Uploaded September 2018 | Updated September 2026, 3 hours ago
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M1
Map: Unholy Catacombs
Even with Auras disabled, the Diversity Quota isn't really a problem here. Making sure you don't die will be. Other than that, this is an easy map.
5 STAR REQUIREMENTS
====================
- Survive all 5 waves
- You cannot have Hero Deaths
- You must maintain at least 10 different types of defenses during all Combat Phases
- You cannot build any Auras
- Do all the above in 1 run
PLAN
=====
By diversifying your blockades, you can cover most of the Diversity Quota for this map. Once this is done, then you can build multiple copies of the others to ensure you meet the Quota. Make sure your choices are able to withstand punishment.
Watch your footing on this map. This map has several pitfalls that can lead to your doom and cost you the 5 Star. You will also need to watch out for Cannon Ogres or hard hitting enemies. Use Last Stand Chips, Protective Downgrade and Hardened Servos if necessary.
The lone Skeleton lane is relatively weak and doesn't need much DU spending to counter. However, you should protect both Soul Stones to help ease DU Splitting and to save time.
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. Dryad Defenses and Earthshatters if placed properly can handle multiple lanes to help ease DU splitting.
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
Shilf (Huntress, AP DPS) - All Defenses
Apophis (Mystic, AP DPS) - Viper's Fangs, Snaking Sands
Lenneth (Dryad, AP DPS) - World Tree, Angry Nimbus, Harpy's Perch, Moss Hornet Nest
Jenocres (Abyss Lord, AP DPS) - All Defenses
Mishera (Adept, AP DPS) - Earthshatter Tower, Hailstorm Tower, Flame Thrower Tower
Tsumiko Kuri (Initiate, AP DPS) - Skyguard Tower
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M1
Map: Unholy Catacombs
Even with Auras disabled, the Diversity Quota isn't really a problem here. Making sure you don't die will be. Other than that, this is an easy map.
5 STAR REQUIREMENTS
====================
- Survive all 5 waves
- You cannot have Hero Deaths
- You must maintain at least 10 different types of defenses during all Combat Phases
- You cannot build any Auras
- Do all the above in 1 run
PLAN
=====
By diversifying your blockades, you can cover most of the Diversity Quota for this map. Once this is done, then you can build multiple copies of the others to ensure you meet the Quota. Make sure your choices are able to withstand punishment.
Watch your footing on this map. This map has several pitfalls that can lead to your doom and cost you the 5 Star. You will also need to watch out for Cannon Ogres or hard hitting enemies. Use Last Stand Chips, Protective Downgrade and Hardened Servos if necessary.
The lone Skeleton lane is relatively weak and doesn't need much DU spending to counter. However, you should protect both Soul Stones to help ease DU Splitting and to save time.
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. Dryad Defenses and Earthshatters if placed properly can handle multiple lanes to help ease DU splitting.
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
Shilf (Huntress, AP DPS) - All Defenses
Apophis (Mystic, AP DPS) - Viper's Fangs, Snaking Sands
Lenneth (Dryad, AP DPS) - World Tree, Angry Nimbus, Harpy's Perch, Moss Hornet Nest
Jenocres (Abyss Lord, AP DPS) - All Defenses
Mishera (Adept, AP DPS) - Earthshatter Tower, Hailstorm Tower, Flame Thrower Tower
Tsumiko Kuri (Initiate, AP DPS) - Skyguard Tower
![[Doom II] Japanese Community Project (JPCP) - MAP26: Embodiment of Maliciousness (UV-Max)
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
After a long hiatus of work, DD2, babysitting my grandfather and much practice runs, I am able to finally post MAP26 of JPCP.
The Map has multiple themes and it has some pretty disastrous confrontations with many things that can go wrong in each of them. You must find a way to balance tactics, weapon usage and speed to prevail in this map. Overall, it wasnt difficult, but it did take a lot of practice to figure out effective plans.
