Orcs Must Die! Unchained

Orcs Must Die! Unchained

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Have You Ever Seen Cheese : The Ultimate Guide
By Kat Sinister
For every Kats and apprentice cheesers of this game .
After reading this ... Peoples Shall
Excuse you of your Pepitoness
   
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Introduction : Lesson 1 : How To Define Cheese
Cheese Is a art , a element , a way to think that is cheap and effective .
The Academy Of Cheese
The Following guide has been brought to you by the cheese Academy .
Lesson 2 : Know Your Maps And Start Getting Cheesy
Avalanche

The Theory : Avalanche is a 4 gates map which can be cut into 3 lanes : The Cook , The Prison and The Quartermaster .


The Craft : The prison set up showed has the possibility to auto clear itself once fully geared .
The same goes for the quartermaster thought it haves barricading differences the intentions stays the same . VTars slowing them into Brim burning them into scorchers pushing them back on their tracks into a swinging mace while ballistas or lances shooting on them desperately trying to make it through the walls of blades . What is not possible for our top quartermaster is to insert the maces so it will be as same but without those maces up their . Also depending on which gates opens you may wanna consider building your kb closer to pirate instead of quartermaster for certain maps as you may miss the 5* par . Now if you did it and both of those are set and auto clear you can just sit down and chill at the cook kb strat of killing them all with only 3 traps . V tars will be slowing the little kobolds , spike wall will nuke them into death and if they get trough brim will eat them slowly alive . So Technically your only issue on that lane will prob be only the big mobs surviving to clear out .


What To Expect ? : Mercenaries , Bombers , Archers , Rifts ... You're going to say archers ? Well their is a reason why those barricades ain't near the prison gate ... Team mates are mostly likely to stand on it make archers destroy them making you just lost your invested gold .


Banquet Hall


The Theory : Banquet Hall is a 2 gates map which can be cut into 1 lane .

The Craft : Mobs will be welcome by a rain of arrows and ballistas or lances shooting at them to then be slowed by viscious tars entering them self their execution with a sequence of wall blades , arrows , brimstone and floor scorchers returning them back to sender .

What To Expect ? : This set up doesen't require a crap ton of barricading to be done but you're going to have to kill the bombers and all threats to your precious barricades . At least it lets you build more traps . To note gates and mercenaries might wanna join in the party so be ready to welcome them with open arms . As a final note for this map Brim + Brim no but Brim + Scorcher yes .
The Baths


The Theory : Fairly simple visually to identify that it is a 1 gate and 1 lane map .



The Craft : This map is very chaotic based cause is based by a DPS Par . You can welcome them to the dance with v tars into spikes to start it off . That should leave you enough time to set up your ballistas or lances up their . Why ? The trolls are coming to get ya that's why . Enchant with a little taste of brim to make those Trolls tasty and then add the classic flavor of v tars , spikes combo but don't let them get trough the middle section ... No one .... No one ... No one ever comes back from the mid section ... Is it clear !? Good .

What To Expect ? : Your classical bombers , Mercenaries , Cyclops that wants to one shot you but technically in a normal world .... I precise in a normal world .... If you hide behind a wall it should not hit you . 99 % of the time .... At least ...
Cliffside Clash


The Theory : Cliffside Clash is a 2 gates and 2 lanes map.



The Craft : Classic Barricading maze strat used as well as the V tars , put down your traps and wall blades path but their is a mistake in here . Do you see it ? Nope Pepito you're wrong ! It is likely recommended inserting your v tars first and then your dmg traps and not the reversal scenario . My version is a little more crazy than the first suggestion but is far more hilarious . Have you ever dreamed of creating a house of horror ? Well you can in this map ! Steam vents propulsion you to the top getting slowed then getting grinded to then be ready to cut and serve by our wonderful walls blades and if you ever get trough .... Well mace to your face and wall of blades will make sure you don't invade a rift anytime soon .



