Uploaded December 2016 | Updated September 2026, 1 hour ago
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
I found Map10 to be quite the challenge but it was not as sheer annoyance as Map06 was. There are some serious threats in this map, primarily from the Revenant Ambush at the Red Keycard building, the atrium rush and the final attack before the exit. Strategy and smart weapon usage will get you through this map in one piece.
MAP STATS
==========
Map: 10 - The Odd Encampment
Author: Yullie
MIDI: TNT: Evilution - Into the Beast's Belly (Map08)
Enemies: 119
Secrets: 1
SECRETS
========
1) After ascending the elevator to the region where you can grab the Yellow Keycard, turn right and walk towards the wall. You will find there is no fencing and you will fall into a ditch to find 2 Plasma Cells. Use the teleporter to come back up.
TIPS
====
- In the outdoor regions, move fast and try to not get hit by a Revenant rocket. Try to destroy the Chaingunner and the Arachnotron with rockets before you get into the Red Keycard building.
- When you trigger the Revenant attack inside, lure them towards the box and pick them off as they come. Use Rockets sparingly as you can splash yourself if one Revenant walks in. Just be careful if more than 1 walk in or they get stuck on the box pile. Use the Berserk Pack as your lifeline.
- In the Red Keycard room, you must clear out the enemies and then press the 4 switches without walking onto the flashing lines. Walk over them and it will reset the puzzle.
- Your BFG ammo is limited to 2-4 blasts. Use it wisely. I suggest using it in the Atrium rush to slay the Demons and to slay most or all of the Arachnotrons in the final battle. If you got spare rounds, you can use it on the Cacodemons or the Revenant Ambush when you got them running around the box.
- When the Yellow Keycard is collected, you can fire the BFG at the Archvile to cripple it enough so it only takes 1-2 rockets to slay it at the final battle. However, I recommend leaving it for there and use rockets to kill it before it raises anything.
- In the final battle, the tiny crack between your arena and the Archvile is all it needs to channel the fire attack. If you must, use the library as a staging ground to fend off the monsters.
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
I found Map10 to be quite the challenge but it was not as sheer annoyance as Map06 was. There are some serious threats in this map, primarily from the Revenant Ambush at the Red Keycard building, the atrium rush and the final attack before the exit. Strategy and smart weapon usage will get you through this map in one piece.
MAP STATS
==========
Map: 10 - The Odd Encampment
Author: Yullie
MIDI: TNT: Evilution - Into the Beast's Belly (Map08)
Enemies: 119
Secrets: 1
SECRETS
========
1) After ascending the elevator to the region where you can grab the Yellow Keycard, turn right and walk towards the wall. You will find there is no fencing and you will fall into a ditch to find 2 Plasma Cells. Use the teleporter to come back up.
TIPS
====
- In the outdoor regions, move fast and try to not get hit by a Revenant rocket. Try to destroy the Chaingunner and the Arachnotron with rockets before you get into the Red Keycard building.
- When you trigger the Revenant attack inside, lure them towards the box and pick them off as they come. Use Rockets sparingly as you can splash yourself if one Revenant walks in. Just be careful if more than 1 walk in or they get stuck on the box pile. Use the Berserk Pack as your lifeline.
- In the Red Keycard room, you must clear out the enemies and then press the 4 switches without walking onto the flashing lines. Walk over them and it will reset the puzzle.
- Your BFG ammo is limited to 2-4 blasts. Use it wisely. I suggest using it in the Atrium rush to slay the Demons and to slay most or all of the Arachnotrons in the final battle. If you got spare rounds, you can use it on the Cacodemons or the Revenant Ambush when you got them running around the box.
- When the Yellow Keycard is collected, you can fire the BFG at the Archvile to cripple it enough so it only takes 1-2 rockets to slay it at the final battle. However, I recommend leaving it for there and use rockets to kill it before it raises anything.
- In the final battle, the tiny crack between your arena and the Archvile is all it needs to channel the fire attack. If you must, use the library as a staging ground to fend off the monsters.
