Uploaded September 2018 | Updated September 2026, 2 hours ago
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M7
Map:: Unholy Catacombs
The only real annoyance on this is you must be smart with your defense choices in all 3 lanes so they can work off each other. If you can do this, the only real trouble is ensuring nothing gets destroyed.
Luckily, I didn't have to build every defense in the game, like I did with C2 Forest Biome
5 STAR REQUIREMENTS
====================
- Survive all 5 waves
- You cannot have any Hero Deaths
- You cannot let a Defense get destroyed
- You cannot build more than 1 of a specific defense
- Do all the above in 1 run
PLAN
=====
Due to the unique defense affix, you must make sure that you know the strengths and weaknesses of each of your defense. You must ensure they work off each other so that your DU is split effectively without any loose ends. If one side is weaker than the other, then you will need to make up for it with your own hero. The hero you choose must be hearty and can take hits. Having the Last Stand Chip on your weapon helps immensely, especially if you have to engage Cannon Ogres. Destroying Kobolts is priority one! Do not build Towers beyond your Blockades as Kobolts and Kobolds are prone to suiciding into them.
A helpful strategy is to place a Fissure of Embermount at the first set of stairs of any 1 of the 3 lanes. If you have the Embermount Flame Servo, you can burn up most enemies before they reach the Crystal Core platform, making your life significantly easier.
Make sure that your Blockades cover as much space as possible or your defenses can compensate. All it takes to fail is to have a Snooki slip through the side and whack a Defense to death. The World Tree will require another Blockade next to it to properly seal off attackers.
The Obelisk, Volcano and Dryad Defenses can cover large ranges and affect multiple lanes. Take advantage of this. If you place them in the basement, you will need to be aware that Kobolds may do kamikaze runs into them.
Once you get past the first few spawns, the enemies spawn in a preset pattern. Take advantage of this by killing the difficult enemies yourself so your defenses can slay the rest.
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 - The blockade that will be taking the most punishment in this level.
CHARACTERS
============
Yojimbo (Squire) - Hero DPS (Spike BlockadE)
Apophis (Mystic) - Hero DPS (Viper's Fangs)
Lenneth (Dryad) - Hero DPS (All Defenses)
Jenocres (Abyss Lord) - AP DPS (Skeletal Orc, Ramster)
Arohongui (Lavamancer) - Hero DPS (Volcano)
Kasuti (Mystic) - AP DPS (Obelisk)
Tsumiko Kuri (Initiate) - AP DPS (All Defenses)
Mishera (Adept) - AP DPS (Earthshatter Tower)
Cinnamon (Series EV2) - AP DPS (Weapon Manufacturer)
Shilf (Huntress) - AP DPS (Poison Dart Tower)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M7
Map:: Unholy Catacombs
The only real annoyance on this is you must be smart with your defense choices in all 3 lanes so they can work off each other. If you can do this, the only real trouble is ensuring nothing gets destroyed.
Luckily, I didn't have to build every defense in the game, like I did with C2 Forest Biome
5 STAR REQUIREMENTS
====================
- Survive all 5 waves
- You cannot have any Hero Deaths
- You cannot let a Defense get destroyed
- You cannot build more than 1 of a specific defense
- Do all the above in 1 run
PLAN
=====
Due to the unique defense affix, you must make sure that you know the strengths and weaknesses of each of your defense. You must ensure they work off each other so that your DU is split effectively without any loose ends. If one side is weaker than the other, then you will need to make up for it with your own hero. The hero you choose must be hearty and can take hits. Having the Last Stand Chip on your weapon helps immensely, especially if you have to engage Cannon Ogres. Destroying Kobolts is priority one! Do not build Towers beyond your Blockades as Kobolts and Kobolds are prone to suiciding into them.
A helpful strategy is to place a Fissure of Embermount at the first set of stairs of any 1 of the 3 lanes. If you have the Embermount Flame Servo, you can burn up most enemies before they reach the Crystal Core platform, making your life significantly easier.
