Uploaded February 2018 | Updated September 2026, 41 minutes ago
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M6
Map: The Throne Room
The affixes are pretty lame outside of Diversity. There are many ways you can win this map, just keep in mind you cannot repair things.
5 STAR REQUIREMENTS
====================
- Survive all 5 waves
- You cannot repair any defenses
- You cannot build Anti-Air defenses (Hailstorm and Skyguard Tower)
- You must maintain 10 different types of Defenses during all Combat Phases
- You complete all the above in the same run
PLAN
=====
By diversifying your Blockades, you can cover half or more of your Diversity Quota. Once this is done, you can use the rest on multiple defenses. Obelisks, Volcanos, Weapon Manufacturers, some Auras, Earthshatters and Dryad Defenses can be placed in various locations to handle multiple lanes. This helps with DU Splitting. Reflect Beams can be used to deflect Hex Thrower attacks and adds 1 to the Diversity Quota.
If you wish to further help in DU Splitting, you can let the Window Locks fall and do a Last Stand on the Throne. If you plan on doing this, you will have to kill the air units yourself or setup enough defenses to shoot down the air units themselves.
If you have a Fissures of Embermount with the Embermount Flames servo, these can be placed in front of the Spawners to burn up enemies. A few lanes stretch for some time and you can even kill units effectively before they reach your wall, especially if you do a last stand. If you plan on doing this, make sure you still maintain a Diversity Quota.
If a defense is about to fall, you will either need to upgrade it or sell and replace it.
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
============
Apophis (Mystic, Hero DPS) - Viper's Fangs, Serpent's Coil
Jenocres (Abyss Lord, AP DPS) - Skeletal Orc, Ramster
Yojimbo (Squire, Hero DPS) - Spike BLockade, Training Dummy
Lenneth (Dryad, Hero DPS) - World Tree, Angry Nimbus, Moss Hornet Nest
Cinnamon (Series EV2, AP DPS) - Reflect Beam
Mishera (Adept, AP DPS) - Earthshatter Tower, Flamethrower Tower
Kasuti (Mystic, AP DPS) - Serpent's Coil, Sand Viper
Etanaru (Monk, AP DPS) - Flame Aura, Lightning Strikes Aura
Ngahamu (Lavamancer, AP DPS) - Fissures of Embermount
Shilf (Huntress, AP DPS) - Poison Dart Tower
Tsumiko Kuri (Initiate, AP DPS)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M6
Map: The Throne Room
The affixes are pretty lame outside of Diversity. There are many ways you can win this map, just keep in mind you cannot repair things.
5 STAR REQUIREMENTS
====================
- Survive all 5 waves
- You cannot repair any defenses
- You cannot build Anti-Air defenses (Hailstorm and Skyguard Tower)
- You must maintain 10 different types of Defenses during all Combat Phases
- You complete all the above in the same run
PLAN
=====
By diversifying your Blockades, you can cover half or more of your Diversity Quota. Once this is done, you can use the rest on multiple defenses. Obelisks, Volcanos, Weapon Manufacturers, some Auras, Earthshatters and Dryad Defenses can be placed in various locations to handle multiple lanes. This helps with DU Splitting. Reflect Beams can be used to deflect Hex Thrower attacks and adds 1 to the Diversity Quota.
If you wish to further help in DU Splitting, you can let the Window Locks fall and do a Last Stand on the Throne. If you plan on doing this, you will have to kill the air units yourself or setup enough defenses to shoot down the air units themselves.
If you have a Fissures of Embermount with the Embermount Flames servo, these can be placed in front of the Spawners to burn up enemies. A few lanes stretch for some time and you can even kill units effectively before they reach your wall, especially if you do a last stand. If you plan on doing this, make sure you still maintain a Diversity Quota.
If a defense is about to fall, you will either need to upgrade it or sell and replace it.
