Orcs Must Die! 2 Walkthrough
Welcome to the Orcs Must Die! 2 walkthrough, where we’ll teach you the tricks you’ll need in this hybrid third-person action-tower-defense game from Robot Entertainment. The Orc invasion continues for a second round after the evil Sorceress loses her mind-controlling magic. Now the hordes of darkness run rampant, and the once villainous woman has joined forces with the original protagonist to add a second player to all the proceeding stages.
Now totally co-op, you can join a friend while setting up traps and shooting Orcs with a blunderbuss in a full story campaign, endless mode, arcade mode, and multiple levels of crazy difficulty. The gameplay can be expanded even more if you own the original, as you’ll unlock 10 levels for free on Steam. Grab your shotgun, or staff, and prepare to kill.
Check out more Orcs Must Die! info with the list of Steam Achievements, or a page dedicated to everything extra with our cheats.
Check back soon for new content.
The Edge
Prepared to kill lots of orcs? Jumping into the game, you’ll have to create a profile. Each profile is linked to a specific hero – either the War Mage or the Sorceress.
The War Mage is your straight-forward basic damage-dealer hero. Beginners should go with him, and we’ll be using the War Mage for the majority of this walkthrough.
The Sorceress possess many long-range or control abilities. She can charm orcs to fight on her side, or turn them into cuddly animals. If you want to play with friends, or are just feeling more adventurous, give the Sorceress a try.
Both heroes start with different abilities that you’ll be able to upgrade as you earn skulls to spend. We’ll talk about that more soon. As you start, you’ll have no skull currency, so you’ll want to get started.
Choose the first campaign level to begin. You’ll be shown a tutorial screen, but we’ll go over all the basics here.
The goal is to keep orcs from escaping the area. To do so, you’ll lay trap, use your own abilities, or summon minions to assist you. All of these are bought with currency earned by defeated orcs.
Orcs spawn from blue portals. You’ll be able to see the path they’ll atttempt to take to the exit by watching a small blue line.
In the top right corner of the screen, you’ll see a blue circle with a number inside – that’s your Rift Counter, the number will tick down with each escaped orc. If it gets to zero, you lose.
Right of the Rift Counter is the Wave Counter, that shows how many waves you’ll have to face in the stage. If you press [B], the default key, you’ll open the purchase menu. Before a wave of Orcs attacks, you’ll be able to see what kinds of Orcs you’ll be facing at the top of the screen, just mouse over their portraits for more information.
At the bottom of the screen is your Loadout Bar, where you can assign traps and attacks for quick selection – each number corresponds to the same number on your keyboard.
Right now, you only have access to a standard attack and two traps; Tar and an Arrow Wall. Equip all three to your bar.
The Blunderbuss is the War-Mage’s standard attack. Left-click fires a shotgun-type attack, while right-click fires a time-delayed bomb.
The stage itself is just a straight line. All you need to do to prepare is set plenty of traps. Tar only slows orcs down, but the Arrow Wall will fire a volley of arrows. Place your Arrow Walls near your Tar, so you can hit the slowed orcs multiple times.
Start in the empty hall right of the blue portal. Place tar where you see blue traced lines – that’s where orcs will walk.
When you think you’re ready to start, press [G] by default to begin the level.
Orcs will begin to pour from the blue portal. For now, you don’t have to worry about getting hurt too much – these orcs will barely attack as long as you don’t stand near them. Keep your distance, and fire away with your blunderbuss.
Using the secondary bomb ability can be very helpful if you’re overwhelmed, just limit yourself as it uses up blue mana. It recharges, so give yourself time and save it for when you really need it.
You won’t need it much for this first wave. Kill off all the orcs, and you’ll be on the second wave.
Between waves, you can sell off unneeded traps and switch out traps in your quick-select bar. While fighting orc hordes during a wave, you won’t be able to switch abilities – when you start a wave, you’re locked into your choices until the following wave.
Remember to be careful where you place traps, because you won’t be able to sell them until a certain amount of waves are complete. Use space wisely, always check to see if a surface has enough room for more traps.
Just like the first time, you’ll have all the time you need to prepare between waves. When you’re ready, hit [G] default to continue.
