Uploaded December 2017 | Updated September 2026, 1 hour ago
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M2
Map: Throne Room
A lack of Blockades may look bad, but given the number of available options you have to fight Cyber Orcs, this map isn't as brutal, unless the tower combo you use is crap or your hero isn't good at defeating bosses fast.
5 STAR REQUIREMENTS
====================
- Survive all 5 waves
- Build no Blockades
- The Crystal Cart and Throne must stay above 90% health at all times
- All defenses cannot be repaired
- Do all the above in 1 run
PLAN
=====
A Last Stand (let the Window Controls fall) might be a good idea as you can double up your defenses at the Throne. If you have 40-50 DU left over, then make an Anti-Air tower to be safe.
The Volcano and Obelisk have a high amount of health for towers and can double as Blockades if necessary. Both have the added bonus being mobile should the need arise. Use one of these on the Northeast section as bosses spawn here. Otherwise, use the Frostbite Tower with a Totem to slow down advancing enemies.
Cannonball Towers with Stun Fire and Heavy Cannonball can stun enemies. If you have Oily Harpoon on the Ballista, you can use a fire attack tower to ignite them for DoT.
I went with the Mystic as I could move the Obelisk around for the Flame effect or for an emergency barricade in dogpiles
HYPER SHARD RECOMMENDATION
=============================
Mass Destruction - Any tower you setup across all the lanes or the Obelisk
Vicious Strikes - Either something that will benefit from the range increase (Lightning Strike Auras, any tower that is used on all the lanes) or the Volcano can go map-wide if placed in the center with this.
CHARACTERS
============
Marcion - Squire (AP DPS, Cannonball Tower, Ballista)
Kasuti - Mystic (AP DPS, Obelisk, Serpent's Coil)
Jenocres - Abyss Lord (AP DPS, Ramsters)
Shilf - Huntress (AP DPS, Poison Dart Tower)
Mishera - Adept (AP DPS, Earthshatter Tower)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M2
Map: Throne Room
A lack of Blockades may look bad, but given the number of available options you have to fight Cyber Orcs, this map isn't as brutal, unless the tower combo you use is crap or your hero isn't good at defeating bosses fast.
5 STAR REQUIREMENTS
====================
- Survive all 5 waves
- Build no Blockades
- The Crystal Cart and Throne must stay above 90% health at all times
- All defenses cannot be repaired
- Do all the above in 1 run
PLAN
=====
A Last Stand (let the Window Controls fall) might be a good idea as you can double up your defenses at the Throne. If you have 40-50 DU left over, then make an Anti-Air tower to be safe.
The Volcano and Obelisk have a high amount of health for towers and can double as Blockades if necessary. Both have the added bonus being mobile should the need arise. Use one of these on the Northeast section as bosses spawn here. Otherwise, use the Frostbite Tower with a Totem to slow down advancing enemies.
Cannonball Towers with Stun Fire and Heavy Cannonball can stun enemies. If you have Oily Harpoon on the Ballista, you can use a fire attack tower to ignite them for DoT.
I went with the Mystic as I could move the Obelisk around for the Flame effect or for an emergency barricade in dogpiles
HYPER SHARD RECOMMENDATION
=============================
Mass Destruction - Any tower you setup across all the lanes or the Obelisk
Vicious Strikes - Either something that will benefit from the range increase (Lightning Strike Auras, any tower that is used on all the lanes) or the Volcano can go map-wide if placed in the center with this.
CHARACTERS
============
Marcion - Squire (AP DPS, Cannonball Tower, Ballista)
Kasuti - Mystic (AP DPS, Obelisk, Serpent's Coil)
Jenocres - Abyss Lord (AP DPS, Ramsters)
Shilf - Huntress (AP DPS, Poison Dart Tower)
Mishera - Adept (AP DPS, Earthshatter Tower)
![[Doom II] Ancient Aliens - MAP07: Dare to Fly Where Eagles Soar (UV-Max)
Game: Doom II
WAD: Ancient Aliens
Mode: UV-Max
Source Port: Zandronum 2.1.2 - Boom Compatibility
Recorded using Bandicam
The Harbinger League of Path of Exile took up a lot more of my free time than intended, which explains the massive delay with MAP07.
