Uploaded January 2018 | Updated September 2026, 1 hour ago
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M4
Map: Buried Bastille
As always, the real hurtle of this map is the sheer size of it. The affixes are not too much trouble, but you will now need to take care of your hero as well as your defenses.
5 STAR REQUIREMENTS
====================
- Survive all 5 waves
- You cannot build any Auras.
- You cannot have any hero deaths
- You must maintain at least 10 different types of defenses during all Combat Phases
- Do all the above in 1 run
PLAN
=====
With 2000 DU and a large map size, you should have no problem diversifying your Anti-Air, Auras and Blockades to satisfy the Diversity Quota. However, to limit your travel, you should consider doubling up defenses on certain lanes, especially on the Northern section.
You will definitely need to double or triple your walls. Snooki are very prone to slipping through cracks in your defensive line, especially in the Western Crystal area. If you have some spare DU, slap a 2-3 node Reflect Beam at the Crystal Core so that Javelin Throwers and Goblin Sappers don't get stray hits in.
There is a minor issue you may need to consider. If Dark Mages or Malthius raise skeletons at the Dock Path, the skeletons may change their attack target from the central Core to the Southeastern Core. Putting a 30 DU wall down here will ensure that Skeletons don't go for it.
Crowd Control is paramount for a large map like this. Frostbite Towers can still slow down non-Snooki and there are various traps that can Launch, Slow and Stun enemies long enough for your defenses to handle them or for you to intervene.
Like in Mastery III, a combination of barrier piercing towers (Flamethrower, Serpent's Coil, Sand Viper, Ramsters, Obelisk) mixed in with nodes and traps can handle most to all opposition. The Obelisk's Smite is map wide and if you use an Active Mystic, you can double it as a mobile Flamethrower where needed. You will need some extra elbow grease for the Snooki.
Be careful when crossing the bridge! Falling into the water instantly ends your 5 Star run. You will also need to be aware when combating Snooki and Kobolds so you don't get slaughtered. You should consider using World Trees and Serpent Coils to help heal.
Although Snooki are Slowproof, they aren't Stunproof or Freezeproof. Various Stun shards and skills can pacify them long enough for you or other defenses to dispatch them. The Mystic's 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. The more you fortify certain lanes, the less running you will need to do. To be safe, you should considering having a fast moving hero or an ability to get around quicker.
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
============
Yojimbo - Squire (Hero DPS, Spike Blockade)
Lenneth - Dryad (Hero DPS, World Tree, Angry Nimbus, Slime Pit)
Jenocres - Abyss Lord (AP DPS, Skeletal Orc, Colossus, Ramsters)
Apophis - Mystic (Hero DPS, Viper's Fangs, Serpent's Coil)
Lezard Valeth - Apprentice (AP DPS, Frostbite Tower)
Cinnamon - Series EV2 (AP DPS, Proton Beam)
Etanaru - Monk (AP DPS, Skyguard Tower)
Mishera - Adept (AP DPS, Earthshatter Tower, Flamethrower Tower)
Shilf - Huntress (AP DPS, Poison Dart Tower, Geyser Trap, Blaze Balloon)
Kasuti - Mystic (AP DPS, Sand Viper)
Tsumiko Kuri - Initiate (AP DPS)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M4
Map: Buried Bastille
As always, the real hurtle of this map is the sheer size of it. The affixes are not too much trouble, but you will now need to take care of your hero as well as your defenses.
5 STAR REQUIREMENTS
====================
- Survive all 5 waves
- You cannot build any Auras.
- You cannot have any hero deaths
- You must maintain at least 10 different types of defenses during all Combat Phases
- Do all the above in 1 run
PLAN
=====
With 2000 DU and a large map size, you should have no problem diversifying your Anti-Air, Auras and Blockades to satisfy the Diversity Quota. However, to limit your travel, you should consider doubling up defenses on certain lanes, especially on the Northern section.
You will definitely need to double or triple your walls. Snooki are very prone to slipping through cracks in your defensive line, especially in the Western Crystal area. If you have some spare DU, slap a 2-3 node Reflect Beam at the Crystal Core so that Javelin Throwers and Goblin Sappers don't get stray hits in.
