Uploaded February 2018 | Updated September 2026, 2 hours ago
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M5
Map: Crumbled Bulwark
The affixes aren't bad for this one as the only real downside to losing Traps is Dryad defenses and you can build other towers to make up for the lack of Anti-Air Defenses. The real test will be keeping your hero alive and not jumping off the map, especially if you are lagging.
5 STAR REQUIREMENTS
====================
- Survive all 5 waves
- You cannot have any Hero Deaths
- You cannot build any Traps
- You cannot build any Anti-Air Defenses
- Do all the above in 1 run
PLAN
=====
Because of the lack of Anti-Air Defenses, you will need to use a tower or 2 near each of the Crystal Cores to shoot down air units. You can also get involved with them yourself if there are breaks in the attack or you are concerned your towers will fail.Be wary of Beetles as they are prone to attacking your ground setups as they attack whatever is closest.
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.
Dark Assassins will need to be slain with towers and by your hand as you lack the assistance of Anti-Air Defenses. 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 Pet's Dazzling Sparkle can allow all heroes to apply Stun. The Earth Toss, Viper's 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.
Make sure you watch your footing when you move around, especially when you are going to jump down to the southern area to fight the boss, you get swarmed in the double lane and the ditch next to the Altar. If you are going to die, back off and either heal in World Trees or get some Serpent Coil's orbs. 1 death will cost you the 5 Star.
HYPER SHARD RECOMMENDATION
=============================
Hyper Destruction - Any tower that is either facing bosses or handling multiple lanes or a specific one that is in most or all lanes.
Vicious Strikes - Anything that benefits from the increased range.
Radiant Critical Power - The hero you will be most active with. Fight near your auras, traps and nodes or use ranged near your towers to take full effect of this.
Explosive Shielding Guard - Whichever Blockade will benefit from the Shielding and Explosive effects. Preferably one that is in multiple lanes.
Thunderstruck - Your main DPS hero. A standard attacker is best suited for this shard. A tower with Water Elemental can help you apply Drenches and a Lightning damage weapon are recommended.
CHARACTERS
============
Ngamahu - Lavamancer (AP DPS, Maw of the Earth Drake)
Yojimbo - Squire (Hero DPS, Spike Blockade)
Jenocres - Abyss Lord (AP DPS, Ramster)
Mishera - Adept (AP DPS, Earthshatter Tower)
Arohongui - Lavamancer (Hero DPS, Volcano)
Shilf - Huntress (AP DPS, Poison Dart Tower)
Lezard Valeth - Apprentice (AP DPS, Frostbite Tower)
Marcion - Squire (AP DPS, Cannonball Tower)
Kasuti - Mystic (AP DPS, Serpent's Coil, Obelisk, Sand Viper)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M5
Map: Crumbled Bulwark
The affixes aren't bad for this one as the only real downside to losing Traps is Dryad defenses and you can build other towers to make up for the lack of Anti-Air Defenses. The real test will be keeping your hero alive and not jumping off the map, especially if you are lagging.
5 STAR REQUIREMENTS
====================
- Survive all 5 waves
- You cannot have any Hero Deaths
- You cannot build any Traps
- You cannot build any Anti-Air Defenses
- Do all the above in 1 run
PLAN
=====
Because of the lack of Anti-Air Defenses, you will need to use a tower or 2 near each of the Crystal Cores to shoot down air units. You can also get involved with them yourself if there are breaks in the attack or you are concerned your towers will fail.Be wary of Beetles as they are prone to attacking your ground setups as they attack whatever is closest.
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.
Dark Assassins will need to be slain with towers and by your hand as you lack the assistance of Anti-Air Defenses. 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 Pet's Dazzling Sparkle can allow all heroes to apply Stun. The Earth Toss, Viper's 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.
Make sure you watch your footing when you move around, especially when you are going to jump down to the southern area to fight the boss, you get swarmed in the double lane and the ditch next to the Altar. If you are going to die, back off and either heal in World Trees or get some Serpent Coil's orbs. 1 death will cost you the 5 Star.
HYPER SHARD RECOMMENDATION
=============================
Hyper Destruction - Any tower that is either facing bosses or handling multiple lanes or a specific one that is in most or all lanes.
Vicious Strikes - Anything that benefits from the increased range.
Radiant Critical Power - The hero you will be most active with. Fight near your auras, traps and nodes or use ranged near your towers to take full effect of this.
Explosive Shielding Guard - Whichever Blockade will benefit from the Shielding and Explosive effects. Preferably one that is in multiple lanes.
Thunderstruck - Your main DPS hero. A standard attacker is best suited for this shard. A tower with Water Elemental can help you apply Drenches and a Lightning damage weapon are recommended.