Make sure that your Blockades cover as much space as possible or your defenses can compensate. All it takes to fail is to have a Snooki slip through the side and whack a Defense to death. The World Tree will require another Blockade next to it to properly seal off attackers.
The Obelisk, Volcano and Dryad Defenses can cover large ranges and affect multiple lanes. Take advantage of this. If you place them in the basement, you will need to be aware that Kobolds may do kamikaze runs into them.
Once you get past the first few spawns, the enemies spawn in a preset pattern. Take advantage of this by killing the difficult enemies yourself so your defenses can slay the rest.
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 - The blockade that will be taking the most punishment in this level.
CHARACTERS
============
Yojimbo (Squire) - Hero DPS (Spike BlockadE)
Apophis (Mystic) - Hero DPS (Viper's Fangs)
Lenneth (Dryad) - Hero DPS (All Defenses)
Jenocres (Abyss Lord) - AP DPS (Skeletal Orc, Ramster)
Arohongui (Lavamancer) - Hero DPS (Volcano)
Kasuti (Mystic) - AP DPS (Obelisk)
Tsumiko Kuri (Initiate) - AP DPS (All Defenses)
Mishera (Adept) - AP DPS (Earthshatter Tower)
Cinnamon (Series EV2) - AP DPS (Weapon Manufacturer)
Shilf (Huntress) - AP DPS (Poison Dart Tower)
![[Doom II] Japanese Community Project (JPCP) - MAP14: G_T_Factory (UV-Max)
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
Map14 is quick and can be tedious to complete, especially when you are trying to grab the Blue and Red Keycards (the almost getting killed trying to leave with the Blue Keycard moment brings that up).
MAP STATS
Map: 14 - G_T_Factory
Author: toMass
MIDI: Tom Hustaine - Aim Shoot Kill (TNT: Evilution MAP22, 28)
Enemies: 111
Secrets: 4
SECRETS
1) Next to the building with the Red Key Door and Exit portal (You can access this area through the portal in the acid pool.without having to fight your way to it), there is a mechanical unit. Behind that is a tiny grey triangle in the back corner. This triangle doubles as a teleporter that takes you to the BFG9000.
2) Also in the acid pool, you will find a line of Health Bonuses that lead to a tiny rock with a candle on it. The wall in front of the candle can be raised to reveal a passage with a Chainsaw, Health Bonuses, 2 Medkits and a Partial Invisibility. The elevator will take you back to the facility.
3) Next to the wall you raise for Secret #2 there is a rock with a Backpack and 2 Boxes of Rockets. This rock counts as a secret.
4) Once you get throw the Yellow Keycard Switch, you can access the Blue Keycard room and it will also raise the door that blocked the platform with 2 Arachnotrons, Boxes of Rockets, 2 Medkits, Soulsphere and a Megaarmor. This platform counts as a secret.
TIPS
- If you wish to UV-Max Speedrun this level, your best bet is to get the Supershotgun after claiming the Shotgunner weaponry, then getting the 3 secrets and then completing the level. Try to get the 3 secrets while under the Radiation Protection Suit off the bat.
- If you want the fastest time with Any%, a shortcut you can consider is flushing out the zombies from the Yellow Keycard and getting a Zombieman or Sargent to open the door for you. This will save a LOT of time as you dont need to go around to get it.
- Keep tabs on enemies, especially the ones outside while you are fighting. You may want to consider killing the 3 Cacodemons outside after you claim the BFG9000 as they are prone to getting stuck.
- Use the BFG9000 wisely! You only get at best 3 blasts. Save them for the Blue Keycard region and keep 1 to kill the Mancubi and Imps at the end. Your direct hit should be centered around a Baron of Hell or Arachnotron if possible. [Doom II] Japanese Community Project (JPCP) - MAP14: G_T_Factory (UV-Max)](https://i.ytimg.com/vi/8HFToFTiYUI/mqdefault.jpg)
![[Dungeon Defenders II] Mastery VII - Greystone Plaza (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M7
Map: Greystone Plaza
One of the more easier maps of Mastery C7 if you have strong non-Tower defenses. If you were able to farm this map in the old days, you shouldnt have a problem. The only real annoyance is the perfection style of the affixes.
