Uploaded January 2018 | Updated September 2026, 1 hour ago
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M4
Map: Nimbus Reach
Another relatively straightforward map in Mastery IV, but there is some things that can go wrong if you are not careful. You will also be down one of your more effective slowing effects and an Anti-Shield Goblin/Geode countermeasure.
5 STAR REQUIREMENTS
====================
- Survive all 5 waves
- You cannot build any Node-Type Defenses
- All Combat Phases must be finished within 3 minutes or less
- No defenses can be destroyed
- Do all the above in 1 run
PLAN
=====
Like in Mastery III, a combination of barrier piercing towers (Flamethrower, Serpent's Coil, Sand Viper, Ramsters) mixed in with auras and traps can handle most to all opposition. You will need some extra elbow grease for the Snooki.
Because of the lack of Proton Beams and you must ensure all defenses survive, you are better off using Traps or Auras to inflict Crowd Control.
Pay attention to the Air Lanes. A large swarm of Beetles or Kobold Gliders can cost you the 5 Star as they are destructive towards your Defenses and especially your Skyguards. If there is an Anti-Air defense near your ground lanes, consider using Viper's Fangs.
To be safe, it would be recommended to protect the Seal Stone as you not only have 1 less lane to defend, but you will be building your defenses closer to resolve the Timed Combat Phase. Just be warned, sometimes an enemy in the Northwest gets stuck in the spawner, so you may need a Hero with a spawn piercing attack (Apprentice secondary fire, Squire with Betsy's Empowered's Beam, Obelisk, etc.) to strike at them.
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, immediately get involved and upgrade it. Make sure that you also don't have defenses directly behind your blockades or a Javelin Thrower might be what costs you the 5 Star.
When traversing the map, watch your step and watch what you fight! All it takes for you to be in a bad situation is to fall off the map or a bunch of Kobolds exploding in your face.
On Wave 3, one of the lanes will have 20 Kobolds rushing alongside them. On Wave 4, one of the lanes will have 3 Witherbeasts travel alongside other units. Wave 5 will have a large amount of Snooki, a Witherbeast and possibly Gnash the Flame Lance (a boss Snooki who can ignite defenses on hit). Your hero(es) must slay Snooki, Kobolds, Witherbeasts and Geodes as top priority by any means necessary. Crowd Control will be essential to slow down and contain Snooki and their assistance.
HYPER SHARD RECOMMENDATION
=============================
Hyper Destruction - Any tower that is either facing bosses or handling multiple lanes or a specific one that is in most or all lanes.
Vicious Strikes - Anything that benefits from the increased range. Auras, Traps or Weapon Manufacturer benefit from this. You can also attach this to your Frostbite Towers to have more reach with your slowing effects.
Radiant Critical Power - The hero you will be most active with. Fight near your auras, traps and nodes or use ranged near your towers to take full effect of this.
Explosive Shielding Guard - Whichever Blockade will benefit from the Shielding and Explosive effects. Preferably one that is in multiple lanes. Mine would have been Spike Blockades or World Trees.
CHARACTERS
============
Apophis - Mystic (Hero DPS, Viper's Fangs, Serpent's Coil)
Yojimbo - Squire (Hero DPS, Spike Blockade)
Jenocres - Abyss Lord (AP DPS, Ramster)
Etanaru - Monk (AP DPS, Skyguard Tower, Flame Aura, Lightning Strikes Aura)
Mishera - Adept (AP DPS, Earthshatter Tower)
Shilf - Huntress (AP DPS, Geyser Trap, Poison Dart Tower)
Kasuti - Mystic (AP DPS, Sand Viper, Obelisk)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M4
Map: Nimbus Reach
Another relatively straightforward map in Mastery IV, but there is some things that can go wrong if you are not careful. You will also be down one of your more effective slowing effects and an Anti-Shield Goblin/Geode countermeasure.
5 STAR REQUIREMENTS
====================
- Survive all 5 waves
- You cannot build any Node-Type Defenses
- All Combat Phases must be finished within 3 minutes or less
- No defenses can be destroyed
- Do all the above in 1 run
PLAN
=====
Like in Mastery III, a combination of barrier piercing towers (Flamethrower, Serpent's Coil, Sand Viper, Ramsters) mixed in with auras and traps can handle most to all opposition. You will need some extra elbow grease for the Snooki.
