Uploaded June 2016 | Updated September 2026, 3 minutes ago
Game: Final Fantasy II
Port: GBA
Emulator: VBA 1.8
Another chest contains Ricard's Ultimate Weapon: The Wyvern Lance. It will max out his Strength and Agility, giving him vicious physical reign over everything here. All you have to do to acquire this weapon of destruction is slay a Black Dragon.
PLAN
=====
Of the Dragons, Black Dragon is probably the easiest. The only threats are the physical damage (which is mitigated by Blink and Protect and his shit accuracy) and Flare 16.
Since this Dragon has no resistances, use any means necessary to destroy it. Instant kills must be Level 8 or higher without Dispel aid.
STATS
======
Rank 7
HP: 5000
MP: 450
Attack: 180
Defense: 180
Magic Defense: 8 - 40%
Accuracy: 1 - 80%
Evasion: 1 - 75%
Gil: 15000
No resistances
Drops Dragon Armor and Shield, Holy Lance, Black Garb and Hermes' Sandals
Flare 16: Non-elemental damage to 1 party member
Attacks may Poison target
Game: Final Fantasy II
Port: GBA
Emulator: VBA 1.8
Another chest contains Ricard's Ultimate Weapon: The Wyvern Lance. It will max out his Strength and Agility, giving him vicious physical reign over everything here. All you have to do to acquire this weapon of destruction is slay a Black Dragon.
PLAN
=====
Of the Dragons, Black Dragon is probably the easiest. The only threats are the physical damage (which is mitigated by Blink and Protect and his shit accuracy) and Flare 16.
Since this Dragon has no resistances, use any means necessary to destroy it. Instant kills must be Level 8 or higher without Dispel aid.
STATS
======
Rank 7
HP: 5000
MP: 450
Attack: 180
Defense: 180
Magic Defense: 8 - 40%
Accuracy: 1 - 80%
Evasion: 1 - 75%
Gil: 15000
No resistances
Drops Dragon Armor and Shield, Holy Lance, Black Garb and Hermes' Sandals
Flare 16: Non-elemental damage to 1 party member
Attacks may Poison target
![[Dungeon Defenders II] Mastery VII - Forest Biome (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M7
Map:: Forest Biome
It seems to be a pattern of no Anti-Air but that affix isnt the problem kind of map. The size of the map in tandem of keeping all Defenses up is going to be the real challenge.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build any Anti-Air defenses (Skyguard or Hailstorm Tower)
- You cannot let a Defense get Destroyed
- All 4 Crystal Cores must stay above 90% health at all times
- Do all the above in 1 run
PLAN
Due to the size of the map, it is imperative that you bring a hero with either high movement speed or an ability that lets you traverse the map quickly. Or you must ensure that your Blockades can withstand punishment and you dont place any Towers in a way that Kobolts can easily decimate them. You should treat the Southern most lane as 1 lane and build your defenses to handle 2 sets of enemies to help with DU splitting.
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. The Fissure of Embermount with the Servo can exploit the long paths to ensure most enemies get burned up before they reach your Blockades. Long range defenses also help immensely. The Earthshatter, Volcano, 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.
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
Tsumiko Kuri (Initiate) - AP DPS (Flame Aura)
Lenneth (Dryad) - Hero DPS (World Tree, Angry Nimbus)
Yojimbo (Squire) - Hero DPS (Spike Blockade)
Shilf (Huntress) - AP DPS (Poison Dart Tower)
Mishera (Adept) - AP DPS (Earthshatter Tower)
Kasuti (Mystic) - AP DPS (Obelisk) [Dungeon Defenders II] Mastery VII - Forest Biome (5 Stars)](https://i.ytimg.com/vi/H0HM84z2oA8/mqdefault.jpg)
![[Dungeon Defenders II] Mastery V - Molten Citadel (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M5
Map: Molten Citadel
Once again, you are slammed with a Timed Build Phase on Molten Citadel. However, to compensate, you arent limited to unique defenses and the rate at which Dark Assassins spawn makes this map very doable.