CHARACTERS
============
Ngamahu - Lavamancer (AP DPS, Maw of the Earth Drake)
Yojimbo - Squire (Hero DPS, Spike Blockade)
Jenocres - Abyss Lord (AP DPS, Ramster)
Mishera - Adept (AP DPS, Earthshatter Tower)
Arohongui - Lavamancer (Hero DPS, Volcano)
Shilf - Huntress (AP DPS, Poison Dart Tower)
Lezard Valeth - Apprentice (AP DPS, Frostbite Tower)
Marcion - Squire (AP DPS, Cannonball Tower)
Kasuti - Mystic (AP DPS, Serpent's Coil, Obelisk, Sand Viper)
![[Dungeon Defenders II] Mastery VII - The Ramparts (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M7
Map: The Ramparts
Being unable to upgrade or repair can be a ball buster. However, this is compensated for by being able to build any defenses you can, provided you keep the Diversity Quota in mind.
5 STAR REQUIREMENTS
- Survive all 5 waves
- No defenses can be repaired
- No defenses can be upgraded
- You must maintain 10 different types of defenses during all Combat Phases
- Do all the above in 1 run
PLAN
By diversifying your walls, you can cover most of your Diversity Quota and then be able to build multiple defenses of everything else. Dryad traps, Obelisks, Volcanos and Weapon Manufacturers can be built in a way to handle multiple lanes, making effective use of DU splitting. Your best Blockades should be what keeps the enemies out, especially if they are armed with Protective Downgrade or Hardened Servos.
Using Auras, Traps and Nodes will help you kill off most opposition before it reaches your Blockades. If you have the Embermount with the Flames Servo, you can place these at the entrances and tag all enemies with Fire DoTs. The size of the map will ensure it does its magic long before enemies get your walls if you do a Last Stand.
If a defense is about to fall, let it fall or sell it and then quickly replace it. Make sure your hero that is replacing the wall can withstand punishment in the event you must fight.
Keep tabs on the Radar, Kobolts are easy to spot (orange air unit) and should be downed as soon as possible to avoid shut down of your other defenses. On Wave 5, there is a chance that Zapper will spawn and his explosion is not only larger, but his stun duration is longer as well. This guy must be destroyed as soon as possible. DO NOT PROVOKE OR CONFUSE IT! You can also use low cost defenses to bait them into divebombing them to protect your main line. Skyguard and Hailstorm Towers can be deployed effectively to shoot down Kobolts, but having Tenacity on them helps immensely.
On wave 3 and onwards, you will be harassed by Dark Assassins. If you have any abilities to break yourself free, then use them. Otherwise, pull them near defenses that can kill them quickly or break their lock fast. On Wave 4 and 5, Hex Throwers will be added to the mix and must be slain as to avoid getting your defenses Cursed.
Aside from Kobolts, you will have to be vigilant against Hex Throwers, Snooki and Kobolds as they can still do considerable damage to your defenses. Witherbeasts can also pose a problem if you got a meat wall in front of your defenses. These things can also be a problem when a Cannon Ogre or a boss spawns alongside them.
HYPER SHARD RECOMMENDATION
Hyper Destruction - Any tower that is either facing bosses or handling multiple lanes or a specific one that is in most or all lanes.
Vicious Strikes - Anything that benefits from the increased range.
Radiant Critical Power - The hero you will be most active with. Fight near your auras, traps and nodes or use ranged near your towers to take full effect of this.
Explosive Shielding Guard - Whichever Blockade will benefit from the Shielding and Explosive effects. Preferably one that is in multiple lanes.
Thunderstruck - Your most active hero, preferably one with high offensive power. This is a useful shard when trying to keep Dark Assassins pacified long enough to kill them before they disappear.
Destructive Pylon - Give this to 1 of the towers in your Diversity Quota and try to incorporate it with your Earthshatters for maximum effectiveness.
Automation - The Blockade that will be taking the most punishment in this battle.
CHARACTERS
Yojimbo (Squire) - Hero DPS (Spiked Blockade)
Lenneth (Dryad) - Hero DPS (World Tree, Angry Nimbus, Harpys Perch)
Jenocres (Abyss Lord) - AP DPS (Colossus, Ramster)
Apophis (Mystic) - Hero DPS (Vipers Fangs)
Tsumiko Kuri (Initiate) - AP DPS (Boost Aura, Skyguard Tower, Flame Aura)
Shilf (Huntress) - AP DPS (Poison Dart Tower) [Dungeon Defenders II] Mastery VII - The Ramparts (5 Stars)](https://i.ytimg.com/vi/Sh5piWXQ8Iw/mqdefault.jpg)
![[Dungeon Defenders II] Mastery VII - Assault on the Throne Room (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M7
Map:: Assault on the Throne Room
This can be a pretty rough map on several fronts, especially when it comes to DU splitting. You will definitely need to know what you are doing for this map.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot let a defense get destroyed
- You must maintain 10 different defense types during all Combat Phases
- Both Window Gate Locks, the Throne and Crystal Cart must stay above 90% health at all times
- Do all the above in 1 run
PLAN
Due to the Diversity affix, it is recommended to build different types of Blockades to cover most of the Quota. Once that is done, you can have multiple copies of your other defenses. Just make sure you go over 10 in the event something does get destroyed. When you also wall up, make sure that Snooki or small enemies dont slip through the cracks. All it takes to fail this 5 Star is one enemy attacking a Core.
