Uploaded February 2017 | Updated September 2026, 2 hours ago
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 switch's 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 Trial's 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.
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 switch's 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 Trial's 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.
![[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)

![[Dungeon Defenders II] Mastery VI - Forest Biome (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M6
Map: Forest Biome
Compared to the other Forest Biome maps, this one isnt as difficult. The only real problem is making sure you and your defenses dont get destroyed. My first attempt failed on W5 with the last enemy cleaving my PDT and destroying it.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot upgrade any defenses
- You cannot have any Hero Deaths
- You cannot have any Defenses get sold or destroyed
- Do all the above in 1 run
PLAN
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.
Because of the size of the map, you may need to use movement abilities to get around fast or fortify your defenses so they can handle lanes without assistance. The Obelisk can be effective as its map wide range via Smite can pick off random enemies. The Earthshatters massive range in tandem with the Toss Up Shard or the Weapon Manufacturer with the Shocking Revelation Servo can also be effective if you want to fortify lanes with crowd control.
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, hold the line for as long as possible while maintaining repairs. If you rmain character has a Construction Shard, this will greatly accelerate the repairs. If your defense has the Hardened Servo, this will allow it to take a little more punishment, especially if it is maxed.
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
Yojimbo - Squire (Hero DPS, Spike Blockade)
Lenneth - Dryad (Hero DPS, World Tree, Angry Nimbus)
Tsumiko Kuri - Initiate (AP DPS, Boost Aura, Skyguard Tower)
Shilf - Huntress (AP DPS, Poison Dart Tower)
Mishera - Adept (AP DPS, Earthshatter Tower) [Dungeon Defenders II] Mastery VI - Forest Biome (5 Stars)](https://i.ytimg.com/vi/t5ROZJqVNWw/mqdefault.jpg)
![[Dungeon Defenders II] Mastery IV - Little-Horn Valley (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M4
Map: Little Horn Valley
This map was probably the most frustrating map I have done and considerably the biggest hurdle in Mastery IV. I had many failed runs recorded, even 2 failed runs on Wave 5 where Skeletons raised by Malthius hacked at the Gate Locks. It took 4 revisions to the plan before I finally got an idea that worked and I ended up finishing this map before going on to Mastery V. You will need to be extremely swift and competent to finish this map solo.
5 STAR REQUIREMENTS
- Survive all 5 waves
- Both Inn Barricades and both Gate Locks must stay above 90% health at all times
- You cannot upgrade any Defenses
- You must maintain at least 10 different types of defenses during all Battle Phases
- Do all the above in 1 run
PLAN
Because of the lack of upgrades, size of the map and the speed at which enemies get out of the gate, your best walls for the job are Maw of the Earth Drake and a Colossus. The Colossus should spawn in the bottom right lane so it can fight off enemies and/or stall bosses. Having a Construction Shard is recommended for speedy repairs.
Like in Mastery III, a combination of barrier piercing towers (Flamethrower, Serpents Coil, Sand Viper, Ramster, Obelisk) mixed in with auras, nodes and traps can handle most to all opposition. The Obelisk has the added bonus of map-wide range. You will need some extra elbow grease for the Snooki.
Since your walls and most likely your anti-air defense arent going to be diversified, you can diversify your Crowd Control towers, your auras (Flame Auras and Fissures of Embermount) and your offense towers. Just make sure you know the strengths and weaknesses of each.
Because of the pathing of the Northern lanes, several towers can work on more than 1 lane to help with DU splitting. Consider this when planning defenses.
Although Snooki are Slowproof, they arent Stunproof or Freezeproof. Various Stun shards and skills can pacify them long enough for you or other defenses to dispatch them. The Mystics Call to Madness and petrifying other enemies can cause them to hack at each other.
If a Defense is in the Red zone, immediately get involved, repair or upgrade it and repel any attackers. IAs stated above, a Construction Shard should be equipped on your main DPS hero.
