Uploaded September 2018 | Updated September 2026, 3 hours ago
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M1
Map: Ramparts Siege
One of the easier Timed Combat Phase maps as there aren't any other affixes that can really hinder your builds. Just make sure you are swift and your defenses are strong.
5 STAR REQUIREMENTS
====================
- Survive all 5 waves
- You cannot repair any defenses
- You must complete all Combat Phases within 3 minutes or less
- The Cannon and both Door must stay above 90% health at all times
- Do all the above in 1 run
PLAN
=====
Due to the time constraints, you must setup your defensive line as close to the spawn as possible. You must also defend the Cannon at all costs, so make sure you don't build defenses too close to it and your Blockade can repel attackers
The Obelisk can be useful as it's Smite can decimate most enemies at this point in the game and a fully appeased Mystic can turn it into a Flamethrower to repel attackers. The Volcano can also be useful given the size of the map. The Volcano can still do damage to Shield Goblins. Both can also be moved around when necessary.
For DU Splitting, you should consider building at the apex of the 2nd ramp in the Northern lane and treat it as 1. Make sure you got anti-air defenses for the 2 air lanes if you plan on doing this.
If Malthius spawns, dispatch him quickly before he starts raising Skeletons or he will waste time and cost you the Timed Battle Phase. Having Anti-Miniboss, Ranged or Support weaponry helps immensely.
If a defense is about to fall, you will either have to upgrade it or sell and replace it. Make sure your Blockades can take punishment and you don't place Towers in range of other attackers.
Spread out your anti-Shield Goblin choices across the lanes. Any projectile towers will need Piercer Servos or placed at an angle that will shoot the back or sides without the defense itself being targeted by other enemies.
While you aren't dealing with the more dangerous foes yet, you will need be aware of Kobolds, Javelin Throwers, Drakin and your defenses wasting time on Shield Goblins. Make sure you dispatch the more difficult targets first before you go for the small fry. Also keep an eye out on your Life so you don't get slain.
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.
CHARACTERS
============
Yojimbo (Squire, Hero DPS) - Spike BLockade
Lenneth (Dryad, AP DPS) - World Tree, Angry Nimbus
Ngamahu (Lavamancer, AP DPS) - Fissures of Embermount
Kasuti (Mystic, AP DPS) - Sand Viper, OBelisk
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M1
Map: Ramparts Siege
One of the easier Timed Combat Phase maps as there aren't any other affixes that can really hinder your builds. Just make sure you are swift and your defenses are strong.
5 STAR REQUIREMENTS
====================
- Survive all 5 waves
- You cannot repair any defenses
- You must complete all Combat Phases within 3 minutes or less
- The Cannon and both Door must stay above 90% health at all times
- Do all the above in 1 run
PLAN
=====
Due to the time constraints, you must setup your defensive line as close to the spawn as possible. You must also defend the Cannon at all costs, so make sure you don't build defenses too close to it and your Blockade can repel attackers
The Obelisk can be useful as it's Smite can decimate most enemies at this point in the game and a fully appeased Mystic can turn it into a Flamethrower to repel attackers. The Volcano can also be useful given the size of the map. The Volcano can still do damage to Shield Goblins. Both can also be moved around when necessary.
For DU Splitting, you should consider building at the apex of the 2nd ramp in the Northern lane and treat it as 1. Make sure you got anti-air defenses for the 2 air lanes if you plan on doing this.
If Malthius spawns, dispatch him quickly before he starts raising Skeletons or he will waste time and cost you the Timed Battle Phase. Having Anti-Miniboss, Ranged or Support weaponry helps immensely.
If a defense is about to fall, you will either have to upgrade it or sell and replace it. Make sure your Blockades can take punishment and you don't place Towers in range of other attackers.
Spread out your anti-Shield Goblin choices across the lanes. Any projectile towers will need Piercer Servos or placed at an angle that will shoot the back or sides without the defense itself being targeted by other enemies.
While you aren't dealing with the more dangerous foes yet, you will need be aware of Kobolds, Javelin Throwers, Drakin and your defenses wasting time on Shield Goblins. Make sure you dispatch the more difficult targets first before you go for the small fry. Also keep an eye out on your Life so you don't get slain.
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.
