Uploaded January 2018 | Updated September 2026, 1 hour ago
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M5
Map: Forest Crossroads
Another intense Mastery V. The real problem is the combination of affixes and the way enemies behave on this map. You will need to be swift and definitely think outside the box in order to win this.
5 STAR REQUIREMENTS
====================
- Survive all 5 waves
- You cannot build any Blockades
- You cannot let a Defense get destroyed
- All Build Phases must be completed within 30 seconds or less
- Do all the above in 1 run
PLAN
=====
Since you cannot build Blockades, your only hope of impeding advancing enemies is using Volcanoes, Obelisks and Frostbite or Flamethrower Towers armed with Totems as psuedo-walls, then back them up with strong defenses. The Volcano can handle multiple lanes and the Obelisks are map-wide, plus double as Flamethrowers with a max appeasement Mystic.
Because of the Cyber Orc threat, your best bet for Defenses is to use Towers. If you plan on using Auras, Traps or Nodes, make sure that the device is out of reach from their EMP attacks or slay them before they use their EMP effect.
Dark Assassins can get shredded by Skyguard Towers and Hailstorm Towers with great effect. 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.
The real problem is the Northwestern double lane. A single Volcano cannot cover the entire lane. Snooki and Cyber Orcs are prone to ignoring this Volcano and will go for a straight beeline for the Crystal Cart. This can also be a problem if you do what I did and use Poison Darts or a strong offense tower to impede progress. Your hero will be babysitting this lane frequently and you will need to keep tabs on upgrades and repairs. A Boost Aura can help reduce damage here as well.
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
============
Arohongui - Lavamancer (Hero DPS, Volcano)
Ngamahu - Lavamancer (AP DPS, Volcano)
Kasuti - Mystic (AP DPS, Obelisk, Serpent's Coil)
Apophis - Mystic (Hero DPS, Obelisk)
Shilf - Huntress (AP DPS, Poison Dart Tower, Geyser Trap)
Marcion - Squire (AP DPS, Ballista)
Tsumiko Kuri - Initiate (AP DPS, Boost Aura)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M5
Map: Forest Crossroads
Another intense Mastery V. The real problem is the combination of affixes and the way enemies behave on this map. You will need to be swift and definitely think outside the box in order to win this.
5 STAR REQUIREMENTS
====================
- Survive all 5 waves
- You cannot build any Blockades
- You cannot let a Defense get destroyed
- All Build Phases must be completed within 30 seconds or less
- Do all the above in 1 run
PLAN
=====
Since you cannot build Blockades, your only hope of impeding advancing enemies is using Volcanoes, Obelisks and Frostbite or Flamethrower Towers armed with Totems as psuedo-walls, then back them up with strong defenses. The Volcano can handle multiple lanes and the Obelisks are map-wide, plus double as Flamethrowers with a max appeasement Mystic.
Because of the Cyber Orc threat, your best bet for Defenses is to use Towers. If you plan on using Auras, Traps or Nodes, make sure that the device is out of reach from their EMP attacks or slay them before they use their EMP effect.
Dark Assassins can get shredded by Skyguard Towers and Hailstorm Towers with great effect. 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.
The real problem is the Northwestern double lane. A single Volcano cannot cover the entire lane. Snooki and Cyber Orcs are prone to ignoring this Volcano and will go for a straight beeline for the Crystal Cart. This can also be a problem if you do what I did and use Poison Darts or a strong offense tower to impede progress. Your hero will be babysitting this lane frequently and you will need to keep tabs on upgrades and repairs. A Boost Aura can help reduce damage here as well.
