Uploaded December 2017 | Updated September 2026, 39 minutes ago
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M2
Map: Buried Bastille
For Buried Bastille, the requirements for the 5 star aren't really a problem. The fact this is Buried Bastille (large map and strange AI patterns at times) is the problem. As long as you build properly and have a hero to get around the map fast, this map won't be difficult.
As of now, I am about 80% into Mastery III and will upload videos as I can. I haven't forgotten about Mastery I. I will finish them when I am done VII.
5 STAR REQUIREMENTS
====================
- Survive all 5 waves
- No Hero Deaths
- You cannot build any Node defenses (EV2 stuff)
- All Battle Phases must be completed within 3 minutes or less
- You cannot upgrade any defenses
- Do all the above in 1 run
PLAN
=====
On some spots, you will need to double or triple wall to ensure no leaks. The Obelisk has map range and can help out in all lanes. The Volcano if properly placed can handle up to 3 lanes.
Because of the time constraints, it is wise to pull your defensive lines up to near the spawners. This will save seconds in acquiring targets.
Make sure your defenses are able to destroy the smaller enemies quickly and effectively. Although the waves go by incredibly quickly, the time limit might be a problem for bosses.
Always have a hero that has a travel ability. Lavamancer, EV2, Gunwitch and the Dryad have powers that can help you get around the map. Be careful when traversing the bridge, especially if you are underground as the Lavamancer or you are lagging.
- For your DPS active hero, make sure it is able to dispatch monsters effectively. Having the above hero on the card is recommended. Being able to annihilate bosses fast is also recommended.
HYPER SHARD RECOMMENDATION
=============================
Hyper Destruction - Any tower that is being used in multiple lanes
Vicious Strikes - Any tower that will benefit from increased range. The Volcano with this can defend 3 lanes if placed near the middle Crystal. The southeastern Crystal can allow it to target 2 ground lanes and 2 air lanes this way as well.
CHARACTERS
============
Yojimbo - Squire (Hero DPS, Spiked Blockade)
Lenneth - Dryad (Hero DPS, World Tree, Angry Nimbus)
Etanaru - Monk (AP DPS, Skyguard Tower)
Tsumiko Kuri - Initiate (AP DPS, Boost Aura)
Jenocres - Abyss Lord (AP DPS, Ramster)
Shilf - Huntress (AP DPS, Poison Dart Tower, Blaze Balloon)
Mishera - Initiate (AP DP, Earthshatter Tower)
Kasuti - Mystic (AP DPS, Obelisk)
Arohongui - Lavamancer (Hero DPS, Volcano)
Cinnamon - Series EV2 (AP DPS)
Agent Tanya - Gunwitch (AP DPS)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M2
Map: Buried Bastille
For Buried Bastille, the requirements for the 5 star aren't really a problem. The fact this is Buried Bastille (large map and strange AI patterns at times) is the problem. As long as you build properly and have a hero to get around the map fast, this map won't be difficult.
As of now, I am about 80% into Mastery III and will upload videos as I can. I haven't forgotten about Mastery I. I will finish them when I am done VII.
5 STAR REQUIREMENTS
====================
- Survive all 5 waves
- No Hero Deaths
- You cannot build any Node defenses (EV2 stuff)
- All Battle Phases must be completed within 3 minutes or less
- You cannot upgrade any defenses
- Do all the above in 1 run
PLAN
=====
On some spots, you will need to double or triple wall to ensure no leaks. The Obelisk has map range and can help out in all lanes. The Volcano if properly placed can handle up to 3 lanes.
Because of the time constraints, it is wise to pull your defensive lines up to near the spawners. This will save seconds in acquiring targets.
Make sure your defenses are able to destroy the smaller enemies quickly and effectively. Although the waves go by incredibly quickly, the time limit might be a problem for bosses.
Always have a hero that has a travel ability. Lavamancer, EV2, Gunwitch and the Dryad have powers that can help you get around the map. Be careful when traversing the bridge, especially if you are underground as the Lavamancer or you are lagging.
- For your DPS active hero, make sure it is able to dispatch monsters effectively. Having the above hero on the card is recommended. Being able to annihilate bosses fast is also recommended.