There is a minor issue you may need to consider. If Dark Mages or Malthius raise skeletons at the Dock Path, the skeletons may change their attack target from the central Core to the Southeastern Core. Putting a 30 DU wall down here will ensure that Skeletons don't go for it.
Crowd Control is paramount for a large map like this. Frostbite Towers can still slow down non-Snooki and there are various traps that can Launch, Slow and Stun enemies long enough for your defenses to handle them or for you to intervene.
Like in Mastery III, a combination of barrier piercing towers (Flamethrower, Serpent's Coil, Sand Viper, Ramsters, Obelisk) mixed in with nodes and traps can handle most to all opposition. The Obelisk's Smite is map wide and if you use an Active Mystic, you can double it as a mobile Flamethrower where needed. You will need some extra elbow grease for the Snooki.
Be careful when crossing the bridge! Falling into the water instantly ends your 5 Star run. You will also need to be aware when combating Snooki and Kobolds so you don't get slaughtered. You should consider using World Trees and Serpent Coils to help heal.
Although Snooki are Slowproof, they aren't Stunproof or Freezeproof. Various Stun shards and skills can pacify them long enough for you or other defenses to dispatch them. The Mystic's 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. The more you fortify certain lanes, the less running you will need to do. To be safe, you should considering having a fast moving hero or an ability to get around quicker.
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
============
Yojimbo - Squire (Hero DPS, Spike Blockade)
Lenneth - Dryad (Hero DPS, World Tree, Angry Nimbus, Slime Pit)
Jenocres - Abyss Lord (AP DPS, Skeletal Orc, Colossus, Ramsters)
Apophis - Mystic (Hero DPS, Viper's Fangs, Serpent's Coil)
Lezard Valeth - Apprentice (AP DPS, Frostbite Tower)
Cinnamon - Series EV2 (AP DPS, Proton Beam)
Etanaru - Monk (AP DPS, Skyguard Tower)
Mishera - Adept (AP DPS, Earthshatter Tower, Flamethrower Tower)
Shilf - Huntress (AP DPS, Poison Dart Tower, Geyser Trap, Blaze Balloon)
Kasuti - Mystic (AP DPS, Sand Viper)
Tsumiko Kuri - Initiate (AP DPS)
![[Dungeon Defenders II] Mastery IV - Temple of the Necrotic (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M4
Map: Temple of the Necrotic
Much like Dead Road, you are slammed with a maintenance penalty and a Diversity Quota, but much like the previous map, it isnt as difficult as it looks.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You must maintain at least 10 different defense types during all Combat Phases
- You cannot repair any Defenses
- The Seal Stone, Holy Relic and Both Crystal Carts must stay above 90% health at all times
- Do all the above in 1 run
PLAN
Diversifying your blockades and anti-air defenses will cover most of your Diversity Quota. Once this is accomplished, you can use multiple defenses of that type to cover each lane.
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.
The Skeleton lanes do not have any Geodes or Shield Goblins spawn, so you can go all out with these lanes. Just make sure you have a Blockade setup and you will need to factor in a Boss on Wave 3-5.
Because of the ways the lanes intersect, especially in the forest, you can have an easier time DU splitting if you build high range defenses or things with 360 degree targeting.
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. If the defense is max tier and is in red again, sell and replace it. You will need every defense you can muster to survive this ordeal.
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. You can use the Holy Relic to increase your Movement Speed if you need to get to the other side of the map faster. Having a Double Jump or movement skill also helps.
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.
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
Lenneth - Dryad (Hero DPS, World Tree, Angry Nimbus)
Apophis - Mystic (Hero DPS, Vipers Fangs)
Etanaru - Monk (AP DPS, Skyguard Tower, Flame Aura, Lightning Strikes Aura)
Jenocres - Abyss Lord (AP DPs, Skeletal Orc, Ramsters)
Yojimbo - Squire (Hero DPs, Spiked Blockade)
Mishera - Adept (AP DPS, Earthshatter Tower)
Shilf - Huntress (AP DPS, Geyser Trap, Poison Dart Tower)
Ngamahu - Lavamancer (AP DPS, Fissures of Embermount) [Dungeon Defenders II] Mastery IV - Temple of the Necrotic (5 Stars)](https://i.ytimg.com/vi/4RETAZa0VPo/mqdefault.jpg)
![[Dungeon Defenders II] Mastery VI - Assault on the Throne Room (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M6
Map: Assault on Throne Room
This map isnt too difficult. The only real downside is being unable to use Auras to handle Hex Thrower pileups and a Diversity Quota.
