High scoring strategy for the ported Orcs Must Die map, Twin Halls.
A pretty different strategy from my previous 2.1 score, it's far less hectic and easier to perform.
Combo potential of the killbox : 12x, and I score a few of those.
I screw up at the end by placing a web spinner instead of a zapper, but it bears little consequence.
Keeping the crossbow and dropping the mana rage trinket would make it easier to deal with ogre, add a potential combo point to the mix, and help with flow control (putting weaklings out of their misery so they don't spoil trap runs, stun). But mana might become an issue and lose combos because of that. Probably worth trying, anyway.
Another idea worth exploring : not fully upgrading the push trap so that it's better sync with the rest.
Loadout :
- Windbelt (lvl 3, no unique)
- Mana Rage trinket (fully upgraded)
- Tar (lvl 3, persists)
- Spikes (lvl 3, slow)
- Scorcher (lvl 3, wider angle, wall placement)
- Push Trap (lvl 3, stuns)
- Grinder (lvl 3, causes bleeding)
- Web Spinner (lvl 3, no unique, ceiling placement)
- Zapper (lvl 3, stuns, wall placement)
- Barricade (lvl 3, takes less damage)