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    FAQ/Walkthrough by Edalborez

    Version: 1.30 | Updated: 11/04/12 | Search Guide | Bookmark Guide

                      __________________________________________
                     / ORCS MUST DIE! 2 - FAQ/Walkthrough v1.30 \
                     \__________________________________________/
    
    Author: Matthew Halverson, aka Edalborez or Seravi Edalborez
    Steam ID: Edalborez
    
     ___________________
    / TABLE OF CONTENTS \ =========================================================
    \___________________/
    
    *Ctrl+F the (section number) to jump to a section*
    
    == (1.0) Introduction
    
    == (2.0) Version History
    
    == (3.0) Features / Differences from Orcs Must Die!
    
    == (4.0) Characters
    
    == (5.0) Controls and Terms
    
    == (6.0) Walkthrough
    -- (6.1) Frequently Asked Questions
    -- (6.2) General Tactics
    -- (6.3) High Scoring and Combos
    -- (6.4) Story
    -- (6.4.01) The Edge
    -- (6.4.02) Tunnels
    -- (6.4.03) Chasm
    -- (6.4.04) The Crossing
    -- (6.4.05) Big Valleys
    -- (6.4.06) Hidden Gulch
    -- (6.4.07) Precipice
    -- (6.4.08) Servant Entrance
    -- (6.4.09) Passages
    -- (6.4.10) Corridors
    -- (6.4.11) Upstairs Downstairs
    -- (6.4.12) Crunch
    -- (6.4.13) Mirror Image
    -- (6.4.14) Wind Up
    -- (6.4.15) Twisted Halls
    -- (6.5) Classic
    -- (6.5.01) Twin Halls
    -- (6.5.02) Lunch Break
    -- (6.5.03) Sludge Hole
    -- (6.5.04) Chaos Chamber
    -- (6.5.05) The Arena
    -- (6.5.06) The Library
    -- (6.5.07) Hard Climb
    -- (6.5.08) The Squeeze
    -- (6.5.09) Stairs of Doom
    -- (6.5.10) Finale
    -- (6.6) Endless
    -- (6.7) DLC: Fire & Water
    -- (6.7.1) Traffic Jammed
    -- (6.7.2) Double Decker
    -- (6.7.3) The West Wing
    -- (6.8) DLC: Family Ties
    -- (6.8.1) Rush Hour
    -- (6.8.2) Breakneck Triad
    -- (6.8.3) Triple Threat
    -- (6.9) DLC: Are We There Yeti?
    -- (6.9.1) Yeti Den
    -- (6.9.2) The Hive
    -- (6.9.3) Chilled Cavern
    -- (6.9) Weekly Challenge
    
    == (7.0) Spellbook
    -- (7.1) Traps
    -- (7.1.01) Acid Sprayer
    -- (7.1.02) Archer Guardian
    -- (7.1.03) Arrow Wall
    -- (7.1.04) Autoballista
    -- (7.1.05) Barricade
    -- (7.1.06) Bear Trap
    -- (7.1.07) Boom Barrel
    -- (7.1.08) Boom Barrel Dispenser
    -- (7.1.09) Boulder Chute
    -- (7.1.10) Brimstone
    -- (7.1.11) Coinforge
    -- (7.1.12) Dart Spitter
    -- (7.1.13) Decoy
    -- (7.1.14) Dwarf Guardian
    -- (7.1.15) Floor Portal
    -- (7.1.16) Floor Scorcher
    -- (7.1.17) Grinder
    -- (7.1.18) Haymaker
    -- (7.1.19) Healing Well
    -- (7.1.20) Ice Vent
    -- (7.1.21) Mana Well
    -- (7.1.22) Paladin Guardian
    -- (7.1.23) Pounder
    -- (7.1.24) Push Trap
    -- (7.1.25) Shock Zapper
    -- (7.1.26) Spike Trap
    -- (7.1.27) Spike Wall
    -- (7.1.28) Spore Mushrooms
    -- (7.1.29) Spring Trap
    -- (7.1.30) Steam Trap
    -- (7.1.31) Swinging Mace
    -- (7.1.32) Tar
    -- (7.1.33) Void Wall
    -- (7.1.34) Wall Blades
    -- (7.1.35) Web Spinner
    -- (7.2) Weapons
    -- (7.2.01) Alchemist's Satchel
    -- (7.2.02) Bladestaff
    -- (7.2.03) Bone Amulet
    -- (7.2.04) Blunderbuss
    -- (7.2.05) Crossbow
    -- (7.2.06) Dwarven Hammer
    -- (7.2.07) Dwarven Missile Launcher
    -- (7.2.08) Flame Bracers
    -- (7.2.09) Ice Amulet
    -- (7.2.10) Polymorph Ring
    -- (7.2.11) Ring of Lightning
    -- (7.2.12) Sceptre of Domination
    -- (7.2.13) Stone Staff
    -- (7.2.14) Teleportation Ring
    -- (7.2.15) Vampiric Gauntlets
    -- (7.2.16) Wind Belt
    -- (7.3) Trinkets
    -- (7.3.01) Berserker Trinket
    -- (7.3.02) Defense Trinket
    -- (7.3.03) Freedom Trinket
    -- (7.3.04) Guardian Trinket
    -- (7.3.05) Healing Trinket
    -- (7.4.06) Jar of Ghosts
    -- (7.3.07) Mana Rage Trinket
    -- (7.3.08) Rift Defender Trinket
    -- (7.3.09) Scavenger Trinket
    -- (7.3.10) Trap Reset Trinket
    -- (7.4) Vanity
    -- (7.5) Environmental Traps
    -- (7.6) In-depth Mechanics / Tactics
    
    == (8.0) Enemies
    -- (8.1) Orcs
    -- (8.2) Kobolds
    -- (8.3) Ogres
    -- (8.4) Gnolls
    -- (8.5) Elementals
    -- (8.6) Trolls
    -- (8.7) Fliers
    -- (8.8) Mages
    -- (8.9) DLC Enemies
    
    == (9.0) Wave Data
    -- (9.1) Story (War Mage, single)
    -- (9.2) Story (Nightmare, single)
    -- (9.3) Classic (War Mage, single)
    -- (9.4) Classic (Nightmare, single)
    -- (9.5) DLC: Fire and Water (War Mage, single)
    -- (9.6) DLC: Fire and Water (Nightmare, single)
    -- (9.7) DLC: Family Ties (War Mage, single)
    -- (9.8) DLC: Family Ties (Nightmare, single)
    -- (9.9) DLC: Are We There Yeti? (War Mage, single) *Under construction*
    -- (9.10) DLC: Are We There Yeti? (Nightmare, single) *Under construction*
    
    == (10.0) Copyright / Contact Info
    
    ===============================================================================
    ============================== (1.0) INTRODUCTION =============================
    ===============================================================================
    
    Orcs Must Die! is a half-tower defense, half-action game developed by Robot
    Entertainment. It was released on October 5th, 2011 for the Xbox Live Arcade
    and on October 12th, 2011 for PC. Orcs Must Die!, despite the simple premise,
    was and is a very unique experience. The gameplay's pacing is quick compared
    to many tower defense games, but only enough to create a challenge.
    
    Orcs Must Die! 2 was released on July 30th, 2012 for the PC only. The basic
    flow of gameplay is very similar to the original, but the sequel adds many new
    features. Examples include 2 player cooperative play, an Endless mode, the
    ability to refund trap upgrades, and more. PC owners of Orcs Must Die! also
    have access to 10 Classic levels from the original game.
    
    I intend for this guide to be a springboard for new players looking for tips,
    but veterans may also find the enemy wave data and trap analyses to be of use
    as they are updated.
    
    ===============================================================================
    ============================ (2.0) VERSION HISTORY ============================
    ===============================================================================
    
    v1.00: (September 15th, 2012)
    -First version
    -Differences, Characters, and Controls and Terms are complete
    -Walkthrough created for Story levels.
    -General Tactics and High Scoring / Combos need expansion
    -DLC: Fire and Water additions noted and DLC level walkthrough complete
    -Spellbook has unlock requirements and skull costs. Analyses and hard data
     like range, effect radius, and combo effects need expansion
    -Enemies mostly complete. Missing a few rift point and movement values
    -Wave Data for DLC: Fire and Water (War Mage, single) complete. A handful of
     (Nightmare, single) & (War Mage, single) levels for Story/Classic also done
    
    v1.10: (September 30th, 2012)
    -Some additional trap/weapon analyses added
    -Added new section, In-depth Mechanics / Tactics, to the Spellbook
    -Nightmare up to Servant Entrance for Story walkthrough complete
    -Classic walkthrough complete
    -Wave data complete for:
    --Story (War Mage and Nightmare, single) up to Servant Entrance
    --DLC: Fire and Water (War Mage and Nightmare, single)
    --DLC: Family Ties (War Mage and Nightmare, single)
    --Classic (War Mage and Nightmare, single)
    -DLC: Family Ties enemies, spellbook items, walkthroughs, and wave data added
    -Weekly Challenge log updated for weeks 5, 6, and 7
    -Fixed some formatting errors, inconsistencies, and removed some placeholders
    -Copyright updated to include sites with hosting permission
    
    v1.20: (October 10th, 2012)
    -Walkthrough complete for all levels, War Mage and Nightmare
    -Minor addition to Twisted Halls strategy
    -All missing Coin Bonus and Par Time entries in the Walkthrough completed
    -Continuing spellbook analysis; all traps/weapons have hard data (reset time,
     combo effect durations, mana costs, etc) complete or near-complete
    -Small analysis for all enemies, some entries updated or cleaned up
    -All single-player waves for War Mage and Nightmare tentatively complete.
     Please report any errors and corrections if there are huge inconsistencies.
    -Co-op wave data sections dummied out pending actual progress/collection
    -Weekly Challenge log updated for week 8
    -Fixed more formatting errors, universal notation, trimming, etc
    -Small addendum to Contact Information
    
    v1.30: (November 5th, 2012)
    -Content from Are We There Yeti? added to Spellbook and Enemies.
    --Walkthrough and Wave Data pending a working NM strategy; these are hard!
    -Weekly Challenge log updated for weeks 9, 10, 11, and 12.
    -Fixed error to "total skulls required" in Spellbook preface.
    -DLC enemies are now in their own category
    -Enemy weight classes now defined as Light, Heavy, and Superheavy
    
    ===============================================================================
    ============= (3.0) FEATURES / DIFFERENCES FROM ORCS MUST DIE! ================
    ===============================================================================
    
    -15 Story levels, 10 Endless levels (5 are reused Story levels), and 10 Classic
     levels (available to owners of Orcs Must Die! on Steam). Story and Classic
     levels can be played on Apprentice (Easy), War Mage (Normal), or Nightmare
     (Hard, unlocked after completing all levels on War Mage). Additionally, DLC
     chapters have been announced. The first and second, "Fire and Water" and
     "Family Ties", each add 3 regular levels and 3 endless levels.
    
    -31 Traps, 13 Weapons, 8 Trinkets, and 4 costumes per character.
     The first DLC, Fire and Water, added 3 traps.
     The second DLC, Family Ties, added 2 weapons, 1 trinket, and 1 costume.
     The third DLC, Are We There Yeti?, adds 1 weapon/trinket/trap, and 2 costumes.
    
    -You can play any level on any difficulty either solo or with a friend. At this
     time, there is no online matchmaking so you must invite or be invited by
     friends and social group members on Steam.
    
    -As with the first game, the 5 skulls you earn for completing a level are only
     awarded the first time you achieve a certain rating. IE: If you earn 4 skulls
     on a level and then earn 5 skulls on a replay, you would only earn 1 extra
     skull. In OMD!2, however, you also earn bonus skulls for certain conditions,
     the most basic of which is simply completing a level. You are guaranteed 1
     skull for completing any level, and will often earn many more.
    
    -2 playable characters: The War Mage and the Sorceress. Each has access to the
     majority of the trap and weapon selection with a few unique items. The War
     Mage has equal health and mana, while the Sorceress has more mana and less
     health by comparison. Each gains a unique movement ability (Double Jump and
     Feather Fall, respectively) after completing the final Story level.
    
    -The Spellbook has been considerably updated. First, all skulls you have earned
     can be refunded at any time as often as you want with no cost. Second, Each
     trap and weapon has 3 levels of upgrades (improving damage, reset time, or
     other factors), 2 unique (and mutually exclusive) upgrades, and some special
     upgrades allowing traps to be placed on an additional type of surface (for
     example, placing a wall trap on the ceiling). Finally, trinkets and costumes
     have been added, trinkets providing a passive and active enhancement. Every
     trap and weapon from the original OMD! returns.
    
    -Weavers, which offered bonuses to traps and weapons for the duration of one
     level, have been removed, but most of their enhancements have been carried
     over to weapon, trap, and trinket upgrades. This trades the coin investment
     per level to an investment in loadout slots and skulls.
    
    -Nightmare mode offers one "Go break" before the first wave starts, unlike the
     first game where the wave started the moment you exited the Spellbook.
    
    -Rifts and how they heal players have been altered; rifts in the mines don't
     provide any healing, and fortress rifts only restore health at a slower rate
     than in the original. Some strategies that abused mana regeneration next to
     the rift in the original are no longer possible.
    
    -Fall damage has been removed for players.
    
    -Wall trap placement is a little more lenient; some sloped walls can be used
     (facing at an up/down angle), and most staircases allow wall traps to be
     placed diagonally, level to the slope.
    
    -"Physics" traps have more force; the Steam Trap in the first game was a casual
     push upwards, while in this game it's practically a Spring Trap that points
     upwards. Many effects put enemies into "ragdoll" states.
    
    ===============================================================================
    =============== (4.0) CHARACTERS - The War Mage, The Sorceress ================
    ===============================================================================
    
    You have a choice of two playable characters: The male War Mage and the female
    Sorceress. When you select a character, you will be prompted to enter a name.
    This won't appear anywhere except on your main menu and is only used to
    identify your character's profile. Each character you create has their skulls
    and level completion statistics logged separately; if you wish to play a War
    Mage after starting as the Sorceress you will need to make a second profile.
    You can switch between characters at any time from the main menu.
    
    Both characters control exactly the same, only differing in base health, base
    mana, a small pool of unique items (3 traps, 2 weapons), and their extra
    movement ability obtained after completing Story mode. 
    
    Characters walk at ~2.5 tiles/second and run at ~3.3 tiles/second.
    Characters regenerate ~5 mana per second naturally.
    
    The War Mage has balanced health and mana, 100 each. He starts with:
    -Blunderbuss: A shotgun-like weapon with grenade secondary fire.
    -Arrow Wall: A wall trap that shoots arrows
    -Tar: A floor trap that slows down enemies stepping on it
    He can unlock:
    -Dwarven Hammer: A strong melee weapon with a whirlwind mode secondary.
    -Healing Well: A wall trap that restores health
    And for completing Story he earns:
    -Double Jump: Press Jump in mid-air to jump again. Must be used while rising.
    
    The Sorceress has less health and more mana in comparison to the War Mage;
    approximately 70 health and 130 mana. She starts with:
    -Sceptre of Domination: A wand that shoots energy. Primary can be charged for
     larger and more damaging shots. Secondary charms enemies for a while.
    -Acid Sprayer: A wall trap that sprays acid at enemies
    -Ice Vent: A floor trap that freezes enemies that step on it
    She can unlock:
    -Polymorph Ring: Primary transforms one enemy into another random enemy, a
     potion, a chicken, or a coin. Secondary turns you into an Ogre, draining mana
     while you do so.
    -Mana Well: A wall trap that restores mana
    And for completing Story she earns:
    -Feather Fall: Press Jump while in mid-air to glide, slowing your descent while
     active. Jump can be held to glide longer. Can be performed at any point during
     a jump, and multiple times in the same jump.
     
    ===============================================================================
    ========================== (5.0) CONTROLS AND TERMS ===========================
    ===============================================================================
    
    -Controls-
    
    The default controls are pretty satisfactory, but you are free to remap just
    about everything to up to 2 different keys or use a gamepad as a controller.
    
    Controls assume a standard QWERTY keyboard.
    
    Move Forward - W / Up arrow
    Move Backward - S / Down arrow
    Strafe Left - A / Left arrow
    Strafe Right - D / Right arrow
    Sprint - Left Shift / Right Shift
    Jump - Space
    
    Primary Attack - Mouse 1 (left click)
    Secondary Attack* - Mouse 2 (right click)
    Zoom - Mouse 3 (mouse wheel click)
    Previous Loadout - Mouse wheel up
    Next Loadout - Mouse wheel down
    Push-to-Talk - Mouse 4
    Action - E
    Rotate gear - R
    Large map toggle - M
    Bloodmap toggle - L
    Go - G
    Spellbook - B
    Pause Menu - Esc
    
    Loadout 1 through 10 - 1 through 10
    Toggle Loadout Type** - Tab
    
    *When holding a trap, secondary switches to Loadout 1
    **If holding a weapon/trinket, switches to last used trap and vice-versa.
    
    Other things in options that may not be clear:
    
    Gameplay > Gear UI
    -Flat makes the next/previous loadout selection cycle through the whole bar.
    -Split makes the next/previous loadout selection only cycle through
     (weapons and trinkets) and (traps). Use Toggle Loadout Type (default: Tab) 
     to switch between the two, or select loadout slots directly (default: 1-10)
    Gameplay > Space after load
    -If "Yes", the loading screen will prompt you to press Spacebar to continue.
    -If "No", the loading screen will automatically progress to the level.
    Sound > Scenario Dialogue
    -Turns on/off the dialogue at the beginning of Story levels. Does not affect
     other voiceovers during gameplay.
    
    -- Terms --
    
    -- "Official" Terms --
    
    Rift:
    The "tower" part of tower defense. Some levels have multiple rifts, but they
    share the same total of Rift Points. If this number reaches zero, you lose the
    level. Dying will subtract 3 points, and enemies who reach the rift subtract 1
    to 10 points each, depending on size.
    
    In the mines, these look like large doors. In the fortresses, these like like
    large blue-white balls of energy, and restore health when nearby at a rate of
    ~6 health per second.
    
    Spawns/Doors:
    Enemies come out of here and head for the rifts. You can see their path between
    waves represented by Wisps.
    
    Wisps:
    Blue streaks of light that travel from the orc spawns to the player rifts.
    Shows the route enemies will take to the rift. Careful observation of the wisps
    and how they change with Barricade placement can help decide how and where you
    should set your traps.
    
    Coin:
    Currency used to create traps during levels. You start with a certain amount at
    the beginning of each level, earn a certain amount from each enemy killed, and
    some enemies drop coins that can be picked up for extra cash. Traps can be
    refunded between waves, usually at full price. Does not carry over from one
    level to the next.
    
    Go Break:
    A period in which no enemies will appear, can be used to set up or sell traps
    and look around the level. Granted at the start of each level and usually every
    3 waves thereafter. On Nightmare difficulty you only get the first Go Break.
    
    Countdown:
    A sort of mini-Go Break usually lasting around 10 seconds, give or take 5.
    Traps can be sold during this period like normal Go Breaks, but Guardians won't
    be revived. In Nightmare, countdowns only last 3 seconds.
    
    Skulls:
    Earned for completing levels. These can be spent to buy or upgrade traps in the
    Spellbook. See also: "Base Skulls" and "Bonus Skulls".
    
    Base Skulls:
    Refers to the 5 skulls seen on the level selection screen. These cannot be
    earned more than once, but you can retry the level as many times as needed to
    earn all 5. See also: "5 skulls".
    
    5 skulls:
    Clearing a level without losing any rift points and within a par time (varies
    between levels) earns 5 base skulls, displayed on the level select screen. Also
    earns certain bonus skulls.
    
    Bonus Skulls:
    Awarded for certain conditions at the end of levels. Simply winning a level
    earns at least one, enemies sometimes drop skulls that can be picked up, and
    more are earned for career kill milestones, earning 5 skulls, and more.
    
    Difficulty:
    -War Mage: "Normal" difficulty.
    -Apprentice: "Easy" difficulty. Has fewer, slower enemies and Go Breaks every
     wave. Can only earn 2 skulls (shared with War Mage)
    -Nightmare: "Hard" difficulty. Enemies are stronger and tougher, Go Breaks are
     removed except for before Wave 1, and countdowns between waves are only 3
     seconds long. Unlock by completing the campaign on Apprentice or War Mage.
    
    War Mage: Depends on context
    -The male playable character. ("The War Mage")
    -The "normal" difficulty level. ("War Mage difficulty")
    
    Level: (in the context of trap levels)
    Weapons and traps have 3 levels of upgrades. The spellbook and loadout bar
    reflect upgrade levels: level 1 has a bronze border, 2 silver, and 3 gold. A
    shield in the upper right indicates a Unique and a gear in the lower right
    indicates a Special upgrade. Level 0 traps are unupgraded versions.
    
    High Scoring:
    Playing with the goal of earning a high amount of points. The highest scores in
    a given level may or may not also earn 5-skulls. See the High Scoring section.
    
    Combo:
    Earned when multiple traps hit an enemy as they die. Combos increase Coin
    earned when killing enemies, and are invaluable for high scores. A "Combo x#"
    bubble will appear over enemies' heads when killed.
    
    Killstreak:
    Earned when killing multiple enemies around the same time. Earns some bonus
    Coin and score, but not as much as a Combo. "Killstreak x#" will appear on the
    left side of the screen.
    
    Combo Effects:
    -Knockdown: Enemy is knocked over, unable to move or act until it stands back
     up. See also: Physics/Ragdolling
    -Slow: Makes enemies move at 50% speed and deal 25% less damage. Sometimes
     called Snare to be distinct from other slowing effects. Tar has a similar
     effect but is counted separately. Slowed enemies show difficulty taking steps.
    -Chill: Makes enemies move at 33% speed. Chilled enemies have a blue tint.
    -Freeze: Enemies cannot move or attack, and take increased damage. Frozen
     enemies are encased in a chunk of ice.
     *Note that Freeze removes Burn and Stun.
    -Burn: Makes enemies move at 66% speed and take damage over time. Burned
     enemies will panic and be covered in flames.
     *Note that Burn removes Chill and Freeze.
    -Bleed: Makes enemies take damage over time. Enemies have a red aura.
     *Note that Bleed is removed by the effect of the Coinforge trap.
    -Stun: Enemies cannot move or attack. Stunned enemies look dizzied.
    -Fear: Enemies run back towards the rift they came from. Feared enemies have a
     purple skull aura around them.
    -Stoned: Enemies are petrified, unable to move or act.
     *Note that Stoned removes Frozen, Stoned enemies can't be Stunned, and
     existing Stun time is shortened.
    
    Damage Types:
    Some enemies take more or less damage from certain types of damaging effects.
    -Ice (Ice Amulet)
    -Fire (Floor Scorcher, Flame Bracers, etc)
    -Poison (Acid Sprayer, Alchemist's Satchel, etc)
    -Explosive (Boom Barrels, Blunderbuss secondary, etc)
    -Lightning (Shock Zapper, Ring of Lightning, etc)
    *The following 3 need additional verification*
    -Crushing
    -Piercing
    -Slashing
    
    -- Shorthand or game slang --
    
    Killbox:
    Refers to a trap-concentrated area where a player plans on killing a large
    amount of enemies. Usually set up at a chokepoint to target the largest amount
    of enemies with the lowest amount of traps.
    
    Chokepoint:
    An area where a potentially large group of enemies can be funneled into a
    less-wider area. Some levels have "natural" chokepoints; others can be created
    or enhanced with Barricades.
    
    Kite/Kiting:
    Drawing an enemy's attention and leading it around with the intent to delay or
    slow it down, as if flying a kite. Players can generally only hold the
    attention of 1-3 enemies at a time and enemies will lose interest if the player
    is too far away.
    
    Physics/Ragdoll:
    Refers to traps and effects focusing on throwing around enemies helplessly
    rather than dealing damage. Examples include the Push Trap and Wind Belt.
    Heavy enemies are only ragdolled by certain effects.
    
    Checkerboarding:
    Placing floor traps in a checker pattern, repeating in any given direction
     __ ___
    | A | B |  A = one type of floor trap
    |___|___|  B = 2nd type of floor trap, or nothing
    | B | A |
    |___|___|
    The purpose of checkerboarding is to maximize the area you can cover with
    minimal coin. Sometimes enemies can trigger 2 traps next to each other at once
    by walking between them. This can result in wasting a trap's reset timer.
    Checkerboarding helps to prevent this issue before you can afford to fix it.
    
    Snaking:
    Consider a 3x3 area enclosed by walls with Barricades placed like so:
    
    |BBf|  f = Floor
    |fff|  B = Barricade
    |fBB|
    
    Enemies that pass through here must deliberately curve their path through your
    Barricade maze, like a snake. This tactic can significantly slow enemies.
    