MAP STATS
Map: 26 - Embodiment of Maliciousness
Author: Yullie
MIDI: Final Fantasy VIII OST - Nobou Uematsu - Legendary Beast
Monsters: 235
Secrets: 3
SECRETS
1) After escaping the Imp and Mancubus gauntlet, you will eventually trigger a trap that wiil lower you into a pit with Demons and Imps. Jam the elevator so it stays down, wait about 2 seconds, then press the Face Switch. This will lower an elevator on the high ground at the door. When you get back up, quickly claim the 2 Boxes of Shells and ride the elevator up to the Berserk Pack. Another option is to have a monster trigger the bridge and be on the high ground next to the door when it lowers. If you do this method, make sure you kill the enemy who triggered it before ascending.
2) While you are in the pit, you will see a shrine through the window to the room below. Shoot the red box with an impact weapon. This will raise a bar in this room that will allow you to collect a MegaArmor later.
3) In your 2nd trip through the room with the BFG9000 (the Star Room with the Archvile), you will press a switch that will lower a Hell Knight and another switch. Kill the Hell Knight and press the switch. This will do 2 things: It will reveal the staircase to the Red Skull Key and it will open a door behind the gray wall in the previous room. Backtrack through this wall and you will find a Soulsphere, Energy Bulk Cell and a Box of Rockets.
TIPS
- Once you go through the first portal with a Shotgun, quickly drill a path through the Imps and try to get to at least the Chaingun so you can stunlock the Mancubus with bullets. Make sure you stay on the move as there are Imps on the high ground also attacking you.
- You will be facing many Archviles in this map and some are grouped with some pretty brutal enemy formations, either initially or with corpses. Try to spread out the corpses and quickly dispatch Archviles as they appear. The BFG9000 can eradicate them quickly, but try to use Rockets and SSG to dispatch them as best as possible.
- Quickly analyze the battle formations and the room so that you can setup plans to dispatch enemies, especially in the Red Cave, the Yellow Skull Key elevator, the Blue Skull Key room the BFG Room (both trips) and the Megasphere Platform at the Blue Key Switch.
- Watch your footing along the Red Cave. Falling off is disastrous to your runs and your health!
- In the pit with the Blue Skull Key, 4 Revenants, 2 Chaingunners and a Spider Mastermind will spawn. Try to get the Spider Mastermind to attack one of the 6 other enemies so you can make a BFG strike uncontested. Keep tabs on all the Revenants so that you dont get blindsided by their missiles, especially if they are homing. If you want, you can get the Spider Mastermind to kill everything and then finish it off yourself.
- On the final push, be aware of the Cyberdemon that will ambush you on the way out. [Doom II] Japanese Community Project (JPCP) - MAP26: Embodiment of Maliciousness (UV-Max)](https://i.ytimg.com/vi/JveTzx6RKJY/mqdefault.jpg)
![[Dungeon Defenders II] Mastery V - Greystone Plaza (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M5
Map: Greystone Plaza
This is your first No Blockade map for Mastery V. If you have been watching my previous videos, you should know by now how I handle these.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build any Blockades
- All Combat Phases must be completed within 3 minutes or less
- You must maintain at least 10 different defense types during all Combat Phases
- Do all the above in 1 run
PLAN
Since you cannot build Blockades, your only hope of impeding advancing enemies is using Volcanoes, Obelisks and Frostbite or Flamethrower Towers (these 2 should have Totems) as psuedo-walls, then back them up with strong defenses. The Volcano can handle multiple lanes and the Obelisks are map-wide, plus double as Flamethrowers with a max appeasement Mystic.
Because of the Cyber Orc threat, your best bet for Defenses is to use projectiles. If you plan on using Auras, Traps or Nodes, make sure that the device is out of reach from their EMP attacks. The Dryads defenses, Lightning Strikes Aura and Weapon Manufacturer with range upgrades can be effective.
Dark Assassins can get shredded by Skyguard Towers and Hailstorm Towers with great effect. 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.
HYPER SHARD RECOMMENDATION
Hyper Destruction - Any tower that is either facing bosses or handling multiple lanes or a specific one that is in most or all lanes.
Vicious Strikes - Anything that benefits from the increased range.
Radiant Critical Power - The hero you will be most active with. Fight near your auras, traps and nodes or use ranged near your towers to take full effect of this.