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. If you have Fissures of Embermount, placing them at the entrances with the Embermount Flames servo can roast most enemies before they reach your Blockade line. Long range defenses also help immensely. The Earthshatter, Volcano, Weapon Manufacturer, Obelisk and Dryad defenses can be setup to handle multiple lanes if placed correctly.
Once the first few enemies spawns have been done, the level moves in a clockwise fashion. Make sure you slay most of the dangerous opposition before moving onto the next lane.
If a structure is about to fall, either sell and replace it or upgrade it if it is possible. It would be wise to have Hardened and Protective Downgrade on your Blockade(s) for this map.
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 - A Blockade that will be taking the most damage in this battle, primarily on a Boss lane.
CHARACTERS
Apophis (Mystic) - Hero DPS (Vipers Fangs)
Lenneth (Dryad) - Hero DPS (World Tree, Angry Nimbus, Harpys Perch)
Jenocres (Abyss Lord) - AP DPS (Ramster, Skeletal Orc, Colossus)
Yojimbo (Squire) - Hero DPS (Spike Blockade, Training Dummy)
Tsumiko Kuri (Initiate) - AP DPS (Flame Aura, Lightning Strikes Aura)
Shilf (Huntress) - AP DPS (Poison Dart Tower)
Mishera (Adept) - AP DPS (Earthshatter Tower)
Kasuti (Mystic) - AP DPS (Obelisk) [Dungeon Defenders II] Mastery VII - Assault on the Throne Room (5 Stars)](https://i.ytimg.com/vi/TQdO2XUXdQo/mqdefault.jpg)
![[Dungeon Defenders II] Mastery II - Forgotten Ruins (5 Star, No Cores Lost)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M2
Map: Forgotten Ruins
This map took me a few attempts because of either server lag sending me off the edge or my game gets super-choppy and I fail to stop a defense getting destroyed. As long as you are able to stay mobile and watch your footing, this map shouldnt be too difficult.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build more than 1 specific defense
- No Hero Deaths
- All defenses must survive
- Do all the above in 1 run
PLAN
You will need to split your existing defenses in a way that no side is at an extreme disadvantage over the other. There are many setups to achieve this.
Using the Obelisk and a Vicious Strikes Volcano will allow you to have a Defense that can attack all 5 lanes. Using a Boost Aura or Buff Beam helps greatly.
If you are building any Auras or Traps, try to place them outside of reach of Cyber Orcs so they dont get disabled by EMPs.
If your hero is about to die, back off and heal either manually or by using abilities or towers that can recover Life. If a tower is about to fall, do whatever means necessary to keep it intact (repairs or upgrade). Keep tabs on your Radar and dont push your luck.
Your hero choice should be something that can handle large amounts of opposition in small spaces and has a movement skill or double jump capacity
HYPER SHARD RECOMMENDATION
Mass Destruction - Any tower you setup in the central cave
Vicious Strikes - The Volcano with this can reach all the lanes if built on the center island
CHARACTERS
Tsumiko Kuri - Initiate (AP DPS, Boost Aura)
Yojimbo - Squire (Hero DPS, Spiked Blockade)
Marcion - Squire (AP DPS, Cannonball Tower, Ballista)
Apophis - Mystic (Hero DPS, Vipers Fangs)
Kasuti - Mystic (AP DPS, Obelisk, Sand Viper)
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. Hornets Nest)
Arohongui - Lavamancer (Hero DPS, Volcano) [Dungeon Defenders II] Mastery II - Forgotten Ruins (5 Star, No Cores Lost)](https://i.ytimg.com/vi/TgnzxPC5s1M/mqdefault.jpg)

![[Doom II] Japanese Community Project (JPCP) - MAP15: Nandeyanen (UV-Max)
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
Map15 only has 3 troublesome parts: The computer room, the Cyberdemon Garden Maze and the Soulsphere Arena. It took me some time to figure out strategies to survive mostly the first of the 3, the rest was basically taking advantage of Monster Infighting and timing. I still think Nankas Map11 was better than this, but it was still as challenging. The secret exit is also not as difficult to access as I have seen in other map packs either.
MAP STATS
Map: 15 - Nandeyanen (lit. what the hell?)
Author: Nanka Kurashiki
MIDI: Jazz Jackrabbit OST - Crysilis
Enemies: 151
Secrets: 5
SECRETS
1) After descending the elevator in the first room, you can fall into the acid pool on the left. The wall along the elevator side can be lowered to reveal a Soulsphere. It will also reveal 2 Revenants that need to be killed. I suggest getting this secret after the Computer Room and before the Cyberdemon Garden Maze.