Because of the lack of Proton Beams and you must ensure all defenses survive, you are better off using Traps or Auras to inflict Crowd Control.
Pay attention to the Air Lanes. A large swarm of Beetles or Kobold Gliders can cost you the 5 Star as they are destructive towards your Defenses and especially your Skyguards. If there is an Anti-Air defense near your ground lanes, consider using Viper's Fangs.
To be safe, it would be recommended to protect the Seal Stone as you not only have 1 less lane to defend, but you will be building your defenses closer to resolve the Timed Combat Phase. Just be warned, sometimes an enemy in the Northwest gets stuck in the spawner, so you may need a Hero with a spawn piercing attack (Apprentice secondary fire, Squire with Betsy's Empowered's Beam, Obelisk, etc.) to strike at them.
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, immediately get involved and upgrade it. Make sure that you also don't have defenses directly behind your blockades or a Javelin Thrower might be what costs you the 5 Star.
When traversing the map, watch your step and watch what you fight! All it takes for you to be in a bad situation is to fall off the map or a bunch of Kobolds exploding in your face.
On Wave 3, one of the lanes will have 20 Kobolds rushing alongside them. On Wave 4, one of the lanes will have 3 Witherbeasts travel alongside other units. Wave 5 will have a large amount of Snooki, a Witherbeast and possibly Gnash the Flame Lance (a boss Snooki who can ignite defenses on hit). Your hero(es) must slay Snooki, Kobolds, Witherbeasts and Geodes as top priority by any means necessary. Crowd Control will be essential to slow down and contain Snooki and their assistance.
HYPER SHARD RECOMMENDATION
=============================
Hyper Destruction - Any tower that is either facing bosses or handling multiple lanes or a specific one that is in most or all lanes.
Vicious Strikes - Anything that benefits from the increased range. Auras, Traps or Weapon Manufacturer benefit from this. You can also attach this to your Frostbite Towers to have more reach with your slowing effects.
Radiant Critical Power - The hero you will be most active with. Fight near your auras, traps and nodes or use ranged near your towers to take full effect of this.
Explosive Shielding Guard - Whichever Blockade will benefit from the Shielding and Explosive effects. Preferably one that is in multiple lanes. Mine would have been Spike Blockades or World Trees.
CHARACTERS
============
Apophis - Mystic (Hero DPS, Viper's Fangs, Serpent's Coil)
Yojimbo - Squire (Hero DPS, Spike Blockade)
Jenocres - Abyss Lord (AP DPS, Ramster)
Etanaru - Monk (AP DPS, Skyguard Tower, Flame Aura, Lightning Strikes Aura)
Mishera - Adept (AP DPS, Earthshatter Tower)
Shilf - Huntress (AP DPS, Geyser Trap, Poison Dart Tower)
Kasuti - Mystic (AP DPS, Sand Viper, Obelisk)
![[Dungeon Defenders II] Mastery III - Ramparts Siege (5 Stars, No Cores Lost)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M3
Map: Assault on Ramparts
This map isnt too much trouble as long as you are swift and have sturdy blockades to withstand punishment. Just dont forget about the affixes in play.
5 STAR REQUIREMENTS
- Survive all 5 waves
- No defenses can be repaired
- No defenses can be upgraded
- You cannot build Aura-type Defenses
- Do all the above in 1 run
PLAN
Combining the barrier piercing towers (Ramsters, Earthshatter, Sand Viper, Obelisk and Flamethrower) with Traps and Nodes is the best way to ensure all angles are covered. The Obelisk has the added bonus of being map wide.
At the end of every wave, check on the condition your blockades. If you see any blockades with yellow or red health, sell them and replace them with a fresh one. If you must do this on the fly, make sure the heroes on your card are the ones who can build blockades.
To ensure that enemies dont get to your walls or to reduce the damage they take, use slowing effects like the Frostbite Tower or Proron Beams in tandem with strong offense. A Vipers Fangs near Anti-Air defenses is also recommended as they can disable up to 3 units and the Skyguards can shred air.
