Orcs Must Die! Unchained – FAQ/Walkthrough
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FAQ/Walkthrough by Damthiel
Version: 1.00 | Updated: 05/07/18
Table of Contents
- Introduction (please read)
- General FAQ
- 5 Star Walkthrough Introduction
- Endless
- Trophy Guideline
- Weekly Challenges
- Heroes
- Bionka
- Blackpaw
- Bloodspike
- Brass
- Cygnus
- Deadeye
- Dobbin
- Gabriella
- Hogarth
- Ivy
- Maximilian
- Midnight
- Oziel
- Smolder
- Stinkeye
- Temper
- Tundra
- Yi-Lin
- Zoey
- Legal Information and Copyright
- Version History and Contact Information
Weekly Challenges
Warning: This may be a very useless section for readers, it just kind of depends.
The Weekly Challenge resets every Tuesday.
This means that any given video for the Weekly Challenge might only be helpful for a week, and I have no way to control that. My list is not comprehensive quite yet, but I think it's close, since I've seen a couple of Challenges repeat since I started writing this guide. Of course, this also assumes the developers are not going to continually make new Challenges at some point; if they do, it's going to be incredibly difficult to keep this section updated.
That said, I will try to keep these updated as best I can, but don't expect me to update the guide every week for the rest of my life. You also have to consider that I would have to resubmit this guide on GameFAQs every week in order to do so, which the administrators may not really appreciate.
If you don't see a guide for the Weekly Challenge here, just search for it on the internet. For one, I might add Weekly Challenges to my Youtube channel but not to this guide. If I don't have a video of them, there's a good chance someone else will.
The difficulty of Weekly Challenges vary. If all else fails, you can always figure them out yourself, but realize some are certainly more difficult than others. If you're just looking to complete one for trophy purposes, just be patient to find one that is manageable.
As stated in my Trophy Guide section, you do not need to 5 Star these for any reason other than to get the 5 Star chest. The trophy can be earned with only 1 Star.
Note: Since this section is a lot longer than I initially thought it would be, I would recommend using the Search function (Ctrl+F or Command+F) if you're looking for a specific Challenge.
Inferiority Complex
The challenge is to complete the map with a melee hero (Bionka, Hogarth, or Bloodspike) while only having 1 HP.
This is a challenge because when you die, the minions nearby get a speed boost. If you die too much they'll just floor it straight to your Rift. In addition, you don't get a lot of damage traps, but rather you get mostly physics traps to defend yourself with.
I used Bloodspike because I thought he was the best choice. Stunning Execution allows an instant kill, and Maiming Blow hits quite hard and has decent range. He's the most balanced out of the 3 heroes available - he hits harder than Hogarth, but weaker than Bionka. Bionka however, is significantly slower with less overall range.
You'll find you'll mostly want to be reliant on Maiming Blow and Ring of Storms, while using Stunning Execution on the larger minions (there are not many large minions here). There are a few Kobolds, so you may want to consider using Homicidal Rage when they appear. You can try to use your Primary attack to melee as best you can, but you need to make sure you're getting maximum range (I would only do this with the smaller minions) before attacking. You also want to try to move around while you're using your Primary, to get your best chances at not getting hit.
For traps, I utilize mostly Push Traps and Spike Walls, and you'll want to trap the south pathway more than the east (you'll usually want to clear the east gate first when it opens).
Your Own Devices
I didn't have many issues earning 5 Stars with Midnight.
Initially the north gate opens for the first 4 waves, then the NW and NE will open (north will close) for wave 5. You'll get all 3 gates for the last wave.
For the first wave, you'll see me watch the minions from above, then hit both cauldrons to increase some damage. You may not necessarily need to do this, but it's there if people want to do it. Open the gate when you drop back down, and don't put it back up until the last wave.
The only wave worth mentioning is wave 4: You'll get a large group of Kobolds, so make sure to prioritize them and use Ring of Storms every time it's up to help clear them.
On wave 6 - Kill Tubifore as you'll see him enter the map first. After he's dead, rush back to the gate to close it, then run back up to use the cauldrons once more to dish out some more damage. This way you can deal damage to minions from that gate and keep them preoccupied for a bit.
The Barricade strategy is simple enough - Try to block off the Rift so they can only enter from the southernmost part (I actually forgot to place 2 more Barricades in the video). As you head north, past the Guardian spot, the lane splits into 2 - block off one side when you have the coin. When the NW and NE gates open, Barricade the side that is closest to the north gate (so you can force all the minions into battling the Guardians that you should place down when the gates open).
I think this map was made with the new Guardian change in mind, as it would be extremely difficult to 5 Star without them.
Par Time can get pretty close though if you wait during breaks, so you'll see me rush through it.
One And Done
This Weekly Challenge wasn't too bad for me, although knowing how to place the Barricades obviously helps significantly. Max is great here because he can afford most of the Barricades on the first wave.
You do get a very large amount of minions per wave though, particularly on the first wave. For this reason, you see me place 2 more Barricades during wave 1, just to the north of the southernmost Guardian. This forces them to go down towards the Guardian, which can help with things.
This capture was actually a blind run, so I didn't know what to expect in terms of minions. You see me place 2 more Barricades up by north gate, as I usually do in Restricted Section (which is what this map is); this is to distract any Kamikaze Kobolds that come out of the north gate, which is what I was expecting to happen.
Unfortunately this does not happen, as you only see Kamikaze Kobolds come from the SE gate for 1 wave (the other yellow dots are Gnoll Grenadiers, which will just head to the Rift if you stay away from them). Of course, that Unstable Rift on the last wave was fairly unexpected, as I asked myself "I wonder if Kamikaze Kobolds will come out of that if I leave it"....lo and behold, that's exactly what happened.
I do wonder if I got kind of lucky - I was expecting them to immediately head to the south to blow up those Barricades below, but instead, they head to the east to blow up my decoy Barricades. For any viewers, simply move the decoy Barricades that I placed to the east of the north gate, to the west of the north gate, and there shouldn't be an issue.
If the Unstable Rift on wave 8 spawns somewhere else (in the middle, or over at the east) you may have some problems. If it spawns in the middle, you should be able to safely destroy it. Placing a Barricade in the east prior to wave 8 may help with the RNG if the Rift gets placed there, but you may just want to let it open otherwise, as I would continue to make sure the Kobolds from the south don't get to your Rift.
