Uploaded January 2018 | Updated September 2026, 1 hour ago
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M5
Map: The Throne Room
This Diversity map is an issue because you are forced to build defenses that are vulnerable to Cyber Orcs and aren't as effective against Dark Assassins. However, you can compensate for this with a strong hero and crowd control.
5 STAR REQUIREMENTS
====================
- Survive all 5 waves
- You cannot build any Tower-type Defenses
- You cannot have any hero deaths
- You must maintain at least 10 different types of defenses during all Combat Phases
- Do all the above in 1 run
PLAN
=====
Because you cannot build Towers, you will be forced to build Auras, Traps and Nodes and you will need to build them in a way that Cyber Orcs either cannot disable them or if they do, there are still other defenses to fight for you. Having a strong Dryad is recommended. Lightning Strikes Aura and Weapon Manufacturers with large ranges can be also effective.
Diversify your blockades so that you can cover most to all of your diversity quota. You will need all the Dryad and Monk defenses you can muster.
The best hope of containing Dark Assassins is to use Auras, Dryad Defenses and have some Geyser Traps to launch them off of your hero should it get locked. You will definitely need to use your hero to dispatch them as you are lacking Towers and Anti-Air for this map. If you wish to do a Last Stand, then do so at your own peril.
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.
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
============
Lenneth - Dryad (Hero DPS, World Tree, Angry Nimbus, Moss Hornet Nest)
Yojimbo - Squire (Hero DPS, Spiked Blockade, Training Dummy)
Apophis - Mystic (Hero DPS, Viper's Fangs, Snaking Sands)
Jenocres - Abyss Lord (AP DPS, Skeletal Orc, Colossus)
Shilf - Huntress (AP DPS, Explosive Traps)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M5
Map: The Throne Room
This Diversity map is an issue because you are forced to build defenses that are vulnerable to Cyber Orcs and aren't as effective against Dark Assassins. However, you can compensate for this with a strong hero and crowd control.
5 STAR REQUIREMENTS
====================
- Survive all 5 waves
- You cannot build any Tower-type Defenses
- You cannot have any hero deaths
- You must maintain at least 10 different types of defenses during all Combat Phases
- Do all the above in 1 run
PLAN
=====
Because you cannot build Towers, you will be forced to build Auras, Traps and Nodes and you will need to build them in a way that Cyber Orcs either cannot disable them or if they do, there are still other defenses to fight for you. Having a strong Dryad is recommended. Lightning Strikes Aura and Weapon Manufacturers with large ranges can be also effective.
Diversify your blockades so that you can cover most to all of your diversity quota. You will need all the Dryad and Monk defenses you can muster.
The best hope of containing Dark Assassins is to use Auras, Dryad Defenses and have some Geyser Traps to launch them off of your hero should it get locked. You will definitely need to use your hero to dispatch them as you are lacking Towers and Anti-Air for this map. If you wish to do a Last Stand, then do so at your own peril.
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.
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
============
Lenneth - Dryad (Hero DPS, World Tree, Angry Nimbus, Moss Hornet Nest)
Yojimbo - Squire (Hero DPS, Spiked Blockade, Training Dummy)
Apophis - Mystic (Hero DPS, Viper's Fangs, Snaking Sands)
Jenocres - Abyss Lord (AP DPS, Skeletal Orc, Colossus)
Shilf - Huntress (AP DPS, Explosive Traps)
![[Dungeon Defenders II] Mastery V - Ramparts Siege (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M5
Map: Ramparts Siege
The only real nuisance about this map is the fact you have a timed Build Phase and you are forced into using unique defenses. The startup will be rough, but the level isnt overall difficult once you get going.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build more than 1 of a specific defense
- All Build Phases must be completed within 30 seconds or less
- Both Gate Locks must stay above 90% health at all times
- Do all the above in 1 run
PLAN
Due to the affixes, you will have to let the Cannon fall and setup your defenses as a Last Stand, but not too close to the Gate Locks. You will also need to have your first 4 builders setup so they can build at least 2 different defenses (each should have the capacity for a Blockade) so that you can get everything setup on the 1st Wave. Make sure all builders are combat ready and are able to withstand Dark Assassins.