5 STAR REQUIREMENTS
- Survive all 5 waves
- All Build Phases must be completed within 30 seconds or less
- You cannot build any Node-type Defenses
- The Crystal Core must stay above 90% health at all times
- Do all the above in 1 run
PLAN
Due to the timed Build Phases, you will need to setup as many defenses as you can on the First Wave. The first 4 heroes you use must be able to setup at least 2 different Defense types and they all must be combat capable, especially when it comes to Dark Assassins. Anything you miss, save it for the second wave.
Due to the Cyber Orcs and the size of the stairs going up, it wouldbe wise to use Tower type defenses to repel attackers. An Obelisk and/or a Volcano with Deadly Strikes can be effective at handling multiple lanes. The former has the added power of being map wide and doubles as a Flamethrower with a Max Appease Mystic on the field. Place them under the bridge or up on the starting spawn so they dont consume space.
Dark Assassins can be shredded by Anti-Air Defenses if needed. 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.
Because of the way the enemies spawn on this map, you can easily move in a pattern. Once you slay all the tougher enemies, you should consider moving onto the next lane as your defenses can handle the stragglers.
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
Yojimbo - Squire (Hero DPS, Spike Blockade, Ballista)
Etanaru - Monk (AP DPS, Skyguard Tower)
Shilf - Huntress (AP DPS, Poison Dart Tower, Geyser Trap)
Arohongui - Lavamancer (Hero DPS, Volcano)
Lezard Valeth - Apprentice (AP DPS, Frostbite Tower)
Apophis - Mystic (Hero DPS, Serpents Coil) [Dungeon Defenders II] Mastery V - Molten Citadel (5 Stars)](https://i.ytimg.com/vi/HDzFh2OkDFI/mqdefault.jpg)
![[Dungeon Defenders II] Mastery VI - Temple of the Necrotic (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M6
Map: Temple of the Necrotic
The affixes on this map are much like the previous one, The Dead Road. However, you trade ensuring the survival of your defenses to lack of upgrading, giving you a bit of breathing room. However, you will still need to play smart with your hero to avoid dying.
Although I won, I considered this one of my more messy victories, considering my abysmal performance on Wave 4.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot have any Hero Deaths
- You cannot upgrade any Defenses
- You must maintain at least 10 different types of Defenses during all Combat Phases
- Do all the above in 1 run
PLAN
Diversify your Blockades and Anti-Air Defenses and you should cover most of your Diversity Quota. Once you accomplish this, you can then build multiple defenses of that type. The Skeleton lanes dont have any Geodes or Shield Goblins, so you can consume some Diversity quota with projectile defenses. Just note the eastern gate is where bosses will travel.
Because of the long roads, even in the forest area, you will need to play a defensive countermeasure against Hex Throwers. Setup a Reflect Beam in front of the wall or in an approximate area where the Javelins will fly to deflect them. You can still setup extra defenses near where they attack to kill them off faster.
The Earthshatter and Angry Nimbus have the range to reach Hex Throwers at maximum distance if specced properly (the Shatter or the World Tree have Deadly/Vicious Strikes). They can also be angled in a way that they can affect more than 1 lane. The Obelisk also has map wide capabilities and can double as a Flamethrower with a Max Appeasement Mystic.
To make DU splitting more efficient, I would recommend setting up your Blockade and defensive line to behind the Holy Idol and let it get destroyed. Slapping down slow effects and auras inside this structure is recommended. I would suggest trying to protect the Soul Stone on the East Side to prevent the back lane from opening. Should it fall, you will need to consume some DU to wall the section off and put down at least 2 defenses to repel them.
If you have any Stun or Slow abilities, use them as an opener when attacking Hex Thrower 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.
For obvious reasons, watch your footing, especially when traversing between the West and East sections. One drop into a pit and you cost yourself the 5 Star. This is especially concerning if you are lagging.
