OMD2! 5 Skulls Nightmare Guide (War Mage)(Solo)
-Act 1-
This act consists of seven levels. Some are easy and others are kinda challenging.
The Edge
This stage is easy even in nightmare mode. You can use play traps/weapons you like here.
Video Link: Orcs Must Die 2 The Edge(Nightmare) 5 skulls (War Mage)
Video Link: Orcs Must Die 2 The Edge(Nightmare) 5 skulls (War Mage)
Tunnels
Another easy 5 skulls even in nightmare mode. There are two enemy spawn points in this stage. We better have stun, freeze or slow to stall enemies. Get any ceiling, wall and floor traps that you like.
Video Link: Orcs Must Die 2 Tunnels(Nightmare) 5 skulls (War Mage)
Video Link: Orcs Must Die 2 Tunnels(Nightmare) 5 skulls (War Mage)
Chasm
Another easy 5 skulls. Just put most of your traps near the enemy spawn points and pay attention to kobold runners. I recommend paladin guardian, tar trap, shock zapper with stun upgrade and can be placed on walls, ice amulet, blunderbuss, floor scorcher and brimstone.
Video Link: Orcs Must Die 2 Chasm(Nightmare) 5 skulls (War Mage)
Video Link: Orcs Must Die 2 Chasm(Nightmare) 5 skulls (War Mage)
The Crossing
In this stage, I recommend Crossbow, Ice Amulet, Blunderbuss, Floor Scorcher, Tar, Paladin Guardian with health regen upgrade and Archer. There two passages here which are the lower passage and upper passage. These passages have an enemy spawn point each. Enemies will spawn at the lower passage in the first wave. Reinforce the lower passage first. Put a paladin in the lower passage after the first wave is finished.
In wave 2-4, Reinforce the upper passage and don't forget to help the paladin in the lower passage. Add another paladin in the upper passage once wave 4 starts. From wave 4 onwards, reinforce both passages and don't let your guardians die. Prioritize killing hunters so your guardians can live longer.
Video Link: Orcs Must Die 2 Crossing(Nightmare) 5 skulls (War Mage)
In wave 2-4, Reinforce the upper passage and don't forget to help the paladin in the lower passage. Add another paladin in the upper passage once wave 4 starts. From wave 4 onwards, reinforce both passages and don't let your guardians die. Prioritize killing hunters so your guardians can live longer.
Video Link: Orcs Must Die 2 Crossing(Nightmare) 5 skulls (War Mage)
Big Valleys
In this stage, I recommend Crossbow, Ice Amulet, Blunderbuss, Tar, Wall Arrow, Barricade, Floor Scorcher and dwarf. First off, block the left and right passages. Then, reinforce the middle passage and kill all ogres fast. In wave 2, let the zappers destroy the barricades in the the middle path and continue reinforcing the middle passage up to wave 3. In wave 4, put some dummy barricades in the left and right passages. These barricades will lure the zappers that are going to the left and right passages and prevent the destruction of other barricades that block the passages.
In wave 5, add more barricades on the left and right passages. In wave 6, zappers will go to the left and right passages and destroy barricades. Once zappers are all gone, check the left and right passages and add more barricades. Do the previous step in wave 7. In wave 8, reinforce the middle passage.
Video Link: https://www.youtube.com/watch?v=FvQJ2Z4rZX0
In wave 5, add more barricades on the left and right passages. In wave 6, zappers will go to the left and right passages and destroy barricades. Once zappers are all gone, check the left and right passages and add more barricades. Do the previous step in wave 7. In wave 8, reinforce the middle passage.
Video Link: https://www.youtube.com/watch?v=FvQJ2Z4rZX0
Hidden Gulch
In this stage, I recommend Crossbow, Ice Amulet, Blunderbuss, Tar, Wall Arrow, Archer Shock Zapper, Floor Scorcher and dwarf. In wave 1-9, reinforce the left and right passages. No need to worry about the middle passage. Enemies are less likely to go there anyway. If you see flyers, use Ice Amulet to kill them instantly. There are no ice flyers in this stage so Ice Amulet is very effective against flyers in this stage.
If possible, prioritize flyers to save the archers on top platforms of both passages. In wave 7, add more archers on the top platforms. In wave 8, add shock zappers on ceilings on top of left passage. In wave 9, add shock zappers on top of the right passage and continue adding more shock zappers on both sides.
Video Link: Orcs Must Die 2 Hidden Gulch(Nightmare) 5 skulls (War Mage)
If possible, prioritize flyers to save the archers on top platforms of both passages. In wave 7, add more archers on the top platforms. In wave 8, add shock zappers on ceilings on top of left passage. In wave 9, add shock zappers on top of the right passage and continue adding more shock zappers on both sides.
Video Link: Orcs Must Die 2 Hidden Gulch(Nightmare) 5 skulls (War Mage)
Precipice
In this stage, I recommend Crossbow, Ice Amulet, Flame Bracers, Tar, Wall Arrow, Floor Scorcher, Shock Zapper with stun update and can be placed on walls, Dwarf and Barricade. In wave 1, block the right passage and fortify the left passage. In wave 2-9, add defenses on both sides though the left side should be prioritized than the right side. If possible, prioritize killing flyers. Flyers can slip easily through our defense which can result in a lost rift point. So, pay attention to flyers at all times.
If there are hunters and runners then, prioritize them before the flyers. Add some defenses on the topmost part of rock walls to slow down the advance of flyers.
Video Link: Orcs Must Die 2 Precipice(Nightmare) 5 skulls (War Mage)
If there are hunters and runners then, prioritize them before the flyers. Add some defenses on the topmost part of rock walls to slow down the advance of flyers.
Video Link: Orcs Must Die 2 Precipice(Nightmare) 5 skulls (War Mage)
-Act 2-
This act consists of 8 stages. Stages here are complex and some of them are really challenging.
Servant Entrance
In this stage, I recommend, Crossbow, Ice Amulet, Blunderbuss, Wall Arrow, Swinging Mace, Tar and floor Scorcher. Completing the par time is the main challenge here so, finish waves as fast as possible. First off, go to an area near the stairs near the rift and use the space as your chokepoint. Fortify the chokepoint first and once the chokepoint is foritified, scatter your traps around the front and sides of the chokepoint.
Video Link: Orcs Must Die 2 Servant Entrance(Nightmare) 5 skulls (War Mage)
Video Link: Orcs Must Die 2 Servant Entrance(Nightmare) 5 skulls (War Mage)
Passages
In this stage, I recommend Crossbow, Ice Amulet, Blunderbuss, Barricade with durability upgrade, Brimstone, Swinging Mace, Tar, Wall Arrow and Floor Scorcher. First off, Blocked the entrances on top and put brimstones to kill some zappers that will try to destroy our barricades. Then, put tars in the bottom hallway. In wave 1, kill all enemies using your weapons. In wave 2, place a swinging mace in the hallway and add another brimstone on top. In wave 3, add more brimstones on top and kill some zappers before going back to the hallway. In wave 4-12, Fortify your defense.
Video Link: Orcs Must Die 2 Passages(Nightmare) 5 skulls
Video Link: Orcs Must Die 2 Passages(Nightmare) 5 skulls
Corridors
In this stage, I recommend Crossbow, Ice Amulet, Blunderbuss, Dart Spitter with charm upgrade Barricade, Brimstone, Archer, Floor Scorcher, Tar and Shock Zapper with stun upgrade. There are three enemy spawn points in this stage: north, west and east spawn points. Enemies will spawn in the north in the first wave so, Add defenses to the north. In wave 2, kill the hunters first then block the west passage. Add defenses to the north. In wave 3, kill the hunter again and add defenses to the north.
