Uploaded September 2018 | Updated September 2026, 2 hours ago
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M7
Map:: Crumbled Bulwark
Another No Anti-Air Map that isn't too difficult. You will have to pay attention to lanes as to avoid Air slipping through and costing you the Project Your Jewels affix. Luckily, the setup I usually use for APx farming with Flame Auras works perfectly here.
5 STAR REQUIREMENTS
====================
- Survive all 5 waves
- Both Crystal Cores must stay above 90% Health at all times
- You cannot build Anti-Air Defenses
- You cannot upgrade any defenses
- Do all the above in 1 run
PLAN
=====
Due to the lack of anti-air defenses, you will need to use standard defenses, Auras, Traps and Nodes to slay the incoming Air before they reach your Cores or you will need to keep tabs on air units and slay them with your main Hero. If you do the latter, make sure your hero has a long range attack or ability to allow for this.
Using Auras, 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. 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.
If a defense is about to fall, quickly fix it before it falls. You will need to make sure your Blockades can withstand maximum punishment on their own without upgrades. The Hardened and Fortitude Servos along with Fortification and Shielding Guard shards will help you with this.
Keep tabs on the Radar! Kobolts are easy to spot (orange air unit) and should be downed as soon as possible to avoid shut down of your other defenses. On Wave 5, there is a chance that Zapper will spawn and his explosion is not only larger, but his stun duration is longer as well. This guy must be destroyed as soon as possible. DO NOT PROVOKE OR CONFUSE IT! You can also use low cost defenses to bait them into divebombing them to protect your main line.
On wave 3 and onwards, you will be harassed by Dark Assassins. If you have any abilities to break yourself free, then use them. Otherwise, pull them near defenses that can kill them quickly or break their lock fast. On Wave 4 and 5, Hex Throwers will be added to the mix and must be slain as to avoid getting your defenses Cursed.
Aside from Kobolts, you will have to be vigilant against Hex Throwers, Snooki and Kobolds as they can still do considerable damage to your defenses. Witherbeasts can also pose a problem if you got a meat wall in front of your defenses. These things can also be a problem when a Cannon Ogre or a boss spawns alongside them.
HYPER SHARD RECOMMENDATION
=============================
Hyper Destruction - Any tower that is either facing bosses or handling multiple lanes or a specific one that is in most or all lanes.
Vicious Strikes - Anything that benefits from the increased range.
Radiant Critical Power - The hero you will be most active with. Fight near your auras, traps and nodes or use ranged near your towers to take full effect of this.
Explosive Shielding Guard - Whichever Blockade will benefit from the Shielding and Explosive effects. Preferably one that is in multiple lanes.
Thunderstruck - Your most active hero, preferably one with high offensive power. This is a useful shard when trying to keep Dark Assassins pacified long enough to kill them before they disappear.
Destructive Pylon - Any tower you feel will benefit from this.
Automation - Your main blockade.
CHARACTERS
============
Lenneth (Dryad) - Hero DPS (World Tree, Angry Ninbus)
Yojimbo (Squire) - Hero DPS (Spike Blockade)
Tsumiko Kuri (Initiate) - AP DPS (Flame Aura)
Shilf (Huntress) - AP DPS (Poison Dart Tower)
Mishera (Adept) - AP DPS (Earthshatter Tower)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M7
Map:: Crumbled Bulwark
Another No Anti-Air Map that isn't too difficult. You will have to pay attention to lanes as to avoid Air slipping through and costing you the Project Your Jewels affix. Luckily, the setup I usually use for APx farming with Flame Auras works perfectly here.
5 STAR REQUIREMENTS
====================
- Survive all 5 waves
- Both Crystal Cores must stay above 90% Health at all times
- You cannot build Anti-Air Defenses
- You cannot upgrade any defenses
- Do all the above in 1 run
PLAN
=====
Due to the lack of anti-air defenses, you will need to use standard defenses, Auras, Traps and Nodes to slay the incoming Air before they reach your Cores or you will need to keep tabs on air units and slay them with your main Hero. If you do the latter, make sure your hero has a long range attack or ability to allow for this.
Using Auras, 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. 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.
If a defense is about to fall, quickly fix it before it falls. You will need to make sure your Blockades can withstand maximum punishment on their own without upgrades. The Hardened and Fortitude Servos along with Fortification and Shielding Guard shards will help you with this.