2) In the Computer Room, go through the tunnel with the Lost Souls. Before dropping down onto the platform with the Zombies and Imps, hug the wall and follow the gray alcove to the UAC sign. Next to it is an indent you can walk into for the Backpack.
3) In the Cyberdmon Garden Maze, there is a dark patch of hedge next to the 6 rockets that can be lowered to reveal some Health Vials and a Switch. After you lower the maze walls, you can press this switch and then quickly run up the stairs to find a teleporter to a Supershotgun and some Green Armor. Shoot the switch in the crack with an impact weapon to open the portal out.
4) In the room with the Red Skull Key (where the room is all demonized and there is a Soulsphere in the middle), stand in front of the Soulsphere and face the Commander Keen behind it. To the right of this and off the edge, you will find a stone wall. A part of the wall can be straferan through to find a portal that will take you to another Backpack, MegaArmor and 8 Shells. The portal will take you back to the battlefield. Try to do this secret before you grab the Soulsphere or slay the Archvile first.
5) The Secret Exit counts as the last secret. To access it, you must slay all the Commander Keens in the level.
COMMANDER KEEN LOCATIONS
1) After getting through the Computer Room, to the right of the switch that opens the Cyberdemon Garden Maze, there is a Commander Keen in the tunnel. Kill it with Berserk Fists or Shotgun.
2) After getting past the Mancubus in the Cyberdemon Garden Maze and entering the house, there is a portrait of a Baron of Hell torso hanging on the wall. This portrait can be raised to reveal the 2nd Keen. Punch it or shoot it.
3) In the room with the pentagram teleporter that takes you to the Soulsphere Arena, there are a series of barrels surrounding it. Blow them up and a chain reaction should kill the Commander Keen hanging on the back of the room. If the barrels fail, shoot it yourself.
4) In the Soulsphere Arena, the Commander Keen is hanging behind the Soulsphere with 2 Medkits. Kill it before you pick up the Soulsphere so you dont forget it.
5) Once 1 through 4 are slain, you will find John Romeros head and an arrow pointing to a switch at the exit room. Open the door to the right of Romero to find the Red Keycard for the switch. The switch will reveal the last Commander Keen where the MAP16 Exit Switch was. Kill it and the other side of the column will lift up to reveal the secret exit!
TIPS
- Until you get the Supershotgun from the Cyberdemon Garden Maze, your best weapon will be your berserk fists. If you are able to dispatch monsters safely with your hands, then do so. Try to give yourself space if you plan on punching Hell Knights and try to confuse Revenants into fisting and punching them when you find an opening.
- The Arachnotron and Hell Knight in the computer room can be helpful for infighting, but try to be careful when grabbing Secret #1 as the Arachnotron can ruin your life trying to get the Backpack. If you want to play it safe, punch the Arachnotron and use the Chaingunners on the alcove to help you lock it.
- You must be incredibly quick in the Cyberdemon Garden Maze when pressing the 4 switches. Try to go for the House Door and the Secret #3 when you think it is safe, primarily when the Cyberdemon stops firing. Dont forget to crush the Cyberdemon by pressing the Green Switch in the house before you leave to the next area.
- In the Soulsphere Arena, instigate as much infighting to the best of your ability to help save ammo and kill the Archviles quickly. This isnt an area you want to fight reviving monsters in!
- In the Exit Room, do NOT press the switch on the Column or you will go to Map16 and mess up your UV-Max run. If you missed a Keen, the door next to Romero takes you back to the start, so you can backtrack to find any missing Keens. [Doom II] Japanese Community Project (JPCP) - MAP15: Nandeyanen (UV-Max)](https://i.ytimg.com/vi/W2CJ92ACrT8/mqdefault.jpg)
![[Dungeon Defenders II] Mastery I - Forest Crossroads (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M1
Map: Forest Crossroads
The only real problem is you must be swift on startup. Once you get your defenses going, this map then becomes all about survival.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot have Hero Deaths
- All Build Phases must be completed within 30 minutes or less
- You cannot build more than 1 of a specific type of Defense
- Do all the above in 1 run
PLAN
Due to the time constraint and unique defense requirement, you must ensure that the first 4 heroes on your card can build 1 Blockade and at least 1 form of offense that can handle C1 attackers. The Abyss Lord has the added bonus of setting up defenses instantly at the cost of a delay before the tower attacks. Build his things last. The Northwestern path will need 2 blockades to completely seal off. While you are in Combat Phase, fight and build anything else you might need.
Because of the Unique defense requirement, you will need to ensure that you diversify your Blockades and attack options so there is a balance. Anything that cant be made up for will have to be done with your hero choice.