In wave 4-5, go to east and add defenses there. In wave 6, kill the hunters in the north then defend east. In wave 7-12, kill the hunters, defend north and then east afterwards while you gradually add more defenses in the field.
Video Link: Orcs Must Die 2 Corridors(Nightmare) 5 skulls (War Mage)
In wave 4-5, go to east and add defenses there. In wave 6, kill the hunters in the north then defend east. In wave 7-12, kill the hunters, defend north and then east afterwards while you gradually add more defenses in the field.
Video Link: Orcs Must Die 2 Corridors(Nightmare) 5 skulls (War Mage)
Upstairs Downstairs
In this stage, I recommend Crossbow, Ice Amulet, Blunderbuss, Brimstone, Floor Scorcher, Tar, Wall Arrow. Dwarf and shock zapper with stun and can be placed on walls. There are two enemy spawn points here in the west. One is on the left and one is on the right. In wave 1, add defenses on both sides.Right should have more defenses than left. In wave 2, kill the hunter on the right first then defend the left side. In wave 3, add more defenses on the left and kill both ogres on both sides.
In wave 4, kill the hunters on the right and defend the left. In wave 5, kill the hunters on the left, add more defenses on the left and defend the right. In wave 6, add more defenses on the right, add brimstones on the right hallway near rift and defend both sides. In wave 7, add more defenses on the left, prioritize kobold runners and defend both sides. In wave 8-12, add more defenses on both sides; prioritize hunters, kobold runners and ogres.
Video Link: Orcs Must Die 2 Upstairs Downstairs(Nightmare) 5 skulls (War Mage)
In wave 4, kill the hunters on the right and defend the left. In wave 5, kill the hunters on the left, add more defenses on the left and defend the right. In wave 6, add more defenses on the right, add brimstones on the right hallway near rift and defend both sides. In wave 7, add more defenses on the left, prioritize kobold runners and defend both sides. In wave 8-12, add more defenses on both sides; prioritize hunters, kobold runners and ogres.
Video Link: Orcs Must Die 2 Upstairs Downstairs(Nightmare) 5 skulls (War Mage)
Crunch
In this stage, I recommend Crossbow, Ice Amulet, Blunderbuss, Brimstone, Paladin Guardian with regeneration upgrade, Archer, Swinging mace, Tar, Shock Zapper with stun upgrade and can be placed on walls and Guardian Trinket. My strategy here is kinda complex and you may need to memorize where particular enemies like hunters, ogres and runners spawn in each wave. so buckle up and get ready! There are enemy spawn points on all sides. In total, there are four spawn points.
First off, go to the north portal and add defenses on its right and left that is near a spawn point. Right side should have more defenses the left. Then clear all enemies in the north hall fast. In wave 2, go to the south portal, put defenses on its left. In wave 3, put defenses on the right side of the portal where there's another spawn point and start adding archers around the rift. Prioritize ogres in the north and south halls while defending both. Before the wave 4 starts, put swinging mace in the left and right spawn point.
In wave 4, defend the right spawn point then the left. Don't forget to prioritize ogres. In wave 5, add archers near the rift, add zappers in the west and east halls, eliminate kobold runners, eliminate earth golems fast and kill flyers. In wave 6, prioritize all hunters and fortify your defenses on all sides. In wave 7, Add more archers near rift, prioritize runners first, followed by ogres and trolls, followed by flyers.
If ogres and trolls are knocking down many of your guardians and runners are not close to the rift then, eliminate those ogres knocking down your guardians and pay attention to runners or flyers near that are closing in to the rift immediately afterwards. Use guardian trinket to revive your guardians.
In wave 8, prioritize ogres and effectively fortify your defense on all sides. In wave 9-12, prioritize hunters, followed by kobold runners, followed by ogres, trolls and golems. Effectively, fortify your defense on all sides. Try to protect your paladins. If your guardians have been knocked down then use the guardian trinket to revive them.
Video Link: Orcs Must Die 2 Crunch(Nightmare) 5 skulls (War Mage)
First off, go to the north portal and add defenses on its right and left that is near a spawn point. Right side should have more defenses the left. Then clear all enemies in the north hall fast. In wave 2, go to the south portal, put defenses on its left. In wave 3, put defenses on the right side of the portal where there's another spawn point and start adding archers around the rift. Prioritize ogres in the north and south halls while defending both. Before the wave 4 starts, put swinging mace in the left and right spawn point.
In wave 4, defend the right spawn point then the left. Don't forget to prioritize ogres. In wave 5, add archers near the rift, add zappers in the west and east halls, eliminate kobold runners, eliminate earth golems fast and kill flyers. In wave 6, prioritize all hunters and fortify your defenses on all sides. In wave 7, Add more archers near rift, prioritize runners first, followed by ogres and trolls, followed by flyers.
If ogres and trolls are knocking down many of your guardians and runners are not close to the rift then, eliminate those ogres knocking down your guardians and pay attention to runners or flyers near that are closing in to the rift immediately afterwards. Use guardian trinket to revive your guardians.
In wave 8, prioritize ogres and effectively fortify your defense on all sides. In wave 9-12, prioritize hunters, followed by kobold runners, followed by ogres, trolls and golems. Effectively, fortify your defense on all sides. Try to protect your paladins. If your guardians have been knocked down then use the guardian trinket to revive them.
Video Link: Orcs Must Die 2 Crunch(Nightmare) 5 skulls (War Mage)
Mirror Image
In this stage, I recommend Crossbow, Ice Amulet, Blunderbuss, Brimstone, Shock Zapper with stun upgrade, Paladin with hp upgrade, Swinging Mace, Tar, Archer and Floor Scorcher. First off, put archers on the lower platforms in the west and east. Then, add defenses in the north and south halls. North hall should have more defenses and do you best defending the rift from enemies that come from north and south halls.
In wave 2, add tars in the south, put archers close to the rift and do your best defending the rift. In wave 3, go to the hallway at the bottom, put brimstone and kill some kobold runners. Then, go up and defend the rift. In wave 4, put brimstone near the enemy spawn point in the west; kill some kobolds and trolls; go up and do your best defending the rift. In wave 5, put swinging mace in the north and south halls and put brimstone near the spawn point in the east.
In wave 6, fortify your defense in the north and south halls, add archers close to the rift and defend the rift. In wave 7, add zappers in the north and south halls and defend the rift. In wave 8, add archers on the upper platforms in the west and east; defend the rift. In wave 9, go down, put zappers in the west and east, kill some trolls and runners, go and defend the rift.
Video Link: Orcs Must Die 2 Mirror Image(Nightmare) 5 skulls (War Mage)
In wave 2, add tars in the south, put archers close to the rift and do your best defending the rift. In wave 3, go to the hallway at the bottom, put brimstone and kill some kobold runners. Then, go up and defend the rift. In wave 4, put brimstone near the enemy spawn point in the west; kill some kobolds and trolls; go up and do your best defending the rift. In wave 5, put swinging mace in the north and south halls and put brimstone near the spawn point in the east.
