Orcs Must Die! 2 – Family Ties Booster Walkthrough
Welcome to the Orcs Must Die! 2 booster walkthrough, where we help you survive this extremely tough add-on. The second of the small expansions to this unique tower defense PC title, Family Ties adds three new campaign levels and three new pieces of loot, just like the previous booster. But, where the first was all about deadly elemental enemies, this extended addition offers the first glimpse at a female Orc. She ain’t pretty.
The pack also comes with three new endless maps to keep you busy, and a new “No Mana Use” reward for each previous level if you’re up for the challenge. This booster is challenging enough on it’s own — get our survival tips and tricks below.
Crush vanilla Orcs Must Die! 2 with our full text walkthrough and learn all new ways to turn Orcs into meaty chunks. Or, take a trip to the cheats page for more extras and guides.
Rush Hour
Welcome to the second booster pack to Orcs Must Die 2, this time featuring two new weapons and a new trinket.
You’ll also have to deal with two new enemy types – the Ball and Chain and the Hobgoblin Healer.
Before you begin any of the levels, check out the new gear in the Spellbook. Here, you’ll find the Stone Staff and Teleportation Ring.
The Stone Staff is a very powerful new weapon. It can fire bursts of stones at enemies or turn multiple opponents into stone with its secondary attack. It’s a great weapon for crowd control.
For the Stone Staff, equipping the Unique 1 upgrade will give you the power to deal extra damage to stoned enemies, giving you plenty of extra power when dealing with the big tough Ball-and-Chain Orcs.
I’d recommend bringing the Stone Staff with you for these levels, or at least giving it a try. It doesn’t have the Ice Effect, but it is a more all-around useful weapon.
The Teleportation Ring is purely a support weapon. It’s great when dealing with large mobs at multiple angle, especially if you place the Teleport Marker right where incoming enemies are arriving.
When you teleport to the marker, you’ll create a large explosive blast that can be upgraded to set enemies on fire or freeze them.
This isn’t just great for laying traps, if you use close-range weapons like the Bladestaff or Dwarfen Hammer, you can zip right into enemy lines and get in some clean hits before zipping away by quickly setting a marker then teleporting.
Last, you’ll have access to an all new trinket called the Jar of Ghosts. This is actually very useful, especially if you can find room for it. Passively, it’ll put a fear effect on any enemy that hits players. When active, it’ll create a spooky image that frightens any enemies nearby.
Enough overview, let’s get started with the first level of the DLC campaign.
Rush Hour looks simple enough. An X-shaped map, with two Horde-doors in the north, and two escape portals toward the south, with a single focal point where both paths converge in the center.
The center path isn’t the perfect place for traps. You’ll want to begin construction in the narrow hallway leading to the center where you can also drop down ceiling traps like the Dart Spitter, Haymaker, or Pounder.
If you’re not interested in ceiling traps, the center area is probably your best bet at fighting off these hordes.
Also, notice the new enemy highlighted – the Hobgoblin Healer. These Hobgoblins are similar to Shamans, except the Healers will constantly heal enemies but won’t be able to bring them back to life.
As usual, bring weapons so you can target the Healers and Shamans as they appear. They’re your top priority.
When you’re ready, unleash the horde.
The first wave features Gnoll Hunters and groups of Healers with Shamans. The Jar of Ghosts will prove very useful against Gnoll Hunters, as you can just activate it when they get close to scare them off. If they manage to hit you, they’ll just retreat anyway, giving you more time to pick them off.
At the second wave, the northwest door will open, and Orcs will begin flooding from both doors. Otherwise, you’ll just have to deal with more of the same.
More Healers and Shamans, and more Hunters. Boost your trap defenses, and place Paladins or Dwarves behind a line of tar to keep most of the hordes held back, even if some slip past you.
At the third wave, you’ll start to see how the Healers and Shamans become a huge problem. The Shamans will revive the dead Healers, and the Healers will keep the Shamans alive. If you don’t take out the Shamans and the Healers quickly, you’ll be in trouble.
That’s where the Stone Staff becomes very useful. Stoning the enemies make them impossible to revive and easy to kill. Its primary attack is also a targeted stone blast that’s very accurate and uses no mana, allowing you to pick these pesky enemies off from afar if you can flank a horde.
For the rest of the level, it’s vitally important you have the tools to freeze and kill the healers and shamans that hang out together. If you can’t freeze them, you’ll need explosive barrels or other weapons that will kill them instantly.
Any weapons that do damage-over-time, the Healers will just heal each other, and the Shamans will bring their allies back to life. If you can’t kill this combination quickly, then you’re going to have a very hard time with this mission.
Wait until the groups of Healers and Shamans trudge over your traps, then run into their group and freeze them with Ice elemental powers or with the new Stone Staff. Use Voids or Teleportation traps to send the healers away, or Boom Barrels to get rid of them instantly.
If you can handle the Shamans and Healers, you’ll be able to overcome this stage.
Breakneck Triad
No more Healers or Shamans, but the horrible Ball and Chain is here. This enormous lady-Orc isn’t just tough, but she also strengthens nearby orcs.
Again, you’ll have Gnoll Hunters to deal with. The Jar of Ghosts can helpfully repel them, it can also scare off deadly Kobold Sappers that appear here.
Don’t forget to bring weapons or traps with fire and lightning elemental attacks. Swamp Trolls appear with Regular Trolls to make life harder.
This is a decentralized map, where enemies will spawn from three portals and try to escape from your one door.