Due to the size of the map, Dryad Defenses, Obelisks and Volcanos have enough range to cover multiple lanes. Take advantage of this to assist with DU Splitting. An active Mystic turns the Obelisk into a superpowered Flamethrower you can move around when needed.
Spread out your anti-Shield Goblin choices across the lanes. Any projectile towers will need Piercer Servos or placed at an angle that will shoot the back or sides without the defense itself being targeted by other enemies.
While you arent dealing with the more dangerous foes yet, you will need be aware of Kobolds, Javelin Throwers, Drakin and your defenses wasting time on Shield Goblins. Make sure you dispatch the more difficult targets first before you go for the small fry. Also keep an eye out on your Life so you dont get slain.
HYPER SHARD RECOMMENDATION
Hyper Destruction - Any tower that is either facing bosses or handling multiple lanes or a specific one that is in most or all lanes.
CHARACTERS
Yojimbo (Squire, Hero DPS) - Spiked Blockade
Lenneth (Dryad, Hero DPS) - All Defenses
Jenocres (Abyss Lord, AP DPS) - Colossus, Ramster, Orc Blockade
Tsumiko Kuri (Initiate, AP DPS) - Flame Aura, Lightning Strikes Aura, Skyguard Tower
Arohongui (Lavamancer, Hero DPS) - Volcano
Kasuti (Mystic, AP DPS) - Obelisk, Sand Viper, Serpents Coil
Shilf (Huntress, AP DPS) - Poison Dart Tower
Cinnamon (Series EV2, AP DPS) - Weapon Manufacturer [Dungeon Defenders II] Mastery I - Forest Crossroads (5 Stars)](https://i.ytimg.com/vi/WTA2ZNhjfNA/mqdefault.jpg)
![[Dungeon Defenders II] Mastery VI - Buried Bastille (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M6
Map: Buried Bastille
This can be one of the more rough Masteries in Chaos VI due to the size of the map and the fact you must ensure all your defenses survive.
5 STAR REQUIREMENTS
- Survive all 5 waves
- All 4 Crystal Cores must stay above 90% health at all times
- You cannot build any Nodes
- You cannot upgrade any defenses
- You complete all the above in the same run
PLAN
Due to the aforementioned affixes, you must build Blockades that have high health, defensive based servos (Protective Downgrade, Hardened, Shielding Guard, etc.) and they must completely wall off a lane. Snooki are notorious for slipping through cracks and one of their blades will cost you the 5 Star. Orc Blockades and the Maw of the Earth Drake are best served for this situation.
You will need to use Auras and Traps to kill enemies outside of range of your Blockades, especially the Hex Throwers. Flooding the lanes with Flame Auras, placing Fissures of Embermount at entrances with the Embermount Flames to burn up enemies are the best options. You will also need to place some defenses at the Southwestern Core going up the stairs as Skeletons raised from Malthius or Dark Mages tend to go down the stairs and hack the core.
Hex Throwers are a serious problem in the middle lane between the 2 Crystal Cores (Central and Eastern). Once the Hex Throwers turn the corner, they WILL throw their Javelins at the Crystal Core, no matter where the Blockades are. Your hero must camp here and slay all enemies before they leave the area. Luckily, you can damage enemies beyond the barrier. Extra defenses will be necessary to contain enemies here.
If a defense is about to be destroyed, quickly repair it. Make sure if you are placing Towers beyond the Blockade that they cannot be targeted by other units. All it takes to fail the 5 Star is let something get destroyed.
If you have any Stun or Slow abilities, use them as an opener when attacking Hex Throwers and especially Kobolds directly. A Tier 3 Kobold can deal up to 100k damage to a fully specced Squire and Hex Throwers can spell your doom while you fight dogpiles, Snookis, bosses and other tough enemies.
On wave 3 and onwards, you will be harassed by Dark Assassins. If you have any abilities to break yourself free, then use them. Otherwise, pull them near defenses that can kill them quickly or break their lock fast. A Skyguard Tower in range will be very helpful.
Alongside Hex Throwers, you must keep Kobolds, Witherbeasts and Snooki from doing excessive damage to your defenses as they will also be threats. If you are assaulting Hex Throwers directly, try to pull a few of these enemies into the crossfire to save time. As stated above, be aware of what you are attacking, especially if it is Kobolds.
HYPER SHARD RECOMMENDATION
Hyper Destruction - Any tower that is either facing bosses or handling multiple lanes or a specific one that is in most or all lanes.
Vicious Strikes - Anything that benefits from the increased range.
Radiant Critical Power - The hero you will be most active with. Fight near your auras, traps and nodes or use ranged near your towers to take full effect of this.
Explosive Shielding Guard - Whichever Blockade will benefit from the Shielding and Explosive effects. Preferably one that is in multiple lanes.