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
============
Arohongui - Lavamancer (Hero DPS, Volcano)
Ngamahu - Lavamancer (AP DPS, Volcano)
Kasuti - Mystic (AP DPS, Obelisk, Serpent's Coil)
Apophis - Mystic (Hero DPS, Obelisk)
Shilf - Huntress (AP DPS, Poison Dart Tower, Geyser Trap)
Marcion - Squire (AP DPS, Ballista)
Tsumiko Kuri - Initiate (AP DPS, Boost Aura)
![[Dungeon Defenders II] Mastery VII - Temple of the Necrotic (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M7
Map: Temple of the Necrotic
This map asks the question: How good is your Dryad? If the answer is Yes, then this map is ridiculously simple with the only real issue being the size of the map.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build any Auras
- You cannot build any Towers
- You cannot build any Nodes
- Do all the above in 1 run
PLAN
Due to the restrictions placed on this map, your best bet of winning is to bring a Dryad capable of building good Moss Hornets, Angry Nimbus and Slime Pits to deal most of your damage. Huntress Traps and Mystic Snaking Sands help in stalling enemies. The World Tree can be used as a Blockade, but if your tree is just there to setup defenses, make sure it can withstand Kobolt divebombs and you have another Blockade type. You may need more than 1 tree due to its collision size being small.
Due to the range of the Dryad defenses, they can help handle multiple lanes if necessary, but make sure you build extra so they can handle multiple attackers. They must also be able to target Air units for you if necessary. The skeletons in the middle are relatively weak and dont need too much of your attention.
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 - The World Tree if it is close to any defenses
Automation - Whatever your main Blockade is.
CHARACTERS
Lenneth (Dryad) - Hero DPS (World Tree, Angry Nimbus, Moss Hornet Nest, Slime Pit)
Yojimbo (Squire) - Hero DPS (Spike Blockade)
Shilf (Huntress) - AP DPS (Geyser Trap)
Cinnamon (Series EV2) - AP DPS [Dungeon Defenders II] Mastery VII - Temple of the Necrotic (5 Stars)](https://i.ytimg.com/vi/hztEpWTLKsU/mqdefault.jpg)
![[Dungeon Defenders II] Mastery II - Siphon Site D (5 Stars, No Cores Lost)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M2
Map: Siphon Site D
Unless you know what you are doing, the time limits on both battle and build phases are killer. This is probably one of the more annoying maps in Mastery II.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You must complete all Battle Phases in 3 minutes or less
- You must complete all Build Phases in 30 seconds or less
- The Main Pump Valve must stay above 90% health at all times
- Do all the above in 1 run
PLAN
The Abyss Lord has the wonderful setup where his Defenses build instantly at the cost of a startup animation. With this, you can easily get a wall and a tower down for offense with it. You will need to double wall for the west lane.
Before you go, make sure you got 3 other builders that can setup defenses on the fly and they are capable of battle if necessary. Try to have your defense plan setup by Wave 2.
Keeping tabs on the radar to make sure nothing falls is important. Make sure you protect the sub objective at all costs or a spawn point right next to the Valve will be your doom if a Drakin or Javelin Thrower spawns down there.
As always, the Obelisk and Volcano can help you defend multiple lanes due to range. The Volcano doesnt need a Vicious Strikes here as the map is small.
HYPER SHARD RECOMMENDATION
Mass Destruction - Any tower you setup across all the lanes
Vicious Strikes - Any tower you feel would improve with Range
CHARACTERS
Kasuti - Mystic (AP DPS, Obelisk)
Jenocres - Abyss Lord (AP DPS, Skeletal Orc, Ramsters)
Shilf - Huntress (AP DPS, Poison Dart Tower)
Etanaru - Monk (AP DPS, Skyguard Tower)
Arohongui - Lavamancer (Hero DPS, Volcano) [Dungeon Defenders II] Mastery II - Siphon Site D (5 Stars, No Cores Lost)](https://i.ytimg.com/vi/iS0aeqwgqJQ/mqdefault.jpg)
![[Dungeon Defenders II] Mastery VI - Nimbus Reach (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M6
Map: Nimbus Reach
Much like Dragonfall Sewers, this map is very dependent on your Dryads performance to determine the ease of difficulty. Although you are down 2 defense categories, you shouldnt have a problem if you know what you are doing.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build any Towers
- You cannot build Auras
- Both Relic Lenses must stay above 90% health at all times
- You complete all the above in the same run
PLAN
Due to the constraints, you will need to build Nodes and Traps to fend off attacking forces. A Dryad should consider using the World Tree as a Blockade in this map and you may opt to using Reflect Beams to protect them from focused Hex Thrower fire. When placing Nodes, make sure you dont place any Nodes too close to World Trees or other Blockades as the Curse effect from the Hex Thrower will apply to all Nodes if but 1 Node is cursed.
