Dungeon Defenders
12 Achievements
200
80-100h
Legendary Defender
You have earned every Dungeon Defenders Accomplishment! Trendy salutes you!
30
How to unlock the Legendary Defender achievement in Dungeon Defenders - Definitive Guide
First of all: You can find the list of all accomplishments and which you have completed in the Main Menu under "Leaderboards" and in the top you find alot of stats and stuff and one of the headlines says "accomplishments". Go to this one and you will see all the 57 accomplishments to achieve.
The other achievements are a part of the accomplishments too. The most of them are pretty obvious how to achieve in the desciption but you can find more specific guides below.
(I don't have a guide for all accomplishments yet so feel free to add tips and tricks and I will update the post)
- Good Student - Complete the Tutorial.
Solution: Press "Full Tutorial" first time you start the game with either "play local" or "Xbox Live". If you have skiped the tutorial you can get the option back by going into options and "reset tutorials" and you will be able to chose to do the tutorial again.
- Smithy - Upgrade an equipment.
A guide provided by WeighingBrute for those that have trouble getting this accomplishment: Go to the tavern then go to the shop then on the left hand side click hero stats now the weapon (need to be equiped). Highlight the item press A you can now upgrade the item and get the accomplishment.
- And This Is My Weapon - Upgrade an Equipment to its maximum potential!
- Obedience Training - Upgrade a Pet to its maximum potential!
Solution: Go to the Forge. Chose the item you want to upgrade from the itembox or on your hero by pressing A on that item. Now you can upgrade it by pulling RT and "invest" man in that item. Diffrent pets and gears has diffrent max level to upgrade and the item costs more mana to upgrade the higher level it is.
- Pupil -Reached Hero Level 10
- Veteran - Reached Hero Level 30
- To The Limit - Were a complete set of maximum level Equipments
- From The Depths - Complete all Area 1 (level 1-4) on any difficulty setting
- To The Rooftops - Complete all Area 2 (level 5-8) on any difficulty setting
- A Taste of Victory - Complete all Area 3 (level 9-12) on any difficulty setting
- The Belly of the Beast - Complete all Area 1 (level 1-4) on Hard
- The Body of the Beast - Complete all Area 2 (level 5-8) on Hard
- The Crown of the Beast - Complete all Area 3 (level 9-12) on Hard
- From Fire with Brimstone - Complete all Area 1 (level 1-4) on Insane
- Through The Crowded Keep - Complete all Area 2 (level 5-8) on Insane
- To The Lofty Summit - Complete all Area 3 (level 9-12) on Insane
Solution: Level up to max and upgrade all gears to max. Read tips and tactics about the classes to refine your skill. Practice the levels to learn your best strategy and you will beat insane in all levels. Just give it practice and time. Multiplay with skilled friends helps to.
- Where’s the Blueprints? - Complete the challenge No Towers Allowed on at least Medium Difficulty
- Friends Forever - Complete the challenge Unlikely Allies on at least Medium Difficulty
- 88 Core - Complete the challenge Warping Core on at least Medium Difficulty
- Ella, Ella - Complete the challenge Raining Goblins on at least Medium Difficulty
- Wizard Hunter- Complete the challenge Wizardry on at least Medium Difficulty
- You No Take Mushroom - Complete the challenge Ogre Crush on at least Medium Difficulty
- Speed Freak - Complete the challenge Zippy Terror on at least Medium Difficulty
- In A Fowl Mood - Complete the challenge Chicken on at least Medium Difficulty
- Core Cardio - Complete the challenge Moving Core on at least Medium Difficulty
- Monster Mania - Complete the challenge Death From Above on at least Medium Difficulty
- Core Destroyer - Complete the challenge Assault on at least Medium Difficulty
- Gold Rush - Complete the challenge Treasure Hunt on at least Medium Difficulty
- Weapon Master - Complete the challenge No Towers Allowed on Insane Difficulty
- Kobold Exterminator - Complete the challenge Zippy Terror on Insane Difficulty
- Monster Madness - Complete the challenge Death From Above on Insane Difficulty
- Dancing in the Rain - Complete the challenge Raining Goblins on Insane Difficulty
- Gold Blitz - Complete the challenge Treasure Hunt on Insane Difficulty
- Ogre Block Party - Complete the challenge Ogre Crush on Insane Difficulty
Solution: See the "A Challenger Approaches" achievement guide for tips how to beat the challenges on Insane.
- Thick Skin - Reached Survival Wave 20 on Medium Difficulty
- Tough Guy - Reached Survival Wave 15 on Hard Difficulty
- Iron Man - Reached Survival Wave 10 on Insane Difficulty
- Divine Intention - Picked up a Godly Weapon
- O Mighty Smiter! - Were a full set of Godly Items
Solution: Godly items are the level 60 quality items in the game. Bosses on Insane sometimes gives Godly weapons and Godly gear can drop of mobs on Hard and Insane difficulty and be found in the shop after beating higher levels on higher difficulties. It also needs to be a set as well (all leather or all pristine or suchlike) so it will take much farming of Godly items to get a complete match. A matching set "glows" in the hero info box view. So level up and beat levels and kill bosses on hard and insane and you will get these items and accomplishments.
- True Nobility - Earned the Lord Award on at least Medium Difficulty
Solution: Lord Award = Kill 50 enemies in 5 seconds. This is easiest to do on higher levels where there spawn alot of enimies in one wave or in multiplayer. Some tips are on Monster fest or Wizardry challenge where there will be alot of enemies. Doing it on survival works to. You can achieve this diffrently with each class. With the apprentice build alot of towers and use your manabomb. With the Squire use alot of bowling towers.
- Daredevil - Earned Skin of Your Teeth Award on 6 Missions
Solution: Skin of Your Teeth = Survived a wave after the first with <100 Core Health Points on at least Medium Difficulty. (You can see what awards you have earned on a level in the "Mission Statistics" so you can keep track on the accomplishment.) Play Medium difficulty and let the mobs on the second wave (as the first doesn't count) hit the core so it gets below 100 health and then kill the enemies off. Practice a bit so you have time to kill them off before they kill the core. Play through the rest of the waves otherwise you don't get the award. This needs to be done on 6 diffrent levels.
- Mastermind - Earned the Master Strategist Award on all Missions
Solution: Master Strategist = Only use Defenses to harm enemies after the initial wave. (You can see what awards you have earned on a level in the "Mission Statistics" so you can keep track on the accomplishment.) Play all levels on Medium without pressing the shoot button (you can shoot the first wave). And make sure you unequip your pet as it will count! You can also take help of a friend, play multiplayer and let your friend be the one dpsing while you only build towers, but as I stated be careful so you don't accidently hit the shoot button.
Update: You can take pets that doesn't attack with you like genie, imp or fairy. A good choice is an imp (repairs towers, auras and traps) or a fairy (heals player) since the genie perk will gain you nothing but the stats of the pet. (Thanks TCW Sam Vimes for this tips)
- Brute Force - Earned the Gunslinger Award on all Missions
Solution:Gunslinger Award = Only use Hero Abilities & Weapons to harm enemies after the initial wave, so no tower damage. (You can see what awards you have earned on a level in the "Mission Statistics" so you can keep track on the accomplishment.) Play the entire game (every level) on easy and beat them without using any towers. This is easiest done in multiplayer and with help of friends. Let your friends build towers and you do not. Don't touch your friends towers either, don't repair them or upgrade as that will ruin the award.