When all the waves are done, you’ll be rewarded with new traps and skulls. Now, you can open your Spellbook – this is where you can buy weapons, traps, and more. If you click a trap, weapon, or whatever else you already own, you can also spend skulls to get upgrades.
Buy whatever you like and continue on to the next level when you’re ready.
Tunnels
In this stage, you’ll have to contend with two portals instead of one. After the first wave, the first portal will close and the second will open. That means, you’ll have to pay attention to where the orcs are coming from.
You’ll also have access to the new Spike Trap. Equip it into your quick-select bar, it’s cheap and effective at killing the weaker orcs.
Remember, Tar is still particularly effective at controlling crowds of orcs. Unlike your Spike or Arrow traps, it does not need time to reload.
If you don’t want to be wasteful, both paths converge in the center. Build Tar, Spike, or Arrow Traps near or at the bottom of the stairs on the left or right.
Remember, in large areas like this, Arrow Traps can cover the most ground. Setting up one Arrow Trap can watch an entire hallway, where you’d otherwise need three Spike or Tar traps.
Like before, choose the traps you want and be sure to have a weapon equipped. When you’re ready to go, press [G] default.
For the first wave, the orcs will attack from the left portal. In the second wave, they’ll appear from the right portal. Choose your tactics. Good use of the Blunderbuss and secondary bomb should be enough to deal with any orc horde for now.
Another special feature of this stage is in the center. Look at the bright green lines on your minimap – those are routes for minecarts. Minecarts will periodically move down the route, hitting and damaging any enemy in their way.
Between the two lanes, you’ll see a large switch. Press [E] to switch active tracks, you’ll see which track is active thanks to the green line on your minimap.
Watch for orcs that might get knocked down into the pit in the center of the level. Don’t let fallen orcs sneak by and get to the exit.
The other big problem you’ll have to face in this stage is a new creature – the Earth Elemental. These lumbering giants are strong, and they’ll split into two weaker earthlings when destroyed. Make these big-baddies your top priority, and lead them into the path of a minecart if you can.
Chasm
Another level with two portals, but this time they split off in two directions. You won’t be able to focus your traps in one spot here, as the horde will be too close to the rift.
Helpfully, this stage has better mine carts. The carts pass right through both paths. Make good use of the track-switcher, and you can murder lots of orcs without even trying.
Instead of big tough Earth Elementals, you’ll be fighting light quick Kobolds. The Kobolds aren’t dangerous to your hero, but they are fast They’ll try to run past your barricades – look for tiny runners in the crowd and pick them off before they escape.
The first wave comes from the left, while the second comes from the right. After the first wave, switch the mine cart tracks. Also, remember whenever you sell a trap, you get a full refund. There is no penalty for selling and repositioning between waves.
By the third wave, orcs will attack from both sides. You’ll have another breather by the fourth wave – once you have some traps on the left and right, it’s a good idea to put some defenses on your bridge. A line of Tar or Spike Traps will go a long way toward making sure none of the orcs get through.
The fifth wave is especially tricky. This is where you’ll want that Boom Barrel in your quick-select bar. When there are just too many orcs near the center of the stage, drop a Boom Barrel and blow it up to clear them all out. Used in conjunction with Tar traps, and this combo can save your life.
When the level is complete, you’ll be rewarded with a Spring Trap. Instead of directly damaging enemies, it’ll throw them – look for bottomless pits to throw orcs into for extra fun with this trap.
The Crossing
Another stage with two portals, but with a twist. Here, you’ll need to defend two objectives.
The orc hordes coming from the right portal will try to escape through the right objective, while the left portal orcs will try to escape from the left objective. Makes sense, right?
The tricky part here is that the right path is mostly composed of a long bridge with no walls in sight for Arrow Wall traps.
When you’re on a bridge, use the bottomless pits to your advantage. Set up Spring Traps to send Orcs flying.
During this stage, you’ll have a full complement of enemies. Light, Medium, Kobolds, and Earth Elementals will all appear, as well as a new enemy type. Crossbow orcs will target the War Mage specifically at range. Take them out with your primary attack when you spot them.