What To Expect ? : Bombers , Mercenaries and maybe Boss depending on which one you're doing . If it is Bulgod go for him but if it is Orfum you can give him the last barricade he will ever touch in his mountain troll life ... A rune of vengeance barricade !
Confluence


The Theory : Confluence is a 3 gates with 2 lanes map that won't stop feeding you enemies between waves so expect very low time to spare when their is breaks .



The Craft : You will want to delete as much as possible with those flip traps which will leave the big mobs without escort but their is risks as some of those big guys can be cyclops and we all know what cyclops does ... Their is a plausible way that the forge area barricades can be removed to achieve par but it will be more risky as you let loose a army of kobolds . So mazing a little , v tars , brim will be a must and if needed ballistas and lances to snipe as your last hope . In the other case scenario you can build your kb like picture 2 which can be added a spike wall .

What To Expect ? A adrenaline rush rushing from lane to lane and the classic stuffs of every map to take care of : Bombers , Rifts , Mercenaries , Ect .
Crogon Keep


The Theory : Crogon keep is a 4 gates map that can be cut into 1 lane but this method shows 3 lanes cause the 1 lane is more of a endless strat and technically more risky to apply .



The Craft : Kill most mobs with your flip and pushes cook and ranch lane but have a plan b kb for the survivors if their is any . Sometimes you start in the middle you will want to tempo build then . What does that even mean ? You put down your craft and then once you done for remove it to place it else where . You will mostly wanna watch the down gate ... Those ogres can get quite rushy with their elbows .



What To Expect ? : Same as usual Rifts , Bombers , Mercenaries , Boss .








Eventide Forteress


The Theory : Eventide Forteress is not only a 6 gates map that can be cut into 1 lane but is also the combination of 3 maps putted up together making it the aka final boss map .

Eventide Ramparts :





Stables Of Eventide :




Docks Of Eventide :




The Craft : Ramparts and Docks can be semi kept the same if it ain't only for that particular section but for the whole final boss map . Ramparts gate section won't work as in the full version that gate will be mostly kobolds so stuffs like v tars , brim can do but don't over do it . You can build a mini kb in the middle to save some time on the par cause if it gets to the cook yea is good but cook is mostly an endless strat of setting it all up their but you want the par so avoid as much as possible to lose time . Stables for only the troll lane could work to kill a few of them but don't over do it . As for the docks you expect the flips to mostly take care of them and for the pushes considering it will be mostly trolls and you can't push a troll ... Just Don't .

What To Expect ? : A hard time if soloing ... Recommended 3 players , Careful to flaming ogres , Bombers , Rifts , Mercenaries , Rockets not blowing up your barricades as well as boss as Tubiforge and Lyzander as he may resurrect those flaming ogres .


Falling Folly


The Theory : Falling Folly is a 2 gates with 2 lanes map.



The Craft : Like the map says is mostly time to use those physic trap ... It is highly recommended ! At first their will Mr. Moneybag near rift he costs 0 point unlike some other boss but if you can kill him .... Just Do It ! After that wave it will switch and be the opposite and you have to face the mobs near rift . That's where the wall blades , lances and ballistas comes into place but the little touch added is those ice shards they will do a wonderful job against small mobs like the earthlins and kobolds . For the last wave like the first wave It will be the come back of Moneybags but they are more numbered then you fought but down their will be an Earth Lord and Bulgod boss to take care of .



What To Expect ? : Bombers , Rifts , Boss and Mercenaries .

Frostbite


The Theory : Frostbite is a 4 gates that can be cut into 3 lanes map.



The Craft : You want to cut as much with the flips to lead into the first kill box for top at the forge guardian but for the priest it will be a lil less trapped so maybe keep an eye on it . As for prison that is the 2 nd kb to clear what they will spawn at you . Fire is very effective in your KBs .



What To Expect ? : Kamikazes , Rifts that can be placed in Australia , Mercenaries and since is an ice map heroes that deal frozen dmg are less effective in this map .



