Uploaded January 2018 | Updated September 2026, 31 minutes ago
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 Lord's 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, Serpent's 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 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. 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 wasn't 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)
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 Lord's 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, Serpent's 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 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. 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 wasn't 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)
![[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)

![[Dungeon Defenders II] Mastery VII - Forest Biome (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M7
Map:: Forest Biome
It seems to be a pattern of no Anti-Air but that affix isnt the problem kind of map. The size of the map in tandem of keeping all Defenses up is going to be the real challenge.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build any Anti-Air defenses (Skyguard or Hailstorm Tower)
- You cannot let a Defense get Destroyed
- All 4 Crystal Cores must stay above 90% health at all times
- Do all the above in 1 run
PLAN
Due to the size of the map, it is imperative that you bring a hero with either high movement speed or an ability that lets you traverse the map quickly. Or you must ensure that your Blockades can withstand punishment and you dont place any Towers in a way that Kobolts can easily decimate them. You should treat the Southern most lane as 1 lane and build your defenses to handle 2 sets of enemies to help with DU splitting.
Using Nodes, and Traps will help you kill off most opposition before it reaches your Blockades. Weapon Manufacturers do a good job containing enemies in a small area and can possibly stunlock Kobolts if you have the Shocking Revelation servo. The Fissure of Embermount with the Servo can exploit the long paths to ensure most enemies get burned up before they reach your Blockades. Long range defenses also help immensely. The Earthshatter, Volcano, Obelisk and Dryad defenses can be setup to handle multiple lanes if placed correctly.
If a defense is about to fall, either upgrade it or repair it before it breaks. Do not let Ogres or Cannon Ogres reach your Blockades unless you got Hardened and Protective Downgrade on them. Skeleton bosses can also be a problem if you build too close.
Keep tabs on the Radar, Kobolts are easy to spot (orange air unit) and should be downed as soon as possible to avoid shut down of your other defenses. On Wave 5, there is a chance that Zapper will spawn and his explosion is not only larger, but his stun duration is longer as well. This guy must be destroyed as soon as possible. DO NOT PROVOKE OR CONFUSE IT! You can also use low cost defenses to bait them into divebombing them to protect your main line.
On wave 3 and onwards, you will be harassed by Dark Assassins. If you have any abilities to break yourself free, then use them. Otherwise, pull them near defenses that can kill them quickly or break their lock fast. On Wave 4 and 5, Hex Throwers will be added to the mix and must be slain as to avoid getting your defenses Cursed.
Aside from Kobolts, you will have to be vigilant against Hex Throwers, Snooki and Kobolds as they can still do considerable damage to your defenses. Witherbeasts can also pose a problem if you got a meat wall in front of your defenses. These things can also be a problem when a Cannon Ogre or a boss spawns alongside them.
HYPER SHARD RECOMMENDATION
Hyper Destruction - Any tower that is either facing bosses or handling multiple lanes or a specific one that is in most or all lanes.
Vicious Strikes - Anything that benefits from the increased range.
Radiant Critical Power - The hero you will be most active with. Fight near your auras, traps and nodes or use ranged near your towers to take full effect of this.
Explosive Shielding Guard - Whichever Blockade will benefit from the Shielding and Explosive effects. Preferably one that is in multiple lanes.
Thunderstruck - Your most active hero, preferably one with high offensive power. This is a useful shard when trying to keep Dark Assassins pacified long enough to kill them before they disappear.
Destructive Pylon - Any tower you feel will benefit from this.
Automation - Your main blockade.
CHARACTERS
Tsumiko Kuri (Initiate) - AP DPS (Flame Aura)
Lenneth (Dryad) - Hero DPS (World Tree, Angry Nimbus)
Yojimbo (Squire) - Hero DPS (Spike Blockade)
Shilf (Huntress) - AP DPS (Poison Dart Tower)
Mishera (Adept) - AP DPS (Earthshatter Tower)
Kasuti (Mystic) - AP DPS (Obelisk) [Dungeon Defenders II] Mastery VII - Forest Biome (5 Stars)](https://i.ytimg.com/vi/H0HM84z2oA8/mqdefault.jpg)
![[Dungeon Defenders II] Mastery V - Molten Citadel (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M5
Map: Molten Citadel
Once again, you are slammed with a Timed Build Phase on Molten Citadel. However, to compensate, you arent limited to unique defenses and the rate at which Dark Assassins spawn makes this map very doable.
