Eviternity II - D2All
Pwad:         Eviternity II.wad
Map:          01 to 37 (Following normal map progression.)
Skill:        5 (Annihilate Me (Sets coop_spawns 1))
Category:     UV-MAX, TAS, (Reality and Almost Reality not possible. See footnotes.)
Source Port:  dsda-doom 0.29.4
Completed:    2026-01-07
Time:         281:09 (4:41:09)
Complevel:    21
Author:       l0l1nd3r
YouTube:      https://youtu.be/MXlnbBAPqew

Thanks goes to Keyboard_Doomer for fixing the demo to be MBF21 format.

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Thoughts on my run.

Chapter I: Withered

  Map01: Elysium

    Not much is going on here. Run towards the exit, pop an Astral Caco along the way, and Exit.

  Map02: Vestige

    Expect a lot of pew pew pew. Shotguns and Berserk packs have all cleverly vanished, forcing the use of the pistol. Fortunately, it shoots faster and is perfectly accurate. So, pew pew pew. Until it is done.

  Map03: Sonder

    Expect some cheese where I pop the heart things and quickly escape the arenas so I can open everything up and get all the monsters in. Once that happens, it’s more efficient to finish the map, as the closed-off arenas get fully populated, and monsters are more likely to infight.

  Map31: Redshift

    The first secret map and the first missed monster of many. Don’t worry. No monster will survive. While the perforator is no BFG9000, it still packs a punch, always doing slightly over 1000 HP damage per 25 bullet volley, and is more suited for hitting distant targets or clearing a hallway.

  Map04: Engulfed

    Time to put the Perforator to good use on long lines of monsters, as well as use the BFG for wide groups of monsters.

  Map05: Departure

    There isn’t much to say about this one, other than that the Astral Arachnotron makes its first appearance. They have a solid attack and can easily help clear a room, if it weren’t for their high pain chance and relatively low hitpoints.


Chapter II: Sanctuary

  Map06: Rite

    A dark Tomb Raider-style map. Lack of ammo at the start forces the use of the berserk punch and careful ammo management. Maybe I should have gotten the chaingun first since bullets are the most plentiful. Berserk still carries me through this map, and there’s a decent supply of rockets to help deal with the heavies, including an Annihilator that guards the exit.

  Map07: Sovereign

    The first of many non-linear city style maps. My strategy is to always work from the outside edges inward, or clear one half of the map and all corridors, then work my way around. Grabbing the yellow skull is possible even without tool assistance. The Cyberdemon that guards the exit isn’t entirely useful, but it isn’t much of a threat either. Not for tool assistance anyway.

  Map08: Oblation

    A fun, colorful, very linear map. Lots of monsters to chuck rockets at. Or lots of rockets to chuck at monsters. Either way, the rocket launcher is going to get quite the workout.

  Map09: Quetzalcoatl

    The penultimate map of Episode 2, in my opinion. A huge central plaza that links to many separate underground temples and caves. They can be cleared in any order. Cells aren’t very plentiful, which is why I didn’t go for the BFG. The rocket launcher is more suited for tight corridors anyway, while the BFG helps with the final big fight.

  Map32: Charge

    The rockets I get at the start are going to have to serve me all the way to the slow lift with the Barron. No Super Shotgun in this map means relying on the berserk fist for some of the heavies, since it’s faster than the Shotgun. I primarily use the chaingun only on anything with less HP than an imp or commando. I’ll use the rocket launcher for tightly packed monsters, however. Routing also becomes a focus. I don’t want to visit an area more than twice, let alone once. I used Vytaan’s strategy of bringing all the pinkies and nightmare demons to the portal secret, where I could just pump rockets into them. I still have to check for any floating monsters that might get into inaccessable mineshaft. I also used Vytann’s Nightmare strategy again to break the final fight, so I would only have the floating monsters to deal with. It’s worth noting that breaking the sequence reverses the polarity, so to speak. Flipping a switch will de-energize the floor until the timer fills, at which point it will re-energize. The Grand Duke of Hell also makes its first appearance and is a glass cannon.

  Map10: Incinerate

    The Perforator, unfortunately, doesn’t have much time to shine in this episode, mostly because the BFG has significantly better overall DPS. Still, it’s useful for nailing tanky targets at longer distances, like the central Cyberdemon. The Astral Mancubus also makes its first appearance here, and they’re more than capable of going toe to toe with Cyberdemons 1 on 1.