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
============
Apophis (Mystic, Hero DPS) - Viper's Fangs, Serpent's Coil
Jenocres (Abyss Lord, AP DPS) - Skeletal Orc, Ramster
Yojimbo (Squire, Hero DPS) - Spike BLockade, Training Dummy
Lenneth (Dryad, Hero DPS) - World Tree, Angry Nimbus, Moss Hornet Nest
Cinnamon (Series EV2, AP DPS) - Reflect Beam
Mishera (Adept, AP DPS) - Earthshatter Tower, Flamethrower Tower
Kasuti (Mystic, AP DPS) - Serpent's Coil, Sand Viper
Etanaru (Monk, AP DPS) - Flame Aura, Lightning Strikes Aura
Ngahamu (Lavamancer, AP DPS) - Fissures of Embermount
Shilf (Huntress, AP DPS) - Poison Dart Tower
Tsumiko Kuri (Initiate, AP DPS)
![[Dungeon Defenders II] Mastery II - Temple of the Necrotic (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M2
Map: The Temple of the Necrotic
Timed Battle Phase and Temple of the Necrotic once again go hand in hand and once again it is the real annoyance of this map. Having swift heroes and defenses near the spawns will give you the time you need and you will need to compensate for lack of AA.
5 STAR REQUIREMENTS
- Survive all 5 waves
- All Battle Phases must be completed within 3 minutes
- You cannot build Anti-Air Defenses (Skyguards or Hailstorm)
- The Soul Stone, Relic and both Crystal Carts must stay above 90% health at all times
- Do all the above in 1 run
PLAN
An Obelisk and Volcano can handle multiple lanes if placed correctly. The Obelisk is map wide and the Volcano should be used in the Forest or in the Skeleton lanes to hunt down stragglers. If you got the Lavamancer on the card who built it, use him to move it around when necessary.
Due to the time constraints and size of the map, it is recommended to build close to the spawn with some slack to quickly dispatch enemies.
Because of the lack of Anti-Air, you will need to either hunt the air yourself or use towers like Poison Dart Towers or Sand Vipers or Lightning Strike Auras to dispatch them.
The skeletons that come out of the temple can be handled by any means since Cyber Orcs never spawn here. A Weapon Manufacturer with 2 nodes on the steps can be useful here. You will need to put Blockades to block skeletons that pass.
For heroes, use ones that can quickly dispatch bosses and groups, but it doesnt hurt to have a hero that can get around the map quickly, especially when navigating out of the forest.
HYPER SHARD RECOMMENDATION
Mass Destruction - Any tower you setup across more than one lane.
Vicious Strikes - The Volcano with this can cover a large chunk of the map or even the entire map if placed correctly. Otherwise, use something that will benefit from the extended range.
CHARACTERS
Yojimbo - Squire (Hero DPS, Spiked Blockade)
Arohongui - Lavamancer (Hero DPS, Volcano)
Kasuti - Mystic (AP DPS, Obelisk, Sand Viper)
Apophis - Mystic (Hero DPS, Seprents Coil)
Mishera - Adept (AP DPS, Earthshatter Tower, Flamethrower Tower)
Shilf - Huntress (AP DPS, Poison Dart Tower)
Jenocres - Abyss Lord (AP DPS, Ramster)
Cinnamon - Series EV (AP DPS, Weapon Manufacturer) [Dungeon Defenders II] Mastery II - Temple of the Necrotic (5 Stars)](https://i.ytimg.com/vi/zNwedZtkZYA/mqdefault.jpg)
![[Doom II] Japanese Community Project (JPCP) - MAP27: A Resplendent Emerald Green (UV-Max)
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
This is the apotheosis of what I consider to be a good map and my favorite of this WAD: Beautiful visuals, good music, challenging moments and not a BFG map (I am not a big fan of these). I wouldnt be surprised if burabojunior gets nominated a Cacoward in 2016 for Best Mapmaker at Doomworld. The only downside to this map is how extremely easy it is to screw up, either by human error (falling off or missing a timed Keen) or just downright horrible RNG in part of the enemy (Cyberdemon A and the enemies at the Gray Portal Tower). However, this was to be expected since Burabo also designed Map06 and that tested my patience and planning skills just as brutally.
