy defenses. If you must, destroy the Geodes ASAP with direct intervention.
The enemies have a preset pattern when they leave the spawn points. To save on time, focus on killing the tougher monsters (Shield Goblins, Kobolds, Geodes, etc). When there is only the small fry left, move on to the next lane.
It is wise to ensure the survival of the Window Locks. Not only will this cut down on the amount of enemies, it will keep you from having to invest in Anti-Air countermeasures but it will pull the defensive lines closer to the spawn, saving seconds.
If Malthius is on the boss card, go after him and slay him ASAP. The Skeletons are a big time eater. An Obelisk on the map will help you dispatch bosses quickly, regardless of which lane the boss spawns in. Make sure you get directly involved if necessary, especially if it is an Ogre or Siege Roller.
For your hero selection, choose something that can get around the map easily and can dispatch enemies and dogpiles swiftly. Something that can stun Geodes is recommended (shuts down the barrier)
HYPER SHARD RECOMMENDATION
Hyper Destruction - Any tower that is being used in multiple lanes
Vicious Strikes - Anything that benefits from the increased range.
Radiant Critical Power - The hero you will be most active with. Fight near your traps and nodes or use ranged near your towers to take full effect of this.
CHARACTERS
Lenneth - Dryad (Hero DPS, World Tree, Angry Nimbus)
Yojimbo - Squire (Hero DPS, Spiked Blockade)
Jenocres - Abyss Lord (AP DPS, Ramster)
Shilf Huntress (AP DPS, Geyser Trap) [Dungeon Defenders II] Mastery III - The Throne Room (5 Stars, No Cores Lost)](https://i.ytimg.com/vi/mKV2IQEBGts/mqdefault.jpg)
![[Doom II] Japanese Community Project (JPCP) - MAP05: Woodexial (UV-Max)
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
Map05 is large and looks confusing at first glance. It isnt super difficult, but it can be a pain since some enemies are pretty much out of the way and all it takes is one missed glance and you can either take unnecessary damage or worse: Botch your UV-Max run. This level has probably one of the most dangerous Shotguns to acquire off the bat that I have seen, but luckily the map maker was merciful and gives you a Chaingun/Chainsaw.
This run is but 1 path to beat the map and also has some funny random moments to boot.
MAP STATS
Map: 05 - Woodexial
Author: Toooooasty
MIDI: Mr. Chris - D_MESSAG/D_MESSG2 (Rockit25.wad Remix)
Enemies: 237
Secrets: 8
SECRETS
1) At the top of the spiral staircase, there is a lone candle sitting in front of a plated wall. This wall can be lowered to reveal a Berserk pack. Make sure the Arachnotron and Zombiemen are under control.
2) Next door to the candle, but before the wall that lowers to the Yellow Skull Key Shrine are 2 compartments with hanging corpses. The one on the right of this walls barricade can be lowered, allowing the player to drop down into a small room with a Box of Rockets. Beware of the Chaingunner and Mancubis upon landing.
3) To the left of the starting point is a lone Zombie with his back turned facing a Blue switch. Using the Shotgun, position yourself so the Zombieman is between you and the switch. Fire a shell to trigger the switch, causing an elevator to rise. Inside the compartment up top is a Backpack. If you fail to hit the switch, use the staircase going into the library to shoot the switch with a Chaingun or Pistol.
4) After opening the Library, the room before the Rocket Launcher has a line of Imps to the left side. Kill them and go inside. There is a small alley leading to a Box of Shells. To the left of the Shells is a wall that can be lowered to reveal a Box of Rockets. Watch out for the Crusher when traversing the hallway.
5) In the large room on the other side of the Yellow Skull Key Shrine (other outdoor area) you will find a line of Health Bonuses leading to a Face panel. The Face Panel and the barricade below it can be raised and lowered respectively to reveal some Rockets. An Imp will also appear.
6) In the same room, there is a Revenant inside a house. On the other side of this house is a skull switch that will open a door to a Pain Elemental and a Soul Sphere. This switch also opens up the Revenants perch. Walk into the perch and open the door to reveal A Box of Shells, MegaArmor and a Super Shotgun!
7) In the room with the Exit portal, the wall behind it can be lowered to reveal some Shells, Health Bonuses and Medkit. Try to get this secret before exposing the exit.
8) In the Dark Room on the high ground, traverse through the platforms to the side with the Exit Switch. The perch next to the Blue and Red colored light wall has a Baron of Hell emblem on a wall and in front of it is some Armor Bonus. This wall can be lowered to reveal a path to a Lost Soul and another switch. This switch will raise the wall and reveal another path over the gap. Inside is a Shotgunner, 4 Boxes of Rockets and some Armor Bonuses.
TIPS
- You will be stuck with a Chaingun and Chainsaw for most of this map. Mastery of these 2 weapons is recommended.
- If you want the safest path possible, go through the Library and work your way to the Rocket Launcher. Make sure you take the Backpack secret before proceeding to the Library.
- In the Dark Room, you can grab the Night Vision Goggles to help you see in the dark and destroy enemies safely.
- Make sure you check every nook and cranny for monsters. As I stated above, missing just 1 can mess up your run big time. [Doom II] Japanese Community Project (JPCP) - MAP05: Woodexial (UV-Max)](https://i.ytimg.com/vi/nStCHMcqJwg/mqdefault.jpg)

![[Doom II] Japanese Community Project (JPCP) - MAP17: UAC Energy Plant (UV-Max)
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
Another one of Burabos 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 Maps 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. [Doom II] Japanese Community Project (JPCP) - MAP17: UAC Energy Plant (UV-Max)](https://i.ytimg.com/vi/o0Raeskj_ag/mqdefault.jpg)
![[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)