Chapter III: Petrified

  Map11: Titan

    Tech base blended with ruins of heaven. The chaotic opening fight is easy with tool assistance. The rest of the waterways get a little non-linear, but ultimately, I clear everything out, go inside via the eastern side, and have a little fun popping lost souls along the way. This also allows me to get a jump on some hitscanners and make a linear path. On the roof is where I see just how freakishly overpowered the Astral Mancubus is. If there’s one monster that can stand toe to toe with a Cyberdemon in Eviternity II, it’s the Astral Manc. Astral Cacodemons are a good second if they can surround a Cyberdemon in large numbers.

  Map12: Collaspse

    First things, first: Tap the linedef to start the final fight. Once everything is unlocked, the final fight will start instantly. There is also a spot where, if a monster gets missed, it’s impossible to go back to get 100% kills. Naturally, with the whole map being an arena that slowly gets opened up, I’m going to unlock everything as quickly as possible. Tool-assisted speedruns thrive in chaos.

  Map 13: Colossicus

    Two courtyards with a central fort in the middle. I leave the Cyberdemon to deal with the astral cacodemons and anything else I can coax into hitting it. Then I leave it to deal with the courtyards, before returning to finish it off. I barely touch the Cyberdemon. It gets surrounded by Astral Cacodemons and roasted.

  Map 14: Equanimity

    Huge city map with some clever puzzles. Fortunately, they can both be solved in twelve moves. The sliding block puzzle actually starts solved, then shuffles after the map starts. The peg puzzle was a little trickier, and I had to look up a solution. Plus, it doesn’t help that I’m being chased by a Revenant missile. The barrel puzzle is reminiscent of a companion cube. This is also the first time where floor damage seems unavoidable due to the placement of an item. Oh, and there were monsters to kill, and maybe 1 tic of invulnerability left in the death exit. It was tight.

  MAP33: Catalyst

    Battletoads anyone? Death Star Trench Run? I could have fought the angle change through the silent teleport lines for a faster time, but I thought to keep it casual by just holding MF50 and precisely strafing past the laser gates. As long as the player’s origin point is not on a kill floor during a game tick, nothing happens. It’s why collision checks fail sometimes with Manc fireballs. Oh, and where did that BFG9000 come from at the start? :P

  Map 15: Rubicon

    Out of the secret map with all my guns and fully loaded. I don’t even wait for the bass drop before I’m already fighting the Vail Imps. Having the BFG9000 before getting the red key makes the fight for it trivial. The rest of the map is fighting monsters, triggering infighting, and doing cleanup. The optional secret fights are a nice touch. Crushers are very underutilized.


Chapter IV: Bastion

  Map 16: Barbican

    My favorite chapter. The architecture, the music. Everything just flows together so well. As for the map itself, in normal gameplay, it’s very hard to get established, especially if one doesn’t know where to go. With tools, it’s easy to focus on the goals. Get the keys, open the map, kill monsters, and go to the secret exit.

  Map 34: Freya

    A whimsically monster-infested garden. Vail Imps really like to put a damper on my movement. Luckily, with tools, I can see them, even if they think I can’t. There’s not too much to say about this map, other than getting to witness how overpowered the Astral Manc is. That full spread volley is nothing to shake a stick at.

  Map 17: Perdita

    I’m always happy when I can enter a map fully loaded. I go to get the Super Shotgun and Backpack secrets, just to tag them, then go for the Red Skull as soon as possible. The monsters in the starting area aren’t going anywhere and will be joined by reinforcements when I open the gate anyway. I’ll deal with them all then. The forested area was a royal pain; I should have re-worked it, but I kept it as is since human mistakes add character. The final fight was reworked, however, as the entire north wall doesn’t block floaty monsters from getting outside the arena. Floaty monsters get stuck behind decorations and won’t come back. Under normal circumstances, this shouldn’t be a problem, but I was expecting both the cyberdemons to get roasted.

  Map 18: Malaise

    Great big fortress, once I’m done with a troll secret, I get to work ridding the fortress of demons. The second secret is a bit of a troll, too. This map feels linear enough to feel open and explorable, but with one critical path. There are plenty of boxes of ammo for the Perferator to really shine here, and the BFG9000 really trivializes the yellow skull fight and comes in handy again for the bridge fight.