5 STAR REQUIREMENTS
- Survive all 5 waves
- All Build Phases must be completed within 30 seconds or less
- You cannot build any Node-type Defenses
- The Crystal Core must stay above 90% health at all times
- Do all the above in 1 run
PLAN
Due to the timed Build Phases, you will need to setup as many defenses as you can on the First Wave. The first 4 heroes you use must be able to setup at least 2 different Defense types and they all must be combat capable, especially when it comes to Dark Assassins. Anything you miss, save it for the second wave.
Due to the Cyber Orcs and the size of the stairs going up, it wouldbe wise to use Tower type defenses to repel attackers. An Obelisk and/or a Volcano with Deadly Strikes can be effective at handling multiple lanes. The former has the added power of being map wide and doubles as a Flamethrower with a Max Appease Mystic on the field. Place them under the bridge or up on the starting spawn so they dont consume space.
Dark Assassins can be shredded by Anti-Air Defenses if needed. Status ailments like Poison, Stun, Slow and Freeze can help at contending with Dark Assassins. If your hero has an ability that applies ailments, use it right away so you can disable as many Dark Assassins as you can. The Overwhelm Shard and Gato Pets Dazzling Sparkle can allow all heroes to apply Stun. The Earth Toss, Vipers Fangs attack and Geyser Traps can launch Dark Assassins off of you as well.
Aside from the Dark Assassins, you will need to be vigilant towards the other enemies as well. The Kobolds, Snooki and Witherbeasts are the biggest threats to your defenses. You will also need to factor in a Geode and a few Shield Goblins on Wave 4 and 5 (there is a bug in the game that spawns a group). If you see a Geode coming, immediately kill it before you get locked by a Dark Assassin.
Because of the way the enemies spawn on this map, you can easily move in a pattern. Once you slay all the tougher enemies, you should consider moving onto the next lane as your defenses can handle the stragglers.
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
Yojimbo - Squire (Hero DPS, Spike Blockade, Ballista)
Etanaru - Monk (AP DPS, Skyguard Tower)
Shilf - Huntress (AP DPS, Poison Dart Tower, Geyser Trap)
Arohongui - Lavamancer (Hero DPS, Volcano)
Lezard Valeth - Apprentice (AP DPS, Frostbite Tower)
Apophis - Mystic (Hero DPS, Serpents Coil) [Dungeon Defenders II] Mastery V - Molten Citadel (5 Stars)](https://i.ytimg.com/vi/HDzFh2OkDFI/mqdefault.jpg)
![[Dungeon Defenders II] Mastery VI - Temple of the Necrotic (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M6
Map: Temple of the Necrotic
The affixes on this map are much like the previous one, The Dead Road. However, you trade ensuring the survival of your defenses to lack of upgrading, giving you a bit of breathing room. However, you will still need to play smart with your hero to avoid dying.
Although I won, I considered this one of my more messy victories, considering my abysmal performance on Wave 4.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot have any Hero Deaths
- You cannot upgrade any Defenses
- You must maintain at least 10 different types of Defenses during all Combat Phases
- Do all the above in 1 run
PLAN
Diversify your Blockades and Anti-Air Defenses and you should cover most of your Diversity Quota. Once you accomplish this, you can then build multiple defenses of that type. The Skeleton lanes dont have any Geodes or Shield Goblins, so you can consume some Diversity quota with projectile defenses. Just note the eastern gate is where bosses will travel.
Because of the long roads, even in the forest area, you will need to play a defensive countermeasure against Hex Throwers. Setup a Reflect Beam in front of the wall or in an approximate area where the Javelins will fly to deflect them. You can still setup extra defenses near where they attack to kill them off faster.
