Uploaded January 2018 | Updated September 2026, 1 hour ago
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M4
Map: Dragonfall Bazaar
Compared to the Gates, the Bazaar is a lot easier as you got more breathing room and space on the battlefield, but you will have to put up with affixes that limit your best crowd control measure against Snooki (no Proton Beams and I almost fail trying to build a Weapon Manufacturer). But there are other options...
5 STAR REQUIREMENTS
====================
- Survive all 5 waves
- You cannot build Node type defenses (EV2 stuff)
- You cannot upgrade your Defenses
- You must complete all Battle Phases in 3 minutes or less each
- Do all the above in 1 run
PLAN
=====
Without Proton Beams, your best bet for crowd control are in the other defenses, especially from the Mystic. The Viper's Fangs and Snaking Sands make good disablers and both work on Snooki. The former also allows any nearby Anti-Air to target them. Frostbites, Earthshatter with Toss Up shard and Geyser Traps are also helpful. If you are using walls like Spike Blockades or Skeletal Orcs, a Sharpened Spikes shard will allow them to stun anything they hit, even Snooki.
Another good wall, although costly is the Maw of the Earth Drake. Although it will run you 60 DU, it is bigger and can petrify non-Snooki enemies. Once the enemy is turned to stone, all nearby enemies will attack it. You will need a Defense Rate shard if you plan on using their Stone effect frequently.
Like in Mastery III, a combination of barrier piercing towers (Flamethrower, Serpent's Coil, Sand Viper, Ramster, Obelisk) mixed in with auras and traps can handle most to all opposition. The Obelisk has the added bonus of map-wide range. You will need some extra elbow grease for the Snooki.
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 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.
It is recommended to protect the Gate Lock as you will have one less lane to defend. Just make sure you keep tabs on it's lane and keep up the repairs when needed.
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 when needed.
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. In my case, the Viper's Fangs.
CHARACTERS
============
Apophis - Mystic (Hero DPS, Snaking Sands, Viper's Fangs)
Kasuti - Mystic (AP DPS, OBelisk, Serpent's Coil)
Etanaru - Monk (AP DPS, Flame Aura, Lightning Strikes Aura, Skyguard Tower)
Jenocres - Abyss Lord (AP DPS, Ramster)
Shilf - Huntress (AP DPS, Blaze Balloon)
Yojimbo - Squire (Hero DPS, Spike Blockade)
Tsumiko Kuri - Initiate (AP DPS)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M4
Map: Dragonfall Bazaar
Compared to the Gates, the Bazaar is a lot easier as you got more breathing room and space on the battlefield, but you will have to put up with affixes that limit your best crowd control measure against Snooki (no Proton Beams and I almost fail trying to build a Weapon Manufacturer). But there are other options...
5 STAR REQUIREMENTS
====================
- Survive all 5 waves
- You cannot build Node type defenses (EV2 stuff)
- You cannot upgrade your Defenses
- You must complete all Battle Phases in 3 minutes or less each
- Do all the above in 1 run
PLAN
=====
Without Proton Beams, your best bet for crowd control are in the other defenses, especially from the Mystic. The Viper's Fangs and Snaking Sands make good disablers and both work on Snooki. The former also allows any nearby Anti-Air to target them. Frostbites, Earthshatter with Toss Up shard and Geyser Traps are also helpful. If you are using walls like Spike Blockades or Skeletal Orcs, a Sharpened Spikes shard will allow them to stun anything they hit, even Snooki.
Another good wall, although costly is the Maw of the Earth Drake. Although it will run you 60 DU, it is bigger and can petrify non-Snooki enemies. Once the enemy is turned to stone, all nearby enemies will attack it. You will need a Defense Rate shard if you plan on using their Stone effect frequently.
Like in Mastery III, a combination of barrier piercing towers (Flamethrower, Serpent's Coil, Sand Viper, Ramster, Obelisk) mixed in with auras and traps can handle most to all opposition. The Obelisk has the added bonus of map-wide range. You will need some extra elbow grease for the Snooki.
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 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.
It is recommended to protect the Gate Lock as you will have one less lane to defend. Just make sure you keep tabs on it's lane and keep up the repairs when needed.
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 when needed.
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. In my case, the Viper's Fangs.