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 - Place this on a Defense that is near other defenses, preferably in high
CHARACTERS
Apophis - Mystic (Vipers Fangs, Serpents Coil)
Yojimbo - Squire (Hero DPS, Spike Blockade)
Marcion - Squire (Cannonball Tower)
Cinnamon - Series EV2 (AP DPS, Proton Beam, Reflect Beam)
Etanaru - Monk (Flame Aura, Lightning Strikes Aura)
Shilf - Huntress (AP DPS, Poison Dart Tower)
Kasuti - Mystic (AP DPS, Obelisk, Serpents Coil, Sand Viper)
Mishera - Adept (AP DPS, Flamethrower Tower, Earthshatter Tower)
Tsumiko Kuri - Initiate (AP DPS, Boost Aura) [Dungeon Defenders II] Mastery VI - Temple of the Necrotic (5 Stars)](https://i.ytimg.com/vi/IGnogJcdbxw/mqdefault.jpg)

![[Dungeon Defenders II] Mastery II - Ramparts Siege (5 Stars, No Cores Lost)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M2
Map: Ramparts Siege
This is an interesting No Blockade map as there are many twists and turns and you also cannot let a Defense fall. But if you have seen my past videos, there are workarounds for this, making it an easy map if you stay on your toes.
5 STAR REQUIREMENTS
- Survive all 5 waves
- No hero deaths
- You cannot build Blockades
- No defenses can be destroyed
- Do all the above in 1 run
PLAN
The Volcano and Obelisk can handle multiple lanes if setup correctly and they double as walls due to their high health. A 100 Appeasement Mystic will also turn all Obelisks into Flamethrowers to incinerate melee enemies. Use these as blockades for high traffic or boss lanes. Another option is to use Frostbite Towers to slow down enemies so that your defenses can kill them before they get into range.
Poison Darts with Explosive Poison are a godsend in tight groups. The Cannonball with Stun Fire and Heavy CAnnonball can mass stun enemies if used correctly.
If you do use Auras and Traps, make sure they are out of reach of Cyber Orc stuns or you can pick off Cyber Orcs before they stun them.
For your lanes which you are using Frostbites as your wall, make sure you keep tabs on the enemies and your radar. The attacking towers are extremely frail and all it takes is a few Orc hits or a stray Kobold and you are done.
For bosses, Quibly, the Skeletons and Ogre are the biggest threats. Quib;ys bombs can do a number on your regular towers, the skeletons sweep can harm your defenses in a few cuts and an Ogre buttslam is pretty much OHKO if your defenses dont have relics or arent OBelisks or Volcanos. If an Ogre reaches melee distance, dont trigger slams and try to use Provoke to pull Skeletons (especially Slekleon) away from your defensive line.
For heroes, use ones that can handle groups fast, kill bosses fast, a Squire for the Provoke. If your Mystic or Lavamancer are active, you can move your Volcano and Obelisk around for emergency.
HYPER SHARD RECOMMENDATION
Mass Destruction - Any tower you setup across more than one lane. Poison Darts, Earthshatter or Ramster work.
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
Lezard Valeth - Apprentice (Hero DPS, Frostbite Towers)
Shilf - Huntress (AP DPS, Poison Dart Towers)
Marcion - Squire (AP DPS, Cannonball Towers, Ballista)
Kasuti - Mystic (AP DPS, Obelisk)
Arohongui - Lavamancer (Hero DPS, Volcano)
Jenocres - Abyss Lord (AP DPS, Ramster)
Mishera - Adept (AP DPS, Earthshatter Tower, Hailstorm Tower)
Etanaru - Monk (AP DPS, Skyguard Tower) [Dungeon Defenders II] Mastery II - Ramparts Siege (5 Stars, No Cores Lost)](https://i.ytimg.com/vi/IXIrCplMrD0/mqdefault.jpg)
![[Doom II] Japanese Community Project (JPCP) - MAP25: Cakravartins Miscalculation (UV-Max)
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
Before I begin sharing my opinion of MAP25, I would like to share something interesting about the name of this map: Cakravarkin is the Sanskrit spelling for the Indian term to refer to an ideal, universal being who rules overall with benevolence and ethics; basically a God. The map itself is almost shaped like a Cakravarkin mandala. Miscalculation is over the fact the place is demonic themed.