Do The Trap Shuffle
This is actually fairly difficult to do the 5 Star on, because of the Par Time. I barely manage it with less than 10 seconds, playing as Blackpaw. Personally I think getting the 5 Star is more trouble than it's worth here, as defending the Rift is fairly doable if you snake the minions in the NE area by splitting the room in half with Barricades. You won't see me do this though, because in order to get the Par Time, I have to use the coin for traps instead of Barricades.
The challenge description is a bit misleading - some abilities do in fact do damage. For Blackpaw, Go For The Throat does actually do damage, which you'll see me use here. The gnoll minions you can summon do damage as well, but that may be a little more obvious, since it's a little more "indirect". If you decide to try this as Tundra, realize his Avalanche ability does damage, but I'm pretty sure none of Cygnus's abilities do any damage (unless you take the Battle Level upgrade that makes your mini-Rift do damage).
I block the Rift off in a similar way as I do normally in Temple Graveyards, by forcing them all into the NE. I then place Barricades around the NE Guardian area to snake them through that area. The other Barricades (in the NW and SW) are just there to force the minions into a single lane, so I don't have to double-up on traps.
As for the damage traps, I mostly try to get a Brimstone down in front of most gates. You can place Boom Barrel Rollers above the SW and W gates, and then I place a number of traps (mostly Floor Spikes) in the area where the NW Guardian is.
The Guardian placement isn't really random here, as you'll want to put the "Shield" Guardian in the NW; this Guardian will see a lot of combat, so you'll want to utilize the extra HP/Damage he'll get for placing him at home. Although you can use another Shield Guardian in the NE, I opt to use the Priest instead, because having him freeze minions when they're that close to the Rift is helpful.
In terms of combat - I mostly rely on the Gear you're given, but you'll be pretty mana starved with using them and your abilities, so keep an eye out for those mana orbs. You can also just retreat to the Shield Guardian to regain some mana (assuming he's not in combat), but you'll more often see me just go to the Rift for its mana regen (I think it gives you slightly more than the Guardian one as well).
Other than that, a couple of tactics you'll see - I summon my gnolls at one gate, then just leave the gate so I can go kill things at another. You can also take advantage of pulling threat, and pull whatever minion is hitting you into a damage source (such as the Flame Wall Bracers, if it got placed in a weird spot).
Trying to get a feel for how many minions spawn at each gate helps a bit as well. Understanding that you don't necessarily need to clear every minion at whichever gate you are at can help with the Par Time - allow the Guardians and traps to do some work, by just going to a different gate when there are only a few minions left at your current area. From what I saw, I think you get more minions from the W/SW in comparison to the NW/NE, so you might want to prioritize the W/SW when you feel confident that your Rift will be safe.
Memory Lanes
The title and description of this Challenge makes no sense. The mini-map works fine, and there is virtually nothing to "remember" as each group from each gate is almost always comprised of the same minions. Note: I guess this was an unintended bug, or at least, that was my impression from reading other people's comments.
It is my personal opinion, a title such as "YOLO: Troll Your Customers" would be a better suited name for this Challenge, because it sucks. It is extremely hard to pull off the 5 Star (it can be difficult simply to complete), and I don't know how anyone can even do it with Max or Ivy, as I struggled immensely with both of them. If you can manage a 5 Star with Max or Ivy, you have my props.
Anyway, I spend all my starting coin with traps on the north gate. The reason for this is because they will split down the middle, and it's a gigantic problem.
While using Zoey, you want to use Chaos Blast (Triangle) to be your major source of damage. You can either try to clear out the soldiers with it (as I do with the second group) and then pick off the Shield Trolls, or try to get behind the Shield Trolls to hit them with it. It won't kill the Shield Trolls, but they are the bigger threat because they will ignore you and go for the Rift.
You have to be very fast putting down more traps, as they give you almost zero time between groups. I try to get 1 Brimstone down for the west and east gate (try to put them in a place where you feel confident they'll path, like the entry to the middle area). Other than that, I just try to spam Floor Spikes as much as possible, and I do it really sloppy because I'm just trying to place them fast.
The large group from the east gate (at 2:40) is the biggest threat in my opinion. I used Unchained for them, but if it's not up, you can try to use Chaos Blast + Feebee's Wrath to clear them. If you use Feebee's Wrath, be mindful that it won't slow anything down, so make sure to use it in a manner that allows maximum damage. In other words, you want to use it further down into their path (closer to the Rift) to ensure they're going to walk through as much of the area-of-effect as you can manage.
Also with Zoey, try to keep the attack speed buff up as much as possible; use Book Club and Trial and Error to ensure it stays up as long as you can (I would prioritize Book Club, since the potential of getting stunned with Trial and Error would be really bad).
For Zoey's upgrades, I take "Chapter 3: Mastering the Schools" (down) at level 2, and "Chapter 5: Training Familiars" (right) at level 4.
Good luck, as it is certainly involved here. Once complete, you can sit back and enjoy that ~15 experience they give you (it's totally worth the stress).
Grand Finale
I personally found this easiest as Max, as he can place Decoys with no cost. I think it's a Challenge that might be tough at first, but with a little practice it becomes fairly easy.
On the first wave, you should have enough coin to block off all but one side of the Rift. When I normally do Midnight Market, I always force them down into the SE, so I just do that here as well. I place down a Coin Forge in the middle, just for a chance at extra coin, but I ultimately don't use it much. I place down 4 Decoys, which will slow the minions down somewhat.
My general strategy is to use Boom Barrels in conjunction with the Decoys. By placing Barrels near the Decoys, you can group a few of the minions, allowing you to kill multiples with a single explosion.
Not only that, but it allows you to take advantage of how the Decoys gain threat. There is a limit to how many minions will attack the Decoy, and you will notice that once that limit is reached, all the other minions will simply ignore it and continue their path. However, by placing a Barrel down and killing the minions that are actively attacking the Decoy, the other minions (that are ignoring it) will actually go back and attack it, allowing you to slow them down.
Truthfully, I don't think you need Decoys to finish this Challenge, but they do help. I do two different things with the Barrels: I place them next to Decoys, and I try to replace each Barrel once I destroy it (a good example of doing this well is at 4:54). Trying to replace Barrels actively does take a little bit of practice, but it's well worth it, as it can make this Challenge much easier. If you're playing on the PS4, I tried to get into kind of a rhythm with it; press R1 to switch to the Barrel, R2 to place, L1 to switch to Primary, R2 to shoot (R1, R2, L1, R2) and just repeat that. Do keep in mind you may have to get a bit closer to it because the minions may end up blocking your shots.