Keep tabs on the Radar! Kobolts are easy to spot (orange air unit) and should be downed as soon as possible to avoid shut down of your other defenses. On Wave 5, there is a chance that Zapper will spawn and his explosion is not only larger, but his stun duration is longer as well. This guy must be destroyed as soon as possible. DO NOT PROVOKE OR CONFUSE IT! You can also use low cost defenses to bait them into divebombing them to protect your main line.
On wave 3 and onwards, you will be harassed by Dark Assassins. If you have any abilities to break yourself free, then use them. Otherwise, pull them near defenses that can kill them quickly or break their lock fast. On Wave 4 and 5, Hex Throwers will be added to the mix and must be slain as to avoid getting your defenses Cursed.
Aside from Kobolts, you will have to be vigilant against Hex Throwers, Snooki and Kobolds as they can still do considerable damage to your defenses. Witherbeasts can also pose a problem if you got a meat wall in front of your defenses. These things can also be a problem when a Cannon Ogre or a boss spawns alongside them.
HYPER SHARD RECOMMENDATION
=============================
Hyper Destruction - Any tower that is either facing bosses or handling multiple lanes or a specific one that is in most or all lanes.
Vicious Strikes - Anything that benefits from the increased range.
Radiant Critical Power - The hero you will be most active with. Fight near your auras, traps and nodes or use ranged near your towers to take full effect of this.
Explosive Shielding Guard - Whichever Blockade will benefit from the Shielding and Explosive effects. Preferably one that is in multiple lanes.
Thunderstruck - Your most active hero, preferably one with high offensive power. This is a useful shard when trying to keep Dark Assassins pacified long enough to kill them before they disappear.
Destructive Pylon - Any tower you feel will benefit from this.
Automation - Your main blockade.
CHARACTERS
============
Lenneth (Dryad) - Hero DPS (World Tree, Angry Ninbus)
Yojimbo (Squire) - Hero DPS (Spike Blockade)
Tsumiko Kuri (Initiate) - AP DPS (Flame Aura)
Shilf (Huntress) - AP DPS (Poison Dart Tower)
Mishera (Adept) - AP DPS (Earthshatter Tower)
![[Dungeon Defenders II] Mastery I - Molten Citadel (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M1
Map: Molten Citadel
A Timed Build Phase you must not only be swift, but also smart with. The difficulty will all depend on what you can build within the first wave. Build well and your stay here will be well.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build more than 1 of a specific defense
- You must complete all Build Phases within 30 seconds or less
- You cannot let a Defense get sold or destroyed
- Do all the above in 1 run
PLAN
Due to the build constraints, you must ensure that your first 4 heroes must be able to build at least 1 Blockade and 1 defense that can fight back. The Blockade will be taking punishment so make sure it can withstand it while you are setting up other defenses. Hardened Servos will assist you greatly. The Abyss Lord has the capacity to setup defenses instantly at the cost of a delay before attacking, so take advantage of this near the end.
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 and can still do damage to Shield Goblins. Both can also be moved around when necessary. The Angry Nimbus also has the range to cover multiple lanes if necessary.
For Anti Air, it is best to place both the Hailstorm and/or Skyguard Tower close to the Core so it can cover both air lanes for DU splitting. You may need to intervene yourself if too many Wyverns come at once.
When you finish the first wave, the timer doesnt begin until the Build Phase graphic appears. During this time, you can setup your hero card, pick up mana and prepare defenses instantly. EXPLOIT THIS!
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
Jenocres (Abyss Lord, AP DPS) - Colossus, Ramster
Yojimbo (Squire, Hero DPS) - Spike Blockade
Lenneth (Dryad, Hero DPS) - World Tree, Angry Nimbus, Harpys Perch
Tsumiko Kuri (Initiate, AP DPS) - All Defenses
Shilf (Huntress, AP DPS) - All Defenses
Mishera (Adept, AP DPS) - Earthshatter Tower, Hailstorm Tower
Kasuti (Mystic, AP DPS) - Sand Viper, Obelisk, Serpents Coil [Dungeon Defenders II] Mastery I - Molten Citadel (5 Stars)](https://i.ytimg.com/vi/N-e5K893wcE/mqdefault.jpg)

![[Dungeon Defenders II] Mastery V - Forgotten Ruins (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M5
Map: Forgotten Ruins
Another No Blockade map for Mastery V, but it isnt as brutal as Littlehorn Valley or Forest Crossroads if you setup correctly. The only real problem is defending the central lane.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build any Blockades
- All Combat Phases must be completed within 3 minutes or less
- You cannot build any Nodes
- 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 (these 2 should have 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 projectiles. If you plan on using Auras, Traps or Nodes, make sure that the device is out of reach from their EMP attacks. The Dryads defenses, Lightning Strikes Aura and Weapon Manufacturer with range upgrades can be effective.