Explosive Shielding Guard - Whichever Blockade will benefit from the Shielding and Explosive effects. Preferably one that is in multiple lanes.
Thunderstruck - Your main DPS hero. A standard attacker is best suited for this shard. A tower with Water Elemental can help you apply Drenches and a Lightning damage weapon are recommended.
CHARACTERS
Kasuti - Mystic (AP DPS, Obelisk, Serpents Coil)
Apophis - Mystic (Hero DPS, Obelisk, Snaking Sands, Serpents Coil)
Arohongui - Lavamancer (Hero DPS, Volcano)
Ngamahu - Lavamancer (AP DPS, Volcano)
Lezard Valeth - Apprentice (AP DPS, Frostbite Tower)
Etanaru - Monk (AP DPS, Skyguard Tower)
Marcion - Squire (AP DPS, Cannonball Tower, Ballista)
Shilf - Huntress (AP DPS, Poison Dart Tower)
Mishera - Adept (AP DPS, Earthshatter Tower)
Jenocres - Abyss Lord (AP DPS, Ramster) [Dungeon Defenders II] Mastery V - Greystone Plaza (5 Stars)](https://i.ytimg.com/vi/K6rLfoaNFgM/mqdefault.jpg)
![[Dungeon Defenders II] Mastery I - Liferoot Forest (5 Stars, No Cores Lost)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M1
Map: Liferoot Forest
5 STAR REQUIREMENTS
- Survive all 5 waves
- The Royal Eggs cannot go below 90% across all 5 waves
- No Blockades can be used across all 5 waves
- All Build Phases must be done in 30 seconds or less
- Do all the above within one run
Setting up for this map is the real problem. In the time you are given for W1s Build Phase, you only have enough time to setup at least 1 defense each lane. Once you get past the hurdle known as Wave 1, the rest of this level is straight forward.
PLAN
Use the time for Wave 1 to quickly setup a 2-3 node Weapon Manufacturer on each lane. This will solve most of the enemy problems, but you will have to assemble the Poison Dart Towers or Proton Beams on the fly. Until they are ready, use your builder to DPS. Once they are all up, add on extra defenses.
The Obelisk and Volcano are to handle all the lanes due to their high range. Both can double as a blockade due to their high health pools. If you are using an active Obelisk (You are playing as the Mystic that made it), the Flame can destroy any melee forces or be repositioned for anti-Boss combat.
If you let the Quab fall (I didnt because I wanted this to be more epic), use the Volcano or Obelisk as a wall, with Poison Darts behind that and add either a Skyguard or Hailstorm Tower to shoot down the air lane.
My AP DPS Mystic fills up the rest of the DU with Sand Vipers (setup with Split Viper Shard to target 3 enemies), a Serpent Coil (Mystics cant heal) and to exploit the Obelisks secondary functions.
CHARACTERS
Kasuti - Mystic (AP DPS, Obelisks, Sand Vipers)
Shilf - Huntress (AP DPS, Poison Dart Towers)
Arohongui - Lavamancer (Hero DPS, Volcano)
Cinnamon - Series EV (AP DPS, Weapon Manufacturer) [Dungeon Defenders II] Mastery I - Liferoot Forest (5 Stars, No Cores Lost)](https://i.ytimg.com/vi/LDumb2oL92U/mqdefault.jpg)
![[Dungeon Defenders II] Mastery VII - Buried Bastille (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M7
Map:: Buried Bastille
Alongside Forgotten Ruins, this is probably the most difficult map on Chaos VII, largely because of the lack of Blockades and your build is finalized. This level will definitely test the strength of your No Blockade skills.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build Blockades
- You cannot let a Defense get destroyed or sold
- All 4 Crystal Cores must stay above 90% health at all times
- Do all the above in 1 run
PLAN
Due to the lack of Blockades, your only hope is to use most of your DU to summon your best Auras, Traps and Nodes to cover as much ground as possible. If you must use Blockades, then use Obelisks, Volcanos and Frostbites armed with Totems. Hardened and Protective Downgrade helps immensely. You will need to use these walls on boss lanes, especially beyond Wave 2.