![[Dungeon Defenders II] Mastery IV - Forest Biome (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M4
Map: Forest Biome
If you remember back in Mastery II, you had to build almost every defense in this game but you had to contend with Cyber Orcs limiting your option. You now have anti-Projectile combatants to factor in, but you keep your Anti-Air option. Balancing your options will be key.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot have more than 1 of a specific type of Defense at any time
- All 4 Crystal Cores cannot fall below 90% health at any time
- You cannot have any hero deaths
- Do all the above in 1 run
PLAN
You will need to use almost every possible Blockade in order to plug up all 4 lanes (treat the southeast corner as a double lane). If you must, consider the Volcano and Obelisk as a Blockade. The Obelisks Smite has the added bonus of being map wide and a max appeasement Mystic can make it double as a Flamethrower.
The Angry Nimbus and Volcano can attack anything in the Western Caves. You will need to destroy or disable the Geodes for the Volcano to land hits.
You will need to also split your Barrier Piercing Towers (Sand Viper, Ramster, Flamethrower Tower, Earthshatter Tower) and your Auras, Traps and Nodes across all the lanes evenly so there is no gaps in your defenses. Set up your defenses to work together in order to fend off enemies, especially 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 Blockades hold up to attackers. All it takes to fail a 5 Star is one Snooki Cleaver or a Tier 2 Wyvern attacking a Core.
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.
As you can see, I am using an Apprentice, if you plan on using ranged heroes. You will need to cast your abilities or attack from within Geodes proximity. Destroy these first so you can have free reign with everything else.
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
Yojimbo - Squire (Hero DPS, Spike Blockade, Training Dummy)
Jenocres - Abyss Lord (AP DPS, Skeletal Orc, Ramster, Colossus)
Lenneth - Dryad (Hero DPS, Angry Nimbus, World Tree, Moss Hornet Nest, Harpys Perch)
Lezard Valeth - Apprentice (AP DPS, Arcane Barrier)
Ngamahu - Lavamancer (AP DPS, Maw of the Earth Drake, Fissure of Embermount)
Kasuti - Mystic (AP DPS, Obelisk, Sand Viper)
Apophis - Mystic (Hero DPS, Vipers Fangs, Snaking Sands, Serpents Coil)
Etanaru - Monk (AP DPS, Flame Aura, Lightning Strikes Aura, Skyguard Tower)
Cinnamon - Series EV2 (AP DPS, All Defenses)
Mishera - Adept (AP DPS, Earthshatter Tower, Hailstorm Tower, Flamethrower Tower)
Shilf - Huntress (AP DPS, Poison Dart Tower, Blaze Balloon, Geyser Trap)
Tsumiko Kuri - Initiate (AP DPS, Boost Aura) [Dungeon Defenders II] Mastery IV - Forest Biome (5 Stars)](https://i.ytimg.com/vi/BPnrSXuhpyQ/mqdefault.jpg)
![[Dungeon Defenders II] Mastery VII - The Throne Room (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M7
Map:: The Throne Room
Being unable to build Auras can be a bit of an issue on this one as they are a cheap deterrent for most of your enemies. However, if you have strong Nodes and Traps, you should be able to use those well enough to keep anything from being destroyed easily.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build any Auras
- You cannot build any Anti-Air Defenses (Hailtstorm and Skyguard Towers)
- You cannot let a Defense get Sold or Destroyed
- Do all the above in 1 run
PLAN
To help with DU splitting, it might be wise to let the two Window Gate Controls fall and setup a last stand at the Throne. You will need to add some extra defenses able to target air for the incoming air lanes. Do not build any Towers beyond the Blockade as you open them up for Kobolt divebombs.
Using Nodes, and Traps will help you kill off most opposition before it reaches your Blockades. Weapon Manufacturers do a good job containing enemies in a small area and can possibly stunlock Kobolts if you have the Shocking Revelation servo. Long range defenses also help immensely. The Earthshatter, Volcano, Weapon Manufacturer, Obelisk and Dryad defenses can be setup to handle multiple lanes if placed correctly.
Once the first few enemies spawns have been done, the level moves in a clockwise fashion. Make sure you slay most of the dangerous opposition before moving onto the next lane.
Keep tabs on the Radar, Kobolts are easy to spot (orange air unit) and should be downed as soon as possible to avoid shut down of your other defenses. On Wave 5, there is a chance that Zapper will spawn and his explosion is not only larger, but his stun duration is longer as well. This guy must be destroyed as soon as possible. DO NOT PROVOKE OR CONFUSE IT! You can also use low cost defenses to bait them into divebombing them to protect your main line.