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 Pets Dazzling Sparkle can allow all heroes to apply Stun. The Earth Toss, Vipers Fangs attack and Geyser Traps can launch Dark Assassins off of you as well.
Aside from the Dark Assassins, you will need to be vigilant towards the other enemies as well. The Kobolds, Snooki and Witherbeasts are the biggest threats to your defenses. You will also need to factor in a Geode and a few Shield Goblins on Wave 4 and 5 (there is a bug in the game that spawns a group). If you see a Geode coming, immediately kill it before you get locked by a Dark Assassin.
You will need to double up your defenses on the middle lane and treat it as one lane to help with DU Splitting.
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)
Shilf - Huntress (AP DPS, Poison Dart Tower, Geyser Trap)
Apophis - Mystic (Hero DPS, Obelisk)
Kasuti - Mystic (AP DPS, Obelisk, Serpents Coil)
Marcion - Squire (AP DPS, Ballista, Cannonball Tower)
Etanaru - Monk (AP DPS, Skyguard Tower)
Lezard Valeth - Apprentice (AP DPS, Frostbite Tower)
Mishera - Adept (AP DPS, Earthshatter Tower) [Dungeon Defenders II] Mastery V - Forgotten Ruins (5 Stars)](https://i.ytimg.com/vi/Osx2piGdh3M/mqdefault.jpg)
![[Dungeon Defenders II] Mastery VII - The Dead Road (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M7
Map:: Dead Road
Being unable to build Auras isnt the real ballbuster of this map. The real problem is the threat of Kobolts and them divebombing into your frail towers as you have to deal with Perfect Cores and Defenses. Play smart and you should be fine.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build any Auras
- You cannot let a Defense get destroyed or sold
- Both Crystal Carts must stay above 90% health at all times
- Do all the above in 1 run
PLAN
It is wise that you protect both subobjectives for the game. Failure to do so will make DU splitting far worse for yourself as you now have to pull a lane back to deal with 2 and you got an entrance right next to your Cart. The one near the cart can spawn Hex Throwers or Kobolts. The skeleton lane is relatively weak so very little DU should be spent here.
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. 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.
If a defense is about to fall, either upgrade it or repair it before it breaks. Do not let Ogres or Cannon Ogres reach your Blockades unless you got Hardened and Protective Downgrade on them. Skeleton bosses can also be a problem if you build too close.
Keep tabs on the Radar, Kobolts are easy to spot (orange air unit) and should be downed as soon as possible to avoid shut down of your other defenses. On Wave 5, there is a chance that Zapper will spawn and his explosion is not only larger, but his stun duration is longer as well. This guy must be destroyed as soon as possible. DO NOT PROVOKE OR CONFUSE IT! You can also use low cost defenses to bait them into divebombing them to protect your main line. 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 - Any tower you feel will benefit from this.
Automation - Your main blockade.
CHARACTERS
Yojimbo (Squire) - Hero DPS (Spike Blockade)
Shilf (Huntress) - AP DPS (Poison Dart Tower)
Lenneth (Dryad) - Hero DPS (World Tree, Angry Nimbus, Harpy Perch)
Cinnamon (EV2) - AP DPS (Weapon Manufacturer)
Agent Tanya (Gunwitch) - AP DPS [Dungeon Defenders II] Mastery VII - The Dead Road (5 Stars)](https://i.ytimg.com/vi/OyDShhyuN-I/mqdefault.jpg)
![[Dungeon Defenders II] Mastery III - The Ramparts (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M3
Map: The Ramparts
Much like Greystone Plaza, you lose 2 types of towers (Nodes and AA) but it isnt difficult to work around, since Traps and Auras can handle the Anti-C3 enemies. This map isnt too difficult, even though I played pretty crappy midway in.
5 STAR REQUIREMENTS
- Survive all 5 waves
- No defenses can be upgraded
- You cannot build Anti-Air Defenses (Hailstorm Tower, Skyguard Tower)
- You cannot build Node Defenses (EV2 stuff)
- Do all the above in 1 run
PLAN
Combining the barrier piercing towers (Ramsters, Earthshatter, Sand Viper, Obelisk and Flamethrower) with traps and Auras is the best way to ensure all angles are covered. The Obelisk has the added bonus of being map wide.
