Orcs Must Die! – Nightmare 5 skull Guide

Orcs Must Die! – Nightmare 5 skull Guide 1 - steamlists.com
Orcs Must Die! – Nightmare 5 skull Guide 1 - steamlists.com

No videos, just a simple guide you can print off and keep with you as you play, instead of having to constantly exit the game to watch videos.
 
 

Basic Introduction

If you are new to the game I recommend playing it through fully on an apprentice, then war mage.
 
When nightmare is available play each level on War Mage first to get 5 skulls as a practice round, then switch to the nightmare for the same run.
 
 
Standard setup:
 
 
– Steel Weaver + first skill (Death Augmenter) to get more money from kills
 
(update it for either traps or archers where appropriate)
 
– lightning/fire (to be used where they enter and near traps)
 
– ice + sword (for trolls/hunters)
 
– fire ring for ice trolls
 
 
Standard wall setting:
 
 
– barricade leaving one space (a kill zone)
 
– tar
 
– mace
 
– grinders
 
– brimstone in front
 
– spring traps behind (sometimes) or archers (other times)
 
 
 

Level Guide

Lv 1 – The Hallway
 
 
Arrow Walls @ start
 
Brimstone – Tar – Lightning/Fire
 
Mushroom for the Armoured Troll
 
 
Lv 2 – The Fork
 
 
Arrow Walls @ start
 
Brimstone – Tar – Lightning/Fire
 
Mushroom for the Armoured Troll
 
 
Lv 3 – The Corner
 
 
Arrow Walls under low ceiling near start
 
Brimstone – Tar – Lightning/Fire – Mace
 
Mushroom for Trolls
 
N.B. Keep an eye on time
 
 
Lv 4 – The Baths
 
 
Arrow Walls under low ceiling near start
 
Brimstone – Tar – Lightning/Fire – Mace
 
Careful of orc archers
 
N.B. Time is an issue so don’t use springs/wind belt
 
 
Lv 5 – Runner’s Alley
 
 
Arrow Walls under low ceiling near start
 
Brimstone – Tar – Lightning/Fire – Mace
 
Careful of orc archers and kobolds
 
 
Lv 6 – Overpass
 
 
Barricade right path to stairs
 
Arrow Walls under low ceiling near start
 
Brimstone – Tar – Lightning/Fire – Mace
 
Wind belt works well before you retreat behind your traps, but it’s not necessary
 
Careful of kobolds and sappers
 
 
Lv 7 – Twin Halls
 
 
Block right path (beware announcement ‘a barricade has been destroyed’)
 
Standard-setting after stairs on the left path: barricade leaving one space – tar – grinders – spring traps behind
 
Arrow Walls and spring traps near start for extra help later on
 
Careful of sappers on wave 8
 
 
Lv 8 – Lunch Break
 
 
Barricade entrance at top of stairs + defend the end of the bridge
 
Standard setting: barricade leaving one space – tar – grinders – spring traps behind
 
Arrow Walls and spring traps near start for extra help later on
 
Careful of sappers on wave 8
 
 
Lv 9 – The Stream
 
 
Archers up top and at rift
 
Standard setting after right gate: barricade leaving one space – tar – grinders
 
Arrow Walls up high for fliers
 
Use wind belt if you like
 
Mushroom for trolls. Careful of kobolds and help archers with fliers.
 
 
Lv 10 – Sludge Hole
 
 
Down: 4 Push Traps each side, 1/2 Spring traps behind, 2 Arrow walls near entrance
 
Up: 3 arrow walls + a few paladins
 
 
Lv 11 – Chaos Chamber
 
 
Standard setting on both floors (do lower first): mace in middle – tar – brimstone – arrow walls – spring traps (no barricades)
 
Careful of kobolds, hunters and trolls (fire and ice)
 
 
Lv 12 – Chokepoint
 
 
On bridge: tar – brimstone – springs traps
 
Arrow walls covering end of bridge (and some archers behind)
 
Careful of kobolds. Mushroom for armored troll.
 