Make sure your anti-air defenses at the end of the wave can handle most or all air. If you must assist them, then do it. 1 Skyguard or Hailstorm wont be enough.
For your hero, pick something that can move around the map well, can dispatch enemies swiftly. A hero with a Stun ability or Overwhelm shard is recommended for disabling bosses and Geodes. Dispatch Witherbeasts, Kobolds, Geodes and bosses as top priority as these do the most damage to defenses. A Serpents Coil is recommended for healing purposes, especially if you play as a Mystic or Dryad. Place the Coil in an area you can easily access the Orbs. Make sure your Blockade builders are also on the card if necessary.
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 traps and nodes or use ranged near your towers to take full effect of this.
CHARACTERS
Apophis - Mystic (Hero DPS, Vipers Fangs, Serpents Coil)
Yojimbo - Squire (Hero DPS, Spiked Blockade)
Cinnamon - Series EV2 (AP DPS, Weapon Manufacturer)
Jenocres - Abyss Lord (AP DPS, Ramster)
Mishera - Adept (AP DPS, Earthshatter Tower, Hailstorm Tower)
Shilf - Huntress (AP DPS, Poison Dart Tower, Blaze Balloons, Geyser Trap) [Dungeon Defenders II] Mastery III - Ramparts Siege (5 Stars, No Cores Lost)](https://i.ytimg.com/vi/aPC2VmUT8XM/mqdefault.jpg)
![[Dungeon Defenders II] Mastery II - Gates of Dragonfall (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M2
Map: Gates of Dragonfall
In Mastery II, the caps for Ascension and Gear get increased and Shield Goblins are now replaced by Cyber Orcs. The Cyber Orc fires EMP blasts that can stun Traps, Auras, and non-Buff Beam Nodes for 10 seconds. They also will do this attack directly on a Trap, Aura source or Node if it is nearby.
The first map is designed to get you acquainted with the new enemies, especially since you must diversify your defense choices.
5 STAR REQUIREMENTS
- Survive all 5 waves
- The Crystal Cart must stay above 90% health at all times
- You can only have 1 of a specific Defense at all times
- Defenses cannot be repaired
- Do all the above in 1 run
PLAN
Because of the Cyber Orcs special ability, it is recommended to use Towers, Blockades or place the defenses that Cyber Orcs can disable out of reach so they dont get EMPed (Lightning Strikes and the Angry Nimbus are the best options for this) or have a counter measure to being disabled (eg. Blaze Balloons fire will still continue when the trap is disabled and the Fissures/Oil Geyser break Stun when they have been Erupted). .
Spread your defense types around so that one lane doesnt take priority over the other, except for when bosses begin to spawn. Your hero should dispatch tougher enemies and especially Kobolds and Witherbeasts before they become a problem. If you are using Traps and Auras, try not to stand at an angle that the Cyber Orcs EMP fires off at it and definitely take them down as soon as possible.
If a tower is about to fall, either upgrade it, sell or let it fall and replace it as soon as possible. Make sure your hero card has the capacity to replace defenses quickly.
The reason I use my Apprentice on this map is because the lames are setup perfectly for Tornados and it allows my AA towers to add extra damage. Plus, Mana Bomb hits like a bus when setup correctly.
HYPER SHARD RECOMMENDATION
Mass Destruction - Any tower of your choice, but I suggest one that can do multiple lanes or has to combat bosses.
Vicious Strikes - Any tower of your choice. but I suggest something that can target multiple lanes and potentially save DU for other options.