- A Matter of Perspective - Saw all four Hero endings
Solution: You only need to play the Summit, not the entire game. The class that gets the killing blow on the dragon gets his cutscene played! You don't have to watch the whole cutscene, the killing blow is the important part.
- Group Hug - Raised a Hero of each type to Level 70
Achievements:
And ALL the achievements are a part of the accomplishment list so you need to do ALL of them aswell (including this one). For more details and tips about them, check the other achievement guides here on the site.
- Master Banker - Stored 15,000,000 Mana in your Mana Bank
- Catch ‘em All - Stored all Pet types in your Item Box or on your Heroes
- Defender of Etheria - Reached Hero Level 70
- Dungeon Crawler - Completed all levels on any difficulty setting
- Dungeon Raider - Completed all levels on Hard
- Dungeon Defender - Completed all levels on Insane! Congratulations Brave Dungeon Defender!
- A Challenger Approaches - Completed All Challenges on INSANE Difficulty!
- Survivalist - Reached Survival Wave 15 on Medium Difficulty
- Defense Is the Best Offense - Reached Wave 10 on all levels in Pure Strategy on at least Medium Difficulty
- Perfectionist - Earned the Flawless Victory Award on all Missions on at least Medium Difficulty
- Team Effort - Completed all levels with 4 active players on at least Medium Difficulty
- Legendary Defender - You have earned every Dungeon Defenders Accomplishment!
so far unconfirmed: you may attack bosses with your weapon, be careful not to hit other creeps though (have not tested this yet)
another thing: do NOT set the game on easy. setting the game on easy deactivates most or all accomplishments, at least "gunslinger", "mastermind", "perfectionist", "survivalist" and many others (if you read the description, it actually even SAYS medium or above only)
@O mighty smiter (all godly items): needs to be a set as well (all leather or all pristine or suchlike). a matching set "glows" in the hero info box view. ramparts hard and later levels drop a lot of good items, getting a set will take time though. just collect everything "godly-leveled" for a while, sooner or later you'll get it. always check shop after finishing an insane level or challenge (good chances of godly items for sale)
In order to help you keep track of which accomplishments you have completed - and more importantly your progress on the ones that require some serious grinding - I have created this Google spread sheet containing tracking of ALL the accomplishments, with visual formatting to help you quickly see what you need to complete.
The sheet is created so you can share it with up to four other friends, since some of the accomplishments are easier to complete with a little collaboration.
It has been awesome for me and my friends, and helped us focus on the tasks we were missing.
Please see the sheet 'How to use' for instructions on how to use the document and how to create your own copy.
I hope you find it as helpful as I did, and let me know if you think I should change anything.
Link:
https://docs.google.com/spreadsheet/ccc?key=0AtKH7yzOMFlUdFd...
Here's an example with filled in progress (actually a copy of the sheet I used until yesterday):
https://docs.google.com/spreadsheet/ccc?key=0AtKH7yzOMFlUdDB...
Happy slaying!.... :)
I was going to make a chart myself until I found yours, cheers for it! ;)
If you need help with something i havent covered yet before i finish this, dont hesitate to ask and i will do my best to accomodate you.
Another guide that nobody needs or asked for.
This is going to be a complete solo guide to dungeon defenders x360 without hacked equipment. That being said, you will need 4 controllers and some rubber bands to do everything on your own.
The only thing i did out of the ordinary is getting a kairi the brave fairy, and a hastats recurve crossbow from the first dlc level mistymire forest and put them both on my hero huntress, but theyre not at all necessary.
Kairi the brave had about the stats of a giraffe on treadmill pet(20 to all stats), with the added bonus of player heals.
Hastats recurve is a great dps weapon for bosses. Even a poor version will probably give you 50k dps after hero stats and with piercing shot. I have a version now that i can do over 100k dps when adding piercing shots worth over 30k damage each.
The first thing you need to know, is that several accomplishments can cause this to glitch. Most notably, teamwork, and group hug. Teamwork involves beating everything in a 4 player game, and group hug requires levelling each class up to 70. I would generally avoid getting any accomplishment that requires multiple controllers going as your last accomplishment though, and maybe even any other accomplishments with achievements tied to them, despite it most likely being some kind of issue with multiple players on the same profile. I personally saved daredevil for last this time.
So, there are 57 accomplishments in total. The hardest in my opinion being complete all levels on insane, and complete all challenges on insane. Unless you are pushing well past level 70, some of these are just barely possible. That being said, my highest character when i completed everything was level 72. So, the main focus of this guide will be getting you through everything on insane, but i will be going over everything.
The 57 accomplishments can be found by selecting statistics from your crystal in the tavern, and going to the accomplishments tab. Here it lists all locked and unlocked accomplishments. They are as follows:
When i completed everything, i had 6 characters with the following stats:
Tower squire: lvl 72
hero stats- 43/46/50/39 ability stats- 10/16
Tower stats- 210/197/94/161
Resistances- 35/33/20/37
Using giraffe on treadmill, good weapons include elemental upgraded high five, maleficars rapier, flamewarder, etc.
Theres a very fine line with squires towers if you ask me. Most people say health doesnt matter after a point, and damage should be higher, but to me, 200 health is about the minimum for insane tower health. Even then, towers can be destroyed stupid fast. Damage should be on par, if not higher. I like my range to be around 100-125, but this is one of the least important stats. The higher the range, the sooner your harpoons and such will start firing, however, sometimes larger range puts new enemies in view causing them to target undesirable enemies.
Attack rate is where you should focus most of your points after tower damage and health. Attack rate will essentially increase damage by making towers fire faster. I aim for at least .49 rate of fire on a harpoon. If you walk up to a harpoon you can press a button to see its details. Rate of fire will be labelled there. I swap my triggers and buttons, so for me its right trigger.
Aura monk: lvl 71
Hero stats- 33/48/32/48 ability stats- 15/10
Tower stats- 245/149/153/62
Resistances- 21/14/26/24
Using giraffe on treadmill, weapons are meh. Elemental dragon crested glaive is a decent option. Maybe an ogre party hat.
Hes mostly for ensnare and strength drain auras, and the odd electric, so you dont really need tower attack rate. Max aura health, give it a nice range, and throw the rest into effectiveness. The slower/less damage on the enemies, the better. Aura life makes it so you might actually be able to keep them all alive during waves.
Hero huntress: lvl 72
Hero stats- 62/222/75/77 ability stats- 12/160
Tower stats- 33/40/52/35
Resistances- 36/48/40/36
Using kairi the brave pet, could be subbed for giraffe, but lose heals which are whatever. Recommended generic soul focuser or lava beetle exterminator for wall piercing bullets. Crystal trackers are decent, blasticus is good for dps, otherwise try to find a high elemental weapon for bosses. Hastats recurve is amazing for bosses. Its regular bullets count as poison though. Can still wipe all poison enemies with piercing shot ability.
