Uploaded July 2016 | Updated September 2026, 2 hours ago
Game: Final Fantasy VII
Port: Steam
ANTI-NORM RULES (No Cheesing)
============================
- Active Mode
- No Mime
- No Knights of the Round
- No Final Attack combinations
- No Hero Drinks
- No Max Sourcing
- No Limit Break Chaining
- No All Lucky 7s
I would have loved to do an Anti-Norm of FF7, but let's face it: The game is easy and the real spams are all at the end of the game. After I 100%ed this game on Steam, I uninstalled it and put it on the backburner... till one of my friends did a Weapon run. She managed to pull off a Solo Cloud on Ruby and an Emerald, but her Emerald ended with Cloud being the only survivor and it was KOTR spam.
Then I thought after seeing that, factoring in my Anti-Norm FF5/6 and the fact I wanted to tease her hard, I decided to think of a plan where I do both Weapons. After watching people on YT, it is all that typical KOTR, Phoenix/Final Attack, Mime, Hero Drink, or abusing Limit Break bull, but I came up with a plan that not only doesn't resort to this crap and hours of unnecessary grinding, but anyone of any playstyle (especially beginners) can pull it off.
PLAN
=====
Emerald Weapon is 2 phases. The first phase he tries to solo you and his attacks are limited to Emerald Shoot and Stomp. Emerald Shoot does magic damage but cracks Barriers and Stomp is physical and destroys Haste. Because of this, buffs are ill advised.
After awhile, he will call form his Eyes.
The second phase involves 4 Eyes. It opens up with Emerald Beam which is basically Demi3 to all hands. Immediately queue a Megalixir when you see this. Blue eyes do health damage and Yellow eyes do MP Damage. Having high defenses can shrug off these hits. However, if you attack the body in this phase, it will use Revenge Stamp (provided the attack isn't a Limit Break (Vincent's attacks are Limits) or Bahamut-genus summon) After using Stamp 10 times or when the body has either sustained significant damage or made enough attacks, it can use Aire Tam Storm, dealing 1111 x # of Materia equipped per person to each party member. This attack can be fatal if you have 9 or more equipped but you can get back up if you link Final Attack and Phoenix and that character hasn't sustained too much MP damage. Once the eyes are slain, it will cast Emerald Beam or Aire Tam Storm again and then revert back to Phase One. If you summon KOTR in Phase Two, it will immediately Aire Tam Storm.
Off the bat, bring only Materia you can't 100% live without and set a cut off to 6 or 7 so that Aire-Tam Storm doesn't flat out murder you. Use at least 1 Mastered HP Up and you need at least the Underwater Materia if necessary. If you are planning on using Bahamut-genus, factor in your Magic damage and try to get 8000+ out of it. The less evolved form, the better (since you are eating time while you summon without Underwater).
It helps to bring as much Defense as possible (via Sources, Ziedrich and Tough Rings) and then use Dragon Force and/or Hero Drinks to reduce the overall damage to tolerable levels. In Phase One, you just unleash all your hardest hitting attacks, save Limit Breaks that hit multiple times for this form.
The Second Phase, immediately use a Megalixir when you see the eyes appear as soon as possible to counter Emerald Beam. At this point, start using attacks that hit all Eyes at once effectively: Bahamut summons, Limit Breaks that hit all enemies once, Vincent's beast attacks, Counter Attack or Counter attached to Double Cut or Deathblow (if everyone has this, then each Eye will be whacked when they hit a character at 5 stars), etc..
If you decide to bring Vincent (like I did), make sure you only go Chaos when you are in good standing. Also make sure Death Penalty has a good chunk of kills (farm for these with Flash in the Mideel or Forgotten Capital Region) so that his damage isn't piss poor.
If done correctly and fast enough, you can slay it in about 15-18 minutes. If you feel insecure, then get the Guide Book (Yuffie's Conformer on a Ghost Ship) and get an Underwater Materia.
Game: Final Fantasy VII
Port: Steam
ANTI-NORM RULES (No Cheesing)
============================
- Active Mode
- No Mime
- No Knights of the Round
- No Final Attack combinations
- No Hero Drinks
- No Max Sourcing
- No Limit Break Chaining
- No All Lucky 7s
I would have loved to do an Anti-Norm of FF7, but let's face it: The game is easy and the real spams are all at the end of the game. After I 100%ed this game on Steam, I uninstalled it and put it on the backburner... till one of my friends did a Weapon run. She managed to pull off a Solo Cloud on Ruby and an Emerald, but her Emerald ended with Cloud being the only survivor and it was KOTR spam.
Then I thought after seeing that, factoring in my Anti-Norm FF5/6 and the fact I wanted to tease her hard, I decided to think of a plan where I do both Weapons. After watching people on YT, it is all that typical KOTR, Phoenix/Final Attack, Mime, Hero Drink, or abusing Limit Break bull, but I came up with a plan that not only doesn't resort to this crap and hours of unnecessary grinding, but anyone of any playstyle (especially beginners) can pull it off.