Due to the design of the map, Dryad DEfenses and the Weapon Manufacturer can handle multiple lanes if placed correctly. This helps with DU Splitting, but you may need to consider using extra if your Traps focus too much on one side and not the other.
Be wary of Air units. They may slip past defenses and direct assault the Lenses. Defending the subobjective is optional, but make sure your defensive line to the north can handle 3-4 lanes at once if necessary.
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, AP DPS) - World Tree, Angry Nimbus, Moss Hornet Nest
Cinnamon (Series EV2, AP DPS) - Weapon Manufacturer, Reflect Beam
Apophis (Mystic, AP DPS) - Vipers Fangs
Tsumiko Kuri (Initiate, AP DPS) [Dungeon Defenders II] Mastery VI - Nimbus Reach (5 Stars)](https://i.ytimg.com/vi/iWpRxv69j4c/mqdefault.jpg)
![[Dungeon Defenders II] Mastery II - Liferoot Forest (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M2
Map: Liferoot Forest
This maps gimmicks are tedious. Being unable to upgrade hurts but making sure no defense falls is the real issue. With the right hero DPSer and tower combination, this map is very beatable.
5 STAR REQUIREMENTS
- Survive all 5 waves
- No defenses can be upgraded
- No defenses can be destroyed or sold
- No hero deaths
- Do all the above in 1 run
PLAN
It would be recommended to let the Quab fall and double up your defenses on the central path. Just make sure you have Anti-Air Defenses or the air lane coming up the middle. For the middle wall, either use a Maw of the Earth Drake (massive size and petrification powers are useful) or double 30 DU wall.
The Obelisk and Volcano can take up multiple lanes. Use them!
A good combination of towers should be able to handle ground forces effectively. Just make sure that you dont have towers directly behind walls or Javelin Throwers and bosses will spell your doom.
Make sure you keep tabs on your radar to ensure no defenses are low on life. If you see a yellow or red box, immediately get involved and repair it. If you have a crowd control skill that can mass stun or kill, use it while you are repairing to give it breathing room.
Make sure you kill all Witherbeasts and Javelin Throwers when you see them. They are the biggest threat to your defenses overall survival. For bosses, dispatch them as soon as possible and watch for the Skeletons (Slekleon especially), any Ogres at the wall and Malthius resurrecting skeletons that slip through.
For your DPS hero(es), make sure they are able to handle groups and bosses. Dont make risky moves, especially if you are playing as a squishy hero or you are lagging and fall off the map. Heroes that have crowd control powers are extremely recommended due to massive dogpiles near the end of the waves.
HYPER SHARD RECOMMENDATION
Mass Destruction - Any tower you setup across more than one lane.
Vicious Strikes - The Volcano with this can cover all the lanes if placed correctly but the size of the map makes this counterproductive. Give it instead to a tower you use across all the lanes, preferably the Ramster or Earthshatter.
CHARACTERS
Agent Tanya - Gunwitch (AP DPS)
Ngamahu - Lavamancer (AP DPS, Maw of the Earth Drake)
Arohongui - Lavamancer (AP DPS, Volcano)
Apophis - Mystic (Hero DPS, Vipers Fangs)
Kasuti - Mystic (AP DPS, Obelisk)
Etanaru - Monk (AP DPS, Skyguard Towers)
Shilf - Huntress (AP DPS, Poison Dart Tower)
Mishera - Adept (AP DPS, Earthshatter Tower)
Marcion - Squire (AP DPS, Ballista, Cannonball Tower) [Dungeon Defenders II] Mastery II - Liferoot Forest (5 Stars)](https://i.ytimg.com/vi/iugtjz0lY3U/mqdefault.jpg)
![[Dungeon Defenders II] Mastery I - Gates of Dragonfall (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M1
Map: Gates of Dragonfall
Welcome to the world of Mastery. Where your knowledge of the game, strategy and skills will be put the test for rewards such as Flair, Medals, Gold and even the powerful Hyper Shards.