CHARACTERS
============
Apophis - Mystic (Hero DPS, Snaking Sands, Viper's Fangs)
Kasuti - Mystic (AP DPS, OBelisk, Serpent's Coil)
Etanaru - Monk (AP DPS, Flame Aura, Lightning Strikes Aura, Skyguard Tower)
Jenocres - Abyss Lord (AP DPS, Ramster)
Shilf - Huntress (AP DPS, Blaze Balloon)
Yojimbo - Squire (Hero DPS, Spike Blockade)
Tsumiko Kuri - Initiate (AP DPS)
![[Dungeon Defenders II] Mastery IV - The Throne Room (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M4
Map: The Throne Room
I had to redo this map as I saved a run and attempted to upload a map that was a failure. I had deleted a 5 Star run on accident, which is why I entered in with 5 Stars. I really need to stop doing this.
The Throne Room isnt awful as long as you are swift and you use Slowing defenses alongside your offense to stall long enough. Making sure you keep your Window Locks safe and not lose a defense will be the real challenge.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot have any Hero Deaths
- Both Window Locks, Throne and Crystal Cart must stay above 90% health at all times
- You cannot let any Defenses get destroyed
- Do all the above in 1 run
PLAN
For all lanes, having either a 2-3 chain Proton Beam or a Frostbite Tower will help slow down enemies that get numerous so your other defenses and your hero can finish them off and have some breathing room. Note that these will not slow Snooki but the former can trigger a Frosty Beam and freeze them.
Because of the way the Nothern lanes move, having an Angry Nimbus or Earthshatter or Weapon Manufacturer is helpful in DU splitting. This also becomes useful near the end of the wave. Once the Snooki, Kobolds and Witherbeasts are slain, move to the next lane.
Like in Mastery III, a combination of barrier piercing towers (Flamethrower, Serpents Coil, Sand Viper, Ramster, Obelisk) mixed in with auras, nodes and traps can handle most to all opposition. The Obelisk has the added bonus of map-wide range. You will need some extra elbow grease for the Snooki.
Make sure when you put up your Blockades, you check for any spots you can walk through. This is especially important when blocking the Lock Gates. One Snooki Cleaver and your 5 Star is done.
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, repair or upgrade it and repel any attackers. If you have a Construction shard, this helps immensely.
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. Mine would have been Spike Blockades or World Trees.
CHARACTERS
Lenneth - Dryad (Hero DPS, Angry Nimbus, World Tree)
Yojimbo - Squire (Hero DPS, Spiked Blockade)
Kasuti - Mystic (AP DPS, Sand Viper)
Cinnamon - Series EV2 (AP DPS, Proton Beam)
Shilf - Huntress (AP DPS, Poison Dart Towers)
Etanaru - Monk (AP DPS, Flame Aura, Lightning Strikes Aura)
Tsumiko Kuri - Initiate (AP DPS) [Dungeon Defenders II] Mastery IV - The Throne Room (5 Stars)](https://i.ytimg.com/vi/DACJn5b-txU/mqdefault.jpg)

![[Dungeon Defenders II] Mastery I - Nimbus Reach (5 Stars, No Nodes/Core Damage)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M1
Map: Nimbus Reach
To be honest, this is one of the easier No Tower maps, especially if you have a Dryad. The real annoyance is making sure you dont fall off the map or get yourself killed.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build Tower-type Defenses
- Your hero cannot die
- All Relics must stay above 90% health across all 5 waves
- Do all the above in one run
PLAN
Most combinations of Auras, Traps and Nodes with a Barricade can pretty much handle everything without trouble, but you will need to assist them for bosses and dogpiles.
I primarily combine Lightning Strike Auras, Flame Auras Blaze Balloons and Geyser Towers to waste the small enemies and the Angry Nimbus to handle more larger threats. The Angry Nimbus and Geysers Drench can cause shock for the LSA. The EV can provide Weapon Manufacturer and Proton Beams if needed, but dont go super crazy with the former.
For the air units,, you will either have to shoot them down yourself with your own Anti Air heroes or you can use a Lightning Strike Aura with a Deadly Strikes shard to increase its Range to reach units. If you have the Blazing Phoenix shard, you can also pop the Blaze Balloon and hope the Phoenix hits the air units for up to 5000% DP as Fire. Where I place my walls in the air areas will make air units more likely to attack the walls instead of flying to the cores.