5 STAR REQUIREMENTS
- Survive all 5 waves
- No hero deaths
- No defenses can be sold or destroyed
- All 3 Gate Locks must stay above 90% health at all times
- Do all the above in 1 run
PLAN
Due to the affixes involving keeping things alive, you will have to use your most hearty blockades and hero to fight this round. Make sure that there are no defenses placed near the Gate Locks to avoid Kobolt divebombs. This is especially crucial with regards to the West Gate Lock being so close to the spawn point. For this lane, you will need to box in the lane with blockades both on the path and to the side. If you must, have your hero use a weapon with the Last Stand Chip or blockades with Protective Downgrade and Hardened so they can withstand punishments or accidental deaths. Boost Auras can also help reduce incoming damage.
Due to the size of the map, some towers like Weapon Manufacturers, Volcanos, Obelisks and Dryad defenses can be setup so they can affect multiple lanes, saving on DU costs.
If a defense is about to fall, make sure you repair or upgrade it quickly. Having a Construction shard on your main fighter is recommended.
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! 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. Cannon Ogres will especially have be dispatched quickly due to their sheer damage potential. Do not also build defenses close to Blockades as Ogres and Skeleton Bosses.
HYPER SHARD RECOMMENDATION
Hyper Destruction - Any tower that is either facing bosses or handling multiple lanes or a specific one that is in most or all lanes.
Vicious Strikes - Anything that benefits from the increased range.
Radiant Critical Power - The hero you will be most active with. Fight near your auras, traps and nodes or use ranged near your towers to take full effect of this.
Explosive Shielding Guard - Whichever Blockade will benefit from the Shielding and Explosive effects. Preferably one that is in multiple lanes.
Thunderstruck - Your most active hero, preferably one with high offensive power. This is a useful shard when trying to keep Dark Assassins pacified long enough to kill them before they disappear.
Destructive Pylon - Give this to 1 of the towers in your Diversity Quota and try to incorporate it with your Earthshatters for maximum effectiveness.
Automation - The Blockade that will be taking the most punishment in this battle.
CHARACTERS
Cinnamon (Series EV2) - AP DPS (Weapon Manufacturer)
Yojimbo (Squire) - Hero DPS (Spike Blockade)
Shilf (Huntress) - AP DPS (Poison Dart Tower)
Tsumiko Kuri (Initiate) - AP DPS (All Defenses) [Dungeon Defenders II] Mastery VII - Greystone Plaza (5 Stars)](https://i.ytimg.com/vi/8LEpatAOf7w/mqdefault.jpg)
![[Dungeon Defenders II] Mastery III - Gates of Dragonfall (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M3
Map: Gates of Dragonfall
Welcome back to Dragonfall, except on Mastery III. In Mastery III, the Cyber Orcs are removed and the Shield Goblins return. If you remember, these Goblins can only be damaged by side or back attacks, traps, auras, nodes, piercing attacks and melee strikes. However, they not get assistance from a new enemy: The Geode.
These mobile crystals emit a barrier that causes certain missile attacks to deflect. In order to damage them, you must either attack them from within the barrier or have your projectile based towers attack from within range. Be warned: These deflected missiles can and will damage you and your defenses. Tread carefully.
The map itself isnt too difficult to introduce the player to Mastery III.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build any Auras
- No defenses can be sold or destroyed
- You cannot build more than 1 of a specific defense
- Do all the above in 1 run
PLAN
Because of the Geodes, you will be forced to spread around your piercing defenses so you can hit enemies from within the barriers. Either that or you will have to directly assault the Geodes with your heroes and destroy them before they get to your Blockades.
