Uncertified

uncertified is a BOSS map in Item Asylum.
==Overview==
The setting for the map takes place at a location very similar to towny, housing many similarities with the aforementioned map, though also many key details and differences that set the map apart from it, such as some notable locations being replaced with others. Needless to say, it takes place in a small town enclosed by a gray boundary with nothing beyond it but a void of orange sky, suggesting a time during evening. There is a small pond seen at the top left, a shopping area at the top right, a pizza restaurant on the bottom left, and a small park consisting of pathways leading to a statue resembling the item asylum icon logo. The players can also see sandbag blockades close to the park. There are also assorted houses that vary in color, roofing, and sizes, same applies to the trees. The player can also find a punctured hole at the back of the windowed shop with nothing in there, implying some sort of robbery occurred during or prior to the boss fights.
==Gameplay==
The map functions very differently in comparison to other boss maps, featuring a 'tower-defense' system as the players fight hordes of varying hostile combat dummies, through the course of multiple waves and bosses in later times of such. The mode relies on teamwork and comes with a variety of stipulations otherwise. Just like other maps, you will start with 8 lives, but two lives after a wave (assuming the player either doesn't have any more lives remaining, in which they will only get one life, or they have all 8 lives).
===Statue Status===
The statue, known as SILLYSTATUE, has a base health of 12,500 that decreases by 500 for every player in the server. It serves as the point of interest for both the enemies and players alike, requiring defense against the former by the latter. 
===Waves===
Waves are the groups of Combat Dummies that come attacking the players and the statue, and vary in their abilities. The points of where the dummies spawn are indicated with a large icon. Waves either come as a whole, or split into halves or thirds. The wave progression is indicated by a red bar below the statue's health bar, and finishing a wave is indicated with the red bar reaching 100% and playing a Plants vs. Zombies winning jingle. Reaching the halfway/thirdway point will make the timer reset back to 8 minutes. 
The mode features a set of 6 total waves, each with their own mechanics and gimmicks.
Wave 1 - Spawns only Combat Dummies. This has 2 parts. 10 base combat dummies spawn in part 1, and 10 more spawn in part 2. The first part is when the boss starts, and the second part is after the red bar is at 50%.
Wave 2 - Spawns Combat Dummies, in addition to a few KamiDummies spawning at the first half of the wave, the latter of which is replaced by Combat Soldiers in the second half of the wave. Spawns 3 base KamiDummies and 10 combat dummies on part 1. Spawns 3 base Combat Soldiers and 10 combat dummies on part 2. The first part starts at 0%, and the second starts at 50%.
Wave 3 - Features Combat Dummies, KamiDummies, and Combat Soldiers all in one. Spawns 3 base KamiDummies, 5 combat soldiers, and 10 combat dummies. In the second part, 4 Kamidummies spawn, 7 combat soldiers spawn, and 10 combat dummies. The first part starts at 0%, and the second part starts at 47%.
Wave 4 - Similar to its preceding wave, though Combat Mages now spawn. Spawns 10 base Combat Dummies, 5 KamiDummies, 6 Combat Soldiers, and 2 Combat Mages. At the second part, it spawns 10 base Combat Dummies, 5 KamiDummies, 10 Combat Soldiers, and 5 Combat Mages. The first part of the wave starts at 0%, and the second part starts at 44%.
Wave 5 - A slot machine with three slots is shown for the players. There are four possible outcomes, three of which have bosses. Each outcome has a wave of Combat Dummies. Each of the four outcomes uses an icon, and can be one of the following: 
*A regular wave - This features all four dummy variants. Spawns 10 base combat dummies, 5 kamidummies, 5 combat soldiers, and 5 combat mages.
*Count Dracombat - This features a unique variant of combat dummies, those being Combat Vampires. A few Combat Mages are also added along the wave. The main target that spawns is Count Dracombat, which is a vampire-like dummy wearing a cape and tophat along with holding a staff. This wave spawns 10 base Combat Vampires, and 2 Combat Mages, as well as Count Dracombat.
*Sir Combat - Only Combat Dummies and Combat Mages spawn, though the number of mages has somewhat increased. The main target that spawns is Sir Combat, which is an armored up dummy holding a sword. This wave spawns 10 base Combat Dummies, and 5 Combat Mages, as well as Sir Combat.
*Minos Dummy - All dummy variants except for Combat Mages spawn. The main target that spawns is Minos Dummy, which is a translucent and luminescent dummy emitting light. This wave spawns 10 base combat dummies, 3 kamidummies, and 5 combat soldiers, as well as Minos Dummy.
Each outcome has their own gimmicks and are divided into thirds for the wave, and happen accordingly in the order of their slot position, one immediately following the previous. There can be multiple instances of each outcome. The percentages are not listed because they vary too much to be accurate.
Wave 6 - Functioning as a normal wave, its main gimmick is that the Combat King, an enlarged dummy royally dressed, now makes his appearance. No Combat Mages spawn in this wave. This wave is a whole wave, meaning that dummies spawn constantly until there are no more. Being the final wave, once it is complete, it will result in the players' victory. This has 10 base Combat Dummies, 3 KamiDummies, and 5 Combat Soldiers.
===Defeat===
There are currently three ways the players can fail to beat the mode:
*If the SILLYSTATUE is destroyed
*If all players lose their lives
*If time runs out in any given wave
==Tips==
For tips on individual bosses/NPCs, please view their respective page.