Gates Of Thurivod


The Theory : Gates is a 5 gates cut into 4 lanes map or even more if your physics are very effective .

The Craft : You want to throw it all away but pay attention to the big guys that may survive and also once the 2 nd gate opens if you are playing war mage spam a bit those v tars cause army of kobods coming trough .

What To Expect ? : Mostly the big guys , the rifts and the mercenaries . Note that the Fire types Heroes are less effective unless you're doing the war mage section .

Highlands


The Theory : Highlands is a 3 gates with 3 lanes map .




The Craft : A bit similar to Cliffside Clash except now their is an ogre , a kobold and lava golems lane to counter them haymakers and flip will help you a ton but if you intend of trying it on the kobold lane expect to be deceived pretty fast as it won't even kill them but also make par longer just for you . Depending on the variation of the difficulties the haymakers and flips may be useless outside of the Rift Lord difficulty and you have will be forced to build a more authentic set up such as fire and vtars to counter them .




What To Expect ? : Bombers , Fire ogres , Mercenaries and Rifts .


Maximum Security


The Theory : Maximum Security is a 3 gates that can be cut into 1 lane map .




The Craft : Classical usual wall blades stuffs as well as some other fancy traps such as the pounders like in gates as well as in the addition of spikes .




What To Expect ? : Bombers , Rifts that you can prob snipe most of them from your rift , Mercenaries and Boss lots of Boss .

Orcatraz


The Theory : Orcatraz is a 3 gates that can be cut into 1 lane map .



The Craft : Their is actually 2 schools of doing this like Eventide Forteress you can either go for a safe and long road or make it a little shorter but a bit more risky . In this case I already talked about it .... The archers case in Avalanche but this time ..... Errors are even more risky cause when you replace those archers with rockets is a whole new story .... Have you ever tried negotiating with an orc with a rocket launcher near your face ? No ? Cause you just don't negotiate with the orcs ! So this way is the par way . If you want the safe road just use the classic 2 barricades block instead of those 3 . As for traps the usual but I like to add a little extra in those cases scenarios by putting arrow walls that will shoot in a full value of long range . You can potentially kill mobs in their gates here and even put like 2 walls and 2 floors traps in their gates so why would you even refrain to ?




What To Expect ? : Mercenaries , Bombers , Their ain't no rifts here but is a hella boss fest going on which is kinda good if you want to hunt some boss for daily or even achievement .

Orcri-La


The Theory : Orcri-La is a 4 gates that can be cut into 1 lane map .

The Craft : At this point you should be fairly knowledgeable about this strat but what are those scorchers ? Well did you even know that they don't only inflict burning dmg but also can flip enemies if placed well . Yea .... I said flip .... It ain't going as far as flip ? Well .... Where do you want to send them I ask you have 5 seconds .... A )Into their deaths or B ) in your rift ? BEEEEP time expired ! The right answer was A ) . If you answered B) I am revoking your Orc license !

What To Expect ? : A barbecue of kobolds , Bombers , Mercenaries , Rifts and most importantly a Switfhooves on the loose to kill asap or he will score higher than the super bowl itself .

Restricted Section


The Theory : Restricted Section is a 4 gates that can be cut into 1 lane map .

The Craft : It is based on safeness rather than a par build but other set up is more risky so I cooked a crogon push strat and an arrow fest perfect for the whole family and since Horgarth the little ice vent next to him is just sweet bonus if and when they get their .

What To Expect ? : Bombers mostly last wave careful you can lose easily if you let them blow it up , Rifts , Cyclops are back to one shot you good enough and mercenaries for your greatest pleasure . .

Shark Island


The Theory : Shark Island is a 4 gates that can be cut into 3 lanes map .



The Craft : Flips , pushes to take out the trash and at least 3 mini kbs to finish it off . 1 Top pirate , 1 top cook and other in the Forge down their . I used fire while my teammate used more of a burst strat the spikes .



