Orcs Must Die! Unchained (PS4) - Master Avalanche Guide (5 Star with Max)

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Published on ● Video Link: https://www.youtube.com/watch?v=lXEs7TJvY2I



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(Patch 2.6) This was done at Account Level 39, with a mixture of tier 2 and tier 4 traps. Everything is at tier 4, except Floor Scorcher, which is at tier 2.

This is actually one of my favorite maps, as it's not too difficult. Minion spawns aren't too bad; Par Time is fairly forgiving; and the coin generation is a lot better than most maps.

Barricade strategy - Start off by blocking off the middle, which forces them all into the NE corner (into the "Barracks") where you can then put a line of Barricades to force them into Grinders. It works out really well because the Guardian (particularly if you set the appropriate one) can attack all the minions as they move through all the Grinders.

I try to get them all the way into the corner of that room, but if you go in with higher damage, it might be overkill. You'll also kind of see me get kind of confused while placing the Swinging Mace; it was actually the first time I've brought the Swinging Mace here (I usually have used Pounders or Ceiling Ballistas), so I was struggling finding a place to put it. I'm thinking the graphic was clipping into the "torches" that are on the wall, so it wouldn't let me place it.

For the east gate, just place 2 Barricades at the top of the stairway, so you can force them all down into the SE corner. Then, you can do the same thing - make a line of Barricades (start at the corner of the stairs, then make a diagonal, then a line south) to force them into Grinders. You can then connect that line into the first pillar, and that really helps extend their path.

For the west gate, just place Barricades at the top of the stairs to force them into more Grinders. I would recommend putting a Guardian down in the "Kitchen" area (as I do), just in case.

You do want to trap the area that blocks off the NW gate and forces them east; you see me put down my various traps there. By doing that, the Kamikaze Kobolds that appear in wave 5 shouldn't be an issue.

I also let the Unstable Rift open on wave 7. I didn't want it to open, but since I had little traps down at the east side, I decided to just let it open. That specific one should always be 2 Mountain Trolls, which wasn't too much of a threat, given where the Unstable Rift spawned.

Just to point out - You can use Great Wall Barricades here instead if you wish, but trying to put Great Wall Barricades in the Barracks area as I did makes it look really strange, and you can't extend the line quite as far in that area (there's not enough room). Everything else works out the same though, so if you're confident with your damage at the north, it should work fine. Another option is to bring in both the regular Barricade and the Great Wall, so you can still Barricade it like that, while saving coin in all the other areas.




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