CHARACTERS
============
Yojimbo (Squire, Hero DPS) - Spike BLockade
Lenneth (Dryad, AP DPS) - World Tree, Angry Nimbus
Ngamahu (Lavamancer, AP DPS) - Fissures of Embermount
Kasuti (Mystic, AP DPS) - Sand Viper, OBelisk
![[Doom II] Japanese Community Project (JPCP) - MAP28: HeLLPort (UV-Max)
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
Back when I finished MAP15, Masa, the creator of this map said he cant wait for me to do this map. When I saw 2 people before this attempt the map, I knew this was going to be a LOOOONG one. I thought I wouldnt be able to complete it and actually considered skipping it at one point,, but the Completionist in me said No Fucking Way!
I did a run using Quick Saves and started to develop strategies to safely speed through this run and I learned that this map isnt actually as bad as I thought. The only annoyance to this map is how long it is, but it shows me that Masa takes the best of burabojunior (who makes hard maps) and Nanka (who makes good visiual experiences) and combine them to make this wonderful little treat to reflect on his trip to Venice in 2014.
Also, thanks to Vincent Vega for letting me know what the MIDI is.
MAP STATS
Map: 28 - HeLLPort
Author: Masa
MIDI: Stuart Rynn - Day of Mourning
Monsters: 700
Secrets: 7
SECRETS
1) When you navigate through the docks after getting access to the ground where the Yellow Skull Key switch is, you will eventually come across a candle facing out towards a Soulsphere. The ground in front of the candle is invisible and it is an elevated platform allowing you to claim it. Grab a Radsuit before you attempt.
2) After the docks, you will end up in an arena with pillars and a cross in the middle. One of the pillars stone walls is different from the others. This side doubles as a switch to lower the pillar. Get on top of it and ride it up. Then drop down into the pit with the cross and you will get Rockets and a Soulsphere.
3) In the next part, you will be attacked by Revenants, Chaingunners and Imps. Drop down into the lava pool you will find a MegaArmor tucked in a corner. Ride the elevator back up to continue.
4) In the room with the Yellow Skull Key, there is a pit that you can drop down into. You need to do a Straferun onto the stairframe in order to hop over it and drop down. In the ground, there are 2 Soulspheres and a Bulk Energy Cell
5) At the cargo ship with the Blue Skull Key, walk along the frame of the boat and go around to the back to find 2 Bulk Energy Cells. I recommend taking this secret after you slay all the enemies on the boat.
6) Before you drop down into the Red Skull Key Arena, hug the wall at the base of the staircase and you will see a Health Bonus. Walking towards it spawns a MegaArmor
7) Inside the Arena itself, there are several lava walls with skull emblems on them. The one closest to the Megasphere has no skull emblem on it. This wall doubles as a teleporter that warps you to a platform with an Invulnerability Powerup.
TIPS
- You will need patience to complete this map! This is the longest and largest map in the JPCP megawad. If you must risk a bit of failure or damage to achieve tasks, then do so.
- No matter what happens, you will leave the first room with 100/100! On the other side, immediately rush the closest Archvile and kill it. Take advantage of the hitscan to make it change targets.
- Archviles are not going to be your friends on this map. You will need to find an opening to use Energy weapons to slay them. Try to also slay tougher enemies away from their spawn points as well.
- On the pier that guards the switch that opens the Yellow Skull Keycard room, it is wise to lure the Revenants to the other side so that the Archvlles dont waste time resurrecting them. You cant afford to waste extra ammo.
- In the Red Skull Key Arena, use the Cyberdemons to help instigate infighting and thin out the numbers. While that is going down, use the BFG and hunt down the Archviles under the cover of Invulnerability. Once these threats are slain, start annihilating the Hell Nobles. Make sure you keep tabs on your Radsuit while fighting in the lava.
-Stretch your powerups wisely. The Invisibility Powerup will be effective in handling some of the more dangerous confrontations. It is useful in the 2nd Arena as well in the final room as you can save Cells by making the Spider Mastermind shred his own minions. [Doom II] Japanese Community Project (JPCP) - MAP28: HeLLPort (UV-Max)](https://i.ytimg.com/vi/RKWMjGlbGXs/mqdefault.jpg)
![[Dungeon Defenders II] Mastery I - Buried Bastille (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M1
Map: Buried Bastille
Arguably one of the most frustrating maps for players due to its sheer size and randomness of the enemies behavior (they have been known to slip through defenses or stray Javelins hit cores unknowingly). To compensate, you have 2000 DU and you can build whatever you wish. Use your best strategies and this map wont be too troubling.