By the third wave, orcs will attack from both portals. Get plenty of kills to earn currency to bolster your trap defenses. Holding down [Left-Shift] will let you sprint, you’ll need it in this large map.
It’s always a good idea to build traps in layers. Concentrate your defenses in choke points to get the most out of your traps.
Remember, large enemies are uneffected by the Spring Trap without a special upgrade. Make sure to deal with the Earth Elementals that appear yourself during the fourth wave and beyond.
If you don’t want to worry about switching the mine cart tracks constantly, the best place for active mine carts is the right path. On the left, you’ll be able to cover the tracks with Arrow Traps, you won’t have that luxury on the bridge.
By the 7th wave, stay on the left path. Two Earth Elementals will appear. Take care of them, and your traps should be able to handle everything else.
Crossbow orcs are very slow, making them easy prey for traps. If you stay out of their range, they’ll rarely be able to get through a gauntlet of traps.
When you finish, you’ll unlock the Dwarf Guardian. If you’ve placed Boom Barrels, you’ll get the idea right away. Boom Barrels, like Guardians, can be placed anywhere on the map. They don’t take up space on a grip like square traps.
Guardians work like AI companions. When placed, they’ll stay in that location and defend it to the death. Unlike traps, Guardians can be killed and targeted for attack by orcs. Crossbow orcs especially will target Guardians.
The Dwarf Guardian is a powerful ally. When enemies are close, he’ll strike with a big axe. From afar, they throw explosive bombs that’ll damage hordes of the green monsters.
Big Valleys
Here we have a different kind of map. This is a large map, with two portals and two objectives. The area is completely open, with three lanes and many mine cart tracks above.
Look to the ceiling, you’ll find hanging bombs and boulder chutes. Use these to the fullest, all you have to do is shoot. The mine carts are environmental hazards as well – shoot them as enemies pass below to drop fire.
Most orcs will try to bypass the barricades, only attacking them if they have no way around. All, except for a new enemy type. The Bomb Kobolds will run into barricades, Guardians, or your hero War Mage and try to blow them up. They’re quick, so look for the spark of lit bombs and kill them first.
The first path you’ll need to defend is on the left. Fortify the narrow path between the Barricades with traps.
After the first wave, the second will open. Fortify the right path, and prepare to kill some easy light orc warriors. Use these early waves to build up a stock of currency for later.
The orc hordes will build steam fast, and you’ll have to deal with lots of enemies all at once. This is where the Dwarf Guardians will save your life, they’re versatile and can handle themselves in a battle. Place them at choke points, or even near your final line of Barricades for a strong defense.
If you only fortify the last row of Barricades with traps, be sure to run ahead with your hero and set off environmental traps to soften up all those orcs.
By the 4th wave you’ll have another short breather. Sell unneeded traps and replace them if barricades were destroyed in the previous waves.
The ceiling Hanging Bombs do not reset, but the Boulder Chutes will. They’ll damage a large area over a short period of time, if you time the Boulder Chute right, you can clear an entire group of orcs.
Helpfully, Guardians will also revive between waves, so they can be sold. With Dwarf Guardians, plenty of Tar will help their bombs be more effective.
Tar and Dwarf Guardians are your best tools in this mission. When you win, you’ll unlock the Barricade. These do just what you imagine, block off an area of the map to funnel orcs.
Hidden Gulch
This is a fairly straight-forward two-lane level layout, where you won’t have to worry about mine cart switches. But, there are some new features.
First, you’ll see a large green door icon on your minimap. Those are teleporters, you’ll be able to quickly traverse the map with them.
Another helpful addition are the Archer Guardians. These Guardians are best placed outside the main paths, where they can shoot orcs from safety. You don’t have access to them yourself yet, but they’ll be helpful here.
All the usual monsters will show-up, everything you’ve faced so far. Except for the Bilebat, weak flying creatures that avoid floor traps. Your Archers will deal with them, or your primary attack.
Barricades are useful, but not needed for this stage – the same goes for the Spring Trap.
Build Arrow Wall or any floor traps just below where the Archers are positioned. The hall is slightly more narrow there, making it a better choke point.
A combination of Arrow Walls, Tar, and Dwarf Guardians at each choke point will crush any opposition.