5 STAR REQUIREMENTS
- Survive all 5 waves
- The Throne, Cart and both Window Locks must stay above 90% health at all times
- You cannot build Auras
- You must maintain 10 or more different defense types during all Combat Phases
PLAN
By diversifying your Blockades, you can cover half or most of your Diversity Quota. Then you can use some defenses in multiple locations more effectively. Projectile based Defenses will need Piercer Servos in order to be effective
Without the aid of Auras, you will need to use Traps and Nodes to handle enemies outside your Blockade setup. Try to figure out where Hex Throwers or ranged attackers gather to effectively place these. Dryad defenses, Obelisk, Volcano and Weapon Manufacturers if placed correctly can handle multiple lanes, effectively splitting DU costs.
Once you get past the first few unit spawns, the map will spawn in sequence in a clockwise fashion. Keep up with this rotation and move onto the next lane when most of the threats have been dispatched.
If you have any Stun or Slow abilities, use them as an opener when attacking Hex Throwers and especially Kobolds directly. A Tier 3 Kobold can deal up to 100k damage to a fully specced Squire and Hex Throwers can spell your doom while you fight dogpiles, Snookis, bosses and other tough enemies.
On wave 3 and onwards, you will be harassed by Dark Assassins. If you have any abilities to break yourself free, then use them. Otherwise, pull them near defenses that can kill them quickly or break their lock fast. A Skyguard Tower in range will be very helpful.
Alongside Hex Throwers, you must keep Kobolds, Witherbeasts and Snooki from doing excessive damage to your defenses as they will also be threats. If you are assaulting Hex Throwers directly, try to pull a few of these enemies into the crossfire to save time. As stated above, be aware of what you are attacking, especially if it is Kobolds.
HYPER SHARD RECOMMENDATION
Hyper Destruction - Any tower that is either facing bosses or handling multiple lanes or a specific one that is in most or all lanes.
Vicious Strikes - Anything that benefits from the increased range.
Radiant Critical Power - The hero you will be most active with. Fight near your auras, traps and nodes or use ranged near your towers to take full effect of this.
Explosive Shielding Guard - Whichever Blockade will benefit from the Shielding and Explosive effects. Preferably one that is in multiple lanes.
Thunderstruck - Your most active hero, preferably one with high offensive power. This is a useful shard when trying to keep Dark Assassins pacified long enough to kill them before they disappear.
Destructive Pylon - Give this to 1 of the towers in your Diversity Quota and try to incorporate it with your other defenses.
CHARACTERS
Lenneth (Dryad) - Hero DPS (World Tree, Angry Nimbus, Harpys Perch)
Yojimbo (Squire) - Hero DPS (Spike Blockade)
Jenocres (Abyss Lord) - AP DPS (Skeletal Orc)
Apophis (Mystic) - Hero DPS (Vipers Fangs)
Cinnamon (Series EV2) - AP DPS (Reflect Beam, Weapon Manufacturer)
Shilf (Huntress) - AP DPS (Poison Dart Tower)
Mishera (Adept) - AP DPS (Earthshatter Tower)
Kasuti (Mystic) - AP DPS (Sand Viper, Obelisk) [Dungeon Defenders II] Mastery VI - Assault on the Throne Room (5 Stars)](https://i.ytimg.com/vi/4cKldvcm_HA/mqdefault.jpg)
![[Dungeon Defenders II] Mastery II - Greystone Plaza (5 Stars, No Cores Lost)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M2
Map: Greystone Plaza
For a timed Battle Phase map, this is one of the more simpler ones since the enemy count stays small as long as both optional Gate Locks are covered. Making sure you dont lose a Defense is the only real challenge of this one.
5 STAR REQUIREMENTS
- Survive all 5 waves
- All Battle Phases must be cleared within 3 minutes or less
- You cannot build Node-type Defenses
- All defenses must survive the entire match
- Do all the above in 1 run
PLAN
As said in the opening, ensuring you protect all the Gate Locks will save you a lot of time at the cost of faster attacks. Having good defenses that Cyber Orcs cannot disable is recommended. Use your best Blockades to reinforce your Defenses.
