Uploaded January 2018 | Updated September 2026, 37 minutes ago
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M2
Map: Little Horn Valley
You must use a Diversity Quota to ensure that no Cores fall or the Inn Barricades take damage. However, you will need to be aware of the Cyber Orc's abilities on this map.
5 STAR REQUIREMENTS
====================
- Survive all 5 waves
- No defenses can be sold or destroyed
- Both Inn Barricades must stay above 90% health at all times
- You must maintain at least 10 different defense types during all Combat Phases
- Do all the above in 1 run
PLAN
=====
Diversify your Blockades so that you can use up as much Diversity as possible. Once this is done, you can then blow the rest of it on Towers that Cyber Orcs cannot disable.
For the sake of simplicity, it is wise to protect all the Gate Locks if possible. If you are going to do a Last Stand, make sure you don't place any defenses too close to the Inn Barricades or you could fail the 5 Star. This is especially crucial when you are facing Javelin Throwers and you use defenses with higher hitboxes like World Trees and Viper Fangs. You may need a Reflect Beam and you will also need to repel Cyber Orcs.
The Obelisk, Volcano and Earthshatter when properly placed can influence more than 1 lane and help with DU Splitting. The flight paths of some of the air units also intersect so you can use less Anti-Air Defenses. This is especially helpful knowledge if you plan on doing a Last Stand.
If you plan on using any Auras, Traps or Nodes for the Diversity Quota, you will need to make sure they are either placed out of reach from Cyber Orcs or arm them with Tenacity Servos to reduce the stun duration. Make sure you have defenses as failsafes in the event they do get shut down frequently. Dryad Defenses can be effective for this task but so can Auras with their Ranges increased.
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 will have to also make sure you slay the Kobolds, Witherbeasts and bosses, especially the Cannon Ogre swiftly before they destroy something.
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
============
Jenocres (Abyss Lord, AP DPS) - Colossus, Ramster, Skeletal Orc
Lenneth (Dryad, Hero DPS) - World Tree, Angry Nimbus
Etanaru (Monk, AP DPS) - Skyguard Tower
Apophis (Mystic, Hero DPS) - Viper's Fangs, Serpent's Coil
Lezard Valeth (Apprentice, AP DPS) - Arcane Barrier
Marcion (Squire, AP DPS) - Ballista, Cannonball Tower
Shilf (Huntress, AP DPS) - Poison Dart Tower
Kasuti (Mystic, AP DPS) - Sand Viper, Serpent's Coil
Mishera (Adept, AP DPS) - Earthshatter Tower
Arohongui (Lavamancer, Hero DPS) - Volcano
Agent Tanya (Gunwitch, AP DPS)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M2
Map: Little Horn Valley
You must use a Diversity Quota to ensure that no Cores fall or the Inn Barricades take damage. However, you will need to be aware of the Cyber Orc's abilities on this map.
5 STAR REQUIREMENTS
====================
- Survive all 5 waves
- No defenses can be sold or destroyed
- Both Inn Barricades must stay above 90% health at all times
- You must maintain at least 10 different defense types during all Combat Phases
- Do all the above in 1 run
PLAN
=====
Diversify your Blockades so that you can use up as much Diversity as possible. Once this is done, you can then blow the rest of it on Towers that Cyber Orcs cannot disable.
For the sake of simplicity, it is wise to protect all the Gate Locks if possible. If you are going to do a Last Stand, make sure you don't place any defenses too close to the Inn Barricades or you could fail the 5 Star. This is especially crucial when you are facing Javelin Throwers and you use defenses with higher hitboxes like World Trees and Viper Fangs. You may need a Reflect Beam and you will also need to repel Cyber Orcs.
The Obelisk, Volcano and Earthshatter when properly placed can influence more than 1 lane and help with DU Splitting. The flight paths of some of the air units also intersect so you can use less Anti-Air Defenses. This is especially helpful knowledge if you plan on doing a Last Stand.