Watch the skies for Bilebats, if you get close they’ll spray you with a poison bile. Shoot at them from afar, and take them out before they kill your Archers.
At the fourth wave, you’ll have a breather to recollect.
By the fifth wave, you’ll have to fight groups of Sappers. They’ll go right for your hero, so be prepared, you can be easily overwhelmed and killed. If you are, you’ll respawn near the objective.
When the Sappers appear, lead them into your trap defenses. They’ll be much easier to wipe out. Standing behind some Tar and an Arrow Wall can make your job much easier.
Once you reach the 7th wave, you’ll have some downtime. Your fallen Guardians will also revive.
At the 8th wave, your traps and Guardians should be able to handle the orc hordes. Watch the skies, you’re on Bilebat duty. Kill them to keep your Guardians safe.
The last challenge of the stage is two huge groups of Crossbow Orcs. Go nuts with your secondary abilities to wipe them out before they do too much damage to your Guardians.
When the map is complete, you’ll unlock a Ceiling Trap, the Haymaker. It’ll spin and damage any enemies near the ceiling, or even near the ground if the ceiling is low.
Precipice
There are four portals in this stage, two of which are floating in the air. Those two sky portal spawn Bilebats, so keep a lookout.
Otherwise, you’ll have two main paths. At the center, you’ll find lots of fire-carts overhead and Boulder Chutes to help you out when the bad guys get close to the two objectives.
Skip the new ceiling trap or barricades. The Boom Barrel will come in handy against the new enemy of this level; the Ogre. These tough bosses count for 5 rift points, so they’re a priority whenever they appear.
Both rifts on the right will open for the 1st wave, while the two left rifts will open on the 2nd wave. Make sure you watch for Bilebats, watch your minimap for red dots coming from the floating rifts.
There isn’t much room to build in the large area where the two paths converge. That should be your last resort, where Guardians will do their best work. The two split paths to the rifts are better for traps, your Guardians will just get bowled through.
By the 4th wave, you’ll have a breather. This is a good time to build traps and place Guardians closer to the center of the stage.
The unlockable Autoballista can help for this stage, if you’ve got the skulls to spare.
During the 5th and 6th waves, you’ll begin to see Ogres. These aggressive enemies will attack you, and take plenty of hits. Go nuts with your secondary abilities, or set a Boom Barrel ahead of their path to the objective to take them out.
Once you’ve got a strong line of traps, with Dwarf Guardians at the end to pick off survivors, you’ll be back on Bilebat duty. When you can, help destroy Earth Elementals and Ogres, but your traps should be able to handle them all.
Finishing the level will unlock the Boulder Chute ceiling trap. Just like the environmental ability, you shoot it to drop a series of boulders. The downside is, you need to activate the trap yourself.
Servant Entrance
Welcome to Act 2 of Orcs Must Die! 2. This time, your objectives are reversed. Instead of orcs coming from rifts to escape through doors, the hordes will come from doors and try to escape through rifts.
Guard those rifts with your life. It’s just a cosmetic difference, the objective is still the same – kill all the orcs before they escape.
The fortress stage has one objective, and two doors where orcs spawn. The southern door is first, but you can expect the second door to start pouring out orcs soon.
While it looks like the orcs will come from two directions, the map is all one long path. Just, one door is closer to the objective rift. You’ll still need to fortify the first door with traps to soften up the hordes, but stick near the second door.
There are two new enemies you have to worry about. The Heavy Orc Warriors are just tougher versions of the basic orc. The special enemy is the Gnoll Hunter. These guys charge your hero or Guardians and attack with devastating melee abilities that’ll poison you.
Pay careful attention to choke points during this stage. The central large hallway is the best place to load-up on traps. Line the entire two-square hallway with floor traps, and do the same to any surface on the last approach to your rift.
There are plenty of surfaces outside the main paths were Archers can help destroy lots of orcs.
You can easily become overwhelmed by the amount of orcs that attack at once. If you’re having trouble, try playing Endless Mode to earn lots of skulls, then upgrade your weapons and traps to make them more powerful.
Completing the stage will unlock the Ice Amulet, a special weapon that will freeze enemies at range, or freeze multiple nearby enemies around your hero.