5 STAR REQUIREMENTS
- Survive all 5 waves
- No defenses can be destroyed
- No defenses can be upgraded
=All 4 Crystals must stay above 90% health at all times
- Do all the above in 1 run
PLAN
The biggest annoyance is the spawn door next to your starting position. This is the area where enemies are prone to slipping through walls or Showoffs (Javelin Throwers) tend to show off their strength at hit the Eastern Crystal with stray spears. You must reinforce this entrance with some extra DU, which I put a Blaze Balloon down for along with LSAs and Flame Auras.
After that, the standard setup: Ramsters, Poison Darts and Earthshatter behind the Spike Blockade(s) with a LSA and Flame Aura to dispatch tougher enemies. Blaze Balloons are used at the boss lanes to add extra damage with the Blazing Phoenix Shard (5000% DP as Fire). Having 1 or 2 Obelisks also helps as the range on the Smite is Global.
For the air lanes, you can use any AA weapon. I wanted to save some DU so I tried my hand with PDTs and I ended up leaking air units at times (which is why I largely used Agent Tanya). A safer option is either Skyguards or Hailstorm. You must use a Skyguard for the Southwest Core so you can shoot down air as ground dogpiles.
Your hero should camp around the Eastern or Southwestern core to ensure nothing slips by. Make sure you repair any defenses after each wave that turn yellow or flash red on the map.
CHARACTERS
Agent Tanya - Gunwitch (AP DPS)
Yojimbo - Squire (Hero DPS, Spiked Blockade)
Apophis - Mystic (Hero DPS, Vipers Fangs)
Kasuti - Mystic (AP DPS, Obelisk)
Mishera - Adept (AP DPS, Earthshatter Tower)
Shilf - Huntress (AP DPS, Poison Dart Tower, Blaze Balloon)
Etanaru - Monk (AP DPS, Flame Aura, Lightning Strikes Aura, Skyguard Tower)
Jenocres - Abyss Lord (AP DPS, Ramsters)
Arohongui - Lavamancer (Hero DPS, Volcano) [Dungeon Defenders II] Mastery I - Buried Bastille (5 Stars)](https://i.ytimg.com/vi/RVBg1_TwUyw/mqdefault.jpg)
![[Dungeon Defenders II] Mastery VI - Dragonfall Sewers (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M6
Map: Dragonfall Sewers
The only annoyance of this map is the fact you have 2 anti-Shield defense types disabled. Luckily, a strong Dryad and some strategy will make this map quite manageable.
5 STAR REQUIREMENTS
- Survive all 5 waves
- Both Pumps and Pressure Valves must stay above 90% health at all times
- You cannot build Auras
- You cannot build Nodes
- You complete all the above in the same run
PLAN
When placing defenses, make sure you dont place anything too close to the valves as Hex Throwers may penetrate your Blockades and strike at the Valves. All it takes to fail your 5 star is 1 spear piercing it. Your Blockades must also withstand punishment as you will not have Reflect Beams to deflect the Hex Throwers attacks.
Without the aid of Auras and Nodes, you will need to use Traps to handle enemies outside your Blockade setup. Try to figure out where Hex Throwers or ranged attackers gather to effectively place these. Dryad defenses, Obelisk, and Volcano if placed correctly can handle multiple lanes, effectively splitting DU costs. The Dryad is the most effective hero for this level as her traps are some of the strongest defenses.
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
Lenneth (Dryad, Hero DPS) - World Tree, Moss Hornet Nest, Angry Nimbus
Yojimbo (Squire, Hero DPS) - Spike Blockade
Shilf (Huntress, AP DPS) - Poison Dart Tower
Kasuti (Mystic, AP DPS) - Sand Viper, Obelisk [Dungeon Defenders II] Mastery VI - Dragonfall Sewers (5 Stars)](https://i.ytimg.com/vi/S9G1_Fyz0l4/mqdefault.jpg)
![[Dungeon Defenders II] Mastery V - Crumbled Bulwark (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M5
Map: Crumbled Bulwark
The affixes arent bad for this one as the only real downside to losing Traps is Dryad defenses and you can build other towers to make up for the lack of Anti-Air Defenses. The real test will be keeping your hero alive and not jumping off the map, especially if you are lagging.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot have any Hero Deaths
- You cannot build any Traps
- You cannot build any Anti-Air Defenses
- Do all the above in 1 run
PLAN
Because of the lack of Anti-Air Defenses, you will need to use a tower or 2 near each of the Crystal Cores to shoot down air units. You can also get involved with them yourself if there are breaks in the attack or you are concerned your towers will fail.Be wary of Beetles as they are prone to attacking your ground setups as they attack whatever is closest.