The Ramster, Earthshatter, Sand Viper, Serpents Coil, Flamethrower and Obelisk can pierce through the Geodes barrier and Shield Goblin shields for direct damage. Spread these out along with your Traps and Nodes. The Poison Darts can be deflected, but dont do a lot of damage and they can poison Shield Goblins if they hit. Do not use anything else as you might have your projectiles destroy something.
For your hero, try to use something that can do close range or melee damage rapidly. If you have the Radiant Critical Power shard, give it to the hero you will use most often.
HYPER SHARD RECOMMENDATION
Hyper Destruction - Any tower that is being used in multiple lanes
If you are running a Weapon Manufacturer across all 3 lanes, then this should be your recommendation. Or the Obelisk.
Vicious Strikes - Anything that benefits from the increased range.
CHARACTERS
Yojimbo - Squire (Hero DPS, Spiked Blockade)
Jenocres - Abyss Lord (AP DPS, Skeletal Orc, Ramster)
Apophis - Mystic (Hero DPS, Vipers Fangs, Serpents Coil)
Kasuti - Mystic (AP DPS, Obelisk)
Lenneth - Dryad (Hero DPS, World Tree, Slime Pit, Angry Nimbus)
Mishera - Adept (AP DPS, Flamethrower Tower, Hailstorm Tower, Earthshatter Tower)
Cinnamon - Series EV (AP DPS, Weapon Manufacturer)
Etanaru - Monk (AP DPS, Skyguard Tower) [Dungeon Defenders II] Mastery III - Gates of Dragonfall (5 Stars)](https://i.ytimg.com/vi/8XLVggOKVwI/mqdefault.jpg)
![[Doom II] Japanese Community Project (JPCP) - MAP01: First Assault (UV-Tyson)
Game: Doom II
WAD: Japanese Community Pack (JPCP)
Mode: UV-Tyson
Source Port: Zandronum 2.1.2
Recorded using Bandicam
UV-Tyson is when you UV-Max a map (Kill every enemy at least once excluding Lost Souls and activate all Secrets), but you are restricted to using Fists, Chainsaw, Berserk Fists and Pistol to slay enemies. The Pistol is used to hit impact switches, draw attention or slay enemies that are either unsafe or impossible to kill with hand to hand combat.
My first attempt was slower as I was more cautious and I was getting back into the game after a 2-3 year long hiatus. Now that I am more comfortable with Berserk Fists, I was able to blitz this level easily.
MAP STATS
Map: 01 - First Assault
MIDI: Mark Klem - Tempter (Momento Mori II: MAP11)
Author: Tatsurdcacocaco
Enemies: 46
Secrets: 2
SECRETS
1) In the room with the boxes, there is a giant, cubic gray box with 1 side that is brown. Activating the brown side will lower a wall directly across from it. The room contains a Berserk Pack and a Clip.
2) Once the Yellow Keycard is claimed, the 2 columns in the large room will lower to reveal a Chaingunner and a Shotgunner. Slay the Shotgunner and do a strafe run to get onto his platform and the hole behind it. Inside the hole is a Chainsaw. You will be ambushed by 2 Demons upon collecting it (and the 4 Imps in the cage if you havent slain them yet).
TIPS
- Get to Secret #1 as soon as possible. Your fists should be enough to slug Zombiemen (and Shotgunners and Imps with strategy).
- If you plan on rushing enemies with the fists, kill hitscan attackers first, especially Shotgunners and Chaingunners at close range! Time your attacks with the Imps and Cacodemons! Dont forget their allies can also absorb attacks if necessary!
- If you fear retaliation from Cacodemons, the Chainsaw from Secret #2 would be a safer method of dispatching them. The Cacodemon is the most damaging enemy on this map!
- When grabbing Secret #2s Chainsaw, punch through the Imps and expose an opening so you dont get surrounded. The Demons are good meat shields from Imp fireballs.
