The Magus Quarters is the third map of the classic campaign. It introduces the first flying enemy type: the Wyvern.
Gameplay[]
The Wyverns here spawn from the two lower Creep Doors. They will fly straight up to the Eternia Crystal at a diagonal. Separate defenses might be necessary to deal with them. Deadly Striker Towers placed to the back of the map (near the forge) are great for shooting them down; they will prioritize the Wyverns over ground enemies. Harpoon Turrets are another excellent choice if placed correctly. Their piercing bolts can hit multiple Wyverns right through the enemy's straight-line flight path.
The short or absence of railings over the lava provides some opportunities to knock ground enemies into the lethal liquid.
On Easy-Insane Campaign, the Ogres will only spawn at the central south gates.
Notes[]
- Players can use a tower or the Eternia Crystal as a footstool to stand on the stone arches surrounding the core. No defenses can be placed on top of these arches though.
- On Nightmare, which makes this map an introduction to Goblin Copters too, the copters have the odd intention of dropping their Ogres right into the lava. If a copter is shot down early, the Ogre may survive, but will only have 1/3 of its HP. On all other maps, Goblin Copters deploy their Ogres at safe, walk-able locations.
In Other Dungeon Defenders Games[]
The Magus Quarters takes on a reimagined form in Dungeon Defenders II and returns in Awakened as the Encore, or 'bonus' map, of Act 1. In the latter game, the small triangular lava pits are sealed off by unpassable grates. It is one of the first maps to feature Djinn on Nightmare Campaign.