There are preset traps down the two western approaches, but most of the traps you’ll find helpful are in the northern path. There, you can shoot the many mine carts to drop deadly lava onto dumb Orcs below.
Start defending the southwest approach line. Each of the western paths are tight, so bring ceiling traps to really maximize your defensive cabapilities.
You’ll face off against the Ball and Chain right away. Empowered Orcs are tougher and faster, and they’ll keep this effect even when the Ball and Chain is dead.
Empowered Orcs appear with a spectral glow around their heads. Take them out quickly, but your priority should be on the Ball and Chain. As long as she lives, she’ll just empower more Orcs.
Using any abilities to freeze her or poison her will save your life. You just need to bring her health down, using fire traps and poison darts will quickly defeat the giant.
At the second wave, the northwestern portal will open, then the north portal during the third wave. The first two waves are practically identical, you just need to sell your traps quickly between waves so you can rebuild elsewhere.
By the third wave, you’ll have even more orcs, with a group of Kobolds leading the charge. Be prepared for them, and use any damage-over-time traps or weapons to bring down the Ball and Chain as it appears.
During the fourth wave, you’ll have Sappers coming from the west portals. Place elemental traps to prepare on the northwestern approach to deal with a Swamp Troll, then prepare yourself for the Ball and Chain coming from the Southwestern portal.
The fifth wave starts with Sappers appearing from every portal. But, one good line of traps, enough to kill a single sapper, should get rid of the entire line of them. They’ll be so bunched together, one exploding sapper will knock the rest of them out.
Then, the main attack will come from the northern path, with another B&C (Ball and Chain) appearing. If you want to cheaply fortify the northern path, place Tar just ahead of each mine cart track, keeping them in place longer so you can drop lava down onto their heads.
By the sixth wave, you’ll need real defenses on the northern path. More Orcs will pour in from every angle with each coming wave, and most will arrive in the northern pass. Don’t forget about the other two, as more B&Cs will appear at each of the portals.
The B&Cs are like all large enemies. If you get close, you can lead them around. If they do manage to get close to your escape door, just get close to beckon them to attack, then back off. It’ll buy you precious time to regain mana and freeze or stone them to finish the brutes off.
At the eighth wave, three B&Cs will appear at each of the portals. Divide and conquer, but if they do manage to get through, make sure you’ve got a magical weapon ready to finish them off.
The ninth wave is ever worse, as each portal will produce a B&C and a Swamp Troll. As long as you place elemental traps like Brimstone, the trolls will not survive long – but they’re still a huge annoyance. Bring a fire, lightning, or stone elemental weapon to defeat them.
By the tenth wave, you’ll have two B&Cs at each portal. Keep fortifying each approach with traps, and try to stun or hold the B&Cs in your trap gauntlets as long as possible to keep hitting them with multiple traps. Lead them back in if you have to.
Triple Threat
So begins the final level of this campaign. You’ll have to deal with a wide variety of enemies here, including the B&Cs and Healers. Thankfully, Shamans do not make an appearance.
The Cyclops will make a return, with Armored Ogres, Sappers, and Gnoll Hunters rounding out the list of horrible enemies that’ll ruin your day.
This stage is relatively simple, despite looking very complicated. Two doors lead down a single corridor to three exit portals.
Starting the stage, make sure to bring floor traps, wall traps, and ceiling traps. Bring any weapons that’ll slow or freeze enemies — that’s very important! If you don’t freeze the Healers and large enemies, the Healers will keep the big enemies healed fully.
The northwest door opens first, B&C and Light Orcs will be your first challenge. Again, try to freeze the big B&C right on top of your traps.
The best place to build traps is down the central single hallway leading to the three portals. Here, you can load the hallway down with traps, serving as a strong last line of defense.
During the second wave, Cyclops Mages will appear with Kobolds and Crossbow Orcs. The Mages need to be handled from long-range, or you can avoid their homing magic by ducking around corners or using the pillars.
The Mages don’t take much damage, but Healers will arrive to keep them alive.
At the third wave, the second door will open, but nothing particularly threatening will appear. You’ll have two groups to deal with, including another B&C with more Healers.
The fourth wave gets much more challenging, as Mages, B&Cs, and Healers join with Crossbow Orcs to make that single lane of traps dangerous to stand in. Try to pick off Crossbow Orcs and Mages as you retreat, then let the traps do their work.
Hide near the portals, then run forward. If you’ve placed enough traps in the central hall, most of the Mages should be stunned or preoccupied long enough for you to rush in and freeze a few of them.
At the halfway point, Ogres will begin to appear. This is just an early sampler of what you’ll have to deal with. Deadly Gnoll Hunters will appear with them, so keep yourself shielded behind traps or use special weapons to keep them off you.
A single hit from a Gnoll Hunter will poison and slow you, making your hero very vulnerable to attack.
The sixth wave is similar to the sixth, except you’ll have to fight Sappers and Kobolds, but with a proper pile of traps down the central hallway, those Kobolds will never get through.
The seventh wave includes the B&Cs again, with all their other enemies. Despite the combination of deadly enemies, at this point with a strong enough set of traps – just layer after layer of traps down the central corridor with the low ceiling, you’ll be able to handle the rest of the enemies.
That center hallway will get clogged with B&Cs, Armored Ogres, and regular Ogres with Healers backing them up. Freeze them in place inside your trap gauntlet or slow them down however you can. The Stone Staff or any Ice-based weapon will work well here. The Teleportation Ring with the freeze unique upgrade will also do the trick.
If you can keep the big guys trapped down the center hall where most, or all, of your traps should be you’ll have no problem taking out the rest of the waves.