If you decide to use the Dryad, get the tree upgraded as soon as possible as the trees collision size on the ground is small. If you need the width, any Blockade will do.
CHARACTERS
Freya - Dryad (AP DPS, World Tree, Angry Nimbus)
Yojimbo - Squire (Hero DPS, Spiked Blockade)
Shilf - Huntress (AP DPS, Blaze Balloons, Geyser Tower)
Etanaru - Monk (AP DPS, Lightning Strike Aura, Flame Aura) [Dungeon Defenders II] Mastery I - Nimbus Reach (5 Stars, No Nodes/Core Damage)](https://i.ytimg.com/vi/DV-kGL7Q4gs/mqdefault.jpg)

![[Dungeon Defenders II] Mastery VI - Liferoot Forest (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M6
Map: Liferoot Forest
Making sure your defenses stand up to punishment will be the only real difficulty to this map. This can also be an issue if your Minimap doesnt load (its a bug).
5 STAR REQUIREMENTS
- Survive all 5 waves
- No defenses can be sold or destroyed
- You cannot build Anti-Air Defenses (Skyguard and Hailstorms)
- The Royal Eggs must stay above 90% health at all times
- You complete all the above in the same run
PLAN
To help with DU splitting, you can let the Quab fall and setup your defensive line to combat 2 lanes. Just make sure you have Reflect Beams in front of the Blockades to keep the Hex Throwers from damaging your defenses and/or pierce the Eggs. If you plan on doing this, you will need to use other defenses to shoot down the air lane that comes down the middle. The other lanes fly along the ground and you can dispatch them with Auras, Traps or Nodes.
Dryad Defenses, Volcano, Obelisk and an Earthshatter on the left lane can hit multiple lanes, which helps immensely with DU splitting. Exploit this, but make sure these defenses cannot be damaged by other sources. All it takes to fail the 5 star is let a defense fall.
Once you get past the first few spawns, enemies spawn in sequence. Take advantage of this by getting involved in the dogpiles and take down the hardest enemies that are a threat (Hex Throwers, Witherbeasts, Snooki, etc.). Once the worst enemies are gone, move on to the next group.
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
Shilf (Huntress, AP DPS) - Poison Dart Tower, Explosive Trap, Geyser Trap
Jenocres (Abyss Lord, AP DPS) - Ramsters
Etanaru (Monk, AP DPS) - Flame Aura
Mishera (Adept, AP DPS) - Earthshatter Aura
Kasuti (Mystic, AP DPS) - Serpents Coil [Dungeon Defenders II] Mastery VI - Liferoot Forest (5 Stars)](https://i.ytimg.com/vi/E8kzOa49u8I/mqdefault.jpg)
![[Dungeon Defenders II] Mastery VI - Unholy Catacombs (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M6
Map: Unholy Catacombs
Arguably the hardest of all the Chaos VI Masteries, probably even the most difficult overall. Not only are you forced to use only Towers, but all it takes to fail this is the loss of a defense. You must play at your absolute best in order to succeed.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You must maintain 10 different Defense Types during all Combat Phases
- You can only build Tower type Defenses
- You cannot have any Defenses get sold or destroyed
- Do all the above in 1 run
PLAN
Because of the lack of Blockades and all towers must survive, you will need to build all your offensive Towers out of reach on the high ledges away from the lanes. Building them even on the edges of the walkways will make them vulnerable to stray projectiles and especially Kobolds. The only exception to this are Volcanoes, Obelisks and certain towers if armed with Totems.
Whichever towers you use to fit the Diversity Quota, try to incorporate barrier piercing options (Sand Viper, Ramster, etc.) in tandem with projectile towers that have Piercer Servos. This will allow them to be useful against Geodes and Shield Goblins and allows every bit of DU to be used.
Once you meet the quota, Earthshatters with Toss Up and Shatterfire Servos will be very effective at slaying most opposition. If you position 2 aiming towards a specific lane, it will be enough to stop 99% of the offense. Above all else, Hex Throwers and Snookis must not reach the paths to the Crystal.
Because of the size of the map, you may need to use movement abilities to get around fast or fortify your defenses so they can handle lanes without assistance.