Pay attention to the Air Lanes. All it takes to fail is a Tier 2 Wyvern or Kobold Glider hitting a Core and you are done. Large groups of Wyvern may overrun your Skyguards and 2-3 Kobold divebombs can blow up a Skyguard. Beetles arent as bad but their bouncing attacks can be a problem if they hit your offense towers.
On Wave 3, one of the lanes will have 20 Kobolds rushing alongside them. On Wave 4, one of the lanes will have 3 Witherbeasts travel alongside other units. Wave 5 will have a large amount of Snooki, a Witherbeast and possibly Gnash the Flame Lance (a boss Snooki who can ignite defenses on hit). Your hero(es) must slay Snooki, Kobolds, Witherbeasts and Geodes as top priority by any means necessary. Crowd Control will be essential to slow down and contain Snooki and their assistance.
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.
The Angry Nimbus or Proton Beams would work well with this.
Vicious Strikes - Anything that benefits from the increased range. Your Angry Nimbus with this can attack early and the ones in the South can cross lanes if placed correctly.
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. Mine would have been Spike Blockades or World Trees.
CHARACTERS [Dungeon Defenders II] Mastery IV - Little-Horn Valley (5 Stars)](https://i.ytimg.com/vi/tQa3JD50AuE/mqdefault.jpg)
![[Doom II] Japanese Community Project (JPCP) - MAP31: Manufacturing Plant (UV-Max)
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
To access MAP31, you must go through the secret exit in MAP15, just like how it works in most Doom II Megawads. You can also do IDCLEV 31 on the ingame console. Or use -warp 31 -skill 4 in the ZDoom Console.
Map31s only real danger is the outdoor area past the Red Key Door. There is too many things that can go wrong with the outside region and all 4 buildings (especially with the Cyberdemon, that cost me 5 different runs) cannot be taken lightly. Other than that annoyance, this level is a good test of agility and strategy. If you are able to beat this level, you should be able to do the rest of the WAD easily.
MAP STATS
Map: 31 - Manufacturing Plant
Author: Masayan
MIDI: Doom I - At Dooms Gate (E1M1) and Doom II - Running From Evil (MAP01) Remix
Enemies: 252
Secrets: 9
SECRETS
1) After climbing the first set of stairs, there is a wall in the outside portion that is a darker color of green (check the wall to the right of the exit). This wall can be lowered to reveal MegaArmor
2) Once you break into the facility with the Blue Keycard, to your left, there should be a different tiled wall on the left side. This wall can be raised to reveal a room of boxes with a Medkit and a Chaingun.
3) In the Monitor Room (the first large room after entering the facility), the side of the middle monitor should have brown plating compared to the grey of the others. This is actually a switch that will raise the wall with the 2 gray triangles on the other side. Inside is a Computer Map and some health.
4) At the hallway with the staircases parallel to each other, the wall that connects to the base of the stairs can be raised to reveal a path. You will have to fight through a Shotgunner, Hell Knight and an Archvile. Once you get past these annoyances, there is a switch that will reveal another path of Imps and a Supershotgun.
5) In the room with the Incinerator and conveyor belts,, one of the walls has a vent shaft on it. This wall doubles as a switch to reveal a Backpack, some health bonuses and shells.
6) In the same room, the flame walls (at the end of the conveyor belts) can be walked through to find another room. The Soulsphere inside counts as a secret. Make sure you grab it quickly!
7) In the room with the Red Keycard, there is a wall amongst the electronics with Red plating. This is a door that can be raised to reveal a Plasma Cannon and a Bulk Cell.
8) After you get access to the first structure in the outdoor area past the Red Keycard Door, there is a gibbed Marine next to the Green Armor. The wall behind the Marine (it has black and yellow striping and different textured compared to other walls) can be lifted to reveal an elevator. The elevator takes you to a Backpack and a Yellow Keycard. The weapons from Secrets 3, 4 and 7 must be collected in order to get the Keycard. The Keycard is needed to access the exit to MAP32.