The Cannonball Tower with Heavy Cannonball and Stunfire plus the Ballista are designed well for this level as both can pierce multiple targets. The former can also mass stun if needed. Ramsters and Poison Dart Towers with Explosive Poison can also be effective.
The Obelisk and Volcano can be helpful in dispatching bosses or enemies with extra speed. I run a Boost Aura through it to improve their offense.
Make sure that if you are fighting Ogres or Skeleton-class boss that there are no defenses within their striking distance. Do not antagonize Ogres if they begin attacking blockades If you are using Skeletal Orcs or Ramsters, you can Direct Command them to slay melee bosses and harder melee targets faster.
Make sure all Witherbeasts, Kobolds, Kraggons (Drakin) and Dark Mages are slain as soon as possible. The first 3 do the most damage to structures and the last one can make more minions to waste time. This can also be an annoyance if Malthius spawns as a boss.
Setting up Skyguards near Vipers Fangs can also assist in killing bubbled targets to speed up killing enemies.
Use any hero you are most comfortable with to do the rounds.
HYPER SHARD RECOMMENDATION
Mass Destruction - Any tower that is working across all 4 lanes or is designed for boss combat.
Vicious Strikes - Any tower that you think will benefit from farther range
CHARACTERS
Yojimbo - Squire (Hero DPS, Spiked Blockade)
Marcion - Squire (AP DPS, Cannonball Tower, Ballista)
Apophis - Mystic (Hero DPS, Vipers Fangs, Serpents Coil)
Kasuti - Mystic (AP DPS, Obelisk)
Shilf - Huntress (AP DPS, Blaze Balloons, Poison Dart Tower)
Arohongui - Lavamancer (Hero DPS, Volcano)
Jenocres - Abyss Lord (AP DPS, Ramster)
Etanaru - Monk (AP DPS, Skyguard Tower)
Tsumiko Kuri - Initiate (AP DPS, Boost Aura) [Dungeon Defenders II] Mastery II - Greystone Plaza (5 Stars, No Cores Lost)](https://i.ytimg.com/vi/4j32Mcx4JCU/mqdefault.jpg)
![[Dungeon Defenders II] Mastery IV - Dragonfall Sewers (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M4
Map: Dragonfall Sewers
Compared to Siphon Site D, there is a lot more breathing room with your planning as you now have 2 Anti-Barrier defense types disabled. Overall, the map isnt difficult.
5 STAR REQUIREMENTS
- Survive all 5 waves
- Both Pressure Valves and Pumps must stay above 90% health at all times
- You cannot build any Node-type Defenses
- You cannot build any Aura-type Defenses
- Do all the above in 1 run
PLAN
Like in Mastery III, a combination of barrier piercing towers (Flamethrower, Serpents Coil, Sand Viper, Ramster, Obelisk) mixed in with raps can handle most to all opposition. The Obelisk has the added bonus of map-wide range. You will need some extra elbow grease for the Snooki.
Although Snooki are Slowproof, they arent Stunproof or Freezeproof. Various Stun shards and skills can pacify them long enough for you or other defenses to dispatch them. The Mystics Call to Madness and petrifying other enemies can cause them to hack at each other.
The Earthshatter, Weapon Manufacturer, Serpents Coil and Angry Nimbus can be positioned in the South to handle two lanes at once. Consider this for DU Splitting.
You will need to pay extra attention to the Northern Air Lanes as these units tend to slip through while your Defenses are guarding the ground and sometimes fly through Geode barriers. Anti-Air Defenses will be paramount.
If a Defense is in the Red zone, immediately get involved, repair or upgrade it and repel any attackers. If you have a Construction shard, this helps immensely.
Because the Air Lanes fly through Ground ones. A helpful option to consider is to use Geyser Traps and Vipers Fangs or heroes with knock up abilities to launch enemies into the air, so your Anti-Air can target ground units. This is especially helpful if you snag Snooki or Kobolds. Frostbite Towers can also be helpful in slowing down non-Snooki. Oil Geysers and Blockades can be rigged to Stun by chance with a Shard as well.