    ===============================================================================
    ============================== (6.0) WALKTHROUGH ==============================
    ===============================================================================
    
    *If you see an unfamiliar term, refer the Controls and Terms section*
    
    Walkthrough strategies will not have exact loadout instructions. Rather, I
    advise a few notable traps and setups and allow the player to use their own
    discretion for other slots. Additionally, the Story walkthrough is designed so
    that players can follow it even on the first playthrough. No need to grind for
    skulls unless you want to, Story was done on a fresh War Mage and Sorceress
    profile with no repeating levels or playing Classic, Endless, or DLC.
    
    Note that walkthroughs will assume you are not using DLC content (except for
    DLC levels, which will only include items from that specific DLC if at all).
    
    ---------------------- (6.1) FREQUENTLY ASKED QUESTIONS -----------------------
    
    Q: How do I get 5 skulls? / Why am I only getting 4 skulls?
    A: Look at the "Stats" page after completing a level. It breaks down the base
       skull distribution like so:
    
    -Rift Points remaining: More skulls awarded for not losing rift points. 4 base
     skulls awarded for losing 0 rift points.
    -Par Time: Completing the level within the par time awards 1 base skull. The
     starting Go Break does not count against you, but Go Breaks after do count.
     Pausing (Esc) will freeze the timer.
    
    Note that dying subtracts 3 rift points and the Rift Defender Trinket does not
    make it easier to get 5 skulls. In short: don't die, note the par time (turn on
    the timer display in Options), and don't let any enemies in.
    
    Q: How do I unlock (X)?
    A: If the item has a skull cost, it can only be bought with skulls.
       If the item has a shield icon, you must complete a certain level to unlock
       it. Hovering your mouse cursor over the shield tells you the requirements.
    
    Q: Is the difficulty curve designed around co-op?
    A: No. Waves are different between single player and co-op. Levels that defend
       against multiple directions at once are more common than in the original
       Orcs Must Die!, but single player is far from impossible.
    
    Q: Can I use 2 Sorceresses / 2 War Mages in co-op?
    A: Yes.
    
    Q: How are traps and coin split in co-op?
    A:
    -In single-player, you can eventually use up to 10 loadout slots.
    -In co-op, each player can only have 6 maximum, for a total of 12. You can both
     choose a copy of the same item, but diversity is recommended.
    -Starting coin is divided evenly in 2 for both players.
    -Coin given for killing enemies is split in 2, rounded down, and given to both
     players regardless of who killed.
    -Pickup Coins only award coin to the player who picked it up. Same applies to
     pickup Bonus Skulls.
    -Trinkets only apply their passive effects to the holder but actives apply to
     both players, if applicable.
    
    Q: Can I play Classic / DLC co-op if only one of us has the content?
    A: No, both players need the appropriate content to play co-op. However, the
       spellbook items unlocked by DLC can be used when playing with a friend who
       does not own that content.
    
    Q: Do DLC enemies show up in non-DLC levels?
    A: No. Due to the nature of leaderboards and how different enemies combo, all
       levels have completely static waves and non-DLC levels do not include
       non-DLC enemies, or even enemies from other DLCs. Robot Entertainment is
       considering mixing DLC enemies near the end of the game's DLC lifespan,
       likely in their own sets of levels.
    
    --------------------------- (6.2) GENERAL TACTICS -----------------------------
    
    The 3 most important tips that I can stress for a new player:
    
    1: HELP YOUR TRAPS KILL ENEMIES!
    The player exists for a reason: your traps will rarely be enough to stop every
    enemy by themselves. Even when they can, assisting your trap kills helps earn
    higher combos, which award more Coin to place more traps. Bring a weapon you
    can always rely on, like the starting weapon or the Crossbow, and maybe a 
    heavy-hitting magic weapon.
    
    2: DON'T BE AFRAID TO CHANGE YOUR LOADOUT!
    Bring different items if you need to. The Spellbook has a refund feature for a
    reason. Many items you can only buy with skulls are surprisingly useful and can
    be purchased at any time, such as Brimstone and Decoys.
        
    3: DON'T BE TOO PROUD FOR APPRENTICE DIFFICULTY!
    Some levels can be very difficult for first-timers and veterans alike. Beating
    a level even on Apprentice will earn unlocks, which can greatly help you on a
    retry. Don't feel bad about lowering the difficulty. You can always try again.
    
    -- Level Advice --
    
    -Take a few minutes to study a level's layout before starting. Look for
    potential chokepoints and take note of the rift locations, enemy spawns, and
    the "wisp" trail showing the enemy path.
    
    -The "wisps" showing the enemy route are, for the most part, very accurate. If
    the wisps show that enemies will ignore a closer rift to run towards a farther
    one, they will. Take that into account when setting up traps.
    
    -Don't be discouraged if you don't 5-skull or even complete a level on your
    first try. As you play a level more, it should gradually become easier.
    
    -Save health and mana potions for when you need them. They don't disappear.
    
    -Some enemies have audio cues when they appear, such as Ogres grunting and
    Elementals making a gong-like sound. Get into the habit of recognizing which
    sounds match which enemies, and prepare accordingly when they spawn.
    
    -Generally, the further your killbox(es) are from your rift, the better. If you
    set up right next to your rift and any enemies survive, they will likely get
    through. Give yourself enough space to deal with any survivors.
    
    -Sometimes, when there's not enough Coin for everything you need on a map with
    2+ spawns from different sides, the solution is to make a very strong killbox
    on one side and to defend the other yourself until you can afford to improve
    it, returning to help the first if needed.
    
    -If you want to farm for skulls, pick an easy level you can beat quickly, like
    The Edge, and try to 5-skull it without getting hit, and/or not using traps or
    mana.
    
    -Any strategy that works in single player tends to work just as well co-op.
    One person can hold a killbox while the other is free to kill potential threats
    and provide general support where needed.
    
    -- Trap Advice --
    
    -Areas where you can set up a floor, wall, and ceiling trap at the same spot
    tend to make good killboxes.
    
    -You can place traps during waves, not just during countdowns and Go Breaks.
    
    -Don't take too many of any single kind of weapon or trap. As a general rule,
    don't bring more than 2 Guardians and 2-3 wall, floor, or ceiling traps. Traps
    that don't take up tile space (like Decoys) or can go 2 different surfaces
    (like Floor Scorchers) don't have to strictly follow this.
    
    -When Barricades are available, see where you can block the Orcs' path and make
    them go a longer way. This can save you a lot of Coin; rather than making two
    killboxes, Barricade one side and just make one killbox!
    *For more on Barricades, see the appropriate section in the Spellbook*
    
    -In co-op, coordinate your loadout with your partner's. Try not to bring the
    same trap twice, and consider how much Coin each of you needs to spend to
    create your desired killbox. Giving one person expensive traps and the other
    cheap traps will leave the first with too little and the other with too much.
    
    -Combos earn more coin; it's better to have a diverse killbox than the same
    kind of trap repeated.
    
    ----------------------- (6.3) HIGH SCORING AND COMBOS -------------------------
    
    First, and most importantly:
    1: A HIGH SCORE DOES NOT ALWAYS GET 5 SKULLS
    2: 5 SKULLS DOES NOT ALWAYS GET A HIGH SCORE
    
    As discussed earlier, 5-skulls only depends on 2 things: not losing any rift
    points and finishing under a certain par time. High scores and combos do not
    directly relate to 5-skull play.
    
    *If you're a brand-new player, feel free to skip this section for now until
    *you get more comfortable with general gameplay.
    
    Simply put, the highest scores are those that can get the largest number of
    high combos in a given level. Many other factors also give score, such as
    killstreaks, rift points, and player/trap kills, but combos are the biggest
    contribution to a high score. See the table below:
     ______________________________________________________________
    | Combat Kill                        50 / 100 (Nightmare)      |
    | Trap/Minion Kill                   100 / 200 (Nightmare)     |
    | Rift Points Remaining              100 per Rift Point        |
    | Rift Bonus                                                   |
    |  All Rift Points Remaining         10,000                    |
    |  99%-75% Rift Points Remaining     5,000                     |
    |  74%-50% Rift Points Remaining     2,500                     |
    | Completion Time                    +/- 1 point per second    |
    |                                     over/under par time      |
    | Combo x3                           200                       |
    | Combo x4                           400                       |
    | Combo x5                           800                       |
    | Combo x6                           1,600                     |
    | Combo x7                           3,200                     |
    | Combo x8                           6,400                     |
    | Combo x9                           12,800                    |
    | Combo x10                          25,600                    |
    | ...etc                             ...x2                     |
    | Kill Streaks                       *Unknown at this time*    |
    |                                                              |
    | Skull Score - Awarded with certain bonus skulls              |
    |  Untouchable                       50,000 per player         |
    |   *5-skull without taking damage*                            |
    |  Every 5 waves reached (Endless)   10,000 per player         |
    |   *Stops counting after wave 100*                            |
    |  Trapless                          50,000 per player         |
    |   *Complete a level without Traps or Guardians*              |
    |  Zero Mana Use                     50,000 per player         |
    |   *Complete a level without using mana*                      |
    | Money Score                        Total unspent Coin = score|
    |______________________________________________________________|
    
    *As an aside: if you're not going to be able to get Untouchable easily, you
     don't have to worry about getting 5 skulls. Don't be afraid to die in these
     situations; it's a free heal and mana restore.
    
    Each Combo is worth twice as many points as the one that came before it.
    Earning just one Combo x10 is worth as much as 128 Combo x3's or 512 combat
    kills. And a x11 is worth twice as much as that. And that's just from one
    enemy; there's hundreds more in any level to kill and combo. Combos also make
    enemy kills worth slightly more Coin; a Light Orc Warrior, usually worth 10
    coin, who is killed by a Combo x4 will instead give 14 coin. Combo xN adds a
    N0% coin bonus, with some slight rounding off.
    
    So then, what is a combo? Combos occurs when an enemy is killed by multiple
    different traps, weapons, and/or effects within a short time.
    
    For example: An Orc is hit and killed by the Crossbow, Spike Trap, and Acid
    Sprayer at around the same time.
    
    Crossbow (x1)
    Spike Trap (x2)
    Acid Sprayer (x3)
    Total combo: x3
    
    However, there are ways to get higher combos than simply hitting with 10
    different weapons and traps. Some upgrades add extra effects that also count
    towards higher combos. For example, if we add a Bleed effect to Spike Trap:
    
    Crossbow (x1)
    Spike Trap (x2)
    +Bleed (x3)
    Acid Sprayer (x4)
    Total combo: x4
    
    Let's also add the Crossbow's "sometimes set enemies on fire" and the Acid
    Sprayer's "briefly slows targets"
    
    Crossbow (x1)
    +Burn (x2)
    Spike Trap (x3)
    +Bleed (x4)
    Acid Sprayer (x5)
    +Slow (x6)
    Total combo: x6
    
    Some general guidelines for combos:
    
    -Weapons generally only count towards combos once, regardless of whether
     primary and/or secondary was used. 
    
    -Weapon effects that generate a combo effect are counted separately. Example:
     Crossbow primary + secondary = "Crossbow" combo point + "Stun" combo point.
    
    -Effects that damage and apply combo effects are only applied if the damage
     doesn't kill the enemy. Tar + Dwarven Hammer + Stun unique won't trigger a
     Combo x3 if the enemy dies to the hammer swing.
    
    -Combo effects like Burn and Bleed are only counted once, even if multiple
     sources can give it.
    
    -Most damaging effects only grant a combo point for 1-2 seconds.
    
    -Ragdolled enemies are a special case: combo points are "remembered" as long
     as an enemy stays ragdolled. When the enemy hits the ground and stands up,
     all combo points for that enemy are immediately cancelled.
    
    -Combo points granted by effects like Burn and Bleed last until they wear off.
    
    -If a weapon or trap applies damage and a combo effect, both are counted
     separately. For example, Flame Bracers deal damage and inflict Burn. The
     combo point for Burn will last longer than the damage combo point.
    
    -Some Combo effects overwrite each other; chill + burn results in x1, not x2.
    
    Combo Effects:
    -Knockdown: Enemy is knocked over, unable to move or act until it stands back
     up. See also: Physics/Ragdolling
    -Slow: Makes enemies move at 50% speed and deal 25% less damage. Sometimes
     called Snare to be distinct from other slowing effects. Tar has a similar
     effect but is counted separately.
    -Chill: Makes enemies move at 33% speed. Chilled enemies have a blue tint.
    -Freeze: Enemies cannot move or attack, and take increased damage. Frozen
     enemies are encased in a chunk of ice.
     *Note that Freeze removes Burn and Stun.
    -Burn: Makes enemies move at 66% speed and take damage over time. Burned
     enemies will panic and be covered in flames.
     *Note that Burn removes Chill and Freeze.
    -Bleed: Makes enemies take damage over time. Enemies have a red aura.
     *Note that Bleed is removed by the effect of the Coinforge trap.
    -Stun: Enemies cannot move or attack. Stunned enemies look dizzied.
     *Stoned enemies cannot be Stunned.
    -Fear: Enemies run back towards the rift they came from. Feared enemies have a
     purple skull aura around them.
    -Stoned: Enemies are petrified, unable to move or act.
     *Note that Stoned removes Frozen, Stoned enemies can't be Stunned, and
     existing Stun time is shortened.
    
    ------------------------------- (6.4) STORY -----------------------------------
    
    -Key:
    Level type: Mines or Fortress.
    Starting Coin: Coin available from Wave 1. Split in two for co-op
    Rift Points: Number of rift points. Halved for Nightmare, rounded down
    Coin Bonus: At the end of (certain waves), extra coin is granted
    Enemies: Types of enemies. See the Wave Data section for more information
    Enemies (NM): Types of enemies for Nightmare.
    *Note Enemies assume single-player. Co-op sometimes has different enemies.
    Waves: Number of waves
    Par Time: Completing the level under this time awards 1 base skull
    
    Advisory: Notes about when spawns activate, specific doors that certain
    enemies appear from, and rifts each spawn will target, if notable.
    
    Initial: Strategy for a first-time playthrough, mainly accounting for items
    that are not available until completing later levels. Later Story levels won't
    feature this; most relevant items are obtained by then.
    
    Upgraded: Strategy that assumes the player has free access to any trap/weapon
    required, if not also fully upgraded.
    
    Nightmare: Special notes for Nightmare difficulty.
    
    -- (6.4.01) The Edge --
    
    Level type: Mines
    Starting Coin: 4000
    Rift Points: 20
    Coin Bonus: 1500 (1/2), 1800 (3)
    Enemies: Light/Medium Orc
    Enemies (NM): Same plus Heavy Orc, Gnoll Grenadier
    Waves: 4
    Par Time: 5:00
    
    Advisory: None
    
    Initial: Nothing fancy here, just cover the area close to the orc spawn with
    your wall and floor traps. You can also pull back to the cliff and use the
    minecart in your setup.
    
    Upgraded: The area next to the spawn with the low ceiling makes for a good
    killbox (with ceiling traps), but otherwise the same as Initial. Can use funnel
    Barricades to make a more elaborate killbox if desired.
    
    Nightmare: Only significant change is the addition of a few Gnoll Grenadiers.
    They like to keep their distance, so try to back up just enough that they end
    up inside of your killbox. Otherwise, same plan as War Mage with tougher orcs.
    
    -- (6.4.02) Tunnels --
    
    Level type: Mines
    Starting Coin: 4000
    Rift Points: 20
    Coin Bonus: 1000 (1), 1500 (2), 1800 (3), 2000 (4)
    Enemies: Light/Medium Orc, Earth Elemental
    Enemies (NM): Same plus Heavy Orc
    Waves: 5
    Par Time: 6:00
    
    Advisory: East spawn opens on wave 2.
    
    Initial: Set up on the upper level with wall/floor traps, ceiling if you have
    any yet. Kill enemies as soon as possible. If large groups make it to the lower
    level, retreat to the rift and fight the rest there.
    
    You can also set up under the Boulder Chute to handle all enemies in one place,
    but you'll want to attack them as they spawn and then run back to the bridge if
    you use this approach.
    
    When Earth Elementals appear, hit them with Blunderbuss grenades or full-charge
    Sceptre shots depending on your character. If needed, you can kite the Earth
    Elementals but the Earthlings they crumble into will ignore you and run for
    the rift.
    
    Upgraded: With Barricades, you can block off most of the ramp and force both
    spawns to come down one side. Use the corners and Barricades to group enemies
    up and set up low ceiling and close-range wall traps, like Grinders and
    Haymakers. You can also tighten the bridge chokepoint near the Boulder Chute.
    
    With Feather Fall or Double Jump, you can cross the gap between the west and
    east walkways near the enemy spawns.
    
    Nightmare: No significant changes.
    
    -- (6.4.03) Chasm --
    
    Level type: Mines
    Starting Coin: 3600
    Rift Points: 20
    Coin Bonus: 1500 (1), 1800 (2), 2000 (3/4)
    Enemies: Light/Medium Orc, Kobold Runner
    Enemies (NM): Same plus Heavy Orc, Gnoll Hunter
    Waves: 5
    Par Time: 5:30
    
    Advisory: East spawn opens on wave 2.
    
    Initial: I strongly advise using the wall Push Trap with extra range. This can
    cover most of the cliff-side, making the hordes of Orcs much easier to handle.
    You can also use the Minecart to help whichever side needs an extra hand. Shoot
    the minecart switch to change its path.
    
    Kobold Runners ignore you and only care about getting to the rift. They're fast
    enough to avoid most traps, so keep your eye out for them and try to kill them
    yourself.
    
    Upgraded: Not much change. You can use Barricades to make the Bridge a 1-tile
    chokepoint to make Kobolds easier to handle. The cliff walls are big enough to
    support Void Walls, so physics traps and Wind Belt can be effective. If you can
    handle the Kobolds, anything works.
    
    Nightmare: 2 Gnoll Hunters are added, but the only significant change is the
    addition of many, many more Kobolds. By this point you've already cleared
    Story and have lots of practice with Kobolds, so use what worked previously.
    
    -- (6.4.04) The Crossing --
    
    Level type: Mines
    Starting Coin: 4000
    Rift Points: 20
    Coin Bonus: 1200 (1/2/4/5), 3000 (3/6)
    Enemies: Light/Medium/Crossbow Orc, Kobold Runner, Earth Elemental
    Enemies (NM): Same plus Heavy Orc, Gnoll Hunter, Ogre
    Waves: 7
    Par Time: 9:00
    
    Advisory: West spawn activates on wave 2. Kobolds only appear from east.
    
    Initial: Again, I advise using the Push Trap for the top level, but you can
    also use the newly-obtained Spring Trap on both levels to toss enemies off the
    edge. Checkerboard your Springs at first; fill the gaps with either more Spring
    Traps or Tar/Ice Vents. Most enemies on the west side just land on the east
    bridge, but they will often go the long way around, back through their spawns.
    
    Keep the minecart on whichever side needs the most attention, but the bottom
    will probably need it more than the top.
    
    Upgraded: The recommendation for Push and Spring Traps still applies here.
    There are no low ceilings and only the top level walkway has walls, so options
    are otherwise limited. Due to the minecart tracks, Barricades aren't effective.
    
    The Sorceress can use Feather Fall to jump from the top level to the bottom.
    
    Nightmare: Ogres make Push Traps slightly less effective, but supplementing
    them with Spring Traps and weapon fire should be enough to handle them and
    there aren't very many Gnolls/Ogres in any case. Orc and Elemental numbers are
    more or less identical to the War Mage version.
    
    -- (6.4.05) Big Valleys --
    
    Level type: Mines
    Starting Coin: 4000
    Rift Points: 25
    Coin Bonus: 2000 (1/2/4/5/7), 4000 (3/6)
    Enemies: Light/Medium/Crossbow Orc, Kobold Runner/Sapper, Earth Elemental
    Enemies (NM): Same plus Earth Lord, Gnoll Hunter/Grenadier, Armored Ogre
    Waves: 8
    Par Time: 12:00
    
    Advisory: Wave 1 only goes west. East rift opens on wave 2. Sappers come at
    the beginning of most waves starting with wave 2.
    
    Initial: Refund your skulls; physics traps won't be useful here. Instead,
    Brimstone is highly recommended. Upgrade it to level 3 if possible.
    
    There's a large number of pre-set Barricades that create chokepoints on each of
    the 3 sides, but if you want to keep them you'll have to be quick about killing
    Sappers. Placing Brimstone and long-range Wall traps at the left/right side
    corners thins out those sides, but the center Barricades will usually break.
    
    Barricades block the rift, so this can buy you a little time if a few enemies
    make it past your defenses. If you have to choose between enemies at the rift
    and enemies in your killbox, try to go for the rift-side enemies.
    
    By this point you should have a decent amount of practice against Earth
    Elementals, but they come in greater numbers than previous levels. As the War
    Mage, Blunderbuss grenades and Arrow Walls will be your best option. Kite if
    you need to to preserve mana. As the Sorceress, charming them works especially
    well if you have the "extra damage to charmed enemies" Unique on your Sceptre.
    A full-charge shot while charmed should kill Elementals in a single hit.
    
    Upgraded: With Barricades, you can finish blocking 2 sides and focus on the
    third as your killbox. You'll still need to defend against Sappers,
    but you'll also be able to replace the weaker preset Barricades with
    your own if they are destroyed. A single "dummy" Barricade, replaced over time,
    can be enough to draw Sappers away. Place it between the two spawns.
    
    With enough coin, you can funnel into one of the low ceiling areas to abuse
    ceiling traps. The corners near the rift are also large enough for Void Walls.
    
    The War Mage can Double Jump onto the lava Minecart track if you start from on
    top of a Barricade, but the only use of this is to be out of reach from melee.
    
    Nightmare: Number and dsitribution of Orcs and both types of Kobolds is mostly
    the same but there are Earth Lords in addition to some Elemental waves and
    wave 7 throws 7 assorted Gnolls at you. Dummy Barricading to distract Sappers
    is strongly recommended, as are Dwarves, Archers, and any traps/weapons with
    high-damage or slowing effects.
    
    -- (6.4.06) Hidden Gulch --
    
    Level type: Mines
    Starting Coin: 4000
    Rift Points: 30
    Coin Bonus: 1000 (1/2/4/5/7/8), 2500 (3/6)
    Enemies: Light/Medium/Crossbow Orc, Kobold Runner/Sapper,
     Earth Elemental, Bilebat
    Enemies (NM): Same plus Heavy Orc, Gnoll Grenadier, Swamp Troll, Armored Ogre,
     Hellbat
    Waves: 9
    Par Time: 17:00
    
    Advisory: Fliers start from wave 2.
    
    Initial: Refund skulls again if you need to; level 3 Barricades are highly
    recommended, with "reduced damage" Unique if you can afford it. Brimstone is
    also still useful for anti-Kobold purposes.
    
    There are 4 pre-set Archer Guardians, 2 at each half, that can help handle
    fliers and ground enemies, but they won't survive too many fliers.
    
    Use 3 Barricades to block the left or right path and 2 more to block the center
    ramp. You can choose to set this up at the north half or the south half; south
    half gives you more time to thin out fliers, Sappers, and other enemies, but is
    very close to the rift. You should be able to make the par time even from the
    south, so I recommend that.
    
    Either way, make your killbox on the left/right, whichever you didn't block.
    For the first wave you probably won't have the coin to set traps unless you
    skip the 2 center Barricades at first.
    
    Eventually you want to have a funnel set up at the exit of your killbox.
    Shortening a 3-tile wide hall into a 1-tile wide point may not seem like much,
    but it really does help. See diagram:
    
    |__ __ __ __ /   / = Ramp-side wall
       |  |  |  |/   A = Archer Guardian, on raised platform
     A |__|__|__|/   B = Barricade funnel
       |  |  |  |/
       |__|__|__|/   Enemies coming from the north group together in the
       |  |  |  |/   1-tile space left by the Barricade, making area of
     __|__|__|__|/   effect attacks like Blunderbuss grenades and charged
    |  |  |B |B |/   Sceptre more effective.
       |__|__|__|/
    
    Upgraded: The above strategy works perfectly well on subsequent playthroughs.
    There are a few high ceilings and you can add your own Guardians. The side
    walls can support Void Walls. Ice Amulet is recommended if fliers trouble you.
    
    The War Mage can Double Jump up to the center ramps and Archer platforms from
    ground level. From the center ramps, Double Jump and Feather Fall can be used
    to jump to the Archer platforms.
    
    Nightmare: You will probably have to use the closer Barricade method if you
    want to make par time. Combined with greater numbers and types of enemies, this
    can be a bit more challenging than most levels. Ice Amulet use is strongly
    advised for the Swamp Trolls, Armored Ogres, and fliers. There will be at least
    1 Swamp Troll and/or 1 Armored Ogre in every wave past the 2nd in addition to
    the usual Sappers, Fliers, and Earth Elementals, so plan accordingly.
    
    -- (6.4.07) Precipice --
    
    Level type: Mines
    Starting Coin: 6000
    Rift Points: 30
    Coin Bonus: 2000 (1/2/4/5/7/8), 4500 (3), 5500 (6)
    Enemies: Light/Medium/Crossbow Orc, Kobold Runner, Ogre, Earth Elemental,
     Bilebat
    Enemies (NM): Same plus Gnoll Hunter/Grenadier, Fire/Frost Ogre, Thunderbat,
     Hellbat
    Waves: 9
    Par Time: 18:30
    
    Advisory: West ground and flier spawns open on wave 2.
    
