Orcs Must Die 3 Guide

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Enrichetta

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Aug 4, 2024, 10:17:55 PM8/4/24
to lipfiveta
Ithink Nightmare mode is hard but once a guide is released it should be able to be done. There is some skill needed because of the 3rd person action elements but for me the hardest part of Nightmare is that I'm not prepared and there is no time to plan anymore.

I'm not disagreeing with you about your warning about being able to max it out because I'm only a few levels into nightmare and it's already giving me difficulty but I think because it's a tower defense game soon someone will come up with the best solution and share it with the internet and then the difficulty will drop right down.


But Sludge Hole I cannot even win at all. It is because of the upper orc entrance, I can take care of one or the other, but not both. just not enough time to set traps and make sure nothing slips past.


I've been through on apprentice and warmage and they don't appear to let you upgrade more than once. the good news is that if you missed upgrading a trap that you like alot from your skulls in warmage mode, you actually get more skulls in nightmare mode. I don't need to use them yet I got lucky when I picked my upgrades. feeewwww (wipes sweat from head)


I've two levels left to get 5 skulls on in warmage and needed a break so i decided to get a few of the nightmare levels done. man of man can the stamped take the fun out of this game or what. I barely passed the first two levels and my arm pits were sweaty.


lava at the base of stairs on each entrance, and mushrooms at top of stairs at each entrance. then I just kept using lightning, Ice, and Fire magic.. and putting down more mushrooms around the rift. I put 1 decoy at each corner around the rift.


I find nightmare to be seriously hard as well...some of the warmage levels gave me fits, I'm not looking forward to those on nightmare. I ended up doing a handful of the missions on easy just to get some of the unlocks I required and upgraded them, then went back through the level on warmage. Got bless those lovely lightning clouds, so amazing on warmage.


I honestly didn't find Nightmare hard at all. I'm about 6 levels from completing it (too much Dark Souls lately), but other than one level, I've 4-5 starred every one so far. It was a little frantic getting around placing traps in the 3 whole seconds you get during break, but I managed.


I also focused solely on health regen for Paladins and Archers unless the level required little to no use from them (which was about 20% of the time). If you do that and stack about 2-3 paladins (at least) together with stun, they should survive the entirety of the match if you don't leave them to fend off a wave by themselves.


Also, for sapper levels, make brimstone and grinders your #1 priority and put them right at the door entrances (or as close as possible for grinders). Those make sure the sappers never reach your barricades and blow them up. Brimstone works wonders on Finale and is absolutely essential.


Also, a great strategy is to use the swinging mace trap, but you have to maze it with barricades so the orcs have to run the length of it instead of just over one square. Put some tar traps down and that trap ALONE can take out an entire level (minus a bit of damage on ogres unless you stun them while inside).


As mentioned earlier I'm still rocking alt lightning attack and 100% extra gold per magic kill. brimstone and spikes layered back to back. but as mentioned in an earlier post "guardians" specifically paladins are just making things happen left and right for me. They have become clutch and very worthwhile.


somebody also mentioned the swinging mace.. its nice but way to expensive for just on trap. If you do use this (and it does work as I was using them every other level on warmage) you have to put some slow down pads (the tar pits) underneath them to help maximize effectiveness, steam vents might also help with this or use the blockades to funnel. You can't just throw one down and hope for the best.


Oh and something else I notice while finishing warmage is (all who have already started nightmare may know) that there are harder enemies as well as more of them in nightmare mode but that the order in which they come out in warmage is very similar if not the same as nightmare. This is good to know because if your having trouble with set up time in nightmare you can play the same map on warmage and get the locations of traps and timing down so you are better prepared to face the foes in nightmare.


Just finished nightmare. It was hard, but doable. Just don't expect five skulls on every level. Someone mentioned a way of using the swinging maces before that actually works incredibly well. When able, place the swinging maces long ways and place tar pits underneath, so the orcs have to walk the length of the mace trap. That alone will nearly hold back a single hallway. Freezing ogres and gnolls underneath them will take care of those as well. I know this isn't doable on every level, but its devastating when you can.


I disagree. I think this game is amazing, and really easy to do nightmare once you get a solid strategy. I have PLENTY of time to setup traps. Heres a few videos I made if you're interested. I even got some top 5 runs in there as well.