In wave 6, fortify your defense in the north and south halls, add archers close to the rift and defend the rift. In wave 7, add zappers in the north and south halls and defend the rift. In wave 8, add archers on the upper platforms in the west and east; defend the rift. In wave 9, go down, put zappers in the west and east, kill some trolls and runners, go and defend the rift.
Video Link: Orcs Must Die 2 Mirror Image(Nightmare) 5 skulls (War Mage)
Wind Up
In this stage, I recommend Crossbow, Ice Amulet, Blunderbuss, Brimstone, Shock Zapper, Paladin, Swinging Mace, Tar, Floor Scorcher and Web Spinner. There are three enemy spawn point here: South and east on the first floor and one on the second floor. First off, put swinging mace and guarding in the south and east halls on the first floor. Then, spend your remaining cash on putting defenses on the second floor. Enemies will only spawn on the second floor in the first wave. Do your best defending the rift using your weapons.
In wave 2, add more defenses in the east and south halls on the first floor, kill all hunters on the first floor and head to the second floor and defend. In wave 3, add defenses in the east hall on the first floor, add swinging mace on the second floor and defend. In wave 4, put tars on the second floor and defend. In wave 5, add defenses on the second floor; head to the first floor and eliminate the fire ogre on the east; head back to the second floor and defend.
In wave 6, go to the first floor, eliminate the hunter in the east, add shock zapper in the east, head back to the second floor, add defenses on the second floor while defending. In wave 8, add swinging mace on the second floor; prioritize hunters and ogres on all sides; add more defenses in the east on the second floor. In wave 9, go to the first floor, add more defenses in the east and south, go to the second floor and defend while adding more defenses.
In wave 10, go to the first floor, add tars in the south, kill runners, cyclops mages and shamans in the south, go to east and add floor scorchers. In wave 11, go to the first floor, make space for floor scorchers in the south, add more defenses in the south, go to the east and kill the cyclops mages there and shamans. Add more defenses in the south. In wave 12, defend on all sides, prioritize ogres or trolls that are close to your chokepoints.
Video Link: Orcs Must Die 2 Wind Up(Nightmare) 5 skulls (War Mage)
In wave 2, add more defenses in the east and south halls on the first floor, kill all hunters on the first floor and head to the second floor and defend. In wave 3, add defenses in the east hall on the first floor, add swinging mace on the second floor and defend. In wave 4, put tars on the second floor and defend. In wave 5, add defenses on the second floor; head to the first floor and eliminate the fire ogre on the east; head back to the second floor and defend.
In wave 6, go to the first floor, eliminate the hunter in the east, add shock zapper in the east, head back to the second floor, add defenses on the second floor while defending. In wave 8, add swinging mace on the second floor; prioritize hunters and ogres on all sides; add more defenses in the east on the second floor. In wave 9, go to the first floor, add more defenses in the east and south, go to the second floor and defend while adding more defenses.
In wave 10, go to the first floor, add tars in the south, kill runners, cyclops mages and shamans in the south, go to east and add floor scorchers. In wave 11, go to the first floor, make space for floor scorchers in the south, add more defenses in the south, go to the east and kill the cyclops mages there and shamans. Add more defenses in the south. In wave 12, defend on all sides, prioritize ogres or trolls that are close to your chokepoints.
Video Link: Orcs Must Die 2 Wind Up(Nightmare) 5 skulls (War Mage)
Twisted Halls
Final stage at last! In this stage, All your traps must have upgrades like stuns, hp regen for Paladin, etc. to have a high chance of making this guide work. I recommend Crossbow, Ice Amulet, Blunderbuss, Archer, Shock Zapper, Paladin, Swinging Mace, Tar, Floor Scorcher and Guardian Trinket. There is a rift in the north and another one in the south. These two rifts are adjacent to each other. First off, put archers on the edge of rifts entry points.
Add defenses on both hallways that go through rifts. South rift hallway should have more defenses that the north. Start the wave and defend the north. kill flyers in the north and then kill runners in the north hallway. In wave 2, Add archers close to the rifts, use the spiky log in the north and defend the south rift. In wave 3, add archers close to the rifts, eliminate the pesky lightning flyers, kill some runners in the south, defend the north. Revive the guardian in the south if it died.
In wave 4, add swinging mace in the south, go to the north rift, kill kobold runner, add floor scorchers, eliminate all enemies in the north and head back to the south. Revive the paladin in the south if it died. In wave 5, add tars in the south, add archers on the edge of the entry points of rifts, kill the pesky lightning flyers fast, kill kobold runners in the north, continue defending it while adding more defenses in it.
In wave 6, kill the pesky lightning flyers, then kill kobold runners and also hunters if you see one. In wave 7, add more defenses in both hallways, kill pesky lightning flyers and defend both hallways prioritizing big enemies like trolls and golems. Revive guardians if they died. In wave 8-12, fortify your defense, kill lightning flyers, hunters, trolls, golems, ogres, cyclops mages and shamans. Prioritize cyclops and shamans before or after lightning flyers if possible. Revive guardians if they died.
Video Link: Orcs Must Die 2 Twisted Halls(Nightmare) 5 skulls (War Mage)
Add defenses on both hallways that go through rifts. South rift hallway should have more defenses that the north. Start the wave and defend the north. kill flyers in the north and then kill runners in the north hallway. In wave 2, Add archers close to the rifts, use the spiky log in the north and defend the south rift. In wave 3, add archers close to the rifts, eliminate the pesky lightning flyers, kill some runners in the south, defend the north. Revive the guardian in the south if it died.
In wave 4, add swinging mace in the south, go to the north rift, kill kobold runner, add floor scorchers, eliminate all enemies in the north and head back to the south. Revive the paladin in the south if it died. In wave 5, add tars in the south, add archers on the edge of the entry points of rifts, kill the pesky lightning flyers fast, kill kobold runners in the north, continue defending it while adding more defenses in it.
In wave 6, kill the pesky lightning flyers, then kill kobold runners and also hunters if you see one. In wave 7, add more defenses in both hallways, kill pesky lightning flyers and defend both hallways prioritizing big enemies like trolls and golems. Revive guardians if they died. In wave 8-12, fortify your defense, kill lightning flyers, hunters, trolls, golems, ogres, cyclops mages and shamans. Prioritize cyclops and shamans before or after lightning flyers if possible. Revive guardians if they died.
Video Link: Orcs Must Die 2 Twisted Halls(Nightmare) 5 skulls (War Mage)
-Classic Levels(DLC)-
This dlc pack contains some levels from previous OMD!. If you already played the first Orcs Must Die! then these levels are gonna be familiar.
Twin Halls
In this stage, I recommend Crossbow, Ice Amulet, Blunderbuss, Paladin, Brimstone, Wall Blades, Floor Scorcher, Tar, Swinging Mace and Guardian Trinket. First off, Place tars beneath free bombs on both hallways, add swinging mace and guardian in the east hallway, start the wave and defend the west hallway. In wave 2, go to east and add more defenses there. In wave 3, add defenses in the east and defend the west.
In wave 4, add defenses on both sides, east should have more defenses, and defend west. Revive the guardian in the east if it died. In wave 5-6, add more defenses in the east and defend west. Revive the guardian if it died. In wave 7-9, add defenses on both sides, add guardian in the west and if possible, prioritize golems and ogres in both hallways. Revive Guardians if they died.
