Uploaded December 2017 | Updated September 2026, 1 hour ago
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M3
Map: The Dead Road
For a Diversity Map and the affixes, this is going to be one of the more challenging maps as you are also imposed with a timed Battle Phase and you cannot lose any defenses. Overall, this map won't be too difficult as long as you are fast (I myself was 1 second over on w5 with my first run)..
5 STAR REQUIREMENTS
====================
- Survive all 5 waves
- All Battle Phases must be completed within 3 minutes or less
- No defenses can be destroyed or sold
- You must have at least 10 different types of defenses during all Battle Phases
- Do all the above in 1 run
PLAN
=====
Combining the barrier piercing towers (Ramsters, Earthshatter, Sand Viper, Obelisk and Flamethrower) with Traps, Auras and Nodes is the best way to ensure all angles are covered. The Obelisk has the added bonus of being map wide. You can use any method you wish for the Skeleton lane, but you will still need to wall up.
Diversify your Blockades and your Anti-Air and you should be able to cover most of your Diversity requirements (both AA and at least 3-4 walls). You will then be able to finish it off with barrier piercing defenses along with auras, traps and nodes.
Because of the time limit, it will be wise to defend BOTH Soul Stones and you should pull up your defensive line more closer to the spawnpoints, especially along the Forest Paths and the Eastern Soul Stone.
Some defenses when setup correctly (Angry Nimbus, Earthshatter and Weapon Manufacturer) can handle multiple lanes, allow you to save on DU splitting. Consider this when preparing defenses.
When building towers, make sure they are outside of range of enemies and not directly behind the walls. Showoffs (Javelin Throwers), Skeleton bosses or even Kobolds can easily cost you a 5 Star if you aren't careful.
At the Center lanes, you should consider using 1 or 2 Viper's Fangs as your blockade so that you can bubble up enemies for your Skyguard or Hailstorm to eradicate them. You will need a counter measure to dispatch any Geodes so these projectiles don't deflect.
You should keep tabs on all your blockades. Get involved with repairs and upgrades when needed.
If you see Malthius on a boss lane, dispatch him ASAP as his Skeletons will be a waste of time and resources.
For your hero, pick something that can move around the map well and can dispatch enemies swiftly. A hero with a Stun ability or Overwhelm shard is recommended for disabling bosses and Geodes. Dispatch Witherbeasts, Kobolds, Geodes and bosses as top priority as these do the most damage to defenses. A Serpent's Coil is recommended for healing purposes, especially if you play as a Mystic or Dryad.
HYPER SHARD RECOMMENDATION
=============================
Hyper Destruction - Any tower that is either facing bosses or handling multiple lanes or a specific one that is inost 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
============
Apophis - Mystic (Hero DPS, Serpent's Coil, Viper's Fangs)
Yojimbo - Squire (Hero DPS, Spiked Blockades)
Lenneth - Dryad (Hero DPS, World Tree, Angry Nimbus)
Jenocres - Abyss Lord (AP DPS, Skeletal Orc, Ramster)
Mishera - Adept (AP DPS, Earthshatter Tower, Flamethrower Tower)
Etanaru - Monk (AP DPS, Flame Aura, Skyguard Tower, Lightning Strikes Aura)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M3
Map: The Dead Road
For a Diversity Map and the affixes, this is going to be one of the more challenging maps as you are also imposed with a timed Battle Phase and you cannot lose any defenses. Overall, this map won't be too difficult as long as you are fast (I myself was 1 second over on w5 with my first run)..
5 STAR REQUIREMENTS
====================
- Survive all 5 waves
- All Battle Phases must be completed within 3 minutes or less
- No defenses can be destroyed or sold
- You must have at least 10 different types of defenses during all Battle Phases
- Do all the above in 1 run
PLAN
=====
Combining the barrier piercing towers (Ramsters, Earthshatter, Sand Viper, Obelisk and Flamethrower) with Traps, Auras and Nodes is the best way to ensure all angles are covered. The Obelisk has the added bonus of being map wide. You can use any method you wish for the Skeleton lane, but you will still need to wall up.
Diversify your Blockades and your Anti-Air and you should be able to cover most of your Diversity requirements (both AA and at least 3-4 walls). You will then be able to finish it off with barrier piercing defenses along with auras, traps and nodes.
Because of the time limit, it will be wise to defend BOTH Soul Stones and you should pull up your defensive line more closer to the spawnpoints, especially along the Forest Paths and the Eastern Soul Stone.
