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Скачать или смотреть Orcs Must Die 2 [Nightmare] (War Mage) Part 25 {Classic Levels DLC} - Finale (5 Skulls)

  • Minoru Leo: No Commentary Gaming
  • 2015-05-16
  • 125
Orcs Must Die 2 [Nightmare] (War Mage) Part 25 {Classic Levels DLC} - Finale (5 Skulls)
Einherjar LeoMinoruLeonardoMinoru Leonardo5 SkullsNightmareOrcs Must Die 2EinherjarLeoFive SkullsMinoru LPerfect Victory
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Скачать Orcs Must Die 2 [Nightmare] (War Mage) Part 25 {Classic Levels DLC} - Finale (5 Skulls) бесплатно в качестве 4к (2к / 1080p)

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Описание к видео Orcs Must Die 2 [Nightmare] (War Mage) Part 25 {Classic Levels DLC} - Finale (5 Skulls)

► Playlist with all levels (so far): https://goo.gl/zNC5Fy

READ THE DESCRIPTION TO KNOW WHICH TRAPS WITH WHICH UNIQUES I USED HERE.

Finale was the final map of Orcs Must Die 1 and to no one's surprise this son of a bitch can be pretty difficult. They managed to make it even more difficult adding Cyclops Mages and Gnoll Grenadiers to pester you.

On the plus side Barricades are cheaper and more resilient and traps are stronger, so it's still up to your skill to earn your 5 Skull victory here.

Dangerous waves:
Wave 3 - Four Gnoll Grenadiers. That can be pretty difficult to deal depending on your equipment choice and if you try to fight them close to the Barricades they might damage, or even break them. If you take too long the Orcs will power through the Grinders and Floor Scorchers.

Wave 5 - Four Frost and Fire Ogres alongside a small army of Crossbow Orcs. If you are not careful the Ogres will overwhelm you or the Crossbow Orcs will kill you.

Wave 6 - Runners, Sappers and Gnoll Hunters from everywhere; if you don't set decoy Barricades the Sappers will blow the ones surrounding the rift and Runners will ruin your 5 skull.

Wave 8 - VERY dangerous wave, the most difficult of Finale in my opinion. Gnoll Hunters, Cyclops Mages and Crossbow Orcs. Tangling with Mages when they have Hunters to back them up is extremely dangerous and risky even with Stun, Ice, Stone or whatever to stop them. You must be very careful as a single mistake will spell your death here. I HIGHLY recommend to use the Rolling Logs here.

Wave 9 - Four Armored Ogres. These bastards can take quite a beating and can give you a lot of problems with Par time.

Wave 10 - Another very dangerous wave if you forgot or didn't set decoy Barricades as Sappers will come from everywhere and try to make way for Fire Ogres and Runners.

Wave 11 - Cyclops Mages and Crossbow Orcs galore. Mana raged here because I was worried about Par time (17 minutes).

Wave 12 - Ogres of all kinds (but the puny regular) will come with two Hobgoblin Shamans as their consort; each Ogre will have TWO Shamans. This wave can be very annoying since if you don't take out the Shamans fast enough this can severely affect your Par time.

Loadout:
1) Crossbow (Headshots generate mana)
2) Ring of Lightning (Secondary attack chill enemies)
3) Ice Amulet (Secondary attack further decrease enemies defense)
4) Boom Barrel (Increased explosion radius)
5) Mana Rage Trinket
6) Swinging Mace (Stun)
7) Tar (Tar slows down enemies further)
8) Barricade (Increased defense)
9) Grinder (Unjams faster)
0) Floor Scorcher (Increased area of attack)

Outfit: Miner (available from start)

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