Video Link: Orcs Must Die 2 Classics: Twin Halls(Nightmare) 5 skulls (War Mage)
In wave 4, add defenses on both sides, east should have more defenses, and defend west. Revive the guardian in the east if it died. In wave 5-6, add more defenses in the east and defend west. Revive the guardian if it died. In wave 7-9, add defenses on both sides, add guardian in the west and if possible, prioritize golems and ogres in both hallways. Revive Guardians if they died.
Video Link: Orcs Must Die 2 Classics: Twin Halls(Nightmare) 5 skulls (War Mage)
Lunchbreak
In this stage, I recommend Crossbow, Ice Amulet, Blunderbuss, Barricade, Dwarf, Floor Scorcher, Tar, Brimstone, Web Spinner and Wall Arrow. First off, barricade the passage in the east on the upper floor. Then, add one dwarf and one barricade at the right side of the west passage. Then, start the wave. In wave 2-3, add tar and floor scorcher in the west passage. In wave 4-6, add barricade and dwarf in the west passage. Add additional tar in the west in wave 5 and add additional brimstone in the middle passage in wave 6. In wave 7, add wall traps and brimstones around the front of the west passage. In wave 8-9, add more defenses.
Video Link: Orcs Must Die 2 Classics: Lunchbreak(Nightmare) 5 skulls (War Mage)
Video Link: Orcs Must Die 2 Classics: Lunchbreak(Nightmare) 5 skulls (War Mage)
Sludge Hole
In this stage, I recommend Crossbow, Ice Amulet, Blunderbuss, Barricade, Archer, Paladin, Tar, Floor Scorcher, Wall Blades and Push traps. First off, barricade the east passage in the north, Add push traps around toxic pool, add floor scorcher in the west passage, start the wave and prioritize zappers. In wave 2, add guardian and tar in the west. In wave 3, add tars in the west passage and push traps around toxic pool.Add floor scorcher if you can afford it during the wave.
In wave 4, add two archers in the west, go to the south passage, put a paladin there and defend the south passage. In wave 5, add floor scorchers in the south,kill zappers in the north, go back to south and defend it. In wave 6, add archers in the south and defend north for a bit then defend south. Kill the zappers in the south before they kill your paladin.
In wave 7, add archers on the upper floor facing north, add wall blades in the west passage, add tars and floor scorchers in the south and defend both sides. Reduce the numbers of orcs in the south before killing the ogres in the north. In wave 8, Defend north and south.
Video Link: Orcs Must Die 2 Classics: Sludge Hole(Nightmare) 5 skulls (War Mage)
In wave 4, add two archers in the west, go to the south passage, put a paladin there and defend the south passage. In wave 5, add floor scorchers in the south,kill zappers in the north, go back to south and defend it. In wave 6, add archers in the south and defend north for a bit then defend south. Kill the zappers in the south before they kill your paladin.
In wave 7, add archers on the upper floor facing north, add wall blades in the west passage, add tars and floor scorchers in the south and defend both sides. Reduce the numbers of orcs in the south before killing the ogres in the north. In wave 8, Defend north and south.
Video Link: Orcs Must Die 2 Classics: Sludge Hole(Nightmare) 5 skulls (War Mage)
Chaos Chamber
In this stage, I recommend Crossbow, Ice Amulet, Blunderbuss, Shock Zapper, Tar, Swinging Mace, Floor Scorcher, Wall Blades and Push Trap. First off, go near the enemy spawn point on the first floor and put push traps there. Go to the second floor, go near the enemy spawn point, put push traps and a floor scorcher, Go back to the first floor near the spawn point and start the wave. In wave 2, go to the second floor, add zappers and defend the second floor.
In wave 3, add more scorchers on the second floor, kill hunters and defend both floors. Focus more on the second floor. In wave 4, add tars on the second floor, go to first floor, kill ogres, add tars and swinging mace, go back to second floor and defend. In wave 5, defend both floors and pay attention to enemies that pass over our chokepoints. In wave 6, add more defenses on the first floor, defend both floors and prioritize hunters and kobold runners. In wave 7-9, add more defenses and defend both floors.
Video Link: Orcs Must Die 2 Classics: Chaos Chamber(Nightmare) 5 skulls (War Mage)
In wave 3, add more scorchers on the second floor, kill hunters and defend both floors. Focus more on the second floor. In wave 4, add tars on the second floor, go to first floor, kill ogres, add tars and swinging mace, go back to second floor and defend. In wave 5, defend both floors and pay attention to enemies that pass over our chokepoints. In wave 6, add more defenses on the first floor, defend both floors and prioritize hunters and kobold runners. In wave 7-9, add more defenses and defend both floors.
Video Link: Orcs Must Die 2 Classics: Chaos Chamber(Nightmare) 5 skulls (War Mage)
The Arena
In this stage, I recommend Crossbow, Ice Amulet, Blunderbuss, Archer, Paladin, Brimstone, Floor Scorcher, Wall Blades and Tar. First off, put paladins and tars in front of both enemy spawn points. Add archers at the back of paladins, start the wave and defend the north. In wave 2, add defenses in the west and defend west and north. In wave 3, add defenses in the north and defend both spawn points. Lure the hunter bombers out of the protective barrier as fast as possible.
In wave 4, add archers in the field and defend both spawn points. In wave 5-10, add defenses, defend both spawn point, prioritize hunters, runners and ogres. Lure the hunter bombers out of the protective barrier as fast as possible.
Video Link: Orcs Must Die 2 Classics: The Arena(Nightmare) 5 skulls (War Mage)
In wave 4, add archers in the field and defend both spawn points. In wave 5-10, add defenses, defend both spawn point, prioritize hunters, runners and ogres. Lure the hunter bombers out of the protective barrier as fast as possible.
Video Link: Orcs Must Die 2 Classics: The Arena(Nightmare) 5 skulls (War Mage)
The Library
In this stage, I recommend Crossbow, Ice Amulet, Blunderbuss, Brimstone, Paladin, Floor Scorcher, Wall Blades, Tar, Swinging Mace and Guardian Trinket. First off, add tars and paladins in both passages that go through rifts and start the wave. In wave 2, add brimstone in the east and one in the west and defend. In wave 3, add swinging mace in the east, kill ogres in the north and defend.
In wave 4, add swinging mace and brimstone in the west and defend. Prioritize kobold runners if possible. In wave 5, add brimstone in the west and east then defend. In wave 6, add wall blades in the west and east, add defenses in the center and defend. In wave 7-10, add defenses and defend. Prioritize kobold runners and if possible, Prioritize shamans, ogres and trolls after runners.
Video Link: Orcs Must Die 2 Classics: The Library(Nightmare) 5 skulls (War Mage)
In wave 4, add swinging mace and brimstone in the west and defend. Prioritize kobold runners if possible. In wave 5, add brimstone in the west and east then defend. In wave 6, add wall blades in the west and east, add defenses in the center and defend. In wave 7-10, add defenses and defend. Prioritize kobold runners and if possible, Prioritize shamans, ogres and trolls after runners.
Video Link: Orcs Must Die 2 Classics: The Library(Nightmare) 5 skulls (War Mage)
Hard Climb
In this stage, I recommend Crossbow, Ice Amulet, Blunderbuss, Autoballista, Archer, Barricade, Floor Scorcher, Brimstone, Tar and Paladin. First off, barricade the southeast path to the rift, place archers on the middle platform between rifts and add tars and scorchers in the southwest, start the wave and defend southwest. In wave 2, barricade the path in front of the balcony and defend southwest. In wave 3, Add defenses in the west and defend.