MAP07 took some practice for me to figure out and it took me many botched runs, 99% Enemies and deaths before I figured out a solid plan to run through. My emphasis on strategy and angles (at the cost of agility and reflexes) helped me clear this level faster than intended.
This level has one of my favorite audio tracks and coolest level names in Ancient Aliens so far. The music made the constant repeats worth it. I also have a plan to now attempt Cyberdemons DSDA record on PR-Boom+ once I get the recording feature working.
MAP STATS
Map: 07 - Dare to Fly Where Eagles Soar
Author: Skillsaw
MIDI: Stuart Rynn - Featherfall
Enemies: 143
Secrets: 2
SECRETS
1) As you are heading towards the Blue Skull Key, you have to press a switch that lowers an elevator up to the room with the Eagle Warp. The switch not only lowers the elevator, but on the other side, it lowers a second elevator that has a Berserk Pack. You must quickly grab it before the elevator rises again. Only attempt this if the way to the pack is clear of the Mancubus and the Cacos.
2) When you land into the Tri-Key Door area, 2 compartments open and release 8 Cacodemons into the battle to the left and right of the door. Once you get back onto the pillar with the Rocket Launcher (the one with the Chaingunners), do a straferun towards the Cacodemon Pen to the right of the door (the doors left, your right when facing it) and you will open another room with an ambush of 2 Demons and 2 Shotgunners. The Soulsphere in here counts as a secret.
TIPS
- Mastery of the Supershotgun against small enemies is mandatory. Utilize angles so you can kill 2-3 enemies with 1 blast. Infighting also helps immensely in this level.
- Make sure you keep tabs on what enemies you have killed and especially not killed. Most runs I tend to forget enemies on the ground floor when I got the Megaarmor or got the Red and Yellow Keys. All it takes to fail your run is 1 Zombie or Imp.
- When you release the Cacodemons from the Tri-Key Door platform, use some rockets to filter out their numbers. Try to get at least 2-3 of them. The Chaingunners from the Rocket Launcher platform can make good infighting assistance.
- The Soulsphere at the end of the Eagle Warp is optional. Only attempt it there is very few Cacodemons or you are very evasive and can slip through. If you drop down, to the ground, kill the enemies and then take the warp back to the Start. You will lose a few seconds, but having an extra 100 health for the Blue Skull Key can make a difference. Just remember to save 3-4 Rockets for the Mancubus on the platform should you NOT do it.
- In the area with the Eagle Warp to the Blue Skull Key, utilize any surviving Cacodemons to assist in infighting, especially if they antagonize the Revenants. Once the platform is clear, eliminate some Cacodemons. Make sure all the Cacodemons are dead before going to collect the Yellow Skull Key.
- At the switch that opens up the Red Skull Key Eagle Warp, the Mancubus can be an effective ally. When it fires, backtrack behind the wall nearby so that the fireballs end up shooting the Chaingunners guarding the switch. Their assistance can let you pick up any health and ammo in the area, while saving time. The 2 Revenants in this area should be lured out a bit so the Archvile doesnt resurrect them when it is revealed.
- When you drop into the pit on your way to the Yellow Skull Key, slay the Shotgunners on 1 side while picking up the rockets. Utilize the Rockets and the Arachnotron on the opposite you are camping to quickly slay them. If you feel you are able to take splash damage, slip through them and go to the other side. Repeat the process until all Barons and both Arachnotrons are dead. Once you throw the switch, rush the Archvile before it begins raising corpses.