PLAN
=====
Emerald Weapon is 2 phases. The first phase he tries to solo you and his attacks are limited to Emerald Shoot and Stomp. Emerald Shoot does magic damage but cracks Barriers and Stomp is physical and destroys Haste. Because of this, buffs are ill advised.
After awhile, he will call form his Eyes.
The second phase involves 4 Eyes. It opens up with Emerald Beam which is basically Demi3 to all hands. Immediately queue a Megalixir when you see this. Blue eyes do health damage and Yellow eyes do MP Damage. Having high defenses can shrug off these hits. However, if you attack the body in this phase, it will use Revenge Stamp (provided the attack isn't a Limit Break (Vincent's attacks are Limits) or Bahamut-genus summon) After using Stamp 10 times or when the body has either sustained significant damage or made enough attacks, it can use Aire Tam Storm, dealing 1111 x # of Materia equipped per person to each party member. This attack can be fatal if you have 9 or more equipped but you can get back up if you link Final Attack and Phoenix and that character hasn't sustained too much MP damage. Once the eyes are slain, it will cast Emerald Beam or Aire Tam Storm again and then revert back to Phase One. If you summon KOTR in Phase Two, it will immediately Aire Tam Storm.
Off the bat, bring only Materia you can't 100% live without and set a cut off to 6 or 7 so that Aire-Tam Storm doesn't flat out murder you. Use at least 1 Mastered HP Up and you need at least the Underwater Materia if necessary. If you are planning on using Bahamut-genus, factor in your Magic damage and try to get 8000+ out of it. The less evolved form, the better (since you are eating time while you summon without Underwater).
It helps to bring as much Defense as possible (via Sources, Ziedrich and Tough Rings) and then use Dragon Force and/or Hero Drinks to reduce the overall damage to tolerable levels. In Phase One, you just unleash all your hardest hitting attacks, save Limit Breaks that hit multiple times for this form.
The Second Phase, immediately use a Megalixir when you see the eyes appear as soon as possible to counter Emerald Beam. At this point, start using attacks that hit all Eyes at once effectively: Bahamut summons, Limit Breaks that hit all enemies once, Vincent's beast attacks, Counter Attack or Counter attached to Double Cut or Deathblow (if everyone has this, then each Eye will be whacked when they hit a character at 5 stars), etc..
If you decide to bring Vincent (like I did), make sure you only go Chaos when you are in good standing. Also make sure Death Penalty has a good chunk of kills (farm for these with Flash in the Mideel or Forgotten Capital Region) so that his damage isn't piss poor.
If done correctly and fast enough, you can slay it in about 15-18 minutes. If you feel insecure, then get the Guide Book (Yuffie's Conformer on a Ghost Ship) and get an Underwater Materia.
![[Doom II] Japanese Community Project (JPCP) - MAP15: Nandeyanen (UV-Max)
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
Map15 only has 3 troublesome parts: The computer room, the Cyberdemon Garden Maze and the Soulsphere Arena. It took me some time to figure out strategies to survive mostly the first of the 3, the rest was basically taking advantage of Monster Infighting and timing. I still think Nankas Map11 was better than this, but it was still as challenging. The secret exit is also not as difficult to access as I have seen in other map packs either.
MAP STATS
Map: 15 - Nandeyanen (lit. what the hell?)
Author: Nanka Kurashiki
MIDI: Jazz Jackrabbit OST - Crysilis
Enemies: 151
Secrets: 5
SECRETS
1) After descending the elevator in the first room, you can fall into the acid pool on the left. The wall along the elevator side can be lowered to reveal a Soulsphere. It will also reveal 2 Revenants that need to be killed. I suggest getting this secret after the Computer Room and before the Cyberdemon Garden Maze.
2) In the Computer Room, go through the tunnel with the Lost Souls. Before dropping down onto the platform with the Zombies and Imps, hug the wall and follow the gray alcove to the UAC sign. Next to it is an indent you can walk into for the Backpack.
3) In the Cyberdmon Garden Maze, there is a dark patch of hedge next to the 6 rockets that can be lowered to reveal some Health Vials and a Switch. After you lower the maze walls, you can press this switch and then quickly run up the stairs to find a teleporter to a Supershotgun and some Green Armor. Shoot the switch in the crack with an impact weapon to open the portal out.
4) In the room with the Red Skull Key (where the room is all demonized and there is a Soulsphere in the middle), stand in front of the Soulsphere and face the Commander Keen behind it. To the right of this and off the edge, you will find a stone wall. A part of the wall can be straferan through to find a portal that will take you to another Backpack, MegaArmor and 8 Shells. The portal will take you back to the battlefield. Try to do this secret before you grab the Soulsphere or slay the Archvile first.
5) The Secret Exit counts as the last secret. To access it, you must slay all the Commander Keens in the level.
