Dungeon Defenders

Dungeon Defenders

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200

80-100h

Xbox 360
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A Challenger Approaches

A Challenger Approaches

Completed All Challenges on INSANE Difficulty!

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How to unlock the A Challenger Approaches achievement in Dungeon Defenders - Definitive Guide

As a rule, challenges get much harder the more people you have in the room. Some challenges have a negligible difficulty increase, one in particular has none. Learning what class is best for which challenge is half of the battle, although most of the time, the Huntress is dominant. Some challenges get easier with more players, or rather, become possible. The challenge "Zippy Terror" is simply not possible with a single player using the legit weapons this game awards you with.

The first step to completing every challenge on Insane is to make things as easy as possible on yourself. If you're going to attempt this, you're more than likely going to attempt Legendary Defender. Take baby steps: level a Squire, spec him into towers and use him to powerlevel the rest of your characters. Most groups online will not accept a low level character into their room.

With your fresh level 70 Huntress, join a game of Challenge: Assault on insane. With any luck, the other players will be competent enough to complete the map and you'll be awarded one of the finest weapons in the game.

The second thing you'll want to do is earn lots and lots of mana. This is most easily accomplished by completing Ogre Crush on hard with your tower Squire. With a decent enough "The High Five", you'll be able to make a profit off of upgrading its elemental damage and selling it once it's fully upgraded.

Once your High Five is strong enough, say 5,000+ elemental damage, it's time to farm Alchemical Laboratory on insane. Basic tower stats suffice with proper tower placement. Place two bowling balls on the east side of the western spawns and face them west down the incline. Place a pair of bowling balls at the top of the western incline, one facing south and one facing north. Place two Slice and Dices, one directly next to each of the small sets of stairs meeting in the center of the east side of the map. Place a harpoon behind each of those and wait it out for the boss to spawn.

The boss has several hundred thousand health, but it's nothing a bloodraged elemental High Five user can't handle. The weapon he gives you as a Squire has the highest spread for elemental damage in the game. A fully upgraded Malificar's Rapier with 300 starting poison damage and 29 upgrades will reach 10,000 poison damage and will sell for 11.8 million mana, at the meager cost of 3-4 million. Use this method to make mana. Use your spare mana to upgrade your Huntress weapons.

A good Huntress is a valuable asset in any challenge. As a level 70 DPS Huntress, you want 50 points in player health, 70 points in player damage, 70 points in speed, 39 points in casting rate and 70 points in piercing shot. Remember to spam piercing shot when DPS'ing enemies down. My Huntress with a 1260 damage Blasticus, 139 piercing shot and 170 player damage hits 3,500 damage ten times a second, and has a 22k damage piercing shot that instantly kills any standard enemy in the campaign that isn't an Ogre or a boss.

Each challenge has its own reward specific to difficulty level. If you can't complete a challenge on insane, complete it on an easier difficulty first and then come back. The challenges Zippy Terror, No Towers Allowed and Unlikely Allies are much easier with many people. Challenge: Assault gets no harder with multiple people and most other challenges have a negligible increase in difficulty with more than two people.

The most important lesson of all: DON'T NEGLECT TOWERS! A player can only be at one place on the map at a time, but towers can be everywhere. This is a tower-defense role-playing hybrid. Not a role-playing hack n' slash. It's perfectly fine to let someone else be the tower-builder but this game is not possible without the help of your characters towers. If you're gonna solo the game: use a tower build. Hero build characters cannot solo the game.

Good luck!
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10 Nov 2011 12:35

16 Comments
Very nice guide, farming Alchemical works great. If I could add/comment on anything.

"Malificar's Rapier with 300 starting poison damage and 29 upgrades will reach 10,000 poison damage and will sell for 11.8 million mana, at the meager cost of 3-4 million."

To comment on this, be aware that not all weapons that he drops will be able to be upgraded that much to make mana. I've started calculating some of the items that I've got from him...Here's what I've come up with...

Starting Element----Ending Element-----Upgrades------Ending Worth
224-9222-29-$9.95 mil
257-8668-27-$8.45 mil
259-????-23-$4.50 mil
273-6534-25-$5.20 mil

So as you can see the more upgrades the more useful. With some of the weapons he drops they aren't worth upgrading. Hope this helps b/c I did waste some money upgrading a weapon that wasn't worth the money and ended up losing about a million.
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By AvengedAgainst on 14 Nov 2011 00:14
A little off target to the achievement itself, but nonetheless a delightful read and one I'm sure will help improve my dungeon defending! Thank you, and thumbs up.
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By The Australians on 28 Nov 2011 01:38
nice thumbs up do you know were i can get a good weapon for a huntress and mage as i have nothing good and im REALLY struggling with zippy terror on insane?
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By ProudBowdy on 01 Jan 2012 04:51
Zippy Terror is NOT possible with a single player on insane. You'll need four huntresses/mages/monks with VERY good weapons. Arguably, the best huntress weapon can be earned by completing Assault on insane. It's very difficult to earn on your own, but with a few experienced players, it becomes very easy. Spend about a million mana upgrading one (It's called a Blasticus) to be able to kill the Zippy Terror kobolds in a single shot.

