Orcs Must Die! Unchained (PS4) - Rolling In It Weekly Challenge Guide (5 Star with Dobbin)

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Published on ● Video Link: https://www.youtube.com/watch?v=HJpAXYDYKF0



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I managed the 5 Star with Dobbin, but my assumption is that Cygnus and Smolder shouldn't have too many problems either.

The first, and maybe only thing to really know about this map are the Unstable Rifts - Although there may be a desire to destroy them, my personal recommendation is to let them all open. Mr. Moneybags does appear from the Unstable Rifts, but it's not randomized; he'll appear on all odd numbered waves (1, 3, 5). In terms of Coin, it is nice to have him appear so you can afford more traps.

The reason why you might want to let the others open is also because of Coin generation. The Unstable Rifts on the even numbered waves (2 and 4) consist of a mixture of normal and large minions, along with Dread. Although these minions aren't worth as much as Mr. Moneybags, they still are worth a decent amount.

The extra Coin is important because the last wave will throw a ton of minions at you from both gates. If you're not adequately prepared, you may get overrun. The waves that spawn the Unstable Rifts with Dread (waves 2 and 4) I would argue are a little more optional, because they will cost you more time. However, even with letting all of the Unstable Rifts open, you should be able to manage the Par Time with 10-30 seconds to spare. If you do want to destroy the Unstable Rifts, I would recommend doing it when you're more comfortable with the map.

Other than that there's really not much to say about this map. Obviously just place a Great Wall just north of the Rift to funnel the NW gate minions into the NE, but you can also place another one in the south, right at the bend, to force the SE minions closer to the wall (which allows them to group up for Shock Zappers).

It's all pretty optional though, as the first 5 waves have so little minions, there's really not much reason to develop a strategy. The last wave does have significantly more minions from each gate, but personally I think it's more of a question of "do you have enough put down" more than anything else.

I use Shock Zappers on the more "square" ceiling parts, and I try to put in some Ballistas on the thinner ceiling areas, since they fit. You only get 2 floor traps, Brimstone and Viscous Tar, so there's little reason to put them back-to-back. Spike Walls are a little more suited in the southern area since there's more places to put them (just make sure they're pointing the way you want them to).




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