An Obelisk and/or a Volcano with Deadly Strikes 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.
Dark Assassins will need to be slain with towers and by your hand as you lack the assistance of Anti-Air Defenses. 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.
Make sure you watch your footing when you move around, especially when you are going to jump down to the southern area to fight the boss, you get swarmed in the double lane and the ditch next to the Altar. If you are going to die, back off and either heal in World Trees or get some Serpent Coils orbs. 1 death will cost you the 5 Star.
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
Ngamahu - Lavamancer (AP DPS, Maw of the Earth Drake)
Yojimbo - Squire (Hero DPS, Spike Blockade)
Jenocres - Abyss Lord (AP DPS, Ramster)
Mishera - Adept (AP DPS, Earthshatter Tower)
Arohongui - Lavamancer (Hero DPS, Volcano)
Shilf - Huntress (AP DPS, Poison Dart Tower)
Lezard Valeth - Apprentice (AP DPS, Frostbite Tower)
Marcion - Squire (AP DPS, Cannonball Tower)
Kasuti - Mystic (AP DPS, Serpents Coil, Obelisk, Sand Viper) [Dungeon Defenders II] Mastery V - Crumbled Bulwark (5 Stars)](https://i.ytimg.com/vi/SBcTlt8sAhI/mqdefault.jpg)
![[Dungeon Defenders II] Mastery VII - The Ramparts (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M7
Map: The Ramparts
Being unable to upgrade or repair can be a ball buster. However, this is compensated for by being able to build any defenses you can, provided you keep the Diversity Quota in mind.
5 STAR REQUIREMENTS
- Survive all 5 waves
- No defenses can be repaired
- No defenses can be upgraded
- You must maintain 10 different types of defenses during all Combat Phases
- Do all the above in 1 run
PLAN
By diversifying your walls, you can cover most of your Diversity Quota and then be able to build multiple defenses of 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.
Using Auras, Traps and Nodes will help you kill off most opposition before it reaches your Blockades. If you have the Embermount with the Flames Servo, you can place these at the entrances and tag all enemies with Fire DoTs. The size of the map will ensure it does its magic long before enemies get your walls if you do a Last Stand.
If a defense is about to fall, let it fall or sell it and then quickly replace it. Make sure your hero that is replacing the wall can withstand punishment in the event you must fight.
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. Skyguard and Hailstorm Towers can be deployed effectively to shoot down Kobolts, but having Tenacity on them helps immensely.
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
Yojimbo (Squire) - Hero DPS (Spiked Blockade)
Lenneth (Dryad) - Hero DPS (World Tree, Angry Nimbus, Harpys Perch)
Jenocres (Abyss Lord) - AP DPS (Colossus, Ramster)
Apophis (Mystic) - Hero DPS (Vipers Fangs)
Tsumiko Kuri (Initiate) - AP DPS (Boost Aura, Skyguard Tower, Flame Aura)
Shilf (Huntress) - AP DPS (Poison Dart Tower) [Dungeon Defenders II] Mastery VII - The Ramparts (5 Stars)](https://i.ytimg.com/vi/Sh5piWXQ8Iw/mqdefault.jpg)
![[Dungeon Defenders II] Mastery VII - Assault on the Throne Room (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M7
Map:: Assault on the Throne Room
This can be a pretty rough map on several fronts, especially when it comes to DU splitting. You will definitely need to know what you are doing for this map.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot let a defense get destroyed
- You must maintain 10 different defense types during all Combat Phases
- Both Window Gate Locks, the Throne and Crystal Cart must stay above 90% health at all times
- Do all the above in 1 run
PLAN
Due to the Diversity affix, it is recommended to build different types of Blockades to cover most of the Quota. Once that is done, you can have multiple copies of your other defenses. Just make sure you go over 10 in the event something does get destroyed. When you also wall up, make sure that Snooki or small enemies dont slip through the cracks. All it takes to fail this 5 Star is one enemy attacking a Core.
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. If you have Fissures of Embermount, placing them at the entrances with the Embermount Flames servo can roast most enemies before they reach your Blockade line. 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.