 
Lv 13 – The Arena
 
 
Blockade from north door (with staggered barricades to first wall to avoid them being attacked) to create the usual trap setup just past the west door – then stay far away from north door or the kobolds will attack you and blow the barricades.
 
The first two rounds you’ll have to kill them all yourself.
 
Careful of kobolds at start, hunters, and sappers blowing your barricades the last 2 waves.
 
 
Lv 14 – The Balcony
 
 
5x archers on overpath near rift (and then 5 under that bridge) – fully upgrade them
 
Arrow walls low and high at end of bridge + brimstone
 
Zapper above forward overpath if you have it
 
Careful of kobolds
 
 
Lv 15 – The Tower
 
 
N.B. It’s very long and time is a problem
 
Use brimstone and wall arrows at entrances and use the logs on the first 3 levels to speed things up
 
Standard setting higher up: barricades – mace – tar – grinders – archers behind
 
Don’t use sword on ogres as there are too many. Freeze them when they are under the mace
 
 
Lv 16 – The Library
 
 
3 barricades diagonally (so they don’t attack them) to block off one rift
 
Standard setting on other side: mace – tar – grinder – brimstone
 
Some wall arrows in front to help
 
Freeze ogres under traps
 
 
Lv 17 – The Bridge
 
 
Block right tunnel (replace if ‘a barricade is down’)
 
Archers upgraded on central ridge
 
Mace + brimstone under archers
 
Spring traps on bridges
 
 
Lv 18 – Killing Fields
 
 
Block left tunnel after stairs and the central passage top of the stairs
 
Set up under stairs right (no barricades): maces left to right (x4 eventually) – tar – wall arrows – brimstone
 
Set wall arrows and brimstone on left entrance for extra protection
 
 
Lv 19 – Rebirth
 
 
Maces + Tar + Arrow walls + shoot barrels above
 
Paladins after tar
 
 
Lv 20 – Gateway
 
 
2 maces after bridge + tar + arrow walls + fire ring for ice trolls
 
Archers above and at sides upgraded asap
 
Zappers + arrow walls + brimstone at bridge where they enter
 
 
Lv 21 – Hard Climb
 
 
Blockade right entrance below stairs where they enter – stagger the last one so they won’t attack barricades.
 
Blockade left entrance below stairs to rift
 
Standard set up in gap: tar – grinders – brimstone (last 2 essential for kobolds)
 
Then loads of archers fully upgraded up top between rifts (much better than zappers)
 
Take out ogres fast then lay down a lightning shower at traps before going top to help with numerous fliers (including a couple that can sneak by on the first two levels before you get your archers set up) + defend archers from hunters
 
 
Lv 22 – The Squeeze
 
Standard wall setting on both levels (upper first): barricade leaving one space – tar – maces – grinders
 
Watch for fliers from the top – they can kill you in a flash even on the first wave
 
Then archers at rift and on top of stairs at lower level
 
Reinforce with arrow walls low and high
 
 
Lv 23 – Stairs of Doom
 
 
Standard wall setting right: barricade leaving one space – tar – grinders (for kobolds)
 
Jump left and kill orcs manually, then set up the same standard wall setting left
 
Adding maces to both
 
Beware sappers in wave 3 – eventually, place brimstone below to take care of them
 
Then place all archers above and at the top of the stairs.
 
Watch for ogres and hunters. Use the 2 logs each side if you need them
 
 
Lv 24 – Finale
 
 
Fully upgrade all trap options first
 
Walls arrows x3 at each entrance (waves start north and go clockwise)
 
Then fully upgrade archers and place them around the rift.
 
Then upgrade paladins and place them at each entrance to the rift.
 
Brimstone below each rift entrance.
 
There is a log above each entrance for last wave trolls.
 
Use mushrooms on armoured trolls if you wish.
 
 

Written by N. Gallagher

 
 
I hope you enjoy the Guide we share about Orcs Must Die! – Nightmare 5 skull Guide; if you think we forget to add or we should add more information, please let us know via commenting below! See you soon!
 
 


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