    Initial: Upgrade your new Haymakers as high as you can. Take the "stun" Unique
    if you want to, but prioritize more damage over stun. Dwarf Guardians are also
    useful here. If you're using the War Mage, Blunderbuss with "knocks down heavy
    enemies" Unique can be a big help against the Ogres.
    
    My preferred approach is to make your killbox at the low ceiling areas just
    ahead of each spawn. The default position of the minecart travels between both
    of the ground spawns and is especially potent on the east side. With Haymakers,
    Arrow Wall/Acid Sprayer, and your floor trap of choice should either wipe out
    or make a large impact on enemy groups. Funnel barricades (into the minecart 
    track for the east side) are also recommended. The West side will probably be
    the more difficult one to handle, so prioritize Dwarves there.
    
    An alternatate approach is to set up near the rift, Barricading one side and
    setting up on the other. If you place them diagonally, you only need 3 touching
    corner-to-corner, using the wood pillars as a guideline. This is a much safer
    approach and allows you to only focus your coin into one area, but be careful
    not to ignore the fliers.
    
    Near the end of wave 8, 2 Ogres will come from each side. You may lose some
    Guardians if you have them at the forward killboxes. Wave 9 has lots of fliers.
    
    Upgraded: The same 2 strategies still apply. Archer Guardians will be much
    better suited for simultaneous killbox/flier duty than Dwarves. Weapons like
    the Ice Amulet make fliers easier to handle as well.
    
    Nightmare: Most waves that previously had alternating fliers now spawn at the
    same time, there are more waves with fliers, and plenty of Ogres as well.
    Wave 3 is the only wave with Gnolls but there will be 6 of them, 2 at a time.
    The alternate approach, Barricading near the rift, is highly recommended.
    
    -- (6.4.08) Servant Entrance --
    
    Level type: Fortress
    Starting Coin: 6000
    Rift Points: 25
    Coin Bonus: 1000 (1/2), 1500 (3), 1200 (4/5/7/8), 1800 (6)
    Enemies: Light/Medium/Heavy/Crossbow Orc, Kobold Runner/Sapper, Gnoll Hunter,
     Ogre
    Enemies (NM): Same plus Gnoll Grenadier, Frost/Armored Ogre
    Waves: 9
    Par Time: 13:30
    
    Advisory: North spawn opens on wave 2.
    
    Initial: You can skip Barricades for this level, so refund if you need to.
    Recommended that you bring Arrow Wall/Acid Sprayer, Haymakers, and Brimstone.
    
    South of the north door, there are 2 staircases that lead up to a 4x2 tile
    section of floor with a low ceiling. Set up your killbox on the east staircase.
    Space is limited, so there's not much more to add to it. Guardians, Decoys, and
    Boom Barrels can be added on top of floor tiles. You can repeat this killbox on
    the west staircase if you're overflowing with coin.
    
    Par time can be an issue if you wait for the south door enemies to get to the
    killbox. Shoot the chandeliers if needed, and don't wait for the south enemies.
    
    Upgraded: Archer Guardians at the bottom of the stairs, firing up into the
    killbox is effective. The raised platform between the two staircases can also
    be used, but Crossbow Orcs will stop to shoot.
    
    Nightmare: Many more Gnolls added to the waves, usually in pairs. Wave 9 has
    6 Ogres and 2 Armored Ogres but by this point your killbox should be strong
    enough to handle them. Main concern for 5-skulling is staying alive and making
    par time as the south door seems to spawn a lot more enemies.
    
    -- (6.4.09) Passages --
    
    Level type: Fortress
    Starting Coin: 6000
    Rift Points: 30
    Coin Bonus: 2000 (1/2), 3500 (3), 2400 (4), 2000 (5/7/8/10/11), 4500 (6/9)
    Enemies: Light/Medium/Heavy/Crossbow Orc, Kobold Runner/Sapper, Earth Elemental
     Gnoll Hunter, Ogre, Troll
    Enemies (NM): Same plus Earth Lord, Mountain Troll
    Waves: 12
    Par Time: 23:00
    
    Advisory: Sappers usually travel along the upper level. East door opens on
    wave 2. Northwest door opens on wave 3.
    
    Initial: Ice Amulet will be helpful for virtually all future levels; frozen
    enemies take much more damag, making it especially good on bosses.
    Bring level 3 Barricades, Haymakers, and floor/wall traps of choice.
    
    You don't need to use Barricades on wave 1, but eventually you want to block
    the left and right side staircases. You can block each side with 2 if you place
    them on the "catwalk" area. Block the east side on wave 2 and west side wave 3.
    
    The low-ceiling area under the Boiling Oil pot makes for a good killbox. Use
    funnel or snaking Barricades when you have the coin. Add Guardians as well.
    
    Upgraded: Add Archer Guardians.
    
    Nightmare: Waves 3 and 9 have more Gnolls. The additions of Earth Lords and
    Mountain Trolls aren't too threatening here, as they are very slow.
    
    -- (6.4.10) Corridors --
    
    Level type: Fortress
    Starting Coin: 5000
    Rift Points: 30
    Coin Bonus: 1500 (1/2/4/5/7/8/10/11), 3000 (3/6/9), 
    Enemies: Light/Medium/Heavy/Crossbow Orc, Kobold Runner, Earth Lord, Gnoll
     Hunter, Ogre, Troll, Hellbat, Fire Babies
    Enemies (NM): Same plus Mountain Troll
    Waves: 12
    Par Time: 23:00
    
    Advisory: For the first 3 waves, enemies only come from the North spawn.
    Southeast spawn opens wave 4. Southwest spawn opens on wave 5. Fliers only
    spawn from the north.
    
    *From this point on, "Initial" will no longer be listed*
    
    Upgraded: Recommended to bring Barricades, Archer Guardians, and Haymakers.
    The north walkway has no low ceilings and limited wall space. 2 strategies can
    work here. First, you can make a Barricade funnel at the archway just north of
    the Rift, using the walls and Archers for the horde. This has a tendancy to get
    overwhelmed by larger enemies and fliers, though. 
    
    Another option is to set a Coinforge right at the north spawn. With long-range
    wall traps, Floor Scorchers, Guardians, and/or Decoys you can abuse the
    Coinforge's "extra damage" Unique to brute-force the enemies as you keep them
    standing on the Coinforge with Paladins or Decoys. Space the Decoys enough that
    enemies won't hit more than 1 at a time. Set more as you go.
    
    With 2 Barricades, you can block off one of the 2 south hallways. Use the 3x3
    tile area (with plenty of wall and ceiling space) and Guardians as you see fit;
    nothing should survive this way once the killbox is strong enough.
    
    If a wave doesn't end after all enemies are dead, don't panic. There's a long
    "mini-break" time on some waves when the next set of enemies is coming from the
    opposite direction. If you end up with ~10 seconds or more of no enemies, it
    means you're killing very efficiently.
    
    Nightmare: More Gnolls spawn, especially from "off" doors where enemies aren't
    currently spawning from. Ice Amulet and/or a strong weapon is recommended.
    
    -- (6.4.11) Upstairs Downstairs --
    
    Level type: Fortress
    Starting Coin: 7000
    Rift Points: 40
    Coin Bonus: 1200 (1/2/4/5/7/8/10/11), 2000 (3), 2500 (6), 3000 (9)
    Enemies: Light/Medium/Heavy/Crossbow Orc, Kobold Runner/Sapper, Fire/Frost Ogre
    Enemies (NM): Same plus Gnoll Hunter, Troll
    Waves: 12
    Par Time: 14:30
    
    Advisory: For the first 3 waves, enemies ignore the bottom rift. South spawn
    opens on wave 2.
    
    Upgraded: Recommended: High-ceiling trap, Decoy, Grinder, and Archers.
    
    The best way to handle this level is to make your killboxes at the spawns. Any
    enemies that survive will either take the long path to the top rift, with a lot
    of space to catch up to them, or the bottom rift, where you should be most of
    the time. Boulder Chutes are a decent option for the ceiling here if you have
    the loadout space. Place Grinders on the walls right next to the spawn. For the
    floor, Tar (War Mage) or Steam Traps work well, and you shouldn't need much
    more than the 3x2 tile area for them. Flame Bracers (after completing the
    level) or Ring of Lightning secondary at the doors is also effective here.
    
    If Kobolds survive the killboxes, prioritize killing them over anything else.
    
    The War Mage can Double Jump to the "catwalk" area near the bottom rift.
    
    Nightmare: No major change other than the addition of Gnolls.
    
    -- (6.4.12) Crunch --
    
    Level type: Fortress
    Starting Coin: 6000
    Rift Points: 30
    Coin Bonus: 2500 (1/2/4/5/7/8/10/11), 4500 (3/6/9)
    Enemies: Light/Medium/Heavy/Crossbow Orc, Kobold Runner, Earth Lord, Gnoll
     Hunter, Ogre, Fire/Frost Ogre, Troll, Frostbat
    Enemies (NM): Same plus Armored Ogre, Swamp/Mountain Troll
    Waves: 12
    Par Time: 27:00
    
    Advisory: South door opens on wave 2. West and East doors open on wave 4.
    Fliers begin on wave 5.
    
    Upgraded: Recommended: Archers, Barricade, Decoy, long-range wall trap.
    
    For the first 2 waves, you should kill most of the enemies yourself as they
    come out of the doors. Coinforge with extra damage is helpful for this phase,
    if you also plan to use it later.
    
    Eventually, make a setup like this on both sides of the rift:
    _________________
        A  //        \
       A   //     D   \
      A   _// B        |_____
         |   | B  _        West/East
         | * |  B|_|        Spawn
    RIFT | * |          _____     / = Stairs
         | * |         |          * = Acid/Lava
        A| * |         |          A = Archer groups
       A | * |    _____/          B = Barricades
     ____/   | X |                D = Decoy
             |   |
    
    Place your floor traps and long-range wall traps as you get enough coin to do
    so. You can eventually expand in the low ceiling area marked "X" on the map or
    inside the West/East spawn area, but most of your firepower should be focused
    around the Decoy area. Don't forget about the central "pillar" near the
    Barricades; this is a great spot for Arrow Walls, Acid Sprayers, Shock Zappers,
    or Boom Barrel Dispensers.
    
    The group of Archers away from the stairs should prioritize fliers, but you may
    have to assist them. If you don't have enough coin to add to both sides at
    once, it's usually better to make one side strong and help more with your
    weapons on the opposite side.
    A Swinging Mace placed length-wise at each flier spawn is tremendously helpful.
    
    The War Mage can Double Jump across the acid/lava gaps. The Sorceress can also
    do this, but not from a lower elevation to a higher elevation. Practice this
    jump a few times before incorporating it into your playstyle; it's easy to die
    while attempting these leaps.
    
    Nightmare: Late waves will be packed with Ogres and Gnolls. Archers are more
    difficult to use with so many Gnolls so you may wish to leave them behind. In
    their absence, you will likely need to handle fliers yourself or use traps.
    
    Consider also making a wall of Barricades surrounding the rift. 12 will cover
    the whole area, leaving 1 out allows for a 1-tile gap which serves as the only
    entry point to the rift.
    
    -- (6.4.13) Mirror Image --
    
    Level type: Fortress
    Starting Coin: 7000
    Rift Points: 30
    Coin Bonus: 2500 (1/2), 3000 (3/7/8), 2800 (4/5), 3200 (6)
    Enemies: Light/Medium/Heavy/Crossbow Orc, Kobold Runner, Ogre, Troll, Swamp
     Troll
    Enemies (NM): Same plus Fire Ogre
    Waves: 9
    Par Time: 9:30
    
    Advisory: West/East doors open on wave 3. Only Trolls and Kobolds spawn from
    West/East doors. Kobolds go straight under the center of the map and go up the
    stairs opposite of their spawn.
    
    Upgraded: On the north/south side of the rift, set up like this:
        __________
       /      North/South enemies
      /       from this direction
      | B     ____   
      |   B B/         / = "stairs"
      |      |         B = Barricade
      |//////|
    __|      |__
    
    The Barricades are set so the enemies have to hug the wall to approach your
    rift, slowing them down slightly and allowing use of short-range wall traps.
    Haymakers recommended for the ceiling and Archers.
    
    On wave 3, jump down to the area underneath the rift and place 5 Archers.
    These should be enough to kill most or all Kobolds by themselves. Prioritize
    the Trolls when they show up; they climb the stairs relatively quickly.
    
    Nightmare: No significant changes. A Swamp Troll will appear with the north or
    south Orc groups but only one at a time.
    
    -- (6.4.14) Wind Up --
    
    Level type: Fortress
    Starting Coin: 10000
    Rift Points: 25
    Coin Bonus: 1000 (1/2), 1200 (3/4/5), 1500 (6/7/8/10/11), 1800 (9)
    Enemies: Light/Medium/Heavy/Crossbow Orc, Kobold Runner/Sapper, Gnoll Hunter,
     Fire Ogre, Cyclops Mage, Hobgoblin Shaman
    Enemies (NM): Same plus Mountain Troll
    Waves: 12
    Par Time: 16:30
    
    Advisory: East spawn opens on wave 2. South spawn opens on wave 3.
    
    Upgraded: 3 killboxes for this level. Barricades not recommended except for
    funnel use. Try not to spend all of your coin on the first killbox on wave 1;
    the East/South spawns will need more attention.
    
    North/top spawn: The "corner" next to the portal is a good spot. Haymakers and
    your floor/wall traps of choice. Guardians aren't recommended for this location
    as Cyclops Mages will stop to shoot at them from outside the killbox range.
    
    East/middle spawn: 3x3 tile area at the top of the stairs. Again, Haymakers and
    floor/walls of choice. Archers at the bottom of the stairs can be used also.
    
    South/bottom spawn: Set up inside the archway, hitting enemies before they
    reach the stairs. Haymakers and floor/walls of choice.
    
    Focus more on the East and South spawns. Enemies that survive the North killbox
    walk a long way before they get to the rift, so you have plenty of time to
    intercept them if needed.
    
    Nightmare: The south spawn opens on wave 2 at the same time as the east spawn.
    More enemies spawn from the south in general. Otherwise not much difference.
    
    -- (6.4.15) Twisted Halls --
    
    Level type: Fortress
    Starting Coin: 10000
    Rift Points: 30
    Coin Bonus: 2000 (1/2), 2500 (3), 2600 (4/5), 3000 (6/10/11), 2800 (7/8),
     3200 (9)
    Enemies: Heavy/Crossbow Orc, Kobold Runner, Earth Elemental/Lord, Gnoll Hunter,
     Ogre, Troll, Swamp Troll, Cyclops Mage, Hobgoblin Shaman, Thunderbat
    Enemies (NM): Same, plus Fire Babies
    Waves: 12
    Par Time: 16:30
    
    Advisory: Fliers begin spawning on wave 3, and aim for the rift opposite of
    their spawn (North fliers go to south rift and vice-versa) The doors closer to
    the rift staircase open on wave 4.
    
    Upgraded: Twisted Halls is arguably the toughest level in the game. To 5-skull
    it, you will have to be very mobile and assist in killing large enemies and
    fliers. Get a lot of practice moving around the level before starting; jumping
    between the rifts is one of the best ways to cross from one side to another.
    
    Ground killbox: Repeat this on both sides of the rift
      _________
     / HH  ////
    /  XB  ////   / = Stairs
    | X B  ////   B = Barricade
    |   B_______  H = Haymaker+floor traps
    |D  |         A = Archer squad (optional)
    |   |         X = Funnel/snaking Barricades (optional, later waves)
    |   |         D = Decoy (optional)
    |AA |
    |   |__
    | Rift this way
    
    When choosing wall/floor traps, keep in mind that this needs to be able to take
    down large enemies most of the way while also ensuring no Kobolds survive.
    Sorceresses may want to bring the Polymorph Ring, especially for Earth Lords.
    Archers here will be in range of Cyclops Mages on their way up.
    
    Anti-air: 3 approaches to dealing with fliers once wave 3 starts.
    
    1 - You can try handling the fliers by yourself. Ice Amulet and Crossbow,
    Sceptre, or Vampiric Gauntlets are recommended. You can use Decoys to slow down
    fliers and bunch them up for Ice Amulet or Flame Bracers. Acid Sprayers or
    Arrow Walls can help thin them out, but won't usually be enough alone.
    
    2 - With some specific placement, Archers + a Decoy can handle most of the
    fliers. The placement is such that the chain lightning from Thunderbats won't
    chain onto the Archers. For this reason, it's better to add more Archers than
    to make a second Decoy here. Add more Archers as the waves go by, but start
    with 3 per side.
        _______
    ___/F     F\   F = pot of fire
        D       \  x and () = Rift "platform"
         x  x AA |
        (Rift) A | A = Archers
         x  x    | D = Decoy
    ___         /
       \_______/
    
    3 - Alternately, if you don't wish to use Decoys, consider placing all Archers
    on one rift. This makes Gnolls come for only one side and still allows you to
    hit both sides of the fliers; some Archers hit the "near" fliers on their way
    to the "far" rift, and vice-versa. Like so:
    
        _______
    ___/F  A  F\
        A     A \
     A   x  x    |
        (Rift) A |
     A   x  x    |
    ___ A     A /
       \___A___/
    
    In general, just keep a close eye on your mini-map and help each side when
    necessary. Gnolls can be especially persistant about killing your Archers.
    
    Nightmare: Fire Babies start spawning from wave 1, so either a single Archer
    for each side or your personal contribution will be needed for fliers. Archers
    can handle Fire Babies by themselves, if you want to just help out with
    Thunderbats. Most waves will have Kobolds in addition to anything else from the
    west/east spawns, but there aren't any more heavy enemies than War Mage.
    
    ------------------------------- (6.5) CLASSIC ---------------------------------
    
    *Only available if you own the original Orcs Must Die! on Steam
    *To play co-op, both players must have the appropriate content
    
    Walkthroughs will generally assume you have Barricades available
    
    -- (6.5.01) Twin Halls --
    
    Level type: Fortress
    Starting Coin: 5000
    Rift Points: 30
    Coin Bonus: 500 (1/2/4/5/7/8), 2500 (3), 4000 (6)
    Enemies: Light/Medium/Heavy/Crossbow Orc, Ogre
    Enemies (NM): Same plus Kobold Sapper, Gnoll Hunter, Earth Lord
    Waves: 9
    Par Time: 17:00
    
    Advisory: East spawn opens on wave 2.
    
    Upgraded: For those who haven't played the first OMD!, this was the first level
    where Barricades could be used. It should be no surprise when I say: Barricade
    one side, trap the other. 2 Barricades should be enough. Use the low ceiling
    area just before the rift on the non-Barricade side. If you're tackling this
    in the middle of or after completing Story, this should be too easy for you.
    
    If for some reason you hate Barricades, you might prefer setting up on either
    side in the low ceiling area nearest to the doors. Decoys or Paladins are
    recommended to keep enemies interested. Barricades are still much simpler.
    
    Nightmare: The enemies listed sound more intimidating, but Earth Lords are so
    slow that they will often be the last enemies to reach your killbox. Sappers
    only show up on wave 8 and are lined up such that killing one kills them all on
    one side. You can either kill them yourself or use a single dummy Barricade to
    kill them all. Gnolls don't even appear until the final wave. This level
    shouldn't be any trouble, since you've already beaten the rest of WM Classic.
    
    -- (6.5.02) Lunch Break --
    
    Level type: Fortress
    Starting Coin: 3000
    Rift Points: 25
    Coin Bonus: 500 (1/2/4/5/7/8), 1000 (3), 1500 (6)
    Enemies: Light/Medium/Heavy/Crossbow Orc, Kobold Runner, Ogre
    Enemies (NM): Same plus Gnoll Hunter, Mountain Troll
    Waves: 9
    Par Time: 13:00
    
    Advisory: Bottom door spawn opens on wave 3.
    
    Upgraded: Another simple level if you use Barricades. From where you start,
    turn left and place 2 Barricades in the first archway towards the rift. Set up
    a killbox on the opposite side archway. There are virtually no places for
    ceiling traps on this level so leave them behind. Like Twin Halls, this should
    be a relatively easy level.
    
    Just using the archway space and Guardians may not be enough to avoid getting
    overrun, so consider forcing enemies to run along the wall with Barricades as
    you earn more coin:
    
    ______|  |_
            B  |  B = Barricade
        BBBB   |  | and _ = walls
               |
    ______    _|
          |  |
    
    Nightmare: Gnolls only appear on waves 2 and 5 and only 2 spawn on each.
    Mountain Trolls have more health and regenerate quicker than other Trolls, but
    shouldn't be much more difficult in this level. If you didn't use the above
    illustrated Barricade method in War Mage, you may want to on Nightmare. Decoys
    or Paladins can be used to plug the gap, but you'll be taking Barricades in any
    case to block the opposite side. The choice is ultimately yours.
    
    -- (6.5.03) Sludge Hole --
    
    Level type: Fortress
    Starting Coin: 4000
    Rift Points: 20
    Coin Bonus: 1000 (1/2/4/5/7), 2400 (3), 3000 (6)
    Enemies: Light/Medium/Crossbow Orc, Ogre
    Enemies (NM): Same plus Kobold Sapper, Armored Ogre
    Waves: 8
    Par Time: 11:00
    
    Advisory: South door opens on wave 4
    
    Upgraded: Defending the north side looks intimidating at first glance,
    especially since Push Traps tend to push Orcs onto the opposite side instead
    of into the acid. However, the basic strategy is similar to that of Corridors
    from the Story levels.
    
    A simple brute force method you can use from wave 1 is to place 2 Paladins on
    one side and 1 on the other. Preferably have them near the portals so you can
    eventually use the walls leading up to them for your traps of choice. 2
    Paladins on each side should be enough to handle most of the horde. Expand on
    walls, floors, and other types of Guardians as you get the coin to do so, but
    save (or sell) some for before wave 4 starts.
    
    Barricading one side of the pool, forcing enemies to come down the opposite
    site, is also effective and a bit cheaper. Be mindful of where you place the
    Barricades though, as 2 just blocking the "edge" of the pool doesn't stop Orcs
    from walking along the path in front of the Portal if they make it that far.
    
    When the south enemies start spawning, use a similar setup with a non-Push Trap
    wall and Guardians. Try not to let them pass the Portal and split up towards
    the rifts, as it becomes harder to catch them.
    
    Nightmare: Barricades on the north side are more recommended than the brute
    force method. Sappers appear on waves 1 (North), 5, (North), and 6 (South).
    A few more Ogres, a few more Orcs, but the same strategy still holds up.
    
    -- (6.5.04) Chaos Chamber --
    
    Level type: Fortress
    Starting Coin: 3000
    Rift Points: 20
    Coin Bonus: 1000 (1/2/4/5/7/8), 2000 (3), 3000 (6)
    Enemies: Light/Medium/Crossbow Orc, Kobold Runner, Gnoll Hunter, Ogre
    Enemies (NM): Same plus Kobold Sapper, Fire/Frost Ogre
    Waves: 9
    Par Time: 12:00
    
    Advisory: Top door opens on wave 2
    
    Upgraded: There's no easy way to get all enemies into one killbox, so you'll
    have to split resources. Barricades are probably not a good fit for this level.
    
    I prefer to setup near the Portals so you have easy access between the two
    fronts. On the bottom level, a bit closer to the enemy spawns allows for Push
    Traps to shove enemies into the lava. For defending wide halls, Decoys or
    Paladins are recommended.
    
    On the top level, same general idea but don't build in the enclosed walls area.
    Push Traps might fling enemies right next to the rift instead of into lava, and
    the "open" area has a higher ceiling.
    
    There will be a few Gnolls but never from both sides at once. Kobolds are the
    most likely to slip by, so pack a weapon that you can hit them reliably with.
    
    Nightmare: More Gnolls, more Ogres. Not much more difficult than War Mage.
    
    -- (6.5.05) The Arena --
    
    Level type: Fortress
    Starting Coin: 7000
    Rift Points: 20
    Coin Bonus: 1000 (1/2), 2000 (3), 1200 (4/5), 2500 (6), 1500 (7/8), 3000 (9)
    Enemies: Light/Medium/Crossbow Orc, Kobold Runner, Ogre
    Enemies (NM): Same plus Kobold Sapper, Gnoll Hunter/Grenadier
    Waves: 10
    Par Time: 13:20
    
    Advisory: West door opens on wave 2.
    
    Upgraded: 2 general ways to tackle this level: with or without Barricades.
    
    Without Barricades, it's best to hit enemies right outside of their doors.
    Makes a prime location for Floor Scorchers, high-ceiling traps, Guardians, and
    wall/floor traps of choice. Archers in a line between the two doors (northwest
    section) can fire both ways when needed.
    