COMMANDER KEEN LOCATIONS
1) After getting through the Computer Room, to the right of the switch that opens the Cyberdemon Garden Maze, there is a Commander Keen in the tunnel. Kill it with Berserk Fists or Shotgun.
2) After getting past the Mancubus in the Cyberdemon Garden Maze and entering the house, there is a portrait of a Baron of Hell torso hanging on the wall. This portrait can be raised to reveal the 2nd Keen. Punch it or shoot it.
3) In the room with the pentagram teleporter that takes you to the Soulsphere Arena, there are a series of barrels surrounding it. Blow them up and a chain reaction should kill the Commander Keen hanging on the back of the room. If the barrels fail, shoot it yourself.
4) In the Soulsphere Arena, the Commander Keen is hanging behind the Soulsphere with 2 Medkits. Kill it before you pick up the Soulsphere so you dont forget it.
5) Once 1 through 4 are slain, you will find John Romeros head and an arrow pointing to a switch at the exit room. Open the door to the right of Romero to find the Red Keycard for the switch. The switch will reveal the last Commander Keen where the MAP16 Exit Switch was. Kill it and the other side of the column will lift up to reveal the secret exit!
TIPS
- Until you get the Supershotgun from the Cyberdemon Garden Maze, your best weapon will be your berserk fists. If you are able to dispatch monsters safely with your hands, then do so. Try to give yourself space if you plan on punching Hell Knights and try to confuse Revenants into fisting and punching them when you find an opening.
- The Arachnotron and Hell Knight in the computer room can be helpful for infighting, but try to be careful when grabbing Secret #1 as the Arachnotron can ruin your life trying to get the Backpack. If you want to play it safe, punch the Arachnotron and use the Chaingunners on the alcove to help you lock it.
- You must be incredibly quick in the Cyberdemon Garden Maze when pressing the 4 switches. Try to go for the House Door and the Secret #3 when you think it is safe, primarily when the Cyberdemon stops firing. Dont forget to crush the Cyberdemon by pressing the Green Switch in the house before you leave to the next area.
- In the Soulsphere Arena, instigate as much infighting to the best of your ability to help save ammo and kill the Archviles quickly. This isnt an area you want to fight reviving monsters in!
- In the Exit Room, do NOT press the switch on the Column or you will go to Map16 and mess up your UV-Max run. If you missed a Keen, the door next to Romero takes you back to the start, so you can backtrack to find any missing Keens. [Doom II] Japanese Community Project (JPCP) - MAP15: Nandeyanen (UV-Max)](https://i.ytimg.com/vi/W2CJ92ACrT8/mqdefault.jpg)
![[Dungeon Defenders II] Mastery I - Forest Crossroads (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M1
Map: Forest Crossroads
The only real problem is you must be swift on startup. Once you get your defenses going, this map then becomes all about survival.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot have Hero Deaths
- All Build Phases must be completed within 30 minutes or less
- You cannot build more than 1 of a specific type of Defense
- Do all the above in 1 run
PLAN
Due to the time constraint and unique defense requirement, you must ensure that the first 4 heroes on your card can build 1 Blockade and at least 1 form of offense that can handle C1 attackers. The Abyss Lord has the added bonus of setting up defenses instantly at the cost of a delay before the tower attacks. Build his things last. The Northwestern path will need 2 blockades to completely seal off. While you are in Combat Phase, fight and build anything else you might need.
Because of the Unique defense requirement, you will need to ensure that you diversify your Blockades and attack options so there is a balance. Anything that cant be made up for will have to be done with your hero choice.
Due to the size of the map, Dryad Defenses, Obelisks and Volcanos have enough range to cover multiple lanes. Take advantage of this to assist with DU Splitting. An active Mystic turns the Obelisk into a superpowered Flamethrower you can move around when needed.
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) - Spiked Blockade
Lenneth (Dryad, Hero DPS) - All Defenses
Jenocres (Abyss Lord, AP DPS) - Colossus, Ramster, Orc Blockade
Tsumiko Kuri (Initiate, AP DPS) - Flame Aura, Lightning Strikes Aura, Skyguard Tower
Arohongui (Lavamancer, Hero DPS) - Volcano
Kasuti (Mystic, AP DPS) - Obelisk, Sand Viper, Serpents Coil
Shilf (Huntress, AP DPS) - Poison Dart Tower
Cinnamon (Series EV2, AP DPS) - Weapon Manufacturer [Dungeon Defenders II] Mastery I - Forest Crossroads (5 Stars)](https://i.ytimg.com/vi/WTA2ZNhjfNA/mqdefault.jpg)
![[Dungeon Defenders II] Mastery VI - Buried Bastille (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M6
Map: Buried Bastille
This can be one of the more rough Masteries in Chaos VI due to the size of the map and the fact you must ensure all your defenses survive.