  Map 19: Spellbound

    A medieval town set near some wetlands. The first secret would have been tricky to come out of unscathed if not for prefiring the BFG for the tracer effect. The Megasphere secret is still a good one. Otherwise, this is an easy map to clear out, as I don’t need to retrace any paths.

  Map 20: Dominion

    Another great big fortress with many possible paths. My strategy is to balance pursuing the keys and the secrets while avoiding revisiting an area. The central Cyberdemon isn’t very useful, but very low priority since I can simply avoid its rockets. The exit arena is timed, so I don’t take it too seriously, instead letting the Cyberdemon get killed from infighting.


Chapter V: Hyperborean

  MAP21: Numb

    Frozen tech base and very little in the way of rocket ammo. Hitscan ice skating rink. Demon ice skating rink. Lots of trees for monsters to hide behind. This is where I also start to take things a little slower. I don’t like to let Arch-Viles out too early, not when the astral monsters already do such a good job of limiting my movement. The central tech base becomes a single long corridor, where the Revenants hovering around the exit can distract an arch-vile after hitting the Red and Yellow switches.

  MAP22: Inclement

    A slaughtermap. This is 100 percent a slaughtermap. Once I figured out the best path to the rockets, the rest was easy. When I was ready to exit, I missed two resurrected imps of all things, which would have made my time under six minutes. Now, if only I saved that invulnerability sphere...

  MAP35: Parallel

    Eh, the BFG9000 is overrated anyway. It just gives the performer more time to shine. This one is very other-worldly with silent teleport shennagians. The main goal is to hit the seven switches to access the exit. The Nightmare Astral Cacodemon also makes an early appearance. Fortunately, they’re easily dealt with here. They won’t be later. Also, I finish the map before the music gets good.

  MAP23: Thaw

    Great big frozen tech base with a lot of possible paths to take and for monsters to get lost in. I also won’t have the BFG9000 for the rest of the episode. Enjoy monsters being murdered to smooth jazz.

  MAP24: Temeraire

    Gather just enough bullets to pop the Arch Vile in the back, then run for the blue key, clear caves on my way back to the yellow key. Get the yellow key and clear the southern part of the base on my way to the red key. Red skull fight, yellow skull fight, blue skull fight. Shoot a bunch of cyberdemons with a battleship.

  MAP25: Boreas

    An actual boss. If only I had some Disks of Repulson. At least the Necromenace falls easily enough to the perferator, and thankfully, he doesn’t have those annoying spell cubes. Those Wrathverge ghosts are just as bad, though, but easily shot away or avoided. Two more come back for a second round, and they like to resurrect monsters, don’t infight, and are immune to splash damage.


Chapter VI: Celestial

  MAP26: Myriad

    This is where Eviternity 2 stops playing around. This map feels like something out of Sunlust, with its dark atmosphere. I do Destroy first to get the BFG. It will be useful for Conceal. I also had perfect RNG with the Cybderdemons, and they all died in two shots. Endure is where it’s impossible to avoid the 199% damage. In Passage, the path is perfectly clear with the full automap. Silence is as creepy as ever, and if messed up, one will quickly learn what assholes Nightmare Astral Cacodemons really are. Evade is two minutes of dodging monster fireballs. I get the perferator on the Crescent Moon island secret, and unfurtunatlly not really sure how to conduct the fight, except to start by avoiding the hitscanners. The final fight is just like running around as a headless chicken while taking potshots at anything that gets too close.

  MAP27: Empyreal

    There are two keys to collect, and they can be done in any order before unlocking the final fight. There is also a secret fight right after in order to get 100 percent kills and secrets.

  MAP28: Afterimage

    A relatively short map for being this late in the game. Two keys need to be collected, and there are ambushes aplenty, as well as a chaotic final fight with two Necromenace. One with a commanding view from nearby cliffs, and another that gets lost in the crowd. I want to stay out of sight from the cliff side Necromenace so he doesn’t throw out his Wrathverge minions.