    If using Barricades, your goal is to herd them into one of the low-ceiling
    area. Because enemies from each door can go to either rift, you will need to
    barricade one whole side (either the northeast or southwest) and half of the
    other side. It's easiest to use the northeast corner as the killbox. At most
    you should need 8 Barricades at most to force them into that section, but it
    can be done with 5. This requires somewhat specific placement ("Advanced
    Barricading"). The diagram below should help, but pay attention to the wisps to
    make sure enemies go the way you want them to.
    
                eeee
      _________|    |_________
     /                        \
     |      _          _D     |
     |     |_|        |_|     |
     |   _             C  _   |
     |  |_|           C  |_|  |
    _|         ______         |____
    e         |      |             \
    e         |      |         RIFT|
    e         |______|             |
    _                          ____/
     |   _   B            _   |
     |  |_| B            |_|  |
     |      _          _      |
     |     |_|        |_|     |
     |      A                 |
     \__________    __________/
               |RIFT|
               \____/
    
    At position A, put one Barricade in the middle of the 2-tile wide gap. At B,
    line up the first Barricade with the SW corner of the center platform, then
    move it a half tile south. Line up the 2nd Barricade corner-to-corner with that
    one. At C do the same but with the first Barricade a half-tile north of the NE
    corner. The goal is to herd the enemies into position D, using the low ceiling
    and close wall to your advantage. These gaps may look too wide in gameplay, but
    it works for this and some other Classic levels. Just watch the wisps.
    
    Nightmare: Virtually identical. Sappers are few in number and only appear on
    the last 2 waves. Gnolls are more common, but never more than 2 at once.
    
    -- (6.5.06) The Library --
    
    Level type: Fortress
    Starting Coin: 5000
    Rift Points: 30
    Coin Bonus: 700 (1/2/4/5/7/8), 1500 (3), 2000 (6/9)
    Enemies: Light/Medium/Heavy/Crossbow Orc, Kobold Runner, Fire Ogre
    Enemies (NM): Same plus Troll, Swamp Troll, Frost Ogre, Hobgoblin Shaman
    Waves: 10
    Par Time: 13:00
    
    Advisory: South door opens on wave 3 (Fire Ogre x1)
    
    Upgraded: Wall and ceiling space is somewhat limited, and you can't normally
    block either rift. One way you can tackle this is to set up with Archers in the
    middle, holding enemies in range of walls and ceilings by using Decoys or
    Paladins. Coinforge with damage bonus may be useful for this method. You may
    also want to fight the north enemies closer to the boiling oil pots to take
    advantage of them.
    
    However, there is a way to force all enemies towards one rift with some
    Advanced Barricading. In the center there are 4 circular pillars with torches
    in each of the 4 corners. Place 2 barricades corner to corner with the pillars
    in either the northwest and southwest corner (blocking the west side), or the
    northeast and southeast corner (blocking the east side). If done correctly, the
    wisps will ignore that side and redirect to the opposite, despite the 1-tile
    wide gap in the Barricades. Now you are free to use the opposite side low
    ceiling area for traps of choice. Snaking the enemies into a Swinging Mace is
    effective, as are Dwarves and Archers.
    
    Nightmare: South door opens from wave 1. Use the Advanced Barricading method.
    An immobilizing weapon to stop Trolls inside your killbox is recommended.
    
    -- (6.5.07) Hard Climb --
    
    Level type: Fortress
    Starting Coin: 7500
    Rift Points: 30
    Coin Bonus: 1200 (1/2/4/5/7/8/10/11), 3000 (3), 3500 (6), 4500 (9), 5000 (12)
    Enemies: Light/Medium/Heavy/Crossbow Orc, Gnoll Hunter, Ogre, Hellbat
    Enemies (NM): Same plus Kobold Runner, Troll, Fire Babies
    Waves: 13
    Par Time: 16:00
    
    Advisory: Fliers begin spawning on wave 3
    
    Upgraded: On the staircase near the west or east door, place 4 Barricades to
    block the path and force that side's enemies to go around north. Place 2 more
    Barricades on the south end of the pit to force enemies to the stairs on one
    side. From here you can use the 5-tile wide area before the final staircase to
    use ceiling and floor traps as you see fit. Place Archers at the top of the
    stairs leading to the rift. Paladins or Decoys recommended to keep enemies in
    the staircase area. Use additional Barricades to tighten the setup as needed.
    
    For flier defense, a squad of 5+ Archers between the two rifts works, or you
    can handle them yourself as the fliers are slow and relatively few in number.
    
    Nightmare: Fliers start from wave 1. Same strategy with more Kobolds and fliers
    every wave.
    
    -- (6.5.08) The Squeeze --
    
    Level type: Fortress
    Starting Coin: 6000
    Rift Points: 30
    Coin Bonus: 1200 (1/2/4/5/7/8/10/11), 3000 (3), 4000 (6), 5000 (9)
    Enemies: Light/Medium/Heavy/Crossbow Orc, Kobold Runner, Fire/Armored Ogre,
     Hobgoblin Shaman, Hellbat
    Enemies (NM): Same plus Kobold Sapper, Gnoll Hunter/Grenadier, Troll,
     Thunderbat
    Waves: 12
    Par Time: 18:00
    
    Advisory: South door opens wave 2. Fliers (north only) start from wave 1.
    
    Upgraded: On either side, setup underneath the low ceiling area. Use Decoys,
    Paladins, or snaking Barricades to slow enemies down. Use the portals to jump
    from one side to the other, or just jump down from the north (top) level.
    
    If you have to, make the south side stronger than the north so you can focus on
    fliers on the north side. There should be enough space between the doors and
    the rifts to catch up with enemies that survive the killboxes (if any), just
    not from both sides at once.
    
    Nightmare: Sappers appear once (north only) on wave 3, Gnolls once on wave 8.
    Otherwise the same, if only with more enemies.
    
    -- (6.5.09) Stairs of Doom --
    
    Level type: Fortress
    Starting Coin: 8000
    Rift Points: 50
    Coin Bonus: 1200 (1/2/4/5/7/8/10/11), 3500 (3), 4500 (6), 6000 (9)
    Enemies: Light/Medium/Heavy/Crossbow Orc, Kobold Runner/Sapper, Gnoll Hunter,
     Fire/Frost Ogre
    Enemies (NM): Same plus Gnoll Grenadier, Earth Elemental/Lord,
    Waves: 12
    Par Time: 20:00
    
    Advisory: Cannot completely block either staircase with Barricades.
    
    Upgraded: Kobolds. Lots of Kobolds. From wave 1 you're going to need a killbox
    that can handle both Orcs and Kobolds. Set up on the middle tier platforms with
    low ceilings. I recommend using 2 Barricade per side to force enemies along the
    wall. Grinders are recommended to handle Kobolds. Make a snaking Barricade maze
    as you get the coin to do so. Archers should be relatively safe atop the
    staircase above the killbox.
    
    If some waves are too much for you, remember the 2 rolling logs per side at the
    top of each staircase. The first few waves are the hardest, just struggling
    against Kobolds and other enemies at the same time. Survive that and you
    shouldn't have a problem.
    
    Nightmare: More Gnolls, but otherwise the strategy doesn't change.
    
    -- (6.5.10) Finale --
    
    Level type: Fortress
    Starting Coin: 8000
    Rift Points: 50
    Coin Bonus: 3000 (1/2/3/5/6/7/9/10/11), 5000 (4/8)
    Enemies: Light/Medium/Heavy/Crossbow Orc, Kobold Runner/Sapper, Gnoll Hunter,
     Fire/Frost/Armored Ogre
    Enemies (NM): Same plus Gnoll Grenadier, Troll, Swamp Troll, Cyclops Mage,
     Hobgoblin Shaman
    Waves: 12
    Par Time: 17:00
    
    Advisory: Go breaks every 4 waves instead of every 3. First 4 waves only come
    from one direction: north, east, south, then west.
    
    Upgraded: Rather than make 8 killboxes to handle each door, some strategic
    Barricade placement can allow the use of one on the first wave.
             _
       ///  |s|  ///
    __|ccc|_| |_|ccc|___  x = Temporary Barricades
    /c                c/  a = Budget Barricade
    /c                c/  b = Killbox Barricades
    /c      x x       c/  c = Complete Barricades, sell Temporaries
    ______ x R x _______  s = Safe spots from Gnolls and Sappers
      ////   I   ////     / = Stairs
      ////   F   ////     * = Killbox location
    ______   T   _______
    / *             a c/
    / b            a  c/
    /  bb         a   c/
    __   b _   _ a   ___
      |   | | | |ccc|
       ///  |s|  ///
    
    Instead of the suggested "complete" Barricades, you can instead use the bugdet
    Barricade method (a) on the north corners, but this is more vulnerable to
    Sappers. If you go budget, take note of when Sappers come and plant dummy
    Barricades to intercept.
    
    Sappers appear on:
    -Wave 2: East
    -Wave 6: East, then South
    -Wave 10: North, then South
    
    It's important to sell the temporary Barricades as soon as you can afford
    complete or budget Barricade setups. They make Orc pathing act strangely and
    cause them to walk back and forth at times, which can make it more difficult
    to complete within par time.
    
    In the killbox itself, Haymakers, and a close and long range wall trap are
    recommended. You can climb the stairs and place Archers on the top level, where
    they will be safe from Gnolls and Sappers. This is also a safe place for you
    during Gnoll waves.
    
    Sapper waves also tend to have many Gnolls, so you will have to shoot out the
    rolling logs to get a shot at Sappers from the top level. Alternately, dummy
    Barricades (with reduced damage Unique) along the path each group of Sappers
    walks by can help save your Barricades.
    
    Nightmare: With no Go Breaks, you'll have to be faster at placing and selling
    Barricades and handling Sappers. Sapper distribution is largely the same as on
    War Mage above, but you'll have more Gnolls to deal with during waves 6 and 10.
    
    -------------------------------- (6.6) ENDLESS --------------------------------
    
    In Endless Mode, you keep fighting wave after wave of enemies until you lose
    all of your rift points. Go Breaks are given every 3 waves, but after Wave 25
    the game shifts to Nightmare rules: no Go Breaks, and the time between waves is
    reduced to 3 seconds. Completing wave 1 awards 1 base skull and wave 40 awards
    5. After wave 10, enemies become stronger and more duable after every wave.
    
    Endless requires a different mindset compared to most regular levels. Enemies
    eventually become durable enough to survive most damaging killboxes, so physics
    traps in combination with pitfalls or Void Walls are a popular strategy, as are
    Spore Mushrooms and Floor Portals. Note that Spored or charmed enemies don't
    seem to keep their strength bonuses from later waves.
    
    Coin bonuses after each wave are not awarded in Endless, and coin awarded for
    enemy kills gradually decreases as the waves progress. However, every 5 waves
    spawn a golden ogre named Mr. Moneybags. There's no rift point penalty for
    letting him through and he won't attack, but killing him drops a 1200 coin.
    
    Endless has 101 unique waves for each map. The 102nd wave and every one after
    just repeats the 101st wave while making the enemies more and more powerful.
    Despite that the game says all enemies appear in Endless, some maps don't allow
    for flying enemies. This will be noted below.
    
    Earning at least one skull on an Endless map unlocks the next, and completing
    Story unlocks all of them.
    
    -- Tunnels --
    
    Level type: Mines
    Starting Coin: 5000
    Rift Points: 20
    Flying enemies: No
    
    -- Hidden Gulch --
    
    Level type: Mines
    Starting Coin: 6000
    Rift Points: 30
    Flying enemies: Yes
    
    -- Precipice --
    
    Level type: Mines
    Starting Coin: 8000
    Rift Points: 30
    Flying enemies: Yes
    
    -- Crunch --
    
    Level type: Fortress
    Starting Coin: 12000
    Rift Points: 30
    Flying enemies: Yes
    
    -- Wind Up --
    
    Level type: Fortress
    Starting Coin: 10000
    Rift Points: 25
    Flying enemies: No
    
    -- Crossfire --
    
    Level type: Fortress
    Starting Coin: 6000
    Rift Points: 30
    Flying enemies: No
    
    -- Close Cliffs --
    
    Level type: Mines
    Starting Coin: 8000
    Rift Points: 30
    Flying enemies: No
    
    -- The Quarry --
    
    Level type: Mines
    Starting Coin: 8000
    Rift Points: 30
    Flying enemies: No
    
    -- Caldera --
    
    Level type: Fortress
    Starting Coin: 12000
    Rift Points: 30
    Flying enemies: No
    
    -- King of the Hill --
    
    Level type: Fortress
    Starting Coin: 14000
    Rift Points: 30
    Flying enemies: Yes
    
    -- The Library --
    *Requires Fire and Water DLC*
    
    Level type: Fortress
    Starting Coin: 7500
    Rift Points: 30
    Flying enemies: No
    
    -- The Crossing --
    *Requires Fire and Water DLC*
    
    Level type: Mines
    Starting Coin: 7000
    Rift Points: 20
    Flying enemies: No
    
    -- The West Wing --
    *Requires Fire and Water DLC*
    
    Level type: Fortress
    Starting Coin: 8000
    Rift Points: 30
    Flying enemies: Yes
    
    -- Stairs of Doom --
    *Requires Family Ties DLC*
    
    Level type: Fortress
    Starting Coin: 6000
    Rift Points: 50
    Flying enemies: No
    
    -- Servant Entrance --
    *Requires Family Ties DLC*
    
    Level type: Fortress
    Starting Coin: 5000
    Rift Points: 25
    Flying enemies: No
    
    -- Breakneck Triad --
    *Requires Family Ties DLC*
    
    Level type: Mines
    Starting Coin: 8000
    Rift Points: 30
    Flying enemies: No
    
    -- Passages --
    *Requires Are We There Yeti? DLC*
    
    Level type: Fortress
    Starting coin: 9000
    Rift Points: 30
    Flying enemies: No
    
    -- The Tower --
    *Requires Are We There Yeti? DLC*
    
    Level type: Fortress
    Starting coin: 4000
    Rift Points: 30
    Flying enemies: No
    
    -- Chilled Cavern --
    *Requires Are We There Yeti? DLC*
    
    Level type: Mines
    Starting coin: 15000
    Rift Points: 30
    Flying enemies: Yes
    
    -------------------------- (6.7) DLC: FIRE AND WATER --------------------------
    
    *To play co-op, both players must have the appropriate content*
    
    Walkthroughs will generally assume you have Barricades available
    
    -- (6.7.1) Traffic Jammed --
    
    Level type: Fortress
    Starting Coin: 4000
    Rift Points: 30
    Coin Bonus: 1000 (1/2/4/5/7/8), 2000 (3/6)
    Enemies: Light/Medium/Heavy/Crossbow Orc, Kobold Runner, Fire Elemental/Lord
    Enemies (NM): Same
    Waves: 9
    Par Time: 13:30
    
    Advisory: Enemies go for the rift farther from their spawn.
    
    Upgraded: The middle of the level is a good place for a single 2-way killbox.
    Haymakers are recommended as always, and Barricade funnel mazes slow enemies
    considerably here. Soften up Fire Lords/Elementals, as they are likely to choke
    up your killbox.
    
    You could also choose to make killboxes in the hallways leading to the middle,
    either instead of or in addition to the middle one.
    
    Fire-based traps and weapons aren't recommended. Ice Amulet, despite not
    freezing them, deals high damage to Fire Lords and Elementals.
    
    Nightmare: More Fire Lords and tougher Orcs spawn earlier. Virtually the same.
    
    -- (6.7.2) Double Decker --
    
    Level type: Mines
    Starting Coin: 6000
    Rift Points: 25
    Coin Bonus: 1000 (1/2), 1200 (3/4/5/7/8), 1500 (6), 
    Enemies: Light/Medium/Heavy/Crossbow Orc, Gnoll Hunter, Ogre, Waterling
    Enemies (NM): Same plus Gnoll Grenadier, Frost/Armored Ogre
    Waves: 9
    Par Time: 13:00
    
    Advisory: North spawn opens on wave 2.
    
    Upgraded: Push Traps, Void Walls, Spring Traps, and the Wind Belt are very well
    suited to this level. The whole north cliff face covered in Push Traps will
    take care of all non-Ogres, while the south "S" before the minecarts is perfect
    for lots of Void Walls. Weapons that hold enemies in one place, like Vampiric
    Gauntlets, Crossbow, or Sceptre are good complements to the Wind Belt. Floor
    Portals make excellent "backup plans" to this setup.
    
    Nightmare: Many more Gnolls and Ogres appear, making physics traps a little
    less reliable. The general strategy still works, but you may want to consider
    supplementing it with a more traditional damaging trap setup and Barricades
    funnels/snakes.
    
    -- (6.7.3) The West Wing --
    
    Level type: Fortress
    Starting Coin: 8000
    Rift Points: 30
    Coin Bonus: 2500 (1/2/4/5/7/8/10), 4000 (3/6/9)
    Enemies: Light/Medium/Heavy Orc, Kobold Runner, Frostbat, Thunderbat, Fire
     Elemental/Lord, Waterling
    Enemies (NM): Same
    Waves: 11
    Par Time: 24:30
    
    Advisory: Enemies walk straight; south enemies go to north rift, north enemies
    go to east rift. Fliers start from wave 2. North spawn opens on wave 3. Fliers
    from the south only.
    
    Upgraded: Barricade chokepoint next to the rift:
    
      |/////|
      |AAAAA|
      |     |      / = Stairs
      |S    |      A = Archers
      |     |      S = Floor Scorcher, facing south
    __|HB   |__    H = Haymaker + Grinder + floor trap
         B   //    B = Barricade
    N XXX B  //    X = Optional Barricades to slow down enemies (later waves)
    __     B _/    N = North/west enemies, heading east
      |     |      S = South enemies, heading north
      |  S  |
    
    Due to the wide area of the space leading to the killbox, Dart Spitters can be
    effective. Dwarves can be used in addition to Archers. Immobilizing weapons
    (Crossbow, Vampiric Gauntlets) recommended.
    
    Par Time can be an issue on this map. Try to kill Waterlings and Fire
    Elemental/Lords quickly, as Firelings and bigger Waters move faster. Using the
    optional Barricade positions allows you to place more Grinders (or other
    close-range wall traps).
    
    Nightmare: No significant changes.
    
    --------------------------- (6.8) DLC: FAMILY TIES ----------------------------
    
    *To play co-op, both players must have the appropriate content*
    
    Walkthroughs will generally assume you have Barricades available
    
    -- (6.8.1) Rush Hour --
    
    Level type: Fortress
    Starting Coin: 9200
    Rift Points: 30
    Coin Bonus: 1000 (1/2), 2000 (3/7/8), 1500 (4/5), 2500 (6)
    Enemies: Light/Medium/Heavy/Crossbow Orc, Gnoll Hunter, Ogre, Hobgoblin
     Healer/Shaman
    Enemies (NM): Same plus Gnoll Grenadier, Troll, Swamp/Mountain Troll
    Waves: 9
    Par Time: 13:00
    
    Advisory: Left door opens on wave 2
    
    Upgraded: Build a wide-open killbox in the center with Coinforges and Paladins/
    Decoys. Floor Scorchers, Archers, Dwarves, high-ceiling, and long-range wall
    traps are recommended. Try to run ahead and pick off Hobgoblins early, then
    fall back to the killbox.
    
    Teleport Ring with Freeze makes an effective crowd-stopper here, as does Stone
    Staff with enhanced range.
    
    Nightmare: Consider using a snaking Barricade setup instead of just Coinforges.
    The final wave in particular is very brutal, with lots of Gnolls and heavies.
    
    -- (6.8.2) Breakneck Triad --
    
    Level type: Mines
    Starting Coin: 5000
    Rift Points: 30
    Coin Bonus: 1000 (1/2/4/5/7/8/10/11), 2500 (3/6/9)
    Enemies: Light/Medium/Heavy/Crossbow Orc, Kobold Runner/Sapper, Gnoll Hunter,
     Troll, Swamp Troll, Ball and Chain
    Enemies (NM): Same plus Mountain Troll
    Waves: 12
    Par Time: 19:00
    
    Advisory: Northwest spawn opens wave 2. North spawn opens wave 3.
    
    Upgraded: With 4 Barricades corner-to-corner, you can force the north and
    northwest enemies to go along the central minecart track and all enemies then
    approach the rift from the south. You won't strictly need to do this on wave 1,
    since the first enemies are from the southwest. Use the low ceiling area near
    the minecart to your advantage. If you like, you can use 4 more Barricades west
    of the minecart bridge on the south side to force southwest enemies across the
    track as well.
    
    Nightmare: On the first 2 waves, 1 Gnoll will spawn from each of the 2 other
    rifts. Aside from that, same strategy with many more Ball and Chains and
    Mountain Trolls also thrown in. If you aren't already using a crowd-stopping
    weapon like Stone Staff, Crossbow, or Vampiric Gauntlets (among others), you
    will probably need to do so here. Floor Portals might also be considered, if
    you have the other DLC, but be wary of the par time.
    
    -- (6.8.3) Triple Threat --
    
    Level type: Fortress
    Starting Coin: 8000
    Rift Points: 30
    Coin Bonus: 1000 (1/2), 2000 (3/7/8), 1500 (4/5), 2500 (6/9)
    Enemies: Light/Medium/Heavy/Crossbow Orc, Kobold Runner/Sapper, Gnoll Hunter,
     Cyclops Mage, Ogre, Armored Ogre, Ball and Chain, Hobgoblin Healer
    Enemies (NM): Same plus Gnoll Grenadier
    Waves: 10
    Par Time: 17:40
    
    Advisory: Right door opens wave 3
    
    Upgraded: The 3-tile wide low ceiling area in the middle of the level is a
    great place for snaking Barricades into whatever pleases you. The Swinging Mace
    excels in these kinds of killboxes, espcially with Tar or chilling Ice Vent.
    
    Guardians aren't safe in early waves due to the Cyclops Mages. They stop
    spawning after wave 4, so you can safely place them after that.
    
    Nightmare: After the previous two levels on Nightmare, this should be much
    easier. As usual, same setup with more enemies. In particular, more Healers
    makes Ball and Chains and Armored Ogres especially tough to take down.
    
    ------------------------ (6.8) DLC: ARE WE THERE YETI? ------------------------
    
    -- (6.9.1) Yeti Den --
    
    Level type: Mines
    Starting Coin: 5000
    Rift Points: 30
    Coin Bonus: 1000 (1/2/4/5/7/8/10/11), 2500 (3/6/9)
    Enemies: Light/Medium/Heavy Orc, Kobold Runner/Sapper, Frost Ogre, Yeti
    Enemies (NM): Same
    Waves: 12
    Par Time: 16:00
    
    -- (6.9.2) The Hive --
    
    Level type: Fortress
    Starting Coin: 9800
    Rift Points: 30
    Coin Bonus: 1800 (1/2), 2000 (3/4/5), 2500 (6), 2800 (7/8)
    Enemies: Light/Medium/Heavy/Crossbow Orc, Kobold Runner, Ogre, Frost Ogre,
     Mountain Troll, Hobgoblin Shaman, Hell/Frost/Thunderbat, Goblin Sapper
    Enemies (NM): Same plus Fire Ogre, Gnoll Grenadier
    Waves: 9
    Par Time: 15:30
    
    -- (6.9.3) Chilled Cavern --
    
    Level type: Mines
    Starting Coin: 10400
    Rift Points: 30
    Coin Bonus: 1500 (1/2), 1800 (3/4/5), 2500 (6/7/8)
    Enemies: Light/Medium/Heavy/Crossbow Orc, Kobold Runner, Ogre, Hobgoblin Shaman
     Frost/Thunderbat, Yeti, Goblin Sapper
    Enemies (NM): Same plus Troll, Swamp/Mountain Troll, Gnoll Grenadier
    Waves: 9
    Par Time: 13:00
    
    --------------------------- (6.10) WEEKLY CHALLENGE ---------------------------
    
    Beginning on August 17th, 2012 Robot Entertainment began to release weekly
    challenges, with a new one available every following Friday. Each challenge is
    available until the next one begins (7 days) and forces players to tackle a
    certain level with an enforced loadout and character. Each map gives a free
    chance to earn more skulls every week, and some can prove to be difficult.
    
    Due to the nature of the event, this guide won't cover how to deal with each.
    Instead, the list of previous challenges will be chronicled.
    
    Weekly Challenge levels limit what you can bring, but waves, coin bonus, and
    starting coin are usually copied from their War Mage equivalents. Upgrades to
    spellbook items are pre-set, and do not reflect those of your own spellbook
    upgrades. Characters will always be in their default outfit, and Double Jump
    and Feather Fall can't be used.
    
