Orcs Must Die!

Orcs Must Die!

12 Achievements

200

15-20h

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Ultimate War Mage

Ultimate War Mage

Earned 5 skulls on every level on War Mage difficulty

35

How to unlock the Ultimate War Mage achievement in Orcs Must Die! - Definitive Guide

This achievement is rewarded for never allowing enemies into your rift AND coming in under part time for all levels on the War Mage (default/middle) difficulty. I recommend going for this before attempting the Nightmare difficulty, as the skulls you earn here can help there. I also do not recommend going for this on your first playthrough as many later traps and spells you unlock can help finish earlier missions more easily with 5 skulls - yes, replaying levels allows you to use later unlock items!

I am guessing someone will eventually post youtube videos of their methods on each level, but I'll give some tips that I employed to help get this achievement.

* Upgrade your Tar Trap and use it often - it can be used to stall waves and keep them in kill zones. I also upgraded both guardians, Barricades, and Ceiling Mace.
* Both guardians (Archers and Paladins) are great with the Steel Weaver upgrade that gives them health regeneration, and OK at best otherwise.
* Ceiling Maces + Tar Traps = fantastic kill zone. Put a Paladin or two a few paces back for extra carnage. I used this method more than any other when going for this achievement.
* Take advantage of in-level devices such as chandeliers and rolling logs. You can only use them once each, but they can help with a tricky wave or that last runner.
* Take the Lighting Ring and Ice Amulet every time! Lighting one-shots any goblin or orc (without a shield), and Ice can freeze everything in the game except Ice Ogres. It also one-shots dragons!
* Take a look around the level and figure out your kill zone(s) before choosing your traps. Some levels have great places for Spring Traps or Push Traps, others have great balconies for Archers.
* I found the Steel Weaver to be the best choice almost always - it allows Springs/Push traps to affect Ogres, guardians to regenerate health and do more damage, and most other traps to add a bleed effect.
* The quick Goblins will almost always be what prevents you from getting 5 skulls on a level. Figure out which waves they spawn and focus on them yourself while traps take care of the rest. Tar traps slow them down and the Lightning Right or Archers work great. Sometimes they would speed right by my various wall traps.
* If you get stuck on a specific level feel free to ask here and I will let you know what my strategy was. This is almost a puzzle game though so figuring it out is definitely part of the fun :).
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04 Oct 2011 00:07

13 Comments
I had to retry this level a bunch of times - almost all due to the speedly little jerks! I started pretty similarly to you - a mace on one side with some tar. I then put some wall arrow traps on the other side - 3 on each wall spaced out due to how the area is layed out, eventually adding tar between each of those as well. As I earned money I upgraded the right side of the Steel Weaver to get the extra bleed damage, but looking back that may not have been the best investment early. I then upgraded healing regen for paladins and put 2 on each side. Finally, I put up more wall arrow traps on the path to each rift. The Paladins and your normal kill zones should take care of ogres and orcs, and you can focus yourself on the little guys using your lightning ring. Sprinkle in some more tar to slow everything down. I had a few close calls, but after a few tries you know exactly which rounds to look out for the fast guys and can focus on them. Also don't forget there are 2 pots of lava you can continually drop on one entrace area for extra damage.
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By JORAX on 08 Oct 2011 18:07
I'm really struggling with the Library; any tips on that one? I start with the upgraded swinging trap in the archway with tar traps underneath, and I pick up the 'extra money from trap kills' weaver ability and go from there, but I always struggle when the little fast dudes show up, 'cause there's a big pack of orcs that show up from the other tunnel, and it's hard to have a decent bottleneck on that tunnel that early.

Thankee!
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By Potato Handle on 08 Oct 2011 14:00
I found that placing the maximum number of Archers you can in the central square helps with The Library, along with some Poisonous Spike Traps near the start of both entrances. From there you can either go Steel Weaver and enhance the Archers, or you go Elemental Weaver to give you more spell usage and potency. With the Ice Amulet, the Fire Ogre dies fast. 5 Skulled it after I tried that.
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By Krethean on 17 Oct 2011 08:08
I finished the level with no one enetring the orb, but i still got only 4 star? Any clue why?
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By Emira on 14 Jan 2012 22:33
There are also time limits for 5 stars. It took me a while to figure this out the first time I hit the same situation - but if you look at the results screen (not sure you can get back to it) it notes your time and target time.
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By JORAX on 15 Jan 2012 03:28
Any tips for 5 skulls on finale? Driving me crazy tried your tips but its very open level
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By Emira on 17 Jan 2012 02:17
As I recall, I started in the North and put 3 or 4 wall-pushers on each side. After each wave I rotated clockwise doing the same (putting some on the stairs as well on those sides). My next move (or did I do this at the same time?) was to put one Paladin on each of the 8 lanes. When the suicide bombers come, find a corner and shoot your crossbow. If you die you lose 5 "lives." I eventually put 4 Paladins in the middle area covering a corner near the Rift as backup. They don't kill stuff fast, but they sure slow things down! I know I eventually put 2 mushroom traps on each lane to help get the big guys working for you. Sorry I can't recall everything, but I definitely had to try this one 4 or 5 times while working out the build order.
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By JORAX on 17 Jan 2012 04:27
Oh, and Steel Weaver all the way. Improve Paladin side first, then go for physics bonuses so pushers kill more things.
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By JORAX on 17 Jan 2012 04:28
Brimstone makes pretty quick work of a majority of the kobolds if placed right in front of the entrances, and then later in front of smaller funneling areas. I found that having 2-3 areas where enemies had to step over brimstone thinned out the pack fairly well (particularly archers). Tar traps under swinging maces with arrow walls on the sides and paladins behind it should be able to take care of the rest. If you place 2-3 archers behind the paladins then there should be no way any kobolds get through. Throw up the area of effect lightning spell or the flame spell near the entrance and every kobold will die (fire is way more effective for kobolds than lightning is). Pretty much works for every level as you explain above. With steel weaver the swinging maces do like 15-30% of the ogre's total health each hit, so a hallway with 2-3 of those makes short work of even armored ogres, when the paladins are placed properly to keep them right under the maces. I didn't find ice terribly useful personally, as flyers are easy to 1 shot with the crossbow, and paladins keep ogres busy enough to just attack them from behind without being damaged.
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By ALollz on 20 Jan 2012 05:17
Buying the DLC gives you a new Alchemist weapon, it can one shot huge groups at once.