  MAP29: Maelstrom

    This map is very open and quickly becomes chaotic as eighty Cacodemons slowly float in from the far-off towers. They can’t get into the map itself; instead floating over the void. Luckily, there’s a teleport line surrounding the whole map that will help capture any stray cacos and bring them to the center of the map. Collecting the skull keys appears entirely optional since opening the secret exit involves clearing only two secret fights.

  MAP36: Kenosis

    If there is that one map that tests my sanity, this is it. When I first came to Kenosis, I was expecting a sequel to Anagnorisis, not an inverted cross chapel surrounded by a seven-pointed pentagram, and fights that would put Sunder to shame. I never actually finished this map before, so I’m running it partially blind. After dealing with the first fight, I chose the Super Shotgun Arena to the west, which meant slowly dealing with the Astral Mancs with the Pump Shotgun because it had a tighter pattern. This is also where the first heart is. I wanted the Rocket Launcher immediately to the south. If efficient enough, it’s possible to kill all the Astro Baby Cacos before the corners open up, then go for the other Rocket Launcher in the Northeast and pop the second heart. Because it was the next logical place, I went to the monster condominium to get the plasma rifle. There’s nothing quite like getting Astral Mancs to fight a Cyberdemon while I burn rockets, dealing with all the Revenents and Astro Aracnotrons. The first phase of the Chaingun fight feels like I’m on a safari at first, taking down Arch Viles. Once the arena opens, I simply want to get out. Chaingunners are S-Tier dangerous for a reason. I saved the Cyberdemon carousel for last, since it looked the easiest. Once I collect the last item and get inside the chapel, it’s easy enough to clear the three additional fights. I’ll have to keep in mind that the Arch Vile platform in the blood pit turns into a monster kill floor once the arena is opened up. The final fight is anything but easy, since even with partial invisibility, I still have to hide from the Arch Viles without getting shot by a golden BB. The four Necromenace are easy enough to deal with once I get the Arch Viles out of the way. My priorities with any fight will almost always be Arch Viles unless they’re very distracted, followed by hitscanners, then projectile throwers.

  MAP30: Cosmology

    What Absolute Origin? It’s kind of a joke when making a TAS run. The Nightmare Astral Cacodemons gave me more trouble than the Absolute Origin ever could. The perforator makes short work of the Origin, too.

  MAP37: Credits

    This is still a map with a legitimate exit. Tap Oblation, Engulfed, Dominion, and Numb, kill more Astral Baby Cacos, and... Done.

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YouTube Timestamps

Chapter I: Withered
01: Elysium - 0:00 | 02: Vestige - 1:46 | 03: Sonder - 5:39 | 31: Redshift - 10:19 | 04: Engulfed - 18:01 | 05: Departure - 22:11
	
Chapter II: Sanctuary
06: Rite - 28:18 | 07: Sovereign - 32:51 | 08: Oblation - 42:46 | 09: Quetzalcoatl - 49:17 | 32: Charge - 58:36 | 10: Incinerate - 1:15:54

Chapter III: Petrified
11: Titan - 1:18:56 | 12: Collaspse - 1:28:38 | 13: Colossicus - 1:34:01 | 14: Equanimity - 1:41:07 | 33: Catalyst - 1:52:25 | 15: Rubicon - 1:55:52

Chapter IV: Bastion
16: Barbican - 2:04:58 | 34: Freya - 2:12:56 | 17: Perdita - 2:18:41 | 18: Malaise - 2:26:39 | 19: Spellbound - 2:34:49 | 20: Dominion - 2:40:07

Chapter V: Hyperborean
21: Numb - 2:48:43 | 22: Inclement - 2:56:21 | 35: Parallel - 3:02:27 | 23: Thaw - 3:07:33 | 24: Temeraire 3:16:57 | 25: Boreas - 3:30:44

Chapter VI: Celestial
26: Myriad - 3:33:26 | 27: Empyreal - 3:47:54 | 28: Afterimage - 3:57:00 | 29: Maelstrom - 4:01:38 | 36: Kenosis - 4:10:00 | 30: Cosmology - 4:43:13 | 37: Credits - 4:49:00