The Earthshatter and Angry Nimbus have the range to reach Hex Throwers at maximum distance if specced properly (the Shatter or the World Tree have Deadly/Vicious Strikes). They can also be angled in a way that they can affect more than 1 lane. The Obelisk also has map wide capabilities and can double as a Flamethrower with a Max Appeasement Mystic.
To make DU splitting more efficient, I would recommend setting up your Blockade and defensive line to behind the Holy Idol and let it get destroyed. Slapping down slow effects and auras inside this structure is recommended. I would suggest trying to protect the Soul Stone on the East Side to prevent the back lane from opening. Should it fall, you will need to consume some DU to wall the section off and put down at least 2 defenses to repel them.
If you have any Stun or Slow abilities, use them as an opener when attacking Hex Thrower 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.
For obvious reasons, watch your footing, especially when traversing between the West and East sections. One drop into a pit and you cost yourself the 5 Star. This is especially concerning if you are lagging.
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 - Place this on a Defense that is near other defenses, preferably in high
CHARACTERS
Apophis - Mystic (Vipers Fangs, Serpents Coil)
Yojimbo - Squire (Hero DPS, Spike Blockade)
Marcion - Squire (Cannonball Tower)
Cinnamon - Series EV2 (AP DPS, Proton Beam, Reflect Beam)
Etanaru - Monk (Flame Aura, Lightning Strikes Aura)
Shilf - Huntress (AP DPS, Poison Dart Tower)
Kasuti - Mystic (AP DPS, Obelisk, Serpents Coil, Sand Viper)
Mishera - Adept (AP DPS, Flamethrower Tower, Earthshatter Tower)
Tsumiko Kuri - Initiate (AP DPS, Boost Aura) [Dungeon Defenders II] Mastery VI - Temple of the Necrotic (5 Stars)](https://i.ytimg.com/vi/IGnogJcdbxw/mqdefault.jpg)

![[Dungeon Defenders II] Mastery II - Ramparts Siege (5 Stars, No Cores Lost)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M2
Map: Ramparts Siege
This is an interesting No Blockade map as there are many twists and turns and you also cannot let a Defense fall. But if you have seen my past videos, there are workarounds for this, making it an easy map if you stay on your toes.
5 STAR REQUIREMENTS
- Survive all 5 waves
- No hero deaths
- You cannot build Blockades
- No defenses can be destroyed
- Do all the above in 1 run
PLAN
The Volcano and Obelisk can handle multiple lanes if setup correctly and they double as walls due to their high health. A 100 Appeasement Mystic will also turn all Obelisks into Flamethrowers to incinerate melee enemies. Use these as blockades for high traffic or boss lanes. Another option is to use Frostbite Towers to slow down enemies so that your defenses can kill them before they get into range.
Poison Darts with Explosive Poison are a godsend in tight groups. The Cannonball with Stun Fire and Heavy CAnnonball can mass stun enemies if used correctly.
If you do use Auras and Traps, make sure they are out of reach of Cyber Orc stuns or you can pick off Cyber Orcs before they stun them.
For your lanes which you are using Frostbites as your wall, make sure you keep tabs on the enemies and your radar. The attacking towers are extremely frail and all it takes is a few Orc hits or a stray Kobold and you are done.
For bosses, Quibly, the Skeletons and Ogre are the biggest threats. Quib;ys bombs can do a number on your regular towers, the skeletons sweep can harm your defenses in a few cuts and an Ogre buttslam is pretty much OHKO if your defenses dont have relics or arent OBelisks or Volcanos. If an Ogre reaches melee distance, dont trigger slams and try to use Provoke to pull Skeletons (especially Slekleon) away from your defensive line.
For heroes, use ones that can handle groups fast, kill bosses fast, a Squire for the Provoke. If your Mystic or Lavamancer are active, you can move your Volcano and Obelisk around for emergency.