On Wave 3, one of the lanes will have 20 Kobolds rushing alongside them. On Wave 4, one of the lanes will have 3 Witherbeasts travel alongside other units. Wave 5 will have a large amount of Snooki, a Witherbeast and possibly Gnash the Flame Lance (a boss Snooki who can ignite defenses on hit). Your hero(es) must slay Snooki, Kobolds, Witherbeasts and Geodes as top priority by any means necessary. Crowd Control will be essential to slow down and contain Snooki and their assistance.
HYPER SHARD RECOMMENDATION
Hyper Destruction - Any tower that is either facing bosses or handling multiple lanes or a specific one that is in most or all lanes.
The Angry Nimbus or Proton Beams would work well with this.
Vicious Strikes - Anything that benefits from the increased range. Your Angry Nimbus with this can attack early and the ones in the South can cross lanes if placed correctly.
Radiant Critical Power - The hero you will be most active with. Fight near your auras, traps and nodes or use ranged near your towers to take full effect of this.
Explosive Shielding Guard - Whichever Blockade will benefit from the Shielding and Explosive effects. Preferably one that is in multiple lanes.
CHARACTERS
Apophis - Mystic (Hero DPS, Vipers Fangs, Serpents Coil, Snaking Sands)
Etanaru - Monk (AP DPS, Skyguard Tower)
Lenneth - Dryad (Hero DPS, World Tree, Angry Nimbus)
Jenocres - Abyss Lord (AP DPS, Ramsters, Skeletal Orc)
Shilf - Huntress (AP DPS, Blaze Balloon, Geyser Trap)
Mishera - Adept (AP DPS, Earthshatter Tower)
Kasuti - Mystic (AP DPS, Sand Viper)
Tsumiko Kuri - Initiate (AP DPS) [Dungeon Defenders II] Mastery IV - Dragonfall Sewers (5 Stars)](https://i.ytimg.com/vi/4oxoht7Rk4U/mqdefault.jpg)
![[Dungeon Defenders II] Mastery VII - Liferoot Forest (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M7
Map: Liferoot Forest
Another Diversity Quota map. However, this one isnt as awful as it looks, even if you cannot build Auras.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build any Auras
- You cannot repair any Defenses
- 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.
To further assist with DU splitting on the middle, let the Quab fall and setup your line before the Egg basket. Just remember to add a Skyguard Tower to deal with the incoming air units.
Using Auras, and Traps 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.
If a defense is about to fall, either upgrade it or sell and replace it. Remember: You cannot repair anything at any time.
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 - One of the blockades that is setup in the middle or the West lane for the boss.
CHARACTERS
Lenneth (Dryad) - Hero DPS (World Tree, Angry Nimbus, Harpy Perch, Moss Hornet Nest)
Jenocres (Abyss Lord) - AP DPS (Orc Blockade, Ramster)
Shilf (Huntress) - AP DPS (Poison Dart Tower, Geyser Trap)
Yojimbo (Squire) - Hero DPS (Spike Blockade)
Apophis (Mystic) - Hero DPS (Vipers Fangs)
Mishera (Adept) - AP DPS (Earthshatter Tower)
Tsumiko Kuri (initiate) - AP DPS (Skyguard Tower)
Cinnamon (EV2) - AP DPS (Weapon Manufacturer)
Marcion (Squire) - AP DPS (Cannonball Tower) [Dungeon Defenders II] Mastery VII - Liferoot Forest (5 Stars)](https://i.ytimg.com/vi/4tezbY_xlnE/mqdefault.jpg)
![[Dungeon Defenders II] Mastery I - Greystone Plaza (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M1
Map: Greystone Plaza
The affixes only hurt those who are used to Weapon Manufacturers for general combat. However, given you still have Auras and Traps, this level shouldnt be too difficult if you pay attention to what you are doing.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build Nodes
- All 3 Gate Locks must stay above 90% health at all times
- Defenses cannot be repaired
- Do all the above in 1 run
PLAN
When defending the subobjectives, pay attention to air units and do not place defenses close to them as to avoid Kobold Glider divebombs or splash attacks from other enemies. Make sure your Blockades are tight and have no leak potential.
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 can be placed to affect multiple lanes, which helps with DU splitting. Fissures of Embermount with the Embermount Flames servo can be placed at spawn points to set enemies ablaze as they spawn, making them easier to kill for your other defenses.