- The Yellow Skull Key platform has to be straferunned onto, unlike the other keys, which spawns on the platform you warp to. Make sure you fire a SSG or Rocket once you materialize to ensure you slay the lone Chaingunner guarding it. When you open the Tri-key Door, there should be 7 enemies left. [Doom II] Ancient Aliens - MAP07: Dare to Fly Where Eagles Soar (UV-Max)](https://i.ytimg.com/vi/d_rX5wYi-eE/mqdefault.jpg)
![[Dungeon Defenders II] Mastery IV - Unholy Catacombs (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M4
Map: Unholy Catacombs
The No Blockade affix might look troubling, but much like the No Blockade maps in general, it is all dependent if you have Mystics and Lavamancers. If the answer is yes, this map isnt even a hurtle.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build any Blockade defenses-
- You cannot build any Node defenses
- You must maintain at least 10 different types of defenses during all Combat Phases
- Do all the above in 1 run
PLAN
Because of the lack of Blockades, your only hope of walling off the lanes is to do a Last Stand (build on the final bridge to the Core) and use Obelisks, Volcanos and plugging the holes with Totem Frostbites. You will also need to use Traps and Frostbite Towers to Crowd Control as you also cannot use Proton Beams.
The Obelisks have not only the added bonus of being Map wide with Smite, but they also apply status ailments past Tier 1 and double as souped up Flamethrowers when your Mystic has Max Appease. I suggest using a Mystic for this level.
Because your walls are preset, you will need to diversify your Anti-Air and Crowd Control defenses to ensure you meet the Diversity Quota.
Like in Mastery III, a combination of barrier piercing towers (Flamethrower, Serpents Coil, Sand Viper, Ramsters) mixed in with auras, nodes and traps can handle most to all opposition. You will need some extra elbow grease for the Snooki.
Once you get past the initial attacks, the enemies spawn in a pre-set pattern. Before you move onto the next dogpile, slay all the difficult enemies (Snooki, Kobolds, Witherbeasts) or at least put it to a point that your Defenses can handle the opposition without your aid.
Although Snooki are Slowproof, they arent Stunproof or Freezeproof. Various Stun shards and skills can pacify them long enough for you or other defenses to dispatch them. The Mystics Call to Madness and petrifying other enemies can cause them to hack at each other.
If a Defense is in the Red zone, upgrade it or repair it and then intervene. You will need to ensure your faux-Blockades hold up, especially the Frostbites against Snooki and Kobolds.
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
Arohongui - Lavamancer (Hero DPS, Volcano)
Kasuti - Mystic (AP DPS, Obelisk, Sand Viper, Serpents Coil)
Apophis - Mystic (Hero DPS, Obelisk)
Lezard Valeth - Apprentice (AP DPS, Frostbite Tower)
Ngamahu - Lavamancer (AP DPS, Oil Geyser, Fissure of Embermount)
Etanaru - Monk (AP DPS, Skyguard Tower, Flame Aura, Lightning Strikes Aura)
Mishera - Adept (AP DPS, Earthshatter Tower, Hailstorm Tower, Flamethrower Tower)
Shilf - Huntress (AP DPS, Geyser Trap. Poison Dart Tower)
Jenocres - Abyss Lord (AP DPS, Ramster) [Dungeon Defenders II] Mastery IV - Unholy Catacombs (5 Stars)](https://i.ytimg.com/vi/eJ0oMN4wleU/mqdefault.jpg)
![[Dungeon Defenders II] Mastery IV - Gates of Dragonfall (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M4
Map: Gates of Dragonfall
In Mastery IV, you face some of the toughest affix combinations across the maps and the new addition to the enemy line up tacks onto the difficulty immensely: Orc Berserkers or Lady Orcs. Or as me and my friends call them (which I will in all future videos): The Snooki.
Snooki are Chill, Slow and Oilproof (Frostbites wont target them, Oil Geysers and Flasks will still damage, but not Oil them) and run faster than most enemies. Their cleavers are also incredibly painful against heroes and defenses. They are also extremely prone to slipping through cracks in blockades and flat out ignoring defenses. The difficulty also greatly increases the number of Kobolds in each lane while maintaining the enemies from Mastery III.