In wave 4, Add defenses in the west and add autoballista on top of the middle platform between rifts. In wave 5, add autoballista on top of the middle platform and a paladin in the west. In wave 6, add defenses around rifts. Replace dead guardians. In wave 7, add defenses on the middle platform to kill hunters that might hunt our archers. Add autoballista on the middle platform. In wave 8-9, add defenses in the west and defend. Prioritize hunters if possible.
In wave 10, add brimstones in the west and autoballistas on top of the lower balcony. Kill hunters, add autoballistas on top of the lower balcony and near rifts. In wave 11-13, add defenses and defend. Prioritize hunters, ogres and trolls if possible.
Video Link: Orcs Must Die 2 Classics: Hard Climb(Nightmare) 5 skulls (War Mage)
In wave 4, Add defenses in the west and add autoballista on top of the middle platform between rifts. In wave 5, add autoballista on top of the middle platform and a paladin in the west. In wave 6, add defenses around rifts. Replace dead guardians. In wave 7, add defenses on the middle platform to kill hunters that might hunt our archers. Add autoballista on the middle platform. In wave 8-9, add defenses in the west and defend. Prioritize hunters if possible.
In wave 10, add brimstones in the west and autoballistas on top of the lower balcony. Kill hunters, add autoballistas on top of the lower balcony and near rifts. In wave 11-13, add defenses and defend. Prioritize hunters, ogres and trolls if possible.
Video Link: Orcs Must Die 2 Classics: Hard Climb(Nightmare) 5 skulls (War Mage)
The Squeeze
In this stage, I recommend Crossbow, Ice Amulet, Blunderbuss, Swinging Mace, Archer, Shock Zapper, Floor Scorcher, Wall Blades, Tar and Paladin. First off, add tars, scorcher, paladin and swinging mace on the first floor. Then, add tars in a passage which leads to the third floor. Then, start the wave. In wave 2, add swinging mace and floor scorcher in the passage on the second floor and defend the first floor.
In wave 3, add archers on the first floor and in the passage on the second floor, kill runnes and zappers in the passage and defend first and second floors. You should put more time defending the second floor due to few traps in placed there. In wave 4, add shock zappers close to the spawn point of flyers on third floor, add paladin and archers in the passage, add scorchers on the first floor and defend the passage.
In wave 5, add defenses in the passage and defend first and second floors. In wave 6-12, add defenses and defend first and second floors. Prioritize runners, hunters, flyers, ogres, trolls and shamans if possible.
Video Link: Orcs Must Die 2 Classics: The Squeeze(Nightmare) 5 skulls (War Mage)
In wave 3, add archers on the first floor and in the passage on the second floor, kill runnes and zappers in the passage and defend first and second floors. You should put more time defending the second floor due to few traps in placed there. In wave 4, add shock zappers close to the spawn point of flyers on third floor, add paladin and archers in the passage, add scorchers on the first floor and defend the passage.
In wave 5, add defenses in the passage and defend first and second floors. In wave 6-12, add defenses and defend first and second floors. Prioritize runners, hunters, flyers, ogres, trolls and shamans if possible.
Video Link: Orcs Must Die 2 Classics: The Squeeze(Nightmare) 5 skulls (War Mage)
Stairs Of Doom
In this stage, I recommend Crossbow, Ice Amulet, Blunderbuss, Swinging Mace, Shock Zapper, Floor Scorcher, Wall Blades, Tar and Paladin. First off, add defenses in the east stairway and defend the west stairway with all your might. Use the lower spiky log in the west. In wave 2, add defenses in the west stairway, kill runners and defend east. Use the lower spiky log in the east. In wave 3, add defenses in the east, kill runners and defend both stairways. Use the upper spiky logs in the west and east. Add some defenses in the east before wave 4 starts.
In wave 4, add some defenses in the east and defend the west. In wave 5, replace the paladin in the east if it died, add defenses in the west and defend. In wave 6, kill hunters, add defenses in the west and defend it. Pay attention to the east and eliminate any enemies that survived the chokepoint. In wave 7, add defenses in the west and defend it. In wave 8-12, add defenses and defend both stairways.
Video Link: Orcs Must Die 2 Classics: Stairs Of Doom(Nightmare) 5 skulls (War Mage)
In wave 4, add some defenses in the east and defend the west. In wave 5, replace the paladin in the east if it died, add defenses in the west and defend. In wave 6, kill hunters, add defenses in the west and defend it. Pay attention to the east and eliminate any enemies that survived the chokepoint. In wave 7, add defenses in the west and defend it. In wave 8-12, add defenses and defend both stairways.
Video Link: Orcs Must Die 2 Classics: Stairs Of Doom(Nightmare) 5 skulls (War Mage)
Finale
Final stage at last! my strategy here is complex so, you might wanna memorize where big and fast enemies like ogres, hunters and runners come from to have a high chance of making this guide work.
In this stage, I recommend Crossbow, Ice Amulet, Blunderbuss, Swinging Mace, Shock Zapper, Brimstone, Floor Scorcher, Paladin, Tar and Guardian Trinket. First off, put paladins in northwest, northeast and southeast. Put tars in both hallways in the east, put swinging mace, paladin and brimstone in the right hallway in the east. Defend the north from invading enemies and use spiky logs on top. Some enemies may come from the right hallway in the west and left hallway in the east.
In wave 2, add brimstone in the right hallway in the east, defend east and pay attention to runners and zappers. Use spiky logs on top. Before wave 3 starts, add swinging mace in the left hallway in the east, add tars in the south and left hallway in the west, add paladin in the left hallway in the west, add swinging mace in the right hallway in the south. In wave 3, defend south, prioritize bombers and orcs archers if possible.
In wave 4, add tars in the right hallway in the west, add swinging mace in both hallways in the west and defend the west. Use spiky logs on top. In wave 5, put tars and swinging mace in both hallways in the north, add swinging mace in the left hallway in the south and kill ogres. In wave 6, add defenses in the east, kill hunters and runner in the east then go south and kill hunters and runners there.
In wave 7, add brimstone in the left hallway in the west and the hallways in the north, add scorcher in the right hallway in the east and and left hallway in the west, revive any dead paladins using guardian trinket and defend on all sides. In wave 8, add scorcher in the right hallway in the south and left hallway in the west, add defenses in the east and defend. In wave 9-12, fortify any hallways with weak defense and defend on all sides. Prioritize, runners, hunters, ogres, shamans and cyclops mages if possible. Put brimstones in every hallway to prevent runners from slipping through the rift.
Video Link: Orcs Must Die 2 Classics: Finale(Nightmare) 5 skulls (War Mage)
In this stage, I recommend Crossbow, Ice Amulet, Blunderbuss, Swinging Mace, Shock Zapper, Brimstone, Floor Scorcher, Paladin, Tar and Guardian Trinket. First off, put paladins in northwest, northeast and southeast. Put tars in both hallways in the east, put swinging mace, paladin and brimstone in the right hallway in the east. Defend the north from invading enemies and use spiky logs on top. Some enemies may come from the right hallway in the west and left hallway in the east.
In wave 2, add brimstone in the right hallway in the east, defend east and pay attention to runners and zappers. Use spiky logs on top. Before wave 3 starts, add swinging mace in the left hallway in the east, add tars in the south and left hallway in the west, add paladin in the left hallway in the west, add swinging mace in the right hallway in the south. In wave 3, defend south, prioritize bombers and orcs archers if possible.