On Wave 4 onward, check the central lane between the middle and Right crystals. If you see any Hex Throwers here, you must slay them before they leave the spawner as they are prone to throw their Javelins the moment they get sight or you will have to put Reflect Beams in front of both Crystal Cores. Snooki are also a problem here in large groups (they can spawn up to 8 at once here). All it takes to fail is have one off them hit the core. You must also be careful of Skeletons that summon from corpses as they are prone to walking down the stairs and go for the core in the bottom left corner. This is especially concerning if Malthius is on the field.
You should also consider mixing in some Crowd Control measures to stall or slow down enemies so the Auras can kill better. If you are going to use Frostbites, make sure they are armed with Totems or setup defenses in a way they dispatch Kobolts quickly.
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
Tsumiko Kuri (Initiate) - AP DPS (Flame Aura, Lightning Strikes Aura, Skyguard Tower)
Cinnamon (Series EV2) - AP DPS (Reflect Beam, Weapon Manufacturer)
Shilf (Huntress) - AP DPS (Poison Dart Tower)
Mishera (Initiate) - AP DPS (Earthshatter Tower)
Arohongui (Lavamancer) - Hero DPS (Volcano)
Lezard Valeth (Apprentice) - AP DPS (Frostbite Tower)
Kasuti (Mystic) - AP DPS (Obelisk)
Yojimbo (Squire) - Hero DPS [Dungeon Defenders II] Mastery VII - Buried Bastille (5 Stars)](https://i.ytimg.com/vi/LSIFDCJdRbQ/mqdefault.jpg)
![[Dungeon Defenders II] Mastery IV - Forgotten Ruins (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M4
Map: Forgotten Ruins
This is another one of the easier maps on Mastery IV, but you will need to be swift and have smart Defense placement to ensure nothing gets lost.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You must maintain at least 10 different defense types during all Battle Phases
- No Defenses can be sold or destroyed
- Both Relic Lens and both Idols must stay above 90% health at all times
- Do all the above in 1 run
PLAN
Diversifying your Anti-Air defenses and your Blockades will cover most of the Diversity quota. With this settled, you can then use multiple defenses of that type on each lane.
If you want to keep the Center Lane as one lane, it is wise to put more hearty defenses (Colossus, Maw of the Earth Drake, Skeletal Orcs) in the center as you get very limited space and also has to contend with 2 bosses. Make sure that your Offense towers are able to handle a larger concentration of enemies, especially with Kobolds and Snooki.
Because of one of the affixes, it would be wise to use Snaking Sands, Proton Beams and Boost Auras with Boosted Grasp, Geyser Towers, etc. to slow down enemies or apply Crowd Control as these cannot be targeted by enemies. If you plan on using Frostbite Towers, make sure they cannot be walked into or Quibly cannot throw bombs at them.
Like in Mastery III, a combination of barrier piercing towers (Flamethrower, Serpents Coil, Sand Viper, Ramsters, Obelisk) mixed in with auras, nodes and traps can handle most to all opposition. The Obelisk has the added bonus of being Map Wide and can double as a high powered Flamethrower with a max appeasement Mystic. 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 and petrifying other enemies can cause them to hack at each other.
If a Defense is in the Red zone, immediately get involved and upgrade it. Try to avoid placing Defenses directly behind blockades or Javelin Throwers may be what costs you the 5 Star.
When traversing the map, watch your step and watch what you fight! All it takes for you to be in a bad situation is to fall off the map or a bunch of Kobolds exploding in your face.
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.
Vicious Strikes - Anything that benefits from the increased range. Auras, Traps or Weapon Manufacturer benefit from this. You can also attach this to your Frostbite Towers to have more reach with your slowing effects.