Of all the heroes, the Mystic is probably the most effective on this map. The Obelisks not only get a Flamethrower attack to repel close range fighters, but her Call to Madness will allow enemies to attack each other at randm and with duration modifiers, can potentially stall enemies long enough to move onto the next area. Just make sure you keep your Appeasement Maxed at all times.
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 Earthshatters for maximum effectiveness.
CHARACTERS
Yojimbo - Squire (Hero DPS, Cannonball Tower)
Marcion - Squire (AP DPS, Ballista)
Jenocres - Abyss Lord (AP DPS, Ramster, Skeleton Archer)
Shilf - Huntress (AP DPS, Poison Dart Tower)
Mishera - Adept (AP DPS, Earthshatter Tower)
Tsumiko Kuri - Initiate (AP DPS, Skyguard Tower)
Kasuti - Mystic (AP DPS, Obelisk, Sand Viper, Serpents Coil)
Apophis - Mystic (Hero DPS, Obelisk) [Dungeon Defenders II] Mastery VI - Unholy Catacombs (5 Stars)](https://i.ytimg.com/vi/En3SE1zjAHQ/mqdefault.jpg)
![[Dungeon Defenders II] Mastery II - The Ramparts (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M2
Map: The Ramparts
A relatively easy map. Spreading out your defense types for an effective balance is going to take some thought. Just make sure you dont repair anything or get yourself killed (I almost did).
5 STAR REQUIREMENTS
- Survive all 5 waves
- You must have 10 or more different types of Defenses during all Battle Phases
- No Hero Deaths
- You cannot repair defenses
- Do all the above in 1 run
PLAN
The first thing is to consider which 10 defense types will help you. Between the barricades and the Anti-Cyber Orc Towers, you should have the requirements for Diversity fulfilled. After that, you can then use copies.
Make sure that the Defense combinations are effective to handle things on your own for small groups or stall them long enough for hero intervention.
Try to pick options that Cyber Orcs cannot disable or outside of range of their attacks.
If your defense is about to fall, either upgrade it, or let it fall or sell it and replace. Keep heroes on the card that can quickly replace defenses on the fly, but make sure they are battle capable or keep out of combat to avoid hero deaths.
For your battle hero choice, pick something with either a high degree of Life and/or able to recover it quickly. Squires can take punishment, The Mystics Serpents Coil and Dryads World Tree can assist in healing. A high amount of AP can allow the Monks Heroic Wave recover a good amount of Life. The Abyss Lord is a good option for his stunning Abyss Knight and his Fountain to heal quickly.
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)
Jenocres - Abyss Lord (AP DPS, Skeletal Orc, Ramsters)
Shilf - Huntress (AP DPS, Blaze Balloon, Poison Dart Tower)
Etanaru - Monk (AP DPS, Skyguard Tower, Lightning Strike Aura)
Freya - Dryad (AP DPS, World Tree, Angry Nimbus) [Dungeon Defenders II] Mastery II - The Ramparts (5 Stars)](https://i.ytimg.com/vi/FH72ShvR8K4/mqdefault.jpg)
![[Dungeon Defenders II] Mastery IV - Forest Crossroads (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M4
Map: Forest Crossroads
I consider this another hurdle due to the affixes in play. You must be swift on your planning, combat and you must make sure that everything you build stays in one piece on this map. I consider this map one of the most glorious and intense rounds in Mastery IV.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You must complete all Build Phases within 30 seconds or less
- You cannot upgrade any Defenses
- You cannot have any Defenses get destroyed
- Do all the above in 1 run
PLAN
Because of the strict time limit and the lack of upgrades, your best hope is to use Maws of the Earth Drake and Colossus for their large HP pools. The Abyss Lords defenses are helpful as they are setup instantly, so build these near the end of the time limit or during the Combat Phase. The Boost Aura is extremely helpful as Boosted Blockade and Boosted Aura can help their survivability. Shielding Guard is also recommended on these walls. If you plan on doing 30-40 DU walls, make sure they are supported by Slowing defenses.
Your first 4 heroes should be able to setup most of what you need, but you should be ready to switch them when the Wave ends and all 4 should be combat ready if necessary.