5 STAR REQUIREMENTS
- Survive all 5 waves
- All 4 Crystal Cores must stay above 90% health at all times
- You cannot build any Nodes
- You cannot upgrade any defenses
- You complete all the above in the same run
PLAN
Due to the aforementioned affixes, you must build Blockades that have high health, defensive based servos (Protective Downgrade, Hardened, Shielding Guard, etc.) and they must completely wall off a lane. Snooki are notorious for slipping through cracks and one of their blades will cost you the 5 Star. Orc Blockades and the Maw of the Earth Drake are best served for this situation.
You will need to use Auras and Traps to kill enemies outside of range of your Blockades, especially the Hex Throwers. Flooding the lanes with Flame Auras, placing Fissures of Embermount at entrances with the Embermount Flames to burn up enemies are the best options. You will also need to place some defenses at the Southwestern Core going up the stairs as Skeletons raised from Malthius or Dark Mages tend to go down the stairs and hack the core.
Hex Throwers are a serious problem in the middle lane between the 2 Crystal Cores (Central and Eastern). Once the Hex Throwers turn the corner, they WILL throw their Javelins at the Crystal Core, no matter where the Blockades are. Your hero must camp here and slay all enemies before they leave the area. Luckily, you can damage enemies beyond the barrier. Extra defenses will be necessary to contain enemies here.
If a defense is about to be destroyed, quickly repair it. Make sure if you are placing Towers beyond the Blockade that they cannot be targeted by other units. All it takes to fail the 5 Star is let something get destroyed.
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, Hero DPS) - World Tree, Angry Nimbus, Harpys Perch
Yojimbo (Squire, Hero DPS) - Spike Blockade
Shilf (Huntress, AP DPS) - Poison Dart Tower, Blaze Balloon
Tsumiko Kuri (Initiate, AP DPS) - Flame Aura, Lightning Strikes Aura, Skyguard Tower
Mishera (Adept. AP DPS) - Earthshatter Tower
Kasuti (Mystic, AP DPS) - Obelisk [Dungeon Defenders II] Mastery VI - Buried Bastille (5 Stars)](https://i.ytimg.com/vi/WdDLvMul4NE/mqdefault.jpg)
![[Doom II] Japanese Community Project (JPCP) - MAP11: My Fav (UV-Max)
Game: Doom II
WAD: Japanese Community Project (JPCP)
Mode: UV-Max
Source Port: Zandronum 2.1.2
Recorded using Bandicam
Map11 is probably one of the most trippiest visual experiences I have ever seen using Doom IIs engine; This is well done for a standard Megawad Map. You basically go through Sections with interesting puzzles and challenges to eventually re-open the Exit at the Start. The real challenge is not screwing up with the puzzles (some have deadly consequences) and ammo conservation is a definite must as there isnt much for pickups. Overall, this map wasnt terribly difficult to get the hang of.
MAP STATS
Map: 11 - My Fav
Author: Nanka Kurashiki
MIDI: Doom II Tech Wars - Map07
Enemies: 145
Secrets: 3
SECRETS
1) In the start of the Blue Section, go right and you will find 2 Shotgunners in the next room. Across from them is a pentagram being covered by 3 doodads. Shoot the pentagram with an impact weapon and a teleporter will open next door. Use it and you will be teleported to the Soulsphere in the large room and telefrag the Cacodemon there (there is an invisible wall preventing you from attracting it). However, you will spawn another Cacodemon and the walls will recede, leaving you vulnerable.
2) Before the Torch Puzzle in the Blue Section, you will find 2 Shotgunners camping next to a pillar of blue slime. The blue slime can be walked through to pickup a Bulk Energy Cell.
3) In the Red Section, there is a circular room (after you slay the 2 Barons of Hell and get the Berserk pack). Go left and halfway you will open a room that will contain an ambush. The back wall has a section you can walk through, taking you to a teleporter for a Green Armor.
TIPS
- This maps ammo supplies are somewhat scarce and you wont have a Supershotgun till the Yellow Section, you will have to resort to infighting to kill, especially in the Green, Red and Main Section. For efficency purposes, kill everything you can find in the Color Sections and save the Elevator monsters for between Red and Gray Sections.
- In the Green Section, all the green water is a damage floor. Try to use your Radiation Suit for what it is worth.
- In the Green Sections maze, you will find a BFG9000 all alone. DO NOT ATTEMPT TO PICK THIS UP. If you do, you will be teleported to a voodoo doll and kill yourself via telefrag.
- In the Blue Section, you will find a series of squares with a torch in the center of each. Only stay on the plain torches (the one with just the wooden base, not the fancy looking one with metal. Stepping on anything else will teleport you to a voodoo doll and you will kill yourself via telefrag
- In the Yellow Section, be aware of your surroundings. Archviles and Chaingunners can catch you off guard in these parts and its easy to get lost.
