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

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Published on ● Video Link: https://www.youtube.com/watch?v=Q-uOQtXW63Q



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(Patch 2.6) This was done at Account Level 27, with a mixture of tier 2, tier 3, and tier 4 traps. Brimstone and Arrow Wall are at tier 4; Barricade, Tar, and Grinder are at tier 3; Floor Scorcher and Swinging Mace are at tier 2.

This map takes a lot of explanation, as there is a lot going on here. First off, the Barricade strategy:

First - If you have Great Wall Barricades, use them here! It will save you a LOT of coin, and you can place almost all of them the exact same way as I do with regular Barricades (as I set all but the ones in the NE in pairs).

How I placed the Barricades is very difficult to describe in text. What happens at the north is that I start off at that one corner, place two, then place a Tar (just because it's all I can afford). After the first wave, I place a Grinder at the Tar, and I will start to block the "Kitchen" area off, with 4 Barricades in a straight line, right above the Guardian spot.

I then place 2 more Barricades at the corner of the wall where that Grinder is. I then place 2 more, connecting them to the previous 2, to the east. I then go over to the eastern side, and place 3 Barricades directly to the far south of the NE gate, to block off that path. Then, I go back to the previous Barricades, and place 3 more, extending the "line" to the south, until it hits the stairs. It forms a shape that looks like a "n".

The idea behind this is to traffic all of these minions into a single lane, where you can set up Grinders to do the damage. As you can see in the video, I actually mess up the Tar placements after I set the last 3 Barricades, because they're supposed to line up with the Barricades evenly. If they're even, you can either place another Brimstone at the northernmost square, or put another Grinder.

Once I gain more coin, I further extend the lane beyond the stairs. To do this, you want one "square" of floor space, so the first Barricade is placed that lines up right next to the "pillar" that slightly juts out of the eastern wall (it's where the torch is). You then just go in a "L" shaped line with the rest of the Barricades, so again, you can force them into a single lane against the western wall.

Okay so that's the north. For the SE, I place Barricades later (not when it first opens) because I don't have the coin for it. Once I did have the coin, you can make a diagonal with 2 Barricades, connecting with the "island" in the middle of that room (where the tree is). This will force them to path north, around that island.

For the SW, it's fairly simple - just place 2 Barricades in between each each column. This will force them to loop through the entire room, instead of just heading directly north.

The SW is the only thing to mention about the traps, and that's because I go pretty fast. You can open up the gate in the SW and place some traps in that area, where the minions initially start, which is what I do.

As I watch this video, I realize I should have put more traps in the SE. At the time, I was really worried about making the Par Time, so I was going a lot faster than I should have been.

I got semi-lucky with the Unstable Rift on wave 4, but it shouldn't really matter regardless. The Rift can spawn in 1 of 3 places (I believe) which is just north of the Kitchen area (which is where mine was); it can be just the NE of the NW Guardian spot (in the Forge area, so just below those stairs); or it can be on the floor ABOVE the Forge area.

That last spot may give you problems if you're new to the map, or if you're playing melee. If it spawns up there, if you're ranged, you can angle your shot in such a way to hit it from below (that takes getting used to, but Max can 1 shot it with In Your Faces). However, the other option is just to let it go and have it open. The reason why is because it takes the minions a while to get to the Rift, and you really need to focus on getting the northern minions cleared.

The second Unstable Rift (wave 8) can be safely ignored - it always spawns Pride Hunters, which don't hurt your Rift.

Other than that, try to get the Gnome Destroyers (wave 5) as best you can. I would recommend Unchained at wave 3 (Mercenary), wave 7 (Mercenaries) and if you have it again, wave 10 (Boss). I used mine at wave 8 because I had a minion get REALLY close to getting to the Rift (the stupid Dwarf Shamans shield minions).

As a final note about the Guardians - If you have a Jailer and/or a Priest, bring them, it will help more with the southern areas. If you can manage it, put down a Guardian at the spot just south of the Rift, and one at the NE (just south of the gate) would also be helpful, if you have the coin.




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