You will probably be respeccing her a few times depending on what the situation calls for. Piercing shot adds together normal and elemental damage and converts it all to normal damage. Damage goes up from increasing hero damage, and piercing shot, so max them both for dps. Normally you want her to be speedy, so dont be afraid to throw a few points in there, and cast rate really helps with her repairs. Health is probably the least important in most cases. You will use the odd gas trap with her, but you dont really need any skill points in it. Even with fairly low tower stats, It had around 6 activations, and each activation lasts like 20 seconds with a 15 second reset timer or something, so even pretty low gas trap should last a couple minutes unattended.(didnt look up the stats but its not too far off of that. You might even get more time. Upgrading attack rate would cause it to go down faster.)
Hero apprentice: lvl 71
Hero stats: 60/164/73/171 ability stats- 35/4
Tower stats: 30/30/10/33
Resistances- 33/39/29/26
Whatever pet adds to hero skills. Draconis ignis is a decent weapon for him.
Hes just a filler character for teamwork and raising all characters to 70. I maxed his cast rate so i could do quick repairs with him to level him up. With overcharge, hes definitely the best repair/upgrade character. Some people like his towers as well.
2 extra hero huntresses level 66 and 58 with all points into hero damage, then hero health, after that doesnt really matter. Geared with best hero equip they could use, 1000 damage attack pets, and either a generic damage soul focuser, lava beetle exterminator, or crystal tracker with at least +6 reload doing over 1000 dmg per shot on training dummies.
To make things easier, you may consider making a 3rd extra huntress built the same way. These are afk shooters for specific challenges.
So, to start, you are going to need a tower squire. Create one and start the game. I believe the first new character it throws you right into the tutorial. It may ask you, i dont recall, but either way select full tutorial, and complete it for your first accomplishment, good student.
If you missed this the first time, press pause in the tavern, select options, and then hit the reset tutorials button. Start up the deeper well. It should automatically start up the full tutorial.
Now your squire is created, start working through the game on medium. Equip better gear as you can, but dont worry about upgrading anything yet, besides maybe a weapon for some damage. Sell all the inferior gear.
Spread your tower points out at first. 5 in health, 5 in damage, 5 in range, etc. At least until you get some better gear. You can always respec later. Harpoon range is abysmal at base tower range levels. It can barely shoot past a bouncer placed in front of it.
The great thing about this game is there isnt just one tower placement build that works. You can get the job done by a variety of different tower placements. I will suggest a few, but youre obviously more than welcome to experiment on your own. It should be noted that very small differences in either placement, or angle, can yield drastically different results.
I would like to go over a few of the main towers points before we start.
Spike blockade are the highest health, and least cost unit. Their only downfall is very low attack, and enemies must actually walk into it to be hurt. There are several situations where spike blockades will be your best option.
Bouncers are the next step up. They have a bit less health, but they do way more damage, and have the added bonus of knocking enemies back, possibly into hazards. Just watch you dont put it in a place where it can bounce them past to where they can get to your crystal.
Harpoons are the bread and butter of ranged defense. They only go as far as their aiming reticle i believe, but harpoons pass through all enemies. Meaning one harpoon can take out an entire line of enemies provided the range is there.
Bowling ball turrets. Very situational. Most cases harpoons will do a better job, however, bowling balls shine when theres a downhill slope, staircase, or any narrow passageways. The main bonuses to bowling ball turrets are the knockback effect, and their range being set. Aiming reticle only affects activation distance, not firing distance on bowling balls.
Slice and dice blockades: while they have the highest offense, they are very rarely worth the defense units. In most cases, a bumper or spike blockade will get the same job done better, and cheaper. It is worth noting that they are the tallest standing defense of the three though, and in certain situations, capable of dealing with wyverns.
Ensnare aura: it is hard to describe how valuable this arua is. Ensnare slows enemies down to a certain percentage based on aura effectiveness. Not only does this give more time for your defenses to take them out, it also drastically reduces incoming damage. For example, if its at 33% enemy speed, they only attack at 1/3 of normal speed as well, meaning defenses would last 3 times longer under attacks.
Strength drain aura: another one to not be underestimated. Again, if you drain their strength down to 33%, theyll only be doing 1/3 of their normal damage to defenses while inside the aura. When stacked with ensnare, the damage reduction is absurd. Ive been out of school way to long, but i believe both of those at one third basically brings their damage to about 1/9 of what it normally would be in that time frame, plus the added bonus of ensnare giving defenses time to kill them before they even reach the point where they can cause damage.
Electric aura: while you wont have many points in attack rate, it can still be pretty effective, especially when paired with an ensnare. Unless theyre electric immune, this will kill most enemies by itself, or at least severely damage them. Mine was only doing like 500-700 damage every second or so, but it adds up quick when theyre ensnared.
Gas traps: for a few rare instances, or if other main traps go down while youre running huntress. Gas traps basically create a poison barrier. Anything not poison immune that walks over it will be stopped in their tracks and sent into a coughing fit until the activation ends. I dont believe it works on ogres.
Keep in mind these are base strategies assuming you dont have level 70 chars. Once you do, most of the best setups have auras involved. I will cover the advanced strategies further on for insane playthrough.
The deeper well:
you have nothing to start, so put some spike barriers blocking the top of the stairs near the crystal, and the lane next to it, then wipe the enemies with your hero. If you have bouncers and harpoons, feel free to place bouncers instead of blockades, with a harpoon turret behind them. On the final wave, try not to open the chests for upgrades and repairs. If you save them until after a victory, theres a chance at better items. Get into the habit of repairing and upgrading defenses, not that its needed here. Im constantly running a loop repairing what needs it throughout the game. You will not survive some levels without doing so. I also usually switch my circular slice hotkey for upgrade defense instead.
Foundries and forges:
You should be able to place bouncers now. Place 2 bouncers in each hallway near the crystal just a bit past the small staircases. You cant place all 6 until you kill some enemies. If you want, or you dont have bouncers, you can use spike blockades instead. Place 2 harpoons behind each one if possible. I place them as close to the wall as possible, and angled so the edge of fire range skirts the wall to avoid aiming at enemies it cant hit. The ogre shouldnt pose much of a problem on medium. Remember you can block with the squire. As a last ditch effort, you can attack it and aggro it away from defenses, or use block as a barrier while your defenses kill it.
Magus quarters:
You should have harpoons by now. If not, you might have to take out wyverns yourself. Theres many options here, but put a bouncer near the top of each ramp to block, with a bowling ball or harpoon behind it. I usually put a harpoon on each bridge where the chests spawn facing the 2 corner doors that spawn the wyverns, and 2 more on the edges near the crystal facing the harpoon on the bridge. Use the rest of your defense units as you see fit.
This one has an ogre as well. Shouldnt have many problems with this setup. A few levels can make a big difference early game if youre struggling though.
Alchemical laboratory:
Again, theres numerous setups. For the 2 doors that branch 2 paths, i usually place a bumper at each chokepoint opening. Meaning after where enemies turn the corner on each side. Harpoons behind those 4 bumpers. For the other doors, put a bouncer so its leading edge is just touching the top of the small staircase on either side, then place a harpoon up on the railing behind them. This helps harpoons get over the stairs. I angle them slightly towards the other 2 doors, so the side of aiming reticle skirts the ledge of the highest door. This is so it doesnt aim at the enemies up top that it cant hit. These defenses will take the brunt of the damage due to the kobolds coming from these doors.
