Uploaded December 2016 | 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
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.
Map31's 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 Doom's 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 it's aid to get the BFG9000.
- Don't forget! The portal in the Cyberdemon building takes you to MAP16. Make sure you go through the Yellow Keycard Door to access MAP32.
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.
Map31's 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 Doom's 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 it's aid to get the BFG9000.
- Don't forget! The portal in the Cyberdemon building takes you to MAP16. Make sure you go through the Yellow Keycard Door to access MAP32.
![[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)
![[Dungeon Defenders II] Mastery II - Forest Crossroads (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M2
Map: Forest Crossroads
One of the more tedious Tower Only maps in Mastery II. Luckily, Cyber Orcs have no restrictions when it comes to towers, but you will need some finesse to handle this level properly.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You can only build Tower type defenses
- No defenses can be destroyed
- The Crystal Cart must stay above 90% health at all times
- Do all the above in 1 run
PLAN
The Volcano and Obelisk have high amounts of health for Tower type Defenses. These can double as Blockades. Use the Volcano on the Southeast chokepoint and the Obelisk on the West chokepoint. If you dont have a good Obelisk or Volcano, Totem Frostbites will suffice.
Even if you are using the walls, it doesnt hurt to have Frostbites. Just make sure they are off the main path so that the Goblin Siege Roller doesnt roadkill them or an enemy makes melee contact with one (they have reduced aggro, but they can still be targeted).
If you see a defense go yellow or red, immediately get involved and start repairing it. Hold back the monsters until the process is complete. Keep tabs on your defense upgrades and you will be fine.
For your heroes, choose ones that can handle groups and bosses. You biggest threats will be Knbolds, Slekleon, Ogres and Quibly.
HYPER SHARD RECOMMENDATION
Hyper Destruction - Any tower that is being used in multiple lanes
If you are running a Weapon Manufacturer across all 3 lanes, then this should be your recommendation. Or the Obelisk.
Vicious Strikes - Anything that benefits from the increased range.
CHARACTERS
Kasuti - Mystic (AP DPS, Obelisk)
Mishera - Adept (AP DPS,Hailstorm Tower, Earthshatter Tower)
Etanaru - Monk (AP DPS, Skyguard Tower)
Shilf - Huntress (AP DPS, Poison Dart Tower)
Lezard Valeth - Apprentice (AP DPS, Frostbite Tower) [Dungeon Defenders II] Mastery II - Forest Crossroads (5 Stars)](https://i.ytimg.com/vi/v5Pc1z92Pzc/mqdefault.jpg)
![[Dungeon Defenders II] Mastery V - Siphon Site D (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M5
Map: Siphon Site D
This map on Mastery V is just as vicious as it was on Mastery IV. You are once again slammed with a Unique Defense constriction and you cannot let your cores get scratched. Not to mention enemies come out incredibly quickly due to the small size. You will need to be swift with your movements to overcome this hurdle.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build more than 1 of a specific Defense
- The Main Pump and the Pressure Value must stay above 90% health at all times
- You cannot repair any Defenses
- Do all the above in 1 run
PLAN
Due to the swiftness of the enemies and the close proximity of the Cores to lanes, you may need to consider using higher DU blockades for the more dangerous lanes, like the Maw of the Earth Drake or Colossus or Skeletal Orcs. For the lower path, place the defenses at the base of the stairs and not at the apex. If you do the latter, you may have Snooki slip through or Javelin Throwers will climb the stairs and pierce the blockade and hit the Main Pump, costing you the 5 star.
An Obelisk and/or a Volcano with Deadly Strikes can be effective at handling multiple lanes. and cover the entire small map. The Obelisk also doubles as a souped up Flamethrower if you have a Max Appeasement Mystic on the field.
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 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(s) that build priority Blockades on the card if you must do a quick sell and replace. You should prioritize with your Blockade upgrades first as they will be taking the most damage and these need to withstand a beating.
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)
Lenneth - Dryad (Hero DPS, World Tree, Harpys Perch, Moss Hornet Nest, Angry Nimbus)
Apophis - Mystic (Hero DPS, Viper Fangs, Serpents Coil, Snaking Sands)
Jenocres - Abyss Lord (AP DPS, Skeletal Orc, Colossus)
Etanaru - Monk (AP DPS, Lightning Strikes Aura)
Shilf - Huntress (AP DPS, Poison Dart Tower, Explosive Trap)
Kasuti - Monk (AP DPS, Sand Viper, Obelisk)
Arohongui - Lavamancer (Hero DPS, Volcano)
Mishera - Adept (AP DPS, Hailstorm Tower, Earthshatter Tower, Flamethrower Tower)
Marcion - Squire (AP DPS, Cannonball Tower) [Dungeon Defenders II] Mastery V - Siphon Site D (5 Stars)](https://i.ytimg.com/vi/wP6H6wwv820/mqdefault.jpg)
![[Dungeon Defenders II] Mastery I - Dragonfall Bazaar (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M1
Map: Dragonfall Bazaar
Your first taste of one of the most brutal affixes: No Blockades. There are ways to improvise and luckily you arent contending with the more devastating enemies yet.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build any Blockades
- You must maintain 10 different types of Defenses during all Combat Phases
- No defenses can be sold or destroyed
- Do all the above in 1 run
PLAN
Due to the No Blockade constraint, you will need to use Obelisks, Volcanos and Frostbite Towers armed with Toitems as psuedo-blockades and make sure they are well defended from attackers. With 1 of each, you can solve 1/3 of your Diversity Quota. Afterwards, balance it with Auras, Traps, Nodes and Anti-Goblin finish the Quota so that you can build multiple copies of a type if necessary. Due to the No Blockade rule, you cannot use Dryad Defenses on this map as the World Tree counts as one.