The Abyss Lord has the ability to instantly setup defenses during Combat Phases and has 2 Blockades. Take advantage of this by building his defense during the Combat Phase start.
An Obelisk and/or a Volcano with range increases can be effective at handling multiple lanes. The former has the added power of being map wide and doubles as a Flamethrower with a Max Appease Mystic on the field.
Anti-Air defenses and other defenses can help in dispatching Dark Assassins. Status ailments like Poison, Stun, Slow and Freeze can help at contending with Dark Assassins. If your hero has an ability that applies ailments, use it right away so you can disable as many Dark Assassins as you can. The Overwhelm Shard and Gato Pets Dazzling Sparkle can allow all heroes to apply Stun. The Earth Toss, Vipers Fangs attack and Geyser Traps can launch Dark Assassins off of you as well.
Aside from the Dark Assassins, you will need to be vigilant towards the other enemies as well. The Kobolds, Snooki and Witherbeasts are the biggest threats to your defenses. You will also need to factor in a Geode and a few Shield Goblins on Wave 4 and 5 (there is a bug in the game that spawns a group). If you see a Geode coming, immediately kill it before you get locked by a Dark Assassin.
Because of the way the enemies spawn on this map, you can easily move in a pattern. Once you slay all the tougher enemies, you should consider moving onto the next lane as your defenses can handle the stragglers. Dont forget to keep up your repairs.
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
Kasuti - Mystic (AP DPS, Vipers Fangs, Sand Viper)
Lenneth - Dryad (Hero DPS, All Defenses)
Yojimbo - Squire (Hero DPS, Spike Blockade, Training Dummy)
Jenocres - Abyss Lord (AP DPS, All Defenses)
Arohongui - Lavamancer (Hero DPS, Volcano)
Shilf - Huntress (AP DPS, Poison Dart Tower)
Etanaru - Monk (AP DPS, Skyguard Tower)
Mishera - Adept (AP DPS, Earthshatter Tower, Flamethrower Tower)
Marcion - Squire (AP DPS, Ballista, Cannonball Tower)
Tsumiko Kuri - Initiate (AP DPS) [Dungeon Defenders II] Mastery V - Ramparts Siege (5 Stars)](https://i.ytimg.com/vi/yR7c6Z98LDU/mqdefault.jpg)
![[Dungeon Defenders II] Mastery III - Siphon Site D (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M3
Map: Siphon Site D
The size of this map and affixes can make things incredibly intense and will require you to be on your toes. Once you get a pattern going, this map isnt too difficult compared to the others.
5 STAR REQUIREMENTS
- Survive all 5 waves
- No Hero Deaths at any time
- The Gate Control and the Main Valve must stay above 90% health at all times
- You cannot build more than 1 of a specific defense
- 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.
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.
Diversify your walls and spread out your Auras, Traps, Nodes and Piercing Towers in a way that they can work off each others strengths and weaknesses. Do not say put all your AOE defenses on one lane and leave single targeting in another.
Because of the limited space in the lanes, it will be paramount when a boss spawns that you engage it as soon as possible. Keep tabs on your health during battle, especially when engaging Geodes and Kobolds. Watch your footing and also repair and upgrade when necessary.
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. If you are using the Lavamancer like I did, place the Fissure in an area that can do damage and you can access it. Make sure one of your defenses is a World Tree or a Serpents Coil if you are a Dryad or Mystic and cannot heal.
HYPER SHARD RECOMMENDATION
Hyper Destruction - Any tower that is either facing bosses or handling multiple lanes. The Obelisk, Angry Nimbus and a well positioned Earthshatter or Weapon Manufacturer are good for this.
Vicious Strikes - Anything that benefits from the increased range.
Radiant Critical Power - The hero you will be most active with. Fight near your traps, auras and nodes or use ranged near your towers to take full effect of this.