Pair that with the Elemental Weaver's Spells cost 30% less, and you sometimes barely even need traps.

Put down a lot of Tar, and most groups won't even make it past the doors.
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By EarthboundX on 26 Feb 2014 09:49
Just got the Lightning Weapon, wow that's strong.

Better then the Alchemist weapon, but that's still good before you get the Lightning.
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By EarthboundX on 27 Feb 2014 03:46
One trick that nobody else has mentioned is to use the wind belt with barrels, especially on levels where you can't use the tar pit/mace. I usually put down a couple of rows of tar and then put down a barrel between the tar and I but instead of shooting the barrels, I wait for some of the orcs to be in front of it and then blow everything towards the tar pits with the belt. The barrel and orcs around it get blown backward into orcs that are further back and the whole thing explodes in a huge mess of Orc goo. It works a lot better than trying to shoot the barrel
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By OddManRush on 18 Jun 2014 16:44
Excellent guides for all of these achievements. I suck at tower defence games but damn if this one isn't incredibly fun.

I didn't want to just copy a YouTube guide for the game, but thought I'd look for some hints; especially on what to upgrade. Thanks a lot for the guide, I'm struggling more and more each level, now at the start of act 3, but I'm still not losing hopelessly just yet.
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By Subtle Villainy on 08 Oct 2011 00:41
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Play through the game on apprentice or war mage without worrying about the 5 skulls first - this will allow you to unlock all the traps.

- Make sure to level up your Brimstone, Spike Trap, Arrow Trap, Paladins, and Archers first.

- Most levels have a choke point that you can lay brimstone traps over. Try find the spot that you only need to lay 2 -3 traps across. Alternate Brimstone and Spikes in rows as enemies on fire will sometimes set of more then one brimstone trap without it doing additional damage.

- Use the alternate fire on your lightning ring (Left Trigger) right in front of the doors as the Orcs enter. This will create a lightning storm and continue to shock enemies.

- Pair the lightning storm with the Knowledge Weaver's Spell Magnification and a coin forge right away to earn 3 times the money for more traps.

- Use arrow traps to slow down the Cobalts that make it past your lighting and brimstone.

- Place Paladins and Archers as last lines of defense. Also place Paladins in spots where you want the Ogres to stop and fight such as under a swinging mace or where you can hit them with the rolling logs, chandeliers, or a floor mounted ballista.


Included is a YouTube video I found that shows a similar set up.
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15 Oct 2011 10:38

1 Comment
I like it. I was trying to get 5 skulls as I played each stage and it was really slowing me down. Maybe add how many skulls it is to upgrade each one? +1
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By American RN on 20 Oct 2011 15:19
To get this you must complete every level in War Mage without dying, letting any enemies into the rift, and getting the level completed in the time recommended. I recommend playing thru the game once on war mage as you will unlock traps as you progress. If you happen to get 5 skulls great if not move on and come back after you have unlocked all the traps.I liked this guys standard build (Baracades, Wall grinder,Sticky traps, wall spikes, lightning, and a few variables depending on the levels). He also liked the floor scorchers that I didnt bother downloading. I just swapped them out for Brimstone in most cases. He also was rewally into getting a high score. I was not as agressive with my score just getting the five skulls. So if you have extra money feel free to put traps before the "killbox" so you can thin out the enemies coming thru the killbox. He also was playing on a computer so some of the controls may look funny but its really all the same. Below I will list a link to a players youtube account (Just look in the right and you will see show all videos click that and scroll down and you will find every level on warmage and also on nightmare). I loved this guys videos and used them whenever I got stuck on a level. I take no credit for the videos.

http://www.youtube.com/user/fryedegg
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02 Mar 2012 01:12

I advise you to do your first playthrough on Apprentice difficulty to open all the traps and level them up. First of all, download these traps:
Sticky Tar Trap
Improved Barricade
Improved push trap
Steel wall blades
Dwarven spring trap
Clockwork Mace
The rest are optional, then you can switch to the War Mage difficulty and try to get 5 skulls.
To get 5 skulls you need to complete the level without dying, prevent any orcs from entering the portal, and do it within the given time or faster.
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21 Feb 2023 14:03