HYPER SHARD RECOMMENDATION
Mass Destruction - Any tower you setup across more than one lane. Poison Darts, Earthshatter or Ramster work.
Vicious Strikes - The Volcano with this can cover a large chunk of the map or even the entire map if placed correctly. Otherwise, use something that will benefit from the extended range.
CHARACTERS
Lezard Valeth - Apprentice (Hero DPS, Frostbite Towers)
Shilf - Huntress (AP DPS, Poison Dart Towers)
Marcion - Squire (AP DPS, Cannonball Towers, Ballista)
Kasuti - Mystic (AP DPS, Obelisk)
Arohongui - Lavamancer (Hero DPS, Volcano)
Jenocres - Abyss Lord (AP DPS, Ramster)
Mishera - Adept (AP DPS, Earthshatter Tower, Hailstorm Tower)
Etanaru - Monk (AP DPS, Skyguard Tower) [Dungeon Defenders II] Mastery II - Ramparts Siege (5 Stars, No Cores Lost)](https://i.ytimg.com/vi/IXIrCplMrD0/mqdefault.jpg)
![[Doom II] Japanese Community Project (JPCP) - MAP25: Cakravartins Miscalculation (UV-Max)
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
Before I begin sharing my opinion of MAP25, I would like to share something interesting about the name of this map: Cakravarkin is the Sanskrit spelling for the Indian term to refer to an ideal, universal being who rules overall with benevolence and ethics; basically a God. The map itself is almost shaped like a Cakravarkin mandala. Miscalculation is over the fact the place is demonic themed.
Nanka Kurashiki shows off her visual prowess and theming with this map once more, at the cost of this map being complex in terms of efficient path. It took me a few runs to get a path down that would require minimal backtracking. Overall, this map is only difficult at the Red Skull Key and the Final Push at the Exit.
MAP STATS
Map: 25 - Cakravartins Miscalculation
Author: Nanka Kurashiki
MIDI: Breaking Benjamin - So Cold
Enemies: 188
Secrets: 3
SECRETS
1) In the region where you pick up the Rocket Launcher, there is a wall with a hanging Baron of Hell torso embedded on it. This wall can be raised to reveal a Bulk Energy Cell.
2) On the way to the Blue Skull Key, you will eventually come to a bridge on the Right side made up of square platforms. Quickly run across to the other side and you will find a MegaArmor. Be quick as once you take the armor, a Baron of Hell will reveal itself back on the main path.
3) In the room before the Teleporter to the Yellow Skull Key, there is a wall with skulls that a Hell Knight comes out of to attack you. This wall can be walked through to find a Soulsphere.
TIPS
- Off the bat, dont forget to shoot the first skull switch off the bat to get out and then press the second skull switch to begin exploring the level. Get the Supershotgun, Berserk Pack and Backpack regardless of which path you take.
- Regardless of which path you take, the switch after the Mancubi Bookshelf (drop into the ditch after the room) needs to be pressed before you can acquire the Yellow Skull Key as the door is sealed. My Path solves this problem ahead of time.
- The Partial Invisibility is best served at one of two points: Getting the Plasma Rifle safely (so the Chaingunners dont tear you to shreds) or the Final Push to assist in dodging missiles.
- Once you get the Yellow and Blue Skull Keys, get the BFG9000 before you go into the Red Skull Key Door, it will assist you. Both keys are required to gain access to the Red Skull Key room.
- In the Red Skull Key room, it is best to make a run for the key when the Cyberdemon is busy attacking and is unable to hit the altar. Once you get the key, use infighting to filter out the Barons of Hell and Revenants. The Cyberdemon will be helpful at saving Rockets and Cells. If you get an opening and the numbers die down, slay the Cyberdemon yourself. To leave the room, use 2 Rockets on the red window on the opposite side of the Red Skull Key Altar (there is a Keen inside) to lift the wall above.
