Orcs Must Die! Unchained (PS4) - Rift Lord Castle Gates Guide (5 Star with Blackpaw)
(Patch 2.6) This was done at Account Level 68, with a mixture of tier 1, tier 4, tier 5, tier 6, and tier 7 traps. Brimstone is tier 7; Arrow Wall and Grinder are at tier 6; Great Wall Barricade, Tar, and Swinging Mace are at tier 5; Big Game Hunting Ballista is at tier 1. Tar has the "XP Siphon" Part equipped.
As you can see, I use Big Game Hunting Ballista for the first time here, because you will get a ton of Mercenaries, and it really helps (even at tier 1) to get the extra damage against them. For this reason, this map can be a little random at this level, because you will get Mercenaries in pairs, which really could mess things up, depending on which pair you get.
I used Blackpaw again here because I felt he had better damage than Max. His Thin The Herd upgrade at level 4 will certainly help things if you manage to get the Chaotic Kobold.
Wave 1 - Barricaded like Master, forcing minions to go into the NE area with the Guardian. The Brimstone placement is fairly deliberate; I place it on the corner of the doorway, as that is where they path (watch the ghosts). Other than that there's not much coin to place anything else besides the 2 Tar at the gate. The minions enter the map at the 32 second mark, if you're wondering how I timed my summoned Gnolls.
Wave 2 - Place 2 Big Game Hunting Ballistas to cover the eastern gate. This should help with the Mercenary, but just realize you do not want to get too distracted by whichever Mercenary shows up (particularly the Chaotic Kobold); you more than likely will not have a lot of traps down, which means you need to focus on the minions (it also means the Chaotic Kobold won't affect much). If it is a Mercenary that is actively trying to kill you, try to kill it in range of the Ballistas.
Wave 3 - I try to trap the southern gate some, but do try to get at least a Brimstone down, as you'll eventually get Earth Elementals out of this gate. I use Unchained here because it will significantly help with the pair of Mercenaries that spawn. Try to be right at the gate for the Fire Fiend Warlocks, because they work like Archers and won't attack you in melee range.
Wave 4 - I do something kind of slick here, but you can do it differently. I stay at the eastern gate to deal with the Firelings, and then quickly move to the area west of the Guardian to place down more Great Walls to extend the minions pathway. It is just possible to place the Great Walls during the time that you have before wave 4 (in retrospect, that's what I should have done, instead of placing the Tar/Arrow Walls) or you can even just place a decoy Great Wall at the eastern gate (although realize you'll be wasting the little coin you have with it).
Wave 5 - As the wave starts, I place 2 more Great Wall at the entrance to the Guardian area, to extend the pathway of the minions that come from the north (as they have the shortest route to the Rift). This also serves another function, which is to get the Firelings that will spawn to destroy these instead of the more important Barricades that are to the west.
Wave 6 - Mercenary and Lyzander will show up, and you can use Unchained if things get out of hand. Do realize that you will get Gaeadin and Urza on wave 8 though.
Wave 7 - At the start, I place a decoy Barricade at the eastern gate (for the final wave). Earth Elementals from the south, Fire Elementals from the north. Get the Barricades replaced once the wave is finished.
Wave 8 - Urza and Fire Elementals from the north, Gaeadin and Earth Elementals from the south. If you didn't use Unchained at wave 6 (or it's up again) you can use it here, but realize that you get 2 Mercenaries on the next wave.
Wave 9 - At the start, I place another decoy Barricade, but at the southern gate (for the final wave). 2 Mercenaries, but the rest of the wave is fairly normal.
Wave 10 - Swiftyhooves from the east, and he'll show up once the wave starts. This shouldn't be an issue with Blackpaw if you took the Thin The Herd upgrade, in combination with the Ballistas. The rest of the wave comprises of Earth Elementals though, so make sure none get by you.
Wave 11 - First (and only) Unstable Rift spawn, and there is plenty of time to destroy it. If you've saved Unchained like I have, this is a good wave to use it on, as wave 12 isn't nearly as large.
Wave 12 - One Mercenary, and the rest of the wave mostly comprises of the Terracotta minions. Firelings will spawn from each gate, but hopefully you have decoys down. It's possible to ignore the Mercenary here (probably not Dwarf Priest) as you don't need to kill it to complete the map.
As a final note, be very careful of the Fire Fiend Warlocks. Try to get out of line of sight (by hiding behind a pillar or something) if you start to see them cast their fireball, as it just might kill you in a single hit.
Par Time is really forgiving, as I had a minute and a half to spare, so you don't need to rush as much as I did.
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