- The Chaingunner on the way out is the only enemy you cannot slay by fists or chainsaw. Use short controlled bursts with the pistol to hit with every bullet! [Doom II] Japanese Community Project (JPCP) - MAP01: First Assault (UV-Tyson)](https://i.ytimg.com/vi/8f7mPzeSwF8/mqdefault.jpg)
![[Dungeon Defenders II] Mastery II - Forest Biome (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M2
Map: Forest Biome
Picture this: Having to do a map where you end up having to build almost every tower in the game, regardless of Cyber Orcs or not. This is what M2 Forest Biome turned into. I had some slipups but I was able to beat it.
5 STAR REQUIREMENTS
- Survive all 5 waves
- All combat phases must be finished within 3 minutes or less
- You cannot build Anti-Air defenses (Hailstorm or Skyguard Tower)
- You cannot build more than 1 of a specific defense
- Do all the above in 1 run
PLAN
The Obelisk can cover the entire map. The Volcano is better served along the West bank where it can influence more than 1 lane.
Due to lack of Anti-Air, you will either need to pay attention to the radar and kill them yourself or you will need to setup your towers that can target air units on the flight path of air units.
You will more than likely end up building every defense. Understand the strengths and weaknesses of each and pair them up accordingly. Dont build all single target defenses in one area and leave AOE in another.
Because you are timed, you will need to pull your defensive lines up closer to the spawns. You will also need to use heroes with mobility powers to quickly get around. The Lavamancer, Gunwitch, EV2 and Dryad all have powers to help you do this.
HYPER SHARD RECOMMENDATION
Mass Destruction - Preferably something powerful in the southern lanes for bosses.
Vicious Strikes - Anything that will help greatly with the increased range.
CHARACTERS
Yojimbo - Squire (Hero DPS, Spiked Blockade)
Lezard Valeth - Apprentice (Arcane Barrier)
Kasuti - Mystic (Obelisk)
Etanaru - Monk (Lightning Strikes Aura)
Tsumiko Kuri - Initiate (Boost Aura)
Mishera - Adept (Earthshatter Tower, Flamethrower Tower)
Cinnamon - Series EV (Buff Beam, Weapon Manufacturer, Proton Beam, Reflect Beam)
Marcion - Squire (Cannonball Tower, Ballista)
Shilf - Huntress (Explosive Trap, Geyser Trap, Blaze Balloon, Poison Dart Tower)
Apophis - Mystic (Vipers Fangs, Serpents Coil)
Jenocres - Abyss Lord (Ramster, Skeletal Orc, Colossus)
Lenneth - Dryad (World Tree, Angry Nimbus)
Arohongui - Lavamancer (Volcano)
Ngamahu - Lavamancer (AP DPS, Fissure of Embermount, Oil Geyser) [Dungeon Defenders II] Mastery II - Forest Biome (5 Stars)](https://i.ytimg.com/vi/9zrXv85_ZNg/mqdefault.jpg)
![[Doom II] Japanese Community Project (JPCP) - MAP06: Riminshi Valley (UV-Max)
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
Map06, Easy to clear, difficult to master. It took me various attempts to figure out an efficient path where I wouldnt be pre-emptive struck by a monster and I could go through without constantly having to backtrack, run out of ammo or get killed by human error and dumb luck.
Other than my own personal blunders, this map is quite small and well done for a challenge map. Strategy must be considered when plannng a route through the level. This is the path I considered after much trial and error.
MAP STATS
Map: 06 - Riminshi Valley
Author: Burabojunior
MIDI: Lands of Lore II OST - Huline Temple (Alien Vendetta - MAP08 Rendition)
Enemies: 99
Secrets: 3
SECRETS
1) At the end of the canyon river, there is a staircase going up to an elevator. The wall next to the elevator and in front of the 4 Armor Bonuses can be raised to reveal an elevator. The elevator takes you to a Partial Invisibility and a shortcut back to the starting room.
2) In the canyon region, there is a perch with 2 Imps and a Candle in front of a wall. The wall can be lowered to reveal a Cacodemon, Rocket Launcher, Box of Rockets and a switch. Dont forget to press it!