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. On Wave 4 and 5, Hex Throwers will be added to the mix and must be slain as to avoid getting your defenses Cursed.
Aside from Kobolts, you will have to be vigilant against Hex Throwers, Snooki and Kobolds as they can still do considerable damage to your defenses. Witherbeasts can also pose a problem if you got a meat wall in front of your defenses. These things can also be a problem when a Cannon Ogre or a boss spawns alongside them.
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 - Any tower you feel will benefit from this.
Automation - Your main blockade.
CHARACTERS
Lenneth (Dryad) - Hero DPS (World Tree, Angry Nimbus)
Yojimbo (Squire) - Hero DPS (Spike Blockade)
Cinnamon (Series EV2) - AP DPS (Weapon Manufacturer)
Shilf (Huntress) - AP DPS (Geyser Trap)
Kasuti (Mystic) - AP DPS (Obelisk)
Agent Tanya (Gunwitch) - AP DPS [Dungeon Defenders II] Mastery VII - The Throne Room (5 Stars)](https://i.ytimg.com/vi/Be5DURozvoI/mqdefault.jpg)
![[Dungeon Defenders II] Mastery VII - Forgotten Ruins (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M7
Map:: Forgotten Ruins
Probably one of the most roughest maps in all of Mastery VII (alongside Buried Bastille). You will need to be incredibly swift both in building and in combat if you are to survive this one solo.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build any Blockades
- You cannot build any Anti-Air Defenses (Hailtstorm and Skyguard Towers)
- You must complete all Build Phases within 30 seconds or less
- Do all the above in 1 run
PLAN
Due to the Build Phase time and lack of Blockades, your only hope of winning solo is to do a Last Stand and fortify both Relic Lenses with Obelisks (which can double as Flamethrowers with Mystics), Volcanos and Frostbite Towers armed with Totems. You must have the Northern entrances covered with walls and at least 1 defense protecting that lane within 30 seconds. Once that is done, flood the map with Flame Auras, place Fissues of Embermount with Embermount Flames in front of the spawns or slap down Weapon Manufacturers at the walls. If they are strong have high range values, they should be able to kill off almost every enemy on their own except for Snooki and bosses, which you must slay yourself.
If you must build on the fly, it would be wise to either have some Build Time invested into Ancient Power or a Construction shard equipped to setup everything quickly. The Abyss Lord has an advantage of also setting up Ramsters and Skeletal Archers instantly at the cost of a delay before attacking. Dont forget the timer begins once the Build Phase portrait is displayed, so you get a few seconds after a wave to setup defenses instantly or switch your deck around.
Make sure you have some DU on the side for the lanes that will open up beyond Wave 2. Dont go overboard with the DU spending on the front. These side lanes will also have Chaos units spawn.
It is also helpful to have a hero that has stalling abilities or crowd control effects so that the enemies never reach the Walls. Dont forget that Slow mods do not work against Snooki.
If you do the Aura strategy, the only real threat should be Snookis as they cannot be affected by Frostbites and are prone to ignoring defenses and going straight for the Lens. On Wave 5, there is a chance that Zapper will spawn and his explosion is not only larger, but his stun duration is longer as well. This guy must be destroyed as soon as possible. DO NOT PROVOKE OR CONFUSE IT! You can also use low cost defenses to bait them into divebombing them to protect your main line.
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. On Wave 4 and 5, Hex Throwers will be added to the mix and must be slain as to avoid getting your defenses Cursed.
Aside from Kobolts, you will have to be vigilant against Hex Throwers, Snooki and Kobolds as they can still do considerable damage to your defenses. Witherbeasts can also pose a problem if you got a meat wall in front of your defenses. These things can also be a problem when a Cannon Ogre or a boss spawns alongside them.
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 - Any tower you feel will benefit from this.
Automation - Frostbite Towers as they will be your main walls or a facsimile.