CHARACTERS
Lenneth - Dryad (Hero DPS, World Tree, Angry Nimbus)
Jenocres - Abyss Lord (AP DPS, Skeletal Orc, Ramster)
Apophis - Mystic (Hero DPS, Vipers Fangs, Serpents Coil)
Kasuti - Mystic (AP DPS, Obelisk, Sand Viper)
Yojimbo - Squire (Hero DPS, Spiked Blockade)
Ngamahu - Lavamancer (AP DPS, Fissure of Embermount, Oil Geyser)
Etanaru - Monk (AP DPS, Flame Aura, Skyguard Tower, Lightning Strikes Aura)
Shilf - Huntress (AP DPS, Blaze Balloon, Geyser Trap, Poison Dart Tower)
Cinnamon - Series EV2 (AP DPS, Weapon Manufacturer)
Mishera - Adept (AP DPS, Earthshatter Tower) [Dungeon Defenders II] Mastery III - Siphon Site D (5 Stars)](https://i.ytimg.com/vi/y_t6CeFPaBU/mqdefault.jpg)
![[Doom II] Japanese Community Project (JPCP) - MAP09: The Three World (UV-Max)
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
Map09 kind of reminds me of the start to Tricks and Traps, but with more space, the Cyberdemon/Baron of Hell war is at the end and not having to go through sheer hell just to get things started. It took some practice but I managed to boil this map down to a science. The only real danger is getting out with the Yellow Key in one piece.
MAP STATS
Map: 09 - The Three World
Author: Tyousen121
MIDI: Doom I - On the Hunt (E1M6)
Enemies: 120
Secrets: 9
SECRETS
1) In the library room (the door to the right of the one facing you), when you throw the switch and slay all the enemies, you will see a lone Health Bonus in front of a bookshelf. This bookshelf can be lowered to reveal a Berserk Pack and access to the Green Armor room next door.
2) In the room next door to the Armor Library is the room with the Supershotgun and an Imp ambush. Slay all the imps and you will find the back corner wall has a Lion Emblem on it. You can walk through this wall to find some Rockets.
3) In the room behind the Red Key door, the wall with the UAC emblem can be raised to reveal some Health Bonuses
4) In the Blue Keycard room, pick up the card and you will reveal 2 Chaingunners and 2 Hell Knights. The Chaingunner in the corner with the skys fence can be walked through. You will land on a BFG9000 and some Plasma Cells. Use the elevator to get back up.
5) After fighting your way to the Yellow Keycard, the wall behind the card can be raised to reveal a Backpack.
6) In the giant room behind the Yellow Key Door, there is a switch you can press to bring down a Spider Mastermind. Slay the beast and you will also see a column of dripping blood. On the backside is a candle. Activate the blood wall facing the candle and it will lower an elevator at the entrance of the room. Ride the elevator up and travel around to get the Mega Armor.
7, 8 and 9) In the room with the Exit Switch, there is a another switch behind the Exit Switch. Walk around it and press this switch. This will reveal a Computer Map in a new room. The console in here can be used to open another room revealing Boxes of Rockets. Shooting the Locked sign with a Supershotgun can reveal the last treasure: A Megasphere!
TIPS
- Tackle the Library to the right first. This will give you an edge for the Armor and the Supershotgun rooms as there is a Chaingunner inside.
- Try to get the BFG from the Secret in the Blue Keycard. This will help you 1-2HKO the Spider Mastermind, saving on Cells for the Cyberdemon
- When you throw the switch to the Yellow Keycard, slay the Pain Elemental to your right first. This will help you in the long run. Use the other demons as meat shields if you must.
- In the room with the Cyberdemon, keep the powerups on standby until you need them. Use the Cyberdemon to infight the Barons of Hell into attacking it. Once all the Barons are provoked, make your attack with the BFG. It should take 1 shot to kill the Cyberdemon if it has sustained enough damage. Try to save enough for 1 round for the Archvile at the end of the level.