Each level will have a set of 5 requirements that must be met within 1 match in order to achieve 5 stars. My video series will give you assistance or ideas to help you complete Mastery on your own. I recommend having every hero purchased and your equipment in order with all of them before you begin undertaking Mastery. You dont need AP (Ancient Power) to handle this, but it helps greatly if you have it.
In Chaos 1, you will be facing the default enemies but now there are Shield Goblins or Vanguards to worry about. Although they are larger than most Goblins, their health pool is small. However, their massive shields can cause any incoming projectile attack to deal 0 damage, no matter how strong it is. You must either use melee, Auras, Traps, Nodes, Shield piercing defenses or Piercer Servos and Chips to bypass this check or angle your defenses so they hit the back or side.
The first map isnt too rough, but you must make sure all your defenses withstand the entire game.
5 STAR REQUIREMENTS
- Survive all 5 waves
- The Crystal Cart must stay above 90% health at all times
- No defenses can be destroyed
- You must complete all Combat Phases within 3 minutes or less
- Do all the above in 1 run
PLAN
Due to the size of the map, you will not have to worry about the timed Combat Phase as enemies come pretty fast. However, you will need to factor in bosses that come at the end of the waves, especially if Malthius spawns with them. Having heroes with Anti-Ranged, Miniboss or Support servos will help kill these threats.
When placing defenses, make sure they cannot be targeted by the ground forces and repair them before they get destroyed. If you have any Protective Downgrade and Hardened Servos, your Blockades will be able to take extra punishment. Make sure you also dont place a Vipers Fangs or World Tree in the middle lane as the central hitbox will cause Javelin Throwers to throw their weaponry at an angle that can hit the blockade but also pierce the structures behind and the core itself.
The Obelisk can be useful as its Smite can decimate most enemies at this point in the game and a fully appeased Mystic can turn it into a Flamethrower to repel attackers. The Volcano can also be useful given the size of the map. The Volcano can still do damage to Shield Goblins. Both can also be moved around when necessary. Dryad Defenses and Weapon Manufacturers can be placed to handle multiple lanes to help with DU Splitting.
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.
To help with DU Splitting, merge the Southeastern Lane by placing your Blockade setup so that it is 1 lane. You can then double down defenses or hold the line yourself. Dont forget to pay attention to the other lanes for damaged towers or for leaks.
While you arent dealing with the more dangerous foes yet, you will need be aware of Kobolds, Javelin Throwers, Drakin and your defenses wasting time on Shield Goblins. Make sure you dispatch the more difficult targets first before you go for the small fry. Also keep an eye out on your Life so you dont get slain.
HYPER SHARD RECOMMENDATION
Hyper Destruction - Any tower that is either facing bosses or handling multiple lanes or a specific one that is in most or all lanes.
CHARACTERS
Yojimbo (Squire, Hero DPS) - Spike Blockade
Tsumiko Kuri (Initiate, AP DPS) - Flame Aura, Skyguard Tower
Shilf (Huntress, AP DPS) - Poison Dart Tower
Jenocres (Abyss Lord, AP DPS) - Ramster [Dungeon Defenders II] Mastery I - Gates of Dragonfall (5 Stars)](https://i.ytimg.com/vi/j2axvq4gpYM/mqdefault.jpg)
![[Dungeon Defenders II] Mastery III - The Dead Road (5 Stars, No Cores Lost)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M3
Map: The Dead Road
For a Diversity Map and the affixes, this is going to be one of the more challenging maps as you are also imposed with a timed Battle Phase and you cannot lose any defenses. Overall, this map wont be too difficult as long as you are fast (I myself was 1 second over on w5 with my first run)..
5 STAR REQUIREMENTS
- Survive all 5 waves
- All Battle Phases must be completed within 3 minutes or less
- No defenses can be destroyed or sold
- You must have at least 10 different types of defenses during all Battle Phases
- Do all the above in 1 run
PLAN
Combining the barrier piercing towers (Ramsters, Earthshatter, Sand Viper, Obelisk and Flamethrower) with Traps, Auras and Nodes is the best way to ensure all angles are covered. The Obelisk has the added bonus of being map wide. You can use any method you wish for the Skeleton lane, but you will still need to wall up.