- It is best to leave the monsters in the Elevator until you come back with the Supershotgun or Rocket Launcher. Try to slay at least the Revenants and Demons before going to Orange and use infighting to pick off as much as possible. You have until completing the Red Section and going into Gray to slay them all.
- When you reach the Gray Section, you will find a sign saying Do you like Caco? Hit the Y Switch. Hitting N will force a Voodoo Doll of yourself to get crushed, killing you.
- When you reach the Light Puzzle, the solution is your path through the level: Green, Blue, Orange, Yellow, Red. Repeat the pattern to reach the exit. Make an incorrect guess or fall and you get teleported to a dark room with a damaging floor. Move to escape quickly. [Doom II] Japanese Community Project (JPCP) - MAP11: My Fav (UV-Max)](https://i.ytimg.com/vi/X21UpNjyhZk/mqdefault.jpg)
![[Dungeon Defenders II] Mastery VI - Dragonfall Bazaar (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M6
Map: Dragonfall Bazaar
This maps affixes look pretty brutal, especially the restrictions of what you cant build. It took a few fails before I found a strategy that worked, but I was excited to figure out this map. There are a few maps in Mastery VI that suffer from No Blockades so being able to master this one helps immensely.
This is but one way of winning this map, but if you do this plan, you must be swift and have mastery of the Mystic and quite possibly luck.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You must complete all Build Phases within 30 seconds or less
- You cannot build any Nodes
- You cannot build any Blockades
- Do all the above in 1 run
PLAN
Because of the timed Build Phase, you will need to not only do a Last Stand (let the Grate Control fall), but you will have to make sure that nearly all of the defenses required for this strategy are setup by before the first enemies get close. It will take practice to pull it off.
Your main offense here will be Flame Auras rigged with Vicious Strikes and as many damage improvements they can muster. Stack them so they cover as much land as possible starting from the spawner. You will need 3 per lane + 1 for the ditch as you will be forced to do a Last Stand. You will need to get all your Auras setup within the first build phase. Upgrade these auras to at least Tier 2 as you fight.
Once you set the Auras up, immediately use the last seconds to get 2 Obelisks up. Their map wide Smite will be useful, especially if it polymorphs or confuses an enemy. Once your DPS Mystic reaches Max Appeasement, the Flame attack will push back anything that the Flame Auras cannot kill. The Obelisks in tandem with Totem Frostbite Towers are going to be your psuedo walls. The Obelisks should be maxed and the Frostbites should be upgraded to Tier 2 at least
The Abyss Lords ability to instantly setup defenses will also be useful. Ramsters are effective as they bypass Geodes and Shield Goblin barriers and have good reach. Set these up during the first Combat Phase, but get them up quickly so you can use the Mystic to start racking up Souls. You can also use Earth Toss armed Earthshatters to knock up stragglers. This is a good Anti-Snooki measure.
The only enemies the Auras wont be able to destroy are Snooki and bosses, so pay attention to the spawn information and especially the Radar. Use your hero to assist killing these enemies and use Call to Madness in large groups so they waste time killing each other. If you have a Dark Assassin on you, stand near your Obelisk so the Flame breath and Frostbite Towers can help you shake them off.
Make sure your Serpents Coil is out of reach from enemies so that it can generate Health Orbs without taking damage. My location is a safe spot, but you will need to watch it with Plaguing Hulks and Slekleons and their sweeping attacks. If Slekleon spawns, try to kill it as fast as possible and stall them so they dont get to your Obelisk wall.
Outside of the Skeletons, the Goblin bosses (fast movers), Ogre (buttslam) and Sniper Warbleed (heavy damage and high life) are the biggest problems for this strategy. If they are in groups of monsters, Call to Madness will help stall them and allow them to take more damage (if you have Debilitating Madness). If they get to your Obelisks, get it under constant repair and spam Lash Out and Dark Torment but dont trigger an Ogre buttslam.
HYPER SHARD RECOMMENDATION
Hyper Destruction - Either the Flame Aura, Ramsters or one of your Obelisks.
Vicious Strikes - Flame Auras. You need the coverage.
Radiant Critical Power - The Mystic you will be playing as, but this is optional.
Explosive Shielding Guard - Either the Frostbite or an Obelisk.
Thunderstruck - Your Mystic, but this one is optional.
Destructive Pylon - Your Ramsters should use this. Make sure they are within range of the Obelisks and/or Earthshatters so they can get the 20% damage increase.
CHARACTERS
Etanaru - Monk (AP DPS, Flame Aura)
Apophis - Mystic (Hero DPS, Obelisk)
Kassuti - Mystic (AP DPS, Obelisk, Serpents Coil, Sand Viper)
Jenocres - Abyss Lord (AP DPS, Ramsters)
Lezard Valeth - Apprentice (AP DPS, Frostbite Tower) [Dungeon Defenders II] Mastery VI - Dragonfall Bazaar (5 Stars)](https://i.ytimg.com/vi/X91CNP0adLk/mqdefault.jpg)
![[Dungeon Defenders II] Mastery VII - Siphon Site D (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M7
Map: Siphon Site D
Siphon Site D on Chaos VII, much like its predecessors can be pretty rough. The biggest annoyance is the same issue you had with Greystone Plaza: Perfectionism. The map size also doesnt do you any service either.