Some defenses when setup correctly (Angry Nimbus, Earthshatter and Weapon Manufacturer) can handle multiple lanes, allow you to save on DU splitting. Consider this when preparing defenses.
When building towers, make sure they are outside of range of enemies and not directly behind the walls. Showoffs (Javelin Throwers), Skeleton bosses or even Kobolds can easily cost you a 5 Star if you aren't careful.
At the Center lanes, you should consider using 1 or 2 Viper's Fangs as your blockade so that you can bubble up enemies for your Skyguard or Hailstorm to eradicate them. You will need a counter measure to dispatch any Geodes so these projectiles don't deflect.
You should keep tabs on all your blockades. Get involved with repairs and upgrades when needed.
If you see Malthius on a boss lane, dispatch him ASAP as his Skeletons will be a waste of time and resources.
For your hero, pick something that can move around the map well and can dispatch enemies swiftly. A hero with a Stun ability or Overwhelm shard is recommended for disabling bosses and Geodes. Dispatch Witherbeasts, Kobolds, Geodes and bosses as top priority as these do the most damage to defenses. A Serpent's Coil is recommended for healing purposes, especially if you play as a Mystic or Dryad.
HYPER SHARD RECOMMENDATION
=============================
Hyper Destruction - Any tower that is either facing bosses or handling multiple lanes or a specific one that is inost 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
============
Apophis - Mystic (Hero DPS, Serpent's Coil, Viper's Fangs)
Yojimbo - Squire (Hero DPS, Spiked Blockades)
Lenneth - Dryad (Hero DPS, World Tree, Angry Nimbus)
Jenocres - Abyss Lord (AP DPS, Skeletal Orc, Ramster)
Mishera - Adept (AP DPS, Earthshatter Tower, Flamethrower Tower)
Etanaru - Monk (AP DPS, Flame Aura, Skyguard Tower, Lightning Strikes Aura)
![[Dungeon Defenders II] Mastery IV - Molten Citadel (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M4
Map: Molten Citadel
This map is a hurdle, but only because the first two waves will make or break your strategy as you are both timed in building and you must have unique defenses. Once you are able to setup, maintenance is relatively easy.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build any Blockades
- You must complete all Build Phases within 30 seconds or less
- You cannot have more than 1 of a specific Defense at any time
- Do all the above in 1 run
PLAN
Because of a lack of Blockades and a Time Limit, you will need to use a Totem Frostbite, Obelisk and a Volcano to wall off opposition and the builders must be able to build at least 2-3 other defenses alongside it. .So having a good Apprentice, Mystic and Lavamancer that can fight will be paramount. Your 4th hero can be anything you need.
The Obelisks have not only the added bonus of being Map wide with Smite, but they also apply status ailments past Tier 1 and double as souped up Flamethrowers when your Mystic has Max Appeasement.
Make sure you understand the strength and weakness of each of your Blockades and give them Tower support that can balance both AOE and single target to cover all angles. You will be repelling not only Snooki, but you will have to push back Orcs and Warboars hacking at your psuedo-Blockade.
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 get past the initial attacks, the enemies spawn in a pre-set pattern. Before you move onto the next dogpile, slay all the difficult enemies (Snooki, Kobolds, Witherbeasts) or at least put it to a point that your Defenses can handle the opposition without your aid.
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, upgrade it or repair it and then intervene. You will need to ensure your faux-Blockades hold up, especially the Frostbites against Snooki and Kobolds. Make sure you also dont put towers too close to your Blockades if Skeleton-class bosses reach the wall.
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.
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
Arohongui - Lavamancer (Hero DPS, Volcano. Fissure of Embermount, Oil Geyser)
Kasuti - Mystic (AP DPS, Serpents Coil, Snaking Sands, Sand Viper, Obelisk)
Lezard Valeth - Apprentice (AP DPS, Frostbite Tower)
Etanaru - Monk (AP DPS, Skyguard Tower, Flame Aura, Lightning Strikes Aura)
Cinnamon - Series EV2 (AP DPS, Weapon Manufacturer, Proton Beam, Reflect Beam)
Shilf - Huntress (AP DPS, Poison Dart Tower, Blaze Balloon, Geyser Trap) [Dungeon Defenders II] Mastery IV - Molten Citadel (5 Stars)](https://i.ytimg.com/vi/jrradKWVRFI/mqdefault.jpg)
![[Dungeon Defenders II] Mastery III - Dragonfall Sewers (5 Cores)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M3
Map: Dragonfall Sewers
This level isnt a complete pest, but the lack of Anti-Air weapons can make this a problem if you dont pay attention. I botched this one about 4 times before I got it right myself. Like Siphon Site D, keep on your toes and you will be fine.