    1) August 17th, 2012 - Flip 'Em Off
    Character: War Mage
    -Blunderbuss level 2
    -Spring Trap level 1, sometimes flips heavy enemies
    Level: The Crossing
    
    2) August 24th, 2012 - Fire Valley
    Character: War Mage
    -Flame Bracers level 2, fire wall lasts longer
    -Brimstone level 3
    -Arrow Wall level 2, fire arrows
    -Floor Scorcher level 2
    -Archer Guardian level 3, fire arrows
    Level: Big Valleys
    
    3) August 31st, 2012 - Trap-less Bra
    Character: Sorceress
    -Sceptre of Domination level 0, larger radius
    -Ice Amulet level 1
    Level: The Edge
    
    4) September 7th, 2012 - Dance For Me
    Character: Sorceress
    -Sceptre of Domination level 3, extra damage to charmed
    -Spore Mushrooms level 3, stronger kobolds
    Level: Servant Entrance
    
    5) September 14th, 2012 - Traps Are So Cool
    Character: War Mage
    -Bladestaff level 2, shielding
    -Barricade level 2, reduced damage
    -Haymaker level 2, more force
    -Tar level 3
    -Arrow Wall level 3
    Level: Passages
    
    6) September 21st, 2012 - Hammer Time
    Character: War Mage
    -Dwarven Hammer level 2
    -Tar level 1
    -Healing Trinket, passive heal rate increased
    Level: Chasm
    
    7) September 28th, 2012 - Valley of Ice
    Character: Sorceress
    -Sceptre of Domination level 3, extra damage to charmed
    -Ice Vent level 3, chill
    Level: Big Valleys
    
    8) October 5th, 2012 - Mine the Gap
    Character: Sorceress
    -Sceptre of Domination level 2, larger radius
    -Ice Amulet level 3, bonus damage
    -Dwarf Guardian level 2
    -Barricade level 2, reduced damage
    Level: Hidden Gulch
    
    9) October 12th, 2012 - Into the Void
    Character: Sorceress
    -Flame Bracers level 1, longer fire wall
    -Ice Amulet level 2, secondary additional damage
    -Wind Belt level 2, pick-up explode
    -Barricade level 2, reduced damage
    -Void Wall level 2, heal
    Level: Precipice
    
    10) October 19th, 2012 - Polar Bear Crossing
    Character: War Mage
    -Ice Amulet level 2
    -Bear Trap level 2
    Level: The Crossing
    
    11) October 26th, 2012 - Perfect Servant
    Character: Sorceress
    -Bone Amulet level 2, further primary
    -Polymorph Ring level 1, frost ogre
    -Healing Trinket, active mana cost reduced
    -Mana Rage Trinket, both specials
    -Ice Vent level 2, chill
    -Mana Well level 2, reduced cost
    -Shock Zapper level 2, stun, wall placement
    Level: Servant Entrance
    
    12) November 2nd, 2012 - Dark Arts
    Character: War Mage
    -Vampiric Gauntlets level 3, better conversion
    -Ring of Lightning level 1, longer secondary
    -Tar level 1, greater slow
    -Healing Well level 3, quicker recharge
    -Defense Trinket
    -Berserker Trinket, lasts longer
    Level: Hidden Gulch
    
    ===============================================================================
    ======== (7.0) SPELLBOOK - Traps, Weapons, Trinkets, and Vanity items =========
    ===============================================================================
    
    From the top page of the spellbook, you can access My Gear and the 4 item
    categories. You can also refund you skulls at no cost as often as you want.
    
    "My Gear" shows all of the spellbook items you currently have unlocked and
    their coin costs. You can drag around item icons to swap places with another
    item, allowing you to put often-used traps and weapons in convenient spots.
    
    Total skull cost to max out spellbook (values do not include Vanity items):
    1601
    +108 (Fire and Water)
    +73 (Family Ties)
    +77 (Are We There Yeti?)
    =1859
    
    Most traps have a size of 1 "tile". Examples include Haymakers, Tar, and Acid 
    Sprayers. Only a handful of traps are larger or smaller:
    
    -1/4th tile*: Bear Trap, Autoballista
    *To clarify, these traps arranged in a 2x2 square area is equivalent to 1 tile
    -2x1 tiles: Spike Wall
    -2x2 tiles: Void Wall, Boulder Chute
    -3x1 tiles: Swinging Mace
    -3x3 tiles: Coinforge
    -Free placement*: Archer Guardian, Paladin Guardian, Dwarf Guardian, Decoy,
     Boom Barrel
    *Can be placed on top of "tile" floor traps
    
    Here's an at-a-glance look at unlock requirements for all spellbook items:
    
    TRAPS
    Acid Sprayer          Default (Sorceress)
    Archer Guardian       Story: Passages
    Arrow Wall            Default (War Mage)
    Autoballista          Buy (13 skulls)
    Barricade             Story: Big Valleys
    Bear Trap             Story: Crunch
    Boom Barrel           Buy (3 skulls)
    Boom Barrel Dispenser Story: Corridors
    Boulder Chute         Story: Precipice
    Brimstone             Buy (7 skulls)
    Coinforge             Buy (5 skulls)
    Dart Spitter          DLC: Fire and Water
    Decoy                 Buy (11 skulls)
    Dwarf Guardian        Story: The Crossing
    Floor Portal          DLc: Fire and Water
    Floor Scorcher        Buy (16 skulls)
    Grinder               Buy (12 skulls)
    Haymaker              Story: Hidden Gulch
    Healing Well          Buy (12 skulls, War Mage)
    Ice Vent              Default (Sorceress)
    Mana Well             Buy (12 skulls, Sorceress)
    Paladin Guardian      Buy (12 skulls)
    Pounder               Buy (10 skulls)
    Push Trap             Buy (8 skulls)
    Shock Zapper          Story: Mirror Image
    Spike Trap            Story: The Edge
    Spike Wall            DLC: Are We There Yeti?
    Spore Mushrooms       Buy (15 skulls)
    Spring Trap           Story: Chasm
    Steam Trap            Buy (6 skulls)
    Swinging Mace         Buy (14 skulls)
    Tar                   Default (War Mage)
    Void Wall             Story: Wind Up
    Wall Blades           Buy (14 skulls)
    Web Spinner           DLC: Fire and Water
    
    WEAPONS
    Alchemist's Satchel   Buy (14 skulls)
    Bladestaff            Buy (8 skulls)
    Bone Amulet           Buy (12 skulls)
    Blunderbuss           Default (War Mage)
    Crossbow              Buy (8 skulls)
    Dwarven Hammer        Buy (13 skulls, War Mage)
    D. Missile Launcher   DLC: Are We There Yeti?
    Flame Bracers         Story: Upstairs Downstairs
    Ice Amulet            Story: Servant Entrance
    Polymorph Ring        Buy (13 skulls, Sorceress)
    Ring of Lightning     Buy (12 skulls)
    Sceptre of Domination Default (Sorceress)
    Stone Staff           DLC: Family Ties
    Teleportation Ring    DLC: Family Ties
    Vampiric Gauntlets    Buy (14 skulls)
    Wind Belt             Buy (10 skulls)
    
    TRINKETS
    Berserker Trinket     Buy (10 skulls)
    Defense Trinket       Buy (5 skulls)
    Freedom Trinket       Buy (7 skulls)
    Guardian Trinket      DLC: Are We There Yeti?
    Healing Trinket       Story: Tunnels
    Jar of Ghosts         DLC: Family Ties
    Mana Rage Trinket     Buy (13 skulls)
    Rift Defender Trinket Buy (12 skulls)
    Scavenger Trinket     Buy (9 skulls)
    Trap Reset Trinket    Buy (11 skulls)
    
    VANITY WAR MAGE
    Miner                 Default
    Classic Order         Story: War Mage
    Knight of the Order   Story: Nightmare
    Orc Slayer            Buy (50 skulls)
    Orcskin               Buy (35 skulls, DLC: Family Ties)
    Pumpkin Head          Free
    Backdraft             Buy (50 skulls, DLC: Are We There Yeti?)
    
    VANITY SORCERESS
    Exiled                Default
    Classic Order         Story: War Mage
    Knight of the Order   Story: Nightmare
    Summertime            Buy (50 skulls)
    Orcskin               Buy (35 skulls, DLC: Family Ties)
    Nightmare Bride       Free
    Skull Ninja           Buy (50 skulls, DLC: Are We There Yeti?)
    
    -------------------------------- (7.1) Traps ----------------------------------
    
    -Key (for ambiguous entries):
    Trigger Range: Tile range in which the trap will automatically trigger.
                   "Manual" means the trap does not activate automatically.
                   "Step" means the trap activates when stepped on (Floor Traps)
    Effect Range: Tile range in which the trap's effect will hit enemies, if
                  different from Trigger range.
    Reset Time: *Accuracy within ~1 second*
    
    -- (7.1.01) Acid Sprayer --
    
    "Sprays acid when enemies pass by; resets after firing"
    
    How to obtain: Default (Sorceress)
    Type: Wall Trap
    Coin cost: 600
    Size: 1 tile
    Level 1/2/3 skulls: 3/6/13
    Level 1/2/3 effect: Acid deals additional damage
    Unique skulls: 5
     Unique 1: Acid shoots out further (3 tile range increases to 4)
     Unique 2: Acid briefly slows targets
    Trigger Range: 3 tiles
    Effect Range: 3 tiles
    Reset Time: 12 seconds
    Other: -Deals Poison damage
           -Unique 2 Slow duration: 2 seconds
    
    Acid Sprayer is the Sorceress's basic long-range wall trap. Its combination of
    decent damage with a 3 tile range makes it suitable for a variety of levels.
    
    Unlike its Arrow Wall cousin, the Acid Sprayer fires continuously while
    active, leaving no room for enemies to sneak through. Additionally, its 4 tile
    range Unique upgrade allows it to cover some wider hallways that the Shock
    Zapper and Arrow Wall cannot. Its damage output is a bit lower than either
    though, and does very low damage to Trolls.
    
    The Unique of choice depends on the map. Use slow when you don't need the
    increase in range, and vice-versa when you do. Slowing Acid Sprayers are great
    combo tools.
    
    -- (7.1.02) Archer Guardian --
    
    "Fires arrows at distant enemies"
    
    How to obtain: Story: Passages
    Type: Guardian
    Coin cost: 750
    Size: Free placement
    Level 1/2/3 skulls: 2/5/11
    Level 1/2/3 effect: Archers cost 650/575/500 to place.
    Unique skulls: 5
     Unique 1: Arrows sometimes set targets on fire
     Unique 2: Archers regenerate health
    Trigger Range: ~7 tile radius
    Effect Range: 1 enemy
    Reset Time: See Other
    Other: -Fires arrows in volleys of 3 over 2 seconds
           -After firing a volley, waits ~1 second before the next
           -When Unique 1 flaming arrows trigger, applies Burn and does not apply
            arrow's combo point
           -Unique 1 Burn duration: ~2 seconds
    
    Archers are the cheapest and usually the most reliable of the 4 Guardians.
    They make good contributions to killboxes at a distance and can handle most
    fliers if you use enough of them. They are very vulnerable to Gnolls, dying
    in 2 or 3 hits, so make sure you can protect them. Aside from killing Gnolls
    directly, you can use Decoys to help your Archers for a few seconds.
    
    When positioning Archers, note that their arrows can be blocked by you, traps,
    and other Guardians. Placing them in a line (horizontal or diagonal) or in
    staggered rows is best. Dwarves are short enough that Archers can shoot over
    their heads, so don't be shy about mixing the two together.
    
    Regenerating Archers are the safest option, but in most levels flaming arrows
    are usually more efficient. Keep in mind that the Archer has to survive to be
    able to regenerate, which mostly just helps against fliers and stray Crossbow
    Orc shots. Make sure to protect them on Nightmare difficulty, as dead Archers
    are dead for the rest of the level and continue to count against the Guardian
    Limit. Archers are highly discouraged in Endless.
    
    -- (7.1.03) Arrow Wall --
    
    "Fires a volley of arrows at enemies that pass; resets after firing"
    
    How to obtain: Default (War Mage)
    Type: Wall Trap (+Ceiling Trap)
    Coin cost: 600
    Size: 1 tile
    Level 1/2/3 skulls: 3/6/13
    Level 1/2/3 effect: Arrows do additional damage
    Unique skulls: 5
     Unique 1: Arrows sometimes set enemies on fire
     Unique 2: Arrows sometimes chills enemies, reducing their movement speed
    Special skulls: 11
     Special: Arrow Walls can now be placed on ceiling
    Trigger Range: 3 tiles
    Effect Range: ~7 tiles
    Reset Time: 12 seconds
    Other: -Fire 4 waves of arrows over 2 seconds
           -Arrows sometimes ragdoll light-weight enemies
           -Unique 1 Burn duration: ~3 seconds
           -Unique 2 Chill duration: ~3 seconds
    
    The Arrow Wall is the War Mage's basic long-range wall trap. It boasts good
    damage, a decent reset time, and elemental-themed Unique upgrades. This makes
    it a good wall trap for combos. It's a bit more potent on large enemies, since
    more arrows will hit.
    
    Arrow Walls are more damaging to a horde of enemies if you can make them fire
    parallel to their path, as the arrows extend farther than their 3 tile trigger
    range. Example:
    
     Example A           Example B
     _____________       _____________
                  \          AW   AW  \  E = Enemies, going east then south
      E         AW|       E           |  AW = Arrow Wall
     _______      |      _______      |
            |     |             |     |
            |     |             |     |
    
    In Example A, the first enemy to trigger the Arrow Wall will also cause it to
    shoot other enemies coming down the path to the west.
    In Example B, the arrows tend to only hit the first few enemies in a group.
    The right Arrow Wall has slightly better positioning. Of course, this applies
    more to offensive capability than combo utility.
    
    As a ceiling trap, they are somewhat useful. Compared to the Shock Zapper,
    another 3-range, 1-tile ceiling trap, it is much cheaper to use. But ceiling
    Arrow Walls suffer from the lack of parallel firing, as illustrated above.
    Low ceiling traps like the Haymaker tend to be more useful, so I only advise
    using Arrow Walls as a ceiling trap if you need extra loadout space or for
    high ceiling areas.
    
    Fire arrows are usually better for both comboing and general utility, but the
    extra movement speed reduction from chill is sometimes more beneficial.
    
    -- (7.1.04) Autoballista --
    
    "Automatically attacks the enemy; limited arc of fire"
    
    How to obtain: Buy (13 skulls)
    Type: Ceiling Trap (+Wall Trap, +Guardian)
    Coin cost: 1000
    Size: 1/4th tile
    Level 1/2/3 skulls: 3/7/15
    Level 1/2/3 effect: Autoballista fires faster (from 16 seconds to 14/12/10)
    Unique skulls: 6
     Unique 1: Autoballista attack breifly stuns enemies
     Unique 2: Autoballista range increased (from ~8 tiles to ~11 tiles)
    Special skulls: 12
     Special: Autoballista can now be placed on walls
    Trigger Range: 180 degree arc, ~8 tile radius
    Effect Range: 1 enemy, but can hit others
    Reset Time: 16 seconds
    Other: -Counts towards Guardian limit
           -Shots pierce through enemies and Guardians until they hit walls
           -Unique 1 Stun duration: 1 second
    
    No, that's not a typo. Autoballistas do count as Guardians. Keep in mind that
    while they fire slower and cost more than other Guardians, they cannot die.
    Additionally, they have a very large attack range.
    
    When placing Autoballistas, be sure to consider their large firing arc. Having
    them face the enemy spawns seems logical, but consider this
    
    |   E   |      E = enemies
    |       |      A = Autoballista, facing north
    |B  A   |      B = Autoballista, facing east
    |       |      R = rift
    |   R   |
    
    A is only getting one shot at the enemies in front of it. Any enemies that run
    through it won't get hit. B, on the other hand, gets to shoot enemies along
    the entire lane. Essentially, you want the front of your Autoballista to be
    facing as much enemy pathway as possible, and the back to be facing floors,
    walls, and corners that won't see much, if any, enemy traffic.
    
    For Uniques: the range is already good, but Stun is extremely short. If you
    don't need the extra range, pick Stun.
    
    -- (7.1.05) Barricade --
    
    "Obstacle that blocks the enemy's path"
    
    How to obtain: Story: Big Valleys
    Type: Floor Trap
    Coin cost: 900
    Size: 1 tile
    Level 1/2/3 skulls: 3/6/13
    Level 1/2/3 effect: Barricade cost reduced to 800/700/600
    Unique skulls: 5
     Unique 1: Barricades take reduced damage from attacks
     Unique 2: Barricades self-repair shortly after taking damage
    Trigger Range: N/A
    Effect Range: N/A
    Reset Time: N/A
    Other: -Enemies treat the Barricade as a wall, seeking another path
           -Enemies start redirecting ~3 tiles away from Barricades
           -Gnolls can walk over Barricades
           -If Barricades completely block access to a rift, enemies attack them
    
    Barricades are one of the most useful traps in the spellbook, despite the fact
    that they don't deal damage. Instead of defending your rift from 2+ sides, you
    can block one side with Barricades and force all enemies into one direction.
    Similarly, you can make wide hallways into chokepoints.
    
    For these reasons, Barricades are highly recommended in almost all levels.
    As soon as you are able, upgrade them to level 3. The less coin you have to
    spend on Barricades, the more you can spend on traps that focus on damage.
    
    Pay close attention to the wisps when using Barricades. If a wisp curves
    away from a path the Barricade is blocking, your Barricade is usually safe.
    But if the wisps stop in front of the Barricades, enemies will attack them.
    
    Barricades don't have to be fully connected to block off a path; simply being
    connected from corner-to-corner is enough. This can save you the cost of an
    extra Barricade here and there if you're willing to experiment. There are also
    places where Barricades can redirect enemies even if they aren't completely
    blocking off a path. This is called "Advanced Barricading" by the Orcs
    community, and is mostly discovered through trial-and-error placement.
    
    When using Barricades, be wary of Gnolls and Kobold Sappers. Gnolls act as if
    they don't exist and walk over them freely. Sappers will attack Barricades if
    there are no other players, Guardians, Decoys, or charmed enemies nearby, and
    around 3 are enough to completely destroy one. They will usually destroy more
    than 1 due to their explosion's radius.
    
    One effective way to handle Sappers is to use "dummy Barricades", which is
    simply putting a single Barricade in a place where Sappers will target it
    instead of your primary Barricades. It's less costly than replacing main
    Barricades and, unlike Decoys, won't draw attention from non-Sappers.
    
    Note that charmed enemies can cause other enemies to unintentionally damage the
    Barricades, since their attacks hit an area in front of them.
    
    For Uniques, both have their uses. Reduced damage allows Barricades to survive
    almost twice as many Sappers and also last longer when hit by enemies on
    accident, making it the Unique of choice for most occasions. For levels without
    Sappers, self-repairing Barricades can also make a good choice and make using
    charmed enemies near Barricades a bit less stressful.
    
    -- (7.1.06) Bear Trap --
    
    "Stuns and damages an enemy; breaks when triggered"
    
    How to obtain: Story: Crunch
    Type: Floor Trap
    Coin cost: 150
    Size: 1/4th tile
    Level 1/2/3 skulls: 2/6/12
    Level 1/2/3 effect: Bear trap damage increased
    Unique skulls: 5
     Unique 1: Bear trap freezes targets instead of stunning them
     Unique 2: Bear trap burns targets instead of stunning them
    Trigger Range: Step
    Effect Range: 1 enemy
    Reset Time: N/A, destroyed after triggered
    Other:
    
    Not an often-used trap, since it is destroyed after hitting a single enemy.
    Despite this, it does trigger fast enough to hit Kobolds and Gnolls, even
    killing Gnolls in one hit with upgrades. It only knocks the shields off of Orcs
    that have them, making it less useful against later level hordes.
    
    -- (7.1.07) Boom Barrel --
    
    "Blows up when damaged"
    
    How to obtain: Buy (3 skulls)
    Type: Floor Trap
    Coin cost: 200
    Size: Free placement
    Level 1/2/3 skulls: 
    Level 1/2/3 effect: Explosion damage increased
    Unique skulls: 4
     Unique 1: Boom barrels cost reduced to 150
     Unique 2: Increases explosion radius (from 1.5 tiles to 2 tiles)
    Trigger Range: Manual
    Effect Range: 1.5 tiles
    Reset Time: N/A, destroyed after triggered
    Other: -Can be destroyed by enemies, weapons/traps/Guardians, and "fall damage"
           -Deals explosive damage
    
    As a one-time use trap, Boom Barrels aren't very cost efficient. With the
    addition of the Boom Barrel Dispenser, its use is even more questionable. Over
    time, the Dispenser will probably make more than 5 Boom Barrels on its own,
    making up for its natural cost.
    
    That said, Boom Barrels do have advantages over their Dispenser counterpart.
    It's faster to place multiple Boom Barrels than to wait for a Dispenser to
    spawn multiples. You can also place Boom Barrels wherever you want on the floor
    and even inside your killbox, where it can be detonated by other traps. With
    enough spare coin, it becomes a sort of primary weapon in its own right.
    
    Lower cost unique is probably the better choice. Radius shouldn't be much of a
    concern with manual placement.
    
    -- (7.1.08) Boom Barrel Dispenser --
    
    "Automatically creates Boom Barrels"
    
    How to obtain: Story: Corridors
    Type: Wall Trap
    Coin cost: 1000
    Size: 1 tile
    Level 1/2/3 skulls: 3/7/15
    Level 1/2/3 effect: Spawn boom barrels faster (min+max reset time range -5)
    Unique skulls: 6
     Unique 1: Spawned boom barrels automatically explode near enemies
     Unique 2: Spawned boom barrels also get all Boom Barrel upgrades
    Trigger Range: Automatic
    Effect Range: See other
    Reset Time: 40-50 seconds
    Other: -Doesn't spawn Boom Barrels during Go Breaks
           -Reset time is semi-random, but always within a certain time range
           -Spawned Boom Barrels take fall damage; falling from a 2 tile height
            or higher causes them to explode as they hit the ground. From a 1.5
            tile height, one Barrel falling on another will make both explode
           -Barrels roll out at a down-forward angle. From ground-level, barrels
            land ~1 tile distance from the wall. From 1 tile up, ~2 tiles
           -Spawned barrels act as level 0 Boom Barrels unless Unique 2 is used
    
    A long reset timer makes Boom Barrel Dispensers of limited use as a single wall
    trap. However, the Boom Barrels they spawn are like any other in that they can
    be moved to another location. Additionally, you can place the Dispenser above
    other wall traps and still have it contribute to a killbox.
    
    Unique 2 is usually preferred over Unique 1, but it depends on how you want to
    use the Dispenser. Exploding near enemies isn't as useful in a killbox, as you
    or your traps can detonate the barrels anyways, but as is more effective as a
    unmanned "automatic" trap.
    
    -- (7.1.09) Boulder Chute --
    
    "Shoot to drop boulders on enemies; resets after firing"
    
    How to obtain: Story: Precipice
    Type: Ceiling trap
    Coin cost: 800
    Size: 2x2 tiles
    Level 1/2/3 skulls: 3/7/14
    Level 1/2/3 effect: Boulder chute reset time reduced (from 20 sec to 17/15/13)
    Unique skulls: 6
     Unique 1: Boulder chutes sometimes drop coins (worth 100)
     Unique 2: Boulder chutes sometimes drop bombs
    Trigger Range: Manual
    Effect Range: Rocks fall until they hit the floor
    Reset Time: 20 seconds
    Other: -More distance between the Boulder Chute and the floor = more damage
    
    Boulder Chutes are the cheapest way to cover a 2x2 high ceiling. Its
    competitors, Arrow Wall and Shock Zapper, cost 2400 and 4000, respectively,
    to cover the same area. Additionally, there are a rare few ceilings where only
    Boulder Chutes have enough range to actually use naturally.
    
    To help use Boulder Chutes more effectively, it's advised that you put floor
    traps under it to remind you of its hit area. The rocks don't hit outside of
    the 2x2 range under it, so it's easy to over or undershoot the distance.
    
    One method to automate a Boulder Chute is to make a chain reaction with your
    other traps, aka a Rube Goldberg device. For example: Steam Traps, Archer
    Guardians, and the Boulder Chute. As the Steam Trap pushes enemies up into the
    Chute, the Archers shoot the rising/falling enemies and trigger the Chute.
    
    Between the 2 Uniques, there's not a clear superior option. Bombs seem to drop
    more commonly than coins, for what it's worth. Bombs are visually, if not also
    functionally, identical to those used by the Dwarf Guardians. Coin Unique is
    good for Endless if you have enough time and space to hit all of your Chutes.
    
    -- (7.1.10) Brimstone --
    
    "Burns enemies; fades out after doing damage; recharges over time"
    
    How to obtain: Buy (7 skulls)
    Type: Floor Trap
    Coin cost: 700
    Size: 1 tile
    Level 1/2/3 skulls: 2/6/12
    Level 1/2/3 effect: Burns 3/4/5 enemies before running out of heat
    Unique skulls: 5
     Unique 1: Brimstone heats up faster (see Other)
     Unique 2: Enemies set on fire burn longer (from 3 seconds to 4)
    Trigger Range: Step
    Effect Range: Same
    Reset Time: 30 seconds, see Other
    Other: -Deals a small amount of Fire damage and Burns enemies
           -Base Burn duration: 3 seconds
           -Constantly regenerates "charges" for triggering, regenerates 1 charge
            every 30 seconds. Reset time to maximum varies depending on max charge
           -Uses 50%/33%/25%/20% of progress bar at level 0/1/2/3 per use
           -After empty, cannot fire again until it has enough charge for 1 use
           -Unique 1 speeds up charge rate to 1 charge every 25 seconds
           -With Unique 1, level 0 Brimstone recharges to full once 1 charge has
            been regenerated. (Bug?)
    