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Level Stats:
MAP01 -  1:43.20 (  1:43)  K:    1/1     I:  0/0   S:  0/0
MAP02 -  3:08.23 (  4:51)  K:  133/133   I:  1/1   S:  2/2
MAP03s -  4:36.54 (  9:27)  K:  254/254   I:  4/4   S:  4/4
MAP31 -  7:26.63 ( 16:53)  K:  639/639   I:  1/1   S:  4/4
MAP04 -  4:06.11 ( 20:59)  K:  274/274   I:  2/2   S:  4/4
MAP05 -  6:03.23 ( 27:02)  K:  593/593   I:  8/8   S:  5/5
MAP06 -  4:00.69 ( 31:02)  K:  119/119   I:  5/5   S:  3/3
MAP07 -  9:51.34 ( 40:53)  K:  624/624   I:  2/2   S:  5/5
MAP08 -  6:26.77 ( 47:19)  K:  378/378   I:  2/2   S:  4/4
MAP09s -  9:14.91 ( 56:33)  K:  683/683   I: 10/10  S:  6/6
MAP32 - 16:56.66 ( 73:29)  K: 2701/2701  I: 14/14  S: 10/10
MAP10 -  2:58.34 ( 76:27)  K:  280/280   I:  6/6   S:  3/3
MAP11 -  9:05.86 ( 85:32)  K:  480/480   I:  4/4   S:  3/3
MAP12 -  5:18.54 ( 90:50)  K:  697/697   I:  2/2   S:  3/3
MAP13 -  7:02.77 ( 97:52)  K:  331/331   I:  3/3   S:  2/2
MAP14s - 11:14.29 (109:06)  K:  664/664   I: 16/16  S:  5/5
MAP33 -  3:04.91 (112:10)  K:    4/4     I:  0/0   S:  0/0
MAP15 -  9:02.77 (121:12)  K:  478/478   I:  6/6   S:  5/5
MAP16s -  7:15.17 (128:27)  K:  499/499   I:  7/7   S:  4/4
MAP34 -  5:23.26 (133:50)  K:  370/370   I:  2/2   S:  4/4
MAP17 -  7:54.06 (141:44)  K:  625/625   I: 10/10  S:  4/4
MAP18 -  8:06.43 (149:50)  K:  802/802   I:  7/7   S:  5/5
MAP19 -  5:14.66 (155:04)  K:  422/422   I:  8/8   S:  3/3
MAP20 -  8:31.89 (163:35)  K:  547/547   I: 11/11  S:  6/6
MAP21 -  6:54.29 (170:29)  K:  328/328   I:  5/5   S:  2/2
MAP22s -  6:02.91 (176:31)  K:  642/642   I: 12/12  S:  5/5
MAP35 -  4:43.51 (181:14)  K:  298/298   I:  8/8   S:  2/2
MAP23 -  9:19.26 (190:33)  K:  640/640   I: 11/11  S:  5/5
MAP24 - 13:43.66 (204:16)  K:  888/888   I: 25/25  S:  6/6
MAP25 -  2:38.34 (206:54)  K:  268/268   I:  4/4   S:  0/0
MAP26 - 13:51.46 (220:45)  K: 1542/1542  I: 13/13  S:  7/7
MAP27 -  9:01.83 (229:46)  K:  451/451   I: 13/13  S:  4/4
MAP28 -  4:34.57 (234:20)  K:  328/328   I:  2/2   S:  3/3
MAP29s -  8:18.46 (242:38)  K:  521/521   I: 13/13  S:  2/2
MAP36 - 32:37.40 (275:15)  K: 3777/3777  I: 38/38  S:  0/0
MAP30 -  4:35.80 (279:50)  K:   81/78    I: 12/12  S:  0/0
MAP37 -  1:19.60 (281:09)  K:    0/0     I:  1/1   S:  0/0

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Footnotes:
Many maps have death exits: either for the end of a chapter, or when entering the secret exits.
Map14: Soulsphere at 4501, 634 is far enough into the damaging floor for damage to be unavoidable.
Map26: Direct damage in the "Endure" section is unavoidable. Floor damage in the "Evade" section also seems unavoidable.
Viddump took 13 hours, 26 minutes, and 8.83 seconds.

Warp to the end, join after killing last monster. Save a new exit.
.\dsda-doom.exe -iwad doom2 -file "Eviternity II" Evit2_demo -cl 21 -skill 5 -warp 37 -skipsec 75 -recordfromto evit2d2allx28109 evit2d2allx28109P -noautoload -nomusic -tas -build