5 STAR REQUIREMENTS
- Survive all 5 waves
- All Valves and Main Pumps must stay above 90% health or more at all times
- No Anti-Air Defenses (Skyguards, Hailstorm)
- You must have at least 10 different types of Defenses during all Battle Phases
- Do all the above in 1 run
PLAN
Diversify your walls and anti-Geode defenses. This will more than likely cover the 10 types you need so you can use the same defenses in different lanes when needed.
Combining the barrier piercing towers (Ramsters, Earthshatter, Sand Viper, Obelisk and Flamethrower) with traps, Auras 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 and Weapon Manufacturer when placed correctly can handle the entire South side. Consider using these 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. The Weapon Manufacturer can do the same to multiple enemies.
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. This will be a problem if you plan on using them to stop air units as well.
Focus on dispatching Geodes, Shield Goblins, Witherbeasts and Kobolds. The smaller enemies can be dispatched by your defenses with ease. Dont forget to keep tabs on air units in the event you didnt setup Anti-Air, especially on the North Side.
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). If you plan on using a Lavamancer, make sure you setup at least 2 Fissures of Embermount (1 north, 1 south) for easy Molten Power Recovery. If you are using a Mystic or Dryad, have a World Tree and Serpents Coil.
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)
Apophis - Mystic (AP DPS, Vipers Fangs, Serpents Coil)
Jenocres - Abyss Lord (AP DPS, Ramster, Skeletal Orc)
Yojimbo - Squire (Hero DPS, Spiked Blockade)
Etanaru - Monk (AP DPS, Flame Aura, Lightning Strikes Aura)
Shilf - Huntress (AP DPS, Poison Dart Tower)
Cinnamon - Series EV2 (AP DPS, Weapon Manuifacturer, Proton Beam)
Mishera - Adept (AP DPS, Earthshatter Tower)
Marcion - Squire (AP DPS, Cannonball Tower) [Dungeon Defenders II] Mastery III - Dragonfall Sewers (5 Cores)](https://i.ytimg.com/vi/k07XeG7JX-I/mqdefault.jpg)
![[Doom II] Japanese Community Project (JPCP) - MAP32: Blood Fund Gang (UV-Max)
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
MAP32s concept is quite interesting: It takes place in a demon-filled bank. However, this map is bogged down by extremely crammed corridors, rooms with movement blocking objects, 2 silent alarms that flood rooms with large amounts of enemies at once and one of the most difficult secrets in the entire WAD to collect. This can be a disaster if you dont balance sensibility and speed., much like how a majority of Claustrophobia 1024 maps behaved.
MAP STATS
Map: 32 - Blood Fund Gang
Author: Toooooasty
MIDI: Binding of Isaac OST - Sacrificial (Piano ver.)
Enemies: 257
Secrets: 2
SECRETS
1) To the left of the lobby is a room with an elevator and a Hell Knight as its occupant. Climb the stairs, kill or lure out the Hell Knight and board the elevator from here (faster and safer as the direct approach triggers the silent alarm). Press the button and the elevator will descend slowly into the basement. At the bottom, you will find a sealed door. Open the door and press the red switch behind it. Use the green switch to go back up. Later on, in the room opposite of the Red Keycard (the one with all the monitors), you will now find a BFG9000 inside a compartment. The red switch removed a monitor panel that was blocking it.
2) Between the Red Keycard and the Monitor Room across from it is a white wall. At 5 minutes into the level, the wall rises for about 3-5 seconds and then closes again. You must get past the wall in this window or you cannot claim the secret. However, the wall can be raised from the other side permanently. Inside the room is 2 corpses. 3 squares forward and 1 square to the right (your right facing them) of the corpses is a tile that doubles as a switch that will lower the doors blocking the Vault (Stand a few steps from it and activate it). The vault contains a Megasphere and a Backpack. However, you must wait for the door to completely go down and then walk across the frame in order to trigger the secret as the linedef that registers the secret is height restricted (running across it without your feet on the ground wont register the secret).