The first map is no cake walk as I had to fail this quite a few times because of enemies ignoring defenses and attacking the Cart directly. This is one of the first hurtles in this Mastery so better get used to it.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build Blockade type defenses
- You cannot build more than 1 of a specific type of defense
- The Crystal Cart must stay above 90% health at all times
- Do all the above in 1 run
PLAN
Without blockades, your only hope of impeding the advancing hordes is to use a Volcano, an Obelisk and a Totem Frostbite paired with another Totem defense, preferably one that can bypass barriers (Earthshatter, Sand Viper, Serpents Coil, Flamethrower, Ramster). The Obelisk and Volcano can cover multiple lanes due to their range. You must also make sure that no enemies (especially Snooki) are able to slip through the cracks. One cleaver from them is all it takes to fail the 5 Star.
When placing the Obelisk or Frostbite + Tower in the middle lane, make sure it has less slack. Another way you can fail the 5 Star is if Javelin Throwers pierce the blockade and hit the Cart in the back. Due to the angle of the ground, their spear spawn and the hitbox of the Obelisk, it is very possible.
Like in Mastery III, a combination of barrier piercing towers mixed in with auras, traps and nodes can handle most to all opposition. You will need some extra elbow grease for the Snooki.
Although Snooki are Slowproof, they arent Stunproof or Freezeproof. The Proton Beams Frosty Nodes, Snaking Sands and various other Stun equipped Shards and abilities can pacify them long enough for you or other defenses to dispatch them. The Mystics Call to Madness can cause them to hack at each other..
On Wave 3, one of the lanes will have 20 Kobolds rushing alongside them. On Wave 4, one of the lanes will have 3 Witherbeasts travel alongside other units. Wave 5 will have a large amount of Snooki, a Witherbeast and possibly Gnash the Flame Lance (a boss Snooki who can ignite defenses on hit). Your hero must slay Snooki, Kobolds, Witherbeasts and Geodes as top priority by any means necessary. Crowd Control will be essential to slow down and contain Snooki and their assistance.
Because of the sheer madness the 3 lanes endure, it is wise to ensure that your main DPSer is equipped with the Construction Shard to quickly repair defenses in heated conflicts. If a wall does fall, quickly contain the combat and if possible, repatch the wall.
Your DPS Hero must be able to dispatch enemies quickly, especially in groups and stand up to Snooki Having an Overwhelm Shard on your Weapon or any disabling abilities is also greatly recommended.
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 - The Volcano or Obelisk will be taking the most punishment in this one as they get bosses sooner.
CHARACTERS
Arohongui - Lavamancer (Hero DPS, Volcano, Fissure of Embermount)
Kasuti - Mystic (AP DPS, Obelisk)
Lezard Valeth - Apprentice (AP DPS, Flamethrower Tower, Earthshatter Tower)
Shilf - Huntress (AP DPS, Poison Dart Tower, Blaze Balloons)
Jenocres - Abyss Lord (AP DPS, Ramsters)
Apophis - Mystic (Hero DPS, Serpents Coil)
Etanaru - Monk (AP DPS, Flame Aura, Lightning Strikes Aura, Skyguard Tower) [Dungeon Defenders II] Mastery IV - Gates of Dragonfall (5 Stars)](https://i.ytimg.com/vi/fAd8PH9UGtU/mqdefault.jpg)
![[Dungeon Defenders II] Mastery VII - Little-Horn Valley (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M7
Map: Little Horn Valley
Diversty Quota is the only real factor to consider. If you are able to protect both sub objectives from damage, then you should have no worries slaying everything within 3 minutes. This is honestly one of the easier Little Horn Valley Masteries.
5 STAR REQUIREMENTS
- Survive all 5 waves
- All Combat Phases must be completed within 3 minutes or less
- Both Gate Locks and Inn Barricades must stay above 90% health at all times
- 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, Earthshatters, 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. Make sure your defenses are able to swiftly dispatch opposition as you are running on timed Combat.
If Malthius is spawning this wave, make sure you slay him as quickly as possible. Not only do skeletons tend to go off course and hit the locks, but they also eat up valuable seconds. Make sure you got a hero that can swiftly break bosses for this occasion. Kobolts are also prone to getting stuck in spawns and must be downed by barrier piercing hero attacks or skills if necessary.