- Once you get the Red Skull Key, the biggest threat in the Center Room is there are 2 Archviles that teleport between the 4 pillars with cages. They will not stop teleporting around until they attack. You will need to wait until they stop and attempt a channel before you can hit them with weapons. Use the outer pillars to avoid taking damage. Make sure you keep tabs on the enemies on the ground so you dont get blindsided while killing Archviles and they dont try and leave the arena (if they do, they will teleport to another location in the center battlefield). Once you kill both Archviles, slay all the remaining enemies and use the Red Skull Key to open the exit.
- In the exit area, there should be 8 Lost Souls high up. You will have to climb up the steps to lower their altitude. However, dont go into the hole with the Blood dripping as that is the official exit. If your port counts Lost Souls, kill all 8 before leaving. Be careful! If you fall into the pit below, you will die and there is no way back up. [Doom II] Japanese Community Project (JPCP) - MAP25: Cakravartins Miscalculation (UV-Max)](https://i.ytimg.com/vi/I_lWHuycdkE/mqdefault.jpg)
![[Dungeon Defenders II] Mastery IV - The Ramparts (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M4
Map: The Ramparts
You will need to be swift in building and combat in other to pull through this one as the affixes are not on your side. Once you get a pattern and practice going, this map is doable.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You must complete all Build Phases within 30 seconds or less
- You cannot upgrade your Defenses
- You cannot let a Defense get destroyed
- Do all the above in 1 run
PLAN
With your first build phase, you must setup all your blockades and at least 1-2 Defenses to fight enemies. I recommend that you prepare your defenses in a Last Stand fashion so that you can keep everything contained in close proximity. Your 4 heroes must build as much as possible but they also must be able to fight back, especially against Snooki.
Because of the objective, you should consider keeping at least a Dryad and an Abyss Lord for the first waves. The Abyss Lords defenses setup instantly and the Dryad can throw down some Trap based Defenses alongside the World Tree. You can also use the Colossus to reinforce the double lane. The Lavamancers Maw of the Earth Drake can inflict Petrify and take a beating if necessary.
Like in Mastery III, a combination of barrier piercing towers (Flamethrower, Serpents Coil, Sand Viper, Ramster, Obelisk) mixed in with auras, nodes and traps can handle most to all opposition. The Obelisk has the added bonus of map-wide range. You will need some extra elbow grease for the Snooki.
To ease on DU splitting, it is possible to use longer range towers (Earthshatter, Angry Nimbus, Weapon Manufacturer, Lightning Strikes Aura) to affect multiple lanes. Do it when necessary.
Although Snooki are Slowproof, they arent Stunproof or Freezeproof. Various Stun shards and skills can pacify them long enough for you or other defenses to dispatch them. The Mystics Call to Madness and petrifying other enemies can cause them to hack at each other.
If a Defense is in the Red zone, upgrade it. If the Defense is max tier and is nearly about to blow, sell it and replace it when you can. If an Ogre is attacking your Blockades, do not trigger a butt slam if there are Tower defenses nearby.
On Wave 3, one of the lanes will have 20 Kobolds rushing alongside them. On Wave 4, one of the lanes will have 3 Witherbeasts travel alongside other units. Wave 5 will have a large amount of Snooki, a Witherbeast and possibly Gnash the Flame Lance (a boss Snooki who can ignite defenses on hit). Your hero(es) must slay Snooki, Kobolds, Witherbeasts and Geodes as top priority by any means necessary. Crowd Control will be essential to slow down and contain Snooki and their assistance.
HYPER SHARD RECOMMENDATION
Hyper Destruction - Any tower that is either facing bosses or handling multiple lanes or a specific one that is in most or all lanes.
Vicious Strikes - Anything that benefits from the increased range.
Radiant Critical Power - The hero you will be most active with. Fight near your auras, traps and nodes or use ranged near your towers to take full effect of this.
Explosive Shielding Guard - Whichever Blockade will benefit from the Shielding and Explosive effects. Preferably one that is in multiple lanes.