5 STAR REQUIREMENTS
- Survive all 5 waves
- No defenses can be sold or destroyed
- No hero deaths
- The Value and Pump must stay above 90% health at all times
- Do all the above in 1 run
PLAN
Due to the size of the maps and affixes in question, you will need to have a strategy that focuses on containment and slaying enemies swiftly in a small space. You must also setup defenses so that they cannot be destroyed by Kobolts. It is also recommended to have a hearty hero that can also move around the map freely. Make sure you also have a stable connection and watch your footing. All it takes to fail this 5 Star is one lag spike or misstep and you fall into the pit.
Using Auras, Traps and Nodes will help you kill off most opposition before it reaches your Blockades. Weapon Manufacturers and Monk Auras do the best job for this map due to the containment requirements. The Obelisk, Volcano, Dryad Defenses and certain spots for the Weapon Manufacturer can let you setup for multiple lanes to help ease DU splitting.
If a defense is about to fall, repair or upgrade it quickly. Having Blockades equipped with Shielding Guard, Protective Downgrade and Hardened help immensely.
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 - 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
Yojimbo (Squire) - Hero DPS (Spike Blockade)
Tsumiko Kuri (Initiate) - AP DPS (Flame Aura, Lightning Strikes Aura)
Cinnamon (Series EV2) - AP DPS (Weapon Manufacturer)
Lenneth (Dryad) - Hero DPS (World Tree, Angry Nimbus) [Dungeon Defenders II] Mastery VII - Siphon Site D (5 Stars)](https://i.ytimg.com/vi/XMAQAnTIKT8/mqdefault.jpg)
![[Dungeon Defenders II] Mastery III - Molten Citadel (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M3
Map: Molten Citadel
The map itself is quite possibly the biggest challenge of Mastery III as you are down Blockades and are put into a 30 second Build Phase. Starting up will be rigorous but once you get past that hurtle and keep your health up, the map is very doable.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You must complete all build phases within 30 seconds or less
- You cannot build any Blockade type Defenses
- You cannot have any hero deaths
- Do all the above in 1 run
PLAN
Due to lack of blockades, your only hope for walls is to use Totem equipped Frostbite Towers, Obelisk(s) or Volcano(es). You must build all your walls and at least 1 offensive tower in each lane before the first Build Phase expires. Your first 4 heroes should be your Blockade builder and then 3 combat capable builders. The Abyss Lord can instantly setup Ramsters on the fly, so I recommend having him on the card. Afterwards, keep the Apprentice who built the Frostbites on the card to replace them should they fall.
Once the first Battle Phase begins, slaughter the dogpiles as you construct other defenses. Incorporate Barrier piercing Towers (Obelisk, Flamethrower, Serpents Coil, Ramster, Earthshatters) with Auras, Traps and Nodes to effectively dispatch the enemies.
Be careful when moving around the map and facing enemies. A series of Kobolds, deflected projectiles (especially if you are using Blaze Balloons Phoenix shard) or even just jumping into the lava can cost you a 5 Star.
Because of the way the enemies spawn after the first few waves, it is easy to defend the Crystal Core from ground forces. Once the larger threats are dispatched (Shield Goblins, Geodes, Kobolds and Witherbeasts), move on to the next group.
For your main hero, pick something that can move around the map well and can dispatch enemies swiftly. A hero with a Stun ability or Overwhelm shard is recommended for disabling bosses and Geodes. Dispatch Witherbeasts, Kobolds, Geodes and bosses as top priority as these do the most damage to defenses. A Serpents Coil is recommended for healing purposes, especially if you play as a Mystic or Dryad. Place the Coil in an area you can easily access the Orbs. Make sure your Blockade builders are also on the card if necessary.
HYPER SHARD RECOMMENDATION
Hyper Destruction - Any tower that is either facing bosses or handling multiple lanes or a specific one that is in most or all lanes.
Vicious Strikes - Anything that benefits from the increased range.
Radiant Critical Power - The hero you will be most active with. Fight near your traps and nodes or use ranged near your towers to take full effect of this.
CHARACTERS
Lezard Valeth - Apprentice (AP DPS, Frostbite Tower)
Jenocres - Abyss Lord (AP DPS, Ramster)
Shilf - Huntress (AP DPS, Blaze Balloons, Poison Dart Towers)
Etanaru - Monk (AP DPS, Skyguard Tower, Lightning Strikes Aura, Flame Aura)
Arohongui - Lavamancer (Hero DPS, Oil Geyser) [Dungeon Defenders II] Mastery III - Molten Citadel (5 Stars)](https://i.ytimg.com/vi/XO6iRbcnqWc/mqdefault.jpg)
![[Dungeon Defenders II] Mastery III - Crumbled Bulwark (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M3
Map: Crumbled Bulwark
I had to redo the video since I saved and uploaded a failed run, which is why I have 5 Stars doing this.