Even with four huntresses, completing Zippy Terror can be a bit challenging. You can barely let a single one through before you auto-fail. You'll need to be on your game to make sure none get through. Two players should guard each crystal from both sides. Focus ONLY on your quadrant. If one of you dies, there's almost no chance of saving the run. Do well enough to guard your own corner and trust your teammates to do the same.
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By Chris Plus on 05 Jan 2012 10:20
If you get a good Laser Robot (reach wave 15 survival alchemical lab), and upgrade it a bit, it is very good for the zippy terror challenge
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By BWchief117 on 17 Jan 2012 05:15
Just to add a tip.. for Zippy Terror. I for one had a Blasticus upgraded to do about 4000 damage which instantly killed all Kobolds... that challenge was simply too hard to do even with 4 players and that weapon. I personally preffered using Crystal Tracker as it has an AOE blast on impact. I myself took care of the back of the room with that gun only. we tried with 4 Blasticus's and we never could get past wave 7/9 but with 2 of the 4 huntress using crystal tracker and me taking care of the back only. leaving the other 3 up front. we did it no problem.
Crystal Tracker was upgraded to about 1600 attack dealing over 4500 per blast.

If anyone needs help with this one feel free to ask me for help. gamer tag is Mawu711. Ive done most of the challenges so far.. just missing 2 to get the achievement
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By Mawu711 on 17 Jan 2012 15:52
Any tips for Wizard? Only challenge I still need.
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By Leo Ascendent on 25 Jan 2012 07:08
Also, I forgot to mention, towers are completely unable to do any damage to the wizards themselves, meaning they must be killed by a player. The only towers worth building at all are strength drain auras and spike blockades. However, strength drain auras will die very quickly because of the mass amount of skeletons attacking underneath them, so it's generally smarter to just build as many spike blockades as possible, especially since time is critical and more blockades means that single skeletons won't accidentally move past what few blockades you could have, considering the massive amount of defense points that 5 or more strength drain auras would cost.
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By Chris Plus on 30 Jan 2012 01:05
Good tips, thanks.
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By Leo Ascendent on 03 Feb 2012 22:38
Everytime ive played Treasure Hunt on insane I will get past a few waves and after I complete a wave I will find a golden mana tocken that is just laying there, when I pick it up while im in building stage it counts for me completing the next wave and i will skip a wave, ive done this twice now. Is it a glitch, has anyone else come across it too?
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By TFW Party Boy on 15 Jan 2013 21:30
you can either read through that massive solution, or just join a game with guys with modded stuff (roughly 4 out of 5) and ask for a modded staff. all challenges soloable. even zippy terror
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By Sir Stratsavvy on 09 Jun 2013 20:52
oh btw and as far as farming for coin, before you hit the point where gold means nothing, i got a high five with 49 upgrade levels, ended with over 13k fire damage and sold for over 50 mil after putting only 9 mil into it. once you find a decent weapon you are set as far as gold is concerned. anything over 25 levels with decent starting damage is worth upgrading to sell if you really need the coin.
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By Sir Stratsavvy on 09 Jun 2013 20:58
As far as Wizardry goes, towers definitely damage the wizards that can be hurt. It can be hard to hit them if 1,000 skeletons are in the way, but they do damage them. I've watched lightning towers kill them. That said, it didn't help all that much.
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By ChardPT on 02 May 2014 02:53
In addition, the spawn cycle is not the same with multiple people. My friend and I just tried it and got nowhere. They weren't vulnerable at the appropriate sites and were at other sites.
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By ChardPT on 02 May 2014 03:18
Is pvp needed for achievement?
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By acedawg4 on 14 Jan 2015 21:13
Wizardry in a way is the hardest challenge in the game. The vulnerable wizards spawn in an exact pattern. I'll label the Northwest spawn point #1, Southwest spawn point #2, Southeast spawn point #3, Northeast spawn point #4, the central spawn points are #5 and #6, the lower elevation point being #5 and the higher elevation point being #6.