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
Arohongui - Lavamancer (AP DPS, Maw of the Earth Drake, Fissure of Embermount)
Lenneth - Dryad (Hero DPS, World Tree, Angry Nimbus, Slime Pit)
Jenocres - Abyss Lord (AP DPS, Colossus, Skeletal Orc, Ramster)
Apophis - Mystic (Hero DPS, Serpents Coil, Vipers Fangs)
Mishera - Adept (AP DPS, Earthshatter Tower, Hailstorm Tower)
Shilf - Huntress (AP DPS, Poison Dart Tower)
Etanaru - Monk (AP DPS, Skyguard Tower, Flame Aura, Lightning Strikes Aura)
Cinnamon - Series EV2 (AP DPS, Proton Beam) [Dungeon Defenders II] Mastery IV - Forgotten Ruins (5 Stars)](https://i.ytimg.com/vi/Le5ZFp7qvBs/mqdefault.jpg)
![[Dungeon Defenders II] Mastery V - Assault on the Throne Room (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M5
Map: Assault on the Throne Room
Being unable to upgrade your defenses and the DU splitting are the only things that you should definitely be concerned with. You will need to adapt your strategies and be swift on your feet for this to work out.
5 STAR REQUIREMENTS
- Survive all 5 waves
- Both Window Gate Locks, the Throne and the Crystal Cart must stay above 90% health at all times
- You cannot upgrade any defenses
- You must maintain at least 10 different types of defenses during all Battle Phases
- Do all the above in 1 run
PLAN
Diversify your Blockades and you should be able to cover most or even all of your Diversity Quota. You will then be able to use multiple defenses of that type for all the lanes. Some defenses like Dryad Defenses, Weapon Manufacturers and Lightning Strikes Auras with range upgrades can cover multiple lanes on certain spots.
An Obelisk and/or a Volcano with range increases can be effective at handling multiple lanes. The former has the added power of being map wide and doubles as a Flamethrower with a Max Appease Mystic on the field.
Make sure that when you are defending the Gate Locks that you dont put your Blockades too close to it. All it takes to fail the 5 Star is it getting nicked by Javelin Throwers, Kobolds, Snooki or even bosses. If you are locked by a Dark Assassin, do not stand hear it.
Dark Assassins should be handled with Towers, but you could set up a kill zone with a Skyguard if you wish, but add Geyser Traps, Earth Toss Earthshatters and Vipers Fangs so that they have something to do if there is no air. Status ailments like Poison, Stun, Slow and Freeze can help at contending with Dark Assassins. If your hero has an ability that applies ailments, use it right away so you can disable as many Dark Assassins as you can. The Overwhelm Shard and Gato Pets Dazzling Sparkle can allow all heroes to apply Stun. The Earth Toss, Vipers Fangs attack and Geyser Traps can launch Dark Assassins off of you as well.
Aside from the Dark Assassins, you will need to be vigilant towards the other enemies as well. The Kobolds, Snooki and Witherbeasts are the biggest threats to your defenses. You will also need to factor in a Geode and a few Shield Goblins on Wave 4 and 5 (there is a bug in the game that spawns a group). If you see a Geode coming, immediately kill it before you get locked by a Dark Assassin.
Because of the way the enemies spawn on this map, you can easily move in a pattern. Once you slay all the tougher enemies, you should consider moving onto the next lane as your defenses can handle the stragglers. Dont forget to keep up your repairs.
HYPER SHARD RECOMMENDATION
Hyper Destruction - Any tower that is either facing bosses or handling multiple lanes or a specific one that is in most or all lanes.
Vicious Strikes - Anything that benefits from the increased range.
Radiant Critical Power - The hero you will be most active with. Fight near your auras, traps and nodes or use ranged near your towers to take full effect of this.
Explosive Shielding Guard - Whichever Blockade will benefit from the Shielding and Explosive effects. Preferably one that is in multiple lanes.
Thunderstruck - Your main DPS hero. A standard attacker is best suited for this shard. A tower with Water Elemental can help you apply Drenches and a Lightning damage weapon are recommended.