Feel free to spend remaining defense units on some harpoons pointed towards the forge, or central area where the boss spawns. If you put a slice and dice as close to forge as you can, it wont get destroyed by his spawn, and will do a bit of damage right away.
Another solid option for the first 2 doors i mentioned, is to simply put a bowling ball turret at either end of their spawn hall, with a spike blockade in front just in case.
So, after the final wave, you get 15 seconds to repair, before the boss spawns in front of forge. Its basically just hack away with blood rage. Theres 4 electric generators in each corner of the crystal. If you destroy all 4, it hits the boss with an electric current which damages him and holds him in place for a short while. These take about 30 seconds to reset once used. The only other thing to mention is if you die, he will aggro on your defenses. You need to get him off of them as fast as possible. The boss does no damage to the crystal. Enemies do. But the boss will wreck your defenses.
Killing this boss should give you your first real decent equipment. A class specific weapon(weapon for your character), the princes guard sword? or something, and another decent piece of gear. Feel free to equip them if theyre better. For the sword, its probably best to put all upgrades into elemental damage if you have the cash, but its probably better to just wait for a high five at this point.
Servants quarters:
I use 2 bumpers for picnic tables, one place on the picnic tables as far back as possible without leaving an opening, and the other to block the rest of the lane. 1 bumper blocking opening on other side of crystal. Bowling ball facing middle narrow staircase spawn, bumper blocking higher spawn hall. For the top spawns, 1 bumper at end of hallway to block left spawn, theres a narrow spot in the walls where a bumper fits perfectly, and another bumper blocking other spawn. For this one, shortly in front of spawn, theres a box on the right side which narrows the hall. Put the leading edge blocking there, as far back as you can. Always try to keep defenses as far from dark energy as possible so enemies walk out and become vulnerable.
Put harpoons behind everything, except the bowling ball. Can put a second bowling ball there.
Castle armory:
Bumper on each side coming from forge at narrower spot. Bumper before wooden bridge at top of each side. Underneath bridge, a little before, theres wooden boxes. Place 2 bumpers just before wooden boxes on either side. Harpoons behind everything.
At this point, you can go into challenges and select ogre crush on easy or medium. Should be fine on medium. Use the same setup as above, but with spike blockades. The places with 2 bumpers can be taken down, and placed in front of the bottom middle path instead.
There is an ogre trick you can use here with harpoons and spike blockades if you have enough range. Basically ogres aggro on whats doing the most damage to them. This means if you place a harpoon far enough behind a spike blockade, it will stay targeted on the harpoon with no way to actually hit it besides snot balls, and not even bother hitting the spike blockade thats tickling its feet. Hopefully you can get a decent high five in a few runs. Like 100 elemental damage with close to 20 upgrades. This will become your ogre/boss killer for a bit.
Hall of court:
I dislike this level. Its hard to find solid placements where your defenses can stop wyverns from getting to crystal without hero help.
For top spawn i use a spike blockade at the corner on either side with harpoons behind. I placed 2 harpoons behind the closest crystal, basically up against the pillars, and angle them towards spike blockades. Left harpoon faces right, right faces left.
At bottom of stairs by other crystal, 2 bumpers each side. One out beside the rock jutting out past stairs, the other just slightly back. Harpoons behind these. The rest of your defense units should be used on harpoons guarding the crystal from wyverns approaching from that direction.
Royal throne room:
Another i dislike. Feels like du(defense units) are stretched thin and ive never found a great way to handle the top route from the thrones. Generally playing single player, wyverns never spawn till wave 2, so you can always put off wyvern defenses for the first wave, aside from glitterhelm.
Spawns against wall furtherst from thrones: one bumper on closest path to crystal on each side before it widens with harpoon behind, angled so it doesnt shoot at carpeted hall enemies.
2 bumpers in each carpeted hall between pillars where its narrowest. Harpoon behind each. One side can have 2 harpoons. I usually go blue side cuz thats where boss spawns, but red side gets the stronger ogres.
2 bumpers blocking stairs leading to crystal right in front of thrones. One harpoon in the middle on the raised railing of staircase. Dont remember if theres enough du for 2. Think thats only if you leave it at 1 harpoon for either carpet hall.
1 harpoon on the very corners of the railing guarding throne crystal, each facing across the crystal attacking the opposite side.
The other crystal has 2 raised circular knobs on its railing. Place a harpoon on either side just next to this knob, and again, facing over the crystal.
After the last wave, 15 sec counter before boss again. This guy will straight up push your defenses out of the way, so you want to keep his attention as much as possible, and try to keep him near the back of the blue hall. Youre supposed to hit him in the back a bit to open his hatch, where you will do even more damage. This is tough though. I suggest just bloodraging and hacking away. Try to use block if you can to mitigate some damage. He shouldnt be too tough on medium anyways.
Again, youll get a shiny piece of armor and another new class specific weapon. Your princes guard or high five is probably better than this weapon anyways though.
Royal gardens:
There are chests to the left and right of the forge. Put a bumper blocking the lane next to it with a harpoon behind it. Put a bumper or spike blockade with a harpoon or bowling ball behind it at each side lane by the hedge mazes. But a bumper and bowling ball turret blocking each of the entrances close to the bottom spawn. Left side gets the ogre, right side has the wizards skeletons to deal with and needs to be monitored. Same with side maze paths. Put a harpoon behind the forge crystal, facing forge. If youre facing forge, the hedge maze on your left, place harpoon behind crystal facing bumper blocking bridge, and another in front, up on the hedge facing same way. Other hedge maze place one harpoon behind crystal facing just left of the bottom ogre spawn, and another on the hedge in front, or right on the ledge facing the same way.
This is where you can start caring about gear a little more. I would be picking up just about everything for now. Act 3 levels, and glitterhelm caverns give the best drops, aside from unique challenge weapons and such. Remember to leave final wave chests if you can, other than on summit. Its still only medium though, so most of this is still just sell value. You need to get enough cash to fully upgrade some elemental weapons to really get your cash flowing though. Your initial investment will be probably around 3.5 million, if not more like 5 million, so save up. Once you get it, youll sink it into an elemental weapon with over 100 starting elemental and preferably over 20 upgrades, then sell that for profit. Rinse and repeat as needed. Lvl 74 items and up can have like 40+ upgrades equalling massive profit, but also takes alot more to max out.
Ramparts:
2 spike blockades blocking close edge of bridge near 2 crystals, 2-3 bowling balls at the top of ramp above spike blockades. 2 bowling balls facing down stairs next to lone crystal, spike blockade halfway down stairs. At the top of the other stairs by rooptop, place 2 bouncers and 2 harpoons. On the rooptop place a harpoon or slice n dice in line with the chimney, maybe slightly left off center facing out over the backside. Put a harpoon behind the 2 crystals, facing the roof. Put harpoons on raised sections above forge by lone crystal facing the crystal and kind of towards the bridge spawn door. Alternatively you could put slice and dices in front of the crystal on the torch by the chest spawn, and on the raised ledge by the bridge to block those wyvern lanes.