- Remember to grab the last 3 secrets before leaving! [Doom II] Japanese Community Project (JPCP) - MAP09: The Three World (UV-Max)](https://i.ytimg.com/vi/yoZdvYUxIQM/mqdefault.jpg)
![[Dungeon Defenders II] Mastery VI - The Dead Road (5 Stars, No Cores Lost)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M6
Map: The Dead Road
This map is manageable, but there are quite a few things that can go wrong and I have the failed runs to prove it. You must play careful and you definitely need intuition.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot have any Hero Deaths
- You cannot let a Defense get Destroyed
- You must maintain at least 10 different types of Defenses during all Combat Phases
- Do all the above in 1 run
PLAN
Diversify your Blockades and Anti-Air Defenses and you should cover most of your Diversity Quota. Once you accomplish this, you can then build multiple defenses of that type.
To combat Hex Throwers, you got 2 options. You can either play it defensively by setting up a Reflect Beam in front of your Blockades to deflect the Javelins. Or you setup offense in the vicinity where they throw their spears and slaughter them quickly. If you do the latter, try to set it up so you can waste as many smaller enemies as you can.
The Earthshatter and Angry Nimbus have the range to reach Hex Throwers at maximum distance if specced properly (the Shatter or the World Tree have Deadly/Vicious Strikes). They can also be angled in a way that they can affect more than 1 lane. The Obelisk also has map wide capabilities and can double as a Flamethrower with a Max Appeasement Mystic. Just make sure you dont position the Obelisk in a way it can easily get destroyed.
Be aware of your footing, especially if you fight near the trench or in the Northern lanes. Falling into a pit will cost you the 5 Star. The nothern area also is a problem as Hex Throwers tend to throw spears from the top of the cliff while you are fighting on the ground floor.
I would also recommend you protect both Soul Stones. Failure to do so will pull your defensive line dangerously close to the Cart AND you will need to worry about another lane for DU splitting.
If you have any Stun or Slow abilities, use them as an opener when attacking Hex Thrower 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 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.
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.
CHARACTERS
Lenneth - Dryad (Hero DPS, World Tree, Angry Nimbus, Moss Hornet Nest)
Yojimbo - Squire (Hero DPS, Spike Blockade)
Apophis - Mystic (Hero DPS, Serpents Coil, Vipers Fangs)
Etanaru - Monk (AP DPS, Lightning Strikes Aura, Flame Aura, Skyguard Tower)
Kasuti - Mystic (AP DPS, Obelisk, Sand Viper, Serpents Coil)
Shilf - Huntress (AP DPS, Poison Dart Tower)
Jenocres - Abyss Lord (AP DPS, Skeletal Orc, Ramster)
Mishera - Adept (AP DPS, Earthshatter Tower, Hailstorm Tower)
Cinnamon - Series EV2 (AP DPS, Reflect Beam, Proton Beam) [Dungeon Defenders II] Mastery VI - The Dead Road (5 Stars, No Cores Lost)](https://i.ytimg.com/vi/zA5rUbgm8lM/mqdefault.jpg)
![[Dungeon Defenders II] Mastery VI - The Throne Room (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M6
Map: The Throne Room
The affixes are pretty lame outside of Diversity. There are many ways you can win this map, just keep in mind you cannot repair things.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot repair any defenses
- You cannot build Anti-Air defenses (Hailstorm and Skyguard Tower)
- You must maintain 10 different types of Defenses during all Combat Phases
- You complete all the above in the same run
PLAN
By diversifying your Blockades, you can cover half or more of your Diversity Quota. Once this is done, you can use the rest on multiple defenses. Obelisks, Volcanos, Weapon Manufacturers, some Auras, Earthshatters and Dryad Defenses can be placed in various locations to handle multiple lanes. This helps with DU Splitting. Reflect Beams can be used to deflect Hex Thrower attacks and adds 1 to the Diversity Quota.
If you wish to further help in DU Splitting, you can let the Window Locks fall and do a Last Stand on the Throne. If you plan on doing this, you will have to kill the air units yourself or setup enough defenses to shoot down the air units themselves.
If you have a Fissures of Embermount with the Embermount Flames servo, these can be placed in front of the Spawners to burn up enemies. A few lanes stretch for some time and you can even kill units effectively before they reach your wall, especially if you do a last stand. If you plan on doing this, make sure you still maintain a Diversity Quota.
If a defense is about to fall, you will either need to upgrade it or sell and replace it.
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.