What To Expect ? : Bombers , Rifts and of course Mercenaries .

Temple Graveyard


The Theory : Temple Graveyard is a 4 gates that can be cut into 1 lane map .

The Craft : A bit similar to Crogon as to how to start up your waves as you will be using a tempo set up and then delete it once the other gate opens and you will maze them around at what will be your kb near rift . Their is alternative to build the kb at the down gate but I prefer this way at the exception of maybe you might need a 2 nd player to kill at the other gates instant to avoid running around for the 5* .

What To Expect ? : Bombers , Boss who destroys barricade so put the decoy or just run kill him in time , rifts and of course our lovely mercenaries .




Storm Drain


The Theory : Storm Drain is a 3 gates map that can be cut into 1 lane .

The Craft : Build a Lane ! Like many times in the weekly for this map but this time you get to choose your own arsenal of deadly weapons for orc extermination session .

What To Expect ? : Rifts , Bombers , Mercenaries but mostly Switft boss that wants to touchdown in your rift .
The Academy Sewers


The Theory : The Academy Sewers is a 2 gates with 2 lanes map that you can't do anything about it now as it used to be able to be cut into 1 lane but they changed and oh you're going to meet the brothers of the cyclops of an other family : The Fire Mages ... They will be everywhere to one shot you .... 1 Million of them ! # Happy New Year .

The Craft : The gongs gongs gongs and web spinners will save you allot with their slows , the flips is a cutting possibility but be careful to not over do it cause .... Well cause running kobolds on the loose as well as your favorite kobold boss returning to take care of at the last wave .

What To Expect ? : Death , Death .... Did I already mention Death ? No ? Then Death , Rifts and Mercenaries daily visit .




The Wall


The Theory : The Wall is a 3 gates that can be cut into 1 lane map .




The Craft : Mid is just a gold sink until you can build the final product of it as for the sides they are used to cut the most possible enemies with the least traps possible so a rain of arrows and brim if kobolds get trough the stairs . Their will be lots of mazing sometimes necessary .... Some other not always but better be safe then not .




What To Expect ? : Mostly Bombers , Rifts and sometimes mercenaries might join the party .


Throne Room


The Theory : The Throne Room is a 2 gates which can be cutted into 1 lane map . Cheesers put your gas mask on .... They tried to sabotage us .... But we will not fall ! New barricades , new cheese , Deal with it we're here to stay .




The Craft : Since the new barricades rules for this map some traps has changed . Ice vents + Haymakers still persist but not as much in the down gate now to avoid sending in the rift but in the kb you can def go ham with it ! Flips usual strat for the lava golems invasion coming trough .... They kinda replace a little the scorchers for this one but you can still live the dream of what the map used to be by putting 2 of them where the viscious tars is in the picture down gate .




What To Expect ? : Bombers , Rifts and Mercenaries .


Training Grounds


The Theory : Training Grounds is a 3 gates with 2 lanes map .


The Craft : Simple already seen strat going on with a little touch of maze .



What To Expect ? : Bombers , Rifts , Mercenaries and your good old friend Switft who wants to dunk into the rift .




Unchained Forteress


The Theory : Unchained Forteress is a 2 gates with 2 lanes map where you can technically play bowling :D .

The Craft : If you have the trap definitely go for scoring strikes if not stick with classic strat and replace them with arrow walls . Less range but good enough ...

What To Expect ? : Fun when landing a strike , kobolds , kobold king boss ageen , Rifts and Mercenaries . Don't forget to bring a lot of v tars in your loadout .

Village Of Thurivod


The Theory : Village Of Thurivod is a 2 gates with 2 lanes map that I am quite proud of ... I didin't even plan to end it with this but here we are .... The newest cheese straight out from the oven come get it while is hot !

The Craft : Except the naphtha you know what is going in here and is ultra delicious ! So if you ain't smolder it ain't really necessary to bring those : Replacements : Pushes , Arrow walls , Spitfires .