HYPER SHARD RECOMMENDATION
=============================
Hyper Destruction - Any tower that is being used in multiple lanes
Vicious Strikes - Any tower that will benefit from increased range. The Volcano with this can defend 3 lanes if placed near the middle Crystal. The southeastern Crystal can allow it to target 2 ground lanes and 2 air lanes this way as well.
CHARACTERS
============
Yojimbo - Squire (Hero DPS, Spiked Blockade)
Lenneth - Dryad (Hero DPS, World Tree, Angry Nimbus)
Etanaru - Monk (AP DPS, Skyguard Tower)
Tsumiko Kuri - Initiate (AP DPS, Boost Aura)
Jenocres - Abyss Lord (AP DPS, Ramster)
Shilf - Huntress (AP DPS, Poison Dart Tower, Blaze Balloon)
Mishera - Initiate (AP DP, Earthshatter Tower)
Kasuti - Mystic (AP DPS, Obelisk)
Arohongui - Lavamancer (Hero DPS, Volcano)
Cinnamon - Series EV2 (AP DPS)
Agent Tanya - Gunwitch (AP DPS)
![[Dungeon Defenders II] Mastery II - Ramparts Siege (5 Stars, No Cores Lost)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M2
Map: Ramparts Siege
This is an interesting No Blockade map as there are many twists and turns and you also cannot let a Defense fall. But if you have seen my past videos, there are workarounds for this, making it an easy map if you stay on your toes.
5 STAR REQUIREMENTS
- Survive all 5 waves
- No hero deaths
- You cannot build Blockades
- No defenses can be destroyed
- Do all the above in 1 run
PLAN
The Volcano and Obelisk can handle multiple lanes if setup correctly and they double as walls due to their high health. A 100 Appeasement Mystic will also turn all Obelisks into Flamethrowers to incinerate melee enemies. Use these as blockades for high traffic or boss lanes. Another option is to use Frostbite Towers to slow down enemies so that your defenses can kill them before they get into range.
Poison Darts with Explosive Poison are a godsend in tight groups. The Cannonball with Stun Fire and Heavy CAnnonball can mass stun enemies if used correctly.
If you do use Auras and Traps, make sure they are out of reach of Cyber Orc stuns or you can pick off Cyber Orcs before they stun them.
For your lanes which you are using Frostbites as your wall, make sure you keep tabs on the enemies and your radar. The attacking towers are extremely frail and all it takes is a few Orc hits or a stray Kobold and you are done.
For bosses, Quibly, the Skeletons and Ogre are the biggest threats. Quib;ys bombs can do a number on your regular towers, the skeletons sweep can harm your defenses in a few cuts and an Ogre buttslam is pretty much OHKO if your defenses dont have relics or arent OBelisks or Volcanos. If an Ogre reaches melee distance, dont trigger slams and try to use Provoke to pull Skeletons (especially Slekleon) away from your defensive line.
For heroes, use ones that can handle groups fast, kill bosses fast, a Squire for the Provoke. If your Mystic or Lavamancer are active, you can move your Volcano and Obelisk around for emergency.
HYPER SHARD RECOMMENDATION
Mass Destruction - Any tower you setup across more than one lane. Poison Darts, Earthshatter or Ramster work.
Vicious Strikes - The Volcano with this can cover a large chunk of the map or even the entire map if placed correctly. Otherwise, use something that will benefit from the extended range.
CHARACTERS
Lezard Valeth - Apprentice (Hero DPS, Frostbite Towers)
Shilf - Huntress (AP DPS, Poison Dart Towers)
Marcion - Squire (AP DPS, Cannonball Towers, Ballista)
Kasuti - Mystic (AP DPS, Obelisk)
Arohongui - Lavamancer (Hero DPS, Volcano)
Jenocres - Abyss Lord (AP DPS, Ramster)
Mishera - Adept (AP DPS, Earthshatter Tower, Hailstorm Tower)
Etanaru - Monk (AP DPS, Skyguard Tower) [Dungeon Defenders II] Mastery II - Ramparts Siege (5 Stars, No Cores Lost)](https://i.ytimg.com/vi/IXIrCplMrD0/mqdefault.jpg)
![[Doom II] Japanese Community Project (JPCP) - MAP25: Cakravartins Miscalculation (UV-Max)
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
Before I begin sharing my opinion of MAP25, I would like to share something interesting about the name of this map: Cakravarkin is the Sanskrit spelling for the Indian term to refer to an ideal, universal being who rules overall with benevolence and ethics; basically a God. The map itself is almost shaped like a Cakravarkin mandala. Miscalculation is over the fact the place is demonic themed.
