Orcs Must Die! Unchained (PS4) - Apprentice Water Garden Guide (5 Star with Blackpaw)

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(Patch 2.6) This was completed at Account Level 5, with all traps at Tier 1. I am using Barricade, Tar, Brimstone, Floor Spikes, Arrow Wall, and Swinging Mace.

This is one of the new maps that was included in patch 2.5, which introduces a few new minions. As it turns out, out of all the Apprentice maps, this is probably the most difficult to get 5 Stars on with a basic loadout.

The Wu Xing minions that are in this map have an innate elemental resistance, which means any character that does elemental damage (like Maximilian and Gabriella) will have their damage reduced (this is why I use Blackpaw). Not only heroes, but traps that do elemental damage, like Brimstone will do decreased damage as well.

You may still want to bring Brimstone, because this is also the first map that introduces Earth Elementals. Earth elementals are particularly dangerous, because they move at roughly the same speed as Kobolds, but they cannot be slowed down nor hit with any crowd control effects, such as stuns or freezes. They have no elemental resistances though, so fire damage is a great way to get rid of them.

My strategy barricades the north bridge, which forces minions from the north gate eastwards. After the first wave, I barricade the southeast lane, forcing them to move back north, into the pathway of the Guardian spot, then down towards the southwest. This allows the maximum amount of travel time from the north gate, while still forcing the east gate (which will open at wave 5) through a longer path.

This means that you want to prioritize killing things at the west gate because not only will they have the shortest path to the Rift, but the west gate is the one that spawns Earth Elementals. There will not be many that come from the west gate per wave (maybe at most 6), but all it takes is 1 to screw up that 5 Star. So make sure you're looking for them; it might be a good idea to kill things away from the gate, rather than at them, as sometimes they can get overlapped with the other minions, and you might not see them. By killing things away from the gate, you can almost always see them filter through due to their speed.

While killing things at the west gate, try not to get distracted by the Hunters (the blue dragon things) as you may see them hop over the barricades and head towards your Rift. If they enter the Rift, it won't cost you, so don't ignore the west gate for the sole purpose to kill these things (unless you're confident with what you're doing).

Try to have your Unchained up for wave 6, as you'll have 3 bosses during that wave. The east gate spawns first, and I would recommend using Unchained at that point for Bulgod, as you don't want him disabling your traps. The north gate will then spawn, but prioritize killing Vitality when you see him, as if you don't he can just revive what you've killed. Move to the west gate the second minions appear there due to how short their path is to the Rift.

All that said, this is a great map to utilize the change in patch 2.6 with the Guardians. By using my barricade strategy, you can force the north gate minions into encounters with all 3 Guardians. Chances are you'll have the north Guardian die, so feel free to replace him when he does. Although you can use all 3 Guardian spots, I would say that the southwest one is probably the second most important, as it can help with Earth Elementals if they get by.




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