If a structure is about to fall, either sell and replace it or upgrade it if it is possible. It would be wise to have Hardened and Protective Downgrade on your Blockade(s) for this map.
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 - A Blockade that will be taking the most damage in this battle, primarily on a Boss lane.
CHARACTERS
Apophis (Mystic) - Hero DPS (Vipers Fangs)
Lenneth (Dryad) - Hero DPS (World Tree, Angry Nimbus, Harpys Perch)
Jenocres (Abyss Lord) - AP DPS (Ramster, Skeletal Orc, Colossus)
Yojimbo (Squire) - Hero DPS (Spike Blockade, Training Dummy)
Tsumiko Kuri (Initiate) - AP DPS (Flame Aura, Lightning Strikes Aura)
Shilf (Huntress) - AP DPS (Poison Dart Tower)
Mishera (Adept) - AP DPS (Earthshatter Tower)
Kasuti (Mystic) - AP DPS (Obelisk) [Dungeon Defenders II] Mastery VII - Assault on the Throne Room (5 Stars)](https://i.ytimg.com/vi/TQdO2XUXdQo/mqdefault.jpg)
![[Dungeon Defenders II] Mastery II - Forgotten Ruins (5 Star, No Cores Lost)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M2
Map: Forgotten Ruins
This map took me a few attempts because of either server lag sending me off the edge or my game gets super-choppy and I fail to stop a defense getting destroyed. As long as you are able to stay mobile and watch your footing, this map shouldnt be too difficult.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build more than 1 specific defense
- No Hero Deaths
- All defenses must survive
- Do all the above in 1 run
PLAN
You will need to split your existing defenses in a way that no side is at an extreme disadvantage over the other. There are many setups to achieve this.
Using the Obelisk and a Vicious Strikes Volcano will allow you to have a Defense that can attack all 5 lanes. Using a Boost Aura or Buff Beam helps greatly.
If you are building any Auras or Traps, try to place them outside of reach of Cyber Orcs so they dont get disabled by EMPs.
If your hero is about to die, back off and heal either manually or by using abilities or towers that can recover Life. If a tower is about to fall, do whatever means necessary to keep it intact (repairs or upgrade). Keep tabs on your Radar and dont push your luck.
Your hero choice should be something that can handle large amounts of opposition in small spaces and has a movement skill or double jump capacity
HYPER SHARD RECOMMENDATION
Mass Destruction - Any tower you setup in the central cave
Vicious Strikes - The Volcano with this can reach all the lanes if built on the center island
CHARACTERS
Tsumiko Kuri - Initiate (AP DPS, Boost Aura)
Yojimbo - Squire (Hero DPS, Spiked Blockade)
Marcion - Squire (AP DPS, Cannonball Tower, Ballista)
Apophis - Mystic (Hero DPS, Vipers Fangs)
Kasuti - Mystic (AP DPS, Obelisk, Sand Viper)
Jenocres - Abyss Lord (AP DPS, Skeletal Orc, Ramsters)
Shilf - Huntress (AP DPS, Blaze Balloon, Poison Dart Tower)
Etanaru - Monk (AP DPS, Skyguard Tower, Lightning Strike Aura)
Freya - Dryad (AP DPS, World Tree, Angry Nimbus. Hornets Nest)
Arohongui - Lavamancer (Hero DPS, Volcano) [Dungeon Defenders II] Mastery II - Forgotten Ruins (5 Star, No Cores Lost)](https://i.ytimg.com/vi/TgnzxPC5s1M/mqdefault.jpg)

![[Doom II] Japanese Community Project (JPCP) - MAP15: Nandeyanen (UV-Max)
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
Map15 only has 3 troublesome parts: The computer room, the Cyberdemon Garden Maze and the Soulsphere Arena. It took me some time to figure out strategies to survive mostly the first of the 3, the rest was basically taking advantage of Monster Infighting and timing. I still think Nankas Map11 was better than this, but it was still as challenging. The secret exit is also not as difficult to access as I have seen in other map packs either.
MAP STATS
Map: 15 - Nandeyanen (lit. what the hell?)
Author: Nanka Kurashiki
MIDI: Jazz Jackrabbit OST - Crysilis
Enemies: 151
Secrets: 5
SECRETS
1) After descending the elevator in the first room, you can fall into the acid pool on the left. The wall along the elevator side can be lowered to reveal a Soulsphere. It will also reveal 2 Revenants that need to be killed. I suggest getting this secret after the Computer Room and before the Cyberdemon Garden Maze.