TIPS
- You must keep tabs on your game time at all times. You should try to get to the Vault area around 4:00 - 4:50 in so that you can be ready to take the secret when you can. Remember: If you fail to get into the vault at 5 minutes, you will fail the UV-Max run!
- When you are going into the elevator for the secret switch, take it from 2F. If you go in through the 1F entrance, you will trigger the silent alarm and flood the lobby with Zombies and Cacodemons prematurely. This trap will trigger automatically when you open the Yellow Key Door. Save it for then since you can claim the MegaArmor from the top of the bookshelf with minimal resistance.
- Try to limit your combat in corridors. It will make dodging difficult, especially when you are facing Revenants and Baron-class enemies.
- To handle the Lobby Ambush, the best way is to grab the Megaarmor and then pick off Chaingunners and Shotgunners from the doorway going into the lobby. Take advantage of infighting and try to go out and get ammo when you can. When you leave the area, you should have 110 Kills when you are inside the 2-3F elevator.
- To handle the 3F ambush, trigger it and then camp outside the door a bit and slay anything that comes through, especially the Revenant, Cacodemon and Pain Elemental. Try to hunt down all the enemies as best as possible as the shaft for 3F to B1 opens up a teleporter that can ruin your run if a stray Imp walks across it.
- If you have some spare time in the Vault Area, use the Rocket Launcher and Plasma Rifle to kill off the enemies that spawn from the doors. Just be aware of the Cacodemons at the bottom of the stairs.
- When you use the Red Keycard, dont forget to press the switch next to the Blue Key switch. This switch will give you access to the safe behind the Red Keycard Door.
- Upon opening the Blue Switch, there should be 12 enemies left on the map (3 Pain Elementals behind the door and 9 more enemies at B2F). If this number is incorrect, you will have to hunt down stragglers.
- Past the Blue Keycard door is series of barrels. DO NOT DESTROY THEM! Instead get to the end and hide behind the UAC sign to protect yourself from the splash damage. This way, you take 0 damage and save some major seconds.
- The ramp containing the Archvile isnt the real exit. Once you kill it, open the garage door next to the ramp to find the real exit! [Doom II] Japanese Community Project (JPCP) - MAP32: Blood Fund Gang (UV-Max)](https://i.ytimg.com/vi/kOILm2CDyDA/mqdefault.jpg)
![[Doom II] Japanese Community Project (JPCP) - MAP16: Forlorn Defense Line (UV-Max)
Game: Doom II
WAD: Japanese Community Pack (JPCP)
Mode: UV-Tyson
Source Port: Zandronum 2.1.2
Recorded using Bandicam
MAP16 is another MAP06 kind of Map: There are many ways to clear it, but some are more safer than others. It took quite a few attempts to get down a path that would help me get an early Rocket Launcher since I kept getting stuck in the Blue Keycard balcony and the Archvile in the armory was no help either. I beat this map approximately 4 times and came close quite a few. This was sadly the least messy of my runs.
This run has its share of screwups (getting into the Backpack. Archvile bullshit and getting the Red Keycard were up there), but this is around the average time that I can complete this level in.
As for Tatsurdcacocaco as a Map Maker, he tends to focus more heavily on movement style maps. Which reflects in his playstyle (he relies heavily on movement and agility to get through maps). This map is a testament to his playstyle: Smart movement is key!
MAP STATS
Map: 16 - Forlorn Defense Line
MIDI: Heretic OST - Hells Maw (E1M8)
Author: Tatsurdcacocaco
Enemies: 185
Secrets: 4
SECRETS
1) In the hallway with the Rocket Launcher, there is a switch at the end. This switch drops the wall to reveal the Supershotgun Room. Before dropping down, hit the blue panel on the far wall with a Pistol bullet. This will lift a panel on the ground below to reveal a Box of Rockets.
2) Before entering the Blue Keycard structure, hug the edge of the structure from where the Mancubus was standing. You will eventually come to a Baron of Hell emblem. This emblem can be raised to reveal a compartment with Energy Cells.
3) In the Blue Keycard facility, you will enter a sewer and a switch. Press the switch button to reveal compartments containing Specters and Chaingunners. The wall of the compartment closest to the switch has an off texture wall inside (it is grey vs the brown). This wall can be raised to reveal MegaArmor.
4) In the cavern with the Red Keycard, there is an elevator in the pool in front of it that will take up back up if you fall. When lowered, this elevator also lowers a section of the rock wall nearby. In order to make it into the secret in time, you need to lower the elevator from the ground above. Stand at an angle and activate the elevator. Once inside, follow the water flow to a waterfall that will eventually lower to reveal a Soulsphere.