    Brimstone is one of a few traps that triggers quickly enough to hurt Kobolds
    (including the Grinder and Shock Zapper) and is the cheapest among them. If you
    plan on using Brimstone, be sure to upgrade it to level 3 as soon as possible.
    
    Because of the way its reset works, Brimstone is less and less effective over
    time in very high traffic killboxes, especially on Nightmare where it doesn't
    get a free refill every few waves. Despite that, it's still a good choice for
    a "one size fits all" floor trap if your loadout space is limited.
    
    "Heats up faster" is preferred over "burns longer". The extra time saved on
    each charge is worth more than a 1 second longer burn.
    
    -- (7.1.11) Coinforge --
    
    "Enemies that die on a Coinforge drop more coins"
    
    How to obtain: Buy (5 skulls)
    Type: Floor Trap
    Coin cost: 200
    Size: 3x3 tiles
    Level 1/2/3 skulls: 2/5/11
    Level 1/2/3 effect: Enemies that die on the Coinforge are worth more coin
                        (from +50% to +55%/+65%/+75%)
    Unique skulls: 5
     Unique 1: Coinforge effect persists briefly after enemies leave the Coinforge
     Unique 2: Enemies affected by the Coinforge take additional damage
    Trigger Range: N/A, always active
    Effect Range: Step
    Reset Time: N/A, always active
    Other: -Coinforge effect removes Bleed
           -Does not add a combo point
           -Level 0 coinforge effect raises coin worth by 50%
           -Unique 1 persists for 3 seconds
    
    Despite its massive size, the Coinforge is extremely cheap to create. While
    it reduces the ability to use other floor traps in combination with it, Decoys
    and Guardians can still go on top of it. Holding a horde of enemies on top of
    your Coinforge while hitting them with wall/ceiling traps and Guardians will
    earn a lot of coin, more than enough to make up for its own cost. If desired,
    you can sell it later and put other floor traps over it.
    
    Unique 2 is usually a better option than Unique 1. The Coinforge is large
    enough that persisting isn't necessary, and dealing more damage helps ensure
    that you get boosted coin and kill enemies quicker in one swoop.
    
    -- (7.1.12) Dart Spitter --
    
    "Spits darts filled with acid; resets after firing
    
    How to obtain: DLC: Fire and Water
    Type: Ceiling Trap
    Coin cost: 900
    Size: 1 tile
    Level 1/2/3 skulls: 3/7/15
    Level 1/2/3 effect: Darts do additional damage
    Unique skulls: 6
     Unique 1: Darts sometimes freeze enemies
     Unique 2: Darts sometimes charm enemies
    Trigger Range: 3x3 range around trap, 2 tiles down
    Effect Range: Same, some shots go further
    Reset Time: 15 seconds
    Other: -Darts fire at a downward angle; doesn't hit smaller enemies under it
           -Darts have a chance to ragdoll light enemies
           -Darts deal Poison damage(?)
    
    The Dart Spitter's main strength is its large effect area; it's the only
    ceiling trap able to hit enemies around it rather than just directly under it.
    As such, it enjoys greater freedom and synergy alongside other ceiling traps.
    
    Dart Spitters don't tend to deal much damage to single targets on their own,
    so don't rely on them as a standalone trap. In particular, smaller enemies like
    Orcs and Kobolds tend to get hit far less than larger ones, especially when
    directly underneath it. It fires at around chest/head height for most larger
    enemies, so it's effective enough on them.
    
    No current opinion on Uniques, but beware of using charm near Barricades.
    
    -- (7.1.13) Decoy --
    
    "Looks oddly like a War Mage; explodes if destroyed by enemies"
    
    How to obtain: Buy (11 skulls)
    Type: Floor Trap
    Coin cost: 700
    Size: Free placement
    Level 1/2/3 skulls: 3/7/15
    Level 1/2/3 effect: Decoy health increased
    Unique skulls: 6
     Unique 1: Decoy will reappear after being destroyed, but no longer explodes
     Unique 2: Enemies that attack the decoy are chilled and sometimes frozen
    Trigger Range: N/A
    Effect Range: ~1.5 tiles
    Reset Time: ~90 seconds (with Unique 1)
    Other: -Heals self over time if not being attacked
           -On death, deals explosive damage to enemies in range
           -With Unique 2, death also freezes enemies in range
           -Unique 1 reset is not affected by Trap Reset Trinket passive/active
    
    Decoys are an extremely cost-efficient way of keeping enemies in one place and
    are quicker/cheaper than building a Barricade funnel/maze. Placing Decoys in
    the middle of your killbox is a good way to slow down most enemies, especially
    if you lack slowing effects like Tar.
    
    Unique 1 essentially turns the Decoy into a reusable Guardian that doesn't
    fight back, which is better than it initially sounds. Rather than replace the
    same Decoy multiple times, you can just place 1-3 Decoys spaced slightly apart
    and have them share the burden. Unique 2 (or no Unique) is better when coin
    isn't a concern and the dead Decoy can be easily replaced; the explosion is
    sometimes as valuable as the Decoy itself. Replace "dead" Unique 1 Decoys if
    possible between waves; 90 seconds is a long time to wait for it to return.
    
    -- (7.1.14) Dwarf Guardian --
    
    "Throws explosive bombs at enemies"
    
    How to obtain: Story: The Crossing
    Type: Guardian
    Coin cost: 900
    Size: Free placement
    Level 1/2/3 skulls: 3/6/13
    Level 1/2/3 effect: Dwarf attacks do increased damage
    Unique skulls: 5
     Unique 1: Dwarf bombs sometimes cause targets to bleed
     Unique 2: Dwarf melee attacks sometimes knock back foes
    Trigger Range: ~5 tile radius
    Effect Range: ~1 tile radius (Bombs)
    Reset Time: See other
    Other: -Bombs deal explosive damage
           -Melees when enemies are close
           -Throws bombs every ~5 seconds
    
    Dwarves are usually outclassed by Paladins and Archers, but can work well in
    combination with them. Durability-wise, Dwarves fall somewhere inbetween
    Paladins and Archers. Bombs make them a bit more potent against Elementals, but
    their low rate of fire and inconsistant aim can disappoint as a lone Guardian.
    Dwarves are short enough that Archer shots go over their heads.
    
    Bleeding bombs are the better unique. If your Dwarf is in melee range, they're
    essentially dead.
    
    -- (7.1.15) Floor Portal --
    
    "Teleports enemies back to the start; resets after firing"
    
    How to obtain: DLC: Fire and Water
    Type: Floor Trap
    Coin cost: 1200
    Size: 1 tile
    Level 1/2/3 skulls: 3/7/15
    Level 1/2/3 effect: Floor Portals reset faster (from 30 seconds to 26/23/20)
    Unique skulls: 6
     Unique 1: Enemy catches on fire when teleported
     Unique 2: Enemies sometimes leave coins behind when teleported (worth 20)
    Trigger Range: Step
    Effect Range: 1 enemy
    Reset Time: 30 seconds
    Other: -Enemy returns to the spawn it came from, but retains its current health
           -Unique 1 Burn lasts 4 seconds
    
    Floor Portals are unremarkable for regular play but are amazing for Endless.
    Their reset time is decent and it's very easy to get enough coin to force any
    number of heavy enemies through a killbox again and again.
    
    No current opinion on Uniques. Coin drop rate seems fairly common and is a
    potential source of infinite income for Endless.
    
    -- (7.1.16) Floor Scorcher --
    
    "Flips up and burns groups of enemies"
    
    How to obtain: Buy (16 skulls)
    Type: Floor Trap (+Wall Trap)
    Coin cost: 800
    Size: 1 tile
    Level 1/2/3 skulls: 3/7/15
    Level 1/2/3 effect: Floor Scorcher damage increased
    Unique skulls: 6
     Unique 1: Floor Scorcher burns targets longer (from 1 second to 3)
     Unique 2: Flames cover a larger arc (fans out a full tile instead of half)
    Special skulls: 13
     Special: Floor Scorcher can now be placed on walls
    Trigger Range: Step + 2 tiles in one direction (can rotate)
    Effect Range: Same
    Reset Time: 10 seconds
    Other: -Light enemies standing on top of it can be ragdolled
           -Deals fire damage and Burns enemies to enemies in front of it
           -Base Burn duration: 1 second
           -Fans out around a half tile to each side
    
    Floor Scorchers have a unique quality among floor traps: horizontal attack
    area. Being able to attack 2 tiles in front of it allows you to use it
    "outside" of your killbox and free up tile space for other floor traps.
    
    Longer burn is recommended, as the base burn duration is very low.
    
    -- (7.1.17) Grinder --
    
    "Sucks in enemies that get too close; runs constantly until it jams"
    
    How to obtain: Buy (12 skulls)
    Type: Wall Trap
    Coin cost: 1000
    Size: 1 tile
    Level 1/2/3 skulls: 3/7/15
    Level 1/2/3 effect: Increased damage; clears jams faster (from 40 secs to 20)
    Unique skulls: 6
     Unique 1: Grinder unjams much more quickly (unjam time set to 10 seconds)
     Unique 2: Grinder sometimes makes monsters bleed for a short time
    Trigger Range: N/A, runs constantly
    Effect Range: 1 tile
    Reset Time: See Other, does not display on progress bar
    Other: -Deals damage constantly to enemies in range when active
           -After unjamming, becomes active again at ~50% "health"
           -Level 1/2/3 upgrade only improves unjam time once
    
    Grinders are an essential part of high score and comboing as well as a very
    effective countermeasure against Kobolds. As a standalone trap it jams up
    quickly so it's best to support it with other traps and weapon effects.
    
    Unique 2's bleed is what makes it valuable for combos, but if those precious
    few seconds while jammed are more important you should use Unique 1.
    
    -- (7.1.18) Haymaker --
    
    "Spins and knocks around enemies; resets after firing"
    
    How to obtain: Story: Hidden Gulch
    Type: Ceiling Trap
    Coin cost: 700
    Size: 1 tile
    Level 1/2/3 skulls: 3/6/13
    Level 1/2/3 effect: Haymaker deals more damage
    Unique skulls: 5
     Unique 1: Haymaker throws enemies with more force
     Unique 2: Haymaker sometimes stuns heavy enemies
    Trigger Range: 1 and 1/2 tiles down 
    Effect Range: Same
    Reset Time: 13 seconds
    Other: -Ragdolls light enemies
           -Runs for 4 seconds, continues to reset during this time
    
    Haymkers are arguably one of the best traps in the game. Its combination of
    traits (moderate damage, relatively low reset time, relatively cheap, remains
    active for a while after triggering) allow it to be used in almost any scenario
    you can think of. A must-have for any level with low ceilings.
    
    Unique 1 is usually more harmful than helpful, as enemies can fly in random
    directions (such as the wrong side of a killbox) and live. Unique 2 is better
    but can sometimes make combos on heavy enemies more difficult, as it stops them
    before they step onto the tile under the Haymaker.
    
    -- (7.1.19) Healing Well --
    
    "Restores player health; takes time to recharge"
    
    How to obtain: Buy (12 skulls, War Mage)
    Type: Wall Trap
    Coin cost: 600
    Size: 1 tile
    Level 1/2/3 skulls: 3/7/15
    Level 1/2/3 effect: Additional stored health (from 70 health to 80/95/110)
    Unique skulls: 6
     Unique 1: Healing Well cost reduced to 400
     Unique 2: Healing Well recharges more quickly (from 1 health/second to 2)
    Trigger Range: N/A
    Effect Range: N/A
    Reset Time: See Other
    Other: -Standing next to Well restores health
           -Holds a maximum of 70 health at level 0
           -Starts at 50% charge when placed
           -Recharges held health at a rate of ~1 health/second
           -Only heals when more than 10 health is charged
    
    Healing Wells provide a supply of health when Fortress rifts and potions aren't
    around, but I don't recommend them for most occasions. They are better suited
    for Endless, where potions are rare in later waves, particularly in Mine levels
    where the rift doesn't heal you.
    
    Faster charge seems to be a more efficient Unique, as Healing Wells are fairly
    cheap already at 600.
    
    -- (7.1.20) Ice Vent --
    
    "Freezes enemies; resets after firing"
    
    How to obtain: Default (Sorceress)
    Type: Floor Trap (+Ceiling Trap)
    Coin cost: 400
    Size: 1 tile
    Level 1/2/3 skulls: 3/6/13
    Level 1/2/3 effect: Ice Vent reset time reduced (from 15 seconds to 13/11/9)
    Unique skulls: 5
     Unique 1: Ice Vent freeze lasts longer (from 3 seconds to 4)
     Unique 2: Chills enemies after freeze wears off
    Special skulls: 11
     Special: Ice Vent can now be placed on ceiling
    Trigger Range: Step
    Effect Range: 1 tile
    Reset Time: 15 seconds
    Other: -Base freeze duration of 3 seconds
           -Unique 2 Chill lasts ~4 seconds
    
    The Ice Vent is, alongside the Steam Trap and Tar, a floor trap that focuses on
    slowing down enemies rather than killing them. Unlike the other 2, Ice Vent
    suffers from costing the most coin, firing delay that limits the number and
    speed of targets it can hit (usually no more than 3 enemies).
    
    On the positive side, the enemies it does hit will take extra damage while
    frozen and, as a result of being frozen, are stopped for a decent amount of
    time. Ceiling-mounted Ice Vents will also instant-kill fliers, even though it
    lacks range.
    
    Longer freeze isn't a dramatically large increase, so you may prefer chill.
    
    -- (7.1.21) Mana Well --
    
    "Restores player mana; takes time to recharge"
    
    How to obtain: Buy (12 skulls, Sorceress)
    Type: Wall Trap
    Coin cost: 1500
    Size: 1 tile
    Level 1/2/3 skulls: 3/7/15
    Level 1/2/3 effect: Additional stored mana (from 70 mana to 80/95/110)
    Unique skulls: 6
     Unique 1: Mana Well cost reduced to 1250
     Unique 2: Mana Well recharges faster (from 1 mana/second to 2)
    Trigger Range: N/A
    Effect Range: N/A
    Reset Time: See Other
    Other: -Standing next to Well restores mana
           -Holds a maximum of 70 mana at level 0
           -Starts at 50% charge when placed
           -Recharges held mana at a rate of ~1 mana/second
           -Only restores mana when more than 20 mana is charged
    
    Mana Wells are very expensive traps to place, even with the cost-reducing
    Unique. I would instead recommend Mana Rage Trinket if you really short bursts
    of high mana usage. Mana Wells, of course, have the advantage that you can set
    multiples of them, but this is even more expensive.
    
    Faster recharge and cheaper cost both have their uses as Uniques. Difficult to
    recommend one over the other, but I would go for faster recharge.
    
    -- (7.1.22) Paladin Guardian --
    
    "Sturdy melee Guardians"
    
    How to obtain: Buy (12 skulls)
    Type: Guardian
    Coin cost: 1200
    Size: Free placement
    Level 1/2/3 skulls: 3/7/15
    Level 1/2/3 effect: Paladins have more health
    Unique skulls: 6
     Unique 1: Paladin attacks sometimes stun targets
     Unique 2: Paladins slowly regenerate health
    Trigger Range: ~2 tiles
    Effect Range: Sword attacks ~1/2 tile area in front
    Reset Time: N/A
    Other: -Deploys a blue "bubble" shield to repel ranged attacks when idle
           -Vulnerable to Crushing damage (most heavy enemies)
           -Unique 2 Stun duration: 4 seconds
    
    Paladins are expensive but reliable against the basic Orc hordes. With health
    regeneration, they are usually in no danger of dying and 2-3 can hold back an
    entire lane of Orcs alone. On War Mage, Paladins can be considered like a more
    expensive reappearing-Decoy.
    
    However, Paladins like to pick the nearest target and pursue it relentlessly,
    even if the Paladin is too slow to catch it. This can result in them wandering
    away from their intended position, though they will walk back when their target
    is dead. Additionally, Paladins can't stand up to most heavy enemies like
    Elementals, Trolls, and Ogres unless they use the stun Unique, which impairs
    their longevity unless you take the Healing Trinket. Either way, a dead Paladin
    in Nightmare is a big loss in coin, so either make sure you can protect them or
    just leave them behind.
    
    Uniques, as covered above, depend on what you're fighting and what you want
    from your Paladins. Stun is better for big enemies, regeneration for longevity.
    
    -- (7.1.23) Pounder --
    
    "Smashes enemies; resets after firing
    
    How to obtain: Buy (10 skulls)
    Type: Ceiling Trap
    Coin cost: 500
    Size: 1 tile
    Level 1/2/3 skulls: 3/7/14
    Level 1/2/3 effect: Pounder deals more damage
    Unique skulls: 6
     Unique 1: Pounder briefly stuns enemies
     Unique 2: Trolls and Ogres struck by Pounder sometimes drop coins (worth 100)
    Trigger Range: 1 and 1/2 tiles down
    Effect Range: Same
    Reset Time: 12 seconds
    Other: -Unique 1 Stun duration: 2 seconds
    
    Except for lower cost, the Pounder is almost universally inferior to Haymakers
    for general killing power. Pounder does make itself more distinct with its
    Uniques though; Stun from Pounders affects all enemies, not just heavies like
    with Haymakers, and extra coin is never a bad thing. In some areas, Haymakers
    may unintentionally send an enemy in a direction you don't want them to go,
    skipping past your defenses. Pounders are more preferable in these examples.
    
    Stun Unique is preferred. Coin Unique is a bit too specific in target choices.
    
    -- (7.1.24) Push Trap --
    
    "Pushes enemies away from the trap; resets after firing"
    
    How to obtain: Buy (8 skulls)
    Type: Wall Trap
    Coin cost: 300
    Size: 1 tile
    Level 1/2/3 skulls: 2/6/13
    Level 1/2/3 effect: Push Trap reset time reduced (from 12 seconds to 10/9/8)
    Unique skulls: 5
     Unique 1: Pushed enemies are briefly stunned
     Unique 2: Push trap range increases (from 1 tile to 2)
    Trigger Range: 1 tile
    Effect Range: Same
    Reset Time: 12 seconds
    Other: -Ragdolls light enemies
           -Unique 1 Stun duration: ~2 seconds
           -Unique 1 Stun still affects heavy enemies
    
    The usefulness of Push Trap varies from level to level, but it truly shines on
    those with lots of pits to throw enemies into. Very quick reset time and low
    cost accentuate that strength. Even on levels without pits, you can use some
    creativity with Barricades to force enemies through a maze of traps again.
    
    The extra range Unique makes it much easier to use on some wider hallways. Stun
    is sometimes more useful as a regular killbox wall trap.
    
    -- (7.1.25) Shock Zapper --
    
    "Electricity-flinging turret; adept at frying fliers"
    
    How to obtain: Story: Mirror Image
    Type: Ceiling Trap (+Wall Trap)
    Coin cost: 1000
    Size: 1 tile
    Level 1/2/3 skulls: 3/7/15
    Level 1/2/3 effect: Shock Zapper holds more charge for zapping enemies
    Unique skulls: 6
     Unique 1: Shock Zapper briefly stuns targets
     Unique 2: Shock Zapper chains to an additional target but uses more charge
               per attack
    Special skulls: 12
     Special: Shock Zapper can now be placed on walls
    Trigger Range: 3 tiles
    Effect Range: Same
    Reset Time: See Other
    Other: -Deals Lightning damage
           -Constantly regenerates "charges" for triggering, regenerates 1 charge
            every 20 seconds. Reset time to maximum varies depending on max charge
           -Uses slightly more charge against tougher enemies
           -After empty, cannot fire again until it has enough charge for 1 use
           -Unique 1 Stun duration: ~2 seconds
           -Unique 2 uses ~1.5 times as much charge to hit 2 enemies
    
    -- (7.1.26) Spike Trap --
    
    "Does damage when stepped on; resets after firing"
    
    How to obtain: Story: The Edge
    Type: Floor Trap
    Coin cost: 300
    Size: 1 tile
    Level 1/2/3 skulls: 2/4/9
    Level 1/2/3 effect: Spike Trap resets faster (from 15 secs to 13/11/9)
    Unique skulls: 4
     Unique 1: Damaged enemies are briefly slowed
     Unique 2: Damaged enemies bleed, taking additional damage
    Trigger Range: Step
    Effect Range: Same
    Reset Time: 15 seconds
    Other: -Unique 1 Slow duration: ~2 seconds
           -Unique 2 Bleed duration: ~2 seconds
    
    Spike Traps are inexpensive, though not particularly damaging, lending to their
    usefulness in early levels and for combos alike.
    
    Unique choice depends on what you need more for combo effects. Slow is more
    useful for regular play.
    
    -- (7.1.27) Spike Wall --
    
    "Damages and throws enemies back; affects even very large enemies"
    
    How to obtain: DLC: Are We There Yeti?
    Type: Wall Trap
    Coin cost: 800
    Size: 2x1 tiles
    Level 1/2/3 skulls: 3/7/15
    Level 1/2/3 effect: Spike Wall deals increased damage
    Unique skulls: 6
     Unique 1: Spike Wall also makes targets bleed
     Unique 2: Spike Wall also stuns targets
    Trigger Range: 2 tiles
    Effect Range: Same (2x2 area in front of trap)
    Reset Time: 13 seconds
    Other: -Unique 1 Bleed duration: 4 seconds
           -Unique 2 Stun duration: 3 seconds
           -Ragdolls any enemy, regardless of weight class
    
    Spike Walls cover a large area, have a respectable reset time, and can ragdoll
    even the heaviest enemies. Fantastic alternative to Spring Traps in some areas.
    
    Preferred Unique depends on what you want for combos. For general play, Stun
    doesn't seem as useful; the effect wears off by the time enemies stand back up.
    
    -- (7.1.28) Spore Mushrooms --
    
    "Converts the first enemy that steps on it"
    
    How to obtain: Buy (15 skulls)
    Type: Floor Trap
    Coin cost: 1200
    Size: 1 tile
    Level 1/2/3 skulls: 3/8/17
    Level 1/2/3 effect: Controlled enemies have extra health
    Unique skulls: 7
     Unique 1: Spore Mushrooms reset much faster (from ~180 seconds to 60)
     Unique 2: Kobold Runners converted by spores are extremely dangerous to the
               enemy (becomes stronger and has more health)
    Trigger Range: 1 tile
    Effect Range: 1 enemy
    Reset Time: ~180 seconds
    Other: -Selling the Spore Mushroom kills any enemy it has converted
           -Can only convert one enemy at a time, per trap
           -Does not start resetting until converted enemy has died
    
    Spore Mushrooms are difficult to use as a set-and-forget trap, since there's no
    guarantee on whether you'll get a plain Orc or something better like an Ogre.
    When used in a more active role, placing it under your desired enemy, it's
    essentially a "permanent" charm. Great for tough enemies like Ogres and Trolls.
    
    Most enemies will stay next to the Spore that converted them, but Gnolls will
    actively pursue any enemies on the map, making them extra handy as Spore bait.
    
    Try to have most or all of your Spores near wherever you plan on being during a
    level. When the wave ends, sell any used Spores and replace them with fresh
    ones. You'll get a full-price coin refund when selling them and it's often much
    faster than waiting for the natural reset time. If you want to keep a certain
    Spored enemy, don't sell their "used" Spore.
    
    "Stronger Kobolds" essentially turns Kobolds into mini-Gnolls. They won't chase
    enemies they can't see, but they about as fast and tough as Gnolls. Whether you
    choose it over a quicker reset is largely a matter of personal taste, but the
    faster reset is a tremendous boost.
    
    -- (7.1.29) Spring Trap --
    
    "Throws enemies; resets after firing"
    
    How to obtain: Story: Chasm
    Type: Floor Trap
    Coin cost: 700
    Size: 1 tile
    Level 1/2/3 skulls: 3/6/13
    Level 1/2/3 effect: Spring Trap cost reduced to 600/525/450
    Unique skulls: 5
     Unique 1: Spring Trap sometimes flips heavier enemies
     Unique 2: Spring Trap reset time reduced (from 15 seconds to 10)
    Trigger Range: Step
    Effect Range: Same
    Reset Time: 15 seconds
    Other: -Ragdolls light enemies
    
    Spring Traps are essential to Void Wall setups as well as simply flinging
    enemies into pits. Keep your surroundings in mind when placing Springs; heavies
    only get flung ~1 tile, but light enemies like Orcs will usually be catapulted
    2-3 tiles upwards, which can give them an unintentional shortcut.
    
    Unique 1 is virtually required to use this trap, due to the sheer number of
    levels with heavy enemies. Unique 2 is very effective against light enemies.
    