Nanka Kurashiki shows off her visual prowess and theming with this map once more, at the cost of this map being complex in terms of efficient path. It took me a few runs to get a path down that would require minimal backtracking. Overall, this map is only difficult at the Red Skull Key and the Final Push at the Exit.
MAP STATS
Map: 25 - Cakravartins Miscalculation
Author: Nanka Kurashiki
MIDI: Breaking Benjamin - So Cold
Enemies: 188
Secrets: 3
SECRETS
1) In the region where you pick up the Rocket Launcher, there is a wall with a hanging Baron of Hell torso embedded on it. This wall can be raised to reveal a Bulk Energy Cell.
2) On the way to the Blue Skull Key, you will eventually come to a bridge on the Right side made up of square platforms. Quickly run across to the other side and you will find a MegaArmor. Be quick as once you take the armor, a Baron of Hell will reveal itself back on the main path.
3) In the room before the Teleporter to the Yellow Skull Key, there is a wall with skulls that a Hell Knight comes out of to attack you. This wall can be walked through to find a Soulsphere.
TIPS
- Off the bat, dont forget to shoot the first skull switch off the bat to get out and then press the second skull switch to begin exploring the level. Get the Supershotgun, Berserk Pack and Backpack regardless of which path you take.
- Regardless of which path you take, the switch after the Mancubi Bookshelf (drop into the ditch after the room) needs to be pressed before you can acquire the Yellow Skull Key as the door is sealed. My Path solves this problem ahead of time.
- The Partial Invisibility is best served at one of two points: Getting the Plasma Rifle safely (so the Chaingunners dont tear you to shreds) or the Final Push to assist in dodging missiles.
- Once you get the Yellow and Blue Skull Keys, get the BFG9000 before you go into the Red Skull Key Door, it will assist you. Both keys are required to gain access to the Red Skull Key room.
- In the Red Skull Key room, it is best to make a run for the key when the Cyberdemon is busy attacking and is unable to hit the altar. Once you get the key, use infighting to filter out the Barons of Hell and Revenants. The Cyberdemon will be helpful at saving Rockets and Cells. If you get an opening and the numbers die down, slay the Cyberdemon yourself. To leave the room, use 2 Rockets on the red window on the opposite side of the Red Skull Key Altar (there is a Keen inside) to lift the wall above.
- Once you get the Red Skull Key, the biggest threat in the Center Room is there are 2 Archviles that teleport between the 4 pillars with cages. They will not stop teleporting around until they attack. You will need to wait until they stop and attempt a channel before you can hit them with weapons. Use the outer pillars to avoid taking damage. Make sure you keep tabs on the enemies on the ground so you dont get blindsided while killing Archviles and they dont try and leave the arena (if they do, they will teleport to another location in the center battlefield). Once you kill both Archviles, slay all the remaining enemies and use the Red Skull Key to open the exit.
- In the exit area, there should be 8 Lost Souls high up. You will have to climb up the steps to lower their altitude. However, dont go into the hole with the Blood dripping as that is the official exit. If your port counts Lost Souls, kill all 8 before leaving. Be careful! If you fall into the pit below, you will die and there is no way back up. [Doom II] Japanese Community Project (JPCP) - MAP25: Cakravartins Miscalculation (UV-Max)](https://i.ytimg.com/vi/I_lWHuycdkE/mqdefault.jpg)
![[Dungeon Defenders II] Mastery IV - The Ramparts (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M4
Map: The Ramparts
You will need to be swift in building and combat in other to pull through this one as the affixes are not on your side. Once you get a pattern and practice going, this map is doable.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You must complete all Build Phases within 30 seconds or less
- You cannot upgrade your Defenses
- You cannot let a Defense get destroyed
- Do all the above in 1 run
PLAN
With your first build phase, you must setup all your blockades and at least 1-2 Defenses to fight enemies. I recommend that you prepare your defenses in a Last Stand fashion so that you can keep everything contained in close proximity. Your 4 heroes must build as much as possible but they also must be able to fight back, especially against Snooki.