Thought Nightmare was easier then normal. Mostly because when you get to Nightmare you have everything unlocked and you know the layouts of the maps. Everything being faster wasn't too much trouble, as long as you can chain lightning those damn zappers in time.


In writing this guide, I decided to give the orcs a second look. During the course of my research, I realized that the orc leader Brughor Axe-Biter, far from being a slightly beefier orc with 30hp, could become a campaign defining character. By connecting this orc leader with the horde of orcs who had devastated Phandalin and Wave Echo Cave nearly 500 years ago, Brughor has a very strong reason to want to find the Lost Mine: He has a destiny to fulfill.


Shurtak tells Brughor that even though he has the potential to be king, he needs to bring back proof to the orcs of the Many Arrows that he is indeed a Scion of Gruumsh. This proof happens to reside in Wave Echo Cave where Uruth lost his hand in battle.


There are three logical places for the Hand of Uruth to exist, depending on where the players go in Wave Echo Cave. The first is Area #9 where the majority of the ghouls are currently located. Every time they bite into the hand, the wounds in the hand reknit and cause necrotic damage. Thus the ghouls have learned to give the hand a wide berth.


The other possibilities are in area #19 among the possessions of Nezznar and in area #14 among the possessions of Mormensk the wraith. Both Nezznar and Mormensk would understand that the Hand is a powerful magical artifact and would want to keep it for study and possible use.


This ritual can certainly lead into some more compelling plot hooks (discussed below). Should the party be on the Triboar Trail in pursuit of Hamun Kost or Agatha the Banshee they may run across some of the victims of the Orcs, their right hands removed.


Uruth was essentially a paladin of Gruumsh, and as such his flesh already had some minor magical properties. Because the weave was strong in Wave Echo Cave, Gruumsh could connect with the hand more easily, and over the centuries he imbued it with more and more of his divine power.


The bulletin board idea actually may be more compelling if we change the details of the request. For example, what if no one knows that the raids on the Triboar trail are orcs? Instead, travelers have found trading wagons ransacked and merchants dead with their right hands cut off for the dark scrying ritual mentioned above? Then the quest becomes more than a kill quest, it becomes a mystery that the party needs to solve. So far, no one has learned who is behind the raids, but party members can investigate the scene(s) of the crime and perhaps find clues as to who is behind the raids. Even if the party decides not to take Harbin Wester up on the Orc quest, they will run across the devastation the Orcs have left behind on the Triboar Trail.


The Hamun Kost Hook can work as is. However, there should be details around Old Owl Well that would signify this had been an orc outpost for quite some time. Also, Kost may have had his familiar spy on the orcs while they were snooping around and picked up some details about them. He may suggest Wyvern Tor as their hideout as well since he has studied the region rather thoroughly.


If the party decides to leave the orcs alone, they will have reached Wave Echo Cave before the party. I think the it makes sense for them to be engaged in combat with the Ghouls in Area #9, because this is where the hand happens to be. The party can stealth and leave the orcs alone as the Brughor picks up of the Hand of Uruth. Should they do that, there will likely be dire consequences in a future campaign.


Placed in a circle around a cauldron are hands partially buried in the ground, sticking straight up. An orc dressed in red robes with a single eye painted on the back chants in front of the circle as the sky starts turning a deep blood red.


Shurtak absolutely loathes the peace loving ways of the Many Arrows Kingdom. For years he has prayed to Gruumsh to find a way to overthrow the current king. Eventually he was granted a vision of Brughor as a leader of great hordes and as a descendant of Uruth. Shurtak sought Brughor out, convinced him of his birthright, and helped him quietly build a small band of followers. He was the one who suggested that Brughor seek the hand of Uruth, since Hartusk, the last war chief who rebelled against the king failed without it. Shurtak is very protective of Brughor and treats him like a son.


Orcs Must Die! 3 is a tower defense and beat-em-up game, all about - as a player may expect from the title - killing off as many orcs as possible. The game is a direct sequel to Orcs Must Die! 2 and is the fourth installment in the Orcs Must Die! series.


Many players, whether new or veterans of the series, have been flocking to the game for the interesting take on combat and the satisfaction of clearing out as many waves as possible. There are some beginner tips that a player needs to know before they dive into the game, though.

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