9) In the second building (the one with the Mancubi on the high ground), ride the elevator up and jump onto the structure the Mancubi were standing on. You will find Boxes of Rockets and a MegaArmor
TIPS
- You will have to play with UV-Tyson rules to efficiently kill enemies until you get Secret #2. Chainsaw beats humanoids, fists beat everything else.
- Make sure you keep tabs on your enemies. You should have killed 111 enemies by the time you go through the Red Key Door
- Use Infighting in the final Outdoor Area to effectively grab the ammo. Try to get the Partial Invisibility before doing any buildings. You will need its aid to get the BFG9000.
- Dont forget! The portal in the Cyberdemon building takes you to MAP16. Make sure you go through the Yellow Keycard Door to access MAP32. [Doom II] Japanese Community Project (JPCP) - MAP31: Manufacturing Plant (UV-Max)](https://i.ytimg.com/vi/tz9Liw3Se9U/mqdefault.jpg)
![[Dungeon Defenders II] Mastery III - Greystone Plaza (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M3
Map: Greystone Plaza
With 2 of your anti-Geode and Shield Goblin categories disabled, you will have to rely on strong Trap and barrier-piercing defenses to succeed in this level. Overall, this level isnt too difficult.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build Aura-type defenses
- You cannot build Node-type defenses (EV2 things)
- No defenses can be sold or destroyed
- Do all the above in 1 run
PLAN
Combining the barrier piercing towers (Ramsters, Earthshatter, Sand Viper, Obelisk and Flamethrower) with traps is the best way to ensure all angles are covered. The Obelisk has the added bonus of being map wide.
Make sure you keep tabs on your defense health and intervene when necessary. Repair and/or upgrade when necessary.
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 biggest threats to your defenses will be Kobolds, Witherbeasts, Ogre (the slam can be fatal to your smaller towers, dont trigger it), Quibly (the 3 bombs can stack) and the Skeleton bosses (their sweep range can splash towers in the back). You may also need to be aware of the air lane going through the middle.
It is also wise to protect both Gate Locks. If you fail, then you will need to split your DU and this level isnt the kind of level you want to do this.
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 or use ranged near your towers to take full effect of this.
CHARACTERS
Apophis - Mystic (Hero DPS, Vipers Fangs, Snaking Sands, Serpents Coil)
Kasuti - Mystic (AP DPS, Obelisk)
Lenneth - Dryad (Hero DPS, World Tree, Angry Nimbus)
Shilf - Huntress (AP DPS, Blaze Balloons, Poison Dart Tower)
Etanaru - Monk (AP DPS, Skyguard Tower)
Jenocres - Abyss Lord (AP DPS, Ramster) [Dungeon Defenders II] Mastery III - Greystone Plaza (5 Stars)](https://i.ytimg.com/vi/u4OZmUvZeSE/mqdefault.jpg)
![[Dungeon Defenders II] Mastery II - Assault on Throne Room (5 Stars, No Cores Lost)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M2
Map Assault on Throne Room
Once again, you are faced with a No Towers map with Cyber Orcs and once again, the Angry Nimbus will be your lifeline. Being swift and maintaining defenses alongside with them will make this map very doable.
5 STAR REQUIREMENTS
- Survive all 5 waves
- No hero deaths
- You cannot build Tower type defenses
- No defenses can be destroyed
- Do all the above in 1 run
PLAN
Angry Nimbus is an effective trap that that can handle more than 1 lane and pretty much will waste the enemy it flies over. Build several, but make sure the platform for the Nimbus is out of reach from Cyber Orcs. Another blockade assisting the tree (preferably Skeletal Orcs or Vipers Fangs) helps greatly.
Lightning Strikes Aura with the Vicious Strikes has enough range to put the core off course so Cyber Orcs cannot attack it and still return fire against other enemies.