3) The switch from Secret #2 lifts the bars blocking the red portal at the Exit Room. Walk inside the portal to be taken to a large area with a Plasma Rifle, a Large Battery and some shells. You will have to fight through Imps (you get a back attack on them), a Revenant or 2 from the Blue Skull Key spawn and 2 Archviles once you take the Plasma Rifle. The teleporter at the far end will take you back to the Exit Room.
TIPS
- Try to get to the alcove with the Blue Key Switch off the bat. There is a Backpack there and you can get the jump on 2 Chaingunners.
- Figure out a path through this level with minimal backtracking and get rid of resistance along the way. The last thing you want is have to go around the map 3 times looking for a lone Imp or Demon or make the run for the Key, only for the Hell Knight or Revenant to backstrike you!
- If you can, try to get the Berserk Pack first. It will be invaluable at slaying Demons (and if you are skilled enough, other monsters). If you have to fight Revenants and sturdier monsters with fisticuffs, find an opening so you dont take a rocket or a melee strike to the face.
- The Partial Invisibility secret is a must have if you are tackling the canyon from the bottom. The Accuracy penalties monsters suffer makes Chaingunners into Infighting war machines when handling Demons, Imps and even the 2 Cacodemons.
- The Soulsphere should be saved for AFTER the Blue Skull Key. Try to slay the 3-4 Revenants without its aid first.
- Remember: Archviles need sight to sight in order to inflict damage. Do not make your stand inside the Blue Key pedestal as you can get stuck very easily. Use patience and positioning with high powered weapons to slay them safely. If they infight a monster, wait until the attack is finished before responding with your own (they immediately change targeting when hit).
- In the Plasma Gun room, try to stay on the metal ground. Falling into the abyss puts you on a 20 damage floor. If you do fall, quickly get in a portal. You can also straferun to a portal on the ground below when the Archviles spawn to get more breathing room to dodge their Fire attacks. [Doom II] Japanese Community Project (JPCP) - MAP06: Riminshi Valley (UV-Max)](https://i.ytimg.com/vi/ACZNKQqkoTQ/mqdefault.jpg)
![[Dungeon Defenders II] Mastery III - Liferoot Forest (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M3
Map: Liferoot Forest
In contrast to Little Horn Valley M3, this map basically asks the question: Just how good are your defenses at taking damage and dishing it back, especially without upgrades? With the right setup, this map isnt difficult.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot repair any Defenses
- You cannot upgrade any Defenses
- You cannot let a single Defense get destroyed
- 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.
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.
To make spreading DU out easier, let the Quab fall and setup your middle lane behind it with some slack. Make sure you got space to build and dont build defenses directly behind your Blockades or Javelin Throwers, Kobolds, Skeleton bosses and Ogres will be your undoing for the 5 Star.
If you see one of your walls is about to fall, sell it and replace it. If you must do it in a Battle Phase, hold the line while the construction is happening and consider using a Construction Shard to speed up the process. Do so at each Build Phase to ensure your defenses stay in tip top shape. Most Traps, Auras and Nodes will survive all game. Remember to not upgrade or repair them!
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. If you are using a Lavamancer, make sure you have easy to access Fissures of Embermount. 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 certain tower that is on all 3.
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
Yojimbo - Squire (Hero DPS, Spiked Blockade)
Cinnamon - Series EV2 (AP DPS, Weapon Manufacturer)
Etanaru - Monk (AP DPS, Flame Aura, Lightning Strikes Aura, Skyguard Tower)
Mishera - Adept (AP DPS, Flamethrower Tower) [Dungeon Defenders II] Mastery III - Liferoot Forest (5 Stars)](https://i.ytimg.com/vi/At3uSq_drf4/mqdefault.jpg)
![[Dungeon Defenders II] Mastery V - Little-Horn Valley (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M5
Map: Little Horn Valley
This is probably the most intense and glorious map in Mastery V that takes No Blockades to war. You will need to be swift, smart and your defenses need to be strong in order to win this.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build any Blockades
- You cannot build any Anti-Air defenses
- No defenses can be sold or destroyed
- 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 (or map wide with Range upgrades) 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. The Dryads defenses, Lightning Strikes Aura and Weapon Manufacturer with range upgrades can be effective.