What To Expect ? : More fun than the weekly version of this map xd , Surprisingly no rifts this time but we got mercs .

Lesson 3 : Hero Builds


Maquandafa ? : How does this section works ? It is in order of the weavers , the number  representing which option chosen .



The Road : 2 , 3 , 1 , 2

What Do you gain ? : Reductions x2 , Trap Reset 50 % chance , Slows

Fun Aspect Level : She does high dmg , been nerfed allot , she stays kinda similar but the reason why I don't feel her really is more about the speed sacrifice for power is big minus point for me cause their is a solution but I rather have a useful trap than a buff trap just to counter her speed weakness .



The Road : 3 , 2 , 3 , 2

What Do You Gain ? : Big Dmg , Slows , Movement Speed (( Mobility )) , Lifesteal

Fun Aspect Level : His passive is hella fun to use to jump around from gates to gates and he is a basic hero so you get him for free as well .




The Road : 1 , 1 , 1 , 3

What Do You Gain ? Execution

Fun Aspect Level : Lots of Executions .




The Road : 1 , 1 , 3 , 1

What Do You Gain ? : Big Dmg

Fun Aspect Level : Thunder !



The Road : 3 , 2 , 1 , 3

What Do You Gain ? : Big Dmg , Buffs , Reduction Of Cooldowns

Fun Aspect Level : Goooooooooooooooooooooooooooooooooold



The Road : 3 , 1 , 3 , 3

What Do You Gain ? : Att Speed , Heal , Reduction Cooldown , Small defense policy

Fun Aspect level : A good Gabby knows when to reset the traps when they did their job already and not before . Free As Well .





The Road : 1 , 3 , 1 , 1

What Do You Gain ? : Decent Dmg , Slows and Tank

Fun Aspect Level : Erm ..... Have you ever seen his face xd ?



The Road : 1 , 1 , 2 , 1

What Do You Gain ? : Decent Dmg and huge CCs

Fun Aspect Level : One shotting mobs with penetrating arrow when well-placed near a falling place .



The Road : 1 , 3 , 2 , 1

What Do You Gain ? : Big Dmg

Fun Aspect Level : Cheap Traps . Free as well .



The Road : 1 , 2 , 1 , 3

What Do You Gain ? : Reduce mana cost , Armor , Slows , Big Dmg

Fun Aspect Level : A kitten that will help you allot in rift lord due to her speed to get and to kill specific targets such as rifts .




The Road : 3 , 1 , 3 , 2

What Do You Gain ? : Reduce Cooldown , Big Dmg and Heal

Fun Aspect Level : Skulls



The Road : 2 , 1 , 1 , 1 (( Can be switched up a little if you want reduced cooldowns instead of survivalbility . ))

What Do You Gain ? : Big Dmg AOE , Mobility , 2 lives

Fun Aspect Level : Don't need a barbecue if you have her .



The Road : 2 , 1 , 3 , 1

What Do You Gain ? : Heal , Buffs and decent Dmg .

Fun Aspect Level : TOM TOM



The Road : 1 , 3 , 1 , 2

What Do You Gain ? : Tank and big Dmg

Fun Aspect Level : Hes In Chargeeeeee Now .



The Road : 2 ,1 ,1 , 2

What Do You Gain ? : Decent Dmg and Slows

Fun Aspect Level : Rolls like a bowling ball .



The Road : 3 , 1 , 3 , 2

What Do You Gain ? : Att speed and very good Dmg

Fun Aspect Level : Pew Pew !




Lesson 4 : Traps Vs Difficultys As A New Player


Tier 1 - 3




Tier 3




Tier 4-5




Tier 6-7


The Traps To Upgrade : Tars -) Viscious Tars
Barricades
Spikes
Arrow Walls
Brimstone
Pounder
Ballistas
Lesson 5 : Keywords And Mercenaries
KB = Kill Box
Dps = Damage Per Second
Support = CCs , Heals , Buffs Character that helps the team
Aggro = He's got the mobs attention

With the addition of the new patch update they deleted enemy heroes and now it is way better or not it depends on if you prefer Mercenaries that come straight down for your head and to cause trouble .