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 (Spike Blockade)
Lenneth (Dryad) - Hero DPS (World Tree, Angry Nimbus)
Jenocres (Abyss Lord) - AP DPS (Skeletal Orc, Colossus)
Apophis (Mystic) - Hero DPS (Viper Fangs)
Shilf (Huntress) - AP DPS (Poison Dart Tower)
Mishera (Adept) - AP DPS (Earthshatter Tower)
Tsumiko Kuri (Initiate) - AP DPS (Skyguard Tower, Flame Aura, Lightning Strikes Aura)
Cinnamon (Series EV2) - AP DPS (Weapon Manufacturer) [Dungeon Defenders II] Mastery VII - Little-Horn Valley (5 Stars)](https://i.ytimg.com/vi/fKg5fg8Xsls/mqdefault.jpg)
![[Dungeon Defenders II] Mastery I - Crumbled Bulwark (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M1
Map: Crumbled Bulwark
A Timed Build Phase with extremely tight defense survival requirements. You will need to bring your best and be swift in order to prevail on this map.
5 STAR REQUIREMENTS
- Survive all 5 waves
- All Build Phases must be completed within 30 seconds or less
- No defenses can be sold or destroyed
- No defenses can be repaired
- Do all the above in 1 run
PLAN
Due to the build constraints, you must setup at least 1 blockade and 1 or 2 defenses to protect it within the first 30 seconds. Your best bet is to consider the Northern lanes as 1 massive lane by building at the steps going north next to the altar. I recommend building the top floor defenses first before you jump down to the bridge below as it takes longer to go up the stairs than to drop down. The Abyss Lord can setup defenses instantly at the cost of a delay before attacking. You should exploit this by building his stuff last.
If a defense is about to fall, either upgrade it or sell and replace it. Your blockades should be armed with Protective Downgrades and Hardened for maximum durability. You may also consider using Auras, Traps and Nodes as they cannot be destroyed or targeted.
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 the Earthshatter if placed correctly can handle more than 1 lane. If you got Fissures of Embermount with the Embermount Flames servo, place these in front of the spawns so they can leave the burns.
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) - Skeletal Orc, Ramster
Lenneth (Dryad, Hero DPS) - World Tree, Harpys Perch, Angry Nimbus
Tsumiko Kuri (Initiate, AP DPS) - Flame Aura, Skyguard Tower
Shilf (Huntress, AP DPS) - Poison Dart Tower [Dungeon Defenders II] Mastery I - Crumbled Bulwark (5 Stars)](https://i.ytimg.com/vi/fgx8rznOyfM/mqdefault.jpg)
![[Doom II] Japanese Community Project (JPCP) - MAP23: Thermal Disposal Place (UV-Max)
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
MAP23 isnt too difficult at first glance, but the problem was trying to UV-Max this map as fast as possible, which always adds onto the difficulty in any map. In order for this to be done, I have had to slip past monsters with minimal damage until I get better weapons, primarily the Supershotgun and Rockets. All kinds of tricks have to be exploited in order to do this map successfully and quickly.
But given my experiments, it is a lot more faster to get the Blue Keycard first over the Red Keycard, due to the Backpack and having a Plasma Rifle speeds things up on the Red Path.
MAP STATS
Map: 23 - Thermal Disposal Place
Author: Guna
MIDI: Rise of the Triad OST - Chant
Enemies: 318
Secrets: 6
SECRETS
1) At the start to your left is a pile of boxes with a Rocket Launcher and some Rockets on it. Behind these boxes is a switch that will lower the Rocket Launcher Box down to ground level. Grabbing the Launcher counts as a Secret.
2) Halfway into the Blue Path, you will press a switch that was guarded by an Archvile. This switch allows you to continue the level but also reveals a switch in the previous room you came from (it is to the left of the doorway when heading back). Pressing it will open a door to the left on the way back. Inside is Green Armor, 2 Stimpacks and 2 Energy Cells.