Although a risky gambit, your best bet to spread out your DU is to setup a Last Stand and let the Gates fall. You will also need to position your towers carefully so they dont get destroyed at the hands of Javelin Throwers, Kobolds and especially Lightning Beetles.
You will need to use standard defenses to assist you in destroying Dark Assassins. 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.
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, Sand Viper, Serpents Coil)
Apophis - Mystic (Hero DPS, Obelisk)
Lezard Valeth - Apprentice (AP DPS, Frostbite Tower)
Shilf - Huntress (AP DPS, Poison Dart Tower, Geyser Trap)
Marcion - Squire (AP DPS, Ballista, Cannonball Tower)
Jenocres - Abyss Lord (AP DPS, Ramster)
Mishera - Adept (AP DPS, Earthshatter Tower) [Dungeon Defenders II] Mastery V - Little-Horn Valley (5 Stars)](https://i.ytimg.com/vi/B0n3-CwKO-I/mqdefault.jpg)
![[Doom II] Japanese Community Project (JPCP) - MAP10: The Odd Encampment (UV-Max)
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
I found Map10 to be quite the challenge but it was not as sheer annoyance as Map06 was. There are some serious threats in this map, primarily from the Revenant Ambush at the Red Keycard building, the atrium rush and the final attack before the exit. Strategy and smart weapon usage will get you through this map in one piece.
MAP STATS
Map: 10 - The Odd Encampment
Author: Yullie
MIDI: TNT: Evilution - Into the Beasts Belly (Map08)
Enemies: 119
Secrets: 1
SECRETS
1) After ascending the elevator to the region where you can grab the Yellow Keycard, turn right and walk towards the wall. You will find there is no fencing and you will fall into a ditch to find 2 Plasma Cells. Use the teleporter to come back up.
TIPS
- In the outdoor regions, move fast and try to not get hit by a Revenant rocket. Try to destroy the Chaingunner and the Arachnotron with rockets before you get into the Red Keycard building.
- When you trigger the Revenant attack inside, lure them towards the box and pick them off as they come. Use Rockets sparingly as you can splash yourself if one Revenant walks in. Just be careful if more than 1 walk in or they get stuck on the box pile. Use the Berserk Pack as your lifeline.
- In the Red Keycard room, you must clear out the enemies and then press the 4 switches without walking onto the flashing lines. Walk over them and it will reset the puzzle.
- Your BFG ammo is limited to 2-4 blasts. Use it wisely. I suggest using it in the Atrium rush to slay the Demons and to slay most or all of the Arachnotrons in the final battle. If you got spare rounds, you can use it on the Cacodemons or the Revenant Ambush when you got them running around the box.
- When the Yellow Keycard is collected, you can fire the BFG at the Archvile to cripple it enough so it only takes 1-2 rockets to slay it at the final battle. However, I recommend leaving it for there and use rockets to kill it before it raises anything.
- In the final battle, the tiny crack between your arena and the Archvile is all it needs to channel the fire attack. If you must, use the library as a staging ground to fend off the monsters. [Doom II] Japanese Community Project (JPCP) - MAP10: The Odd Encampment (UV-Max)](https://i.ytimg.com/vi/BJGTJ7S9PMQ/mqdefault.jpg)
![[Dungeon Defenders II] Mastery IV - Forest Biome (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M4
Map: Forest Biome
If you remember back in Mastery II, you had to build almost every defense in this game but you had to contend with Cyber Orcs limiting your option. You now have anti-Projectile combatants to factor in, but you keep your Anti-Air option. Balancing your options will be key.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot have more than 1 of a specific type of Defense at any time
- All 4 Crystal Cores cannot fall below 90% health at any time
- You cannot have any hero deaths
- Do all the above in 1 run
PLAN
You will need to use almost every possible Blockade in order to plug up all 4 lanes (treat the southeast corner as a double lane). If you must, consider the Volcano and Obelisk as a Blockade. The Obelisks Smite has the added bonus of being map wide and a max appeasement Mystic can make it double as a Flamethrower.