If you plan on using any Auras, Traps or Nodes for the Diversity Quota, you will need to make sure they are either placed out of reach from Cyber Orcs or arm them with Tenacity Servos to reduce the stun duration. Make sure you have defenses as failsafes in the event they do get shut down frequently. Dryad Defenses can be effective for this task but so can Auras with their Ranges increased.
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 will have to also make sure you slay the Kobolds, Witherbeasts and bosses, especially the Cannon Ogre swiftly before they destroy something.
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
============
Jenocres (Abyss Lord, AP DPS) - Colossus, Ramster, Skeletal Orc
Lenneth (Dryad, Hero DPS) - World Tree, Angry Nimbus
Etanaru (Monk, AP DPS) - Skyguard Tower
Apophis (Mystic, Hero DPS) - Viper's Fangs, Serpent's Coil
Lezard Valeth (Apprentice, AP DPS) - Arcane Barrier
Marcion (Squire, AP DPS) - Ballista, Cannonball Tower
Shilf (Huntress, AP DPS) - Poison Dart Tower
Kasuti (Mystic, AP DPS) - Sand Viper, Serpent's Coil
Mishera (Adept, AP DPS) - Earthshatter Tower
Arohongui (Lavamancer, Hero DPS) - Volcano
Agent Tanya (Gunwitch, AP DPS)

![[Doom II] Japanese Community Project (JPCP) - MAP21: Search and Destroy (UV-Max)
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
MAP21, the 2nd of the Burabo Trifecta. The enemy count is small, but it is made up by challenging arenas to compensate. You must have a coordinated plan if you are to successfully beat this map, especially if you plan to UV-Max as fast as possible. Overall, this is one of Burabos easier maps.
On an off note, kudos to him for choosing my favorite MIDI from Plutonia II.
MAP STATS
Map: 21 - Search and Destroy
Author: burabojunior
MIDI: Stuart Rynn - Night Run (Plutonia 2 MAP17)
Enemies: 49
Secrets: 2
SECRETS
1) In the second arena, fall into the ditch to the right (your right when facing it) of the Blue Key Door. There is a Medkit, 3 Armor Bonuses and the Secret will register when you pick up the Box of Shells, Rockets and a MegaArmor. There is a teleporter that will take you back up to the arena.
2) Go through the Blue Key Door and before proceeding forward to trigger the Mancubi, look to your right and you should see a tiny red switch. Shoot it with a pistol and a red switch will appear at the far end of the arena. Pressing this will lower a wall to the opposite of the switch. Follow the trench to a Soulsphere.
TIPS
- Do not go overboard with your Rockets! They will assist you for speed killing the 2nd and 3rd Arenas. Try to use the Supershotgun as the numbers diminish.
- Off the bat, it is recommended to escape from the first arena. There are 8 Imps and an Archvile in the starting room. Escape quickly! This will give you a targeting advantage for the Imps as you can clog them up at the doors to prevent the Archvile from raising them. RNG is a major factor in how much time you waste with this enemy!
- Once you trigger the 2nd arenas enemies, try to escape into the outer water and kill the Revenants, either by rockets or infighting with Arachnotrons and Mancubi (take advantage of this!). Try to do a circular run when you can so that you can slay all 4 Mancubi on the corner towers. Once the entire room is cleared, you should have 17-18 monsters left (18 if none of the monsters in the final arena killed each other via Infighting on your way to Secret #1).
- In the 3rd arena, do a straferun to surf over the Mancubi so you can get on the side with the items. Run along the Rocket Boxes so you can pick them up. Just be aware of your Rocket count and the corpses disrupting your vision.
- In the final arena, try to pick up all the Energy Cells, especially the Bulk one and save the Plasma Rifle to slay the Cyberdemon. Take advantage of the long hallways and pillars to protect yourself and attack when you get an opening with the Rifle. Pay attention to the Cyberdemons movements and attacks or you will waste Energy Cells or worse: You will take a rocket to the face!