The Terracotta minions aren't affected much by the Barrels, so try to use In Your Faces for them, but be aware of your mana usage. The Water Dragons are kind of optional, and it may be just better to try to get them to ignore you so they can just enter the Rift. On the last wave, you get Firelings (from the north gate), which will should go to your Decoys if you have some nearby. I try to destroy them right out of the gate though, as I'd prefer just to kill them myself just to make sure they don't cause unnecessary problems.
Also be warned that Boom Barrels can detonate with other Boom Barrels. This is good or bad depending on what you want to do, but I personally don't want that to happen, so I try to keep them spread out as best I can.
For Max's upgrades, I take Endorsements at level 2, Lucky Shot at level 4, Bad at Self Reflection at level 7, and Persistent at level 10.
I'm The Boss Now
This isn't too bad as Midnight, but it does help to be comfortable with accurately hitting with her Vital Strike.
Not much strategy is needed here, as you don't get a lot of traps to work with. I start off by putting 2 Big Game Hunting Ballistas on the ceiling in the small corridor in the middle of the map. I then place the other 4 Hunting Ballistas I can afford using the...overhangs I guess, located next to the pillars, in the northern part of the room (starting with the ones closest to the gate).
As Midnight, I use the combination of Prowl and Vital Strike for the extra damage, while trying to melee the stunned target as best I can while I wait for the Vital Strike cooldown to refresh. Since Midnight has low HP, I try to swerve back and forth in an attempt to avoid their melee hits (and I fail at it during that first wave).
As you get more coin, just keep placing down Hunting Ballistas where you can.
During wave 2, you'll get 2 Urzas, so be careful and watch their HP; an accidental attack to the Firelings that spawn when they die could potentially mean your death. The Firelings aren't worth any Rift points though, so once they show up you may want to just hit Prowl and let them head to it. I kill a couple of the Fireling stragglers since they weren't heading southward.
During wave 4, there are 2 Swiftyhooves, but he isn't much of a threat if you have enough Ballistas down. Just try not to get too distracted by placing down extra traps, as you should still help the Ballistas with killing him, just in case.
During the last wave, you get a Mercenary. If you get the Dwarf Priest, that could really risk the Par Time, so I would use Unchained (if available) if he showed up. Otherwise, I would say it's optimal to just ignore the Mercenary if you can, as you don't have to kill him to complete the Challenge. Try to focus on killing Lyzander first, as he will just revive the two Bulgods if you don't.
Par Time is pretty close here, so try to be quick. I don't use Unchained, but it would be really useful to use it on that last wave, regardless of what Mercenary spawns.
Keep Your Distance
I think it's fairly manageable to earn the 5 Star as Max. Deadeye is probably just as good, but Ivy might struggle a little more due to her lower damage output.
The restriction to this Challenge is obviously the healing aura that is constantly surrounding your character. It does heal minions a tremendous amount, and you'll see that you really can't damage them at all if they're in the aura. To combat this, Max has his Absolutely Stunning Bolt; Deadeye has Outta The Way (R3), and Ivy has Reach of Roots/Penetrating Arrow.
Barricade strategy - I place my Barricades the way I always do in Training Grounds; I block off the exit from the room just north of the "Barracks" Guardian, then at the north gate I place a single Barricade to force them into a single lane. After the first wave, I begin to place down Barricades to the east of the "islands" in the south, to not only force them all down into a single lane, but force them into Grinders as well.
I would say the first big hurdle is wave 3 - it's much larger than the first two waves, and you get a decent amount of large minions, as well as Shamans mixed in. For this reason, I would recommend using your first Unchained on this wave. Afterwards you should have plenty of coin to use on traps, so feel free to spend as much as you want (the eastern gate opens on the final wave).
Wave 4 - Kamikaze Kobolds come from the south gate, so you may want to be there as the wave starts; in retrospect that is what I should have done instead of putting down more traps (you can go back to placing traps after they're cleared). Placing down extra Barricades to snake them before they get to the Barracks Guardian (as shown in the video) is really helpful I think, because it'll buy you a little more time to clear things.
Wave 5 - Orfum shows up from the south gate, but it's not immediate. I start out at the north, but you can always just wait at the south until he shows up. If you're worried, you can use Unchained to clear him, as it shouldn't be too necessary to use Unchained for the last wave.
Wave 6 - I actually completely overdid it with the traps at the eastern side. There are only 3 boss minions that show up in this wave: Commander Tower, Grenwalde the Nature Lord, and Bulgod. Chances are you may just need to place that single Barricade to force them into a single lane, but other than that they shouldn't really get very far, particularly with a Guardian placed down. You could probably get away with just using a lot of Tar if you want to make it simplistic.
Vanishing Act
I earned the 5 Star with Zoey, and I think she's the best Hero of the 3 to do it with. First, she has access to Fire spells, which will help deal damage (since they're all Ice minions). Second, she has a good assortment of abilities that hit in a radius; the goal here is trying to reveal the minions, and so if you can hit a larger area, there's a better chance you'll deal damage to get them to break their invisibility.
My trap strategy is fairly basic - I put Tar and a single Spitfire Wall near the gate, then just place a lot of Floor Spikes down in hopes that they'll catch the minions as they walk over them. The long line of Floor Spikes along the bridge should be enough to catch everything on the first wave, assuming you're aggressive enough with your attacks.
After the first wave, I put down more Tar (once south of the bridge, I start using 3 floor traps) in conjunction with another Spitfire. I then place 2 rows of Floor Spikes. On wave 2, you see me sort of randomly start spamming abilities, and that's because I thought something was around that got through the traps (which I was a little confused by).
In the NW, it's the same exact set-up, so just repeat the process. The way the waves play out is that you'll have the NW for wave 3, 4, and 5, but you'll get another Go break at the end of wave 4. At the end of wave 5, the NW will close, and the NE will open again, but unfortunately you don't get a Go break for this, which is a little stressful.
On wave 3, you get an Unstable Rift, and chances are you're going to have to let it open. I would say it's feasible to destroy it if it spawns just north of the "Kitchen" Guardian spot (although I've never gotten it to appear there, so I'm not 100% sure), but otherwise, the minions from the gate really need to be focused on.
The Giants that spawn from the Unstable Rift can be tricky to get though, but try to utilize everything that you have to break their invisibility.
On wave 5, Iceberg will spawn (and he'll be one of the first out of the gate), so I would recommend using Unchained in order to kill him quickly. Make sure you destroy all the Ice Elementals when he dies, including the Runners.