The Angry Nimbus and Volcano can attack anything in the Western Caves. You will need to destroy or disable the Geodes for the Volcano to land hits.
You will need to also split your Barrier Piercing Towers (Sand Viper, Ramster, Flamethrower Tower, Earthshatter Tower) and your Auras, Traps and Nodes across all the lanes evenly so there is no gaps in your defenses. Set up your defenses to work together in order to fend off enemies, especially 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 Blockades hold up to attackers. All it takes to fail a 5 Star is one Snooki Cleaver or a Tier 2 Wyvern attacking a Core.
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.
As you can see, I am using an Apprentice, if you plan on using ranged heroes. You will need to cast your abilities or attack from within Geodes proximity. Destroy these first so you can have free reign with everything else.
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
Yojimbo - Squire (Hero DPS, Spike Blockade, Training Dummy)
Jenocres - Abyss Lord (AP DPS, Skeletal Orc, Ramster, Colossus)
Lenneth - Dryad (Hero DPS, Angry Nimbus, World Tree, Moss Hornet Nest, Harpys Perch)
Lezard Valeth - Apprentice (AP DPS, Arcane Barrier)
Ngamahu - Lavamancer (AP DPS, Maw of the Earth Drake, Fissure of Embermount)
Kasuti - Mystic (AP DPS, Obelisk, Sand Viper)
Apophis - Mystic (Hero DPS, Vipers Fangs, Snaking Sands, Serpents Coil)
Etanaru - Monk (AP DPS, Flame Aura, Lightning Strikes Aura, Skyguard Tower)
Cinnamon - Series EV2 (AP DPS, All Defenses)
Mishera - Adept (AP DPS, Earthshatter Tower, Hailstorm Tower, Flamethrower Tower)
Shilf - Huntress (AP DPS, Poison Dart Tower, Blaze Balloon, Geyser Trap)
Tsumiko Kuri - Initiate (AP DPS, Boost Aura) [Dungeon Defenders II] Mastery IV - Forest Biome (5 Stars)](https://i.ytimg.com/vi/BPnrSXuhpyQ/mqdefault.jpg)
![[Dungeon Defenders II] Mastery VII - The Throne Room (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M7
Map:: The Throne Room
Being unable to build Auras can be a bit of an issue on this one as they are a cheap deterrent for most of your enemies. However, if you have strong Nodes and Traps, you should be able to use those well enough to keep anything from being destroyed easily.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build any Auras
- You cannot build any Anti-Air Defenses (Hailtstorm and Skyguard Towers)
- You cannot let a Defense get Sold or Destroyed
- Do all the above in 1 run
PLAN
To help with DU splitting, it might be wise to let the two Window Gate Controls fall and setup a last stand at the Throne. You will need to add some extra defenses able to target air for the incoming air lanes. Do not build any Towers beyond the Blockade as you open them up for Kobolt divebombs.
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.
Once the first few enemies spawns have been done, the level moves in a clockwise fashion. Make sure you slay most of the dangerous opposition before moving onto the next lane.
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 Nimbus)
Yojimbo (Squire) - Hero DPS (Spike Blockade)
Cinnamon (Series EV2) - AP DPS (Weapon Manufacturer)
Shilf (Huntress) - AP DPS (Geyser Trap)
Kasuti (Mystic) - AP DPS (Obelisk)
Agent Tanya (Gunwitch) - AP DPS [Dungeon Defenders II] Mastery VII - The Throne Room (5 Stars)](https://i.ytimg.com/vi/Be5DURozvoI/mqdefault.jpg)