Although this is a Tower Only map. it isnt as bad as it looks if you have 2 Mystics and a Lavamancer in your Deck. You will still need to be swift and deadly to win this.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot have any Hero Deaths
- You can only build Tower-type Defenses
- You cannot upgrade any Defenses
- Do all the above in 1 run
PLAN
Because this is a Tower Only map, your only source of Blockades is by using Obelisk(s) and Volcano(es) to impede the advances. Geodes can stop Volcano projectiles dead (but they still still damage Shield Goblins if splashed or hit not at the shield) but the Obelisk also gets access to a Flamethrower style attack at max Appeasement. If you dont have enough characters, you will have to build Totem Frostbite or Flamethrower Towers in the lanes. You should still use Frostbites anyways to slow down enemies.
Once the blockade problem is resolved, you must combine Barrier piercing defenses (Flamethrowers, Earthshatters, Obelisks, Ramsters, Sand Vipers, Serpents Coils) to ensure that all angles are covered.
If you are using projectile-based defenses, you will need to direct assault or stun Geodes and angle them for Shield Goblins. The Poison Darts is probably the safest projectile defense as they do minimal damage when reflected and still Poison Shield Goblins.
Make sure you maintain walls and defenses. If you see any air units slip through anti-air defenses, you must dispatch them yourself. If your hero has Construction, this helps immensely.
Be careful how you attack and especially how you move. All it takes for you to fail the 5 Star is getting a bunch of Kobolds exploding in your face, getting stuck or falling off the map.
For your main hero, choose something that can annihilate enemies swiftly and is able to travel across the map quickly. If you are playing as a Dryad or a Mystic, you will need at least a Serpents Coil to make Orbs and you can easily access the Orbs when needed.
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. The Obelisk can do well with this.
Vicious Strikes - Anything that benefits from the increased range. The Volcano can reach the high ground with this equipped.
Radiant Critical Power - The hero you will be most active with. Fight near your traps and nodes or use ranged near your towers to take full effect of this.
CHARACTERS
Arohongui - Lavamancer (Hero DPS, Volcano)
Kasuti - Mystic (AP DPS, Obelisk, Serpents Coil, Sand Viper)
Apophis - Mystic (AP DPS, Obelisk, Serpents Coil)
Lezard Valeth - Apprentice (Frostbite Tower)
Etanaru - Monk (AP DPS, Skyguard Tower)
Mishera - Adept (AP DPS, Earthshatter Tower, Flamethrower Tower)
Shilf - Huntress (AP DPS, Poison Dart Tower) [Dungeon Defenders II] Mastery III - Crumbled Bulwark (5 Stars)](https://i.ytimg.com/vi/XlLsNQjf9BE/mqdefault.jpg)
![[Dungeon Defenders II] Mastery VI - Greystone Plaza (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M6
Map: Greystone Plaza
A relatively straight forward Core and Defense perfection with Diversity Quota. Making sure your defenses can take punishment and dish it back will be the only worry here.
5 STAR REQUIREMENTS
- Survive all 5 waves
- All Gate Locks must stay above 90% health at all times
- No defenses can be sold or 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 Left lane also has to worry about air units in the middle flying towards your defense line and either start attacking your defenses or commit to a suicide divebomb.
The lanes are relatively small, so make sure you stay on the move and keep things at high health when needed. If you arent using Reflect Beams, you will need to make sure your Blockades have Protective Downgrades, Hardened Servos and there are no strong defenses near the curse fields, especially if there are nodes.
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
Etanaru (Monk, AP DPS) - Skyguard Tower, Lightning Strikes Aura, Flame Aura
Apophis (Mystic, Hero DPS) - Vipers Fangs, Serpents Coil
KAsuti (Mystic, AP DPS) - Serpents Coil, Sand Viper
Yojimbo (Squire, Hero DPS) - Spike Blockade
Lenneth (Dryad, Hero DPS) - World Tree, Angry Nimbus, Moss Hornet Nest
Mishera (Adept, AP DPS) - Hailstorm Tower, EArthshatter Tower
Cinnamon (Series EV2, AP DPS) - Reflect Beam, Weapon Manufacturer, Proton Beam
Jenocres (Abyss Lord, AP DPS) - Ramster [Dungeon Defenders II] Mastery VI - Greystone Plaza (5 Stars)](https://i.ytimg.com/vi/XywCwchRdQI/mqdefault.jpg)
![[Dungeon Defenders II] Mastery I - Unholy Catacombs (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M1
Map: Unholy Catacombs
Although this map isnt too rough, I was about to leave for Raw at Scotiabank and needed to gt this done fast, so I decided to build closer to the spawnpoints. Factoring in that, this map becomes being fast with containment.