- While fighting the Cyberdemon, if you wish to save time, start throwing switches when you can. You need to press all 6 in order to open the exit. [Doom II] Japanese Community Project (JPCP) - MAP21: Search and Destroy (UV-Max)](https://i.ytimg.com/vi/kgVlbaT5NG8/mqdefault.jpg)
![[Dungeon Defenders II] Mastery IV - Crumbled Bulwark (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M4
Map: Crumbled Bulwark
This map can get a bit hectic with the dogpiles and it doesnt help that you also have a Timed Combat Phase to go along with it. You will need to be swift with your enemy dispatching and mobility if you are to clear this map.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You must complete all Combat Phases within 3 minutes or less
- You cannot upgrade any Defenses
- You must maintain at least 10 different types of defenses during all Combat Phases
- Do all the above in 1 run
PLAN
Due to a lack of upgrades, you will need to use offensive towers that hit hard and hit fast while making sure your Blockades can withstand punishment. Since you need all the DU you can muster, you will need to use 60 DU per lane for walls while still diversifying them.
The Dryads Defenses can be incredibly effective here due to their massive range and damage output, especially in the Nimbus. You should also consider using some barrier piercing defenses along the Western lane to kill off some Goblins or at least to bust up heavier opposition. Your hero should work along here to dispatch enemies. You can also use Vipers Fangs near Anti-Air Defenses to have them do extra work when Air units arent coming. The Obelisks Smite also is map wide and can help you pick off stragglers and bosses when needed. The Flamethrower effect is better served for the double Norhtern lane until the boss spawns in the south.
If you diversify your Walls and Anti-Air Defenses, you should cover most of your Diversity Quota. The rest can then be put into offensive towers.
Like in Mastery III, a combination of barrier piercing towers (Flamethrower, Serpents Coil, Sand Viper, Ramsters) mixed in with auras, nodes and traps can handle most to all opposition. You will need some extra elbow grease for the Snooki.
Once you handle the northern enemies and the southern enemies start spawning, immediately jump down and slay as many as possible. Once most of them are dead, the bosses and last of the Air will spawn. Dispatch the bosses yourself and let the AA handle the Air.
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, repair and intervene. You will need every defense you can muster to beat the clock.
If Malthius or a Siege Roller spawn as a boss, dispatch them ASAP! The former can raise skeletons that can make you waste unnecessary time and the latter can be a drag to kill while other enemies attack alongside it.
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.
Vicious Strikes - Anything that benefits from the increased range. If you are using Dryad Defenses a lot, the World Tree will be best suited for this shard.
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.
CHARACTERS
Ngamahu - Lavamancer (AP DPS, Fissure of Embermount, Oil Geyser, Maw of the Earth Drake)
Lenneth - Dryad (Hero DPS, World Tree, Angry Nimbus)
Yojimbo - Squire (Hero DPS, Spike Blockade)
Apophis - Mystic (Hero DPs, Serpents Coil, Vipers Fangs, Snaking Sands)
Etanaru - Monk (AP DPS, Flame Aura, Lightning Strikes Aura, Skyguard Tower)
Kasuti - Mystic (AP DPS, Sand Viper)
Mishera - Adept (AP DPS, Earthshatter Tower, Hailstorm Tower)
Jenocres - Abyss Lord (AP DPS, Ramsters) [Dungeon Defenders II] Mastery IV - Crumbled Bulwark (5 Stars)](https://i.ytimg.com/vi/klm-TEeT_TY/mqdefault.jpg)
![[Doom II] Japanese Community Project (JPCP) - MAP20: Escape From UAC Space Base (UV-Max)
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 dont 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 wont 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 dont press the Fire button until the Results Screen displays or you will restart the level. [Doom II] Japanese Community Project (JPCP) - MAP20: Escape From UAC Space Base (UV-Max)](https://i.ytimg.com/vi/kq_qrn1CumA/mqdefault.jpg)
![[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)