If you plan to merge the central and right most lane into 1 by building near the Cart, make sure that you tighten the gaps with other defenses as the Volcano and Obelisk will not be able to completely wall it off. Enemies are prone to ignoring the Volcano and going straight for the Cart. It is also recommended to have a Hero that can use Crowd Control abilities to stall or stun attackers.
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
Arohongui (Lavamancer, Hero DPS) - Volcano
Lezard Valeth (Apprentice, AP DPS) - Frostbite Tower
Kasuti (Mystic, AP DPS) - Obelisk, Sand Viper
Tsumiko Kuri (Initiate, AP DPS) - All Defenses
Mishera (Adept, AP DPS) - Hailstorm Tower, Earthshatter Tower
Shilf (Huntress, AP DPS) - Poison Dart Tower
Jenocres (Abyss Lord, AP DPS) - Ramster [Dungeon Defenders II] Mastery I - Dragonfall Bazaar (5 Stars)](https://i.ytimg.com/vi/wzSqsHEACcA/mqdefault.jpg)
![[Dungeon Defenders II] Mastery III - Assault on Throne Room (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M3
Map: Assault on Throne Room
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, but your DU splitting may require you to focus more on hero intervention and being swift with it.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You must maintain 10 or more different types of defenses on all Battle Phases
- You cannot have any hero deaths
- The Throne, Crystal Cart and both Window Gate Locks 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, auras, traps and nodes to ensure that all angles are covered. Obelisks have the added benefit of being Map wide.
Diversify at least your blockades and barrier piercing defenses to ensure that you meet the quota so that you can make copies. 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.
Because of the way map is setup, some defenses can cover multiple lanes for easier DU splitting. The Earthshatter, Angry Nimbus and Weapon Manufacturer are good for this.
Make sure you maintain walls and defenses, especially at the Window Locks. All it takes to fail is one strong attack or enemy to slip through a crack to cost you the 5 Star.
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. Frostbites and Proton Beams can help stall enemies. Dont forget to make sure you fix everything before you start the next wave.
For your main hero, choose something that can annihilate enemies swiftly, able to travel across the map quickly and is able to withstand punishment. Having a Stun ability or Overwhelm shard helps disable Geodes or enemies if needed. 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. If you are using a Lavamancer, make sure you got some Fissures of Embermount for Molten Power.
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
Lenneth - Dryad (Hero DPS, World Tree, Angry Nimbus)
Yojimbo - Squire (Hero DPS, Spiked Blockade)
Apophis - Mystic (Hero DPS, Serpents Coil)
Jenocres - Abyss Lord (AP DPS, Skeletal Orc, Ramster)
Ngamahu - Lavamancer (AP DPS, Fissures of Embermount)
Etanaru - Monk (AP DPS, Flame Aura, Lightning Strikes Aura)
Mishera - Adept (AP DPS, Earthshatter Tower, Flamethrower Tower)
Shilf - Huntress (AP DPS, Explosive Trap, Poison Dart Tower)
Tsumiko Kuri - Initiate (AP DPS) [Dungeon Defenders II] Mastery III - Assault on Throne Room (5 Stars)](https://i.ytimg.com/vi/xFeYnv2SeVo/mqdefault.jpg)
![[Doom II] Ancient Aliens - MAP01: The Ancient Navajo Wolf Warp (UV-Tyson/Max)
Game: Doom II
WAD: Ancient Aliens
Mode: UV-Tyson/Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
Ancient Aliens is another 2016 Megawad that much like Japanese Community Project (JPCP) won a Cacoward. This WAD does all kinds of new and different things with map making that nobody has done before until now.
MAP01 isnt too difficult, except for the Cyberdemon that harasses you in the first room. Getting stuck here is not an ideal situation to be in. As long as you are swift with your movements and your fists, you can UV-Tyson/Max this map easily.
MAP STATS
Map: 01 - The Ancient Navajo Wolf Warp
Author: Skillsaw
MIDI: Stuart Rynn - Flee
Monsters: 70
Secrets: 1
SECRETS
1) Once you throw the switch in the temple area and spawn the ambush, 2 caves will reveal themselves in the Cyberdemon Area. One cave has the Blue Skull Key. Grab this key and then unlock the Blue Skull Bar in the second cave. Inside is a teleporter than takes through another Wolf Warp. On the other side, you will telefrag the Cyberdemon that harassed you at the start and this counts as the secret. Move to return to the battlefield.
TIPS
- OFf the bat, you must be swift if you are traveling through the center. The Cyberdemons presence is a dangerous thing for your health. Use other monsters as meat shields if you must. Save your ammo for killing it through Secret.
- Mastery of Berserk Fists is recommended, especially against Revenants and Hell Knights.
- Try to stretch the Megasphere for as long as you can.
- Once you throw the Temple Switch, immediately get out into the open field and punch out the lesser enemies so you can fight the Revenants and Hell Knights with breathing room. Infighting also helps. [Doom II] Ancient Aliens - MAP01: The Ancient Navajo Wolf Warp (UV-Tyson/Max)](https://i.ytimg.com/vi/xk_8lykT-2I/mqdefault.jpg)