CHARACTERS
Lezard Valeth - Apprentice (AP DPS, Arcane Barrier)
Yojimbo - Squire (Hero DPS, Spiked Blockade)
Marcion - Squire (AP DPS, Cannonball Tower)
Apophis - Mystic (Hero DPS, Vipers Fangs, Serpents Coil)
Kasuti - Mystic (AP DPS, Sand Viper)
Mishera - Adept (AP DPS, Hailstorm Tower, Earthshatter Tower, Flamethrower Tower)
Jenocres - Abyss Lord (AP DPS, Ramster, Skeletal Orc)
Shilf - Huntress (AP DPS, Poison Dart Tower)
Arohongui - Lavamancer (Hero DPS, Volcano)
Etanaru - Monk (AP DPS, Skyguard Tower) [Dungeon Defenders II] Mastery II - Gates of Dragonfall (5 Stars)](https://i.ytimg.com/vi/aorNk9BTtWo/mqdefault.jpg)
![[Dungeon Defenders II] Mastery V - The Dead Road (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M5
Map: The Dead Road
Much like Throne Room, you are once again forced to using defenses that are vulnerable to Cyber Orcs. However, this map is doable due to the level design.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build any Tower defenses
- Both Crystal Carts must stay above 90% health at all times
- You cannot have any Defenses get destroyed
- Do all the above in 1 run
PLAN
Due to the design of the lanes, it is much easier to place Lightning Strikes Auras, Dryad Defenses and Weapon Manufacturer nodes on top of stumps and outside of the lanes to keep them out of reach from Cyber Orcs. Fight alongside your defenses and dispatch Cyber Orcs as your higher priority before going after the others.
You will need to use your hero to contain and destroy Dark Assassins. Auras and Nodes do a good job here. Status ailments like Poison, Stun, Slow and Freeze can help at contending with Dark Assassins. If your hero has an ability that applies ailments, use it right away so you can disable as many Dark Assassins as you can. The Overwhelm Shard and Gato Pets Dazzling Sparkle can allow all heroes to apply Stun. The Earth Toss, Vipers Fangs attack and Geyser Traps can launch Dark Assassins off of you as well.
Aside from the Dark Assassins, you will need to be vigilant towards the other enemies as well. The Kobolds, Snooki and Witherbeasts are the biggest threats to your defenses. You will also need to factor in a Geode and a few Shield Goblins on Wave 4 and 5 (there is a bug in the game that spawns a group). If you see a Geode coming, immediately kill it before you get locked by a Dark Assassin.
Because of the way the enemies spawn on this map, you can easily move in a pattern. Once you slay all the tougher enemies, you should consider moving onto the next lane as your defenses can handle the stragglers. Dont forget to keep up your repairs.
HYPER SHARD RECOMMENDATION
Hyper Destruction - Any tower that is either facing bosses or handling multiple lanes or a specific one that is in most or all lanes.
Vicious Strikes - Anything that benefits from the increased range.
Radiant Critical Power - The hero you will be most active with. Fight near your auras, traps and nodes or use ranged near your towers to take full effect of this.
Explosive Shielding Guard - Whichever Blockade will benefit from the Shielding and Explosive effects. Preferably one that is in multiple lanes.
Thunderstruck - Your main DPS hero. A standard attacker is best suited for this shard. A tower with Water Elemental can help you apply Drenches and a Lightning damage weapon are recommended.
CHARACTERS
Lenneth - Dryad (Hero DPS, World Tree, Moss Hornet Nest, Angry Nimbus)
Jenocres - Abyss Lord (AP DPS, Colossus, Skeletal Orc)
Cinnamon - Series EV2 (AP DPS, Weapon Manufacturer)
Etanaru - Monk (AP DPS, Lightning Strikes Aura)
Yojimbo - Squire (Hero DPS, Spiked Blockade)
Shilf - Huntress (AP DPS, Geyser Trap, Blaze Balloon) [Dungeon Defenders II] Mastery V - The Dead Road (5 Stars)](https://i.ytimg.com/vi/b4GkJ68ObPI/mqdefault.jpg)
![[Dungeon Defenders II] Mastery IV - Assault on the Throne Room (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M4
Map: Assault on the Throne Room
This map is also a borderline hurtle because of the heavy DU splitting that you are required to do. You will need to be swift and have a strong DPS hero if you are to succeed this map.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot have any Hero Deaths
- Both Window Locks, Throne and Crystal Cart cannot fall below 90% health at any time
- You cannot repair any Defenses
- Do all the above in 1 run
PLAN
Because you must defend both Window Locks, your DU spending will be tight. You will need to work with 20=40 DU defenses or resort to high range and 360 targeting defenses that can handle multiple lanes. The Dryad Defenses and the Monk Auras in some parts are great for this.