The Kobold :

That thing is the incarnation of the Teemo devil in OMD ... That little crap will run all around the map pooping on all the map with stuffs that disables your traps . A must kill thing ... Honestly just burn it up with fire but get it off my face damn it !
The Lion :



He will go straight for your head and go back to being unseen if you are not successful to take him out and he will repeat this process until you defeat him .


The Bear :



He will destroy , delete , detonate , ruin your barricades if you stand on it and let him rush on you as He wants to protect his group and keep you far away from them .


The Bubble Dwarf :



He haves a shield protecting mobs enter it and just kill it and don't let him escort minions to victory .

Gnoll Breeder :



We have the classic syndrome of the seller looking for attention ....
No matter how many times you tell him I don't want to order your boxes he will not listen and keep tickling you with his unstable boxes .
He is quite persistent like a bear but sadly for him I'm already taken so I been forced to put him into a prolonged sleep ... Meow ....


For Further info their is an insider Access About that :

https://youtu.be/2S0H1OETH-g
Lesson 6 : Common Mistakes Of Pepitos : The 10 Commandments
You Shall Not :
  • Place a brim after another Brim .

  • Spam spike trap and destroy combo variety .

  • Think that Tars will be better than Viscious Tars .

  • Fighting Fire Vs Fire or Ice Vs Ice

  • Think cause is big it is better ... The recharge speed might deceive you .

  • Place your barricades that are made of paper when tier is really important in certain scenarios .

  • Disable Trap selling for your allies .

  • Be ignorant about flip and scorcher tactics placements to simply not send them into your rift but kill it .

  • Stand on the barricade .

  • Be stuck in your little bubble but observe the map more often to find out what is going on .



Conclusion : My Thanks To You
Quote : A great person once said you can never have enough cheese ... Oh wait ... That's me :O - Kat 2017



Once you be done with this guide you shall see cheese everywhere and be as rich as Reno Jackson .


The Following Guide Has Been Approved By Reno Jackson :



Note : Thanks to all the testing team involve in this work .... It has been a great run to re explore some maps and find out how some of them by example got changed . Their may be further updates depending on what we find and what you wanna see .
6 Comments
enoki 23 Feb, 2018 @ 9:56am 
Master,you have teached me so much,i obey you
Sorohendi 16 Sep, 2017 @ 6:57am 
Nice post, should help out the noobs. No steam vents, though. Always makes my day to teach orcs to fly. Keep on cheesin' it.
FRED FRED 21 Jun, 2017 @ 10:41am 
he really is my master
Kat Sinister  [author] 17 May, 2017 @ 6:34am 
Updated with the addition of the new merc : The Gnoll Breeder that I managed to study a little closer in my lab .
Kat Sinister  [author] 5 May, 2017 @ 9:47am 
Haha yup Wy as today marks the release of Lesson 6 : Common Mistakes Of Pepitos : The 10 Commandments .
Tumbly 30 Apr, 2017 @ 4:31pm 
Kat, Kat, Kat. When you said you were writing a guide based on the strategies you use, I didn't expect so much. Now I can only hope for people not to spam brimstones or spikes like crazy and call it a day. :ftired:

Always nice to see traps like the Temple Alarm Gong and the Wall Spike being used. Most to the time people ignore situational traps like those when they can be really helpful. I love the Boom Barrel Roller but you can't really expect everyone to have what seems to be the rarest trap in the game at hand.

But there are some weird setups here that I've probably never tried, the same goes for some hero builds. I'll give them a shot any of these days, see how that works out.

I'm really impressed, surely a lot of work went there. Kudos!