Diversify your Blockades and your Anti-Air and you should be able to cover most of your Diversity requirements (both AA and at least 3-4 walls). You will then be able to finish it off with barrier piercing defenses along with auras, traps and nodes.
Because of the time limit, it will be wise to defend BOTH Soul Stones and you should pull up your defensive line more closer to the spawnpoints, especially along the Forest Paths and the Eastern Soul Stone.
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.
When building towers, make sure they are outside of range of enemies and not directly behind the walls. Showoffs (Javelin Throwers), Skeleton bosses or even Kobolds can easily cost you a 5 Star if you arent careful.
At the Center lanes, you should consider using 1 or 2 Vipers Fangs as your blockade so that you can bubble up enemies for your Skyguard or Hailstorm to eradicate them. You will need a counter measure to dispatch any Geodes so these projectiles dont deflect.
You should keep tabs on all your blockades. Get involved with repairs and upgrades when needed.
If you see Malthius on a boss lane, dispatch him ASAP as his Skeletons will be a waste of time and resources.
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
Apophis - Mystic (Hero DPS, Serpents Coil, Vipers Fangs)
Yojimbo - Squire (Hero DPS, Spiked Blockades)
Lenneth - Dryad (Hero DPS, World Tree, Angry Nimbus)
Jenocres - Abyss Lord (AP DPS, Skeletal Orc, Ramster)
Mishera - Adept (AP DPS, Earthshatter Tower, Flamethrower Tower)
Etanaru - Monk (AP DPS, Flame Aura, Skyguard Tower, Lightning Strikes Aura) [Dungeon Defenders II] Mastery III - The Dead Road (5 Stars, No Cores Lost)](https://i.ytimg.com/vi/jjnNdcX0Dpw/mqdefault.jpg)
![[Dungeon Defenders II] Mastery IV - Molten Citadel (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M4
Map: Molten Citadel
This map is a hurdle, but only because the first two waves will make or break your strategy as you are both timed in building and you must have unique defenses. Once you are able to setup, maintenance is relatively easy.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build any Blockades
- You must complete all Build Phases within 30 seconds or less
- You cannot have more than 1 of a specific Defense at any time
- Do all the above in 1 run
PLAN
Because of a lack of Blockades and a Time Limit, you will need to use a Totem Frostbite, Obelisk and a Volcano to wall off opposition and the builders must be able to build at least 2-3 other defenses alongside it. .So having a good Apprentice, Mystic and Lavamancer that can fight will be paramount. Your 4th hero can be anything you need.
The Obelisks have not only the added bonus of being Map wide with Smite, but they also apply status ailments past Tier 1 and double as souped up Flamethrowers when your Mystic has Max Appeasement.
Make sure you understand the strength and weakness of each of your Blockades and give them Tower support that can balance both AOE and single target to cover all angles. You will be repelling not only Snooki, but you will have to push back Orcs and Warboars hacking at your psuedo-Blockade.
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 repair it and then intervene. You will need to ensure your faux-Blockades hold up, especially the Frostbites against Snooki and Kobolds. Make sure you also dont put towers too close to your Blockades if Skeleton-class bosses reach the wall.
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
Arohongui - Lavamancer (Hero DPS, Volcano. Fissure of Embermount, Oil Geyser)
Kasuti - Mystic (AP DPS, Serpents Coil, Snaking Sands, Sand Viper, Obelisk)
Lezard Valeth - Apprentice (AP DPS, Frostbite Tower)
Etanaru - Monk (AP DPS, Skyguard Tower, Flame Aura, Lightning Strikes Aura)
Cinnamon - Series EV2 (AP DPS, Weapon Manufacturer, Proton Beam, Reflect Beam)
Shilf - Huntress (AP DPS, Poison Dart Tower, Blaze Balloon, Geyser Trap) [Dungeon Defenders II] Mastery IV - Molten Citadel (5 Stars)](https://i.ytimg.com/vi/jrradKWVRFI/mqdefault.jpg)
![[Dungeon Defenders II] Mastery III - Dragonfall Sewers (5 Cores)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M3
Map: Dragonfall Sewers
This level isnt a complete pest, but the lack of Anti-Air weapons can make this a problem if you dont pay attention. I botched this one about 4 times before I got it right myself. Like Siphon Site D, keep on your toes and you will be fine.