Nanka Kurashiki shows off her visual prowess and theming with this map once more, at the cost of this map being complex in terms of efficient path. It took me a few runs to get a path down that would require minimal backtracking. Overall, this map is only difficult at the Red Skull Key and the Final Push at the Exit.
MAP STATS
Map: 25 - Cakravartins Miscalculation
Author: Nanka Kurashiki
MIDI: Breaking Benjamin - So Cold
Enemies: 188
Secrets: 3
SECRETS
1) In the region where you pick up the Rocket Launcher, there is a wall with a hanging Baron of Hell torso embedded on it. This wall can be raised to reveal a Bulk Energy Cell.
2) On the way to the Blue Skull Key, you will eventually come to a bridge on the Right side made up of square platforms. Quickly run across to the other side and you will find a MegaArmor. Be quick as once you take the armor, a Baron of Hell will reveal itself back on the main path.
3) In the room before the Teleporter to the Yellow Skull Key, there is a wall with skulls that a Hell Knight comes out of to attack you. This wall can be walked through to find a Soulsphere.
TIPS
- Off the bat, dont forget to shoot the first skull switch off the bat to get out and then press the second skull switch to begin exploring the level. Get the Supershotgun, Berserk Pack and Backpack regardless of which path you take.
- Regardless of which path you take, the switch after the Mancubi Bookshelf (drop into the ditch after the room) needs to be pressed before you can acquire the Yellow Skull Key as the door is sealed. My Path solves this problem ahead of time.
- The Partial Invisibility is best served at one of two points: Getting the Plasma Rifle safely (so the Chaingunners dont tear you to shreds) or the Final Push to assist in dodging missiles.
- Once you get the Yellow and Blue Skull Keys, get the BFG9000 before you go into the Red Skull Key Door, it will assist you. Both keys are required to gain access to the Red Skull Key room.
- In the Red Skull Key room, it is best to make a run for the key when the Cyberdemon is busy attacking and is unable to hit the altar. Once you get the key, use infighting to filter out the Barons of Hell and Revenants. The Cyberdemon will be helpful at saving Rockets and Cells. If you get an opening and the numbers die down, slay the Cyberdemon yourself. To leave the room, use 2 Rockets on the red window on the opposite side of the Red Skull Key Altar (there is a Keen inside) to lift the wall above.
- Once you get the Red Skull Key, the biggest threat in the Center Room is there are 2 Archviles that teleport between the 4 pillars with cages. They will not stop teleporting around until they attack. You will need to wait until they stop and attempt a channel before you can hit them with weapons. Use the outer pillars to avoid taking damage. Make sure you keep tabs on the enemies on the ground so you dont get blindsided while killing Archviles and they dont try and leave the arena (if they do, they will teleport to another location in the center battlefield). Once you kill both Archviles, slay all the remaining enemies and use the Red Skull Key to open the exit.
- In the exit area, there should be 8 Lost Souls high up. You will have to climb up the steps to lower their altitude. However, dont go into the hole with the Blood dripping as that is the official exit. If your port counts Lost Souls, kill all 8 before leaving. Be careful! If you fall into the pit below, you will die and there is no way back up. [Doom II] Japanese Community Project (JPCP) - MAP25: Cakravartins Miscalculation (UV-Max)](https://i.ytimg.com/vi/I_lWHuycdkE/mqdefault.jpg)
![[Dungeon Defenders II] Mastery IV - The Ramparts (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M4
Map: The Ramparts
You will need to be swift in building and combat in other to pull through this one as the affixes are not on your side. Once you get a pattern and practice going, this map is doable.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You must complete all Build Phases within 30 seconds or less
- You cannot upgrade your Defenses
- You cannot let a Defense get destroyed
- Do all the above in 1 run
PLAN
With your first build phase, you must setup all your blockades and at least 1-2 Defenses to fight enemies. I recommend that you prepare your defenses in a Last Stand fashion so that you can keep everything contained in close proximity. Your 4 heroes must build as much as possible but they also must be able to fight back, especially against Snooki.