Thunderstruck - Your most active hero, preferably one with high offensive power. This is a useful shard when trying to keep Dark Assassins pacified long enough to kill them before they disappear.
Destructive Pylon - Give this to 1 of the towers in your Diversity Quota and try to incorporate it with your other defenses.
CHARACTERS
Lenneth (Dryad, Hero DPS) - World Tree, Angry Nimbus, Harpys Perch
Yojimbo (Squire, Hero DPS) - Spike Blockade
Shilf (Huntress, AP DPS) - Poison Dart Tower, Blaze Balloon
Tsumiko Kuri (Initiate, AP DPS) - Flame Aura, Lightning Strikes Aura, Skyguard Tower
Mishera (Adept. AP DPS) - Earthshatter Tower
Kasuti (Mystic, AP DPS) - Obelisk [Dungeon Defenders II] Mastery VI - Buried Bastille (5 Stars)](https://i.ytimg.com/vi/WdDLvMul4NE/mqdefault.jpg)
![[Doom II] Japanese Community Project (JPCP) - MAP11: My Fav (UV-Max)
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
Map11 is probably one of the most trippiest visual experiences I have ever seen using Doom IIs engine; This is well done for a standard Megawad Map. You basically go through Sections with interesting puzzles and challenges to eventually re-open the Exit at the Start. The real challenge is not screwing up with the puzzles (some have deadly consequences) and ammo conservation is a definite must as there isnt much for pickups. Overall, this map wasnt terribly difficult to get the hang of.
MAP STATS
Map: 11 - My Fav
Author: Nanka Kurashiki
MIDI: Doom II Tech Wars - Map07
Enemies: 145
Secrets: 3
SECRETS
1) In the start of the Blue Section, go right and you will find 2 Shotgunners in the next room. Across from them is a pentagram being covered by 3 doodads. Shoot the pentagram with an impact weapon and a teleporter will open next door. Use it and you will be teleported to the Soulsphere in the large room and telefrag the Cacodemon there (there is an invisible wall preventing you from attracting it). However, you will spawn another Cacodemon and the walls will recede, leaving you vulnerable.
2) Before the Torch Puzzle in the Blue Section, you will find 2 Shotgunners camping next to a pillar of blue slime. The blue slime can be walked through to pickup a Bulk Energy Cell.
3) In the Red Section, there is a circular room (after you slay the 2 Barons of Hell and get the Berserk pack). Go left and halfway you will open a room that will contain an ambush. The back wall has a section you can walk through, taking you to a teleporter for a Green Armor.
TIPS
- This maps ammo supplies are somewhat scarce and you wont have a Supershotgun till the Yellow Section, you will have to resort to infighting to kill, especially in the Green, Red and Main Section. For efficency purposes, kill everything you can find in the Color Sections and save the Elevator monsters for between Red and Gray Sections.
- In the Green Section, all the green water is a damage floor. Try to use your Radiation Suit for what it is worth.
- In the Green Sections maze, you will find a BFG9000 all alone. DO NOT ATTEMPT TO PICK THIS UP. If you do, you will be teleported to a voodoo doll and kill yourself via telefrag.
- In the Blue Section, you will find a series of squares with a torch in the center of each. Only stay on the plain torches (the one with just the wooden base, not the fancy looking one with metal. Stepping on anything else will teleport you to a voodoo doll and you will kill yourself via telefrag
- In the Yellow Section, be aware of your surroundings. Archviles and Chaingunners can catch you off guard in these parts and its easy to get lost.
- It is best to leave the monsters in the Elevator until you come back with the Supershotgun or Rocket Launcher. Try to slay at least the Revenants and Demons before going to Orange and use infighting to pick off as much as possible. You have until completing the Red Section and going into Gray to slay them all.
- When you reach the Gray Section, you will find a sign saying Do you like Caco? Hit the Y Switch. Hitting N will force a Voodoo Doll of yourself to get crushed, killing you.
- When you reach the Light Puzzle, the solution is your path through the level: Green, Blue, Orange, Yellow, Red. Repeat the pattern to reach the exit. Make an incorrect guess or fall and you get teleported to a dark room with a damaging floor. Move to escape quickly. [Doom II] Japanese Community Project (JPCP) - MAP11: My Fav (UV-Max)](https://i.ytimg.com/vi/X21UpNjyhZk/mqdefault.jpg)
![[Dungeon Defenders II] Mastery VI - Dragonfall Bazaar (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M6
Map: Dragonfall Bazaar
This maps affixes look pretty brutal, especially the restrictions of what you cant build. It took a few fails before I found a strategy that worked, but I was excited to figure out this map. There are a few maps in Mastery VI that suffer from No Blockades so being able to master this one helps immensely.