In wave 4, add tars in the right hallway in the west, add swinging mace in both hallways in the west and defend the west. Use spiky logs on top. In wave 5, put tars and swinging mace in both hallways in the north, add swinging mace in the left hallway in the south and kill ogres. In wave 6, add defenses in the east, kill hunters and runner in the east then go south and kill hunters and runners there.
In wave 7, add brimstone in the left hallway in the west and the hallways in the north, add scorcher in the right hallway in the east and and left hallway in the west, revive any dead paladins using guardian trinket and defend on all sides. In wave 8, add scorcher in the right hallway in the south and left hallway in the west, add defenses in the east and defend. In wave 9-12, fortify any hallways with weak defense and defend on all sides. Prioritize, runners, hunters, ogres, shamans and cyclops mages if possible. Put brimstones in every hallway to prevent runners from slipping through the rift.
Video Link: Orcs Must Die 2 Classics: Finale(Nightmare) 5 skulls (War Mage)
-Fire and Water(DLC)-
New elemental enemies can be seen here. Fire enemies that like to explode. Some of them are fast and big. Water enemies that like to form into a huge water monster which is very tough to kill.
Traffic Jammed
In this stage, I recommend Crossbow, Ice Amulet, Blunderbuss, Pounder, Wall Blades, Barricade, Grinder and Mana Rage Trinket. First off, form an L-shaped barricade near the stairways in the middle part of the stage, start the wave and kill all enemies in the south. In wave 2, add grinder in the middle near the north passage and kill all enemies in the north. In wave 3, add grinder in the middle near the south passage, add pounders on top of the grinders and kill all enemies in the north and south. Prioritize the fire lords then the elementals.
In wave 4, add tars beneath grinders, add pounders that are aligned horizontally with the grinders and kill all enemies. Prioritize fire lords and elementals if possible. In wave 5, add more tars and pounders in the middle and kill all enemies. Prioritize fire lords and elementals if possible. In wave 6-9, add more defenses in the middle and kill all enemies. Prioritize fire lords and elementals if possible.
Video Link: Orcs Must Die 2 Fire and Water: Traffic Jammed(Nightmare) 5 skulls (War Mage)
In wave 4, add tars beneath grinders, add pounders that are aligned horizontally with the grinders and kill all enemies. Prioritize fire lords and elementals if possible. In wave 5, add more tars and pounders in the middle and kill all enemies. Prioritize fire lords and elementals if possible. In wave 6-9, add more defenses in the middle and kill all enemies. Prioritize fire lords and elementals if possible.
Video Link: Orcs Must Die 2 Fire and Water: Traffic Jammed(Nightmare) 5 skulls (War Mage)
Double Decker
Par time is the main challenge in this stage. Finish the stage as fast as you can and don't let the waterlings combine and form a water lord.
In this stage, I recommend Crossbow, Ice Amulet, Wind Belt, Tar, Dart Spitter, Wall Blades, Dwarf, Bomb Dispenser, Guardian Trinket and most importantly, push trap. First off, place two push traps near the spawn point at the top level of the valley. Then, place more push traps near the spawn point at the bottom level of the valley. Then, place tars in the passage in the south. Start the wave and defend the top level.
In wave 2, kill all enemies at the top level, kill hunters and defend the lower level. Add defenses to the south passage during the wave. In wave 3, go to the top level and kill all enemies. Head back to the lower level and defend. Add defenses to the south during the wave. In wave 4, kill all enemies at the top level. In wave 5-6, kill all enemies at the top level, head back to the lower level and defend. add defenses in the north and south during the wave.
In wave 7, go to the top level, kill all enemies there and add tars. In wave 8, kill all enemies at the top level, head back to the lower level and defend. In wave 9, go to the top level, kill the hunters and ogres at the top level, go to the lower level and kill the hunters and ogres there. Head back to the top level and push the remaining watelings off the precipice.
Video Link: Orcs Must Die 2 Fire and Water: Double Decker(Nightmare) 5 skulls (War Mage)
In this stage, I recommend Crossbow, Ice Amulet, Wind Belt, Tar, Dart Spitter, Wall Blades, Dwarf, Bomb Dispenser, Guardian Trinket and most importantly, push trap. First off, place two push traps near the spawn point at the top level of the valley. Then, place more push traps near the spawn point at the bottom level of the valley. Then, place tars in the passage in the south. Start the wave and defend the top level.
In wave 2, kill all enemies at the top level, kill hunters and defend the lower level. Add defenses to the south passage during the wave. In wave 3, go to the top level and kill all enemies. Head back to the lower level and defend. Add defenses to the south during the wave. In wave 4, kill all enemies at the top level. In wave 5-6, kill all enemies at the top level, head back to the lower level and defend. add defenses in the north and south during the wave.
In wave 7, go to the top level, kill all enemies there and add tars. In wave 8, kill all enemies at the top level, head back to the lower level and defend. In wave 9, go to the top level, kill the hunters and ogres at the top level, go to the lower level and kill the hunters and ogres there. Head back to the top level and push the remaining watelings off the precipice.
Video Link: Orcs Must Die 2 Fire and Water: Double Decker(Nightmare) 5 skulls (War Mage)
West Wing
In this stage, I recommend Crossbow, Ice Amulet, Wind Belt, Tar, Dart Spitter, Pounder, Shock Zapper, Void Wall, Spring Trap and Web Spinner. First off, attach void wall in the north passage near rifts, put some spring trap aligned vertically with the void wall and they must face the void wall. Put spring traps that are facing the stairway in the north passage. Add defenses in the middle area where the passage that go through two rifts and the north passage intersect. Start the wave, defend the west and try to kill all enemies before they reach the chokepoint. Push the waterlings to the toxic pits.
In wave 2-11, Add more defenses and kill all enemies. If possible, go to the west and reduce enemy numbers before they reach the chokepoint. Much better if you can kill them all before the reach they chokepoint.
Youtube Link: Orcs Must Die 2 Fire and Water: West Wing(nightmare) 5 skulls (War Mage)
In wave 2-11, Add more defenses and kill all enemies. If possible, go to the west and reduce enemy numbers before they reach the chokepoint. Much better if you can kill them all before the reach they chokepoint.
Youtube Link: Orcs Must Die 2 Fire and Water: West Wing(nightmare) 5 skulls (War Mage)
-Family Ties(DLC)-
New enemies can be seen here like the healing shaman which is really annoying and the ogress with ball and chain.
Rush Hour
In this stage, I recommend Crossbow, Ice Amulet, Blunderbuss, Bomb Dispenser, Web Spinner, Tar, Shock Zapper, Floor Scorcher and Dwarf. First off, add in the middle hallway and start the wave. If possible, kill the healers and shamans first. Continue adding more defenses in the middle and try your best to stop enemies from entering rifts.
Video Link: Orcs Must Die 2 Family Ties: Rush Hour(Nightmare) 5 skulls (War Mage)
Video Link: Orcs Must Die 2 Family Ties: Rush Hour(Nightmare) 5 skulls (War Mage)
Breakneck Triad
In this stage, I recommend Crossbow, Ice Amulet, Shock Zapper, Bomb Dispenser, Barricade, Tar, Brimstone, Floor Scorcher and Wall Blades. First off, block the passage on the left side in the west, partially block the north passage and the right passage in the west and start the wave. In wave 2, add more defenses in the intersection between right passage in the west and north passage and try your best to not let any enemies enter the rift.
