Orcs Must Die! Deathtrap

Orcs Must Die! Deathtrap

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So is there a good way to Beat dificulty 10
So I would like to think that Im some what good at this game, I no longer have anything i can buy with both variants of skulls and have sunk a large portion of game time into Deconstructing orcs for a living.

That said the last I tried a few runs on Difficulty 10 and have hit a point where I think the game just hates me. For ref my best char is Mac

As I sadly play most of the time in 1P mode I with lack of barricades to place generally I have enough to funnel down one lane and for the first two waves i can generally hold them off but it seems that it takes literally one shot from anything to break a barricade at this difficulty ( Im not sure if it is but if Im any where near them they pop from randoms hits) and then it may be just really bad luck but by wave 3-4 i get a rift forming and don't have the DPS to take it down and with out fail it drops 6-8 sappers who then spread out across the map and nuke 8-10 barricades and then I die....

So I guess at this point Im looking for tips and or strats as to how I might actually survive or if there are any trap combos that are worth using at this level?
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Showing 1-9 of 9 comments
Crow Mar 5 @ 5:56pm 
Don't worry. The first map is the hardest since you don't have threads yet.

As Mac, you have no reason to ever be anywhere near your barricades. They should not be blowing up. You want to be either at the end of the killbox or at the rift. You should be using your gravity lift trap a lot since not only does it create a vantage point, it also makes you untargetable by anything but balloon orcs. You could actually be next to a barricade on this and it wouldn't matter. (low ceilings are also your friend here for keeping you lower to the ground, they still can't hit you.)

My loadout looks something like:
1. Tar
2. Ice Vent, because Mac LOVES stationary targets.
3. Steam Vent, because flyers.
4. Wallblades
5. Pounders
6. Lion Bombs
7. Ice Lance, see ice vents.
8. Molten Gold

Unstable Rifts should be rare and sappers coming out of them even rarer, but if that happens you are just unlucky. Two things to note however:
1. keep shooting when the red crystal turns into the red rift! The HP bar is no longer visible but it's still there. You can still destroy it before anything spawns!
2. Thankfully the unstable rift HP is getting a nerf tomorrow so it'll be easier.

Keep at it!
Seigen Mar 5 @ 11:10pm 
It would be nice if you share your load out just to check if your traps have enough damage to be left alone while you deal with those sappers, in my case i rarely encounter sappers spawning from the red rift but if you do you just need to deal with them early. it is also normal that at later missions and higher difficulties where the red rifts are almost impossible to break so you just have to rely on your traps except for the sappers. In any case I'd also share with you my loadout , hoping it helps you.
I've been to several D10 Mission 30+ with this traps:

1. Tar - Slows 55% if im not mistaken
2. Acid Geyser - DPS traps are too good along with the Tar Slow.
3. Steam Vent - Helps with Fliers Alot, try to get the wall upgrade thread and stun thread
4. Morning Star - Good Dps as well as long as its facing with your barricade , try to get the stun thread
5. Push trap - this is my best stunner trap always put this above your morning stars, if you don't like to use this , you can use the wall blades but get the stun thread.
6. Molten gold - the highest dps trap in the game paired with your stuns and slows , and the extra rune coins is a plus. try to get the slow thread
7. ice lance - well.. frozen orcs can't do anything and helps your dps traps output as well.
8. This slot is your free slot, you can bring whatever you want, but at earlier missions where you don't have the 2x barricade then bring the blue barricade, otherwise bring other traps that adds to your combos , i usually bring my poison flower trap, magic orb trap or the explosive trap depending on the map.

Some notes as well :
-I also dont use Electric/lightning and fire as I noticed that their effects speeds up orcs.
-Get the shotgun wrench upgrade of mac and ice wrench
-always fly(+damage if you have the thread) when using mac and avoid standing near your barricades. just throw your slow grenades from afar and snipe tanky orcs/fliers.

Hope this helps :)
Beating difficulty 10 is about your setup. I join groups with other players to learn if they have a better setup then I have or how to work their setup into mine to make mine better. A good setup can make or break a mission.

The 2nd part of beating difficulty 10 is RNG. if you get good maps and options it can become fairly easy. bad options can be a game ender.

I wont get into traps due to my feelings that every trap selection is based on a players play style and so there can be traps that would work for me that may not work for you. FOr example I have seen many people make flip traps work magic for them, since flips remove enemies the same for difficulty 1 as the do for difficulty 10, but it just doesnt fit my play style.

The first mission you might lose rift points. Do not let that dishearten you. It happens to the best of us. As you get more threads you will be able to prevent that from happening in the rest of the missions.

BTW, boss missions are a trap. You do not get the 5 threads which hurt you for the rest of your run.
I've only done this co-op so idk if this would work solo

Play as a fully upgraded bear. Funnel them to a low ceiling area. Cover the ceiling in haymakers. Walls loaded with push traps for stun. Floor covered with freeze traps and tar. Healing tree nearby. Bear holds down the killbox while others take care of fliers and assist bear. Literally easy mode
You can find a handful of guides on Google and Youtube that walk you through the optimal setup for maps including which traps to use, where to place them etc. The catch is that you still have to battle RNG. Getting the 'easier' maps, getting the better threads etc. Beating Mission 10 solo is a mix of skill and luck with, arguably, a bit to much on the luck side.