Because of the objective, you should consider keeping at least a Dryad and an Abyss Lord for the first waves. The Abyss Lords defenses setup instantly and the Dryad can throw down some Trap based Defenses alongside the World Tree. You can also use the Colossus to reinforce the double lane. The Lavamancers Maw of the Earth Drake can inflict Petrify and take a beating if necessary.
Like in Mastery III, a combination of barrier piercing towers (Flamethrower, Serpents Coil, Sand Viper, Ramster, Obelisk) mixed in with auras, nodes and traps can handle most to all opposition. The Obelisk has the added bonus of map-wide range. You will need some extra elbow grease for the Snooki.
To ease on DU splitting, it is possible to use longer range towers (Earthshatter, Angry Nimbus, Weapon Manufacturer, Lightning Strikes Aura) to affect multiple lanes. Do it when necessary.
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. If the Defense is max tier and is nearly about to blow, sell it and replace it when you can. If an Ogre is attacking your Blockades, do not trigger a butt slam if there are Tower defenses nearby.
On Wave 3, one of the lanes will have 20 Kobolds rushing alongside them. On Wave 4, one of the lanes will have 3 Witherbeasts travel alongside other units. Wave 5 will have a large amount of Snooki, a Witherbeast and possibly Gnash the Flame Lance (a boss Snooki who can ignite defenses on hit). Your hero(es) must slay Snooki, Kobolds, Witherbeasts and Geodes as top priority by any means necessary. Crowd Control will be essential to slow down and contain Snooki and their assistance.
HYPER SHARD RECOMMENDATION
Hyper Destruction - Any tower that is either facing bosses or handling multiple lanes or a specific one that is in most or all lanes.
Vicious Strikes - Anything that benefits from the increased range.
Radiant Critical Power - The hero you will be most active with. Fight near your auras, traps and nodes or use ranged near your towers to take full effect of this.
Explosive Shielding Guard - Whichever Blockade will benefit from the Shielding and Explosive effects. Preferably one that is in multiple lanes.
CHARACTERS
Jenocres - Abyss Lord (AP DPS, Ramster, Colossus, Skeletal Orc)
Lenneth - Dryad (Hero DPS, World Tree, Angry Nimbus)
Etanaru - Monk (AP DPS, Flame Aura, Lightning Strikes Aura, Skyguard Tower)
Shilf - Huntress (AP DPS. Blaze Balloon, Geyser Trap) [Dungeon Defenders II] Mastery IV - The Ramparts (5 Stars)](https://i.ytimg.com/vi/IelhCFG5fsY/mqdefault.jpg)
![[Dungeon Defenders II] Mastery VI - Gates of Dragonfall (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M6
Map: Gates of Dragonfall
Mastery VI is the same as Mastery IV with enemies of the past (Geodes, Shield Goblins, Snooki), but you will be harassed by Dark Assassins halfway into Wave 3 through 5, but only 2 to 4. You will also have to put up with one of the more annoying Elite units to date: The Hex Thrower.
Hex Throwers are basically Javelin Throwers with 2x the Range, HP and numbers than their standard counterparts. On impact, the javelin leaves behind a Cursed field that saps the strength of any defenses caught in it. A group of these can be catastrophic on Blockades and even your heroes when trying to dispatch them.
The first map gives you a taste of what they are capable at max range, so you will need to prepare your defenses accordingly. Overall, this maps only threat is not dying.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot have any Hero Deaths
- The Crystal Cart must stay above 90% health at all times
- You cannot build any Aura type defenses
- Do all the above in 1 run
PLAN
To combat Hex Throwers, you got 2 options. You can either play it defensively by setting up a Reflect Beam in front of your Blockades to deflect the Javelins. Or you setup offense in the vicinity where they throw their spears and slaughter them quickly. If you do the latter, try to set it up so you can waste as many smaller enemies as you can.
The Earthshatter with Deadly Strikes can be incredibly effective, especially if you have the Toss Up shard (100% chance to knock up enemies) and there is an anti-air defense standing by. With the above criteria, its one of the few defenses that can reach a Hex Thrower at maximum range.
If you have any Stun or Slow abilities, use them as an opener when attacking Hex Throwers directly and dont stand in their line of fire. They can pick you off while you are fighting off Snooki or bosses and all it takes to fail the 5 star is one death.
