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OMD2 - Warmage - Tunnels - 2.9M score
Description
New highscoring strategy for Tunnels, story mode, warmage difficulty.
Loadout :
- Windbelt (lvl 3, no unique)
- Fear trinket (fully upgraded)
- Wand (lvl 0, more damage to charmed)
- Steam Trap (lvl 3, chills)
- Spring Trap (lvl 3, faster reset)
- Acid Sprayer (lvl 0, slows)
- Web Spinner (lvl 3, ceiling placement, no unique)
- Grinder (lvl 3, causes bleeding)
- Push Trap (lvl 0, stuns)
- Barricade (lvl 3, sturdier)
Notes :
- The key here is that the righthand wall has an additional half-square for placement. It allows not placing the acid sprayers at ground level, which in turn means incoming orcs do not trigger it (and get untimely melted off as a consequence).
- Wand rather that vampiric gauntlets for Elemental management.
- Spring Trap is the 10th slot : also tried trap reset trinket, Spikes, and Haymaker (single, above the grinders, with the idea it gets activated by orcs sent by one Push Trap, and thus gets applied to orcs sent by the second), and scores are consistently higher with the Spring Trap.
- No 13x on this run, but it can happen (did on a previous run). Actually, in theory, 15x could happen (13 from traps / weapons, + cart, + charmed elemental hitting orc), but good luck getting it. ;)
- Funny that the one run where I manage to die is actually my highest scoring. Starting to suspect a worrying trend there... ;)
- As usual, cart is a pain : ideally we'd want it running out of the way, on the other side, but it does send some orcs flying there also, and triggers the acid sprayers out of sequence. So we've got to keep it on the left track.
- Could forego the barricades on first round and go for the web spinner for a full combo potential right off the bat, but would make that round harder to manage.
Loadout :
- Windbelt (lvl 3, no unique)
- Fear trinket (fully upgraded)
- Wand (lvl 0, more damage to charmed)
- Steam Trap (lvl 3, chills)
- Spring Trap (lvl 3, faster reset)
- Acid Sprayer (lvl 0, slows)
- Web Spinner (lvl 3, ceiling placement, no unique)
- Grinder (lvl 3, causes bleeding)
- Push Trap (lvl 0, stuns)
- Barricade (lvl 3, sturdier)
Notes :
- The key here is that the righthand wall has an additional half-square for placement. It allows not placing the acid sprayers at ground level, which in turn means incoming orcs do not trigger it (and get untimely melted off as a consequence).
- Wand rather that vampiric gauntlets for Elemental management.
- Spring Trap is the 10th slot : also tried trap reset trinket, Spikes, and Haymaker (single, above the grinders, with the idea it gets activated by orcs sent by one Push Trap, and thus gets applied to orcs sent by the second), and scores are consistently higher with the Spring Trap.
- No 13x on this run, but it can happen (did on a previous run). Actually, in theory, 15x could happen (13 from traps / weapons, + cart, + charmed elemental hitting orc), but good luck getting it. ;)
- Funny that the one run where I manage to die is actually my highest scoring. Starting to suspect a worrying trend there... ;)
- As usual, cart is a pain : ideally we'd want it running out of the way, on the other side, but it does send some orcs flying there also, and triggers the acid sprayers out of sequence. So we've got to keep it on the left track.
- Could forego the barricades on first round and go for the web spinner for a full combo potential right off the bat, but would make that round harder to manage.
Keywords & Tags
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