CHARACTERS
Lenneth - Dryad (Hero DPS, World Tree, Angry Nimbus, Harpy Perch)
Yojimbo - Squire (Hero DPS, Spike Blockade, Training Dummy)
Apophis - Mystic (Hero DPS, Serpents Coil, Vipers Fangs)
Lezard Valeth - Apprentice (AP DPS, Frostbite Tower, Arcane Barrier)
Arohongui - Lavamancer (Hero DPS, Maw of the Earth Drake)
Marcion - Squire (AP DPS, Cannonball)
Shilf - Huntress (AP DPS, Poison Dart Tower)
Mishera - Adept (AP DPS, Earthshatter Tower)
Kasuti - Mystic (AP DPS, Serpents Coil, Sand Viper)
Etanaru - Monk (AP DPS, Lightning Strikes Aura)
Jenocres - Abyss Lord (AP DPS, Ramster)
Tsumiko Kuri - Initiate (AP DPS) [Dungeon Defenders II] Mastery V - Assault on the Throne Room (5 Stars)](https://i.ytimg.com/vi/MDcAsFoL98Y/mqdefault.jpg)
![[Dungeon Defenders II] Mastery VII - Crumbled Bulwark (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M7
Map:: Crumbled Bulwark
Another No Anti-Air Map that isnt too difficult. You will have to pay attention to lanes as to avoid Air slipping through and costing you the Project Your Jewels affix. Luckily, the setup I usually use for APx farming with Flame Auras works perfectly here.
5 STAR REQUIREMENTS
- Survive all 5 waves
- Both Crystal Cores must stay above 90% Health at all times
- You cannot build Anti-Air Defenses
- You cannot upgrade any defenses
- Do all the above in 1 run
PLAN
Due to the lack of anti-air defenses, you will need to use standard defenses, Auras, Traps and Nodes to slay the incoming Air before they reach your Cores or you will need to keep tabs on air units and slay them with your main Hero. If you do the latter, make sure your hero has a long range attack or ability to allow for this.
Using Auras, 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.
If a defense is about to fall, quickly fix it before it falls. You will need to make sure your Blockades can withstand maximum punishment on their own without upgrades. The Hardened and Fortitude Servos along with Fortification and Shielding Guard shards will help you with this.
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 Ninbus)
Yojimbo (Squire) - Hero DPS (Spike Blockade)
Tsumiko Kuri (Initiate) - AP DPS (Flame Aura)
Shilf (Huntress) - AP DPS (Poison Dart Tower)
Mishera (Adept) - AP DPS (Earthshatter Tower) [Dungeon Defenders II] Mastery VII - Crumbled Bulwark (5 Stars)](https://i.ytimg.com/vi/MfALo3Vqx9s/mqdefault.jpg)
![[Dungeon Defenders II] Mastery I - Molten Citadel (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M1
Map: Molten Citadel
A Timed Build Phase you must not only be swift, but also smart with. The difficulty will all depend on what you can build within the first wave. Build well and your stay here will be well.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build more than 1 of a specific defense
- You must complete all Build Phases within 30 seconds or less
- You cannot let a Defense get sold or destroyed
- Do all the above in 1 run
PLAN
Due to the build constraints, you must ensure that your first 4 heroes must be able to build at least 1 Blockade and 1 defense that can fight back. The Blockade will be taking punishment so make sure it can withstand it while you are setting up other defenses. Hardened Servos will assist you greatly. The Abyss Lord has the capacity to setup defenses instantly at the cost of a delay before attacking, so take advantage of this near the end.
The Obelisk can be useful as its 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 and can still do damage to Shield Goblins. Both can also be moved around when necessary. The Angry Nimbus also has the range to cover multiple lanes if necessary.
For Anti Air, it is best to place both the Hailstorm and/or Skyguard Tower close to the Core so it can cover both air lanes for DU splitting. You may need to intervene yourself if too many Wyverns come at once.
When you finish the first wave, the timer doesnt begin until the Build Phase graphic appears. During this time, you can setup your hero card, pick up mana and prepare defenses instantly. EXPLOIT THIS!