Endless spires:
2 bumpers and 2 harpoons blocking stairs by lone crystal, 2 bowling balls at the top of the 2 side staircases on the landing halfway down. Meaning bowling balls are going down stairs towards spawns. 1 spike blockade at bottom of stairs in front of them. Crystal left of forge, put one harpoon in front and behind facing straight off the point, or angled just a touch to the right, (towards stairs that bowling balls are defending) and 2 more in front and back facing 90 degrees to the right of those. Crystal right of forge, harpoon in front and back facing towards closest bowling ball traps, and one in front and back facing same direction as the second 2 from the other crystal. Pretty hard to explain things with just words. Youll see if you watch the map while wyverns approach where they come from.
The summit:
Near ogre spawn, put 2 bowling balls at the top of each stair set, with a spike near bottom of stairs. So enemies will walk up the first small stair set then get hit from both sides. Face the other spawns from the lone crystal. The left spawn, put a harpoon in the corner near platform where dragon can spawn with a spike in front. Same thing for the far right spawn. For the middle path, put 2 bumpers at the bottom of the middle stair path, with 2 harpoons behind. Put a harpoon on the raised square platform on either side of the lone crystal facing the spawns to help cut down on hiding wizards. Put 3 harpoons guarding each of the other crystals, one pointing toward side with chest, one pointing forward towards ogre spawn, and one right in the middle. Use the rest of your defense units how you see fit.
After final wave, the boss spawns. There are giant harpoons up on the castle walls that you can fire manually. You need to hit him with one of these to bring him down to one of the 3 points where you can actually beat on him. Go blood rage and hack away. You might have to do this a few times to kill him. You can also set up some defenses in those locations to help, but the boss wrecks them pretty fast. My tower setup above is actually susceptible to his firebreath, so if you dont move fast, you very well may lose defenses and the round. Sometimes this can be luck dependant, cuz he can just decide to fly around hurling fireballs like an asshole nowhere near any harpoons that can hit him, so your defenses are already hurting by the time you get a chance to hit him.
Once you beat him youll be awarded another nice piece of gear, and a class specific weapon, the flamewarder shield. Depending on stats, this could be your new best elemental weapon.
Glitterhelm caverns:
Place harpoon behind crystal at long wooden bridge facing bridge. Up the stairs from that crystal, place 2 bouncers next to barrel where its narrowest, with a harpoon behind. Head back to middle crystal and head left into the cave. Past the crystal, on the left theres a rock with a rounded edge where a bumper fits nicely, place another next to it with a harpoon behind. On the other side of the crystal, place a bouncer blocking the door, but not too close so it doesnt attract much attention, with a harpoon behind. Just after, place 2 bouncers at the bottom of the stairs blocking the middle crystal with a harpoon behind. Put 2 harpoons at the top of the stairs on the other side, with bouncers in front on the stairs. At the top of the stairs by the final crystal, put 2 bouncers between railing and picnic table as far back as you safely can so it doesnt attract attention, with a harpoon behind. Place a bouncer blocking the small wooden bridge to final spawn with a harpoon behind. Place a harpoon at the bottom of the stairs on each side of the crystal facing diagonal over the crystal for wyvern spawns. This crystal will still take some hits. The wyverns coming from around pillar are hard to stop, and they come from both ways around the pillar. Spend remaining defense units how you want. Maybe doubling up on harpoons. I usually use it for auras once i get a monk going.
Finishing this will give you another class specific weapon. Squire gets the earth shaper. Could be a decent generic damage weapon, but even 3k generic damage isnt much to me. It could be useful for certain situations though.
Now at this point you can probably handle a good chunk of insane, aside from maybe bosses and act 3 stuff, but id recommend going through on hard first to get some levels and gear. Usually i would spend some time levelling a monk before venturing into insane. It just makes it that much more doable. You can basically use all the same setups as normal on hard difficulty, doubling up on harpoons where you can. If you have auras available, you can leave it at one harpoon and auras. Ensnare comes first, then strength drain. Electric if you dont have the du for strength drain.
You might still have problems once you get to summit and glitterhelm without auras. If you do, start a monk, go on hard ramparts or endless spires. Build def with squire and soak up xp with monk. Can speed up his levelling by adding more players, but enemies get more health and i think hit a little harder with more players. Can start subbing his auras whenever they become viable. Once you get a decent aura monk, the rest of hard shouldnt be a problem with auras protecting defenses. Place auras so they just skirt the edge of your defenses, so when they hit your defense wall, they stay under aura effects. The only aura i usually offset is strength drain. That i usually place so the bubble is over my defenses. It only affects enemy attacks, so theres no point in wearing it down before where enemies can attack and it becomes useful. To clarify though, the enemy must be inside the aura for their attack to be weakened. It doesnt matter if your defenses are in the aura.
If you need a stronger weapon, you can get better versions of yours on hard. Either a hard high 5 from ogre crush, a hard princes guard from alchemical boss, or a hard flamewarder from summit boss. Keep in mind stats are random, so you might have to farm a few times for a better version. Once you have something with around 5-10k elemental damage, you should be set for a while. You cant really get any higher without going to level 74 or higher. If you get a decent enough weapon, you could always try alchemical on insane with auras. Hell drop you a maleficars rapier. Another one of the best elemental squire weapons in the game. Can always farm for these if you want, and i would advise it to make money. This is your first real money maker. A good version fully upgraded into elemental damage can sell for absurd amounts, so this is always a good option when youre low on cash, and you will need millions to upgrade all your gear.
You can only hold 200 million mana at a time, so save some good sell items on hand for when cash runs low.
Now youre in hard difficulty, and have some cash. Act 3 hard items can sell for 20k mana a piece. Also, theyre the best gear youll find besides hard glitterhelm and insane act 3. Start locking in/buying any pet types you dont have, especially animus pets, and any godly armor pieces. Keep all godly pieces locked in forge until you have a full godly set(leather, chain, mail, plate, or pristine). Once you have a full godly set of one type of armor, feel free to fully upgrade it from forge or tavern master and equip it. Make sure you upgrade them while equipped on your character. Apparently it doesnt unlock if you upgrade them in the item box. You must also fully upgrade a pet, and a weapon, as well as obtain a godly weapon for all the equipment accomplishments.
Also keep your eye out for anything either godly or legendary enchanted. These are basically the best prefixes you can get on console. Most of my best items have been legendary. While godlys have more potential, godlys with good stats seem harder to find. Alot seemed to either have a low upgrade level, a negative stat, low res somewhere, or just not the tower or hero stats i was looking for. Just something undesirable.
Once youve beaten hard difficulty, or all but the last 2 levels, and levelled up your monk, its time to get some giraffe on treadmill pets. You are going to hate me for suggesting this. Clear your schedule, you are looking at like 8-15 hours of deeper well survival. Just do medium for safeties sake. You dont wanna blow 10 hours for nothing. Set spike blockades near top of stairs with harpoon behind, set blockades for top lane, blocking where rock narrows the path, not up by the water wheel turbine thing. Harpoon behind. Try to angle your harpoons so theyre only covering their one lane. Put a harpoon up on the corner of the railing between the other 2 on each side, covering both lanes. Put an ensnare and electric aura in front on both sides that covers both lanes.