On solo wave 3 (the first wave) there are only two spawn points: #2 and #3. One vulnerable wizard spawns on each end, but since the third vulnerable wizard spawns at the first queued spawn point after a vulnerable wizard is killed, you can kill both wizards at spawn #2 before you move over to spawn #3. (Only one will be vulnerable at first, but the other becomes vulnerable after the first dies.)

The cycle will continue with wizards becoming vulnerable following the order I mentioned above. Solo wave 4 uses spawn points #2, #3, and #5. At the start of the wave, one of the wizards at #2 will be vulnerable when it spawns, and so will one at #3. After you kill either of those two, a wizard at #5 becomes vulnerable. After you kill the second wizard, whether it's a wizard at #2, #3, or #5, a wizard at #2 becomes vulnerable. You must go to each spawn point cyclically in order to complete the challenge.

Wave 5 uses 5 of the spawn points, and wave 6 uses all 6 of them. It's extremely hard to complete this by yourself, but with a tower squire throwing down as many spike blockades as possible and switching to your piercing shot huntress, it's manageable. Piercing shot is absolutely necessary to complete this challenge alone because it shoots through walls. Spend the early waves building as many spike blockades as possible at all spawn points to keep them from getting to the crystals, and the final waves will be a race against time to get to each spawn point in order, over and over until you finish.

I was never able to properly teach any of my friends how to do this so extra people always made this a little more difficult. If you're able to get some friends to learn this cyclic pattern and NOT NEGLECT the central spawn points, I understand from some of the players that this challenge can be made very easy.
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By Chris Plus on 26 Jan 2012 04:22
View all 16 comments Show less comments

Use the same process as "Dungeon Defender." Only difference is this time challenges have different requirements than just doing the stages. Use the level range on each challenge as a guide as to what lv you should attempt them at.

See "Dungeon Defender" for videos on Insane difficulty.

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There are a total of 13 Challenges excluding the Hero PvP Arena. You will need to beat all of them on Insane difficulty to unlock this. Some challenges have separate individual trophies for beating the challenge on Medium or Insane, and these are listed below.

1. No Towers Allowed

Trophies: Where's the Blueprints (Medium), Weapon Master (Insane)
Required Class: DPS-Huntress
Recommended No. of Heroes : 2-4

This is a simple challenge but you absolutely need at least 2 DPS-Huntresses for this challenge, and if possible a 3rd one as backup. You are not allowed to build any towers at all so you need to rely on your weapons. One Huntress should position herself facing at the staircase North of the Crystal Core and the other Huntress at the staircase East of the Crystal Core.

Weapons such as Soul Focuser or Lava Beetle Exterminator will help immensely as the monsters will be coming in a straight line allowing you to take out a lot of them with a couple of shots. Don’t forget to spam Piercing Shot as well.


2. Unlikely Allies

 Trophies: Friends Forever (Medium)
Required Class: Tower-Squire, DPS-Huntress
Optional Class: Tower-Monk
Recommended No. of Heroes : 2-4

This challenge can be done Solo, but it’s better if done with 3 players. Your objective is to protect the Ogre sitting in the middle of the map. You have no control over it, and it will automatically advance and engage any monsters that are within proximity. On Insane the Ogre can go down very quickly if swarmed by a horde of enemies.

Have a Squire build Bouncing Blockades at A during the initial set-up, and back them up with Harpoon Turrets and Bowling Ball turrets. Switch to a DPS-Huntress if you have one before the Combat Phase starts and gun the monsters down. You can use a Tower Monk to drop a Slow aura to help delay the monsters. Do this quickly and always keep an eye on the map to see where the Ogre is. If he starts moving towards a direction, quickly go there and eliminate any enemies.


3. Warping Core

Trophies: 88 Core
Required Class: Tower-Squire
Optional Class: DPS-Huntress
Recommended No. of Heroes : 1-4

The objective for this challenge is to protect the Crystal Core, but there’s a catch. The Core can teleport to 7 different locations on the map marked by a "C". This occurs about every 2-3 minutes and the order is random. It may even "teleport" back end up back in its previous position.

1. Start by building Bouncing Blockades nearest to the "C" locations on the East, West, and South sides of the map. Build a Spike Blockade facing towards the door to prevent archers from attacking the Crystal directly. You might not have enough mana for one side during the initial Build Phase, so you will need to cover that side during the 1st wave.
2. Start building Spike Blockades and Harpoon Turrets on the Southeast and Southwest Crystal locations
3. Build Bouncing Blockades on the longer staircases on the East and West sides. Add a Harpoon Turret to the East/West/South crystal locations.
5. Occasionally you will find archers firing at your Bouncing Blockades at range, use your hero to get rid of them and minimize damage to your Towers. Remember to repair them.