If a defense is about to fall, either upgrade or sell and replace it. Make sure your Blockades are able to take punishment and you dont place Towers in areas where enemies can easily target them.
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, Cannonball Tower
Lenneth (Dryad, Hero DPS) - World Tree, Angry Nimbus
Tsumiko Kuri (Initiate, AP DPS) - Flame Aura, Skyguard Tower, Lightning Strikes Aura
Shilf (Huntress, AP DPS) - Poison Dart Tower [Dungeon Defenders II] Mastery I - Greystone Plaza (5 Stars)](https://i.ytimg.com/vi/5GqJa4gI8LU/mqdefault.jpg)
![[Dungeon Defenders II] Mastery V - Liferoot Forest (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M5
Map: Liferoot Forest
Compared to the last two maps, this map is relatively simple.
5 STAR REQUIREMENTS
- Survive all 5 waves
- The Quab and Dragon Eggs cannot fall below 90% health at any time
- You cannot build any Anti-Air Defenses
- You cannot let any Defenses get destroyed
- Do all the above in 1 run
PLAN
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.
The Volcano with range upgrades and the Obelisk can affect multiple lanes or even go map wide. The Earthshatter when placed on the Western lane can affect both the upper and lower branches due to their targeting.
Dark Assassins will need to be destroyed without the aid of Anti-Air Defenses, so use a combination of towers and your own skills to slay them. 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.
For obvious reasons, make sure you check your defense placements carefully. A Javelin Thrower, Kobold, Lightning Beetle or even a Snooki going off course can cost you the 5 star.
HYPER SHARD RECOMMENDATION
Hyper Destruction - Any tower that is either facing bosses or handling multiple lanes or a specific one that is in most or all lanes.
Vicious Strikes - Anything that benefits from the increased range.
Radiant Critical Power - The hero you will be most active with. Fight near your auras, traps and nodes or use ranged near your towers to take full effect of this.
Explosive Shielding Guard - Whichever Blockade will benefit from the Shielding and Explosive effects. Preferably one that is in multiple lanes.
Thunderstruck - Your main DPS hero. A standard attacker is best suited for this shard. A tower with Water Elemental can help you apply Drenches and a Lightning damage weapon are recommended.
CHARACTERS
Lezard Valeth - Apprentice (AP DPS, Frostbite Tower)
Yojimbo - Squire (Hero DPS, Spiked Blockade)
Shilf - Huntress (AP DPS, Poison Dart Tower)
Kasuti - Mystic (AP DPS, Obelisk)
Marcion - Squire (AP DPS, Cannonball Tower)
Mishera - Adept (AP DPS, Earthshatter Tower) [Dungeon Defenders II] Mastery V - Liferoot Forest (5 Stars)](https://i.ytimg.com/vi/5LF6g9W6CaU/mqdefault.jpg)
![[Dungeon Defenders II] Mastery III - Little Horn Valley (5 Stars, No Cores Lost)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M3
Map: Little Horn Valley
This map is basically a test to see what you can do when every major Anti-Geode and Shield Goblin counter measure is disabled. It isnt a difficult map as much as you think.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build Auras
- You cannot build Traps
- You cannot build Nodes
- Do all the above in 1 run
PLAN
With all the options disabled, your only hope is to use barrier piercing Towers: Serpents Coil, Sand Vipers, Flamethrowers, Earthshatters, Obelisks and Ramsters in tandem with Blockades to slay all foes. I recommend throwing down an Obelisk as its map wide range is very useful.
If you plan on using projectile based towers, you will need to mix them with the barrier piercers or directly assault Geodes before they reach the lines or you will need to arm all projectile based towers with Piercer Servos. Poison Darts will still poison Shield Goblins if they hit the shield and Cannonballs have a chance to stun if equipped with Heavy Cannonball and/or Stun Fire.
It is wise to defend both Gate Locks so you have less enemies to contend with. Dont forget to build AA defenses!
For your combat hero, choose something that can swiftly dispatch bosses and groups of enemies. A hero with Overwhelming Strikes or a Stun ability helps greatly against Geodes.
HYPER SHARD RECOMMENDATION
Hyper Destruction - Any tower that is either facing bosses or is being used in mutliple lanes. Preferably something that can bypass Shields.
