Oh yes! Blade Traps + tar at the doors (with the occasional fire wall and stun bolt) until you have enough cash to spam archers in the middle and on every flank. A couple of arrow traps and spikes here and there as well.Ceebs said:The Arena is the devil. Is it even possible to 5 skull this at first?
Ceebs said:The Arena is the devil. Is it even possible to 5 skull this at first?
Danne-Danger said:Spring traps with the ogre launch upgrade (from a weaver) worked well for me. I got spot 21 on the leaderboards but it still only gave me 4 skulls since I was a bit too slow. :<
CitizenCope said:Finished Rage so I'm off to buy this tonight. This looks like the type of game where I just tell myself "one more level" and it's 2am. I'm going to be tired tomorrow.
Ceebs said:The Arena is the devil. Is it even possible to 5 skull this at first?
SAB CA said:For me, arrow traps on every pillar in the center & fading the doors + Using Barriers to force them to all meet me in one TINY exit area, which was only 1 grid space wide. So enemies from the furthest door had to walk 2 arrow gauntlets, and enemies from the door closest to me walked only 1, but they were dead by the time door 2's got to me.
Oh, and some archers on top of the center podium, facing the doors.
Using Barricades to confine enemies into small areas where they'll walk out a path before moving is FANTASTIC in this game. You can make enemies walk down trap corridors twice if you really plan it, and using Upgraded floor Spikes, or Tar Traps, to slow them down, really helps control the speed.
iumogg said:Eventually the enemies will start to attack and break barricades
Palmer_v1 said:I thought they only broke them if you completely blocked them off. I've always left a gap at least 1 barricade wide somewhere for them to get through, and I've never had my barricades get killed by enemies.
iumogg said:Eventually the enemies will start to attack and break barricades
The giant ballista next to the portal at the top will 2 shot the ogres if you want to go that route.PsychoRaven said:So yea. Great idea on the tower. Those spring traps took the ogres out perfectly once i went that route with the weavers. Only 1 made it up and I took care of him easy with all my other traps. So that's it down with a 5 skull.
Also helps that I finally noticed the giant logs too that you can shoot to have go crashing down the stairs.
Danne-Danger said:I don't even want to press G on this last map. Holy fuckballs!
I managed with the spell weaver and lots of agility.2th said:yeah the finale is brutal. i made the mistake of trying to defend at the first landing on the steps my first few go throughs. so much easier to just funnel them to the top with the mace archers and maybe a paladin . just gotta weaken them as they come up.
Danne-Danger said:I managed with the spell weaver and lots of agility.
At the end I was kiting one armored- and one frost ogre a few meters from the rift with 8 lives left, one clutch fireball took them both down. I'm sure there are better ways to solve it!
*Nightmare doesn't fuck around.
Oh yeah! I remember seeing those at the start but they must've slipped my mind.2th said:found using the spiked logs up at the top for the last wave makes it stupidly easy. assuming you can survive up that point.
bathala said:Aside from the combat gameplay
Does it resemble tecmo's deception
alphaNoid said:This game lights up in Act 2. It was easy all of Act 1 but goddamn it starts to get challenging.
AEREC said:Just got to act 2 and unlocked the weavers which was a nice surprise. I was just wondering if the game was going to have any more depth too.
Beardz said:
Hollywood Duo said:Just beat it on War Mage, definitely a lot of fun. I did feel like a lot of the later traps weren't very useful compared to some of the earlier ones.
Danne-Danger said:I have a theory that Push Traps are better than you think if you upgrade them, I haven't done so yet though. The notion of a non-lethal stun sounds very attractive (and it's so cheap!), and since the pusher is pretty shit in general (won't push stuff more than 3 spaces) -- especially compared to the Spring Trap -- they must have SOME hidden use.
I'm thinking one upgraded pusher on each side of a clockwork mace..............
In most cases though you'd just use a spring trap instead and put an arrow trap on any available wall to keep your streak going... I just tried the stun/mace combo on a few nightmare maps, it works even better than expected. I think you might even get kills for orcs that are launched into the mace when it's stationary, plus they're stunned long enough for the mace to come back down. If you have two rows and a couple of upgraded spike/tar traps you're safe from regular/crossbow orcs, at least. Also, the stun added will give you more combos, I think. I've also come to realize that the arrow trap upgrade isn't that great, it's good for the levels were you can have them shoot down a long corridor (as they'd get to fire sooner), but most of the time the extra range isn't needed. I'd get the pusher upgrade instead.hiverbon said:If you build a maze out of barricades/tar traps/burny coal thingies with pushers pushing orcs back through the maze, you can basically sit and watch. The guys that don't get pushed back through your maze just burn to death. Was very useful combined with archers on some of the maps where you're unable to funnel the spawns into 1 chokepoint, meant I could just completely leave one spawn unattended while I fought off the other with weapons/magic.
Did you upgrade the mace? that seems useful but expensive.Danne-Danger said:In most cases though you'd just use a spring trap instead and put an arrow trap on any available wall to keep your streak going... I just tried the stun/mace combo on a few nightmare maps, it works even better than expected. I think you might even get kills for orcs that are launched into the mace when it's stationary, plus they're stunned long enough for the mace to come back down. If you have two rows and a couple of upgraded spike/tar traps you're safe from regular/crossbow orcs, at least. Also, the stun added will give you more combos, I think. I've also come to realize that the arrow trap upgrade isn't that great, it's good for the levels were you can have them shoot down a long corridor (as they'd get to fire sooner), but most of the time the extra range isn't needed. I'd get the pusher upgrade instead.
I can't say that I notice the difference, but I believe that the effect is that it'll swing more often. For the maps where you CAN use it, it is a good upgrade. Though you have to consider the fact the 3 crushers can be had at the same price (1500). The mace does A LOT more damage (against ogres and stuff) and isn't affected by the reset times in the same way (since it'll swing continuously), but the crusher will cover a 3-space area independently for the same price and they'll have a stun effect if you have the upgrade.Ceebs said:Did you upgrade the mace? that seems useful but expensive.
Mix in some of the fire traps to take care of most Kobolds. They are easily the most annoying enemy along with the tiny flyers.Colkate said:I think The Library was the first level to give me real trouble too, in the end I started putting Paladins at both entrances and went down the Steel Weaver tech tree to get them health regen and a stun. You still have to be alert to help them with Fire Trolls and any Kobolds that get past, but I found that to be really easy using that tactic.
If I am using paladins I put them at the entrance and behind the row of paladins. once I get extra money I try to put them right in front of the paladins too so they end up fighting on them.Colkate said:Ooh yeah, forgot about those, love to put them next to entrances whenever possible.