MAP STATS
Map: 27 - A Resplendent Emerald Green
Author: burabojunior
MIDI: Maxime Tondreau - Castle of Despair
Enemies: 117
Secrets: 1
SECRETS
1) After entering the Gray Portal, ascend the staircase, throw the switch and enter the yard. To your left of the building in front of you, fall down the corner between the Revenants perch and the same building while hugging the wall. You will land on the base of the structure, which is slightly elevated from the acid floor. Follow the path to a Plasma Bulk Cell and a Box of Rockets. The teleporter here will take you back to where you were. DO NOT FALL OFF THIS PLATFORM!
TIPS
- Watch your footing! Falling off pretty much forfeits your UV-Max speed runs and there are plenty of places on this map where it can happen. If you arent in it for speedrunning, make sure you always have a Radiation Suit on. The floor at the bottom is a 20% damage floor and all portals on the ground floor take you back to the start.
- It is imperative that you know how to handle Berserk Fists for the Gray Portal Tower. You will need all the ammo you can muster for this level. Rockets and Cells will be more common than Bullets and Shells
- The 2 Cyberdemons are in awful spots on this map, making them both difficult to BFG safely. Cyberdemon A is on an elevated platform and Cyberdemon B is on a teleporter that takes you to the exit. If you must, use the Supershotgun or Plasma Rifle if you arent comfortable.
COMMANDER KEEN LOCATIONS
As stated on the map, you must find and kill all the Commander Keens to get access to the exit
1) Once you get through the first teleporter correctly, follow the Armor Bonuses behind the ammo boxes and you will find the candle where the Keen is
2) On the same island, there is a switch that lowers the elevator to take you to the portal. Press it and quickly follow the Armor Bonuses to the right (your left) of the switch. The candle you will see is where the Keen is. However, if you are too slow, a blockade will protect it and you will need to press the switch again to remove it.
3) Standing in front of the switch, turn around and move forward, You should see a candle to your right as you turn the corner. The Keen is in a hole behind the candle.
4) At the very bottom of the Gray Portal Tower, there is a set of steps leading to an elevator. The Keen is inside a hole inside the stone column at the base of the stairs.
5) Take the nearby elevator up. You should see a Keen in the stone column in front of you when it reaches the top.
6) On the other side of the stone column is the Yellow Skull Key gate. The Keen is hanging on the ceiling next to them.
7) Around the corner is the Gray Portal. There is a Keen up in the ceiling in the back corner behind the Gray Portal
8) To the left of the Gray Portal (your right if you are facing it) is a Skull Switch. Press it and quickly run around the Gray Portal and you should find a candle to the ground up ahead along the wall. There is a Keen inside the hole next to it. Be quick as the barrier protecting it will block it again.
9) Press the same Skull Switch and go right (facing the switch) then make a left at the first opening into the structure. Fall down without minimal moving at there should be a hole containing the Keen directly to your left. Make it fast (especially if you are speedrunning). Be careful with your momentum when getting this one. This Keen can ruin your Speedruns!
10) Go through the Gray Portal and slay all the monsters. In the hole opposite of where the Pain Elemental was hiding is another Keen. Stand at the edge of the torch platform and use rockets.
11) Climb up the steps while facing the opposite direction and you should see a Keen up on the ceiling near the top.
12) At the Yellow Skull Key room there is a candle next to one of the green torches. The Keen is directly above it.
13) After getting the Skull Key, go through the teleporter behind the Yellow Key bars and you will find a BFG9000. Before picking it up (it doubles as a teleporter that takes you back), kill the Keen in the hole behind it! [Doom II] Japanese Community Project (JPCP) - MAP27: A Resplendent Emerald Green (UV-Max)](https://i.ytimg.com/vi/zrpGXciQcOU/mqdefault.jpg)