As wave 6 starts, you see me try to frantically put some more Spitfire and Tar down in the NE. I also add 4 Dragon's Lances, but the Tar and Spitfire are probably more important. The reason is because you do get Kobolds from the NE on this wave, and they really need to be slowed down in order for the Spitfire to hit them.
As Zoey, I try to use Feebee's Wrath when I can right at the start of the gate, since that is when the minions will be grouped up the most. I take the upgrades Chapter 3: Mastering The Schools for the attack speed duration increase (Level 2); Chapter 5: Training Familiars (Level 4); and Chapter 9: Death and Chaos (Level 7). In retrospect, it may have been smarter to take Chapter 4: Refreshing the Spirit at Level 4, because I was struggling with Mana a few times during the match.
Purple Maze
I used Gabriella for this, but Stinkeye or Oziel should perform fairly similar.
This Challenge is kind of like a regular Survival map, in the sense of when you know what to expect (and how to Barricade it), it's not too bad. This is Barricaded in a very similar way as I do in the normal version of Eventide Fortress, by trying to loop all of the minions towards the SE corner. It does have a few additions to extend their pathway further (like the Barricades just SW of the Temple Guardian), as the Par Time shouldn't be much of an issue.
It does throw a lot of Barricade-destroying minions at you though (at least one type each wave), so being prepared for that is vital. Here's a list:
Wave 1 - Kamikaze Kobolds from the only open gate, not a huge deal.
Wave 2 - Kamikaze Kobolds from the NE gate.
Wave 3 - Orfum from the west gate, Kamikaze Kobolds from the east gate.
Wave 4 - Kamikaze Kobolds from the south gate, Fire Giants from the NE gate. You'll also get an Unstable Rift on this wave.
Wave 5 - Kamikaze Kobolds from the west gate, Fire Giants from the NE gate.
Wave 6 - Kamikaze Kobolds and Fire Giants from the NW gate, Tubifore from the north gate.
These are the reasons why you see me place multiple single Barricades around these gates; since you don't get any Go breaks between waves, it's important to plan ahead for them instead of trying to react to them.
As for the trap placement, you don't necessarily need to trap exactly as I do, but just keep in mind that you have Viscous Tar, not regular Tar, so you're going to want to alternate floor traps. Ideally, you'll want Cursed Ground after Viscous Tar, since it does more damage if the minion stays on the trap longer (and it will, since it will have the slow debuff from Viscous Tar), then you can use Viscous again, or Brimstone.
I would also recommend keeping the trap limit at 118 or 119 at most, just in case you want to place an extra Barricade or two down. Since minions are pretty much everywhere, it's really difficult to try to sell and replace a decoy.
Other than that just make sure you're always keeping an eye on the SE corner, and try to head down there (if you have a second) if minions are getting through your traps there.
Playing With Fire
This is a decently tough Challenge, but I think it's easiest with Zoey, due to her damage output.
I would be very impressed to anyone who manages to 5 Star this on the first try, without using a guide. This is entirely due to the fact that you almost need to have played it once to know where the Unstable Rifts are. You can place the Big Game Hunting Ballistas at their location to destroy them (with the exception of the west one, since I couldn't find a ceiling nearby).
Besides the Ballistas, I would recommend at least placing a Power-Up trap, but the Shield trap may be a little more optional (it depends on how well you can avoid damage).
Try to pick up the Power-Up every time it's up, and for the first 3 waves (up until wave 4), you'll want to always start with the westernmost Unstable Rift to get it out of the way. After it's destroyed, just head over and clear up the rest. Try to prioritize the Armored Grizzlies first, because they have a tendency to ignore you more and go straight for the Rift.
You also want to be very careful of the Order Mages though, as chances are a single Fireball will kill you. You can try to use the pillars in the Rift room to get out of line-of-sight, but sometimes their animation gets kind of strange, and they don't shoot in the direction they are facing (which is a bit disorienting).
On wave 4, instead of starting with the Unstable Rift, I would recommend starting with the gate. The reason why is because you should try to take out the Kamikaze Kobolds first, then work on clearing the rest of the wave. The Unstable Rift should just spawn a couple of Order Mages, but hopefully the majority of the wave is cleared anyway, so you shouldn't have problems getting rid of them once they spawn.
Wave 5 is the tough wave, because not only do you get even more Kamikaze Kobolds, but the Unstable Rift can potentially spawn Kamikaze Kobolds as well. I use Feebee's Wrath on the minions as they enter on this wave, then try to clear them as quickly as I can. I'm unsure if all the Unstable Rifts are like this, but on wave 5, I know what it spawns is random; I have gotten Kamikaze Kobolds on one attempt, and Dwarf Grenadiers on a different attempt.
The reason why I prioritize the Kamikaze Kobolds, is because I kind of recall (when this Challenge was offered previously) the Kobolds count towards Rift points. I can't remember if this is actually the case, but I didn't want to risk it. You can experiment though if you wish.
What I do know for sure, is that the Dwarf Grenadiers do NOT count towards Rift points, so you don't even have to worry about them getting to the Rift.
For upgrades, I take "Chapter 3: Mastering The Schools" (attack speed buff duration), and "Chapter 5: Training Familiars" (Feebee attack speed).
Gotta Go Fast!
This is the one I can't 5 Star no matter what I do. The entire issue is the Par Time; my best time has been just under 4:30 with Cygnus (the Par is 4:00). I've tried with all 3 Heroes, and I think Cygnus performs the best, Dobbin the second best, and Temper the worst. The problem with Dobbin is that he doesn't have the damage output to deal with all the minions, and unfortunately Temper's damage (in this particular Challenge, not in general) seems a bit sporadic, due to his design. Temper will also struggle to survive the most, as he only does slightly more damage than Dobbin, but he is also taking threat from the large minions.
The match consists of 5 waves. So that means you have to clear each wave at a minimum of 48 seconds per wave. However, also keep in mind that the 10 second countdown at the end of each wave, which means that you have 40 total seconds of being idle between waves.
What you will also notice, is that minion pathing behavior is incredibly bizarre; you may see minions from the north gate, instead of going straight south, go to the west or the east instead. I have seen minions from the west gate also move all the way to the east hallway, then start moving south. This doesn't happen with a lot of minions (maybe 1 or 2 per wave), but it's enough to affect your Par Time.
Also keep in mind that Dragon's Lance has changed since this Challenge was initially available. In prior patches, it had a shorter cooldown, so currently with its longer cooldown (although it does more damage), it may not be as helpful. Do keep in mind that if you decide to use Dragon's Lance, there's a good possibility that the minions will move out of its range before it has a chance to fire.
