Last week, I gave a review on Orcs Must Die! 2. The game isn’t overly difficult, but some maps can be more challenging and frustrating than others. This week, I decided to do a favour to all beginners players who are struggling with the game by sharing some of the strategies I used in the game.
1) Learn how to use checkerboard layout in your floor and ceiling traps
For people who doesn’t know what a checkboard looks like, please see the drawing below.
A checkerboard design maximises your tile layout in your floor (and ceiling) traps in the best way possible. Many newbies are tempted to lay the same trap in a row, but it suffers from one big problem. Sometimes, a stray orc or even a kobold can run between the two traps, triggering them both at the same time. This results in wastage in trap effectiveness as the other trap could be activated on another orc. For the above, a Tar trap (War Mage only)/Brimstone combo is particularly effective. Tar slows everything that comes (more on that later) while Brimstone has a constant effect and is very effective against gnolls and kobolds.
2) Tar is easily the most useful trap available in the game
Tar is a unique trap for the War Mage in Orcs Must Die 2 and its primary function is to slow enemies that enter its area. Unfortunately, its is easy to neglect Tar trap since it is not one of the killer traps in the arsenal. However, please do not let its simplicity deceive you! Firstly, Tar traps cost 300 coin when the reduced price is fully upgraded, which is one of the cheapest permanent traps you can have with Steam Trap, Pushers, Spike Trap and Coin Forge. The cheaper the trap, it means more traps for you. With starting coin often being a limiting factor at the beginning of levels, having a cheap and effective trap can make difficult early waves manageable.
Secondly, Tar trap is constantly active, along with Swinging Maces. Brimstone might seem to be constantly active, but it could only hit up to 5 enemies and must recharge after that. Tar, on the other hand, hits everything that touches it, all the time, without fail. Tar will slow single enemies, groups of enemies, from Kobold Runners to Mountain Trolls and all other enemies in-between.
Thirdly, Tar traps have a powerful slow especially with upgraded with the Unique to slow enemies even more. Slowing things down could mean the difference between winning and losing. Slowed enemies stay in killboxes and choke points longer, allowing traps to reset and striking them again. It also allows easier killing of fast enemies like kobolds and gnolls. Many traps in OMD 2 slow enemies, including Arrow Walls with chill, Acid Sprayers with poison, Ice Vents with freeze, Spike traps that slows. Tar traps, however, outclasses them all when comparing value, influence, and effect.
3) Learn how to use your barricades
Barricades are immensely useful, because, as the War Mage puts it, orcs apparently can’t jump. This means that most enemies, with the exception of Gnolls, have to go the path you want them to because of the barricades, allowing you to set up killzones and chokepoints to manage the horde more effectively. Sometimes, instead of defending your rift from 2+ sides, you can block one side with Barricades and force all enemies into one direction.
For these reasons, Barricades are highly recommended in almost all levels. As soon as you are able, upgrade them to level 3 to lower their cost. The less coin you have to spend on Barricades, the more you can spend on other traps.
One of the common strategies of using barricades is to use barricades in a snaking manner (see picture below) as a killzone. Enemies that pass through here must deliberately curve their path through your Barricade maze, like a snake. This tactic can significantly slow enemies. In addition, a snaking tactic is very effective when used with a wall trap that extends the entire pathway, or Swinging mace that swings through the entire length. Creative use of Push Wall near the exit (not the entrance) of the snake path will push lesser enemies back to the starting point, and Tar traps could slow them down to effective push them again and again to be stuck at the trap area. If combine with a Void wall, that also means all the enemies would be killed instantly. Grinders and Haymakers near the single entrance/exit tile could also maximise their effectiveness in the killzone. Just so you know, having an effective killzone is a lot better at killing orcs than placing traps all over the place.
Another strategy is to create a funnel (as depicted below). A funnel is not necessarily as effective as the snaking method. But it usually comes at the cost of having to use lesser barricades. While most of the hordes congregating at the middle point, a combination of tar and Swinging Mace usually would work, with the player facing the exit and blasting it away.
Barricades don’t have to be fully connected to block off a path; simply being connected from corner-to-corner is enough. In the diagram below, you can see how a chokepoint/funnel could easily be formed using this method. In the map Crutch, this could be used in conjunction with the middle statue to block off one route. This can save you the cost of an extra Barricade here and there if you’re willing to experiment.
The wisps before the start of the wave is pretty accurate, as it shows you the path the enemies would take. Therefore, it is very important to pay close attention to the wisps when using Barricades. If a wisp curves away from a path the Barricade is blocking, it means that the barricade is usually safe. But if the wisps stop in front of the Barricades, enemies will attack them.
When using Barricades, be wary of Gnolls and Kobold Sappers. Gnolls act as if they don’t exist and walk over them freely. Sappers will attack Barricades if there are no other players, Guardians, Decoys, or charmed enemies nearby, and around 3 are enough to completely destroy one. They will usually destroy more than 1 due to their explosion’s radius. One effective way to handle Sappers is to use “dummy Barricades”, which is simply putting a single Barricade in a place where Sappers will target it instead of your primary Barricades. It’s less costly than replacing main Barricades and, unlike Decoys, won’t draw attention from non-Sappers.
Note that when using the Sceptre of Domination, charmed enemies can cause other enemies to unintentionally damage the Barricades, since their attacks hit an area in front of them.
4) The crossbow can be your best friend
On higher difficulties or on Endless Mode, two things are usually required: Mana and the ability to kill off heavies quickly at range, since ogres have the annoying ability to stun you and once ganged-up with other enemies, it usually means your death. No other weapon can fulfil this with the exception of the Crossbow.
The Crossbow does fairly low damage but makes up for this with its rapid fire capabilities (to help kill off kobolds) and allowing you to land headshots for greatly increased damage. The greatly increased damage is nothing to scoff at especially when combined with Ice Amulet; since the frozen status increases the damage received for the enemies. Using that method, Earth lords usually die at 3-4 shots and Earth elemental with 2 shots. If you were to use a fully charged Sceptre to attack, usually an Earth Lord could easily take more than 8-10 blasts, making it easy for you to be overrun. Additionally, its fairly high accuracy makes it effective against air targets (compared to the Blunderbuss). The Unique ability of generating mana per headshot (10 mana each time) is very useful since it gives you more chances to use your Ice Amulet, or in my case, I use in combination with Ring of Lightning, which is perfect for killing multiple weaker enemies in 1 chain lightning shot.
5) Learn to refund your skulls to suit the map you are playing and not just your playstyle.
A lot of beginners make the mistakes of “locking in” the skulls without sensing the context of the map they are in. While weapon type may demand for a certain playstyle, the traps setup should be adequate to the map, and hence upgraded according to the selection.
A frequent mistake was to invest skulls in what I call contextual traps, traps that are effective in some maps and not others. One example would be spring traps, which can be useful in maps with pits/lava/acids, but has limited use without them. Another would be investing a lot of skulls in archers, which are fantastic with decoys and works wonderfully in normal mode. However, in Endless mode, gnolls will kill off these archers, and investing skulls in archers but not using them in Endless Mode is just a waste of skulls. The skulls could be better placed in Floor Portals for example, and using them could allow a better management in Endless Mode.
Therefore, be flexible in the trap layout and upgrade the appropriate traps for the appropriate map. Seeing the layout and knowing the environment and its traps helps a lot in terms of receeing before you leave the map to respec.
Hope you guys enjoy the tips above. For any further tips to this wonderful game, feel free to comment below.