2) In the Computer Room, go through the tunnel with the Lost Souls. Before dropping down onto the platform with the Zombies and Imps, hug the wall and follow the gray alcove to the UAC sign. Next to it is an indent you can walk into for the Backpack.
3) In the Cyberdmon Garden Maze, there is a dark patch of hedge next to the 6 rockets that can be lowered to reveal some Health Vials and a Switch. After you lower the maze walls, you can press this switch and then quickly run up the stairs to find a teleporter to a Supershotgun and some Green Armor. Shoot the switch in the crack with an impact weapon to open the portal out.
4) In the room with the Red Skull Key (where the room is all demonized and there is a Soulsphere in the middle), stand in front of the Soulsphere and face the Commander Keen behind it. To the right of this and off the edge, you will find a stone wall. A part of the wall can be straferan through to find a portal that will take you to another Backpack, MegaArmor and 8 Shells. The portal will take you back to the battlefield. Try to do this secret before you grab the Soulsphere or slay the Archvile first.
5) The Secret Exit counts as the last secret. To access it, you must slay all the Commander Keens in the level.
COMMANDER KEEN LOCATIONS
1) After getting through the Computer Room, to the right of the switch that opens the Cyberdemon Garden Maze, there is a Commander Keen in the tunnel. Kill it with Berserk Fists or Shotgun.
2) After getting past the Mancubus in the Cyberdemon Garden Maze and entering the house, there is a portrait of a Baron of Hell torso hanging on the wall. This portrait can be raised to reveal the 2nd Keen. Punch it or shoot it.
3) In the room with the pentagram teleporter that takes you to the Soulsphere Arena, there are a series of barrels surrounding it. Blow them up and a chain reaction should kill the Commander Keen hanging on the back of the room. If the barrels fail, shoot it yourself.
4) In the Soulsphere Arena, the Commander Keen is hanging behind the Soulsphere with 2 Medkits. Kill it before you pick up the Soulsphere so you dont forget it.
5) Once 1 through 4 are slain, you will find John Romeros head and an arrow pointing to a switch at the exit room. Open the door to the right of Romero to find the Red Keycard for the switch. The switch will reveal the last Commander Keen where the MAP16 Exit Switch was. Kill it and the other side of the column will lift up to reveal the secret exit!
TIPS
- Until you get the Supershotgun from the Cyberdemon Garden Maze, your best weapon will be your berserk fists. If you are able to dispatch monsters safely with your hands, then do so. Try to give yourself space if you plan on punching Hell Knights and try to confuse Revenants into fisting and punching them when you find an opening.
- The Arachnotron and Hell Knight in the computer room can be helpful for infighting, but try to be careful when grabbing Secret #1 as the Arachnotron can ruin your life trying to get the Backpack. If you want to play it safe, punch the Arachnotron and use the Chaingunners on the alcove to help you lock it.
- You must be incredibly quick in the Cyberdemon Garden Maze when pressing the 4 switches. Try to go for the House Door and the Secret #3 when you think it is safe, primarily when the Cyberdemon stops firing. Dont forget to crush the Cyberdemon by pressing the Green Switch in the house before you leave to the next area.
- In the Soulsphere Arena, instigate as much infighting to the best of your ability to help save ammo and kill the Archviles quickly. This isnt an area you want to fight reviving monsters in!
- In the Exit Room, do NOT press the switch on the Column or you will go to Map16 and mess up your UV-Max run. If you missed a Keen, the door next to Romero takes you back to the start, so you can backtrack to find any missing Keens. [Doom II] Japanese Community Project (JPCP) - MAP15: Nandeyanen (UV-Max)](https://i.ytimg.com/vi/W2CJ92ACrT8/mqdefault.jpg)
![[Dungeon Defenders II] Mastery I - Forest Crossroads (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M1
Map: Forest Crossroads
The only real problem is you must be swift on startup. Once you get your defenses going, this map then becomes all about survival.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot have Hero Deaths
- All Build Phases must be completed within 30 minutes or less
- You cannot build more than 1 of a specific type of Defense
- Do all the above in 1 run
PLAN
Due to the time constraint and unique defense requirement, you must ensure that the first 4 heroes on your card can build 1 Blockade and at least 1 form of offense that can handle C1 attackers. The Abyss Lord has the added bonus of setting up defenses instantly at the cost of a delay before the tower attacks. Build his things last. The Northwestern path will need 2 blockades to completely seal off. While you are in Combat Phase, fight and build anything else you might need.