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 other defenses.
CHARACTERS
Apophis (Mystic, Hero DPS) - Vipers Fangs, Serpents Coil
Jenocres (Abyss Lord, AP DPS) - Skeletal Orc, Ramster
Yojimbo (Squire, Hero DPS) - Spike BLockade, Training Dummy
Lenneth (Dryad, Hero DPS) - World Tree, Angry Nimbus, Moss Hornet Nest
Cinnamon (Series EV2, AP DPS) - Reflect Beam
Mishera (Adept, AP DPS) - Earthshatter Tower, Flamethrower Tower
Kasuti (Mystic, AP DPS) - Serpents Coil, Sand Viper
Etanaru (Monk, AP DPS) - Flame Aura, Lightning Strikes Aura
Ngahamu (Lavamancer, AP DPS) - Fissures of Embermount
Shilf (Huntress, AP DPS) - Poison Dart Tower
Tsumiko Kuri (Initiate, AP DPS) [Dungeon Defenders II] Mastery VI - The Throne Room (5 Stars)](https://i.ytimg.com/vi/zBM-a2ATXDE/mqdefault.jpg)
![[Dungeon Defenders II] Mastery II - Temple of the Necrotic (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M2
Map: The Temple of the Necrotic
Timed Battle Phase and Temple of the Necrotic once again go hand in hand and once again it is the real annoyance of this map. Having swift heroes and defenses near the spawns will give you the time you need and you will need to compensate for lack of AA.
5 STAR REQUIREMENTS
- Survive all 5 waves
- All Battle Phases must be completed within 3 minutes
- You cannot build Anti-Air Defenses (Skyguards or Hailstorm)
- The Soul Stone, Relic and both Crystal Carts must stay above 90% health at all times
- Do all the above in 1 run
PLAN
An Obelisk and Volcano can handle multiple lanes if placed correctly. The Obelisk is map wide and the Volcano should be used in the Forest or in the Skeleton lanes to hunt down stragglers. If you got the Lavamancer on the card who built it, use him to move it around when necessary.
Due to the time constraints and size of the map, it is recommended to build close to the spawn with some slack to quickly dispatch enemies.
Because of the lack of Anti-Air, you will need to either hunt the air yourself or use towers like Poison Dart Towers or Sand Vipers or Lightning Strike Auras to dispatch them.
The skeletons that come out of the temple can be handled by any means since Cyber Orcs never spawn here. A Weapon Manufacturer with 2 nodes on the steps can be useful here. You will need to put Blockades to block skeletons that pass.
For heroes, use ones that can quickly dispatch bosses and groups, but it doesnt hurt to have a hero that can get around the map quickly, especially when navigating out of the forest.
HYPER SHARD RECOMMENDATION
Mass Destruction - Any tower you setup across more than one lane.
Vicious Strikes - The Volcano with this can cover a large chunk of the map or even the entire map if placed correctly. Otherwise, use something that will benefit from the extended range.
CHARACTERS
Yojimbo - Squire (Hero DPS, Spiked Blockade)
Arohongui - Lavamancer (Hero DPS, Volcano)
Kasuti - Mystic (AP DPS, Obelisk, Sand Viper)
Apophis - Mystic (Hero DPS, Seprents Coil)
Mishera - Adept (AP DPS, Earthshatter Tower, Flamethrower Tower)
Shilf - Huntress (AP DPS, Poison Dart Tower)
Jenocres - Abyss Lord (AP DPS, Ramster)
Cinnamon - Series EV (AP DPS, Weapon Manufacturer) [Dungeon Defenders II] Mastery II - Temple of the Necrotic (5 Stars)](https://i.ytimg.com/vi/zNwedZtkZYA/mqdefault.jpg)
![[Doom II] Japanese Community Project (JPCP) - MAP27: A Resplendent Emerald Green (UV-Max)
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
This is the apotheosis of what I consider to be a good map and my favorite of this WAD: Beautiful visuals, good music, challenging moments and not a BFG map (I am not a big fan of these). I wouldnt be surprised if burabojunior gets nominated a Cacoward in 2016 for Best Mapmaker at Doomworld. The only downside to this map is how extremely easy it is to screw up, either by human error (falling off or missing a timed Keen) or just downright horrible RNG in part of the enemy (Cyberdemon A and the enemies at the Gray Portal Tower). However, this was to be expected since Burabo also designed Map06 and that tested my patience and planning skills just as brutally.