TIPS
- Ammo wise, you will be without a Backpack for half the level and Shells will be more commonplace than Bullets, Rockets and Cells. Try to use the Shotgun-class weapons as much as possible so you arent ammo starving for the Final Attack.
- When trying to take the 1st Combat Armor from the bunker, get the Chaingun first. It will be faster and safer at killing the Shotgunners than the Shotgun will.
- Before entering the Blue Keycard building, slay the Archvile inside the armory and blast some Revenants with the Launcher. This will save you A LOT of headaches when you get the Blue Keycard.
- When getting the Backpack, it is recommended to slay the Mancubus that is camping in front of the door. Save the Berserk Pack as a life line.
- Once you remove the blockade with the Keycards, quickly grab the rockets and cells, but leave the Soulsphere for later use (Secret #4 should ensure you got high health). From the wall closest to the Berserk Pack, use rockets to slay some of the Chaingunners until the air spawn. Once they do, slay the nearest Pain Elemental and Cacodemon then get the other 2. Once the air is dead, work your way through the enemies, using Rockets and Cells to kill them all. The Green Armor, Soulsphere and Berserk Pack will help you through this part.
- Pain Elementals and Archviles are the biggest threats in the level. Keep them under control by any means necessary! [Doom II] Japanese Community Project (JPCP) - MAP16: Forlorn Defense Line (UV-Max)](https://i.ytimg.com/vi/kT6FdrjOkg8/mqdefault.jpg)
![[Dungeon Defenders II] Mastery III - Unholy Catacombs (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M3
Map: Unholy Catacombs
The map itself is one of the easier ones, but this is one of those maps where the affixes can be your undoing. Careful placement and quick planning of defenses will be vital to complete this map for 5 stars.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You must complete all build phases within 30 seconds or less
- You cannot build more than 1 of a specific defense
- 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 and Nodes is the best way to ensure all angles are covered. The Obelisk has the added bonus of being map wide.
Off the bat, you must try to get at least your Blockades and 1 or 2 defenses setup before the 30 seconds are up. During the Battle Phases, you must build as much defenses as you can while holding off dogpiles. Make sure all your builders are combat capable.
When positioning towers, make sure they arent along the railings or directly behind the blockades. All it takes to fail this mission is some Lightning Bugs, Showoffs (Javelin Throwers), Kobolds or deflected projectiles to cost you a defense (My first attempt I lost my Serpents Coil doing this).
For your main hero, pick something that can move around the map well and can dispatch enemies swiftly. A hero with a Stun ability or Overwhelm shard is recommended for disabling bosses and Geodes. Dispatch Witherbeasts, Kobolds, Geodes and bosses as top priority as these do the most damage to defenses. A Serpents Coil is recommended for healing purposes, especially if you play as a Mystic or Dryad. Place the Coil in an area you can easily access the Orbs. Make sure your Blockade builders are also on the card 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 traps and nodes or use ranged near your towers to take full effect of this.
CHARACTERS
Jenocres - Abyss Lord (AP DPS, Ramster, Skeletal Orc)
Lenneth - Dryad (Hero DPS, All Defenses)
Apophis - Mystic (Hero DPS, Vipers Fangs, Snaking Sands, Serpents Coil)
Cinnamon - Series EV2 (AP DPS, All Defenses)
Mishera - Adept (AP DPS, Hailstorm Tower)
Etanaru - Monk (AP DPS, Flame Tower, Lightning Strikes Aura, Skyguard Tower)
Shilf - Huntress (AP DPS, Poison Dart Tower, Blaze Balloon) [Dungeon Defenders II] Mastery III - Unholy Catacombs (5 Stars)](https://i.ytimg.com/vi/kUIPMBUhxHM/mqdefault.jpg)
![[Dungeon Defenders II] Mastery II - Little Horn Valley (5 Stars)
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 Orcs 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 dont 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) - Vipers Fangs, Serpents 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, Serpents Coil
Mishera (Adept, AP DPS) - Earthshatter Tower
Arohongui (Lavamancer, Hero DPS) - Volcano
Agent Tanya (Gunwitch, AP DPS) [Dungeon Defenders II] Mastery II - Little Horn Valley (5 Stars)](https://i.ytimg.com/vi/kfBOT5Q12FM/mqdefault.jpg)

![[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)