In wave 3,5 and 7, add brimstone in the left passage in the west and add more defenses in the intersection. In wave 4 and 6, add defenses in the intersection. In wave 5, add brimstone in the left passage in the west and add more defenses in the intersection. In wave 8-12, add more defenses in the intersection and defend the rift. You may add barricades in the left passage in the west if you feel your barricades there are not enough.
Video Link: Orcs Must Die 2 Family Ties: Breakneck Triad(Nightmare) 5 skulls (War Mage)
In wave 3,5 and 7, add brimstone in the left passage in the west and add more defenses in the intersection. In wave 4 and 6, add defenses in the intersection. In wave 5, add brimstone in the left passage in the west and add more defenses in the intersection. In wave 8-12, add more defenses in the intersection and defend the rift. You may add barricades in the left passage in the west if you feel your barricades there are not enough.
Video Link: Orcs Must Die 2 Family Ties: Breakneck Triad(Nightmare) 5 skulls (War Mage)
Triple Threat
In this stage, I recommend Crossbow, Ice Amulet, Barricade, Tar, Brimstone, Floor Scorcher and Boulder Chute. First off, block the passage on the right side of the intersection in north, add defenses in the intersection and start the wave. Prioritize healers and shamans if possible. In wave 2-10, add more defenses in the intersection. Don't forget to add brimstones to prevent zappers from destroying your barricades. If your barricades are destroyed. Replace them immediately.
Video Link: Orcs Must Die 2 Family Ties: Triple Threat(nightmare) 5 skulls (War Mage)
Video Link: Orcs Must Die 2 Family Ties: Triple Threat(nightmare) 5 skulls (War Mage)
-Are We There Yeti?(DLC)-
As the name implies, Yetis can be seen in this DLC and they don't like fire. Another pesky enemy is introduced here which is a goblin that disarm traps. Stages here are tough and really challenging especially when doing the stages solo.
Yeti Den
In this stage, I recommend Crossbow, Barricade, Grinder, Floor Scorcher, Brimstone, Tar and Shock Zapper. First off, block the passage in the west, create a chokepoint in the east and add dummy barricades to the passages that go through enemy spawn points. There dummy barricades are useful for zappers later. Then, start the wave. Prioritize yetis if possible. In wave 2-3, add defenses and defend the chokepoint. In wave 4-12, add more dummy barricades; add defenses to the chokepoint and defend it.
Video Link: Orcs Must Die 2 Are We There Yeti?: Yeti Den(Nightmare) 5 skulls (War Mage)
Video Link: Orcs Must Die 2 Are We There Yeti?: Yeti Den(Nightmare) 5 skulls (War Mage)
The Hive
This one is really hard. Par time is the main challenge in this stage so, finish waves as fast as possible. In this stage, I recommend Crossbow, Dwarven Sniper, Mana Rage Trinket, Guardian Trinket, Mushroom, Floor Scorcher, Brimstone, Paladin, Archer and Push Trap.
Note: there's a rare occurrence where a shaman may revive an orc while its falling. This orc may be pushed directly to the rift that will make us lose a rift point. If this happens then you have no choice but to restart the stage.
Note: Some enemies may be pushed on the middle platform where two portals meet. Pay attention to this area and kill all enemies here if possible.
First off, go to the south steep path and put push traps starting from the enemy spawn point in the west then downwards. Save 6800 cash then go to the north steep path and put push traps starting from the enemy spawn point in the east then downwards. Save 5600 cash, add archers near the rift, save 600 and add more push traps in the west. Start the wave. Add push traps in the west during the wave
In wave 2, go to the east, put push traps there and defend. Prioritize flyers if possible. In wave 3, add defenses near the rift and defend. Prioritize kobolds, goblins and ogres if possible. Kill all flyers as fast as possible. In wave 4, add defenses near the rift, go to the west, kill ogres and goblins and kill some flyers as fast as possible. Head back to the rift kill all ground enemies and kill the remaining flyers fast.
In wave 5, add defenses near the rift, go north, add some brimstone there and defend. Prioritize ogres and goblins if possible. Reduce flyers as many as possible before all ground enemies are dead. Also, charm the mountain troll. In wave 6, Go to north, add floor scorcher near brimstones, go to south, add brimstone near the portal and defend. Prioritize ogres and goblins if possible and reduce flyers as many as possible before they get close to the rift.
In wave 7, Go to north, place floor scorcher near the spawn point in the west and defend. Prioritize ogres and goblins if possible. Reduce flyers before they get close to the rift. In wave 8, add defenses in both paths and defend. Prioritize, ogres, trolls, hunters, runners and goblins if possible. Reduce flyers as many as possible before they get close to the rift.
In wave 9, add defenses in the north, go to the middle platform where two portals meet, kill as many flyers as you can before ground enemies storm the area where the rift is located, go back to the rift and defend. Charm mountain trolls to save time.
Video Link: Orcs Must Die 2 Are We There Yeti?: The Hive(nightmare) 5 skulls (War Mage)
Note: there's a rare occurrence where a shaman may revive an orc while its falling. This orc may be pushed directly to the rift that will make us lose a rift point. If this happens then you have no choice but to restart the stage.
Note: Some enemies may be pushed on the middle platform where two portals meet. Pay attention to this area and kill all enemies here if possible.
First off, go to the south steep path and put push traps starting from the enemy spawn point in the west then downwards. Save 6800 cash then go to the north steep path and put push traps starting from the enemy spawn point in the east then downwards. Save 5600 cash, add archers near the rift, save 600 and add more push traps in the west. Start the wave. Add push traps in the west during the wave
In wave 2, go to the east, put push traps there and defend. Prioritize flyers if possible. In wave 3, add defenses near the rift and defend. Prioritize kobolds, goblins and ogres if possible. Kill all flyers as fast as possible. In wave 4, add defenses near the rift, go to the west, kill ogres and goblins and kill some flyers as fast as possible. Head back to the rift kill all ground enemies and kill the remaining flyers fast.
In wave 5, add defenses near the rift, go north, add some brimstone there and defend. Prioritize ogres and goblins if possible. Reduce flyers as many as possible before all ground enemies are dead. Also, charm the mountain troll. In wave 6, Go to north, add floor scorcher near brimstones, go to south, add brimstone near the portal and defend. Prioritize ogres and goblins if possible and reduce flyers as many as possible before they get close to the rift.
In wave 7, Go to north, place floor scorcher near the spawn point in the west and defend. Prioritize ogres and goblins if possible. Reduce flyers before they get close to the rift. In wave 8, add defenses in both paths and defend. Prioritize, ogres, trolls, hunters, runners and goblins if possible. Reduce flyers as many as possible before they get close to the rift.
In wave 9, add defenses in the north, go to the middle platform where two portals meet, kill as many flyers as you can before ground enemies storm the area where the rift is located, go back to the rift and defend. Charm mountain trolls to save time.
Video Link: Orcs Must Die 2 Are We There Yeti?: The Hive(nightmare) 5 skulls (War Mage)
Chilled Cavern
This stage is hard and seems impossible to get 5 skulls in solo run but it's doable. Par time is the main challenge here so, finish waves as fast as possible.