5 STAR REQUIREMENTS
- Survive all 5 waves
- All Valves and Main Pumps must stay above 90% health or more at all times
- No Anti-Air Defenses (Skyguards, Hailstorm)
- You must have at least 10 different types of Defenses during all Battle Phases
- Do all the above in 1 run
PLAN
Diversify your walls and anti-Geode defenses. This will more than likely cover the 10 types you need so you can use the same defenses in different lanes when needed.
Combining the barrier piercing towers (Ramsters, Earthshatter, Sand Viper, Obelisk and Flamethrower) with traps, Auras and Nodes is the best way to ensure all angles are covered. The Obelisk has the added bonus of being map wide.
The Angry Nimbus and Weapon Manufacturer when placed correctly can handle the entire South side. Consider using these for this map. At this point, the Nimbus attacks every 700 ms and can easily wreck smaller enemies (Goblins, Warboars and Shield Goblins) and go for Geodes directly. The Weapon Manufacturer can do the same to multiple enemies.
It is unwise to use projectile towers outside of Poison Dart Towers as the reflected missiles can severely damage or destroy defenses. If you must, destroy the Geodes ASAP with direct intervention. This will be a problem if you plan on using them to stop air units as well.
Focus on dispatching Geodes, Shield Goblins, Witherbeasts and Kobolds. The smaller enemies can be dispatched by your defenses with ease. Dont forget to keep tabs on air units in the event you didnt setup Anti-Air, especially on the North Side.
For your hero selection, choose something that can get around the map easily and can dispatch enemies and dogpiles swiftly. Something that can stun Geodes is recommended (shuts down the barrier). If you plan on using a Lavamancer, make sure you setup at least 2 Fissures of Embermount (1 north, 1 south) for easy Molten Power Recovery. If you are using a Mystic or Dryad, have a World Tree and Serpents Coil.
HYPER SHARD RECOMMENDATION
Hyper Destruction - Any tower that is being used in multiple 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)
Apophis - Mystic (AP DPS, Vipers Fangs, Serpents Coil)
Jenocres - Abyss Lord (AP DPS, Ramster, Skeletal Orc)
Yojimbo - Squire (Hero DPS, Spiked Blockade)
Etanaru - Monk (AP DPS, Flame Aura, Lightning Strikes Aura)
Shilf - Huntress (AP DPS, Poison Dart Tower)
Cinnamon - Series EV2 (AP DPS, Weapon Manuifacturer, Proton Beam)
Mishera - Adept (AP DPS, Earthshatter Tower)
Marcion - Squire (AP DPS, Cannonball Tower) [Dungeon Defenders II] Mastery III - Dragonfall Sewers (5 Cores)](https://i.ytimg.com/vi/k07XeG7JX-I/mqdefault.jpg)
![[Doom II] Japanese Community Project (JPCP) - MAP32: Blood Fund Gang (UV-Max)
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
MAP32s concept is quite interesting: It takes place in a demon-filled bank. However, this map is bogged down by extremely crammed corridors, rooms with movement blocking objects, 2 silent alarms that flood rooms with large amounts of enemies at once and one of the most difficult secrets in the entire WAD to collect. This can be a disaster if you dont balance sensibility and speed., much like how a majority of Claustrophobia 1024 maps behaved.
MAP STATS
Map: 32 - Blood Fund Gang
Author: Toooooasty
MIDI: Binding of Isaac OST - Sacrificial (Piano ver.)
Enemies: 257
Secrets: 2
SECRETS
1) To the left of the lobby is a room with an elevator and a Hell Knight as its occupant. Climb the stairs, kill or lure out the Hell Knight and board the elevator from here (faster and safer as the direct approach triggers the silent alarm). Press the button and the elevator will descend slowly into the basement. At the bottom, you will find a sealed door. Open the door and press the red switch behind it. Use the green switch to go back up. Later on, in the room opposite of the Red Keycard (the one with all the monitors), you will now find a BFG9000 inside a compartment. The red switch removed a monitor panel that was blocking it.