CHARACTERS
Lezard Valeth (Apprentice) - AP DPS (Frostbite Tower)
Kasuti (Mystic) - AP DPS (Obelisk, Sand Viper)
Shilf (Huntress) - AP DPS (Poison Dart Tower) [Dungeon Defenders II] Mastery VII - Forgotten Ruins (5 Stars)](https://i.ytimg.com/vi/BuhPFbwITrY/mqdefault.jpg)
![[Dungeon Defenders II] Mastery II - Crumbled Bulwark (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M2
Map: Crumbled Bulwark
Once again, you are in a No Tower map, which wouldnt be bad if there werent Cyber Orcs in the enemy pool and you are put on a time limit. You must be swift and keep tabs on defenses at all times.
5 STAR REQUIREMENTS
- Survive all 5 waves
- No hero deaths
- No Tower-Type Defenses can be used
- All Battle Phases must be completed within 3 minutes or less
- You cannot upgrade any defenses
- Do all the above in 1 run
PLAN
Angry Nimbus is an effective trap that that can handle more than 1 lane and pretty much will waste the enemy it flies over. Build several, but make sure the platform for the Nimbus is out of reach from Cyber Orcs. Another blockade assisting the tree (preferably Skeletal Orcs or Vipers Fangs) helps greatly.
Lightning Strikes Aura with the Vicious Strikes has enough range to put the core off course so Cyber Orcs cannot attack it and still return fire against other enemies.
Keep tabs on your blockade health, especially the World Tree as if this goes down, your Nimbus go down.
HYPER SHARD RECOMMENDATION
Mass Destruction - Angry Ninbus or Lightning Strike Aura, whichever needs the damage.
Vicious Strikes - Same as above. The Nimbus can handle far more lanes (even 3 or 4) and the Lightning Strikes Aura can cover more ground, even coming out of reach for Cyber Orcs.
CHARACTERS
Freya - Dryad (AP DPS, World Tree, Angry Nimbus)
Jenocres - Abyss Lord (AP DPS, Skeletal Orc)
Etanaru - Monk (AP DPS, Lightning Strikes Aura)
Shilf - Huntress (AP DPS, Blaze Balloon)
Yojimbo - Squire (Hero DPS)
Jenocres - Abyss Lord (AP DPS, Colossus) [Dungeon Defenders II] Mastery II - Crumbled Bulwark (5 Stars)](https://i.ytimg.com/vi/C0n222CRU44/mqdefault.jpg)
![[Dungeon Defenders II] Mastery VII - Gates of Dragonfall (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M7
Map: Gates of Dragonfall
Welcome to the final Chaos tier in Mastery. You will be facing everything you fought in Chaos VI except now all ground lanes will spawn with Kobolts.
Although these Kobold Gliders have low life (~2.5M HP solo), they have the unholy ability of divebombing into Towers and Blockades, doing high damage plus stunning the Defense. This effect can be reduced with Tenacity Servos. However, you are going to find that several maps will have no use of AA and in some cases: Dont let a defense get destroyed or sold.
This is but the first of the no Anti-Air maps you will face in M7, this will be a warm up for the parts to come.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build Auras
- You cannot build Anti-Air Defenses (Hailstorm or Skyguard)
- You must maintain 10 different types of defenses during all Combat Phases
- Do all the above in 1 run
PLAN
Because of the lack of AA and Auras, you will need to use Blockades, Towers, Traps and Nodes to meet your diversity quota. Blockades can cover some of it while Towers can cover the rest. This will allow you to build multiple Traps and Nodes to handle everything else. Dryad traps, Obelisks, Volcanos and Weapon Manufacturers can be built in a way to handle multiple lanes, making effective use of DU splitting. Your best Blockades should be what keeps the enemies out, especially if they are armed with Protective Downgrade or Hardened Servos.
The size of the map makes the units come rather quickly, so playing as a hero that can either stall well or have double jump or movement skills is recommended to keep enemies contained.
Keep tabs on the Radar, Kobolts are easy to spot (orange air unit) and should be downed as soon as possible to avoid shut down of your other defenses. On Wave 5, there is a chance that Zapper will spawn and his explosion is not only larger, but his stun duration is longer as well. This guy must be destroyed as soon as possible. DO NOT PROVOKE OR CONFUSE IT! You can also use low cost defenses to bait them into divebombing them to protect your main line.
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. On Wave 4 and 5, Hex Throwers will be added to the mix and must be slain as to avoid getting your defenses Cursed.