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
Jenocres (Abyss Lord, AP DPS) - Colossus, Ramster
Yojimbo (Squire, Hero DPS) - Spike Blockade
Lenneth (Dryad, Hero DPS) - World Tree, Angry Nimbus, Harpys Perch
Tsumiko Kuri (Initiate, AP DPS) - All Defenses
Shilf (Huntress, AP DPS) - All Defenses
Mishera (Adept, AP DPS) - Earthshatter Tower, Hailstorm Tower
Kasuti (Mystic, AP DPS) - Sand Viper, Obelisk, Serpents Coil [Dungeon Defenders II] Mastery I - Molten Citadel (5 Stars)](https://i.ytimg.com/vi/N-e5K893wcE/mqdefault.jpg)

![[Dungeon Defenders II] Mastery V - Forgotten Ruins (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M5
Map: Forgotten Ruins
Another No Blockade map for Mastery V, but it isnt as brutal as Littlehorn Valley or Forest Crossroads if you setup correctly. The only real problem is defending the central lane.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build any Blockades
- All Combat Phases must be completed within 3 minutes or less
- You cannot build any Nodes
- Do all the above in 1 run
PLAN
Since you cannot build Blockades, your only hope of impeding advancing enemies is using Volcanoes, Obelisks and Frostbite or Flamethrower Towers (these 2 should have Totems) as psuedo-walls, then back them up with strong defenses. The Volcano can handle multiple lanes and the Obelisks are map-wide, plus double as Flamethrowers with a max appeasement Mystic.
Because of the Cyber Orc threat, your best bet for Defenses is to use projectiles. If you plan on using Auras, Traps or Nodes, make sure that the device is out of reach from their EMP attacks. The Dryads defenses, Lightning Strikes Aura and Weapon Manufacturer with range upgrades can be effective.
Dark Assassins can get shredded by Skyguard Towers and Hailstorm Towers with great effect. 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.
You will need to double up your defenses on the middle lane and treat it as one lane to help with DU Splitting.
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
Arohongui - Lavamancer (Hero DPS, Volcano)
Shilf - Huntress (AP DPS, Poison Dart Tower, Geyser Trap)
Apophis - Mystic (Hero DPS, Obelisk)
Kasuti - Mystic (AP DPS, Obelisk, Serpents Coil)
Marcion - Squire (AP DPS, Ballista, Cannonball Tower)
Etanaru - Monk (AP DPS, Skyguard Tower)
Lezard Valeth - Apprentice (AP DPS, Frostbite Tower)
Mishera - Adept (AP DPS, Earthshatter Tower) [Dungeon Defenders II] Mastery V - Forgotten Ruins (5 Stars)](https://i.ytimg.com/vi/Osx2piGdh3M/mqdefault.jpg)
![[Dungeon Defenders II] Mastery VII - The Dead Road (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M7
Map:: Dead Road
Being unable to build Auras isnt the real ballbuster of this map. The real problem is the threat of Kobolts and them divebombing into your frail towers as you have to deal with Perfect Cores and Defenses. Play smart and you should be fine.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build any Auras
- You cannot let a Defense get destroyed or sold
- Both Crystal Carts must stay above 90% health at all times
- Do all the above in 1 run
PLAN
It is wise that you protect both subobjectives for the game. Failure to do so will make DU splitting far worse for yourself as you now have to pull a lane back to deal with 2 and you got an entrance right next to your Cart. The one near the cart can spawn Hex Throwers or Kobolts. The skeleton lane is relatively weak so very little DU should be spent here.
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.
If a defense is about to fall, either upgrade it or repair it before it breaks. Do not let Ogres or Cannon Ogres reach your Blockades unless you got Hardened and Protective Downgrade on them. Skeleton bosses can also be a problem if you build too close.
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 - Any tower you feel will benefit from this.
Automation - Your main blockade.
CHARACTERS
Yojimbo (Squire) - Hero DPS (Spike Blockade)
Shilf (Huntress) - AP DPS (Poison Dart Tower)
Lenneth (Dryad) - Hero DPS (World Tree, Angry Nimbus, Harpy Perch)
Cinnamon (EV2) - AP DPS (Weapon Manufacturer)
Agent Tanya (Gunwitch) - AP DPS [Dungeon Defenders II] Mastery VII - The Dead Road (5 Stars)](https://i.ytimg.com/vi/OyDShhyuN-I/mqdefault.jpg)