3) On the way back, you will find 2 Cacodemons and 2 Pain Elementals coming out of large compartment that was revealed when you pressed the Archvile switch. Slay all the enemies and you will find a tiny button to the right of the hanging torso texture. Shooting this button with a Pistol or Chaingun will open up a door back in the Archvile Room. Inside is a Medkit, Box of Bullets and a Yellow Keycard (you will need this later).
4) Near the end of the Blue Path, you will find a Lost Soul come out of a tiny compartment on the wall. Before this is a series of screens. The one with the red text doubles as a switch. It will open up a compartment up the hall to reveal a Computer Map.
5) In the Red Paths first room, there is a red button that will reveal the Supershotgun and open up the next room. Face the button and to your right is a wall in the corner that has a distorted texture. This wall can be lowered to reveal a switch. Pressing the switch counts as a Secret. It will open up 2 doorways to the pillboxes where the Shotgunners and Chaingunners were attacking you from so you can pick up their weaponry. Inside the pillboxes are also 2 Medkits, a Bulk Energy Cell and a Box of Rockets.
6) Before you enter the final room, there are 2 rooms you can pick up supplies from. One has a MegaArmor, Medkits and ammo. The other one has to be unlocked with the Yellow Keycard. Inside this locked room is a BFG and some Energy Cells.
TIPS
- Off the bat, try to claim the Green Armor from 2nd room. Use any means to get it, but try to avoid damage if possible so you dont take the Medkits from the other side.
- Regardless of which path you take, you will have to evade the more tougher monsters and deal with them at a later time to conserve time and ammo.
- Which path you take first is up to you. Both have strengths and weaknesses. The Blue Path is the only way to get a Backpack and a Plasma Rifle, plus the Yellow Keycard sooner, but you need to work through a longer path. The Red Path has the earliest Supershotgun and the only way to get the Berserk Pack for the level, at the cost of a lack of advanced weaponry and a slower time. Regardless of which path you do first, the other path will be a lot easier to handle.
- When you grab the Keycard at the end of that path. The 2nd room will flood with monsters. In both cases you get Imps, but the Blue Path gives you Revenants and Mancubi, while the other has Demons and Hell Knights. Regardless, use your advanced weaponry on the higher health enemies and try to mix infighting to save rounds. Beware of projectiles and when using rockets!
- In the final room, grab the Soulsphere before you trigger the Spider Mastermind and monster flood. Once it spawns, fire your weapon if you are Invisible. Try to get the Spider Mastermind and monsters to infight and use your BFG from Secret 6 to kill groups of Imps or to smite Barons when you can get an opening. Dont spam or go overboard with the BFG. You will need to save 120 Energy Cells to finish off the Spider Mastermind and the Archviles that get involved at the end before they get dangerous. Finish off any stray Imps with the BFG or conventional firearms. Make sure you keep an eye on your Health while you are fighting. [Doom II] Japanese Community Project (JPCP) - MAP23: Thermal Disposal Place (UV-Max)](https://i.ytimg.com/vi/hE-OgL5bMd8/mqdefault.jpg)
![[Dungeon Defenders II] Mastery VI - Forest Crossroads (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M6
Map: Forest Crossroads
I find this to be one of the easier Forest Crossroads maps when you compare it towards Chaos IV and Vs intense warfare. It still a map where you need to have strong defenses, especially if you bring a Dryad.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build Auras
- You cannot build Towers
- You cannot upgrade any defenses
- You complete all the above in the same run
PLAN
Due to the constraints, you must use a combination of Blockades, Traps and Nodes to repel attackers. You can build Reflect Beams in front of Blockades in order to protect them from Hex Thrower fire. Having a Dryad with strong World Trees helps immensely as not only her defenses are strong, but the way the map is design can allow some of their defenses to jump to other lanes and help with DU Splitting. Huntress Traps can be placed where Hex Throwers or Snooki congregate to swiftly dispatch them so they dont pile up. If you arent using Trees as Blockades, place them out of the way of other blockades.
Because of the lack of upgrades, you need ensure that whichever Blockade you use must be able to withstand punishment. Hardened and Protective Downgrade Servos assist you greatly. Maw of the Earth Drake, Colossus and Skeletal Orcs can naturally take punishment if you need them to.