Like in Mastery III, a combination of barrier piercing towers (Flamethrower, Serpents Coil, Sand Viper, Ramster, Obelisk) mixed in with auras, nodes and traps can handle most to all opposition. The Obelisk has the added bonus of map-wide range. You will need some extra elbow grease for the Snooki.
When building your Defenses, make sure that Snooki, Kobolds, Air and especially Javelin Throwers cannot harm these towers. All it takes to fail the 5 Stars is not only any one of your walls falling, but even your frail defenses as well. If you are insecure about the durability of your Towers, stick to Auras, Traps and Nodes instead.
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. I recommend taking a DPS hero with Crowd Control abilities for this one.
If a Defense is in the Red zone, immediately get involved, repair or upgrade it and repel any attackers. I recommend that your main DPSer and/or main builders should have a Construction shard. If you got time in between Build Phases, fill in any Defenses so you can save time for the Build Phases.
Be vary wary of the double lane to the Upper West. Snooki are prone to running along the cliff and dropping behind your defensive line to take swipes at the Core or worse: Go after a Defense and destroy it. This tends to happen if larger enemies like Orcs or bosses block the path.
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.
Siege Rollers are going to be a problem in this one. Not only do they cause massive displacement on the West side (leading to Snooki hopping walls), but they can shred walls once they make contact. I had a failed 5 star where I had to face 3 at once on W5 and it wasnt pretty to lose to it.
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. Your Auras or Barrier piercing defenses would best serve 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 - This is best served on the Maw of the Earth Drake as it can fight back should Shielding Guard trigger, even if it does ~45k.
CHARACTERS
Ngamahu - Lavamancer (AP DPS, Fissure of Embermount, Maw of the Earth Drake)
Jenocres - Abyss Lord (AP DPS, Colossus, Ramster)
Tsumiko Kuri - Initiate (AP DPS, Boost Aura)
Etanaru - Monk (AP DPS, Lightning Strikes Aura, Skyguard Tower)
Yojimbo - Squire (Hero DPS) [Dungeon Defenders II] Mastery IV - Forest Crossroads (5 Stars)](https://i.ytimg.com/vi/FJLIMDICeAI/mqdefault.jpg)
![[Doom II] Ancient Aliens - MAP05: The Last Refuge of the Anasazi (UV-Max)
Game: Doom II
WAD: Ancient Aliens
Mode: UV-Max
Source Port: Zandronum 2.1.2 - Boom Compatibility
Recorded using Bandicam
MAP05 isnt bad but there is a lot of shit that you can easily screw up on. Either by your own error, dumb luck or the Cyberdemon shoving a rocket down your throat when you arent looking. Because of this, there are many ways to botch this run and I have the failed AVIs to prove it. It also doesnt help I am doing this on a ZDoom port as Lost Souls sadly count.
This was honestly the only run that appeased me and it was sadly my 2nd fastest (Best I got was 4:18 but I had a few splash hits from my own rockets and it looked bad).
MAP STATS
Map: 05 - The Last Refuge of the Anasazi
Author: Skillsaw
MIDI: Stuart Rynn - Toejazz
Monsters: 138
Secrets: 3
SECRETS
1) When you claim the Red Skull Key, 3 Cacodemons will appear inside openings. The opening to the right of the Key (you facing in front of it) has a wall inside that can be raised. Inside is a hallway with a Medkit, 4 Chaingunners and a Supershotgun at the far end.
2) This can be claimed at anytime after claiming the Blue Skull Key, but I suggest claiming it with the SSG in hand. In the main structure in the center, the pillar closest to the Blue Skull Key switch has a switch inside. Pressing it will raise an elevator next to the Exit Door. Ride the elevator up and hop over to a secret temple with Boxes of Rockets, a Mega Armor, Rocket Launcher and some Stimpacks. You will have to fight your way past Revenants and 2 Pain Elementals to escape! When you do, you can also get a Soulsphere.
3) When you activate the switch that opens the Exit Door, it will also reveal a cave between the Red Skull Key Shrine and the monolith with the Plasma Rifle on it. Inside is an Energy Bulk Cell and a switch to lower the Plasma Rifle.
TIPS
- Keep tabs on that Cyberdemon! It can make or break your run in an instant. If you can get it distracted with infighting, it helps you greatly. Dont kill it until the cleanup phase.