Passages
This stage is comprised of two floors, and three doors. All the doors meet at a long straight hallway leading from the the objective rift.
There’s three new environmental traps here to help. Chandeliers are one-use traps that’ll kill anything it lands on. Near the rift itself, you’ll find a pot of Boiling Oil you can tip over on incoming orcs. The last trap is the Rolling Log at the end of the hallway.
Your strongest chokepoint is near the rift, in the three-square hallway with the low ceiling between the stairs. Most of the orc hordes will use the lower paths.
Line the upper halls with Dwarfs or Archers with traps. Gnoll Hunters only hunt your hero, they’ll mostly leave your Guardians alone.
Equip the new Ice Amulet with your primary attack weapon. You can bring as many weapons as you like, as long as you don’t mind sacrificing trap space on your menu.
The Ice Amulet can help you build huge combos by freezing hordes of enemies inside your trap choke points.
Orcs will attack through the closest door, then the middle door during the 2nd wave. When the 3rd wave appears, the last door will open.
During the 3rd wave, large groups of Bomber Kobolds will come for you. They’ll use the upper paths, don’t let them sneak up behind you.
The Ice Amulet will help deal with all the Kobolds. The area-of-effect ice blast secondary can stop the groups and give you time to clear them out.
Your best defense against Sappers are the Brimstone Traps with the upgraded ability to burn more enemies before going out.
Most of your troubles are likely to come from the top floors. Make sure to lock down the two major paths upstairs with traps. If you fill that three-square choke point under the Boiling Oil, you can ignore the orcs coming from below almost completely.
By the 7th wave, you should have traps covering the main choke point and the two major paths upstairs. This is a good time to start constructing either on the main orc-door approaches, or fortifying the open area right outside the rift as your last resort. Cover the exits to the stairs first.
Another use for Brimstone Traps are to counter the dangerous Trolls. They’re vulnerable to fire.
When the stage is complete, you’ll unlock the Archer Guardian. They’re weak in close combat, but can attack enemies at long-range, making them perfect for out-of-the-way locations where they’ll be safe.
Corridors
The name is right. This stage is made up of one huge corridor. There are two more orc doors behind the rift, but they won’t open until later waves.
The game is starting to get really tricky. Make sure to equip Archer Guardians. There are two upper paths lining the fire pits to the left and right of the corridor. That’s the perfect place for Archers.
You’ll need Archers because there are two new flying enemy types. Hellbats and Firebabies appear in this stage. They function just like the Bilebats, except instead of poisoning, they’ll light you or your Guardians on fire.
The last new enemy is the Earth Lord. These giants split into two Earth Elementals when destroyed, which then split into two Earth minions.
Don’t forget to also bring Boom Barrels for last ditch problems. Wall traps and ceiling traps are less useful on the main corridor, but in the back two paths there’s plenty of room for those types of traps.
Start by fortifying the main corridor with traps, and place Archers on the raised paths to the left and right. Use the huge pillars to place Wall Traps.
During these early waves, Archers will be very helpful for taking out the flying Hellbats and Firebabies.
Firebabies come in large flocks. Archers can take them out; the Blunderbuss is also very good. You can kill several Firebabies at once with each shot of the Blunderbuss.
By the 4th wave, the door in the bottom right will open. It’s a short path, so fill it with traps to murder as many orcs as quickly as possible without needing your attention.
At the 5th wave, the left door will open. Set traps quickly. You’ll need to cover these areas with lots of traps, your attention needs to mostly be on the main corridor later in the stage.
At the 6th wave, both back doors will open with orc hordes. Switch between both and try to complete a line of traps for each door.
When you reach the 7th wave, you can expect problems from every direction. This is when things get hard.
The orc hordes won’t start really overwhelming you until the 12th wave. Move back and forth to each door, and focus most on the Earth Lords or Trolls. Make sure to place Brimstone on each of the three paths.
You’ll be rewarded with a handy Boom Barrel Dispenser at the end of the level. This Wall Trap will generate an explosive barrel for you to set off. It can be very powerful, just remember that your arrow traps can set the barrels off.
Upstairs Downstairs
On this complicated map, there are two rifts and two doors. The north door will open first, and the orcs will head up the stairs to the upper rift.