Keep tabs on your blockade and hero health at all times. Repair and upgrade your defenses and heal within World Tree auras to keep your HP up.
HYPER SHARD RECOMMENDATION
Mass Destruction - Angry Ninbus or Lightning Strike Aura, whichever needs the damage.
Vicious Strikes - Same as above. The Nimbus can handle far more lanes (even 3 or 4) and the Lightning Strikes Aura can cover more ground, even coming out of reach for Cyber Orcs.
For your hero, choose something that works well with your defenses and can swiftly dispatch bosses and units. The Abyss Lord was chosen to Berserk Skeletal Orcs and the Abyss Knights can mass stun easily. The Initiates abilities also help.
CHARACTERS
Freya - Dryad (AP DPS, World Tree, Angry Nimbus)
Jenocres - Abyss Lord (AP DPS, Skeletal Orc)
Etanaru - Monk (AP DPS, Lightning Strikes Aura)
Tsumiko Kuri - Initiate (AP DPS) [Dungeon Defenders II] Mastery II - Assault on Throne Room (5 Stars, No Cores Lost)](https://i.ytimg.com/vi/u8n1ROjMlmk/mqdefault.jpg)
![[Dungeon Defenders II] Mastery III - Forest Biome (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M3
Map: Forest Biome
I had to redo the video since I saved and uploaded a failed run, which is why I have 5 Stars doing this.
Overall, this map is relatively easy, even without access to Auras.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You must maintain 10 or more different types of defenses on all Battle Phases
- You cannot build Aura-type defenses
- All 4 Crystal Cores must stay above 90% health at all times
- Do all the above in 1 run
PLAN
You must combine Barrier piercing defenses (Flamethrowers, Earthshatters, Obelisks, Ramsters, Sand Vipers, Serpents Coils, Obelisks) in tandem with blockades, traps and nodes to ensure that all angles are covered. Obelisks have the added benefit of being Map wide.
Diversify your blockades and anti-barrier towers to ensure that you meet the quota. Make sure that when you diversify the offensive defenses, they are able to work off each other. Dont just build all single targets in 1 lane and AOEs in another.
If you are using projectile-based defenses, you will need to direct assault or stun Geodes and angle them for Shield Goblins. The Poison Darts is probably the safest projectile defense as they do minimal damage when reflected.
Make sure you maintain walls and defenses. If you see any air units slip through anti-air defenses, you must dispatch them yourself before they reach the Cores. All it takes to fail is one strong hit from an enemy.
Once you get through the initial offense, enemies spawn in a set pattern in a clockwise fashion. Once you dispatch the Geodes, Witherbeasts and Kobolds on one lane, move on to the next as these enemies are the most serious threats.
For your main hero, choose something that can annihilate enemies swiftly and is able to travel across the map quickly. If you are playing as a Dryad or a Mystic, you will need at least a Serpents Coil to make Orbs and you can easily access the Orbs when needed.
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 traps and nodes or use ranged near your towers to take full effect of this.
CHARACTERS
Yojimbo - Squire (Hero DPS, Spiked Blockade, Training Dummy)
Lenneth - Dryad (Hero DPS, World Tree, Angry Nimbus, Hornet Nest)
Jenocres - Abyss Lord (AP DPS, Ramsters, Skeletal Orc, Colossus)
Apophis - Mystic (Hero DPS, Serpents Coil, Vipers Fangs)
Cinnamon - Series EV2 (AP DPS, Proton Beam
Etanaru - Monk (AP DPS, Skyguard Tower)
Mishera - Adept (AP DPS, Hailstorm Tower, Earthshatter Tower, Flamethrower Tower)
Kasuti - Mystic (AP DPS, Obelisk, Sand Viper) [Dungeon Defenders II] Mastery III - Forest Biome (5 Stars)](https://i.ytimg.com/vi/uHZ36emRzlw/mqdefault.jpg)
![[Dungeon Defenders II] Mastery I - Assault on Throne Room (5 Stars, No Cores Lost)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M1
Map: Throne Room (Assault)
For a Tower Only Map, this map can be incredibly tricky, but it is manageable if you know what you are doing.