Aside from Kobolts, you will have to be vigilant against Hex Throwers, Snooki and Kobolds as they can still do considerable damage to your defenses. Witherbeasts can also pose a problem if you got a meat wall in front of your defenses. These things can also be a problem when a Cannon Ogre or a boss spawns alongside them.
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 Earthshatters for maximum effectiveness.
Automation - The Blockade that will be taking the most punishment in this battle.
CHARACTERS
Apophis (Mystic) - Hero DPS (Vipers Fangs, Serpents Coil)
Lenneth (Dryad) - Hero DPS (World Tree, Angry Nimbus, Harpys Perch, Slime Pit)
Yojimbo (Squire) - Hero DPS (Spiked Blockade)
Jenocres (Abyss Lord) - AP DPS (Skeletal Orc, Ramster)
Mishera (Adept) - AP DPS (Earthshatter Tower)
Kasuti (Mystic) - AP DPS (Obelisk, Sand Viper)
Shilf (Huntress) - AP DPS (Poison Dart Tower)
Cinnamon (Series EV2) - AP DPS (Proton Beam) [Dungeon Defenders II] Mastery VII - Gates of Dragonfall (5 Stars)](https://i.ytimg.com/vi/C30LXWaX5Ow/mqdefault.jpg)
![[Dungeon Defenders II] Mastery III - Dragonfall Bazaar (5 Stars, No Cores Lost)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M3
Map: Dragonfall Bazaar
Time of the essence with this map. The Build phase timer is a bigger concern than the Battle Phase timer due to the size of the map.
5 STAR REQUIREMENTS
- Survive all 5 waves
- All build phases must be completed within 30 seconds or less
- All combat phases must be completed within 3 minutes or less.
- You cannot build Anti-Air defenses (Hailstorm Tower, Skyguard Towers)
- Do all the above in 1 run
PLAN
The Abyss Lord is a good character for this challenge as not only do everything except the Archers pierce barriers, but his defenses setup instantly with a small cooldown before they begin offense. I would suggest building non-Abyss Lord stuff first so you can implement the Abyss Lords defenses during the first wave. I did the opposite but I was able to compensate.
Make sure all your builders are capable of combat if necessary. You will be building a large amount of your defenses on the fly at the start.
To save on time, make sure that the Sewer Gate doesnt fall. Otherwise, you will have another lane to contend with and this eats up valuable seconds.
For your hero, make it something that can dispatch enemies fast after you get your defenses going. Your biggest threat is going to be Malthius as the skeletons can waste time.
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 Strikes - Your active hero you will be doing combat with
CHARACTERS
Jenocres - Abyss Lord (AP DPS, Ramster, Skeletal Orcs)
Lenneth - Dryad (Hero DPS, World Tree, Angry Nimbus)
Etanaru - Monk (AP DPS, Lightning Strikes Aura, Flame Aura)
Mishera - Adept (AP DPS, Earthshatter Tower) [Dungeon Defenders II] Mastery III - Dragonfall Bazaar (5 Stars, No Cores Lost)](https://i.ytimg.com/vi/CMmqFkI3yEo/mqdefault.jpg)
![[Dungeon Defenders II] Mastery II - Molten Citadel (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M2
Map: Molten Citadel
A relatively simple map. The only annoyance is the timed Battle Phase (and if you see Wave 5, you can see why).
5 STAR REQUIREMENTS
- Survive all 5 waves
- No hero deaths
- No anti-air defenses can be used (Hailstorm and Skyguards)
- All Battle Phases must be completed within 3 minutes or less
- You cannot repair any defenses
- Do all the above in 1 run
PLAN
The Obelisk and the Volcano can handle multiple lanes if placed correctly, use them!
I went with the Angry Nimbus as it has incredibly potent single target damage, but the range on some of them allow them to target monsters in adjacent lanes and can target air lanes effectively.
If you see a defense about to fall, sell it and replace it or quickly get an upgrade going and defend it. If you are using World Trees, defend them as best as possible and only upgrade as an emergency as they cost extra.
If you plan on using Traps or Auras, make sure they are out of reach of Cyber Orcs as always. Any towers with far range can be effective here.
For heroes, utilize something that can take down crowds and bosses. The Apprentice was chosen for the Mana Bomb and the enemies easily line up for strong Cyclone casts. If you use an Apprentice, make sure you got the Storm Shard for the helmet and Channel.