4. Raining Goblins

Trophies: Ella Ella (Medium), Dancing in the Rain (Insane)
Required Class: Tower-Squire
Optional Class: DPS-Huntress
Recommended No. of Heroes : 2-4

This is a pretty easy map, so long as you set up your defenses around the core properly. All you need to do is build Bouncing Blockades and Slice & Dice Blockades to surround the Core in the middle, then switch to a Huntress (recommended). Goblins will fall down from above, but they never land too close to the Crystal so your blockades should be able to repel them safely. Get rid of any goblins and orcs that may sneak in or damage your defenses and you’ll do fine.

1. Start by building Bouncing Blockades at the Crystal.
2. Build Slice & Dice Blockades next. Use Heroes to cover any gaps if you do not have enough mana.
3. One player should cover the crystal and face North, while the other faces South.

 

5. Wizardry

Trophies: Wizard Hunter (Medium)
Required Class: Tower-Squire, DPS-Huntress
Optional Class: Tower-Monk
Recommended No. of Heroes : 2-4

This challenge is best done with at least 2-3 players, it is practically impossible to do Solo. Your objective is to kill all the Enemy Mages that spawn, but yet again there is a catch. At any time, only 2 of the enemy Mages on the map are vulnerable/can be killed. The rest of them are wrapped in a purple aura and cannot be killed until you eliminate the vulnerable ones. Remember to keep your defenses healthy, upgrade whenever you can and reinforce them with Strength Drain Auras when possible.


6. Ogre Crush

Trophies: You No Take Mushroom, Ogre Block Party
Required Class: Tower-Squire
Optional Class: Tower-Monk
Recommended No. of Heroes : 1

This challenge is best done Solo, even on Insane difficulty. Equip your Squire with an Elemental Dmg Weapon (eg the Malificar’s Rapier with at least 8,000 elementl dmg). The map used is Castle Armory, and on the 1st wave, an Ogre will come through the Northernmost entrance. Take this opportunity to build blockades and turrets in the other four spawn points where ogres will appear on later waves (you’ll have enough time to collect all chests and build everything even on insane).

On the 2nd wave, 1 Ogre will spawn in both the Northeast and Northwest. Again before the wave starts switch to a Tower-Monk and build strength drain & ensnare auras at all four points where the blockades are built. You’ll have enough time to do so and switch back to your Squire or DPS-huntress.

Once that is done just concentrate on taking out the northernmost ogre, then proceed around the map in a systematic matter for each subsequent wave. Repair/upgrade blockades where necessary as well.


7. Zippy Terror

Trophies: Speed Freak, Kobold Exterminator
Required Class: DPS-Huntress
Recommended No. of Heroes : 4

This challenge is best done with 4 Huntresses. 2 players will stand on either side of the Western Core near the staircases, and the other 2 players will stand on either side of the Eastern Core near the other staircases. Your objective is to protect these Cores while surviving for the rest of game.

You cannot build any towers, and numerous Kamikaze Goblins will spawn from the entrances. You will die (and respawn in 3 seconds) if any of these Goblins explode near you so be alert and practice good crowd control by utilizing your Piercing Shots. Try to reload whenever you have a break, and never fully empty your clip as it takes longer to reload an empty clip than a half-full clip, which could turn out to be very costly. Piercing weapons will also help as you can shoot at the goblins prior to them appearing below the steps on the western pathways.


8. Chicken

Trophies: In a Fowl Mood
Required Class: Tower-Squire, DPS-Huntress
Recommended No. of Heroes : 3-4

The map for this challenge is the Throne Room. 3-4 Players are recommended for this challenge, preferably with high level DPS-Huntresses. Every minute, one of the players in game will be designated as Chicken. The player will retain all Hero stats/abilities and still able to kill monsters, but he cannot jump and he dies in ONE hit. You have a limited amount of lives (9), and each time a player dies (even while not being the Chicken) the counter reduces. If the Cores are destroyed, or all players are dead while you have 0 lives left, you will fail the challenge.

Build up your defenses with a Tower-Squire like you would do in the normal Campaign, and have 1 player guard each side of the map. Be particularly aware of the East side where the Throne Seats are, because a lot of Dark Elf warriors spawn here and they can jump over your defenses, going after the Hero directly. Dropping an Ensnare Aura here will slow them down and is highliy recommended. The ‘Chicken’ should be hiding on the side opposite the Throne Seats. When another player is about to become the ‘Chicken’ he should head for that side, and the previous ‘Chicken’ shall take his place and continue eliminating enemies.