5 STAR REQUIREMENTS
- Survive all 5 waves
- The Throne and the Crystal Cart cannot go below 90% health across all 5 waves
- Only Tower-type Defenses can be used
- All towers constructed cannot be destroyed or sold
- Do all the above within one run
PLAN
A combination of a Poison Dart Tower, Earthshatter and Ramster is enough to handle most small to medium groups. The rest of the DU was spent on the Mystics Sand Vipers and Serpent Coil so I could use her for all 5 waves. You can also add on Frostbite Towers to slow down enemies.
If you are using this strategy, you can use Earth Toss on your Earthshatters to send enemies into the air for a minor stall or an Abyss Lord to trigger Ramster Breath to punish entire hordes if necessary.
The large attacks that happen near the end of the wave will need hero intervention to either stall and/or kill. Dont stay too focused on them when the bosses come, especially if it is Quibly, Griblok or Slekleon.
If you need a wall for the boss lanes, either build a Volcano, Obelisk or use a Frostbite Tower with a Totem.
CHARACTERS
Kasuti - Mystic (AP DPS, Sand Vipers, Serpent Coil)
Shilf - Huntress (AP DPS, Poison Dart Towers)
Jenocres - Abyss Lord (AP DPS, Ramsters)
Mishera - Adept (AP DPS, Earthshatter Tower) [Dungeon Defenders II] Mastery I - Assault on Throne Room (5 Stars, No Cores Lost)](https://i.ytimg.com/vi/uHrtHOx6DOQ/mqdefault.jpg)
![[Dungeon Defenders II] Mastery VII - Dragonfall Sewers (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M7
Map: Dragonfall Sewers
Almost exactly the same affixes from Gates of Dragonfall, except without a Diversity Quota. This map can be troubling, but if you got good Nodes and Traps, you should be fine.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build any Anti Air Defenses
- You cannot build any Auras
- All Values and Pumps must stay above 90% health at all times
- Do all the above in 1 run
PLAN
With the lanes containing the Valves, you will have to keep the enemies contained within a small area, especially in the North. You will have to watch for Kobolts instantly divebombing the moment they leave the barrier as well.
Using Traps and Nodes will help you kill off most opposition before it reaches your Blockades. Weapon Manufacturers with Shocking Revelation servos will help keep enemies contained for your other defenses to swiftly dispatch. Dryad Defenses, Obelisks and Volcanos can also be used to target multiple lanes to help with DU splitting.
Dont forget you are factoring in 2 air lanes. Make sure that your defenses are able to target both ground and air as you cannot build AA this map.
Keep tabs on the Radar, Kobolts are easy to spot (orange air unit) and should be downed as soon as possible to avoid shut down of your other defenses. On Wave 5, there is a chance that Zapper will spawn and his explosion is not only larger, but his stun duration is longer as well. This guy must be destroyed as soon as possible. DO NOT PROVOKE OR CONFUSE IT! You can also use low cost defenses to bait them into divebombing them to protect your main line. Skyguard and Hailstorm Towers can be deployed effectively to shoot down Kobolts, but having Tenacity on them helps immensely.
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. On Wave 4 and 5, Hex Throwers will be added to the mix and must be slain as to avoid getting your defenses Cursed.
Aside from Kobolts, you will have to be vigilant against Hex Throwers, Snooki and Kobolds as they can still do considerable damage to your defenses. Witherbeasts can also pose a problem if you got a meat wall in front of your defenses. These things can also be a problem when a Cannon Ogre or a boss spawns alongside them.
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 - Give this to 1 of the towers in your Diversity Quota and try to incorporate it with your Earthshatters for maximum effectiveness.