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.
The biggest threats to your defenses will be Kobolds, Witherbeasts, Ogre (the slam can be fatal to your smaller towers, dont trigger it), Quibly (the 3 bombs can stack) and the Skeleton bosses (their sweep range can splash towers in the back). You may also need to be aware of the air lane going through the middle.
Dont do what I did. If you are going to use ranged attacks or engage enemies, try to do so within the Geodes shield so you can do damage and the missiles dont deflect in your face.
Because of a lack of AA, you will need to use your towers (and auras in some cases) to shoot down the air or do it yourself. Luckily, most of the air comes at the end of the level.
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)
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 auras or use ranged near your towers to take full effect of this.
CHARACTERS
Yojimbo - Squire (Hero DPS, Spiked Blockade)
Etanaru - Monk (AP DPS, Lightning Strikes Aura, Flame Aura)
Shilf - Huntress (AP DPS, Geyser Trap, Blaze Balloon)
Jenocres - Ramster (AP DPS, Ramster)
Mishera - Adept (AP DPS, Flamethrower Tower, Earthshatter Tower)
Kasuti - Mystic (AP DPS, Serpents Coil)
Tsumiko Kuri - Initiate (AP DPS) [Dungeon Defenders II] Mastery III - The Ramparts (5 Stars)](https://i.ytimg.com/vi/P8LVubNy6q0/mqdefault.jpg)
![[Doom II] Ancient Aliens - MAP02: Sanctum of the Wastes (UV-Max)
Game: Doom II
WAD: Ancient Aliens
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
MAP02 isnt bad, but it shows just how much I hate Hitscan enemies in this game at times. The very Shotgunners people are used to destroying are a viable threat to your life for the first half. The second half is all about how well you can fight heartier enemies with small arms. Overall, this level takes some practice but it is extremely beatable.
MAP STATS
Map: 02 - Sanctum of the Wastes
Author: Skillsaw
MIDI: Stuart Rynn - The Incessant Flow of Time
Monsters: 106
Secrets: 2
SECRETS
1) When you throw the first switch that spawns the Shotgunner ambush, there will be 2 rooms added. In the one without the switch, the candle wall fixture in the back doubles as a switch to lower you into a pit with 2 Demons and 2 Imps. The teleporter here takes you back outside with 15 Health Vials and a Green Armor.
2) When you get to the 2F of the Temple, you will eventually find a Candle in front of a wall. The wall behind this candle is actually a secret door. Lower the wall and you will find a teleporter that will take you to a secret pit. Fight your way through the Shotgunners and Imps to find a Soulsphere.
TIPS
- Hitscan is the biggest threat to your health. Try to to destroy the Zombie enemies as quickly as possible or use meat shields to trigger Infighting. You wont have a Chaingun for sometime.
- If you want to save valuable seconds, use your fists against Revenants and try to mix infighting in if possible.
- You only get 8 Rockets, I suggest you save them for the Mancubi if possible. Infighting definitely helps contain them.
- Infighting helps immensely in the Red Skull Key room. The Mancubis erratic fire patterns can easily trigger enemies into combat no problem. [Doom II] Ancient Aliens - MAP02: Sanctum of the Wastes (UV-Max)](https://i.ytimg.com/vi/PJc-UMxxWy4/mqdefault.jpg)
![[Dungeon Defenders II] Mastery VI - The Ramparts (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M6
Map: The Ramparts
The affixes are approximately the same as they were in Greystone Plaza except you can sell defenses if you want to deny a tower kill. This map on its own is relatively simple, even with the Diversity Quota.
5 STAR REQUIREMENTS
- Survive all 5 waves
- All Gate Locks must stay above 90% health at all times
- No defenses can be destroyed
- You must maintain 10 or more different defense types 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.
When placing defenses, do not place anything close to the Gate Locks. All it takes to fail the 5 star is have 1 knick on them caused by splash damage. The air that fly down the middle will need to be shot down swiftly if they pile up at the end. Make sure you bring a strong Anti-Air hero for this one.
A Last Stand or facing down enemies at their lanes are both feasible. If you pull a Last Stand, you will need to watch for Hex Throwers attacking towers from other lanes and this also opens the option of letting you use Fissures of Embermount with the Embermount Flames Servo to weaken or flat out murder enemies before they get to your blockades. Either way, make sure you factor in your Diversity Quota.