You’ll have to face off against a new enemy; the Fire Ogre. These monsters are tough, and completely immune to fire. Brimstone won’t hurt them at all. Explosions, though, will still hurt them.
Be very sparing with Brimstone, and use the Ice Amulet to slow down those Fire Ogres. Thanks to the Kobold Sappers, it still helps to place Brimstone traps.
The south door will open in the 2nd wave, while the 3rd wave will open both doors to orcs. All the orcs will try to use the stairs toward the upper rift.
Fortify the three-square hall stairs with traps at the bottom and top, using every surface to make a gauntlet of death.
When you reach the fourth wave, you’ll run into all new problems. The orc hordes will split off in two directions from now on. Some will go upstairs, while others will take the much short route to the lower rift. Set up some early traps to slow orcs down, and make use of the green teleporter doors to switch rifts quickly.
The real trick to completing this stage is building most of your traps right near the orc doorways. Lay down Wall Traps, Tar, Brimstone, Spikes, and whatever else directly ahead of the both doors.
When dealing with the Ogres, blast the Fire Ogres with your Ice Amulet to kill them in a few hits. The Ice Ogres will be weakened enough for you to finish them off if you place one line of Brimstone near each of the orc doors.
If you keep your defenses directly ahead of the orc doors and use your Ice Amulet to take care of the Fire Ogres, you won’t have any problem with this stage.
When it’s all over, you’ll unlock a Fire Amulet – perfect for those Ice Ogres. It sets enemies on fire, and can create a Flame Wall that can be upgraded to last longer and do more damage.
Crunch
This is the most complicated map yet. There are two rifts that’ll get you to each side of the arena, with four orc doors at each of the four cardinal directions.
The first door that opens is to the north. The orc hordes will have to take a long path to reach the rift, the southern door will have to take a similar path. The west and east doors can reach your rift far faster.
By now, it’s a good idea to buy and equip the Trap Reset Trinket if you’ve been using lots of traps.
The new enemy here is the Frostbat. There are two upper paths that are perfect for placing archers.
On the long hallways south and north of the central rift platform, there is a Rolling Log Trap. Don’t forget to make good use of them.
Place your traps near the center, otherwise it’ll be difficult to switch them out later on. Use your primary weapons to soften up the orc hordes during the first handful of waves. You’ll only need to deal with boring weak, medium, and heavy orc warriors.
By the 3rd wave, you’ll need to defend against both the south and north orc doors. Place your traps in the narrow choke point right next to each of the teleporters.
At the 4th wave, the east and west doors will open at once. Sell off your traps and construct new traps in the narrow hallways just ahead of each of the east and west doors.
During the 5th wave, Frost Ogres will attack from both sides. Prepare yourself with fire-based traps. Brimstone or upgraded fire-arrow Arrow Traps will work well, but you’ll need to take them both out yourself. Extra Tar will slow them down and give you time to deal with both groups.
Archers will also be able to help defend at each of the two corners of the center platform without stairs. They’ll be out of range of the flying Frostbats, and you’ll be too busy to want to have to deal with those creatures too.
Lock down each of the four major choke points with more layers of traps. There are three spaces at each of the small steps leading into the central platform with your rift. These make a good last ditch defense. Build Tar to slow enemies, and place Paladins or Dwarfs.
When you’ve filled each area with enough traps, just load down the center platform with more and more archers. These guys have long-range, and they’ll take apart most threats as they pass down the outer hallways and as they reach the center courtyard.
If you pull through, you’ll be rewarded with the Bear Trap. These can be placed like Guardians or Boom Barrels, they’ll do a little damage and stun whatever they hit. Save these for slowing down big tough enemies.
Mirror Image
This compact map features on rift in the center, with two short walkways leading to your rift. Below are two long staircases leading up to the rift. You’ll need to defend at all four directions, and it won’t be easy.
The north and south corner doors will be the first to open. Set your traps near the door, next to the stairs. That’ll be your most narrow choke points at the beginning.
By the third wave, orc hordes will begin coming from the east and west doors. Luckily, every orc will run through the long hallway before coming up the stairs.