This is but one way of winning this map, but if you do this plan, you must be swift and have mastery of the Mystic and quite possibly luck.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You must complete all Build Phases within 30 seconds or less
- You cannot build any Nodes
- You cannot build any Blockades
- Do all the above in 1 run
PLAN
Because of the timed Build Phase, you will need to not only do a Last Stand (let the Grate Control fall), but you will have to make sure that nearly all of the defenses required for this strategy are setup by before the first enemies get close. It will take practice to pull it off.
Your main offense here will be Flame Auras rigged with Vicious Strikes and as many damage improvements they can muster. Stack them so they cover as much land as possible starting from the spawner. You will need 3 per lane + 1 for the ditch as you will be forced to do a Last Stand. You will need to get all your Auras setup within the first build phase. Upgrade these auras to at least Tier 2 as you fight.
Once you set the Auras up, immediately use the last seconds to get 2 Obelisks up. Their map wide Smite will be useful, especially if it polymorphs or confuses an enemy. Once your DPS Mystic reaches Max Appeasement, the Flame attack will push back anything that the Flame Auras cannot kill. The Obelisks in tandem with Totem Frostbite Towers are going to be your psuedo walls. The Obelisks should be maxed and the Frostbites should be upgraded to Tier 2 at least
The Abyss Lords ability to instantly setup defenses will also be useful. Ramsters are effective as they bypass Geodes and Shield Goblin barriers and have good reach. Set these up during the first Combat Phase, but get them up quickly so you can use the Mystic to start racking up Souls. You can also use Earth Toss armed Earthshatters to knock up stragglers. This is a good Anti-Snooki measure.
The only enemies the Auras wont be able to destroy are Snooki and bosses, so pay attention to the spawn information and especially the Radar. Use your hero to assist killing these enemies and use Call to Madness in large groups so they waste time killing each other. If you have a Dark Assassin on you, stand near your Obelisk so the Flame breath and Frostbite Towers can help you shake them off.
Make sure your Serpents Coil is out of reach from enemies so that it can generate Health Orbs without taking damage. My location is a safe spot, but you will need to watch it with Plaguing Hulks and Slekleons and their sweeping attacks. If Slekleon spawns, try to kill it as fast as possible and stall them so they dont get to your Obelisk wall.
Outside of the Skeletons, the Goblin bosses (fast movers), Ogre (buttslam) and Sniper Warbleed (heavy damage and high life) are the biggest problems for this strategy. If they are in groups of monsters, Call to Madness will help stall them and allow them to take more damage (if you have Debilitating Madness). If they get to your Obelisks, get it under constant repair and spam Lash Out and Dark Torment but dont trigger an Ogre buttslam.
HYPER SHARD RECOMMENDATION
Hyper Destruction - Either the Flame Aura, Ramsters or one of your Obelisks.
Vicious Strikes - Flame Auras. You need the coverage.
Radiant Critical Power - The Mystic you will be playing as, but this is optional.
Explosive Shielding Guard - Either the Frostbite or an Obelisk.
Thunderstruck - Your Mystic, but this one is optional.
Destructive Pylon - Your Ramsters should use this. Make sure they are within range of the Obelisks and/or Earthshatters so they can get the 20% damage increase.
CHARACTERS
Etanaru - Monk (AP DPS, Flame Aura)
Apophis - Mystic (Hero DPS, Obelisk)
Kassuti - Mystic (AP DPS, Obelisk, Serpents Coil, Sand Viper)
Jenocres - Abyss Lord (AP DPS, Ramsters)
Lezard Valeth - Apprentice (AP DPS, Frostbite Tower) [Dungeon Defenders II] Mastery VI - Dragonfall Bazaar (5 Stars)](https://i.ytimg.com/vi/X91CNP0adLk/mqdefault.jpg)
![[Dungeon Defenders II] Mastery VII - Siphon Site D (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M7
Map: Siphon Site D
Siphon Site D on Chaos VII, much like its predecessors can be pretty rough. The biggest annoyance is the same issue you had with Greystone Plaza: Perfectionism. The map size also doesnt do you any service either.
5 STAR REQUIREMENTS
- Survive all 5 waves
- No defenses can be sold or destroyed
- No hero deaths
- The Value and Pump must stay above 90% health at all times
- Do all the above in 1 run
PLAN
Due to the size of the maps and affixes in question, you will need to have a strategy that focuses on containment and slaying enemies swiftly in a small space. You must also setup defenses so that they cannot be destroyed by Kobolts. It is also recommended to have a hearty hero that can also move around the map freely. Make sure you also have a stable connection and watch your footing. All it takes to fail this 5 Star is one lag spike or misstep and you fall into the pit.
Using Auras, Traps and Nodes will help you kill off most opposition before it reaches your Blockades. Weapon Manufacturers and Monk Auras do the best job for this map due to the containment requirements. The Obelisk, Volcano, Dryad Defenses and certain spots for the Weapon Manufacturer can let you setup for multiple lanes to help ease DU splitting.