Because of the objective, you should consider keeping at least a Dryad and an Abyss Lord for the first waves. The Abyss Lords defenses setup instantly and the Dryad can throw down some Trap based Defenses alongside the World Tree. You can also use the Colossus to reinforce the double lane. The Lavamancers Maw of the Earth Drake can inflict Petrify and take a beating if necessary.
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.
To ease on DU splitting, it is possible to use longer range towers (Earthshatter, Angry Nimbus, Weapon Manufacturer, Lightning Strikes Aura) to affect multiple lanes. Do it when necessary.
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. If the Defense is max tier and is nearly about to blow, sell it and replace it when you can. If an Ogre is attacking your Blockades, do not trigger a butt slam if there are Tower defenses nearby.
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.
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
Jenocres - Abyss Lord (AP DPS, Ramster, Colossus, Skeletal Orc)
Lenneth - Dryad (Hero DPS, World Tree, Angry Nimbus)
Etanaru - Monk (AP DPS, Flame Aura, Lightning Strikes Aura, Skyguard Tower)
Shilf - Huntress (AP DPS. Blaze Balloon, Geyser Trap) [Dungeon Defenders II] Mastery IV - The Ramparts (5 Stars)](https://i.ytimg.com/vi/IelhCFG5fsY/mqdefault.jpg)
![[Dungeon Defenders II] Mastery VI - Gates of Dragonfall (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M6
Map: Gates of Dragonfall
Mastery VI is the same as Mastery IV with enemies of the past (Geodes, Shield Goblins, Snooki), but you will be harassed by Dark Assassins halfway into Wave 3 through 5, but only 2 to 4. You will also have to put up with one of the more annoying Elite units to date: The Hex Thrower.
Hex Throwers are basically Javelin Throwers with 2x the Range, HP and numbers than their standard counterparts. On impact, the javelin leaves behind a Cursed field that saps the strength of any defenses caught in it. A group of these can be catastrophic on Blockades and even your heroes when trying to dispatch them.
The first map gives you a taste of what they are capable at max range, so you will need to prepare your defenses accordingly. Overall, this maps only threat is not dying.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot have any Hero Deaths
- The Crystal Cart must stay above 90% health at all times
- You cannot build any Aura type defenses
- Do all the above in 1 run
PLAN
To combat Hex Throwers, you got 2 options. You can either play it defensively by setting up a Reflect Beam in front of your Blockades to deflect the Javelins. Or you setup offense in the vicinity where they throw their spears and slaughter them quickly. If you do the latter, try to set it up so you can waste as many smaller enemies as you can.
The Earthshatter with Deadly Strikes can be incredibly effective, especially if you have the Toss Up shard (100% chance to knock up enemies) and there is an anti-air defense standing by. With the above criteria, its one of the few defenses that can reach a Hex Thrower at maximum range.
If you have any Stun or Slow abilities, use them as an opener when attacking Hex Throwers directly and dont stand in their line of fire. They can pick you off while you are fighting off Snooki or bosses and all it takes to fail the 5 star is one death.
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. Just be careful of Kobolds exploding in your face, especially the Tier 3 variants.
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.
CHARACTERS
Yojimbo - Squire (Hero DPS, Spike Blockade)
Cinnamon - Series EV2 (AP DPS, Reflect Beam)
Mishera - Adept (AP DPS, Earthshatter Tower)
Shilf - Huntress (AP DPS, Poison Dart Tower)
Etanaru - Monk (AP DPS, Skyguard Tower)
Kasuti - Mystic (AP DPS, Serpents Coil) [Dungeon Defenders II] Mastery VI - Gates of Dragonfall (5 Stars)](https://i.ytimg.com/vi/J4YL3ttQUMw/mqdefault.jpg)
![[Dungeon Defenders II] Mastery I - The Dead Road (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M1
Map: Unholy Catacombs
Even with Auras disabled, the Diversity Quota isnt really a problem here. Making sure you dont 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 doesnt 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 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. 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 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) - Spike Blockade
Shilf (Huntress, AP DPS) - All Defenses
Apophis (Mystic, AP DPS) - Vipers Fangs, Snaking Sands
Lenneth (Dryad, AP DPS) - World Tree, Angry Nimbus, Harpys 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 [Dungeon Defenders II] Mastery I - The Dead Road (5 Stars)](https://i.ytimg.com/vi/JmmEmUdxi5k/mqdefault.jpg)
![[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)