    -- (7.1.30) Steam Trap --
    
    "Blasts steam and levitates enemies; resets after firing"
    
    How to obtain: Buy (6 skulls)
    Type: Floor Trap
    Coin cost: 400
    Size: 1 tile
    Level 1/2/3 skulls: 2/5/11
    Level 1/2/3 effect: Steam Trap cost reduced to 350/300/250
    Unique skulls: 5
     Unique 1: Steam Trap chills enemies for a time
     Unique 2: Steam Trap reset time reduced (from 12 seconds to 9)
    Trigger Range: 1 tile
    Effect Range: Same
    Reset Time: 12 seconds
    Other: -Ragdolls light enemies
           -Unique 1 Chill also affects heavy enemies
           -Unique 1 Chill lasts 10 seconds
    
    Steam Trap flings enemies up ~3 tiles when triggered. This has somewhat unique
    applications, allowing for high walls to be utilized. Low reset time and low
    cost make this a great way to greatly slow lots of Orcs and, with Chill, mildly
    slow down heavies as well.
    
    Unique 1 Chill lasts an extremely long time, making this comparable to Tar on
    regular speed and slow enemies. Unique 2's minor reset time reduction isn't as
    vital when compared to Chill, but it makes the Steam Trap a bit more effective
    at tossing enemies.
    
    -- (7.1.31) Swinging Mace --
    
    "Smashes into enemies; constantly in motion"
    
    How to obtain: Buy (14 skulls)
    Type: Ceiling Trap
    Coin cost: 1500
    Size: 3x1 tiles
    Level 1/2/3 skulls: 3/8/16
    Level 1/2/3 effect: Swinging Mace damage increased
    Unique skulls: 5
     Unique 1: Swinging Mace swings faster (reset time removed)
     Unique 2: Swinging Mace stuns enemies it hits
    Trigger Range: N/A, always active
    Effect Range: 1 tile down
    Reset Time: See Other
    Other: -Ragdolls and tosses light enemies
           -Has a ~7 second "cycle": Swing, stop, swing, stop, reset for 3 seconds
           -Unique 1 removes the 3 second "lag" after a swing-stop cycle
           -Not affected by Trap Reset Trinket
    
    Its large size makes it a bit unwieldly in some levels, but the Swinging Mace
    is effective with proper support. Compared to 3 Pounders or Haymakers, it
    covers the same area at equal/less cost.
    
    Because of its pendulum-like swinging pattern, smaller enemies near the edges
    can sometimes avoid being hit. Light enemies who aren't killed by a swing are
    tossed in the swing's direction. This can give enemies an unexpected shortcut
    through a killbox.
    
    To use the Swinging Mace to its best abilities, use an enclosed area 3 tiles
    wide with Barricades set to snake enemies through the Mace's lengthwise path.
    This keeps them from flying forward or backwards and instead just slams them
    into walls. You can also repeat the pattern if you have enough space to do so:
    
    Base snaking pattern:
    |BB |  m = Swinging Mace
    |mmm|  B = Barricade
    | BB|
    
    Extension example:
    |BB |
    |mmm|
    | BB|
    |mmm|
    |BB |
    
    I strongly recommend Unique 1's faster swings. This makes it more effective at
    damaging heavies and Orc hordes alike. Unique 2 stun is wasted on light enemies
    and Pounders/Haymakers may be more effective for stunning heavies.
    
    -- (7.1.32) Tar --
    
    "Slows down enemies"
    
    How to obtain: Default (War Mage)
    Type: Floor Trap
    Coin cost: 450
    Size: 1 tile
    Level 1/2/3 skulls: 3/6/13
    Level 1/2/3 effect: Tar trap cost reduced to 400/350/300
    Unique skulls: 5
     Unique 1: Enemies move slower (50% slow increases to 66%)
     Unique 2: Slow persists (2 seconds after stepping off of Tar)
    Trigger Range: N/A, always active
    Effect Range: Step
    Reset Time: N/A
    Other: -Slow effect, 50% (counted separately from other Slow effects)
    
    Tar is one of the best traps in the game due to its combination of low cost,
    potent effect, and that it's always active. The application is simple: apply
    generously to killboxes, slowing down enemies in range of your other traps.
    Fast enemies like Kobolds become slow enough to be caught by any trap and
    enemies that were already slow now move at a glacial pace.
    
    For Uniques, let's consider the average Orc moving at 1 tile per second. Unique
    1 makes him take 3 seconds to cross the tar. Unique 2 makes him take 2 seconds
    to cross tar, then 2 more seconds to cross the tile beyond that. Unique 1 keeps
    him in one place for longer, whereas Unique 2 lasts a little longer.
    
    -- (7.1.33) Void Wall --
    
    "Anything thrown in dies instantly"
    
    How to obtain: Story: Wind Up
    Type: Wall Trap
    Coin cost: 300
    Size: 2x2 tiles
    Level 1/2/3 skulls: 3/6/13
    Level 1/2/3 effect: Increases coin drop chance
    Unique skulls: 5
     Unique 1: Throwing enemies into the void heals the player
     Unique 2: Enemies thrown in sometimes return as skeletons to fight for you
    Trigger Range: N/A
    Effect Range: N/A
    Reset Time: N/A
    Other: -Enemies killed by Void Wall can randomly drop potions or Coin (100)
           -Potions created by Void Wall kills disappear after 2 minutes
           -Enemies must be ragdolled and tossed into the Void Wall to be killed;
            does not trigger automatically
           -Unique 2 skeletons behave like the enemy that was used to create the
            skeleton; constantly loses health until dead
    
    Void Walls are a popular choice for Endless and in some levels. They require a
    more specialized loadout with physics traps and the Wind Belt to be effective,
    but instantly killing enemies is something few traps can boast for a low cost,
    despite the size and resources it requires.
    
    Since potions made by the Void Wall will fade over time, don't worry about
    saving them.
    
    Unique 2 is recommended unless you specifically don't want enemies to stop in
    front of your Void Walls. The skeletons it creates will keep other enemies
    near the Void Wall, allowing your traps a bit more time to reset and push even
    more enemies in.
    
    -- (7.1.34) Wall Blades --
    
    "Chops enemies apart; resets after firing"
    
    How to obtain: Buy (14 skulls)
    Type: Wall Trap
    Coin cost: 800
    Size: 1 tile
    Level 1/2/3 skulls: 3/8/16
    Level 1/2/3 effect: Wall Blades deal increased damage
    Unique skulls: 6
     Unique 1: Wall Blades briefly cause enemies to bleed
     Unique 2: Wall Blades reset time reduced (from 15 seconds to 12)
    Trigger Range: 1 tile
    Effect Range: Same
    Reset Time: 15 seconds
    Other:
    
    Wall Blades are not a good choice for a high-score and combo playstyle, but
    high damage combined with a decent reset time makes them suitable for cutting
    down hordes of Orcs and heavies alike.
    
    Most enemies hit by the Wall Blades will die or be near death, so I recommend
    the faster reset instead of Bleed.
    
    -- (7.1.35) Web Spinner --
    
    "Sprays webs on enemies; fire will burn the webs off"
    
    How to obtain: DLC: Fire and Water
    Type: Wall Trap (+Ceiling Trap)
    Coin cost: 900
    Size: 1 tile
    Level 1/2/3 skulls: 3/8/16
    Level 1/2/3 effect: Webs slow enemies longer (from 8 seconds to 9/10/11)
    Unique skulls: 6
     Unique 1: Burning webs deal damage
     Unique 2: Webs weaken enemies, causing them to take increased damage
    Special skulls: 13
     Special: Web Spinner can now be placed on the ceiling
    Trigger Range: 3 tiles
    Effect Range: Same
    Reset Time: 10 seconds
    Other: -Runs for 2 seconds, continues to reset during this time
           -Base slow effect lasts 8 seconds
    
    Very short reset time, functionally close to Tar on walls. Fast enough to catch
    fast enemies like Gnolls and Kobolds as well.
    
    Unique 1 when playing with fire, Unique 2 otherwise.
    
    ------------------------------- (7.2) Weapons ---------------------------------
    
    -- (7.2.01) Alchemist's Satchel --
    
    "Primary: places acid bombs
     Secondary: remotely detonates them"
    
    How to obtain: Buy (14 skulls)
    Primary mana cost: 45
    Secondary mana cost: None
    Level 1/2/3 skulls: 3/8/16
    Level 1/2/3 effect: Alchemy bombs have increased damage/area of effect
    Unique skulls: 6
     Unique 1: Acid bombs slow enemies for a few seconds
     Unique 2: Acid bombs destroyed by traps or weapons deal additional acid
               damage over a brief time
    Other: -Deals Poison damage
           -Base area of effect: ~1.5 tile radius, maxes at ~2 tile radius
           -Unique 1 Slow duration: 5 seconds
           -Unique 2 acid damage duration: 3 seconds
    
    Acid bombs behave much like Boom Barrels; a hit from anything will detonate
    them and damage all surrounding enemies. The bombs themselves are a bit bouncy
    and difficult to place accurately. This can make them difficult to use against
    large and wide groups. Mana cost is also a bit high. Not a good weapon for
    tough heavies, but decent against hordes of unshielded enemies.
    
    No current opinion on Uniques.
    
    -- (7.2.02) Bladestaff --
    
    "Primary: Attack the enemy up close
     Secondary: Knock enemies away"
    
    How to obtain: Buy (8 skulls)
    Primary mana cost: None
    Secondary mana cost: 25
    Level 1/2/3 skulls: 2/6/13
    Level 1/2/3 effect: Bladestaff deals increased damage
    Unique skulls: 5
     Unique 1: Dealing damage with the bladestaff briefly increases run speed
     Unique 2: Dealing damage with the bladestaff grants a shielding effect
    Other: -Secondary deals explosive damage and ragdolls light enemies
           -Primary rate of fire: ~2/sec
           -Secondary rate of fire: ~2/sec
           -Unique 1 run speed increase lasts 5 seconds, increases speed by ~30%
           -Unique 2 slightly reduces damage taken while attacking
    
    The Bladestaff is a fast melee weapon with limited crowd control ability. Orcs
    and most large enemies take a lot of damage from the Bladestaff, but you'll be
    receiving damage in return as well. If you plan on using the Bladestaff, pair
    it with weapons, traps, or trinkets that can heal you.
    
    You can use Unique 1 for hit-and-run manuevers or Unique 2 to help survive when
    hacking away at a horde or tougher enemy. Both have their merits.
    
    -- (7.2.03) Bone Amulet --
    
    "Primary: Bones of dead orcs explode from the ground doing damage 
     Secondary: Summons bone golem"
    
    How to obtain: Buy (12 skulls)
    Primary mana cost: 25
    Secondary mana cost: 75
    Level 1/2/3 skulls: 3/7/15
    Level 1/2/3 effect: Increases bone golem health and attack damage
    Unique skulls: 6
     Unique 1: Bone amulet primary attack goes further (from 5 tiles to 7)
     Unique 2: Bone amulet primary attack deals more damage
    Other: -Primary deals explosive damage and ragdolls light enemies upwards
           -Primary travels forward 5 tiles
           -Primary has no effect in midair
           -Bone golem constantly loses health over time; with no damage, lasts
            30/33/36/39 seconds at level 0/1/2/3
    
    -- (7.2.04) Blunderbuss --
    
    "Primary: attack the enemy at a distance
     Secondary: launch grenades that throw enemies"
    
    How to obtain: Default (War Mage)
    Primary mana cost: None
    Secondary mana cost: 25
    Level 1/2/3 skulls: 2/5/11
    Level 1/2/3 effect: Blunderbuss grenades deal more damage, cost less mana
                        (mana cost from 25 to xx/xx/20)
    Unique skulls: 5
     Unique 1: Primary sometimes causes targets to bleed (+Bleed effect)
     Unique 2: Primary sometimes knocks back heavy enemies
    Other: -Primary has a chance to ragdoll light enemies
           -Primary has a ~1 second cooldown
           -Unique 2 allows primary to ragdoll most heavy enemies
           -Secondary deals explosive damage
           -Secondary ragdolls light enemies
    
    -- (7.2.05) Crossbow --
    
    "Primary: Attack the enemy at range
     Secondary: Launch a stun bomb"
    
    How to obtain: Buy (8 skulls)
    Primary mana cost: None
    Secondary mana cost: 25
    Level 1/2/3 skulls: 2/6/13
    Level 1/2/3 effect: Headshots deal extra damage
    Unique skulls: 5
     Unique 1: Primary attack sometimes sets targets on fire
     Unique 2: Headshots generate mana
    Other: -Primary can be held for rapidfire
           -Rapidfire shots are less accurate
           -Can only headshot while the aiming reticule is green
           -Secondary stun lasts 3 seconds
           -Unique 1 Burn duration: 1 second
           -Unique 2 generates 10 mana per headshot
    
    The Crossbow is a reliable all-purpose weapon, as it was in the original game.
    Between rapidfire, headshots, and secondary Stun, this weapon has no shortage
    of options for any type of enemy. Non-headshot damage is somewhat low, making
    it good for combos but not as good for general crowd-clearing. Large enemies
    tend to have big heads, making them easy to headshot. Pair this with the Ice
    Amulet for extra-powerful frozen headshots.
    
    I recommend Unique 2 for most occasions, as it allows you more freedom in crowd
    control and extra mana is never a bad thing. Unique 1 can be better for combo
    purposes and/or in co-op, but the burn duration and activation rate are low.
    
    -- (7.2.06) Dwarven Hammer --
    
    "Primary: attack the enemy up close
     Secondary: whirlwind mode that drains mana"
    
    How to obtain: Buy (13 skulls, War Mage)
    Primary mana cost: None
    Secondary mana cost: At base 100 mana, can be held for 11 seconds
    Level 1/2/3 skulls: 3/7/15
    Level 1/2/3 effect: Whirlwind attack does increased damage
    Unique skulls: 6
     Unique 1: Take less damage while using whirlwind
     Unique 2: Primary attack stuns enemies
    Other: -Secondary can be held for continuous use.
           -Unique 2 Stun duration: 2 seconds
    
    -- (7.2.07) Dwarven Missile Launcher --
    
    "Primary: homing missile; throws smaller enemies
     Secondary: flak; good vs fliers"
    
    How to obtain: DLC: Are We There Yeti?
    Primary mana cost: 20
    Secondary mana cost: 20
    Level 1/2/3 skulls: 3/6/13
    Level 1/2/3 effect: Primary attack does more damage and knockback
    Unique skulls: 5
     Unique 1: Secondary attack costs less mana (from 20 mana to 10)
     Unique 2: Primary attack also stuns enemies
    Other: -Unique 2 Stun duration: 3 seconds
           -Primary has a ~1 second cooldown
           -Primary ragdolls light enemies
           -If an enemy is in the center crosshairs when primary is fired, missile
            will track the enemy. Otherwise flies straight.
           -Secondary seems to do more damage if it hits more targets
           -Secondary damage is vastly improved against fliers
           
    
    -- (7.2.08) Flame Bracers --
    
    "Primary: Throw fireballs
     Secondary: Summon a fire wall"
    
    How to obtain: Story: Upstairs Downstairs
    Primary mana cost: 30
    Secondary mana cost: 75
    Level 1/2/3 skulls: 3/6/13
    Level 1/2/3 effect: Fireballs cost less mana and burn targets longer
                        (mana cost decreased from 30 to xx/xx/25)
                        (burn time incresed from 3 seconds to 4/4.5/5)
    Unique skulls: 5
     Unique 1: Fire Wall lasts longer (from 5 seconds to 8 seconds)
     Unique 2: Fire wall briefly stuns enemies
    Other: -Fireballs have a small area of effect, around a half tile
           -Fire Wall is set slightly in front of you, and is ~2 tiles wide with
            you in the middle
           -Unique 2 Stun duration: 3 seconds
    
    -- (7.2.09) Ice Amulet --
    
    "Primary: Freeze enemies at range
     Secondary: Area frost attack freezes nearby enemies"
    
    How to obtain: Story: Servant Entrance
    Primary mana cost: 20
    Secondary mana cost: 75
    Level 1/2/3 skulls: 3/7/14
    Level 1/2/3 effect: Adds an additional ice projectile to primary attack
    Unique skulls: 6
     Unique 1: Enemies frozen by secondary are chilled after they thaw
     Unique 2: Enemies frozen by secondary take additional damage
    Other: -Primary deals Ice damage and Freezes
           -Primary shoots 3 ice beams, 1 centered and 1 each left and right
           -Level 1/2/3 add an additional beam on each side at progressively
            further angles to the left/right, to a maximum of 9 projectiles
           -Secondary Freezes all enemies within ~2 tile radius
           -Primary Freeze duration: 3 seconds
           -Secondary Freeze duration: 10 seconds
           -Unique 1 Chill duration: 3 seconds
    
    -- (7.2.10) Polymorph Ring --
    
    "Primary: Randomly transforms enemies
     Secondary: Transform yourself into an ogre"
    
    How to obtain: Buy (13 skulls, Sorceress)
    Primary mana cost: 35
    Secondary mana cost: 25, then drains mana at ~
    Level 1/2/3 skulls: 3/7/15
    Level 1/2/3 effect: Primary attack has less chance for monster
                        transformations, increased chance for chickens
    Unique skulls: 6
     Unique 1: Secondary transforms you into a frost ogre. Deals ice damage, can
               chill/freeze enemies, and resists ice, chill, and freeze.
     Unique 2: Secondary transforms you into a fire ogre. Deals fire damage, can
               burn enemies, and resists fire and burn.
    Other: -Primary can turn enemies into a Coin (100), potion, chicken, or any
            other enemy except Mr. Moneybags and DLC enemies.
           -Chickens are considered "friendly", enemies will kill them in one hit
           -Larger enemies have less chance of being turned directly into chickens
           -When an enemy is transformed, it is treated as being the enemy it 
            turns into, not the enemy is used to be (for the purposes of Coin
            worth, Rift Point worth, and further transformation probability)
           -Secondary Ogre form has 200 health and 100 mana, current health/mana is
            proportional to health/mana as the Sorceress
           -Defense Trinket does not boost maximum health in Ogre form
    
    -- (7.2.11) Ring of Lightning --
    
    "Primary: Cast chain lightning at enemies
     Secondary: Summon a storm of lightning"
    
    How to obtain: Buy (12 skulls)
    Primary mana cost: 30
    Secondary mana cost: 75
    Level 1/2/3 skulls: 3/7/15
    Level 1/2/3 effect: Primary attack chains to an additional target (1/3)
                        Primary attack mana cost reduced (2) (reduced to 25 mana)
    Unique skulls: 6
     Unique 1: Lightning Storm now also chills some enemies
     Unique 2: Lightning Storm duration increased (from 10 seconds to 12)
    Other: -Primary initially can hit up to 3 targets, maximum of 5 at level 3
           -Secondary semi-randomly attacks enemies inside the cloud one at a time
           -Secondary has a 2 tile effect radius, hits through walls
           -Secondary base duration: 10 seconds
           -Unique 1 Chill duration: 10 seconds, all enemies in cloud are affected
    
    -- (7.2.12) Sceptre of Domination --
    
    "Primary: Fast ranged attack; can be charged
     Secondary: Charm an enemy for a time"
    
    How to obtain: Default (Sorceress)
    Primary mana cost: None
    Secondary mana cost: 45
    Level 1/2/3 skulls: 2/5/11
    Level 1/2/3 effect: Charm lasts longer and charm death causes more damage
                        (charm duration from 6 seconds to 7/8/9)
    Unique skulls: 5
     Unique 1: Fully-charged primary attack has larger radius (from ~1/2 tile to 1)
     Unique 2: Primary attack deals extra damage to charmed enemies
    Other: -Primary full-charge deals explosive damage and ragdolls light enemies
           -Primary becomes half-charged in ~1 second, full-charged in ~2 total
           -Base charm duration: 6 seconds
           -Enemies who die while charmed explode, dealing damage and stunning
            other enemies around them.
    
    -- (7.2.13) Stone Staff --
    
    "Primary: Hit multiple enemies at range
     Secondary: Stones an enemy"
    
    How to obtain: DLC: Family Ties
    Primary mana cost: None
    Secondary mana cost: 45
    Level 1/2/3 skulls: 2/6/13
    Level 1/2/3 effect: Enemies stay stoned longer (from 4 secs to 5/5.5/6)
    Unique skulls: 5
     Unique 1: Stone Staff primary attack deals more damage to stoned targets
     Unique 2: Stone Staff secondary attack has a larger area of effect
               (fan effect range increases to 4 tiles from 2)
    Other: -Primary rate of fire: ~3/sec
           -Primary shots travel through enemies and Guardians until they hit walls
           -Secondary range fans out forward 2 tiles, also affects up/down ~2 tiles
           -Base stoned duration: 4 secs
    
    The Stone Staff is comparable to the Crossbow in many ways. Where the Crossbow
    can score headshots to take down individual enemies quicker, the Stone Staff's
    shots pierce through enemies. This makes it more adept at handling thick crowds
    of Orcs and other enemies, but a little less effective against heavies. The
    secondary can't be used at a range like the Crossbow's Stun, but the Stoned
    duration is quite a bit longer. Enemies take less damage from other sources
    while stoned, but the Staff itself seems to retain its usual damage.
    
    The secondary animation shows cracks along the ground, but it affects enemies
    a bit up and down of the area. Fliers in particular will drop out of the sky as
    if Frozen and die when they hit the ground.
    
    Unique 2's range increase is quite large, making it my personal recommendation.
    If taking the Staff as your only weapon, extra damage may be more attractive.
    
    -- (7.2.14) Teleportation Ring --
    
    "Primary: Places a teleport marker
     Secondary: Teleport to mark"
    
    How to obtain: DLC: Family Ties
    Primary mana cost: None
    Secondary mana cost: 95
    Level 1/2/3 skulls: 3/6/14
    Level 1/2/3 effect: Teleporting costs less mana to use (from 95 to xx/xx/65)
    Unique skulls: 6
     Unique 1: Teleport explosion also sets targets on fire
     Unique 2: Teleport explosion freezes targets in place
    Other: -Secondary damages enemies within a ~2 tile radius of teleport marker
           -Secondary rate of fire: unlimited
           -Only 1 teleport marker per player can be active at once
           -Marker can be placed in the air
           -Unique 1 burn lasts 4 seconds
           -Unique 2 freeze lasts 4 seconds
           -Momentum and direction facing is maintained when teleporting
    
    Surprisingly, the Teleportation Ring (hereafter TR) is much more potent as an
    actual weapon than as transportation. The secondary has a hefty mana cost but
    the damage from teleporting is comparable to that of a Boom Barrel in range and
    damage. Not suitable for a standalone weapon, but a great crowd control option.
    
    When using the TR for transportation, it's best on levels with multiple killbox
    setups. Place it inside of your "primary" killbox, check on the secondary/ies,
    then teleport back if you see enemies clustered around your marker.
    