Anyway, all weirdness aside, Cygnus at least makes this Challenge somewhat easy to complete. Due to his Rift Lord passive, it is possible to mostly just camp at the Rift, which is what you'll primarily see me do in my video.
Trap Placement:
I start out by placing Tar (x4) and Arrow Walls (x4) at the north gate. I go back to the Rift area and use the rest of my coin to place more Tar down at the bridge.
At the end of the first wave, the western gate will open first. I try to just continue the process of placing Tar in conjunction with Arrow Walls, as I think it's the most effective. Ideally, it's best to try to place it around the gate (due to how some minions will take different paths), but you'll find out you can't really place too much at each gate.
At the end of the second wave the eastern gate will open, so try to head over there immediately with the 10 seconds it gives you to place what you can.
If you wish to place down more traps at a gate, I would recommend clearing that gate when the wave starts (that is, once the gate has opened). In other words, if you want to place more traps at the eastern gate (and they've already broken it down), just stay there and clear the minions; don't place traps at the eastern gate then move to the north once the wave starts.
Strategy:
The idea is to try to pick a gate to start with (which is generally whatever one is currently open), clear it as much as you can, while keeping an eye on the mini-map. As soon as you see a minion get away from you, immediately retreat to the Rift.
Cygnus can get his Rift Lord buff while standing at the "peak" of the bridge, but do realize, at this spot, you do not get the HP/Mana restoration the Rift gives. This means you have to be very careful of not running out of Mana as you spam your Primary/Chain Lightning.
Once all 3 gates are open, it's also just an option to sit at the Rift and let them come to you (this is if you don't want to worry as much about eyeing the mini-map). Ideally though, I think it's best to continue to stay at a gate once a wave opens to help clear it, then retreat to the Rift as soon as you see the minions (from the other gates) approach the middle area.
You may want to save Unchained for the last wave, as it will include Bulgod (from the north gate). I would recommend being at the north gate as the last wave starts, so you can take him out as quickly as possible. You don't necessarily need to kill him at the north gate, but rather just soften him up, so he's not at full HP as he approaches the south; killing him amidst all the other minions, while he's at full HP and moving fast, is pretty risky.
Another very simplistic way to complete this map (with Cygnus) is simply to overuse Tar. You can start placing Tar at the Rift, then work your way north, placing it in all spots that the minions will path. It's a little awkward to place it around the Guardian spot, but it is possible to surround the Guardian spot, and just continue to place Tar, branching it to the north, east, and west. This allows you to camp the Rift even better, as the minions will start to get slowed from an earlier spot, allowing you to pick them off as they approach.
Upgrades:
I take Silver Streak (level 2) and Mana Miser (level 4). Chain Lightning is very beneficial here, and although I normally take Experienced at level 2, taking it is pointless if you camp near the Rift.
Mana Miser will help keep your Mana up since the spot you'll be camping the Rift from won't give you its Mana restoration.
Library-Rinth
I used Oziel for this, and that's mostly because you get Swiftyhooves on the last wave. He has to be taken care of very quickly here, and Oziel does the best single-target damage out of all 3 given Heroes. Cygnus can perform probably second best, and Smolder is probably the worst choice here (although you might be able to manage her trophy on this Challenge).
Oziel is also really good for this map because I think the Challenge is easier if you try to rely on your Gear to deal damage. This does come at quite the expense to your Mana, and Oziel's ability to siphon his own HP for Mana (using L3) is a great advantage.
The one thing that I think is key to this map is seeing that you can block off the Rift with Barricades, forcing the minions to loop all the way around it before they can enter. You don't necessarily need to follow my exact placement in order to do that, but I would recommend trying to keep enough space so you can put down Tar later.
Although it is possible to use Barricades near the gates in order to funnel them into a single lane, or extend their pathway, it's not really necessary. If you're going to do that, it's best to do it once you feel satisfied with the Barricades and Tar that are around the Rift area.
Wave 1 - This can be a somewhat stressful wave, as chances are you only have a minimal amount of Barricades (and probably no Tar) around the Rift. The first thing you get from the gate is a large group of Kobolds, and they come from two different sides. To deal with this, go to the first place they merge and place down at least Fire Wall Bracers, but Ring of Storms will help guarantee that they won't get by. With Oziel, Desecrated Ground helps this process even further.
Wave 2 - You should start this wave by completing your Barricade "loop" around the Rift, and if you have the Coin, one Tar at the place where it begins. You can use this spot with the Tar as the chokepoint, and do the exact same thing as you did with wave 1 to deal with all the minions, but especially the Runners (combine Ring of Storms and Fire Wall Bracers).
After Wave 2, just continue to place down as much Tar as you can manage, then keep repeating the process of using Ring of Storms, Fire Wall Bracers, and your Hero's abilities to clear waves.
Wave 4 - At the end of this wave I would recommend placing a lot of Tar at the west gate, before you end the Go break. This almost entirely for Swiftyhooves, as you really need to slow him down to make an attempt to kill him.
Wave 6 - Swiftyhooves appears at the west gate, but hopefully you have enough Tar down to slow him down amongst all of the other Satyrs. I would highly recommend using Unchained for this wave, for the sole purpose of killing Swiftyhooves. Afterwards, just bolt down to the Rift and find a spot to continue to clear the rest of the Runners (which is the entire wave) with your usual combination of Gear that you have been using.
Fun With Physics
This is a pretty tough Challenge, as you only get access to physics traps. The main issue isn't using physics traps, but rather, they throw minions at you that won't be affected by them (Ogres and Kobolds).
I did manage a 5 Star with Zoey, but with some practice. I think Gabriella would be the tough to do this with, and with Ivy it might be difficult as well. Zoey is kind of the "happy medium" between the two; she can have a fast attack speed like Ivy (for the Kobolds), but she also deals more damage than Ivy.
I would recommend focusing on the west gate, as it has the shorter path to the Rift, and it mostly gets the tougher groups of minions. I set up 2 Spike Walls near the west gate (make sure they point the right way), then put 3 Flip Traps past the Guardian area. On the east gate, I spend the rest of the coin placing down Push Traps; try to ensure that the lower Push Traps are pushing minions into the lava (and not the pillars).
Wave 1 - Stay at the west gate, as it'll be broken down first. Try to clear as much as you can, but keep an eye on the minions from the east; as soon as they start approaching the Guardian, head over there to help him out.