Vicious Strikes - Anything that benefits from the increased range.
Radiant Critical Power - The hero you will be most active with. Try to fight within range of defenses so they can take effect from this.
CHARACTERS
Yojimbo - Squire (Hero DPS, Spiked Blockade)
Jenocres - Abyss Lord (AP DPS, Ramster)
Shilf - Huntress (AP DPS, Poison Dart Tower)
Mishera - Adept (AP DPS, Hailstorm Tower, Earthshatter Tower)
Etanaru - Monk (AP DPS, Skyguard Tower)
Kasuti - Mystic (AP DPS, Serpents Coil, Obelisk)
Tsumiko Kuri - Initiate (AP DPS) [Dungeon Defenders II] Mastery III - Little Horn Valley (5 Stars, No Cores Lost)](https://i.ytimg.com/vi/5Q49jrnc_tY/mqdefault.jpg)
![[Dungeon Defenders II] Mastery VII - Nimbus Reach (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M7
Map: Nimbus Reach
One of the more annoying maps due to its size and tower restriction. You will need to work around this and play carefully in order to win this.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build any Auras
- You cannot build any Anti-Air Defenses (Skyguards and Hailstorms)
- You cannot have any Hero Deaths
- Do all the above in 1 run
PLAN
Due to the lack of AA and Auras, your best bet to stop air units is to use either Weapon Manufacturers or you have to setup your Towers in a way that they can shoot both ground and air forces. Make sure your hero is capable of attacking air if necessary.
It is best to do this map with a hero that has high health and when your connection is stable. All it takes to fail is jump into a pit or get blown to bits, especially if you are trying to face off against Kobolds or a Cannon Ogre. Carry a Last Stand Chip weapon if necessary. World Trees and Serpent Coils help immensely.
Using Nodes and Traps will help you kill off most opposition before it reaches your Blockades. Dryad Defenses, Weapon Manufacturers, Obelisk and Volcanos can help you ease DU Splitting with their Range if placed properly to handle multiple lanes.
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 you will be using for all the lanes.
CHARACTERS
Lenneth (Dryad) - Hero DPS (World Tree, Angry Nimbus)
Shilf (Huntress) - AP DPS (Poison Dart Tower)
Yojimbo (Squire) - Hero DPS (Spike Blockade)
Cinnamon (EV2) - AP DPS (Weapon Manufacturer)
Kasuti (Mystic) - AP DPS (Obelisk, Serpent Coil) [Dungeon Defenders II] Mastery VII - Nimbus Reach (5 Stars)](https://i.ytimg.com/vi/5Xz-sxuZ7OY/mqdefault.jpg)
![[Dungeon Defenders II] Mastery I - The Ramparts (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M1
Map: The Ramparts
Now normally when you see a Timed Build Phase, you try to get all your defenses close together and setup as much as possible before time expires. This map is basically the opposite of this. You will need to be swift to finish this map.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You must complete all Build Phases within 30 seconds or less
- You must complete all Combat Phases within 3 minutes or less
- You cannot build Anti-Air Defenses (Hailstorm and Skyguard Tower)
- Do all the above in 1 run
PLAN
Within the first 30 seconds, you must place at least 1 Blockade and a Defense that can fight back at each lane. The hero that does this should have the capacity to build both and be armed with a Speed Boost (maxed or gilded) to cover the map. The Abyss Lord can instantly setup defenses at the cost of a delay before attacking, so you can exploit this to your own advantage. Once the first Combat Phase begins, build defenses and repel attackers.]
Due to lack of Anti-Air, you must ensure your defenses can shoot down air units or you will need to do it yourself with your hero.
If a Malthius spawns, you must end him quickly or the skeletons he summons will waste seconds. Having Anti-Miniboss, Ranged or Support weaponry will kill him faster.
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.
Remember that Shield Goblins can still be hit by projectile towers, provided that they are angled to hit their back or sides or you arm them with Piercer Servos. Otherwise, use Auras, Traps, Nodes or Towers that bypass shielding like Ramsters and Sand Vipers.