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. Just be careful of Kobolds exploding in your face, especially the Tier 3 variants.
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.
CHARACTERS
Yojimbo - Squire (Hero DPS, Spike Blockade)
Cinnamon - Series EV2 (AP DPS, Reflect Beam)
Mishera - Adept (AP DPS, Earthshatter Tower)
Shilf - Huntress (AP DPS, Poison Dart Tower)
Etanaru - Monk (AP DPS, Skyguard Tower)
Kasuti - Mystic (AP DPS, Serpents Coil) [Dungeon Defenders II] Mastery VI - Gates of Dragonfall (5 Stars)](https://i.ytimg.com/vi/J4YL3ttQUMw/mqdefault.jpg)
![[Dungeon Defenders II] Mastery I - The Dead Road (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M1
Map: Unholy Catacombs
Even with Auras disabled, the Diversity Quota isnt really a problem here. Making sure you dont die will be. Other than that, this is an easy map.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot have Hero Deaths
- You must maintain at least 10 different types of defenses during all Combat Phases
- You cannot build any Auras
- Do all the above in 1 run
PLAN
By diversifying your blockades, you can cover most of the Diversity Quota for this map. Once this is done, then you can build multiple copies of the others to ensure you meet the Quota. Make sure your choices are able to withstand punishment.
Watch your footing on this map. This map has several pitfalls that can lead to your doom and cost you the 5 Star. You will also need to watch out for Cannon Ogres or hard hitting enemies. Use Last Stand Chips, Protective Downgrade and Hardened Servos if necessary.
The lone Skeleton lane is relatively weak and doesnt need much DU spending to counter. However, you should protect both Soul Stones to help ease DU Splitting and to save time.
The Obelisk can be useful as its Smite can decimate most enemies at this point in the game and a fully appeased Mystic can turn it into a Flamethrower to repel attackers. The Volcano can also be useful given the size of the map. The Volcano can still do damage to Shield Goblins. Both can also be moved around when necessary. Dryad Defenses and Earthshatters if placed properly can handle multiple lanes to help ease DU splitting.
Spread out your anti-Shield Goblin choices across the lanes. Any projectile towers will need Piercer Servos or placed at an angle that will shoot the back or sides without the defense itself being targeted by other enemies.
While you arent dealing with the more dangerous foes yet, you will need be aware of Kobolds, Javelin Throwers, Drakin and your defenses wasting time on Shield Goblins. Make sure you dispatch the more difficult targets first before you go for the small fry. Also keep an eye out on your Life so you dont get slain.
HYPER SHARD RECOMMENDATION
Hyper Destruction - Any tower that is either facing bosses or handling multiple lanes or a specific one that is in most or all lanes.
CHARACTERS
Yojimbo (Squire, Hero DPS) - Spike Blockade
Shilf (Huntress, AP DPS) - All Defenses
Apophis (Mystic, AP DPS) - Vipers Fangs, Snaking Sands
Lenneth (Dryad, AP DPS) - World Tree, Angry Nimbus, Harpys Perch, Moss Hornet Nest
Jenocres (Abyss Lord, AP DPS) - All Defenses
Mishera (Adept, AP DPS) - Earthshatter Tower, Hailstorm Tower, Flame Thrower Tower
Tsumiko Kuri (Initiate, AP DPS) - Skyguard Tower [Dungeon Defenders II] Mastery I - The Dead Road (5 Stars)](https://i.ytimg.com/vi/JmmEmUdxi5k/mqdefault.jpg)
![[Doom II] Japanese Community Project (JPCP) - MAP26: Embodiment of Maliciousness (UV-Max)
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
After a long hiatus of work, DD2, babysitting my grandfather and much practice runs, I am able to finally post MAP26 of JPCP.
The Map has multiple themes and it has some pretty disastrous confrontations with many things that can go wrong in each of them. You must find a way to balance tactics, weapon usage and speed to prevail in this map. Overall, it wasnt difficult, but it did take a lot of practice to figure out effective plans.