Like in Mastery III, a combination of barrier piercing towers (Flamethrower, Serpents Coil, Sand Viper, Ramsters) mixed in with auras, nodes and traps can handle most to all opposition. You will need some extra elbow grease for the Snooki.
Once you get past the initial attacks, the enemies spawn in a pre-set pattern. Before you move onto the next dogpile, slay all the difficult enemies (Snooki, Kobolds, Witherbeasts) or at least put it to a point that your Defenses can handle the opposition without your aid.
Although Snooki are Slowproof, they arent Stunproof or Freezeproof. Various Stun shards and skills can pacify them long enough for you or other defenses to dispatch them. The Mystics Call to Madness and petrifying other enemies can cause them to hack at each other.
If a Defense is in the Red zone, upgrade it or sell and replace it when the Wave ends. All it takes to fail the 5 Star is a Blockade to fall and a Snooki to rush and hack the objective with 1 Cleaver.
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. In my scenario, either the Auras, Angry Nimbus or your World Tree (so you can get farther healing coverage).
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)
Yojimbo - Squire (Hero DPS, Spike Blockade)
Apophis - Mystic (Hero DPS, Vipers Fangs, Serpents Coil)
Etanaru - Monk (AP DPS, Skyguard Tower, Flame Aura, Lightning Strikes Aura)
Cinnamon - Series EV2 (AP DPS, Proton Beam)
Tsumiko Kuri - Initiate (AP DPS) [Dungeon Defenders II] Mastery IV - Assault on the Throne Room (5 Stars)](https://i.ytimg.com/vi/b5uYYCr7U-I/mqdefault.jpg)

![[Dungeon Defenders II] Mastery II - Dragonfall Bazaar (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M2
Map: Dragonfall Bazaar
In the previous video, I talked about Cyber Orcs and their EMP powers and why you should use defenses they cannot disable. Now, lets see what happens when that option is cut short.
This map is one of the more annoying levels to complete as I failed 3 times due to Air leaks or enemies slipping past the Tree. After those failures, I found a plan that works.
5 STAR REQUIREMENTS
- Survive all 5 waves
- The Cart and the Sewer Gate Lock must stay above 90% health at all times
- You cannot build any Tower type Defenses
- Defenses cannot be repaired
- Do all the above in 1 run
PLAN
This map is all dependent on having a good Dryad. The World Tree in tandem with another 30 DU blockade on the far East and West lanes is enough to keep enemies back. I go with the Vipers Fangs to disable enemies. Make sure both have a Shielding Wave shard to help reduce damage. If you got World Tree McBufferson on the Tree or Health Pylon on the other wall, this also helps.
Each lane should get at least 2 Angry Nimbuses (I make 3 for the East so that the 3rd Nimbus can assist on the center if necessary) and their base should be placed out of reach of Cyber Orc EMPs. Their massive range and heavy single target damage is enough to eradicate small enemies fast and put dents into more dangerous threats. Make sure you assist the Nimbi when dogpiles of Cyber Orcs and especially Witherbeasts come.
If you want to put something in front of the blockades. The best options are either go with a Blaze Balloon or a Oil Geyser/Fissure of Embermount combo. The former will pop when an enemy is nearby and even if a Cyber Orc triggers and stuns it, the flame will continue and the Blazing Phoenix can do considerable damage to them, anything nearby and even air units flying above it. The latter can be Erupted by an active Lavamancer to cancel the stuns.
Use LSAs in lieu of Skyguards to handle air that slip by. It is recommended to keep tabs on your radar so you can directly go for air yourself. Make sure you also watch for any enemies that slip past World Trees.
If a blockade is about to fall, either upgrade it or sell and replace it.
I use the Initiate for this one due to the powerful Foot Stomp, piercing wave that can cause increased damage for the Nimbi and the Talisman of Empowerment can jack up Nimbi or Blaze Balloon damage for bosses. The Betsys Lightning and Harbingers Fist shards add on extra damage. The former has the added bonus of shocking drenched enemies.
HYPER SHARD RECOMMENDATION
Mass Destruction - Angry Nimbus, these will be your bread and butter for stopping enemies.
Vicious Strikes - Any of the defenses will do. A larger radius on the World Tree can help put Nimbi farther away from EMP effects, Blaze Balloons can damage enemies sooner, the Nimbi can cover multiple lanes to help each other out and the LSA gets more slack for the air lanes.