This is an almost perfect setup. Upgrade everything to max, then you can just sit back and repair auras, and the odd defense. Before you start wave 25, join in with 3 extra controllers, so you get 4 giraffes when you finish wave 25. Hopefully you get 3 that have 20-25 to all stats with no negatives.
You could join with the other characters for xp earlier, but it will take longer. Once you get to waves with 9900 enemies, it wont go higher on deeper well, so joining with 4 chars at that point wont really affect time frame.
If you have mistymire forest, you can do pure strategy there in like 3-5 hours for giraffes, and also get kairi the braves at wave 20 i think, but i wouldnt recommend turning on extra controllers for that. The ogre spawned with like 4 million hp on wave 25 with 4 controllers. Even with an attack rate boost pet, my defenses only got him down to 2 million health before he overran them.
If youve played mistymire, this sounds crazy, however, there are no spider spawns on pure strategy, and enemies have no elemental resistances. This actually makes it very doable. Electric and ensnare auras will turn most of it into light work. You just have to space out your upgrades since you cant repair during waves, and even sell and replace auras before higher waves so they dont go down. By the later waves, you may have to upgrade them several times a wave to keep them alive, so starting a wave with auras already at the orange star upgrade, you will be destined for failure.
Once you have 3 good giraffes, one for squire, one for monk, and one for huntress, you are basically good to go.
For monk, you can throw all its upgrades into tower health. Squire you can put it where you need it, but most likely tower health or damage if theyre below 200, followed by attack rate. I had kairi for huntress and it only had 3 upgrades, so she stayed like 20 to all stats, but put them where you feel youd need it. Damage, maybe health for assault challenge and insane bosses. Those would probably be most beneficial for her. For a general purpose huntress, cast rate is good for repairs. Make them count. Theres no respeccing pets. I must also note that pets are probably the most expensive thing to upgrade, so this is going to cost you a pretty penny.
Now were going to sidetrack into challenges for a bit to get some possibly decent weapons for your other characters. Dont worry about doing them on insane yet. Some of these you cant even do yet, and you get a different weapon for completing it on insane than you do for easy, medium and hard, so you may end up missing out on something decent otherwise. Id just stick to medium challenges for the sake of ease and completion, although hard can give better drops.
Skip no towers allowed. Start up unlikely allies.
Unlikely allies:
You have to defend your ogre, rather than a crystal, and he will walk around, even right up to their spawns, sometimes preventing enemies from even leaving the safe zone. This being the case, you want to have your defenses as close to their spawns as possible, while not blocking enemies in the safe zone. I usually place a bumper on either side of the small stairs leading from their spawns, with harpoons behind them. Dont be afraid to take down enemies yourself. Pretty easy overall, but your ogre can screw you. If he walks into your defenses, he'll push them aside, meaning youll have to sell and rebuild them once he moves out of the way.
Warping core:
Theres 6 locations the crystal can spawn. The regular center spawn, on the 3 landings down the stairs from center crystal where it branches, and the 2 circle pads under the bridges with chests. One tactic you can use is placing a bumper on the spots where crystals spawn while the crystal isnt there. This can provide the crystal with some minor protection from attacks like arrows. I usually do this for the bottom spawns under bridges with a harpoon behind them. Place a bouncer and harpoon blocking each small stair set leading from top spawns. Use the rest of your du how you see fit. Either a bouncer at the bottom of the stairs near bottom crystals, a bouncer covering left and right top crystal spawns, or some auras. Luck with where it warps can make a big difference.
Raining goblins:
Make a ring of bouncers around the crystal. If you space them out right, you should have some du left for some auras near forge where the most enemies come from.
Upgrade or repair as necessary. It may be worth it to sell and replace high upgrade defenses on later waves so you can upgrade them again faster and cheaper to keep them alive.
Skip wizardry. Its a pain. Ogre crush youve probably already done, if not, go ahead and do it. Its a piece of cake with spikes and harpoons and a decent weapon. Skip zippy terror as well.
Chicken:
Set up defenses like normal. The only real gimmick here is limited lives, and you randomly turn into a chicken that dies in 1 hit. You cant jump while you're the chicken either, so when you see its coming, make sure to get behind your defenses.
Moving core:
This one is one of the only challenges id say bring a generic damage weapon because of the wyverns. Its hard to shut them down effectively cuz they beeline for the crystal, rather than their typical paths. The 2 side paths on the other side of hedge mazes, and the bottom spawns can be handled with typical defenses. The top side spawns you have to block off with bumpers and harpoons as far back as you can without blocking them in, cuz the crystal travels up here. Place another bumper and harpoon blocking both sides of the top middle spawn. Use the rest of your du how you want. Can try to put harpoons to block some wyverns, but again, be prepared to stop them yourself.
Skip death from above, you can probably do it, but meh.
Assault:
You are given a few lives and a time limit to destroy 3 crystals. I would recommend just doing them in order. You should be able to handle medium with your decent weapon squire and a little blood rage. Watch out for huntress traps. They are pretty lethal. After the first crystal, its your choice which side to take, you may find one side easier, i usually go fireball tower side though. Its closer for respawns. The fireballs are protected by strength drain and ensnare auras. To counter this, use blood rage for more damage and speed. The trick to ensnares is to jump before you touch the aura. You keep your momentum in the air until you touch the ground, letting you close precious distance. After that, i usually take the left side with the bowling ball turrets and ensnare up to the middle crystal. Theres an inferno trap on either side of this crystal, be aware. Once the second crystal is down, its time to go for the hardest crystal. The first obstacle is a small stair set covered in traps with a wizard and dark elf warrior defending it. You have to be very precise and walk straight up the middle to not set off traps. Once you get past them, its just a long defense and enemy filled bridge to the final crystal. I usually just try to tank this. Blood rage and jump through the middle of the ensnare to try to avoid electric auras. Start swinging and jumping and hope you make it to the end. Theres a few huntress traps on the way down here too, so try to avoid them if you can. Remember theres a few chests laying around for heals and blood rage if you need them. You could also respec to a hero build for this if you need to, then switch back after. Id go damage and health with a bit of speed in that case. If you cant manage this, you can always come back later with a level 70 huntress.
Treasure hunt:
The goal is to pick up x amount of gold mana tokens each wave. 1 random enemy at a time will be glowing gold, and will drop said gold mana token when killed. This can be a real pain because half the time, by the time you see a mana token lying on the ground, it disappears before you can get to it.
You can basically use campaign setup for this, but i dont think you need wyvern defenses. I dont recall. Use auras in front of defenses. I usually use electrics and ensnare by the ogre spawn, the others can use ensnare and strength drains. If you cant handle this you can come back later, but it should be manageable. Theres a trick with this one where sometimes a gold mana token will be sitting on the ground in between waves. If you pick it up, it automatically completes the next wave, meaning you get to skip a wave. You can also use this to stretch your repair time if you wait to pick it up till halfway through build phase. Just dont wait too long, or the next wave will still start in a kind of glitched fashion anyways.