That means that hall will serve to defend against two hordes of orcs at once. Line the halls with traps before the 3rd wave, or you’ll have to deal with Kobolds. Tar, or any Trap that will slow down the mobs combined with a Wall Trap or any trap that hits instantly will stop those Kobolds.
Bring powerful primary weapons to help you here too. Anything with elemental damage, or a weapon that’ll freeze them in place will save your life. Trolls, or any large enemy, will attack from the lower doors and head straight up the stairs.
You won’t need to build many traps down in the lower hall. Two lines of instant-hit traps is enough to clear out the Kobolds.
Place Archers or Dwarfs on the three platforms on each staircase, and watch your minimap for any enemies nearing your rift from below.
The Trolls will be your biggest problem by far. Pay the most attention to the lower doors after the 6th wave, and take out each Troll as it moves up the stairs. Fire or Ice will work wonders on the trolls.
When you’re finished, you’ll unlock the Shock Zapper. This ceiling trap is very good at taking out any flying enemies that pass near it.
Wind Up
Finally, you’ll have a fairly simple layout. There’s a central area with your rift, two teleporters, and three doors. Top door features a long path to the rift, while the other two are much short. Be prepared to build traps near both of the lower doors, while the top door you’ll need to build traps further away.
Don’t worry about them too much for now. The upper door is your first wave. Place some nominal traps.
During the 2nd wave, you’ll have problems. Save some change, and use it to fortify the small nine-square flat area between the stairs leading up, and then leading back down. Use the flat spot to construct traps on the walls, floor, and ceiling.
There are two big problems this level you’ll meet during the 3rd wave. The Hobgoblin Shaman is a weak enemy that’ll hide in the background and revive recently killed enemies. He isn’t a huge problem, but they can be annoying.
The worse threat is the Cyclops Mage. This slow, tough monster will throw tracking magic right at you. Freeze them, or stun, and finish them off with regular attacks.
At the 3rd wave, you’ll also need to build defenses at the lowest door. Construct traps directly ahead of the door, you’ll want to soften up or kill most of the orcs before they even reach your central platform.
Past the 3rd wave, it’s best to stay near the central courtyard. You’ll mostly have to deal with huge groups of orcs, their numbers will be a big problem. Keep building traps and bolstering your three major choke points.
By the 10th wave, you should have pretty good choke points established. When you’re ready, you can begin fortifying the center of the stage. Build Archers or Dwarfs at the center of the courtyard.
Plenty of Archers in the center will pick off any of the last orcs. At the 12th wave, you’ll need to bring an Ice Elemental Weapon to take care of the Fire Ogres.
At the end of the stage, you’ll unlock the Void Wall. This special Wall Trap will kill any enemy thrown into it instantly.
Twisted Halls
The last level is a doozy. Here, you’ll need to defend against four doors. The first two doors lead orcs down two huge pathways.
All orcs will take off toward your two separate rifts. If you only want to build traps at two choke points, rather than four, construct your traps in the curved flat platforms between the stairs leading to each rift.
Set up traps at the top of the steps before unleashing the hordes. Make sure to cover both paths.
Near each of the rifts, you can find a small alcove that’s good for your archers, but at the 3rd wave you’ll have Thunderbats on your tail. Placing Archers near the rifts overlooking the lower main hall will help stop those bats from reaching your rifts.
Keep filling in your Archers. Paladins will help out too, place one or two near your traps to slow down the hordes. They’ll heal themselves, and attract a large number of orcs to stick around your gauntlets of traps.
At this point, you’ll want to be on clean-up duty. Help take out the Thunderbats, then watch both sides to see what is getting through your traps. Jump between the rifts to quickly engage.
At the 9th wave, you’ll only have a handful of very tough enemies to deal with. But, they’re backed up by two Hobgoblin Shamans. Jump down and take care of them after killing all the flying Thunderbats.
Go crazy and loud up on Paladins at your traps, with Archers covering your rifts. If you can manage it, you’ll have this mission beat.
Congratulations, you’ve completed the campaign for Orcs Must Die! 2. You’ll unlock a double jump, the Classic Order skin from the first game, and Nightmare Mode. If you think you can handle it, return and play through extra hard versions of every level.