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) - Ramster, Skeletal Orc
Shilf (Huntress, AP DPS) - Poison Dart Tower
Tsumiko Kuri (Initiate, AP DPS) - Flame Aura, Boost Aura
Kasuti (Mystic, AP DPS) - Sand Viper, Obelisk [Dungeon Defenders II] Mastery I - The Ramparts (5 Stars)](https://i.ytimg.com/vi/5sQl3dBoIME/mqdefault.jpg)
![[Doom II] Japanese Community Project (JPCP) - MAP18: Space Port Panik (UV-Max)
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
I took a break from Path of Exiles Breach League for the day. I have been putting a lot of man hours on it as of late as the League ends on Feb 22nd. This is why there is a huge gap between Map17 and this one. When the league ends, I will contribute more free time to completing this Map Pack. This will also be the last run I will shoot in 1024x768 as I found out how to get widescreen resolutions on Zandronum.
What brought the run on? One of my friends came over to my house for a Doom II coop round. He was getting ill from playing 12 Maps of JPCP back to back (he doesnt play PC games as much as I do in my off time). So while he recovered, I decided to work on Map18.
Map18 suffered from the same issues as Map06: Many ways to clear it and tedious to balance efficiency with survivability. The real problems I had were avoid getting stuck, primarily in the front door of the Atrium (The Yellow Keycard Door), but luckily there are 2 ways in after all!
Overall, this map is alright, but I really wish the Atrium wasnt Doom 3 dark.
MAP STATS
Map: 18 - Space Port Paink
Author: doom68k
MIDI: Doom II OST - DOOM (Map05, 13)
Enemies: 120
Secrets: 6
SECRETS
1) Before entering the Atrium from the side door, there is a Chaingun and Box of Shells on the other side of the stairs. The wall in front of the Shells can be raised to reveal a Partial Invisibility.
2) At the far end of the Atrium, there is a lone Shotgunner inside the reception desk. In the back room there is a bookcase. The wall next to it can be raised to reveal a Hell Knight and a Berserk Pack
3) Right next to the counter in the same reception area is a door that can be opened to reveal some dangling body parts, a Revenant and a Supershotgun. The wall in the back corner next to the Revenant can be walked through to find a Box of Shells.
4) Next to the Reception Desk itself is 2 hallways that lead out the back way. Go through the one closest to the Red Keycard Door and you will find a candle in front of a stone wall. The stone wall can be raised to reveal a Soulsphere.
5) Once you get past the Blue Keycard Door, there is a series of boxes that form a bridge to a switch. Press the switch and then you will notice the barricade in front of it slopes upward. Walk along it and drop down to the box next to it. Move to the corner and then lower the box to drop down to an Invulnerability Powerup
6) On the other side of the Red Keycard Door is a bridge. One of the bridge supports has a Stop Sign with a No Personnel insignia engraved into it (It is along the left side of you facing the bridge from the Red Keycard Door). This engraving doubles as a switch. Quickly run towards the Atrium wall and run along the edge and you will find an opening that contains a Megasphere. You must be quick before the wall closes again.
TIPS
- Do not assault the Atrium without the Invisibility Powerup, the ammo at the far corner outside or pressing the switch at the base of the right most balcony. You will need the powerup to survive the initial Zombie enemies and the latter will let you get a Backpack along with the Blue Keycard. The ammo will save you headaches later.
- I recommend saving the Night Vision Goggles for the Clean up as fighting Arachnotrons and other high health enemies in the Atrium is a lot harder than fighting a few paltry Zombies.
- Under the cover of cloaking, claim the next 3 secrets and slay the Zombies so you can have a 200 Health advantage going outside.
- While invulnerable, try to use the time to setup an infight with the Cyberdemon and the locals and hit the left and center balcony switches. This will save you time.
- Once you claim the Yellow Keycard, if you want to take the gambit, cut through the Yellow Keycard Door for a shortcut, but there is a high chance you will get stuck if an Arachnotron or Hell Knight is at the top of the stairs or a Cacodemon and Revenant block the path out. Go around for the time being. Try not to slay too many enemies as an Archvile will spawn in here after you claim the Red Keycard.
- If your source port counts Lost Souls, try to keep them within the battlefield space as much as possible. The lone Pain Elemental can make UV-Maxing a pain. [Doom II] Japanese Community Project (JPCP) - MAP18: Space Port Panik (UV-Max)](https://i.ytimg.com/vi/5sQomOrf8Zc/mqdefault.jpg)