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot have Hero Deaths
- You cannot have a Defense get destroyed
- You cannot build more than 1 of a specific type of Defense
- Do all the above in 1 run
PLAN
Because of the Unique defense requirement, you will need to ensure that you diversify your Blockades and attack options so there is a balance. Anything that cant be made up for will have to be done with your hero choice.
If you are going to build the way I did, you will need to keep tabs on everythings health and ensure nothing gets destroyed. Make sure when you place Towers behind the wall that they arent hit by the Javelins piercing effect. All it takes to fail the 5 Star is 1 tower getting blown to bits.
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.
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
Apophis (Mystic, Hero DPS) - Vipers Fangs, Serpents Coil
Yojimbo (Squire, Hero DPS) - Spiked Blockade
Ngamahu (Lavamancer, AP DPS) - Fissures of Embermount, Maw of the Earth Drake
Jenocres (Abyss Lord, AP DPS) - Skeletal Orc, Colossus, Ramster
Lenneth (Dryad, Hero DPS) - All Defenses
Shilf (Huntress, AP DPS) - Poison Dart Tower, Explosive Trap
Tsumiko Kuri (Initiate, AP DPS) - Skyguard Tower, Flame Aura, Lightning Strikes Aura
Mishera (Adept, AP DPS) - Hailstorm Tower, Earthshatter Tower [Dungeon Defenders II] Mastery I - Unholy Catacombs (5 Stars)](https://i.ytimg.com/vi/Y9Cvf3mooq8/mqdefault.jpg)
![[Dungeon Defenders II] Mastery IV - Liferoot Forest (5 Stars)
Game: Dungeon Defenders II
Port: PC
Mastery Diff: M4
Map: Liferoot Forest
This map looks bad from the affixes. However, this map goes from difficult to easy with the answer to one question: Do you have Mystics and Lavamancers? If the answer is Yes, you have just found the easiest map in the Tracking the Wyvern chapter for Mastery IV (and the most fun too).
5 STAR REQUIREMENTS
- Survive all 5 waves
- You cannot have any Hero Deaths
- You cannot build any Blockades
- You cannot repair any Defenses
- Do all the above in 1 run
PLAN
Because of the lack of Blockades, your best hope of impeding the advance of your enemies is to use Obelisks on the side lanes and a Volcano in the middle (you will have to let the Quab fall) and back them up with Proton Beams and Frostbite Towers to slow down the non-Snooki. Make sure enemies cannot slip through your psuedo-blockades. The Volcanos projectiles cannot pierce Geode barriers, so you must destroy them first if you want it to assist you on offense. The Obelisks have map wide range, apply helpful ailments with Smite and a max appeasement Mystic will turn ALL Obelisks into devastating Flamethrowers. If you dont got enough Obelisks or Volcanos, you will need to Totem a barrier piercing defense or hold that line yourself.
Like in Mastery III, a combination of barrier piercing towers (Flamethrower, Serpents Coil, Sand Viper, Ramsters) mixed in with auras, nodes and traps can handle most to all opposition. You will need some extra elbow grease for the Snooki.
If you are playing a Mystic, you get the added bonus of moving an Obelisk around to double up the Flamethrowers. Just make sure the lane that the Obelisk was in is clear and if enemies come, put it back quickly.
Because of the Quab being sacrificed, you will need some Anti-Air Defenses for the middle. You might not need Anti-Air defense for the Eastern Lane as they merge with the Ground forces, but the Geodes might give them protection from Anti-Air defenses. You may want to consider a barrier piercing tower for Anti-Air on this lane.
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, immediately get involved and upgrade it. If the defense is max tier and is in red again, sell and replace it. You will need every defense you can muster to survive this ordeal.
When traversing the map, watch your step and watch what you fight! All it takes for you to be in a bad situation is to fall off the map or a bunch of Kobolds exploding in your face.
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. Auras, Traps or Weapon Manufacturer benefit from this. You can also attach this to your Frostbite Towers to have more reach with your slowing effects.
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. Mine would have been Spike Blockades or World Trees.
CHARACTERS
Kasuti - Mystic (AP DPS, Obelisk)
Apophis - Mystic (AP DPS, Obelisk, Serpents Coil)
Arohongui - Lavamancer (Hero DPS, Volcano)
Etanaru - Monk (AP DPS, Skyguard Tower)
Lezard Valeth - Apprentice (AP DPS, Frostbite Tower)
Cinnamon - Series EV2 (AP DPS, Proton Beam, Weapon Manufacturer)
Mishera - Adept (AP DPS, Earthshatter Tower)
Jenocres - Abyss Lord (AP DPS, Ramsters) [Dungeon Defenders II] Mastery IV - Liferoot Forest (5 Stars)](https://i.ytimg.com/vi/ZWX3DXoCZHw/mqdefault.jpg)