2) Between the Red Keycard and the Monitor Room across from it is a white wall. At 5 minutes into the level, the wall rises for about 3-5 seconds and then closes again. You must get past the wall in this window or you cannot claim the secret. However, the wall can be raised from the other side permanently. Inside the room is 2 corpses. 3 squares forward and 1 square to the right (your right facing them) of the corpses is a tile that doubles as a switch that will lower the doors blocking the Vault (Stand a few steps from it and activate it). The vault contains a Megasphere and a Backpack. However, you must wait for the door to completely go down and then walk across the frame in order to trigger the secret as the linedef that registers the secret is height restricted (running across it without your feet on the ground wont register the secret).
TIPS
- You must keep tabs on your game time at all times. You should try to get to the Vault area around 4:00 - 4:50 in so that you can be ready to take the secret when you can. Remember: If you fail to get into the vault at 5 minutes, you will fail the UV-Max run!
- When you are going into the elevator for the secret switch, take it from 2F. If you go in through the 1F entrance, you will trigger the silent alarm and flood the lobby with Zombies and Cacodemons prematurely. This trap will trigger automatically when you open the Yellow Key Door. Save it for then since you can claim the MegaArmor from the top of the bookshelf with minimal resistance.
- Try to limit your combat in corridors. It will make dodging difficult, especially when you are facing Revenants and Baron-class enemies.
- To handle the Lobby Ambush, the best way is to grab the Megaarmor and then pick off Chaingunners and Shotgunners from the doorway going into the lobby. Take advantage of infighting and try to go out and get ammo when you can. When you leave the area, you should have 110 Kills when you are inside the 2-3F elevator.
- To handle the 3F ambush, trigger it and then camp outside the door a bit and slay anything that comes through, especially the Revenant, Cacodemon and Pain Elemental. Try to hunt down all the enemies as best as possible as the shaft for 3F to B1 opens up a teleporter that can ruin your run if a stray Imp walks across it.
- If you have some spare time in the Vault Area, use the Rocket Launcher and Plasma Rifle to kill off the enemies that spawn from the doors. Just be aware of the Cacodemons at the bottom of the stairs.
- When you use the Red Keycard, dont forget to press the switch next to the Blue Key switch. This switch will give you access to the safe behind the Red Keycard Door.
- Upon opening the Blue Switch, there should be 12 enemies left on the map (3 Pain Elementals behind the door and 9 more enemies at B2F). If this number is incorrect, you will have to hunt down stragglers.
- Past the Blue Keycard door is series of barrels. DO NOT DESTROY THEM! Instead get to the end and hide behind the UAC sign to protect yourself from the splash damage. This way, you take 0 damage and save some major seconds.
- The ramp containing the Archvile isnt the real exit. Once you kill it, open the garage door next to the ramp to find the real exit! [Doom II] Japanese Community Project (JPCP) - MAP32: Blood Fund Gang (UV-Max)](https://i.ytimg.com/vi/kOILm2CDyDA/mqdefault.jpg)
![[Doom II] Japanese Community Project (JPCP) - MAP16: Forlorn Defense Line (UV-Max)
Game: Doom II
WAD: Japanese Community Pack (JPCP)
Mode: UV-Tyson
Source Port: Zandronum 2.1.2
Recorded using Bandicam
MAP16 is another MAP06 kind of Map: There are many ways to clear it, but some are more safer than others. It took quite a few attempts to get down a path that would help me get an early Rocket Launcher since I kept getting stuck in the Blue Keycard balcony and the Archvile in the armory was no help either. I beat this map approximately 4 times and came close quite a few. This was sadly the least messy of my runs.
This run has its share of screwups (getting into the Backpack. Archvile bullshit and getting the Red Keycard were up there), but this is around the average time that I can complete this level in.
As for Tatsurdcacocaco as a Map Maker, he tends to focus more heavily on movement style maps. Which reflects in his playstyle (he relies heavily on movement and agility to get through maps). This map is a testament to his playstyle: Smart movement is key!
MAP STATS
Map: 16 - Forlorn Defense Line
MIDI: Heretic OST - Hells Maw (E1M8)
Author: Tatsurdcacocaco
Enemies: 185
Secrets: 4
SECRETS
1) In the hallway with the Rocket Launcher, there is a switch at the end. This switch drops the wall to reveal the Supershotgun Room. Before dropping down, hit the blue panel on the far wall with a Pistol bullet. This will lift a panel on the ground below to reveal a Box of Rockets.