Wave 2 - I start by placing as many Flip Traps as I can at the east gate, (don't point them towards the teleport, they can be flipped into it). Once the wave starts, just repeat what you did on the first wave. You will get Kobolds on this wave, but there are not too many of them.
Wave 3 - I add a Spike Wall and a Haymaker near the bend at the east gate. This wave is much more like the first two, and there's not really any minions to note. Just go back to clearing the west first, then clean up the east.
Wave 4 - I add my first Haymaker to the ceiling near the Rift (on the west side), to hopefully catch any minions that get close to the Rift. The east gate should mostly be okay with what it has, so I would recommend focusing on putting traps on the west side as much as possible from now on. There's a good amount of Ogres on the west side during this wave, so if you're playing Zoey, feel free to use Feebee's Wrath if you want (it's pretty good to use it near the Guardian, as they'll cluster more). I add 2 more Haymakers near the one I placed around the Rift earlier.
Wave 5 - Toughest wave to get through, and it will more than likely cost you Rift points. The group from the west gate consists entirely of Kobolds, and to make matters worse, they trickle through only a few at a time. Do not assume that any of your traps will work on them, because they more than likely won't. In the video, I use Unchained and Feebee's Wrath just in some attempt to try to clear them (with mixed results). Unfortunately, the minions from the east will also survive the majority of your traps, so you will more than likely need to retreat to the Rift and try to pick them all off as the two lanes merge right before the Rift. This is very hard to do, and I will admit I was stressing quite a bit in the video during this wave.
Wave 6 - If you managed to get through wave 5 with your Rift points intact, this wave should give you less problems. It's kind of like a repeat of wave 4 (Ogres from the west), just with more minions. You may need to fall back to the Rift though, as chances are more minions will get past the Guardian in the east.
Upgrades: Chapter 3: Mastering The Schools (Level 2), Chapter 5: Training Familiars (Level 4), Chapter 9: Death and Chaos (Level 7).
Doublets!
The Challenge is pretty simple to understand, as the description says it all - groups of enemies will double in size with every wave. It's not too bad with Zoey, but I can imagine that the other Heroes can do fairly well if you want to use them instead.
I remember doing this Challenge in previous patches, and it was significantly more difficult. The fact that they patched the game to allow you to place down more Guardians make this Challenge much more manageable.
So prioritize that first - Place down as many Guardians as you can with your initial Coin, then you can use the rest of what you have left to set up a long line of Tar in front of the Rift, on that makeshift bridge (similar to what I did in the Gotta Go Fast! Weekly Challenge).
As you gain more Coin, continue to prioritize placing new Guardians until all of the spots are filled. At that point, you can use whatever traps you wish, but I opted to simply use more Tar and place a bunch of Arrow Walls in various places.
It may be important to note the makeup of each gate though; the west gate will have Fire Fiends, the north gate will have Gnoll Grenadiers, and the east gate will have Armored Ogres. With this in mind, obviously you don't want to use Flip Traps in the east, but anything else should be fine, as the Guardians will do the majority of the work.
In terms of strategy, I personally went after the north first, since the Gnoll Grenadiers are probably the biggest threat to your Guardians, and are fairly easy to kill. At that point, you can make your own judgement call about which of the other gates you want to go for; there are more Fire Fiends than Ogres, and they move faster, but Ogres have more HP and deal more damage to your Guardians. So you just have to make a decision about what to clear first.
The first few waves shouldn't really give you any problems, but the 4th is when the numbers become decently significant. If your worried about things getting to close to the Rift, back up and retreat to that line of Tar on the bridge, and begin to pick off what gets through.
I would highly recommend saving Unchained for the last wave, as you'll see a ton of minions, and there's a good chance a few of your Guardians have taken a lot of damage, meaning they won't survive long. Again, just retreat to the Rift, wait until all of the lanes merge somewhat, and use Unchained to try to clear as much as you can.
I did find the Par Time to be fairly forgiving, as I managed it with Zoey on the first attempt, with just over a minute to spare.
Upgrades: The usual of Chapter 3: Mastering The Schools (Level 2); Chapter 5: Training Familiars (Level 4); and Chapter 9: Death and Chaos (Level 7).
We Can Rebuild It
This one can be pretty tough. You'll see me struggle with Midnight some (with her HP), but unfortunately it's not much different with the other Heroes. I managed a 5 Star with Stinkeye as well, but he can get a little overwhelmed with how many minions there are. I think Gabriella is probably the toughest, because she probably would do the worst against all the Earth Elementals.
The Challenge is only tough because there are just a ton of minions to deal with, and you don't really get anything helpful in terms of traps.
I set up my Barricades in the same way as I did in Docks at Eventide: block off the east side and try to extend their pathway as much as possible in the west.
I do try to put some Flip Traps down, but they have some questionable use. Since you do get an entire wave of Kobolds (Wave 2), and the next wave has a lot of Earth Elementals, most traps are not going to get much use on these toughest waves.
For this reason, you can probably just use whatever traps you wish, but putting down some Viscous Tar is certainly helpful. Do keep in mind though it does nothing to the Earth Elementals.
I ended up being mostly reliant on my Hero (and Guardians) to kill things. The only thing I would really recommend is putting up a decoy Barricade before Wave 2 (for Tubifore) and Wave 4 (for Orfum).
Gaeadin does show up in Wave 3, so you may want to use Unchained for him. If you can manage it, using Unchained again in Wave 4 would also be really helpful for all of the Trolls.
Dodge City
It's a decently tough challenge, but I did manage the 5 Star with Zoey.
I was struggling immensely until I realized how well the Floor Spikes worked here. I wouldn't really recommend using the Push Traps along the east/west walls like in normal Gates of Thuricvod, as they were pushing the Archers into the middle lane.
I end up only using Shock Zappers, Floor Spikes, and Wall Blades. For the middle lane, I start off by using 4 Shock Zappers right above the gate, then use two Floor Spikes with the Coin I have left.
Both NW and NE gates will open on Wave 2, and so I evenly distribute Floor Spikes along their respective lanes (6 for each side). I had enough Coin for 1 more Floor Spikes on the east, so I added one more on that side.
After Wave 2, you should have enough Coin to finish using Floor Spikes all the way down the east and west lanes. When you're done, you can then start to work on a long line of Floor Spikes in the middle, or you can try put some Wall Blades/Shock Zappers in the east and/or the west.
After Wave 3, it starts to get difficult, so make sure you spend all of the Coin you've been earning.