Monster fest:
This one should be pretty easy. You have limited time and lives to kill everything. All the monsters come to you, so you can just block off the central area with bouncers and harpoons and defend. You may have to hunt down a few yourself to meet the time constraints, otherwise, you can branch your defenses out a bit further.
Now that most medium challenges are done, you should have a few options for weapons for the other characters, its time to start levelling them up if you havent already. Were going to go through medium campaign on 4 players now to multi task though. We are going to work on 4 things at once.
1) team effort: beat every stage on 4 players medium.
2) mastermind: complete all stages just using defenses for master strategist awards. I think this has to be done on medium or higher. I dont recall.
3) brute force: complete all stages just using hero for gunslinger awards.
4) perfectionist: flawless victory medal on all medium or higher stages.
If you dont get all 4, dont worry about it, you can redo the ones you missed later. You should prioritize gunslinger and master strategist medals.
To do this, join with a character from each class. Make sure your squire is using either a pet that cant attack, or no pet. Giraffe is fine if thats what you have. Make sure your huntress isnt using a pet that affects towers. Either an attack pet, or no pet will work. Giraffe also works here.
Now start going through all levels on medium with the normal defense setups. Can beef them up with auras if you want. The key is to make sure your squire never attacks anything. He only builds and repairs defenses. The other part is making sure your huntress only uses her weapon to attack enemies. This means no placing, repairing, or upgrading any defenses. Make sure to kill at least a few enemies on wave 2 with her if you afk her, but i generally ran with her and afkd the others aside from placing defenses with squire. If you stick to this, the only award you might miss is the flawless victory if something gets through to your crystals, but its easier to get those in a solo game anyways, with less enemies.
Once you get through all levels on 4 players, go back for any flawless victories or any other awards you might have missed until those 4 accomplishments are done.
You might as well level up all characters to level 70 at this point. If you can handle ramparts or endless spires on insane, then by all means farm there. If not, hard spires, ramparts, or glitterhelm will still do a pretty good job of it.
Now, with level 70 chars, you should have a decent equippable weapon for each character. Equip and upgrade your best armors, weapons, and pets for each character. If you can make a set of armor, it gets a 25% stat boost i believe. Somewhere around there. Go through summit on medium with each character using a decent damage weapon to view all endings. Just do this solo. Set up defenses, then switch to the character you want to beat it with on the final wave.
By this point, you now have the 2 known glitchy accomplishments out of the way. Group hug for levelling each character to 70, and team effort for completing every stage in a 4 player game on medium. The final prepwork for insane challenges involves levelling up 2-3 more huntresses, ideally to level 70 each, but as i mentioned mine were only 58 and 66. They can use all the stats and highest level weapons they can get though. Once you have those, its time to start the real hard stuff.
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INSANE
The rest of the game is basically practice for insane. Enemies move faster, have much more health, hit way harder, and the build phases now have a time limit. This means you must know the chest spawn locations, and where and when to build what defenses. This is where character speed and casting rate really come into play, although my squire didnt really have much of those. On the larger maps its a mad dash to run around and get your defenses set up and upgraded between waves before times up, and more so if you swap characters like i do, because you have to leave yourself enough time to get back to the forge and switch. I often end up staying as the squire or monk through the first wave or 2 while setting up defenses, then switching to huntress for the final waves where her hero speed and casting rate help you get around and repair/upgrade defenses while dpsing the tougher enemies.
As a standard, you will generally start with squire to set up main defenses, switch to monk to add auras, then finish with the huntress for her dps, mobility, and repairs, so youre going to have to get used to changing characters quite a bit.
The deeper well:
With the stats you should have at this point, this setup isnt even necessary, but can use the same near perfect setup as survival for giraffes.
Spike blockades near top of stairs and beside rock on each side, harpoons behind covering single lane each, harpoon on corner of railing on each side covering both lanes, ensnare and electric covering both lanes on each side.
Foundries and forges:
Start with squire, place bumpers or spike blockades blocking each hall leading from crystal just past small stairs. 2 harpoons behind each. Switch to monk, place ensnares and electrics in front of each set of defenses. Switch to huntress for finish.
I dont remember how much du you get overall, but i believe it you use 1 harpoon each, you can set up strength drains as well. It might have to be all spike blockades for that. I dont recall. Use your judgement. Only thing to really worry about is ogre spawn, and with your weapons, not even that.
Magus quarters:
Squire. Bouncers at top of ramps with bowling balls behind. One harpoon on each bridge where chest spawns, facing corner doors. One harpoon on each ledge by crystal, facing bridge harpoon.
Monk. I dont recall how much du you get. I think you can go ensnare and electric in front of each bumper, and an electric on each bridge where chest spawns to help with wyverns. I know i had electrics on bridge for insane+.
Figure out your aura setup. Worst case you can just go with ensnares.
Huntress. Dps and repairs.
Alchemical laboratory:
Ive used this setup for insane+. The boss wave was still a rush to take him down before defenses went down. He has over 4 million hp on insane+. Stick with insane. Just making a point that its a good setup.
Start with squire, set bumpers first, then bowling balls and harpoons, then monk auras, then switch to huntress.
Bumpers blocking ends of side doors with 2 paths, bowling balls behind going downstairs. Set a bumper on either side of forge where its narrow by the back of the forge. Harpoon behind on either side facing diagonal(towards the opposite staircase). Place 1 ensnare and electric aura in front of each side spawn, just outside of dark energy. Place 2 more of each aura just behind forge for the other paths. These auras basically touch in the middle behind forge.
For the most part, squire and huntress tend to be the best for bosses for squires block and blood rage abilities, and huntresses range, mobility, and piercing shots. Using huntress you can stand on the crystal and be safe from his flames while shooting him. He can hit you with his swords though. Better to just keep moving. Use the electric traps as needed. To buy time to deal damage, or scoop up some more mana for piercing shots. Use your highest elemental damage weapon here, or highest dps weapon in general.
Servants quarters:
Basically same as medium. Can use spike blockades of you want, but i use bumpers.
Squire. 2 bumpers to block picnic table area, bumper blocking opposite side opening. Bowling ball at top of narrow stairs. Bumper in hall by chest blocking top middle spawn. Bumper by box on right side at top right spawn, and blocking left hall for top left spawn. Harpoons behind all but bowling ball.
Monk. Ensnares and electric or strength drain in front of all.
Huntress. Can put a gas trap in middle top hall where aura wont fit if you have the du. Mop up enemies and repair.
Castle armory:
Squire. Bumper on each side coming from forge at narrower spot. Bumper before wooden bridge at top of each side. Underneath bridge, a little before, theres wooden boxes. Place 2 bumpers just before wooden boxes on either side. Harpoons behind everything.
Monk. Place ensnares defending bumpers, then electric or strength drain auras if theres du left over.
Huntress. Mop up and repairs.
Hall of court:
Royal throne room:
Royal gardens:
Ramparts:
Endless spires:
Summit:
Glitterhelm caverns:
To be arranged later:
Wizardry:
Theres alot to say about wizardry.... for one, i see no spawn pattern. Ive killed 3 enemies at the same door, which shouldnt be possible under a cyclical spawn pattern like some have mentioned.