If a defense is about to fall, repair or upgrade it quickly. Having Blockades equipped with Shielding Guard, Protective Downgrade and Hardened help immensely.
Keep tabs on the Radar, Kobolts are easy to spot (orange air unit) and should be downed as soon as possible to avoid shut down of your other defenses. On Wave 5, there is a chance that Zapper will spawn and his explosion is not only larger, but his stun duration is longer as well. This guy must be destroyed as soon as possible. DO NOT PROVOKE OR CONFUSE IT! You can also use low cost defenses to bait them into divebombing them to protect your main line. Skyguard and Hailstorm Towers can be deployed effectively to shoot down Kobolts, but having Tenacity on them helps immensely.
On wave 3 and onwards, you will be harassed by Dark Assassins. If you have any abilities to break yourself free, then use them. Otherwise, pull them near defenses that can kill them quickly or break their lock fast. On Wave 4 and 5, Hex Throwers will be added to the mix and must be slain as to avoid getting your defenses Cursed.
Aside from Kobolts, you will have to be vigilant against Hex Throwers, Snooki and Kobolds as they can still do considerable damage to your defenses. Witherbeasts can also pose a problem if you got a meat wall in front of your defenses. These things can also be a problem when a Cannon Ogre or a boss spawns alongside them.
HYPER SHARD RECOMMENDATION
Hyper Destruction - Any tower that is either facing bosses or handling multiple lanes or a specific one that is in most or all lanes.
Vicious Strikes - Anything that benefits from the increased range.
Radiant Critical Power - The hero you will be most active with. Fight near your auras, traps and nodes or use ranged near your towers to take full effect of this.
Explosive Shielding Guard - Whichever Blockade will benefit from the Shielding and Explosive effects. Preferably one that is in multiple lanes.
Thunderstruck - Your most active hero, preferably one with high offensive power. This is a useful shard when trying to keep Dark Assassins pacified long enough to kill them before they disappear.
Destructive Pylon - Give this to 1 of the towers in your Diversity Quota and try to incorporate it with your Earthshatters for maximum effectiveness.
Automation - The Blockade that will be taking the most punishment in this battle.
CHARACTERS
Yojimbo (Squire) - Hero DPS (Spike Blockade)
Tsumiko Kuri (Initiate) - AP DPS (Flame Aura, Lightning Strikes Aura)
Cinnamon (Series EV2) - AP DPS (Weapon Manufacturer)
Lenneth (Dryad) - Hero DPS (World Tree, Angry Nimbus) [Dungeon Defenders II] Mastery VII - Siphon Site D (5 Stars)](https://i.ytimg.com/vi/XMAQAnTIKT8/mqdefault.jpg)
![[Dungeon Defenders II] Mastery III - Molten Citadel (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M3
Map: Molten Citadel
The map itself is quite possibly the biggest challenge of Mastery III as you are down Blockades and are put into a 30 second Build Phase. Starting up will be rigorous but once you get past that hurtle and keep your health up, the map is very doable.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You must complete all build phases within 30 seconds or less
- You cannot build any Blockade type Defenses
- You cannot have any hero deaths
- Do all the above in 1 run
PLAN
Due to lack of blockades, your only hope for walls is to use Totem equipped Frostbite Towers, Obelisk(s) or Volcano(es). You must build all your walls and at least 1 offensive tower in each lane before the first Build Phase expires. Your first 4 heroes should be your Blockade builder and then 3 combat capable builders. The Abyss Lord can instantly setup Ramsters on the fly, so I recommend having him on the card. Afterwards, keep the Apprentice who built the Frostbites on the card to replace them should they fall.
Once the first Battle Phase begins, slaughter the dogpiles as you construct other defenses. Incorporate Barrier piercing Towers (Obelisk, Flamethrower, Serpents Coil, Ramster, Earthshatters) with Auras, Traps and Nodes to effectively dispatch the enemies.
Be careful when moving around the map and facing enemies. A series of Kobolds, deflected projectiles (especially if you are using Blaze Balloons Phoenix shard) or even just jumping into the lava can cost you a 5 Star.
Because of the way the enemies spawn after the first few waves, it is easy to defend the Crystal Core from ground forces. Once the larger threats are dispatched (Shield Goblins, Geodes, Kobolds and Witherbeasts), move on to the next group.
For your main 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. 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
Lezard Valeth - Apprentice (AP DPS, Frostbite Tower)
Jenocres - Abyss Lord (AP DPS, Ramster)
Shilf - Huntress (AP DPS, Blaze Balloons, Poison Dart Towers)
Etanaru - Monk (AP DPS, Skyguard Tower, Lightning Strikes Aura, Flame Aura)
Arohongui - Lavamancer (Hero DPS, Oil Geyser) [Dungeon Defenders II] Mastery III - Molten Citadel (5 Stars)](https://i.ytimg.com/vi/XO6iRbcnqWc/mqdefault.jpg)