- In the Oasis, the waterfall can make it troubling. Shoot a few rockets into it from both sides to ensure you got a way to get in or out. The last thing you want is to walk in blind and have an Arachnotron blasting you or a Mancubi fireball to the face.
- While using the Rocket Launcher, keep tabs on enemies nearby. Know when to use it and when not to use it. I have failed many decent runs because of splash damage! Dont repeat the same mistake I did! [Doom II] Ancient Aliens - MAP05: The Last Refuge of the Anasazi (UV-Max)](https://i.ytimg.com/vi/Fr0fSP_Oz_0/mqdefault.jpg)
![[Doom II] Japanese Community Project (JPCP) - MAP03: The Sign Of Armageddon (UV-Tyson)
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
Beating this level on UV-Max is one thing. Doing under UV-Tyson is a whole different level! Mastery of hand to hand combat for this level is a must as you will be facing enemies that will not only take more than 2 punches to slay, but have dangerous attacks that could leave you in a bad spot.
My previous run I botched a bit and it was costly (the Blue Skull Key and Secret #2 were the biggest problems), but I fix that with this run and get a faster time at the cost of fighting the Cacodemons with the Archvile.
MAP STATS
Map: 03 - The Sign Of Armageddon
Author: Masayan and SkullDemon
MIDI: Masayan - Unknown
Enemies: 108
Secrets: 7
SECRETS
1) Off the bat, grab the Shotgun and go into the water below. There is a cave that leads to a Chaingun and a Demon. Slay the Demon and then activate the wall it was guarding. This will lower the wall and reveal a Berserk Pack and a Specter.
2) At the first door on the main path, slay all the enemies and then stand on the door. As the door rises, quickly run through 1 of the windows along the side to grab some Rockets, Bullets and Shells.
3) Before the Yellow Skull Key, there are 3 metal columns. The center column can be lowered to reveal a Chainsaw
4 & 5) Next to the switch that lowers the Yellow Skull Key is a wall that can be lowered for 2 Medkits and 8 Shotgun Shells, The stain glass window in there can also be lowered to reveal a Soulsphere.
6) In the dark room where the Red Skull Key is located, there is a set of Health Bonuses hugging a wall. One of the walls can be lowered to reveal a path leading to some Rockets and a Backpack. If you fall into the ravine where the secret is, the wall at the top of the staircase can be lowered to bring you back to Secret #3. This secret helps for speed running, but dont forget the Imps and Revenant that spawn outside.
7) In the large room before the Red Skull Key Door, there are 4 windows made entirely of skulls at the corners. One of the skull walls is a different texture (has bloody skulls). This wall can be lowered to reveal some Rockets and a Medkit.
TIPS
- Off the bat, get the Berserk Pack from the secret! Use the pistol or fists to slay the Demons. Get the Chainsaw from the secret as well.
- The Chainsaw is better suited for taking down Demons, Mancubus, Cacodemons, Arachnotron, Humanoid Enemies and Revenants as it can stun lock them and keep them from attacking. Be ready for a worse case scenario with Mancubi and Revenants.
- Your Berserk Fists are unpredictable! The hit can be as painful as a full blast from an SSG or as weak as a Chaingun button press. Time your attacks carefully against high health enemies and cut through the weak as fast as possible so the damage doesnt pile up.
- Use enemies as temporary meat shields to reduce your targeting profile. An Imp can save you from an unlucky Revenant missile or Cacodemon attack. You should also exploit infighting to attack higher threat targets under the cover of diversion.
- It is imperative you try to slay all the Cacodemons before you enter the room with the Yellow Skull Key Door. This will make your fight with the Archvile more manageable. If you cannot, use whatever means necessary to kill the Archvile first or keep the Archvile away from corpses.
- Archviles are the hardest enemy to take down in this level. Get a couple of punches in and find cover before the channel attack deals damage. If they target another enemy, only attack them when they arent attacking as they can instantly switch targets. Their pain chance is too low to stunlock with the Chainsaw but it is possible to stop the attack. Just dont put too much faith in this! [Doom II] Japanese Community Project (JPCP) - MAP03: The Sign Of Armageddon (UV-Tyson)](https://i.ytimg.com/vi/GMNkIaeFxAQ/mqdefault.jpg)