Automation - The Blockade that will be taking the most punishment in this battle.
CHARACTERS
Lenneth (Dryad) - Hero DPS (World Tree, Angry Nimbus)
Yojimbo (Squire) - Hero DPS (Spike Blockade, Cannonball Tower)
Cinnamon (Series EV2) - AP DPS (Weapon Manufacturer) [Dungeon Defenders II] Mastery VII - Dragonfall Sewers (5 Stars)](https://i.ytimg.com/vi/uqLnEKiSoek/mqdefault.jpg)
![[Doom II] Japanese Community Project (JPCP) MAP19: Remind (UV-Max)
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
My first video in 720p in-game resolution (I had to set the Aspect Ratio to 16:9, which after all this time I didnt realize was the problem) and the level just happens to be Nankas 2nd map (she made Map11, which is one of my top 3s for this WAD).
Nanka shows off her visual experience skills with this one. It is still good, but not as good as I thought of Map11 and this one is pretty dark.
The level overall isnt difficult. The only 2 challenging parts is getting out with the Blue Keycard and destroying the Cyberdemon at the final room. Other than that, it isnt super difficult.
MAP STATS
Map: 19 - Remind
Author: Nanka Kurashiki
MIDI: James Paddock - Pollutants
Enemies: 202
Secrets: 5
SECRETS
1) After you claim the Blue Keycard, the room before it will have an added section that will have a Imp and Demon tag team ambush. Go into the room next door (the one with the switch that allows you to collect the Keycard) and activate the panel with the red monitor on it. This will open a compartment back in the previous room that contains a Box of Rockets.
2) As you are heading towards the Blue Keycard Door, you will find a series of boxes stacked next to a wall on the way through the caverns. There is a small grey box standing alone. On one side is a massive switch. Pressing it will lower a platform a bit deeper in the cave (it is behind the column with the Imps perched on an alcove) that will allow you to get a Rocket Launcher, some Rockets and a few Health Bonuses.
3) Eventually, you will press a switch that will reveal a set of Demons, Cacodemons and Hell Knights. On the other side of this is a staircase going upwards to the Red Skull Key. Along the right hand wall, you will find there is a section with no Red Column inside it. The wall here can be raised to reveal a set of Rockets. There is another Elevator in here that takes you up to a strip of Health Bonuses.
4 & 5) At the end of the Health Bonus strip in Secret #3, there is a pentagram switch on the far wall. Shoot it with a pistol. Once you open and go past the Red Skull Key door, you will find some Imps guarding 2 Boxes of Bullets. Go through this tunnel and you will find some Medkits and Plasma Cells. If you collected Secret #1 from earlier, another wall have raised to reveal a teleporter to a Megasphere.
TIPS
- Mastery of Berserk Fists is recommended to save ammo. Use them to punch out Demons and Specters or any other easily exposed demons. You will need all the Rockets and Cells you can muster for the final attack.
- At the start, there are 4 Specters. Make sure they are KOed before leaving the tunnels.
- Do not enter the Blue Keycard building without the Supershotgun from outside. This will assist you when cutting through the Chaingunners and Revenants inside. Use the doors and angles of the doorway to slay the enemies safely.
- Once you take the Red Skull Key, slay the Archvile fast so it doesnt raise any Barons.
- In the final room, get the Cyberdemon to fire rockets at the Barons and Hell Knights. The splash damage should be enough to cause an infight to divert the Cyberdemons attention. While distracted, kill everything along the outer ring and then slay the Cyberdemon with Plasma Rifle rounds.
- Once you claim the Yellow Skull Key, quickly rush the Pain Elementals to keep the Lost Soul count minimal, then clean up the room of all monsters before you throw the 2 switches for the exit. [Doom II] Japanese Community Project (JPCP) MAP19: Remind (UV-Max)](https://i.ytimg.com/vi/usaS2Omfq1s/mqdefault.jpg)