CHARACTERS
Freya - Dryad (AP DPS, World Tree, Angry Nimbus)
Shilf - Huntress (AP DPS, Blaze Balloons)
Apophis - Mystic (Hero DPS, Vipers Fangs)
Etanaru - Monk (AP DPS, Lightning Strikes Aura)
Tsumiko Kuri - Initiate (AP DPS) [Dungeon Defenders II] Mastery II - Dragonfall Bazaar (5 Stars)](https://i.ytimg.com/vi/bLVxI3OCNxM/mqdefault.jpg)
![[Dungeon Defenders II] Mastery IV - Ramparts Siege (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M4
Map: Ramparts Siege
This map is a borderline-hurtle. The only real nuisance is that you must be swift in not only defending yourself, but you must also be swift in construction.
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 repair any Defenses
- Do all the above in 1 run
PLAN
Because of the Timed Build Phase, you will have to resort to a Last Stand and protect the Door Locks at all costs. Your first 4 heroes must not only be able to setup as much defenses as possible, but they must be combat capable. Before the First Wave begins, you must have at least a Blockade and 1-2 offensive towers protecting each lane. You will need to double down on the Northeast entrance as this will suffer a Triple lane.
The Abyss Lord has the added bonus of setting up defenses instantly. Consider using Skeletal Orcs, Colossus and Ramsters for this one. If you arent swift like I am, then I recommend you build his defenses last and during the First Wave before the first Snooki get your Defenses.
Like in Mastery III, a combination of barrier piercing towers (Flamethrower, Serpents Coil, Sand Viper, Ramsters) mixed in with auras, nodes and traps can handle most to all opposition. You will need some extra elbow grease for the Snooki.
Once you get past the initial attacks, the enemies spawn in a pre-set pattern. Before you move onto the next dogpile, slay all the difficult enemies (Snooki, Kobolds, Witherbeasts) or at least put it to a point that your Defenses can handle the opposition without your aid.
Although Snooki are Slowproof, they arent Stunproof or Freezeproof. Various Stun shards and skills can pacify them long enough for you or other defenses to dispatch them. The Mystics Call to Madness and petrifying other enemies can cause them to hack at each other.
If a Defense is in the Red zone, sell and replace it. Once you get your defenses you needed setup, keep your Blockade Builders on the Card if you must do this on the fly. The last thing you want is to get a message that your Blockade was destroyed and a legion of Snooki rush your Gate Locks.
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. In my scenario, either the Auras or the Ramster will benefit best 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. The Skeletal Orc would be effective with this.
CHARACTERS
Jenocres - Abyss Lord (AP DPS, Skeletal Orc, Ramster)
Apophis - Mystic (Hero DPS, Vipers Fangs, Serpents Coil)
Cinnamon - Series EV2 (AP DPS, Proton Beam)
Etanaru - Monk (AP DPS, Lightning Strikes Aura, Flame Aura, Skyguard Tower)
Mishera - Adept (AP DPS, Flamethrower Tower, Earthshatter Tower) [Dungeon Defenders II] Mastery IV - Ramparts Siege (5 Stars)](https://i.ytimg.com/vi/bLYzgqIPLKg/mqdefault.jpg)

![[Doom II] Japanese Community Project (JPCP) - MAP01: First Assault (UV-Max)
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
I was always a fan of Doom II. I was playing it for about 16-17 years. I got into Megawads about 10 years ago and enjoyed the challenge and fresh view that people poured into this game.
However, in 2012, there was a bit of a rut in new Megawads. The last good one I played was Claustrophobia 1024 I/II and took a hiatus for about 4 years, that was until my friend came back from Thunder Bay and sparked my interest in the game once more.
While I watching Claustrophobia 1024 runs, I found an interesting video. Apparently in July 2016, Tatsurdocacocaco (a prolific Doom speedrunner whom I have a great respect for) got a group of Japanese Doom players from doomworld and they all worked together to form a community map pack called JPCP. I managed to get my hands on it and go back into the swing of things. I am an average/good player, but I tend to use my wits and strategy to overcome my enemies in this game.