Also, these arent conventional wizards. They must walk out of the spawn zone to become vulnerable, meaning defenses placed too close will screw you, since your only vulnerable wizards will stay back in the safe zone, never actually becoming vulnerable. This doesnt mean you cant kill them in the safe zone. If they exit it, then re enter it, they stay vulnerable, but they MUST exit it to become vulnerable.
Finally, imo, with high aura health, its way better to go ensnare/strength drain, with 2 spikes each path, rather than just going blockade happy and hoping they dont go down. 1 blockade has the sustainability of about 9 blockades when its under both auras, meaning each path is basically protected by 18 blockades, rather than the 3-5 going the blockade happy route, and much easier to maintain.
The corner with the picnic tables is tricky, i use at least 3 blockades there, protected by auras. 1 on each picnic table as far back as you can without letting skeletons through, and one in the hall to close it off. Basically those blockades make an L shape. Ensnare and strength drain protecting these. The spawn opposite i put one blockade before the corner, and one after, with auras. For the middle top path, i place a gas trap with spike blockades behind it right by the top of the stairs before they turn the corner to where the chest spawns. My auras couldnt fit there, and occasionally wizards would fall off to the bottom path this way, meaning less damage to blockades that dont have an aura to protect them. For the bottom middle spawn, one blockade at the top of narrow stairs, and one at the bottom. The bottom one should be placed against the wall, facing the spawn, not actually blocking the stairs. If you block the stairs, its too close and the wizards wont exit the spawn. This way, it still draws some attention, and lets the wizards come out to play. Protect these with auras placed as close as you can at the top of the stairs. The other 2 top spawns share the same auras, placed in front of the top right spawn where it will cover both paths. 2 spike blockades for each path at narrow sections inside auras. These went down on my final wave due to neglect, followed shortly by the spike blockades, with only about 8/30 enemies killed. I quickly placed several gas traps blocking those lanes, and began a mad dash praying i could keep them off the crystal enough to finish like 2/3 of the wave. Somehow i still luckily pulled it off with a sliver of health left on the top crystal, so even if a defense goes down, there is still hope if you can delay the wizards and skeletons long enough that you can kill the others to make the encroaching ones vulnerable.
If theres any du left over, use it how you like. Extra spikes blocking picnic table, gas trap lane, or narrow stair lane, or maybe an electric aura to down some skeletons.
The setup is tricky. You are going to start with monk. Get all the auras placed by the build phase of wave 2. You should be able to handle the 4 wizards without issue. Maybe bring a generic damage weapon just in case.
As soon as auras are down, drop extra mana, switch to squire, and block lanes where enemies will spawn. You can probably do wave 2 with squire while placing defenses for the next waves lanes, otherwise, switch to huntress for the wave, then switch back to squire on build phase to place defenses, but make sure to switch back to huntress before build phase is over. The last spawn to get used is the top middle, so focus on the others first, and do that one last. As soon as defenses are up, switch to huntress, and place a gas trap where i mentioned on top middle lane. The rest is killing and repairing/upgrading with huntress. I used a generic soul focuser on this one. Wall piercing bullets are invaluable for taking down enemies before you could normally even see them.
Accomplishments can be found by activating your crystal and looking at your statistics.
Legendary Defender
You have earned every Dungeon Defenders Accomplishment! Trendy salutes you!
Smithy
You upgraded your first equipment. Keep it up!
And This Is My Weapon
You upgraded an Equipment to its maximum potential!
Obedience Training
You raised a Pet to its maximum potential!
Pupil
Reached Hero Level 10
Veteran
Reached Hero Level 30
Defender of Etheria
Reached Hero Level 70
To The Limit
Wore a complete set of maximum level Equipments
From The Depths
Completed all Area 1 levels on any difficulty setting
To The Rooftops
Completed all Area 2 levels on any difficulty setting
A Taste of Victory
Completed all Area 3 levels on any difficulty setting
Dungeon Crawler
Completed all levels on any difficulty setting
The Belly of the Beast
Completed all Area 1 levels on Hard
The Body of the Beast
Completed all Area 2 levels on Hard
The Crown of the Beast
Completed all Area 3 levels on Hard
Dungeon Raider
Completed all levels on Hard
From Fire with Brimstone
Completed all Area 1 levels on Insane
Through The Crowded Keep
Completed all Area 2 levels on Insane
To The Lofty Summit
Completed all Area 3 levels on Insane
Dungeon Defender
Completed all levels on Insane! Congratulations Brave Dungeon Defender!
Where's the Blueprints?
Completed No Towers Allowed on at least Medium Difficulty
Friends Forever
Completed Unlikely Allies on at least Medium Difficulty
88 Core
Completed Warping Core on at least Medium Difficulty
Ella, Ella
Completed Raining Goblins on at least Medium Difficulty
Wizard Hunter
Completed Wizardry on at least Medium Difficulty
You No Take Mushroom
Completed Ogre Crush on at least Medium Difficulty
Speed Freak
Completed Zippy Terror on at least Medium Difficulty
In A Fowl Mood
Completed Chicken on at least Medium Difficulty
Core Cardio
Completed Moving Core on at least Medium Difficulty
Monster Mania
Completed Death From Above on at least Medium Difficulty
Core Destroyer
Completed Assault on at least Medium Difficulty
Gold Rush
Completed Treasure Hunt on at least Medium Difficulty
A Challenger Approaches
Completed All Challenges on Insane Difficulty!
Weapon Master
Completed No Towers Allowed on Insane Difficulty
Kobold Exterminator
Completed Zippy Terror on Insane Difficulty
Monster Madness
Completed Death From Above on Insane Difficulty
Dancing in the Rain
Completed Raining Goblins on Insane Difficulty
Gold Blitz
Completed Treasure Hunt on Insane Difficulty
Ogre Block Party
Completed Ogre Crush on Insane Difficulty
Survivalist
Reached Survival Wave 15 on Medium Difficulty
Thick Skin
Reached Survival Wave 20 on Medium Difficulty
Tough Guy
Reached Survival Wave 15 on Hard Difficulty
Iron Man
Reached Survival Wave 10 on Insane Difficulty
Defense Is the Best Offense
Reached Wave 10 on all levels in Pure Strategy on at least Medium Difficulty
True Nobility
Earned the Lord Award on at least Medium Difficulty
O Mighty Smiter!
Wore a full set of Godly Items
Divine Intention
Picked up a Godly Weapon
Perfectionist
Earned the Flawless Victory Award on all Missions on at least Medium Difficulty
Daredevil
Earned Skin of Your Teeth Award on 6 Missions
Mastermind
Earned the Master Strategist Award on all Missions
Brute Force
Earned the Gunslinger Award on all Missions
Team Effort
Completed all levels with 4 active players on at least Medium Difficulty
A Matter of Perspective
Saw all four Hero endings
If you're playing a public match and someone kills the last boss, you can get the hero ending for whichever character they were even if you're a different hero class.
Group Hug
Raised a Hero of each type to Level 70
Catch 'em All
Stored all Familiar types in your Item Box or on your Heroes
Master Banker
Stored 15,000,000 Mana in your Mana Bank
Good Student
Completed the Tutorial. You deserve a cookie!
Earn every single trophy and this plat is yours!