* The spawn area is the safest part of the map as it is away from enemy spawns and paths. However, Combat Mages and bosses can still pose a threat.
* The tops of buildings are very useful for regaining health, as it is out of most enemies range. Alternatively, they can be used to lure mini bosses away from players without being in range of their attacks.
* If the current wave is about to end and you are at maximum lives, then consider if you should reset for a better kit if you aren't satisfied with your current loadout as you will get a life back once the next wave starts.
* SILLYSTATUE will not regain health with the exception of lute, #teamtrees, earth tome's apples, and virtuoso's dream melody and melody orbs. Protection of the statue is key to survival.
* Combat Dummies, KamiDummies, and Combat Soldiers have brief spawn immunity, making fighting close to spawns particularly dangerous.
* Teamwork is essential for waves with multiple spawns.
* Working together to play both offensively and defensively can be a successful strategy.
==Interactive Map==
==Gallery==
File:Uncertified dummy spawn 1.png|One of the possible Combat Dummy spawns.
File:Uncertified dummy spawn 2.png|Ditto.
File:Uncertified dummy spawn 3.png|Ditto.
File:Uncertified dummy spawn 4.png|Ditto.
File:Uncertified dummy spawn 5.png|Ditto.
Lore.png|Jean posting the lore about uncertified.
File:Uncerttzombiestation.jpg|A graffiti featuring uncertified in zombiestation.
==Audio==
<tabber>
|-|Waves 1-3=
Song Info 	
 	Robloxians Vs Dummies V1
File 	
BPM 	160
Key 	A♭ minor
Time 	1:46
Remixer 	Aden Mayo
Composer 	Supershigi
References	Loonboon
Note 	
In-game, the music is slightly different.
|-|Waves 4 & 5=
Song Info 	
 	Robloxians Vs Dummies V2
File 	
BPM 	160
Key 	A♭ minor
Time 	1:46
Remixer 	Aden Mayo
Composer 	Peter McConnell
References	Loon Skirmish
|-|Wave 6=
Song information 	
 	Captain Imaginare
File 	
BPM 	150
Song Length 	2:02
Original Composer	LEBWEE
Reference 	Original Content
|-|Wave 6(Old)=
Song Info	
 	Opening Theme
File 	
BPM 	110
Key 	A minor
Time 	2:48 (after first loop)
Composer 	Daniel Bautista de Cabo
Reference	Opening Theme
</tabber>
==Trivia==
*While very different, this map is actually the second instance of a boss map introducing waves, the original being santa. 
**It is, however, the first map to implement a tower defense-based map in the game.
*The map currently holds the greatest number of bosses out of every boss, coming at four bosses. 
**The achievement was formerly held by the Beta Devs at three bosses.
*This boss fight references Plants vs Zombies: Garden Warfare and PvZ GW2, specifically the Garden/Graveyard Ops gamemodes.
**the music for wave 1-5 are remixes of either the Loon Boon theme or the Loon Skirmish theme from GW1 and 2
*The fanfare that plays when a wave ends comes from Plants vs Zombies 2 which plays when the player wins an arena battle.
*When the statue is destroyed, Combat Dummies and KamiDummies won't move due to there being no statue to attack. Combat Soldiers and Combat Mages, however, will still attack. Combat Soldiers prioritize players, while Combat Mages only attack players.
*Interestingly enough, the dummies are voiced by the main developers, just slightly higher pitched to make it sound different in-game, while Combat King's voice are all of the 3 combined. 
**The one exception to this rule is the Minos Dummy, who uses Minos Prime's lines from its reference game, ULTRAKILL.
*On some occasions, the bosses' icons can appear to be desaturated.
*If the player recently joins a round of uncertified when it has already been started (by getting revived after the round ends), they wouldn't receive any points when the round has been finished.
*You can teleport the tower using presidential key.
**For an unknown reason, this breaks the pathfinding of Combat Soldiers and Minos Dummy, thus preventing them from targeting any player.
*It is possible to steal a Combat Dummy's weapon (if they have one) with borrow.
*This boss is currently the longest round in the game (could be tied with the TC rounds).
*Like other bosses (Weegee, Klevinoroto, and Ithor), uncertified has been given a joke name by the JPX/Item asylum discord server nicknamed “unverified boss”. 
**The name originates from a bug report similar to the others.
== Changes== 
*v1.7.0 [🎂]
**Changed Combat King theme to Captain Imaginare
*v1.6.0
**Slightly changed the AI of combat soldiers, kamidummies and sir combat.
**Weaponless Combat dummies attack faster.
** Kamidummies damage doubled and will mainly target the statue.
**Combat Soldiers do more damage and will use their RPG attack first before shooting.
**Combat vampires health doubled.
**Sir Combat will now dash towards players if nobody is in range until he lands an attack and will attack the statue, along with a few animation changes.
*v1.5.5
**Made the outlines slightly redder.
*v1.4.0 [🎃] 
**No longer heals each wave.
**Combat Mages no longer can teleport out of bounds and softlock the players.
**Slightly less dummies spawn each wave to deal with lag, however Combat Dummies have a larger pool of items they can spawn with, and all minions now deal the same amount of damage as the normal item (i.e. random rumble used to deal 11 damage, now does 22). The bosses remain unchanged.
*v0.9.0 [⚔️]
**Added uncertified.
Category:Maps
Category:Boss Maps
Category:Original Assets
Category:Based on media