CHARACTERS
Jenocres - Abyss Lord (AP DPS, Ramster, Colossus, Skeletal Orc)
Lenneth - Dryad (Hero DPS, World Tree, Angry Nimbus)
Etanaru - Monk (AP DPS, Flame Aura, Lightning Strikes Aura, Skyguard Tower)
Shilf - Huntress (AP DPS. Blaze Balloon, Geyser Trap) [Dungeon Defenders II] Mastery IV - The Ramparts (5 Stars)](https://i.ytimg.com/vi/IelhCFG5fsY/mqdefault.jpg)
![[Dungeon Defenders II] Mastery VI - Gates of Dragonfall (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M6
Map: Gates of Dragonfall
Mastery VI is the same as Mastery IV with enemies of the past (Geodes, Shield Goblins, Snooki), but you will be harassed by Dark Assassins halfway into Wave 3 through 5, but only 2 to 4. You will also have to put up with one of the more annoying Elite units to date: The Hex Thrower.
Hex Throwers are basically Javelin Throwers with 2x the Range, HP and numbers than their standard counterparts. On impact, the javelin leaves behind a Cursed field that saps the strength of any defenses caught in it. A group of these can be catastrophic on Blockades and even your heroes when trying to dispatch them.
The first map gives you a taste of what they are capable at max range, so you will need to prepare your defenses accordingly. Overall, this maps only threat is not dying.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot have any Hero Deaths
- The Crystal Cart must stay above 90% health at all times
- You cannot build any Aura type defenses
- Do all the above in 1 run
PLAN
To combat Hex Throwers, you got 2 options. You can either play it defensively by setting up a Reflect Beam in front of your Blockades to deflect the Javelins. Or you setup offense in the vicinity where they throw their spears and slaughter them quickly. If you do the latter, try to set it up so you can waste as many smaller enemies as you can.
The Earthshatter with Deadly Strikes can be incredibly effective, especially if you have the Toss Up shard (100% chance to knock up enemies) and there is an anti-air defense standing by. With the above criteria, its one of the few defenses that can reach a Hex Thrower at maximum range.
If you have any Stun or Slow abilities, use them as an opener when attacking Hex Throwers directly and dont stand in their line of fire. They can pick you off while you are fighting off Snooki or bosses and all it takes to fail the 5 star is one death.
On wave 3 and onwards, you will be harassed by Dark Assassins. If you have any abilities to break yourself free, then use them. Otherwise, pull them near defenses that can kill them quickly or break their lock fast. A Skyguard Tower in range will be very helpful.
Alongside Hex Throwers, you must keep Kobolds, Witherbeasts and Snooki from doing excessive damage to your defenses as they will also be threats. If you are assaulting Hex Throwers directly, try to pull a few of these enemies into the crossfire to save time. Just be careful of Kobolds exploding in your face, especially the Tier 3 variants.
HYPER SHARD RECOMMENDATION
Hyper Destruction - Any tower that is either facing bosses or handling multiple lanes or a specific one that is in most or all lanes.
Vicious Strikes - Anything that benefits from the increased range.
Radiant Critical Power - The hero you will be most active with. Fight near your auras, traps and nodes or use ranged near your towers to take full effect of this.
Explosive Shielding Guard - Whichever Blockade will benefit from the Shielding and Explosive effects. Preferably one that is in multiple lanes.
Thunderstruck - Your most active hero, preferably one with high offensive power. This is a useful shard when trying to keep Dark Assassins pacified long enough to kill them before they disappear.
CHARACTERS
Yojimbo - Squire (Hero DPS, Spike Blockade)
Cinnamon - Series EV2 (AP DPS, Reflect Beam)
Mishera - Adept (AP DPS, Earthshatter Tower)
Shilf - Huntress (AP DPS, Poison Dart Tower)
Etanaru - Monk (AP DPS, Skyguard Tower)
Kasuti - Mystic (AP DPS, Serpents Coil) [Dungeon Defenders II] Mastery VI - Gates of Dragonfall (5 Stars)](https://i.ytimg.com/vi/J4YL3ttQUMw/mqdefault.jpg)