To add some interest to the plans, I decided to switch on Auto-aim and turn off Free look, like the days of Old. I was never a fan of Auto-aim since it would often target the wrong enemy at times and there are times where I can be a better shot.
MAP STATS
Map: 01 - First Assault
MIDI: Mark Klem - Tempter (Memento Mori II - Map 11)
Enemies: 46 (44 + 2 Lost Souls)
Secrets: 2
SECRETS
1) In the room with the boxes, there is a giant, cubic gray box with 1 side that is brown. Activating the brown side will lower a wall directly across from it. The room contains a Berserk Pack and a Clip.
2) Once the Yellow Keycard is claimed, the 2 columns in the large room will lower to reveal a Chaingunner and a Shotgunner. Slay the Shotgunner and do a strafe run to get onto his platform and the hole behind it. Inside the hole is a Chainsaw. You will be ambushed by 2 Demons upon collecting it (and the 4 Imps in the cage if you havent slain them yet).
TIPS
- You get plenty of Shells for this level. Use your Shotgun well
- Watch for hitscan enemies, especially when traversing corners
- Slay the 4 imps in the cages before you get Secret #2
- Use the Green Armor wisely. I suggest picking up before you get the key. [Doom II] Japanese Community Project (JPCP) - MAP01: First Assault (UV-Max)](https://i.ytimg.com/vi/by_KDAMQAcE/mqdefault.jpg)
![[Dungeon Defenders II] Mastery III - Nimbus Reach (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M3
Map: Nimbus Reach
Much like some of the previous maps, you have 2 types of towers disabled and the ones chosen are a bit of a problem, but this map isnt as awful as Mastery II was. Positioning of your unabated defenses will be key to succeed in this map.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build any Anti-Air defenses (Hailstorm or Skyguard Towers)
- You cannot build any Aura type defenses
- Both Relic Lenses and the Idol Statue cannot fall below 90% health at any time
- Do all the above in 1 run
PLAN
Combining the barrier piercing towers (Ramsters, Earthshatter, Sand Viper, Obelisk and Flamethrower) with Traps and Nodes is the best way to ensure all angles are covered. The Obelisk has the added bonus of being map wide. You will need to use projectile towers or setup your defenses in a way they can intercept air for you, especially on the Southeast side (the other sides they fly into your defenses)
Some defenses when setup correctly (Angry Nimbus, Earthshatter and Weapon Manufacturer) can handle multiple lanes, allow you to save on DU splitting. Consider this when preparing defenses.
The Geodes will pose more of an issue on this map than others because air units like to fly in range of them. You will need to dispatch Geodes as quickly as possible where needed. This is especially paramount if you are using these towers to assist with anti-air combat.
You should keep tabs on all your blockades. Get involved with repairs and upgrades when needed. You cannot afford to have a blockade crumble, especially on the Northern parts.
For your hero, pick something that can move around the map well and can dispatch enemies swiftly. A hero with a Stun ability or Overwhelm shard is recommended for disabling bosses and Geodes. Dispatch Witherbeasts, Kobolds, Geodes and bosses as top priority as these do the most damage to defenses. A Serpents Coil is recommended for healing purposes, especially if you play as a Mystic or Dryad.
HYPER SHARD RECOMMENDATION
Hyper Destruction - Any tower that is either facing bosses or handling multiple lanes or a specific one that is inost 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 traps and nodes or use ranged near your towers to take full effect of this.
CHARACTERS
Lenneth - Dryad (Hero DPS, World Tree, Angry Nimbus, Slime Pit)
Yojimbo - Squire (Hero DPS, Spike Blockade)
Mishera - Adept (AP DPS, Earthshatter Tower)
Jenocres - Abyss Lord (AP DPS, Ramster)
Shilf - Huntress (AP DPS, Geyser Trap, Poison Dart Tower)
Cinnamon - Series EV2 (AP DPS, Weapon Manufacturer, Proton Beam) [Dungeon Defenders II] Mastery III - Nimbus Reach (5 Stars)](https://i.ytimg.com/vi/c9SZmm6xMrM/mqdefault.jpg)
![[Doom II] Japanese Community Project (JPCP) - MAP29: Hazmat Hazama (UV-Max)
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
MAP29 is an odd map. It looks like it was half-assed in visuals and provides its challenges (primarily the final 2 rooms) but much like MAP05 (which oddly enough was also created by the same guy who did this one and 32), it was all about figuring out an efficient path through with as minimal backtracking as possible.. It took me many attempts to figure this out, let alone get my bearings.