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
Yojimbo (Squire, Hero DPS) - Spike Blockade
Jenocres (Abyss Lord, AP DPS) - Orc Blockade, Ramster
Apophis (Mystic, Hero DPS) - Vipers Fangs, Serpents Coil
Lezard Valeth (Apprentice, AP DPS) - Arcane Barrier, Frostbite Tower
Mishera (Adept, AP DPS) - Flamethrower Tower, Earthshatter Tower
Kasuti (Mystic, AP DPS) - Serpents Coil, Sand Viper, Obelisk
Shilf (Huntress, AP DPS) - Poison Dart Tower
Tsumiko Kuri (Initiate, AP DPS) - Boost Aura
Cinnamon (Series EV2, AP DPS) - Weapon Manufacturer
Etanaru (Monk, AP DPS) - Skyguard Tower, Lightning Strikes Aura, Flame Aura [Dungeon Defenders II] Mastery VI - The Ramparts (5 Stars)](https://i.ytimg.com/vi/PUcvGsp5SZQ/mqdefault.jpg)
![[Dungeon Defenders II] Mastery VI - Siphon Site D (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M6
Map: Siphon Site D
A Diversity Quota for this map is relatively easy to maintain, even if you cannot build Nodes. Making sure you win quickly will be the real test of this map.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build any Nodes
- You must complete all Combat Phases within 3 minutes or less
- You must maintain 10 or more different defense types during all Combat Phases
- You complete all the above in the same run
PLAN
By diversifying your Blockades, you can cover half or most of your Diversity Quota. Then you can use some defenses in multiple locations more effectively. Projectile based Defenses will need Piercer Servos in order to be effective As long as you work off each towers strengths and weaknesses, your defense lines should be able to hold. Use your heroes to compensate for any weaknesses.
Without the aid of Nodes, you will need to use Auras and Traps to handle enemies outside your Blockade setup. Try to figure out where Hex Throwers or ranged attackers gather to effectively place these. Dryad defenses, Obelisk, Volcano and Weapon Manufacturers if placed correctly can handle multiple lanes, effectively splitting DU costs. You can place Fissures of Embermount with the Embermount Flames Servo in front of the spawns to burn up enemies over time.
Since you are lacking Nodes, you will be unable to build Reflect Beams to protect your Blockades from Hex Thrower offense. You will need to ensure that all your blockades in your Quota can either withstand punishment or are backed up by defenses that can waste the Hex Throwers and other attackers quickly.
Although this map is small, the Timed Combat Phase affix will be easy to crush. However, you will need to be aware of Malthius raising skeletons and some enemies can be slow leaving the gate.
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
Jenocres (Abyss Lord, AP DPS) - Colossus, Orc Blockade, Ramster
Yojimbo (Squire, Hero DPS) - Spike Blockade
Lenneth (Dryad, Hero DPS) - World Tree, Angry Nimbus, Harpys Perch
Apophis (Mystic, Hero DPS) - Vipers Fangs, Serpents Coil
Shilf (Huntress, AP DPS) - Poison Dart Tower
Mishera (Adept, AP DPS) - Earthshatter Tower, Hailstorm Tower
Tsumiko Kuri (Initiate, AP DPS) - Flame Aura, Lightning Strikes Aura [Dungeon Defenders II] Mastery VI - Siphon Site D (5 Stars)](https://i.ytimg.com/vi/PUhdwjlqg3w/mqdefault.jpg)

![[Doom II] Japanese Community Project (JPCP) - MAP12: Magnetic Force Apparatus (UV-Max)
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
For a Map with 200+ enemies, I found this to be quite small. However, small maps with large enemy counts usually means much resistance at once, which is what Map04 was like (given as they were both done by burabojunior). It didnt take me long to get the hang of getting through the level in one piece though. The only annoyance was finding every monster, especially the Cacodemons and stragglers.
MAP STATS
Map: 12 - Magnetic Force Apparatus
Author: burabojunior
MIDI: Jonathan Kenneth Sadler - Urban Monsoon
Enemies: 212
Secrets: 1
SECRETS
1) Once you raise the elevator to the 3F (The Blue Key switch), fight your way past the zombies and to your right and you will an indent on a biege wall next to the electrical board. This indent can be lowered to reveal another switch which will you allow you to access 4F. Ride the elevator up to a teleporter. There is a Soulsphere at the destination. Grabbing it will return you to the 3F.