MAP STATS
Map: 27 - A Resplendent Emerald Green
Author: burabojunior
MIDI: Maxime Tondreau - Castle of Despair
Enemies: 117
Secrets: 1
SECRETS
1) After entering the Gray Portal, ascend the staircase, throw the switch and enter the yard. To your left of the building in front of you, fall down the corner between the Revenants perch and the same building while hugging the wall. You will land on the base of the structure, which is slightly elevated from the acid floor. Follow the path to a Plasma Bulk Cell and a Box of Rockets. The teleporter here will take you back to where you were. DO NOT FALL OFF THIS PLATFORM!
TIPS
- Watch your footing! Falling off pretty much forfeits your UV-Max speed runs and there are plenty of places on this map where it can happen. If you arent in it for speedrunning, make sure you always have a Radiation Suit on. The floor at the bottom is a 20% damage floor and all portals on the ground floor take you back to the start.
- It is imperative that you know how to handle Berserk Fists for the Gray Portal Tower. You will need all the ammo you can muster for this level. Rockets and Cells will be more common than Bullets and Shells
- The 2 Cyberdemons are in awful spots on this map, making them both difficult to BFG safely. Cyberdemon A is on an elevated platform and Cyberdemon B is on a teleporter that takes you to the exit. If you must, use the Supershotgun or Plasma Rifle if you arent comfortable.
COMMANDER KEEN LOCATIONS
As stated on the map, you must find and kill all the Commander Keens to get access to the exit
1) Once you get through the first teleporter correctly, follow the Armor Bonuses behind the ammo boxes and you will find the candle where the Keen is
2) On the same island, there is a switch that lowers the elevator to take you to the portal. Press it and quickly follow the Armor Bonuses to the right (your left) of the switch. The candle you will see is where the Keen is. However, if you are too slow, a blockade will protect it and you will need to press the switch again to remove it.
3) Standing in front of the switch, turn around and move forward, You should see a candle to your right as you turn the corner. The Keen is in a hole behind the candle.
4) At the very bottom of the Gray Portal Tower, there is a set of steps leading to an elevator. The Keen is inside a hole inside the stone column at the base of the stairs.
5) Take the nearby elevator up. You should see a Keen in the stone column in front of you when it reaches the top.
6) On the other side of the stone column is the Yellow Skull Key gate. The Keen is hanging on the ceiling next to them.
7) Around the corner is the Gray Portal. There is a Keen up in the ceiling in the back corner behind the Gray Portal
8) To the left of the Gray Portal (your right if you are facing it) is a Skull Switch. Press it and quickly run around the Gray Portal and you should find a candle to the ground up ahead along the wall. There is a Keen inside the hole next to it. Be quick as the barrier protecting it will block it again.
9) Press the same Skull Switch and go right (facing the switch) then make a left at the first opening into the structure. Fall down without minimal moving at there should be a hole containing the Keen directly to your left. Make it fast (especially if you are speedrunning). Be careful with your momentum when getting this one. This Keen can ruin your Speedruns!
10) Go through the Gray Portal and slay all the monsters. In the hole opposite of where the Pain Elemental was hiding is another Keen. Stand at the edge of the torch platform and use rockets.
11) Climb up the steps while facing the opposite direction and you should see a Keen up on the ceiling near the top.
12) At the Yellow Skull Key room there is a candle next to one of the green torches. The Keen is directly above it.
13) After getting the Skull Key, go through the teleporter behind the Yellow Key bars and you will find a BFG9000. Before picking it up (it doubles as a teleporter that takes you back), kill the Keen in the hole behind it! [Doom II] Japanese Community Project (JPCP) - MAP27: A Resplendent Emerald Green (UV-Max)](https://i.ytimg.com/vi/zrpGXciQcOU/mqdefault.jpg)