When placing Nodes, make sure you dont place them too close to your Blockades. All it takes to hinder your damage is have one was cursed and it spreads to your other nodes.
If you plan on using Dryad defenses, you will need to pay attention to air units and make sure you can help them if your Bees or Nimbus cannot attack them.
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
Yojimbo (Squire, Hero DPS) - Spike Blockade
Cinnamon (Series EV2, AP DPS) - Reflect Beam, Weapon Manufacturer, Proton Beam
Lenneth (Dryad, Hero DPS) - World Tree, Angry Nimbus, Moss Hornet Nest
Jenocres (Abyss Lord, AP DPS) - Colossus
Tsumiko Kuri (Initiate, AP DPS) [Dungeon Defenders II] Mastery VI - Forest Crossroads (5 Stars)](https://i.ytimg.com/vi/h_1oUZuc-Wc/mqdefault.jpg)
![[Dungeon Defenders II] Mastery VI - Little Horn Valley (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M6
Map: Little Horn Valley
This map can be incredibly rough as you cannot build Blockades and both you and the cores must stay in one piece. You must have a combination of strong offense and defense if you are to survive this map.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build any Blockades
- You cannot have any Hero Deaths
- Both Gate Locks and Barricades must stay above 90% health at all times
- You complete all the above in the same run
PLAN
Without Blockades, the only hope you have of impeding attackers is to use Obelisks, Volcanos and Frostbite Towers with Totems to wall off enemies and/or have strong Auras, Traps and Nodes to kill enemies before they even get to the sub objectives. Reflect Beams can be used to deflect Hex Thrower attackers from the sub objectives or your psuedo-walls.
In some places, the Weapon Manufacturer, Flame Aura and Lightning Strikes Aura can be placed to handle multiple lanes to help with DU Splitting. You can also place Fissures of Embermounts with the Embermount Flames Servo at the spawners to burn up enemies over time. The Obelisk and Volcano can also handle multiple lanes nicely if you decide to use them for offensive purposes.
Make sure you bring your best hero that can dish punishment and take it just as well. If you must, use a Last Stand Chip on your weapon. Be careful when engaging Cannon Ogres and use any means to keep your health up. Serpents Coils, Healing Fountains and Arcane Bubbles with Sanctuary help immensely.
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
Cinnamon (Series EV2, AP DPS) - Weapon Manufacturer
Lezard Valeth (Apprentice, AP DPS) - Frostbite Tower
Shilf (Huntress, AP DPS) - Poison Dart Tower
Tsumiko Kuri (Initiate, AP DPS) - Lightning Strikes Aura, Skyguard Tower
Mishera (Adept, AP DPS) - Hailstorm Tower
Kasuti (Mystic, AP DPS) - Obelisk [Dungeon Defenders II] Mastery VI - Little Horn Valley (5 Stars)](https://i.ytimg.com/vi/hi8iAIpvxpo/mqdefault.jpg)
![[Dungeon Defenders II] Mastery V - Forest Crossroads (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M5
Map: Forest Crossroads
Another intense Mastery V. The real problem is the combination of affixes and the way enemies behave on this map. You will need to be swift and definitely think outside the box in order to win this.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build any Blockades
- You cannot let a Defense get destroyed
- All Build Phases must be completed within 30 seconds or less
- 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 armed with 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 Towers. If you plan on using Auras, Traps or Nodes, make sure that the device is out of reach from their EMP attacks or slay them before they use their EMP effect.
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.
The real problem is the Northwestern double lane. A single Volcano cannot cover the entire lane. Snooki and Cyber Orcs are prone to ignoring this Volcano and will go for a straight beeline for the Crystal Cart. This can also be a problem if you do what I did and use Poison Darts or a strong offense tower to impede progress. Your hero will be babysitting this lane frequently and you will need to keep tabs on upgrades and repairs. A Boost Aura can help reduce damage here as well.