There are two ways to finish this stage solo: with barricade exploit or without barricade exploit. For barricade exploit, You can watch this video where I explain how to use the exploit.
https://www.youtube.com/watch?v=Rhoemc-ePCI&ab_channel=BrainyGhostsGaming
In this guide, I'm gonna explain completing this stage without barricade exploit. In this stage, I recommend Crossbow, Dwarven Sniper, Wall Blades, Wall Arrow, Floor Scorcher, Archer, Brimstone, Barriacde and Guardian Trinket. First off, go to the west rift, block the passage, place floor scorchers and put archers that are aligned vertically with one another. Each archer should have a bit of horizontal gap. Seven archers are enough.
Go to the center rift and put four archers there. Add defenses in the west, come near the enemy spawn point in northeast and start the wave. Kill as many enemies as possible before they reach the stairways.Prioritize, goblins, yetis and trolls if possible. In wave 2, block the east passage, add defenses and defend the east. Prioritize hunter bombers, goblins, shamans, trolls and yetis if possible.Try to kill or weaken yetis that are going to the west if possible.
In wave 3, add defenses in the east and defend. Prioritize hunter bombers, goblins, shamans, trolls and yetis if possible. Try to kill or weaken yetis that are going to the west if possible. Replace destroyed barricade in the east immediately. In wave 4, add wall arrows in-between stairways and in the west. Defend the east. Prioritize hunter bombers, goblins, shamans, trolls and yetis if possible.Try to kill or weaken yetis that are going to the west if possible. Replace destroyed barricade in the east immediately.
In wave 5-6, add defenses in the east and defend. Prioritize hunter bombers, goblins, shamans, trolls and yetis if possible.Try to kill or weaken yetis that are going to the west if possible. Replace destroyed barricade in the east and west immediately. In wave 7, add defenses in the west, east and between stairways and defend. Prioritize usual enemies mentioned above if possible.
In wave 8-9, add more defenses in the middle path near stairways and in the east and west stairways. Defend and finish waves as fast as possible. Prioritize hunter bombers, goblins, shamans, trolls and yetis if possible.Try to kill or weaken yetis that are going to the west if possible. Replace destroyed barricade in the east immediately.
Video Link: Orcs Must Die 2 Are We There Yeti?: Chilled Cavern(Nightmare)(No Barricade exploit) 5 skulls
There are two ways to finish this stage solo: with barricade exploit or without barricade exploit. For barricade exploit, You can watch this video where I explain how to use the exploit.
https://www.youtube.com/watch?v=Rhoemc-ePCI&ab_channel=BrainyGhostsGaming
In this guide, I'm gonna explain completing this stage without barricade exploit. In this stage, I recommend Crossbow, Dwarven Sniper, Wall Blades, Wall Arrow, Floor Scorcher, Archer, Brimstone, Barriacde and Guardian Trinket. First off, go to the west rift, block the passage, place floor scorchers and put archers that are aligned vertically with one another. Each archer should have a bit of horizontal gap. Seven archers are enough.
Go to the center rift and put four archers there. Add defenses in the west, come near the enemy spawn point in northeast and start the wave. Kill as many enemies as possible before they reach the stairways.Prioritize, goblins, yetis and trolls if possible. In wave 2, block the east passage, add defenses and defend the east. Prioritize hunter bombers, goblins, shamans, trolls and yetis if possible.Try to kill or weaken yetis that are going to the west if possible.
In wave 3, add defenses in the east and defend. Prioritize hunter bombers, goblins, shamans, trolls and yetis if possible. Try to kill or weaken yetis that are going to the west if possible. Replace destroyed barricade in the east immediately. In wave 4, add wall arrows in-between stairways and in the west. Defend the east. Prioritize hunter bombers, goblins, shamans, trolls and yetis if possible.Try to kill or weaken yetis that are going to the west if possible. Replace destroyed barricade in the east immediately.
In wave 5-6, add defenses in the east and defend. Prioritize hunter bombers, goblins, shamans, trolls and yetis if possible.Try to kill or weaken yetis that are going to the west if possible. Replace destroyed barricade in the east and west immediately. In wave 7, add defenses in the west, east and between stairways and defend. Prioritize usual enemies mentioned above if possible.
In wave 8-9, add more defenses in the middle path near stairways and in the east and west stairways. Defend and finish waves as fast as possible. Prioritize hunter bombers, goblins, shamans, trolls and yetis if possible.Try to kill or weaken yetis that are going to the west if possible. Replace destroyed barricade in the east immediately.
Video Link: Orcs Must Die 2 Are We There Yeti?: Chilled Cavern(Nightmare)(No Barricade exploit) 5 skulls
-Endless Mode(Solo)-
I didn't get 5 skulls in all stages in this mode because I got bored playing this mode in solo run. This mode is better to be played with friends. Maybe I'll give this mode a retry in the future. In order to get 5 skulls in endless mode, we just need to reach and finish wave 40. It's alright to lose rift points here.
Tunnels
In this stage, I recommend Crossbow, Ice Amulet, Blunderbuss, Shock Zapper, Tar, Portal, Floor Scorcher, Web Spinner, Dart Spitter and Wall Blades. First off, add offensive traps on both sides. Once you reach wave 11, gradually add portal traps while adding more defenses on both sides. If an earth lord or earth elemental is close to a portal, try not to destroy it. Instead, let the portal teleport it back to where it started.
Once you've finished wave 40, let your character die and 5 skulls are yours.
Video Link: Orcs Must Die 2 Tunnels(Endless)(Solo)(Wave 40) 5 skulls (War Mage)
Once you've finished wave 40, let your character die and 5 skulls are yours.
Video Link: Orcs Must Die 2 Tunnels(Endless)(Solo)(Wave 40) 5 skulls (War Mage)
Hidden Gulch
In this stage, I recommend Crossbow, Ice Amulet, Blunderbuss, Flame Bracers, Tar, Haymaker, Shock Zapper, Wall Blades, Floor Scorcher and Portal. First off, add defenses on both sides. Once you reach wave 13, gradually add portals while adding defenses on both sides. Place portals in the second section of paths. Pay attention to flyers, this creatures can easily slip through our defense.
If an earth lord or earth elemental is close to a portal, try not to destroy it. Instead, let the portal teleport it back to where it started.
Video Link: Orcs Must Die 2 Hidden Gulch(Endless)(Solo)(Wave 50) 5 skulls (War Mage)
If an earth lord or earth elemental is close to a portal, try not to destroy it. Instead, let the portal teleport it back to where it started.
Video Link: Orcs Must Die 2 Hidden Gulch(Endless)(Solo)(Wave 50) 5 skulls (War Mage)
Precipice
In this stage, I recommend Crossbow, Ice Amulet, Flame Bracers, Tar, Autoballista, Shock Zapper, Wall Blades, Floor Scorcher, Barricade and Portal. First off, block the east path and add defenses. Once you reach wave 11, gradually add portals while adding defenses. Make sure that the east path is blocked at all times.
If an earth lord or earth elemental is close to a portal, try not to destroy it. Instead, let the portal teleport it back to where it started.
Video Link: Orcs Must Die 2 Precipice(Endless)(Solo)(Wave 50) 5 skulls (War Mage)
If an earth lord or earth elemental is close to a portal, try not to destroy it. Instead, let the portal teleport it back to where it started.
Video Link: Orcs Must Die 2 Precipice(Endless)(Solo)(Wave 50) 5 skulls (War Mage)
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