Wave 4 starts out with Swiftyhooves in the middle, and I do think it's just about completely necessary to use Unchained for him. He should show up shortly after the first few Orc TNT Archers. Urza will also spawn from the NW gate, so be prepared for him as well. No boss minions will appear from the NE on this wave.
Wave 5 has Lyzander from the middle, and Gaeadin from the NE. If the east lane is appropriately trapped (at least 4 Shock Zappers, a few Walls Blades, and a row of Floor Spikes), it should be enough to at least kill Gaeadin but it may not kill the Earth Elementals that spawn afterward. I personally try to go after Lyzander first, but I do keep an eye on Gaeadin.
In terms of combat, just try to quickly run in and use Chaos Blast (when you're Zoey at least), ideally when they're grouped up, and immediately run away from all of the minions. The Archers are certainly deadly, so don't underestimate how much damage they deal. Try to hide behind pillars and walls as best as you can. Also consider retreating back to the Rift if you're taking too much damage, as the Archers seem a little slower than normal minions.
Also keep in mind Gnoll Grenadiers should not take away Rift points, but Orc TNT Archers do.
Upgrades I take: Chapter 1: Wellness From Chaos (level 2); Chapter 5: Training Familiars (level 4); and Chapter 9: Death and Chaos (level 7)
Rolling In It
I managed the 5 Star with Dobbin, but my assumption is that Cygnus and Smolder shouldn't have too many problems either.
The first, and maybe only thing to really know about this map are the Unstable Rifts - Although there may be a desire to destroy them, my personal recommendation is to let them all open. Mr. Moneybags does appear from the Unstable Rifts, but it's not randomized; he'll appear on all odd numbered waves (1, 3, 5). In terms of Coin, it is nice to have him appear so you can afford more traps.
The reason why you might want to let the others open is also because of Coin generation. The Unstable Rifts on the even numbered waves (2 and 4) consist of a mixture of normal and large minions, along with Dread. Although these minions aren't worth as much as Mr. Moneybags, they still are worth a decent amount.
The extra Coin is important because the last wave will throw a ton of minions at you from both gates. If you're not adequately prepared, you may get overrun. The waves that spawn the Unstable Rifts with Dread (waves 2 and 4) I would argue are a little more optional, because they will cost you more time. However, even with letting all of the Unstable Rifts open, you should be able to manage the Par Time with 10-30 seconds to spare. If you do want to destroy the Unstable Rifts, I would recommend doing it when you're more comfortable with the map.
Other than that there's really not much to say about this map. Obviously just place a Great Wall just north of the Rift to funnel the NW gate minions into the NE, but you can also place another one in the south, right at the bend, to force the SE minions closer to the wall (which allows them to group up for Shock Zappers).
It's all pretty optional though, as the first 5 waves have so little minions, there's really not much reason to develop a strategy. The last wave does have significantly more minions from each gate, but personally I think it's more of a question of "do you have enough put down" more than anything else.
I use Shock Zappers on the more "square" ceiling parts, and I try to put in some Ballistas on the thinner ceiling areas, since they fit. You only get 2 floor traps, Brimstone and Viscous Tar, so there's little reason to put them back-to-back. Spike Walls are a little more suited in the southern area since there's more places to put them (just make sure they're pointing the way you want them to).
Alms For The Poor
It's not too bad to complete this as Blackpaw, but I would say that the 5 Star requires you to be really active and aggressive. Smolder may seem like a good choice here, but I really struggled with her because she doesn't really have good damage output towards the bosses. Hogarth I haven't tried, but my guess is that he's probably on par with Smolder.
This can be set up the exact same way as regular Storm Drain - put Great Walls to block the paths north, NE, south, and west of the Rift. This forces them all to make a really big loop around, giving their only entrance to the Rift room at the east side.
Given how the Great Walls will take up a lot of your starting Coin, you're not going to have a lot to work with for the first wave. I put down 2 Tar and 2 Arrow Walls in the southern pathway, but you can use your remaining Coin however you think will be helpful for that first wave.
I start placing traps in the south because eventually I'll make a really long line of Tar, completely covering that southern path. I think the southern path is ideal to trap here, because it's a little more narrow than the west side, which allows them to cluster a little better for the damage traps. When you have the Coin, try to distribute an even amount of Tar, Arrow Walls, and Lightning Rods along the southern path.
The Coin drops are really random, but mostly they're pretty frequent. You do get Mr. Moneybags on a couple of waves, but I think I had a couple of attempts where he barely dropped anything, so you may struggle as a result of that, if it happens.
During each wave, it's really beneficial if you try to actively pick up Coin while fighting minions as best you can. The Coins actually stay around for quite a while, but each wave is decently long, so it's better to try to pick them up when you see them (just because it's really pivotal to be successful). Keeping an eye on your Coin is also a good idea, because it's a really good idea to try to actively place down traps in the first few waves. To do this, it's good to try to start killing at the gate, then after you've gained some Coin, run ahead of the minions to place as much as you can down.
For Blackpaw, I rely heavily on Wound The Prey (L2) and the Ring of Storms. Wound The Prey is obviously really awesome to kill the boss minions, and Ring of Storms is really good for groups. Pepper in Go For The Throat as necessary to heal yourself. If you're not aware, your Gear is actually mapped to the D-pad; "Up" uses the first slot (Ring of Storms here), and "Down" uses the second slot (Mana Clover). This is really helpful for using Mana Clover on the fly, but just be careful not to use any abilities during it's regeneration, or it'll stop working.
Wave 2 will have Satyrs, and they will continue to appear in each subsequent wave until the end. The Satyrs are easily the biggest threat in this Challenge, particularly on Wave 2 and 3, because you probably won't have many traps down. What I found is that saving Call To The Beyond (Triangle) specifically for the Satyrs seems to work really well. For all of the waves with Satyrs in them, they seem to trail in towards the end of the wave, so you might be able to get away with being able to use Call To The Beyond earlier in the wave, but you should use it at your own risk.
After Wave 3, you should have enough Coin to trap the southern path really well, so it should become a bit easier. Once you're done in the south, I would try to trap the western area; I do this by just placing a lot of Lightning Rods in the west, but you can set it up the way you want to.
Unchained is certainly best for the last wave, so try to have it available at that time.
Upgrades I take - Sharper Claws (Level 2), Thin The Herd (Level 4), Kindred Souls (Level 7), Vengeful Vigor (Level 10).
Off The Chain!
I didn't have any issues earning the 5 Star with Oziel. I would imagine that Bloodspike and Cygnus are fairly equivalent in performance, because the challenge is fairly easy overall.