TIPS
- Take advantage of the Partial Invisibility at the start. The accuracy penalty will make it easier to slay the first set of enemies.
- About 60-70% of the enemies are zombies. The hitscans can be tedious to control but they can be exploited for infighting results.
- Use barrels wisely. They can help you kill Revenants or large groups if the barrel destruction is timed correctly
- When you pick up the first Soulsphere, it is best to camp in the passage to the first teleporter and pick off anything that can attack you. The enemies (including the Chaingunnes) can cause infighting easily
- Once you get the Soulsphere and Blue Key, there will also be 4 Cacodemons that fly around the outside areas. Make sure you keep tabs on them. They can get stuck behind walls and can ruin your run.
- Once you get the Yellow Keycard, infighting can be exploited by Chaingunners to slay Revenants faster. You only get 80 Plasma rounds so use them to break out.
- Try to get the secret before you get the Yellow Keycard. The island can also be used to help kill the 4 Cacodemons that fly around. Doing it after should be reserved for when the heat dies down, especially with the Chaingunners and Revenants. [Doom II] Japanese Community Project (JPCP) - MAP12: Magnetic Force Apparatus (UV-Max)](https://i.ytimg.com/vi/PeKCx6aHCNo/mqdefault.jpg)
![[Dungeon Defenders II] Mastery III - Temple of the Necrotic (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M3
Map: Temple of the Necrotic
This map isnt too much trouble, but much like Forgotten Ruins was like on Mastery III, all it takes is one slip up and you could get yourself killed or an enemy (specifically air) can slip through and nick the Cores or you could forget about a defense and lose it. Make sure your plan and movement is solid and you should be fine.
5 STAR REQUIREMENTS
- Survive all 5 waves
- No defenses cannot be destroyed or sold
- You cannot have any hero deaths
- Both Crystal Carts, the Soul Stone and the Holy Relic cannot fall below 90% health at any time.
- Do all the above in 1 run
PLAN
Combining the barrier piercing towers (Ramsters, Earthshatter, Sand Viper, Obelisk and Flamethrower) with Traps, Auras and Nodes is the best way to ensure all angles are covered. The Obelisk has the added bonus of being map wide. The Skeleton lanes do not have Geodes or Shield Goblins, so you can handle these any way you see fit.
Some defenses when setup correctly (Angry Nimbus, Earthshatter and Weapon Manufacturer) can handle multiple lanes, allow you to save on DU splitting. If you have any Skyguard Towers in range on ground lanes, consider using a Vipers Fangs as your Blockade so it can bubble up enemies.
Pay attention to the air lanes. A lot of Wyverns or more than 1 Kobold Glider can be a problem as the former can overwhelm your Skyguard Towers and the latter can destroy it or a Hailstorm in 2 divebombs. Shoot them down yourself if you must.
Keep tabs on your blockades and make sure there are no defenses directly behind them or Showoffs (Javelin Throwers) or the Skeleton bosses will show off their strength on them and cost you a 5 Star. Since this map has a preset spawn setup, get involved in dogpiles and leave them when all that are left are largely Goblins or your other defenses can handle them.
If you want to get to the other side of the map from the Forest paths, you can touch the Holy Relic to get a movespeed increase. You sould also consider having an EV2 or someone with Double Jump to help get out the woods faster.
For your hero, pick something that can move around the map well, can dispatch enemies swiftly and hard to kill. 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. If you play as a Lavamancer, make sure you throw down extra Fissures of Embermount to recharge Molten Power.
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, auras and nodes or use ranged near your towers to take full effect of this.
CHARACTERS
Apophis - Mystic (Hero DPS, Vipers Fangs, Serpents Coil)
Etanaru - Monk (AP DPS, Skyguard Tower, Flame Aura, Lightning Strikes Aura)
Yojimbo - Squire (Hero DPS, Spiked Blockades)
Lenneth - Dryad (Hero DPS, World Tree, Angry Nimbus)
Shilf - Huntress (AP DPS, Poison Dart Tower, Geyser Trap)
Jenocres - Abyss Lord (AP DPS, Ramsters)
Mishera - Adept (AP DPS, Earthshatter Tower) [Dungeon Defenders II] Mastery III - Temple of the Necrotic (5 Stars)](https://i.ytimg.com/vi/QV4Vizoagow/mqdefault.jpg)