MAP STATS
Map: 26 - Embodiment of Maliciousness
Author: Yullie
MIDI: Final Fantasy VIII OST - Nobou Uematsu - Legendary Beast
Monsters: 235
Secrets: 3
SECRETS
1) After escaping the Imp and Mancubus gauntlet, you will eventually trigger a trap that wiil lower you into a pit with Demons and Imps. Jam the elevator so it stays down, wait about 2 seconds, then press the Face Switch. This will lower an elevator on the high ground at the door. When you get back up, quickly claim the 2 Boxes of Shells and ride the elevator up to the Berserk Pack. Another option is to have a monster trigger the bridge and be on the high ground next to the door when it lowers. If you do this method, make sure you kill the enemy who triggered it before ascending.
2) While you are in the pit, you will see a shrine through the window to the room below. Shoot the red box with an impact weapon. This will raise a bar in this room that will allow you to collect a MegaArmor later.
3) In your 2nd trip through the room with the BFG9000 (the Star Room with the Archvile), you will press a switch that will lower a Hell Knight and another switch. Kill the Hell Knight and press the switch. This will do 2 things: It will reveal the staircase to the Red Skull Key and it will open a door behind the gray wall in the previous room. Backtrack through this wall and you will find a Soulsphere, Energy Bulk Cell and a Box of Rockets.
TIPS
- Once you go through the first portal with a Shotgun, quickly drill a path through the Imps and try to get to at least the Chaingun so you can stunlock the Mancubus with bullets. Make sure you stay on the move as there are Imps on the high ground also attacking you.
- You will be facing many Archviles in this map and some are grouped with some pretty brutal enemy formations, either initially or with corpses. Try to spread out the corpses and quickly dispatch Archviles as they appear. The BFG9000 can eradicate them quickly, but try to use Rockets and SSG to dispatch them as best as possible.
- Quickly analyze the battle formations and the room so that you can setup plans to dispatch enemies, especially in the Red Cave, the Yellow Skull Key elevator, the Blue Skull Key room the BFG Room (both trips) and the Megasphere Platform at the Blue Key Switch.
- Watch your footing along the Red Cave. Falling off is disastrous to your runs and your health!
- In the pit with the Blue Skull Key, 4 Revenants, 2 Chaingunners and a Spider Mastermind will spawn. Try to get the Spider Mastermind to attack one of the 6 other enemies so you can make a BFG strike uncontested. Keep tabs on all the Revenants so that you dont get blindsided by their missiles, especially if they are homing. If you want, you can get the Spider Mastermind to kill everything and then finish it off yourself.
- On the final push, be aware of the Cyberdemon that will ambush you on the way out. [Doom II] Japanese Community Project (JPCP) - MAP26: Embodiment of Maliciousness (UV-Max)](https://i.ytimg.com/vi/JveTzx6RKJY/mqdefault.jpg)
![[Dungeon Defenders II] Mastery V - Greystone Plaza (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M5
Map: Greystone Plaza
This is your first No Blockade map for Mastery V. If you have been watching my previous videos, you should know by now how I handle these.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot build any Blockades
- All Combat Phases must be completed within 3 minutes or less
- You must maintain at least 10 different defense types during all Combat Phases
- 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.
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
Kasuti - Mystic (AP DPS, Obelisk, Serpents Coil)
Apophis - Mystic (Hero DPS, Obelisk, Snaking Sands, Serpents Coil)
Arohongui - Lavamancer (Hero DPS, Volcano)
Ngamahu - Lavamancer (AP DPS, Volcano)
Lezard Valeth - Apprentice (AP DPS, Frostbite Tower)
Etanaru - Monk (AP DPS, Skyguard Tower)
Marcion - Squire (AP DPS, Cannonball Tower, Ballista)
Shilf - Huntress (AP DPS, Poison Dart Tower)
Mishera - Adept (AP DPS, Earthshatter Tower)
Jenocres - Abyss Lord (AP DPS, Ramster) [Dungeon Defenders II] Mastery V - Greystone Plaza (5 Stars)](https://i.ytimg.com/vi/K6rLfoaNFgM/mqdefault.jpg)