Not really much to say here, because this challenge is pretty doable no matter what the set-up. This is primarily due to the conditions of the map - It's entirely about being Unchained, and just as long as you do what the description says (pick up Unchained drops to stay Unchained), you should be able to manage this without too much effort.
Just like in usual Maximum Security, block off the north entrance to the Rift, which forces the north and east gates to loop all the way around. All gates will open here, but only 1 of them is open on each wave, so it shouldn't be too hard to manage.
As for traps, just put down what you feel comfortable with, as the primary source of your damage is going to be from your Hero, during Unchained. The Overload traps have a pretty gigantic radius to them, but remember that they'll prevent your floor traps from working as well.
Unstable Rifts do show up on Wave 4 and 5; on Wave 4, I always saw the Unstable Rift down south, which makes it a little harder for Bloodspike to get to, but Oziel and Cygnus can simply shoot at it from the Rift area. On Wave 5, I've seen it in multiple places, but it should only spawn 2 Armored Ogres, which shouldn't pose too much of a threat.
There really shouldn't be too much worry about running out of Unchained drops, because they are frequent. You should be fairly free to keep Unchained up as long as possible per wave, and it's ideal to keep it going for multiple waves. Try not to let it drop in between waves, because like usual, it'll take more drops to get that bar filled for subsequent activations.
Upgrades I take (for Oziel) - Dark Urges (Level 2) and Jagged Shards (Level 4).
Rift Instability
I would say Blackpaw is best here for the 5 Star; Pounce allows him to be a little faster than the other heroes, and Wound The Prey really helps in getting the Unstable Rifts down quickly.
That said, this challenge is a little bizarre, because you need to forego your Score in order to get the 5 Star. Ideally, for the 5 Star, you should manage to destroy most of the Unstable Rifts, which means you'll be getting virtually nothing in terms of Score. This also means you won't be earning any Coin, nor will your Hero level up, if you don't let anything open.
First thing to know - Ceiling Ballistas are worthless for destroying Unstable Rifts. In a previous attempt, I put 5 down (the maximum you can initially afford) at the same spot, right where I knew an Unstable Rift would show up. The 5 Ballistas could not destroy it before it opened.
What you will see me do, right at the beginning, is put down some traps in the long hallway that leads to the SW gate. I put down 3 Ballistas (at the small overhang in the middle, right in front of the gate); 1 Viscous Tar below the Ballistas, then another Viscous Tar further down the hallway (to spread them out), then I just put a Floor Spike in between them.
This is done entirely for the last wave - These traps will more or less get zero use otherwise. The reason why is because on the last wave, you're going to have 2 Unstable Rifts open. There will be a Rift that spawns directly in front of the SW gate, which will spawn 2 Mountain Trolls. By placing traps down near it (preemptively), it allows you to buy some time to deal with other things first.
For all the other waves, you simply need to be comfortable with the map and where the Unstable Rifts are. You can either practice it yourself, or reference the video to see where the Unstable Rift spawn in each wave (they are always in the same spots). I'll break it down very simply though:
Wave 1 - 3 initially at the SW gate, followed by 1 near the south Guardian spot.
Wave 2 - Only 2 Rifts, one up north, one down south.
Wave 3 - All 4 will be in the southern part of the Rift room.
Wave 4 - First is in the Temple area, the rest are spawned in a counter-clockwise fashion (directly north of the temple, then the NW corner, then the western wall, then north of the south Guardian).
Wave 5 is the only wave worth describing - 2 Rifts at first, both in the southern area. Ignore the one at the SW gate, assuming you put traps there. Instead, destroy the Rift directly south of the southern Guardian spot. Next, head north and destroy the Rift at the western wall, then the one in the NW corner, and let the NE corner one open (which will only spawn Tubifore).
Once the NW corner Rift is destroyed, immediately head back to the Rift area, and go to the southern part of it. One last Unstable Rift will spawn, and you should destroy it before focusing on the minions. By the time it's destroyed, the Mountain Trolls in the SW will probably just be exiting that long hallway, and if you trapped like I did, they should be nearly dead.
Tubifore will have full HP though, so immediately hunt him down as soon as the Trolls are dead. In retrospect, I probably should have saved my Call To The Beyond for Tubifore, instead of using it on the Trolls, but it still worked out.
Freezed To Meet You
I would recommend Zoey for the 5 Star, given how she's the only one of the 3 that gets access to something other than Frost attacks.
Start out by blocking the west entrance to the Rift, and start to place the Barricades near the NE Guardian spot to snake them through (3 Barricades north of the Guardian, to have them enter at 1 side, then 3 Barricades south of the Guardian, to have them exit on 1 side). You won't have enough to finish it, but it can wait.
For the minions, they are decently dangerous, and there's just a lot of them to deal with. The Archers here will particularly annoy you, so try to hide behind corners when appropriate. Utilize the HP/Mana regeneration that the Rift and Guardians give, but don't give the minions too much slack, given the lack of damage the traps will be dealing.
The biggest concern is Wave 5, because it throws a ton of Kobolds at you, and this is pretty rough given how you don't really have any way to slow them down.
Wave 1 - Kill a few of the starting minions so you can afford the Guardian for the NW spot.
Wave 2 - Finish off the Barricades at the NE Guardian area. If you want, you can begin to place Barricades to snake the minions in the NE room. Place the first Barricade to block off half of the stairs in the NE, then place another at a diagonal, to force them towards the northern part of the room, then just extend as much as you can.
Wave 3 - Start placing down some damage traps; I use Saw of Arctos and some Ice Shards, but use whatever you think will be useful.
Wave 4 - Continue placing traps at your leisure. Although you don't see me do it in the video, you may want to consider placing a Mana Well down somewhere (if you're Zoey), and place a Guardian at the NW (assuming the last one died) before the next wave.
Wave 5 - About 80% of the wave is Kobolds, which will trickle in. The other minions are mostly large minions, which are mostly there to simply get in your way as you try to kill the Kobolds. In the video, I struggle a little bit because I ran out of Mana, and completely forgot about the Mage's Clover.
Wave 6 - Iceberg, the boss Ice Elemental, will appear here from the SW. He shouldn't be too much of a threat though, particularly if you have a Guardian down at the NW spot. Rest of it is mostly a repeat of what you've seen already, but happily no Kobolds.
Upgrades I take for Zoey - Chapter 3: Mastering The Schools (Level 2), Chapter 5: Training Familiars (Level 4), and Chapter 9: Death and Chaos (Level 7)