In general, an incredibly important strat is to slow the mobs down. Freeze traps and tar are your best friend here.
Originally posted by Seigen:
It would be nice if you share your load out just to check if your traps have enough damage to be left alone while you deal with those sappers,
here's want I am currently using and my current thoughts on them
1 Acid Geyser - hits fairly hard and with upgrade multiple can hit at the same time
2 Acid shower - log duration and proper placement make these do a lot of damage and also hit the runners
3 Rift Barricade - additional DPS to other traps and possible wall closer if a sapper get to its target.
4 Steam vent - Only real anti air ground trap this game has , also fun with the wall version
5 Auto Crossbow - good over all dps and the 2nd best anti air in my list
6 Ice lance - slow effect that can be chained by checker boarding there placement , also good anti runners and flyer
7 Wall scorcher - good AOE damage and with upgrade slows those it sets on fire
8 Hook shot - when properly placed can get rid of a large portion of the not large enemy types and or hold them for "further processing"

My builds usually boil down to use barricades to block off 3 of the routes and funnel them down a kill path, use remaining barricades and or rift barricades to snake them through a gauntlet of acid geysers with a Acid shower combo ( with upgrades can get up to 5 traps concurrently hitting at the same time) while ice lances keep them in place and a combo of hook shot and auto crossbows work to thin the oncoming horde and keep the rift safe from flyers and a ring or two of steam vents around said rift just in case. needless to say everything is upgraded to max trap wise.
Originally posted by LoA Captain Keyes:
Originally posted by Seigen:
It would be nice if you share your load out just to check if your traps have enough damage to be left alone while you deal with those sappers,
here's want I am currently using and my current thoughts on them
1 Acid Geyser - hits fairly hard and with upgrade multiple can hit at the same time
2 Acid shower - log duration and proper placement make these do a lot of damage and also hit the runners
3 Rift Barricade - additional DPS to other traps and possible wall closer if a sapper get to its target.
4 Steam vent - Only real anti air ground trap this game has , also fun with the wall version
5 Auto Crossbow - good over all dps and the 2nd best anti air in my list
6 Ice lance - slow effect that can be chained by checker boarding there placement , also good anti runners and flyer
7 Wall scorcher - good AOE damage and with upgrade slows those it sets on fire
8 Hook shot - when properly placed can get rid of a large portion of the not large enemy types and or hold them for "further processing"

My builds usually boil down to use barricades to block off 3 of the routes and funnel them down a kill path, use remaining barricades and or rift barricades to snake them through a gauntlet of acid geysers with a Acid shower combo ( with upgrades can get up to 5 traps concurrently hitting at the same time) while ice lances keep them in place and a combo of hook shot and auto crossbows work to thin the oncoming horde and keep the rift safe from flyers and a ring or two of steam vents around said rift just in case. needless to say everything is upgraded to max trap wise.

Do acid geysers and acid shower stack? I've only every run with one or the other because I figured it wasn't worth running both. Usually I use geyser and checkboard them to keep the debuff up.
Originally posted by SizroSpunkmire:

Do acid geysers and acid shower stack? I've only every run with one or the other because I figured it wasn't worth running both. Usually I use geyser and checkboard them to keep the debuff up.
To the best of my current knowledge as long as it comes from another trap doesn't matter what type of damage it is its applies , hence if you have two Acid showers in a line that's 2X6 tiles ( assuming a tar trap is 2X2 tiles) and both hit anything below them , the acid Geyser has a 4x4 ( centred on the trap itself ) Aoe effect which i believe upgrades to 6x6 with its area upgrade meaning you can have 5 different traps doing damage on the the centre trap. this will absolutely melt anything in the lower difficulty and still seems to work at 10 you just need more of it, and for your barricades to actually survive...
Originally posted by LoA Captain Keyes:
Originally posted by Seigen:
It would be nice if you share your load out just to check if your traps have enough damage to be left alone while you deal with those sappers,
here's want I am currently using and my current thoughts on them
1 Acid Geyser - hits fairly hard and with upgrade multiple can hit at the same time
2 Acid shower - log duration and proper placement make these do a lot of damage and also hit the runners
3 Rift Barricade - additional DPS to other traps and possible wall closer if a sapper get to its target.
4 Steam vent - Only real anti air ground trap this game has , also fun with the wall version
5 Auto Crossbow - good over all dps and the 2nd best anti air in my list
6 Ice lance - slow effect that can be chained by checker boarding there placement , also good anti runners and flyer
7 Wall scorcher - good AOE damage and with upgrade slows those it sets on fire
8 Hook shot - when properly placed can get rid of a large portion of the not large enemy types and or hold them for "further processing"

My builds usually boil down to use barricades to block off 3 of the routes and funnel them down a kill path, use remaining barricades and or rift barricades to snake them through a gauntlet of acid geysers with a Acid shower combo ( with upgrades can get up to 5 traps concurrently hitting at the same time) while ice lances keep them in place and a combo of hook shot and auto crossbows work to thin the oncoming horde and keep the rift safe from flyers and a ring or two of steam vents around said rift just in case. needless to say everything is upgraded to max trap wise.
Try hookshot on fish market harbor part or town plaza canalisation part. On both maps you can place the hook above water causing the hooked orcs falling into it. Very funny to look at and you can pick out fairly easy all the small ones, so you can focus on the big enemies. Compared to push trap for example that hazard kill also works for some flying enemies
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