2) Before entering the Blue Keycard structure, hug the edge of the structure from where the Mancubus was standing. You will eventually come to a Baron of Hell emblem. This emblem can be raised to reveal a compartment with Energy Cells.
3) In the Blue Keycard facility, you will enter a sewer and a switch. Press the switch button to reveal compartments containing Specters and Chaingunners. The wall of the compartment closest to the switch has an off texture wall inside (it is grey vs the brown). This wall can be raised to reveal MegaArmor.
4) In the cavern with the Red Keycard, there is an elevator in the pool in front of it that will take up back up if you fall. When lowered, this elevator also lowers a section of the rock wall nearby. In order to make it into the secret in time, you need to lower the elevator from the ground above. Stand at an angle and activate the elevator. Once inside, follow the water flow to a waterfall that will eventually lower to reveal a Soulsphere.
TIPS
- Ammo wise, you will be without a Backpack for half the level and Shells will be more commonplace than Bullets, Rockets and Cells. Try to use the Shotgun-class weapons as much as possible so you arent ammo starving for the Final Attack.
- When trying to take the 1st Combat Armor from the bunker, get the Chaingun first. It will be faster and safer at killing the Shotgunners than the Shotgun will.
- Before entering the Blue Keycard building, slay the Archvile inside the armory and blast some Revenants with the Launcher. This will save you A LOT of headaches when you get the Blue Keycard.
- When getting the Backpack, it is recommended to slay the Mancubus that is camping in front of the door. Save the Berserk Pack as a life line.
- Once you remove the blockade with the Keycards, quickly grab the rockets and cells, but leave the Soulsphere for later use (Secret #4 should ensure you got high health). From the wall closest to the Berserk Pack, use rockets to slay some of the Chaingunners until the air spawn. Once they do, slay the nearest Pain Elemental and Cacodemon then get the other 2. Once the air is dead, work your way through the enemies, using Rockets and Cells to kill them all. The Green Armor, Soulsphere and Berserk Pack will help you through this part.
- Pain Elementals and Archviles are the biggest threats in the level. Keep them under control by any means necessary! [Doom II] Japanese Community Project (JPCP) - MAP16: Forlorn Defense Line (UV-Max)](https://i.ytimg.com/vi/kT6FdrjOkg8/mqdefault.jpg)
![[Dungeon Defenders II] Mastery III - Unholy Catacombs (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M3
Map: Unholy Catacombs
The map itself is one of the easier ones, but this is one of those maps where the affixes can be your undoing. Careful placement and quick planning of defenses will be vital to complete this map for 5 stars.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You must complete all build phases within 30 seconds or less
- You cannot build more than 1 of a specific defense
- No defenses can be sold or destroyed
- 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.
Off the bat, you must try to get at least your Blockades and 1 or 2 defenses setup before the 30 seconds are up. During the Battle Phases, you must build as much defenses as you can while holding off dogpiles. Make sure all your builders are combat capable.
When positioning towers, make sure they arent along the railings or directly behind the blockades. All it takes to fail this mission is some Lightning Bugs, Showoffs (Javelin Throwers), Kobolds or deflected projectiles to cost you a defense (My first attempt I lost my Serpents Coil doing this).
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
Jenocres - Abyss Lord (AP DPS, Ramster, Skeletal Orc)
Lenneth - Dryad (Hero DPS, All Defenses)
Apophis - Mystic (Hero DPS, Vipers Fangs, Snaking Sands, Serpents Coil)
Cinnamon - Series EV2 (AP DPS, All Defenses)
Mishera - Adept (AP DPS, Hailstorm Tower)
Etanaru - Monk (AP DPS, Flame Tower, Lightning Strikes Aura, Skyguard Tower)
Shilf - Huntress (AP DPS, Poison Dart Tower, Blaze Balloon) [Dungeon Defenders II] Mastery III - Unholy Catacombs (5 Stars)](https://i.ytimg.com/vi/kUIPMBUhxHM/mqdefault.jpg)