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)
Ngamahu - Lavamancer (AP DPS, Volcano)
Kasuti - Mystic (AP DPS, Obelisk, Serpents Coil)
Apophis - Mystic (Hero DPS, Obelisk)
Shilf - Huntress (AP DPS, Poison Dart Tower, Geyser Trap)
Marcion - Squire (AP DPS, Ballista)
Tsumiko Kuri - Initiate (AP DPS, Boost Aura) [Dungeon Defenders II] Mastery V - Forest Crossroads (5 Stars)](https://i.ytimg.com/vi/hk092oTYjtw/mqdefault.jpg)
![[Dungeon Defenders II] Mastery VII - Temple of the Necrotic (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M7
Map: Temple of the Necrotic
This map asks the question: How good is your Dryad? If the answer is Yes, then this map is ridiculously simple with the only real issue being the size of the map.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build any Auras
- You cannot build any Towers
- You cannot build any Nodes
- Do all the above in 1 run
PLAN
Due to the restrictions placed on this map, your best bet of winning is to bring a Dryad capable of building good Moss Hornets, Angry Nimbus and Slime Pits to deal most of your damage. Huntress Traps and Mystic Snaking Sands help in stalling enemies. The World Tree can be used as a Blockade, but if your tree is just there to setup defenses, make sure it can withstand Kobolt divebombs and you have another Blockade type. You may need more than 1 tree due to its collision size being small.
Due to the range of the Dryad defenses, they can help handle multiple lanes if necessary, but make sure you build extra so they can handle multiple attackers. They must also be able to target Air units for you if necessary. The skeletons in the middle are relatively weak and dont need too much of your attention.
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 - The World Tree if it is close to any defenses
Automation - Whatever your main Blockade is.
CHARACTERS
Lenneth (Dryad) - Hero DPS (World Tree, Angry Nimbus, Moss Hornet Nest, Slime Pit)
Yojimbo (Squire) - Hero DPS (Spike Blockade)
Shilf (Huntress) - AP DPS (Geyser Trap)
Cinnamon (Series EV2) - AP DPS [Dungeon Defenders II] Mastery VII - Temple of the Necrotic (5 Stars)](https://i.ytimg.com/vi/hztEpWTLKsU/mqdefault.jpg)
![[Dungeon Defenders II] Mastery II - Siphon Site D (5 Stars, No Cores Lost)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M2
Map: Siphon Site D
Unless you know what you are doing, the time limits on both battle and build phases are killer. This is probably one of the more annoying maps in Mastery II.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You must complete all Battle Phases in 3 minutes or less
- You must complete all Build Phases in 30 seconds or less
- The Main Pump Valve must stay above 90% health at all times
- Do all the above in 1 run
PLAN
The Abyss Lord has the wonderful setup where his Defenses build instantly at the cost of a startup animation. With this, you can easily get a wall and a tower down for offense with it. You will need to double wall for the west lane.
Before you go, make sure you got 3 other builders that can setup defenses on the fly and they are capable of battle if necessary. Try to have your defense plan setup by Wave 2.
Keeping tabs on the radar to make sure nothing falls is important. Make sure you protect the sub objective at all costs or a spawn point right next to the Valve will be your doom if a Drakin or Javelin Thrower spawns down there.
As always, the Obelisk and Volcano can help you defend multiple lanes due to range. The Volcano doesnt need a Vicious Strikes here as the map is small.
HYPER SHARD RECOMMENDATION
Mass Destruction - Any tower you setup across all the lanes
Vicious Strikes - Any tower you feel would improve with Range
CHARACTERS
Kasuti - Mystic (AP DPS, Obelisk)
Jenocres - Abyss Lord (AP DPS, Skeletal Orc, Ramsters)
Shilf - Huntress (AP DPS, Poison Dart Tower)
Etanaru - Monk (AP DPS, Skyguard Tower)
Arohongui - Lavamancer (Hero DPS, Volcano) [Dungeon Defenders II] Mastery II - Siphon Site D (5 Stars, No Cores Lost)](https://i.ytimg.com/vi/iS0aeqwgqJQ/mqdefault.jpg)