Because of the Unique defense requirement, you will need to ensure that you diversify your Blockades and attack options so there is a balance. Anything that cant be made up for will have to be done with your hero choice.
Due to the size of the map, Dryad Defenses, Obelisks and Volcanos have enough range to cover multiple lanes. Take advantage of this to assist with DU Splitting. An active Mystic turns the Obelisk into a superpowered Flamethrower you can move around when needed.
Spread out your anti-Shield Goblin choices across the lanes. Any projectile towers will need Piercer Servos or placed at an angle that will shoot the back or sides without the defense itself being targeted by other enemies.
While you arent dealing with the more dangerous foes yet, you will need be aware of Kobolds, Javelin Throwers, Drakin and your defenses wasting time on Shield Goblins. Make sure you dispatch the more difficult targets first before you go for the small fry. Also keep an eye out on your Life so you dont get slain.
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.
CHARACTERS
Yojimbo (Squire, Hero DPS) - Spiked Blockade
Lenneth (Dryad, Hero DPS) - All Defenses
Jenocres (Abyss Lord, AP DPS) - Colossus, Ramster, Orc Blockade
Tsumiko Kuri (Initiate, AP DPS) - Flame Aura, Lightning Strikes Aura, Skyguard Tower
Arohongui (Lavamancer, Hero DPS) - Volcano
Kasuti (Mystic, AP DPS) - Obelisk, Sand Viper, Serpents Coil
Shilf (Huntress, AP DPS) - Poison Dart Tower
Cinnamon (Series EV2, AP DPS) - Weapon Manufacturer [Dungeon Defenders II] Mastery I - Forest Crossroads (5 Stars)](https://i.ytimg.com/vi/WTA2ZNhjfNA/mqdefault.jpg)
![[Dungeon Defenders II] Mastery VI - Buried Bastille (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M6
Map: Buried Bastille
This can be one of the more rough Masteries in Chaos VI due to the size of the map and the fact you must ensure all your defenses survive.
5 STAR REQUIREMENTS
- Survive all 5 waves
- All 4 Crystal Cores must stay above 90% health at all times
- You cannot build any Nodes
- You cannot upgrade any defenses
- You complete all the above in the same run
PLAN
Due to the aforementioned affixes, you must build Blockades that have high health, defensive based servos (Protective Downgrade, Hardened, Shielding Guard, etc.) and they must completely wall off a lane. Snooki are notorious for slipping through cracks and one of their blades will cost you the 5 Star. Orc Blockades and the Maw of the Earth Drake are best served for this situation.
You will need to use Auras and Traps to kill enemies outside of range of your Blockades, especially the Hex Throwers. Flooding the lanes with Flame Auras, placing Fissures of Embermount at entrances with the Embermount Flames to burn up enemies are the best options. You will also need to place some defenses at the Southwestern Core going up the stairs as Skeletons raised from Malthius or Dark Mages tend to go down the stairs and hack the core.
Hex Throwers are a serious problem in the middle lane between the 2 Crystal Cores (Central and Eastern). Once the Hex Throwers turn the corner, they WILL throw their Javelins at the Crystal Core, no matter where the Blockades are. Your hero must camp here and slay all enemies before they leave the area. Luckily, you can damage enemies beyond the barrier. Extra defenses will be necessary to contain enemies here.
If a defense is about to be destroyed, quickly repair it. Make sure if you are placing Towers beyond the Blockade that they cannot be targeted by other units. All it takes to fail the 5 Star is let something get destroyed.
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
Lenneth (Dryad, Hero DPS) - World Tree, Angry Nimbus, Harpys Perch
Yojimbo (Squire, Hero DPS) - Spike Blockade
Shilf (Huntress, AP DPS) - Poison Dart Tower, Blaze Balloon
Tsumiko Kuri (Initiate, AP DPS) - Flame Aura, Lightning Strikes Aura, Skyguard Tower
Mishera (Adept. AP DPS) - Earthshatter Tower
Kasuti (Mystic, AP DPS) - Obelisk [Dungeon Defenders II] Mastery VI - Buried Bastille (5 Stars)](https://i.ytimg.com/vi/WdDLvMul4NE/mqdefault.jpg)