HYPER SHARD RECOMMENDATION
Mass Destruction - Angry Ninbus in this scenaro or whichever needs the damage.
Vicious Strikes - Same as above. The Nimbus can handle far more lanes (even 3 or 4). Otherwise use whatever will benefit from the range hike.
CHARACTERS
Freya - Dryad (AP DPS, World Tree, Angry Nimbus)
Jenocres - Abyss Lord (AP DPS, Skeletal Orc)
Shilf - Huntress (AP DPS, Poison Dart Tower)
Marcion - Squire (AP DPS, Cannonball Tower)
Lezard Valeth - Apprentice (AP DPS) [Dungeon Defenders II] Mastery II - Molten Citadel (5 Stars)](https://i.ytimg.com/vi/CTxnjEQ0UN0/mqdefault.jpg)
![[Dungeon Defenders II] Mastery IV - Dragonfall Bazaar (5 Stars, No Cores Lost)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M4
Map: Dragonfall Bazaar
Compared to the Gates, the Bazaar is a lot easier as you got more breathing room and space on the battlefield, but you will have to put up with affixes that limit your best crowd control measure against Snooki (no Proton Beams and I almost fail trying to build a Weapon Manufacturer). But there are other options...
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build Node type defenses (EV2 stuff)
- You cannot upgrade your Defenses
- You must complete all Battle Phases in 3 minutes or less each
- Do all the above in 1 run
PLAN
Without Proton Beams, your best bet for crowd control are in the other defenses, especially from the Mystic. The Vipers Fangs and Snaking Sands make good disablers and both work on Snooki. The former also allows any nearby Anti-Air to target them. Frostbites, Earthshatter with Toss Up shard and Geyser Traps are also helpful. If you are using walls like Spike Blockades or Skeletal Orcs, a Sharpened Spikes shard will allow them to stun anything they hit, even Snooki.
Another good wall, although costly is the Maw of the Earth Drake. Although it will run you 60 DU, it is bigger and can petrify non-Snooki enemies. Once the enemy is turned to stone, all nearby enemies will attack it. You will need a Defense Rate shard if you plan on using their Stone effect frequently.
Like in Mastery III, a combination of barrier piercing towers (Flamethrower, Serpents Coil, Sand Viper, Ramster, Obelisk) mixed in with auras and traps can handle most to all opposition. The Obelisk has the added bonus of map-wide range. You will need some extra elbow grease for the Snooki.
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 can cause them to hack at each other.
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 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.
It is recommended to protect the Gate Lock as you will have one less lane to defend. Just make sure you keep tabs on its lane and keep up the repairs when needed.
Because of the sheer madness the 3 lanes endure, it is wise to ensure that your main DPSer is equipped with the Construction Shard to quickly repair defenses in heated conflicts. If a wall does fall, quickly contain the combat and if possible, repatch the wall.
Your DPS Hero must be able to dispatch enemies quickly, especially in groups and stand up to Snooki when needed.
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. In my case, the Vipers Fangs.
CHARACTERS
Apophis - Mystic (Hero DPS, Snaking Sands, Vipers Fangs)
Kasuti - Mystic (AP DPS, OBelisk, Serpents Coil)
Etanaru - Monk (AP DPS, Flame Aura, Lightning Strikes Aura, Skyguard Tower)
Jenocres - Abyss Lord (AP DPS, Ramster)
Shilf - Huntress (AP DPS, Blaze Balloon)
Yojimbo - Squire (Hero DPS, Spike Blockade)
Tsumiko Kuri - Initiate (AP DPS) [Dungeon Defenders II] Mastery IV - Dragonfall Bazaar (5 Stars, No Cores Lost)](https://i.ytimg.com/vi/D-CpMonALts/mqdefault.jpg)
![[Dungeon Defenders II] Mastery IV - The Throne Room (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M4
Map: The Throne Room
I had to redo this map as I saved a run and attempted to upload a map that was a failure. I had deleted a 5 Star run on accident, which is why I entered in with 5 Stars. I really need to stop doing this.
