Orcs Must Die! Unchained (PS4) - War Mage Shark Island Guide (5 Star with Max)

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Published on ● Video Link: https://www.youtube.com/watch?v=U6ldalL2wZg



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(Patch 2.6) This was done at Account Level 21, with a mixture of tier 3 and tier 2 traps. Brimstone, Tar, and Arrow Wall are at tier 3, but the rest are at tier 2 or lower.

This map isn't too bad to defend, but there a lot of minions to deal with. You'll also notice this map has a similar traversal issue as Crogon Keep, as you may need some practice to get used to traversing it. Although there are more ways to get to the multiple ways compared to Crogon Keep, they do get some getting used to.

The Barricade strategy is fairly simple, as only a handful are used to block off the Rift. The NW gate is blocked off on the eastern lane - for some reason the minions try to go down there first, which means they'll walk eastward first, towards the Barricades, then walk back. This allows you to take advantage of their pathing, because they'll take a lot longer to get to the Rift.

The only lanes you can merge are the ones from the east gate and the SW gate, which you see me do by placing Barricades at the eastern entry to the Rift. This forces the east gate to go into the "Forge" area, where you can place a Guardian if you wish. The SW gate can be merged into the Forge area as well, if you block off the SW entry to Rift, at the stairs (you don't have to do that until it opens though).

As for the north gate, the Barricades are placed in between the posts/columns or whatever they are, which are around the Guardian area. The Barricade placements look kind of weird, but just as long as you get 2 between those two posts, and then place 1 more to the south, you should be okay (you can reference the "ghosts" during the break to make sure they can't get through). This forces them to go eastward (although they'll go south towards the Barricades first), and through that "Kitchen" area, where you can place another Guardian if you wish.




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