9. Moving Core

Trophies: Core Cardio
Required Class: Tower-Squire, DPS-Huntress
Recommended No. of Heroes : 3-4

It is recommended to have at least 3-4 players especially on Insane. Build up the defenses as normal, and have one Huntress stick to the core always. The core will move around the map in a clockwise fashion as shown by the blue lines on the map, starting by moving West-wards and the players must eliminate all enemies around it. Pay particular attention to the defenses as there are a lot of mages who would send skeletons to weaken them hence always keep an eye on the map to ensure that the defenses stay up. When the core reaches the southern part of the map, watch out when the ogre spawns and ensure that there are enough heroes to take it down before reverting to checking the defenses.


10. Death From Above

Required Class: Monster Madness
Optional Class: Tower-Squire, DPS-Huntress
Recommended No. of Heroes : 2-4

In this challenge, the monsters consist of Wyerns, Large Wyerns, and Super Wyerns. Every wave, 1 Ogre will spawn in the North and South immediately after the wave starts, so it is still necessary to have some form of ground defense. Surround the southern Crystal Cores with Slice & Dice blockades on the south side, supported by a couple of Harpoon Turrets. On the roof of the building where the a chest appears, drop another Slice & Dice blockade and 2 Harpoon Turrets around it. Lastly place some Harpoon Turrets facing northwards on the roof as well as the pathway below.

Once the Combat Phase starts first take out the Ogres and then focus your attention on the southern Crystal Core as well as the rooftop. As long as your heroes are maxed out in their levels, stats & equipment, this should be a piece of cake.


11. Assault

Trophies: Core Destroyer
Required Class: DPS-Huntress
Recommended No. of Heroes : 1-4

This challenge plays out like a third person shooter which requires you to destroy 3 cores which will be protected by traps & towers. On Medium difficulty you have 5:20 minutes but on Insane you only have 2:25 minutes to destroy all 3 cores. The recommended hero to tackle this challenge is the DPS-Huntress with maxed out Attack Stats & Base Dmg weapons.

Ironically, the reward for completing this challenge on Insane is the Blasticus, the weapon recommended to tackle this challenge. Hence if you can trade for this weapon from other players or check out the shop (it will be called in other names but the picture will be that of a assault rifle), do so. You would want max out the weapon's Base Damage before tackling this challenge on Insane. Alternatively use a Crystal Tracker that you can get for finishing Warping Core (an easier challenge). Max its base damage (ideally >1,500).

 

12. Treasure Hunt


Trophies: Gold Rush, Gold Blitz
Required Class: Tower-Squire, DPS-Huntress
Recommended Heroes : 3-4

In this challenge, players need to pickup a specific amount of Gold-colored Mana every wave. The enemy spawns are infinite until you pickup the required amount.

Generally the strategy described for the Campaign version of this level will be sufficient, see the strategy for "The Summit" campaign level under the To The Lofty Summit trophy. There are NO FLYING ENEMIES in this challenge, so you can reallocate your Defense Units as you wish. We present here an alternative strategy ideal for 4 players.

1. Have a Tower-Squire build up all the necessary defenses, and Monks put up Strength Drain auras for the towers in the southern section.
2. For waves 1-3, each player should take up position next to each of the spawn points. Spam your Piercing Shots if you have the Genie pet, and keep an eye out for Gold Mana Tokens. The faster you do this, the faster you can end the level and reduce possibility of failure.
3. Starting wave 4, Ogres will spawn in the southern section. The 2 Heroes here should cooperate and take it down immediately. Retreat to towers and make good use of the Strength Drain auras as necessary.


13. Monster Mania

Trophies: N/A
Required Class: Tower-Squire, DPS-Huntress
Recommended Heroes : 1-2

In Monster Fest you have a fixed amount of time to kill all monsters during each Combat Phase and you have a pre-fixed amount of lives. There is no core to protect, instead all monsters will target the Heroes directly. It is recommended that this be done by 2 Heroes only. Playing with more than 2 Heroes will increase the amount of monster exponentially, but the time given will not.

1. One player sets up the tower defenses in the central bridge area while the other player covers him/her as there is only 15 seconds to set up your initial defenses. Use the time during the first few waves to set up as many Harpoon Turrets as you can (for its Piercing effect), and try to put up a Strength Drain aura to reduce the damage dealt by the monsters.
2. Always observe the on-screen timer and kill enemies in a safe, but quick manner. You will need to ensure these monsters are killed fast enough so more can spawn and be killed within the time limit.
3. Keep your towers healthy, especially your Bouncing Blockades and Slice & Dice blockades. Lay down Strength Drain auras and always keep an eye out for Ogres.
4. Take note of Wyerns as well. Generally the Harpoon Turrets should handle them nicely, but it pays to be attentive.

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