The Throne Room isnt awful as long as you are swift and you use Slowing defenses alongside your offense to stall long enough. Making sure you keep your Window Locks safe and not lose a defense will be the real challenge.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot have any Hero Deaths
- Both Window Locks, Throne and Crystal Cart must stay above 90% health at all times
- You cannot let any Defenses get destroyed
- Do all the above in 1 run
PLAN
For all lanes, having either a 2-3 chain Proton Beam or a Frostbite Tower will help slow down enemies that get numerous so your other defenses and your hero can finish them off and have some breathing room. Note that these will not slow Snooki but the former can trigger a Frosty Beam and freeze them.
Because of the way the Nothern lanes move, having an Angry Nimbus or Earthshatter or Weapon Manufacturer is helpful in DU splitting. This also becomes useful near the end of the wave. Once the Snooki, Kobolds and Witherbeasts are slain, move to the next lane.
Like in Mastery III, a combination of barrier piercing towers (Flamethrower, Serpents Coil, Sand Viper, Ramster, Obelisk) mixed in with auras, nodes and traps can handle most to all opposition. The Obelisk has the added bonus of map-wide range. You will need some extra elbow grease for the Snooki.
Make sure when you put up your Blockades, you check for any spots you can walk through. This is especially important when blocking the Lock Gates. One Snooki Cleaver and your 5 Star is done.
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, immediately get involved, repair or upgrade it and repel any attackers. If you have a Construction shard, this helps immensely.
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.
The Angry Nimbus or Proton Beams would work well with this.
Vicious Strikes - Anything that benefits from the increased range. Your Angry Nimbus with this can attack early and the ones in the South can cross lanes if placed correctly.
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. Mine would have been Spike Blockades or World Trees.
CHARACTERS
Lenneth - Dryad (Hero DPS, Angry Nimbus, World Tree)
Yojimbo - Squire (Hero DPS, Spiked Blockade)
Kasuti - Mystic (AP DPS, Sand Viper)
Cinnamon - Series EV2 (AP DPS, Proton Beam)
Shilf - Huntress (AP DPS, Poison Dart Towers)
Etanaru - Monk (AP DPS, Flame Aura, Lightning Strikes Aura)
Tsumiko Kuri - Initiate (AP DPS) [Dungeon Defenders II] Mastery IV - The Throne Room (5 Stars)](https://i.ytimg.com/vi/DACJn5b-txU/mqdefault.jpg)

![[Dungeon Defenders II] Mastery I - Nimbus Reach (5 Stars, No Nodes/Core Damage)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M1
Map: Nimbus Reach
To be honest, this is one of the easier No Tower maps, especially if you have a Dryad. The real annoyance is making sure you dont fall off the map or get yourself killed.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build Tower-type Defenses
- Your hero cannot die
- All Relics must stay above 90% health across all 5 waves
- Do all the above in one run
PLAN
Most combinations of Auras, Traps and Nodes with a Barricade can pretty much handle everything without trouble, but you will need to assist them for bosses and dogpiles.
I primarily combine Lightning Strike Auras, Flame Auras Blaze Balloons and Geyser Towers to waste the small enemies and the Angry Nimbus to handle more larger threats. The Angry Nimbus and Geysers Drench can cause shock for the LSA. The EV can provide Weapon Manufacturer and Proton Beams if needed, but dont go super crazy with the former.
For the air units,, you will either have to shoot them down yourself with your own Anti Air heroes or you can use a Lightning Strike Aura with a Deadly Strikes shard to increase its Range to reach units. If you have the Blazing Phoenix shard, you can also pop the Blaze Balloon and hope the Phoenix hits the air units for up to 5000% DP as Fire. Where I place my walls in the air areas will make air units more likely to attack the walls instead of flying to the cores.
If you decide to use the Dryad, get the tree upgraded as soon as possible as the trees collision size on the ground is small. If you need the width, any Blockade will do.
CHARACTERS
Freya - Dryad (AP DPS, World Tree, Angry Nimbus)
Yojimbo - Squire (Hero DPS, Spiked Blockade)
Shilf - Huntress (AP DPS, Blaze Balloons, Geyser Tower)
Etanaru - Monk (AP DPS, Lightning Strike Aura, Flame Aura) [Dungeon Defenders II] Mastery I - Nimbus Reach (5 Stars, No Nodes/Core Damage)](https://i.ytimg.com/vi/DV-kGL7Q4gs/mqdefault.jpg)