MAP STATS
Map: 29 - Hazmat Hazama
Author: Toooooasty
MIDI: Zzsketch - Hexasketch
Monsters: 182
Secrets: 7
SECRETS
1) In the room with the Chainsaw, there is a generator in the far corner next to a stone wall. Climb onto this and you will find a skull switch. Press it and then drop down into the pit to find a new pathway. Travel through it and you will enter the reactor itself. Inside is some Armor Bonuses and the Supershotgun.
2) In the room with the Berserk Pack, you will find a series of switches along a wall. One of these switches can be activated to open a door in the Red Stonewall Lobby (next to where the Shotgun Shells are lined up). Backtrack to this room and run through the new path. You will pick up some Health Bonuses and a Megarmor. At the end of the path, blow up a barrel and then drop down onto a box to pick up a Backpack.
3) This secret is two parts. In the room with the Red Keycard Door, there is a blood pit. In the center of the blood pit is an elevated platform with skull emblems maxing a box. One of the sides of the box is actually a switch. Pressing it will raise a step at the Archvile Pyramid in the same room. Use the blue elevator to get out of the pit. Climb up the pyramid to the top and you will be teleported to a secret room. Run along the boxes to eventually get to 30 Rockets.
4) Also in the Red Keycard Room, hug the wall with the Keycard Door and follow it to the end of the strip. There is a wall here that can be raised to reveal a Yellow Skull Key.
5) With the Yellow Skull Key in hand, backtrack to the room with the Pain Elemental and the Shotgun tucked in the corner (the 2nd room). Go to the opposite corner of the Shotgun and you will find a red corner. This is actually an invisible staircase. At the top, shoot the gray box switch with the Supershotgun (it may take a few slugs) and this will raise an elevator. Ride the elevator up and follow the path to a door. Open the door with the Skull Key and walk into the room. You will be teleported to a Megasphere. Drop down the hole for a Partial Invisibility, then go right to find some Energy Cells, a Bull Skull Key and a Computer Map.
6) In the room next door to the Archvile Pyramid, there is a smiling mouth up on the dark wall. Cross to the side and climb up to the platform below it. There is another invisible staircase that will take you up to the mouth and you will find a Plasma Rifle inside. Drop down into the pit.
7) After claiming Secret #6 and dropping down, you will find a BFG9000. The fiurnace wall behind it is actually a Blue Skull Key door. Open it and you will find a surplus of ammo and Night Vision Goggles.
TIPS
- Keep tabs on your bearings if you are speedrunning. It is very easy to get stuck or make wrong turns, or get back attacked by Cacodemons while focusing on one group of enemies.
- Be careful when setting off barrels so that you arent standing near them!
- When you trigger the trap between the 2nd and 3rd rooms. Make sure you have killed 2 Cacodemons and 4 Lost Souls if you are using ZDoom. Pr-Boomers only have to slay the Cacos.
- When you are trying to press the switch for the Archvile Pyramid. Time your drop so you can flip the switch and still be able to get on the elevator in time. This will save you precious seconds as the Blue Elevator takes a long time to rise up. Use the blood staircase when you are able to access it and follow it up as this is faster than waiting.
- In the 2nd last room, be careful when you trigger the Cacodemon Ambush. If you travel from the Mancubus platform to get to the other side, dont forget to trigger the trap. Falling off is consequential for your speedruns!
- In the final arena, it is best to slay the Archvile, Chaingunners and the Pain Elemental if you are planning to blitz to the switch to spawn the Exit. The Cyberdemon Pair can be used to infight enemies. Try to get the Spider Mastermind to infight with one or both of the Cyberdemons if you want to slay them with the BFG9000. [Doom II] Japanese Community Project (JPCP) - MAP29: Hazmat Hazama (UV-Max)](https://i.ytimg.com/vi/cA8Yva6zr4o/mqdefault.jpg)