    -- (7.2.15) Vampiric Gauntlets --
    
    "Primary: Drains enemy health
     Secondary: Trades health for mana"
    
    How to obtain: Buy (14 skulls)
    Primary mana cost: At 100 base mana, can be held for 7 seconds
    Secondary mana cost: Conversion rate - ~100 health into ~50 mana
    Level 1/2/3 skulls: 3/8/16
    Level 1/2/3 effect: Primary does additional damage and healing
    Unique skulls: 6
     Unique 1: Enemies are immobilized for a short time (2 seconds after last hit)
     Unique 2: Secondary health to mana conversion rate improved
    Other: -Primary has a very small area of effect; hitting multiple enemies at
            once drains health from all of them
           -Primary or secondary can be held
           -Even without Unique 1, enemies are immobilized while hit by primary
           -Immobilized enemies can still attack enemies in range; does not stun
           -Unique 2 improves conversion rate such that 100 health becomes ~70 mana
    
    -- (7.2.16) Wind Belt --
    
    "Primary: Throw enemies backwards
     Secondary: Pick up and drop enemies and objects"
    
    How to obtain: Buy (10 skulls)
    Primary mana cost: 30
    Secondary mana cost: 5 (+5 for "throw")
    Level 1/2/3 skulls: 3/6/14
    Level 1/2/3 effect: Primary attack has increased range, increased
                        strength, and decreased mana cost
                        (range and mana cost at level 3: 5 tiles, ~25 mana)
    Unique skulls: 6
     Unique 1: Picked-up enemies explode when thrown
     Unique 2: Picked-up enemies take damage while slowly healing the player
    Other: -Does not affect flying enemies
           -Primary base range: 3 tiles
           -Secondary can pick up coins, potions, and skulls for no mana cost
           -After using secondary, a picked light enemy can be thrown (primary) or
            released straight downward (secondary again)
           -Enemies killed by Unique 1 do not award or drop coin on death
    
    ------------------------------- (7.3) Trinkets --------------------------------
    
    -- (7.3.01) Berserker Trinket--
    
    "Passive: Deal bonus damage when low on health
     Active: Spend health to activate berserk mode"
    
    How to obtain: Buy (10 skulls)
    Active cost: ~25 health
    Special 1 skulls: 5
     Special 1: Active berserk ability lasts 9 seconds, up from 6
    Special 2 skulls: 13
     Special 2: Berserk grants 33% damage, up from 25%
    Recharge time: 30 seconds
    Other: -Passive only applies to the holder
    
    -- (7.3.02) Defense Trinket --
    
    "Passive: Increases player health
     Active: Shield player from damage"
    
    How to obtain: Buy (5 skulls)
    Active mana cost: None
    Special 1 skulls: 3
     Special 1: Reduces damage taken
    Special 2 skulls: 10
     Special 2: Penalty to attack while shielded halved
    Recharge time: 180 seconds
    Other: -Passive only applies to the holder
           -Passive increases maximum health by 50%
           -Active lasts 15 seconds
    
    -- (7.3.03) Freedom Trinket --
    
    "Passive: Resist stuns
     Active: Break other players out of stun and briefly grants stun immunity"
    
    How to obtain: Buy (7 skulls)
    Active mana cost: None
    Special 1 skulls: 4
     Special 1: Passive and active abilities apply to being frozen as well
    Special 2 skulls: 11
     Special 2: Active ability also clears chill and slow effects
    Recharge time: 30 seconds
    Other: -Passive only applies to the holder
           -Passive reduces stun/frozen time by ~2 seconds and occasionaly prevents
            them from being applied
           -Cannot use active to break self out of Stun or Frozen
    
    -- (7.3.04) Guardian Trinket --
    
    "Passive: Slowly regenerates your Guardians' health
     Active: Bring fallen Guardians back to life"
    
    How to obtain: DLC: Are We There Yeti?
    Active mana cost: 75
    Special 1 skulls: 4
     Special 1: Passive heal rate on Guardians increased
    Special 2 skulls: 15
     Special 2: Resurrect fallen Guardians mana cost reduced (from 75 mana to 55)
    Recharge time: 60 second
    Other: -Passive only applies to player's Guardians (unconfirmed)
           -Passive heal rate is less than Archer or Paladin Unique
           -Active revives Guardians with 50% health; living Guardians get nothing
    
    -- (7.3.05) Healing Trinket --
    
    "Passive: Slowly regenerates health
     Active: Heal self and allies"
    
    How to obtain: Story: Tunnels
    Active mana cost: 30
    Special 1 skulls: 4
     Special 1: Passive heal rate increased (from ~0.66 health/second to ~0.75)
    Special 2 skulls: 11
     Special 2: Active healing mana cost reduced (from 30 mana to 25)
    Recharge time: 60 seconds
    Other: -Passive only applies to the holder
           -Base passive heal rate: ~0.66 health/second
           -Active restores ~50 health
           -Active heals self and, if applicable, co-op partner
    
    -- (7.3.06) Jar of Ghosts --
    
    "Passive: Fear enemies that hit player
     Active: Creates a spectral fear image"
    
    How to obtain: DLC: Family Ties
    Active mana cost: None
    Special 1 skulls: 4
     Special 1: Passive fear effect lasts longer (from 2 seconds to 3 seconds)
    Special 2 skulls: 13
     Special 2: Spectral image lasts longer (from 4 seconds to 6 seconds)
    Recharge time: 60 seconds
    Other: -Passive only applies to holder
           -Passive base fear lasts 2 seconds
           -Active fear lasts 6 seconds, lasts even if spectral image fades
    
    -- (7.3.07) Mana Rage Trinket --
    
    "Passive: Higher mana capacity
     Active: Mana rage regenerates mana quickly for a short time"
    
    How to obtain: Buy (13 skulls)
    Active mana cost: None
    Special 1 skulls: 5
     Special 1: Increased base mana pool (from +35% to +50%)
    Special 2 skulls: 15
     Special 2: Mana Rage lasts longer (from 8 seconds to 10)
    Recharge time: 180 seconds
    Other: -Passive only applies to the holder
           -Active raises mana regeneration rate to 20 mana/second for 8 seconds,
            affects self and, if applicable, co-op partner
    
    -- (7.3.08) Rift Defender Trinket --
    
    "Passive: Increases rift points
     Active: Stun all enemies"
    
    How to obtain: Buy (12 skulls)
    Active mana cost: None
    Special 1 skulls: 5
     Special 1: Doubles additional rift points (from +5 to +10)
    Special 2 skulls: 14
     Special 2: Active ability stun lasts longer (from 9 seconds to 12 seconds)
    Recharge time: 180 seconds
    Other: -Passive adds 5 rift points
           -Active base Stun duration: 9 seconds
           -Extra rift points do not act as a "buffer" for 5-skull ratings
    
    -- (7.3.09) Scavenger Trinket --
    
    "Passive: All enemies have a chance to drop coins
     Active: All enemies worth extra coin"
    
    How to obtain: Buy (9 skulls)
    Active mana cost: 75
    Special 1 skulls: 4
     Special 1: Increased chance for coin drops from orcs and kobolds
    Special 2 skulls: 12
     Special 2: Active ability generates extra coin (from +50% to +70%)
    Recharge time: 120 seconds
    Other: -Passive only applies to kills the holder contributes to
           -Enemies drop small coins (20 coin value)
           -Base active coin bonus: +50%
           -Active duration: 30 seconds
           -Active affects all enemies, even those that have not yet spawned
    
    -- (7.3.10) Trap Reset Trinket --
    
    "Passive: Traps reset faster
     Active: Reset all traps for a mana cost"
    
    How to obtain: Buy (11 skulls)
    Active mana cost: 80
    Active reset time: 60 seconds
    Special 1 skulls: 5
     Special 1: Traps reset even faster (from +10% to +15%)
    Special 2 skulls: 14
     Special 2: Active ability mana cost reduced (from 80 mana to 50)
    Recharge time: 60 seconds
    Other: -Passive causes traps to reset 10% faster
           -Faster reset does not generally apply to traps with "charges" or those
            whose reset time is not shown on the progress bar
           -Active only restores 1 charge to appropriate traps
           -Active restores 50% power to Grinders
           -Active does not revive dead Guardians or Unique 1 Decoys
    
    -------------------------------- (7.4) Vanity ---------------------------------
    
    (For War Mages)
    Miner: Unlocked by default
    Classic Order: Complete Story on War Mage difficulty
    Knight of the Order: Complete Story on Nightmare difficulty
    Orc Slayer: Purchase with 50 skulls
    Orcskin: Purchase with 35 skulls, requires DLC: Family Ties
    Pumpkin Head: Included for free in October 23rd, 2012 patch
    Backdraft: Purchase with 50 skulls, requires DLC: Are We There Yeti?
    Alienwear: Awarded from a promotional giveaway with Alienware
    
    (For Sorceresses)
    Exiled: Unlocked by default
    Classic Order: Complete Story on War Mage difficulty
    Knight of the Order: Complete Story on Nightmare difficulty
    Summertime: Purchase with 50 skulls
    Orcskin: Purchase with 35 skulls, requires DLC: Family Ties
    Nightmare Bride: Included for free in October 23rd, 2012 patch
    Skull Ninja: Purchase with 50 skulls, required DLC: Are We There Yeti?
    Alienwear: Awarded from a promotional giveaway with Alienware
    
    ----------------------------- (7.5) Preset Traps ------------------------------
    
    *Not in the Spellbook, placed in some levels from the start*
    
    -- Pits, Lava, and Acid --
    Trigger: Automatic
    Effect Range: N/A
    Reset Time: N/A
    Other: -Kills anything that falls in
    
    Functionally, all 3 are the same: push an enemy off a cliff or into lava/acid
    and they die. Physics traps, normally not very damaging, become lethal when
    they fling enemies into these areas.
    
    -- Minecart --
    
    Trigger: Automatic
    Effect Range: Along the mine track
    Reset Time: N/A
    Other: -Ragdolls light enemies when hit
           -Ragdolled enemies cannot be hit by Minecarts
           -Minecart breaks when it hits a heavy enemy but still deals damage
           -On some levels, path can be switched by hitting a switch
           -When it reaches the end of the track, another minecart starts over
           -Can't lay traps on top of minecart tracks
    
    These run automatically in most mine levels. Though you don't have complete
    control over them, Minecarts are good at defending levels with multiple paths.
    
    -- Minecart (Lava/Ice) --
    
    Trigger: Manual
    Effect Range: Hits the floor under it as it moves
    Reset Time: ~2 seconds
    Other: -Lava/Ice stream lasts 4 seconds, after which it resets
           -Burns/Freezes and deals fire/ice damage
    
    These travel slowly on high tracks in some mine areas. When shot, a stream of
    lava flows down to the floor, inflicting ailments and damaging enemies. Like
    regular Minecarts, you don't have total control over when they appear.
    
    -- Hanging Bomb --
    
    Trigger: Manual
    Effect Range: Area underneath
    Reset Time: N/A, one-time use
    Other: -Deals explosive damage
    
    Functionally, it's a very large hanging Boom Barrel.
    
    -- Portals --
    
    Trigger: Manual, walk through
    Effect Range: 1 player
    Reset Time: N/A
    Other: -Orange portals go to orange portals, green to green
           -Players always exit the portal with it behind them
    
    Portals are used on some maps as a shortcut between 2 faraway locations. Not
    always useful but can save a few seconds of running or allow you to battle two
    distant groups of enemies at once.
    
    -- Chandelier --
    
    Trigger: Manual
    Effect Range: Area underneath
    Reset Time: N/A, one-time use
    Other:
    
    Deals a decent amount of damage to enemies it hits.
    
    -- Rolling Log --
    
    Trigger: Manual
    Effect Range: Rolls until it hits a wall
    Reset Time: N/A, one-time use
    Other: -Kills any enemy it rolls into
    
    Tremendously powerful but can sometimes roll in odd patterns. Kills even the
    toughest enemies in one hit, so note where they are and use when needed.
    
    -- Boiling Oil --
    
    Trigger: Manual
    Effect Range: Area undeneath
    Reset Time: 8 seconds (4 seconds after pouring)
    Other: -Pours boiling oil in area under it for 4 seconds
           -Burns and deals fire damage
    
    Like Minecart (Lava), but stationary and in fortress areas.
    
    -- Preset Traps --
    
    Some traps that appear in the spellbook may be pre-placed in the level. These
    do not gain upgrades from your own spellbook versions and can't be sold.
    Functionally they are all level 0, unupgraded versions of the trap in question.
    Preset traps include: Archer Guardian, Barricade, Boom Barrel, Boulder Chute,
    and Paladin Guardian.
    
    --------------------- (7.6) In-depth Mechanics / Tactics ----------------------
    
    Miscellaneous information about traps, how certain bonuses are applied, and
    loadout strategy can be found here.
    
    -- Trap Refunds --
    
    During Go Breaks or the small breaks between waves, traps and Guardians can be
    refunded. Virtually all traps will be refunded for full price, even if they are
    in the middle of resetting, but traps/Guardians with "health" will instead have
    a refund value proportional to the amount of health they have remaining. For
    example: a level 3 Barricade (600 coin worth) at 50% health would only net 300
    coin if refunded. If the trap/Guardian heals over time, its resale value will
    also slowly increase as its health does. During Go Breaks, anything with a
    health value resets to full health and full resale value.
    
    Because of this, traps with long reset timers (such as Spore Mushrooms) or
    "charge" based traps (like Grinders and Brimstone) can benefit from being sold
    and replaced at the end of waves, rather than waiting for their natural reset.
    
    Note that dead Guardians cannot be refunded. Decoys are always worth full value
    even when wounded. Boom Barrels can not be refunded.
    
    -- Guardian Limit --
    
    You are allowed to have any combination of up to 25 Archer Guardians, Paladin
    Guardians, Dwarf Guardians, and Autoballistas. Dead Guardians continue to count
    towards the limit of 25, but are revived at full health at each Go Break. Since
    Nightmare doesn't have Go Breaks, Guardians that die will stay dead. As stated
    in Trap Refunds, dead Guardians also can't be refunded.
    
    -- Coin Multiplier --
    
    Enemy coin value when killed can be increased by use of Combos, the Coinforge,
    and the Scavenger Trinket's active ability. Let's consider a Light Orc Warrior
    as an example, whose base coin value is 10.
    
    If we get a Combo x3 (+30%) on the LOW, he instead gives (10*1.3) = 13 coin.
    If we use Coinforge level 0 (+50%), he gives (10*1.5) = 15 coin.
    If we use both, he gives (10*1.8) = 18 coin.
    
    Essentially, all modifiers to coin value are additive, not multiplicative.
    For the curious, best coin value (Scavenger Trinket upgraded and Coinforge
    level 3) earns a 150% bonus (or multiply coin value by 2.5), ignoring combos.
    
    -- Main Weapons --
    
    When considering which weapon to bring it is important to always take at least
    one that is not restricted by mana costs, preferably also one that can attack
    at a range. Flame Bracers, for example, are completely useless if you have no
    mana left. Weapons with a no-mana cost attack include:
    
    -Blunderbuss
    -Sceptre of Domination
    -Crossbow
    -Bladestaff
    -Dwarven Hammer
    -Vampiric Gauntlets*
    -Stone Staff
    
    *Vampiric Gauntlets do use mana but at a low enough cost per individual shot
     that it can be used as a main weapon.
    
    Blunderbuss: Damage is low but respectable on single targets and close groups,
    and can ragdoll enemies. Ability to control crowds is weak due to a low rate of
    fire. Secondary is fast and damaging, but bounces somewhat randomly and mana
    might be better spent on sub weapons. Can be useful for combos.
    
    Sceptre of Domination: Versatile weapon; all levels of charge have perfect
    accuracy, allowing for precision shots. Uncharged is good against Kobolds and
    for adding combo points, half-charge is a good damage-to-charge-time ratio, and
    full-charge ragdolls light enemies. Charm also takes multiple enemies out of
    the fight for a good while. Can handle small crowds with ease, but hordes of 20
    or more with assorted heavies can be too much to handle.
    
    Crossbow: Damage is low against crowds, but good against single targets due to
    headshots. Accuracy drops when rapidfiring, making it a little less effective
    against large groups of Kobolds. Stun secondary is effective at controlling
    small crowds but weaker against spaced out groups. With "headshots generate
    mana", it's possible to stunlock a small number of heavy enemies.
    
    Bladestaff: Decent damage and attack speed, but puts the user at risk when
    attacking. Shielding effect Unique negates damage while attacking but is a bit
    unreliable and offers no protection against Stun, which makes you vulnerable to
    Ogres. Can be useful for combos or for one player in co-op.
    
    Dwarven Hammer: Slower and more damaging than the Bladestaff, and arguably
    better suited to Orc crowds. With Stun, primary can be a risky-but-effective
    damage tool against heavies. Still limited by range and high damage makes it
    worse at comboing. Whirlwind mode ragdolls light enemies but does little to
    heavies, relative to damage you would also take.
    
    Vampiric Gauntlets: The primary-secondary relationship with this weapon (drain
    health with mana, trade health for mana) combined with the immobilizing Unique
    makes it very powerful against clusters of enemies and heavies alike. Accurate
    rapidfire. Limits ability to use high-mana sub weapons, but can operate itself
    with relatively little mana while swapping health for mana and vice-versa.
    
    Stone Staff: Damage per shot isn't particularly impressive, but shots are
    accurate, like the Sceptre. Shots will also pierce through enemies, hitting
    whole crowds at once. Secondary can stop a massive group of enemies for 6
    seconds, then allowing you to get more shots into the rest of the group. Great
    for combos and crowd control, a little weak against heavies but a very potent
    weapon regardless.
    
    -- Sub Weapons --
    
    All other weapons tend to be more reliant on mana, limiting their applications
    for regular use. That said, many primary weapons don't need to use mana often
    so sub weapons can be a more efficient option for special occasions. It's best
    to pair main weapons with a sub weapon that can cover their weaknesses.
    
    Alchemist's Satchel: Too powerful for combos, too high of a mana cost for
    crowd control, not enough damage against heavy enemies. If par time is not a
    concern, you can place acid bombs ahead of time and wait for your mana to fill.
    
    Bone Amulet: Primary is effective against elementals, and secondary bone golem
    can be an alternative to Decoys or Paladins.
    
    Dwarven Missile Launcher: Primary is effective for making a big dent in crowds.
    Secondary flak deals high damage to fliers and the wide area makes it good for
    anti-Kobold purposes as well.
    
    Flame Bracers: Primary is good against closely-grouped crowds, secondary fire
    wall is great in chokepoints. Since much of the primary damage comes from Burn,
    its damage per shot is a bit weak against bosses.
    
    Ice Amulet: Primary is great against fliers and heavies (followed by shots from
    a main weapon to take advantage of the damage boost while Frozen), but weak
    against large crowds.
    
    Polymorph Ring: One of the quickest heavy "killers", but you lose out on coin
    and combos by polymorphing and you may need more than 1 attempt. Not very
    effective against crowds. Particularly effective in later Endless waves.
    
    Ring of Lightning: Chain lightning primary and fire-and-forget lightning cloud
    secondary make it suitable for a wide range of applications, even if it's not
    necessarily the best at any. Damaging against Trolls.
    
    Teleportation Ring: Extremely high damage to anything around the marker, with
    the added bonus of Freeze or Burn. Good for damage, less so for high combos.
    
    Wind Belt: Great at handling crowds of light enemies, especially if throwing
    enemies off of cliffs or into Void Walls. Does nothing to heavies.
    
    ===============================================================================
    ==================== (8.0) ENEMIES - Behaviors and tactics ====================
    ===============================================================================
    
    -Key
    Enemy Name
    Movement speed: Expressed as the amount of tiles an enemy walks per second
    Behavior: How the enemy acts in regards to the rifts and player
    Weight: -Light enemies can be ragdolled by trap and weapon effects.
            -Heavy enemies cannot be ragdolled, except by Spring Trap (Unique 1).
             and Blunderbuss (Unique 2), and Spike Wall.
            -Superheavy enemies are only ragdolled by Spike Wall.
            -Flying enemies are not ragdolled except by traps or being Frozen.
    Rift Value: The number of Rift Points deducted when an enemy enters a Rift.
    Coin Value: Coin given by killing an enemy. Multiplied by Combos.
    
    -------- (8.1) ORCS - Light, Medium, Heavy, Crossbow, Ball and Chain ----------
    
    -- Light, Medium, and Heavy Orc Warriors (aka "Orcs") --
    Movement speed: 1 tile/sec
    Behavior: -Attacks player-associated creatures enroute to rift
              -(With shield) Takes one damaging hit, nullifies combo effects, then
               shield breaks.
    Weight: Light
    Rift Value: 1
    Coin Value: 10 (Light), 15 (Medium), 20 (Heavy)
    
    The most basic of enemies, the Orc is rarely a threat to completing a level.
    The heavy Orcs are reasonably durable, but nothing to be overly concerned with.
    
    Orcs with shields will almost always take multiple hits to take down. Most
    attacks will only knock off the shield on the first hit. On Nightmare, every
    Orc will carry a shield.
    
    -- Crossbow Orc --
    Movement speed: 1 tile/sec
    Behavior: -Attacks player-associated creatures enroute to rift
              -Can only attack occasionally; continues walking when it can't attack
    Weight: Light
    Rift Value: 1
    Coin Value: 15
    
    Crossbow Orcs can be surprisingly accurate marksmen. Sometimes they will shoot
    a bit to the side of you rather than straight at you. This is a major nuisance
    when going for the Untouchable bonus skull, and getting shot by multiple
    Crossbow Orcs at once can kill you more quickly than you think. Durability-wise
    they are about the same as a Medium Orc.
    
    --------------------- (8.2) KOBOLDS - Runners and Sappers ---------------------
    
    -- Kobold Runner (aka "Kobolds") --
    Movement speed: 3 tiles/second
    Behavior: -Does not attack unless charmed or rift path is blocked
    Weight: Light
    Rift Value: 1
    Coin Value: 5
    
    Kobolds are one of the most likely enemies to make it into your rift, if only
    for their speed. A single hit from any damaging source is enough to kill them,
    but they run fast enough to completely ignore many traps and Guardians.
    
    -- Kobold Sapper (aka "Sappers") --
    Movement speed: 3 tiles/second
    Behavior: -Ignores rifts, seeks+attacks player-associated creatures/Barricades
              -Explodes when killed; attacking kills self;
    Weight: Light
    Rift Value: N/A
    Coin Value: 5
    
    Sappers move quickly, like their Runner cousins, but are a threat to you and
    your property instead of a threat to the rifts. Anytime you elect to use
    Barricades in a level with Sappers, you have to accept that you'll need to
    protect those Barricades or be willing to replace them. Even without Barricades
    they will still seek out you, Guardians, or charmed creatures.
    
    --------- (8.3) OGRES - Regular, Fire, Frost, Armored, and Moneybags ----------
    
    -- Ogre, Fire Ogre, Frost Ogre, and Armored Ogre --
    Movement speed: 1 tile/second, increases to ~2 tile/sec when pursuing targets
    Behavior: -Attacks player-associated creatures enroute to rift
              -(All) Attack stuns enemies, Drops Coin (100) when killed
              -(Fire) Resists Fire and Burn, Vulnerable to Ice, sometimes Burns
               enemies instead of Stunning
              -(Frost) Resists Ice and Freeze, Vulnerable to Fire, sometimes Chills
               enemies instead of Stunning
    Weight: Heavy, Superheavy (Armored)
    Rift Value: 5 (Regular, Fire, and Frost), 10 (Armored)
    Coin Value: 50 (Regular, Fire, and Frost), ?? (Armored)
    
    Tough and dangerous to get close to. Ogres are the basic variety of heavy enemy
    and, except for Fire and Frost having their respective resistances, are nothing
    special.
    
    -- Mr. Moneybags --
    Movement speed: 1 tile/second
    Behavior: -Does not attack unless rift path is blocked
              -Immune to Charm
              -Drops Large Coin (1200) when killed
    Weight: Superheavy
    Rift Value: 0
    Coin Value: 0
    
    Mr. Moneybags only appear in Endless mode. Every 5 waves, he will spawn (with a
    distinctive "slot machine"-like sound), but he's not interested in fighting and
    you lose no rift points for letting him through. If you kill him, he drops a
    huge coin worth 1200. Always try to kill Moneybags; there's no Coin Bonuses in
    Endless, so he's your only source of income aside from kills and traps.
    
    Interesting quirk in Endless: If a Hobgoblin revives Mr. Moneybags, he drops
    an additional 1200 coin. No other coin-dropping enemy seems to do this.
    
    --------------------- (8.4) GNOLL - Hunters and Grenadier ---------------------
    
    -- Gnoll Hunter --
    Movement speed: 3 tiles/second
    Behavior: -Ignores rifts, seeks and attacks player-associated creatures
              -Can walk over Barricades
              -Inflicts Slow when attacking
              -Drops Coin (100) when killed
    Weight: Light
    Rift Value: N/A
    Coin Value: 30
    
    Gnolls are fast and they are only interested in killing you and your Guardians.
    While you can't block their path with Barricades, you can lead them into your
    traps if you're the one they are targetting. Getting hit once will usually lead
    to more hits due to their slowing effect. Pack a strong weapon or one that
    disables them, or be willing to take a few hits.
    
    -- Gnoll Grenadier --
    Movement speed: Fast
    Behavior: -Ignores rifts, seeks and attacks player-associated creatures
              -Can walk over Barricades
              -Stays a certain distance away from targets
              -Drops Coin (100) when killed
    Weight: Light
    Rift Value: N/A
    Coin Value: 30
    
    Grenadiers like to keep their distance and move evasively. Guiding them into
    traps is a bit harder than with Gnoll Hunters, but can be done.
    
    ------------------ (8.5) ELEMENTALS - Earth, Fire, and Water ------------------
    
    -- Earthlings, Earth Elementals, and Earth Lords --
    Movement speed: 2 tiles/second (Earthling)
                    1 tile/second (Earth Elemental)
                    1 tile/2 seconds (Earth Lord)
    Behavior (All): -Immune to Burn and Bleed
                    -Vulnerable to explosive damage
    Behavior (Earthling): -Does not attack unless charmed or rift path is blocked
    Behavior (Elem/Lord): -Attacks player-associated creatures enroute to rift
                          -Does not generate combos or coin
                          -(Elemental) Breaks into 2 Earthlings when killed
                          -(Lord) Breaks into 2 Earth Elementals when killed
    Weight: Light (Earthling)
            Heavy (Elemental)
            Superheavy (Lord)
    Rift Value: 1 (Earthling)
                2 (Earth Elemental)
                4 (Earth Lord)
    Coin Value: 20
    
    The Earth Elemental family can be troublesome when mixed with other enemies.
    Elementals and especially Lords are quite durable, and the Earthlings they
    crumble into are a bit fast and not interested in fighting. Since Elems/Lords
    aren't worth any coin or combo points in their large forms, feel free to hit
    them early. This has the added benefit of letting the smaller, faster, weaker
    Elementals and -lings into your killbox instead of the tougher and slower Lord.
    
    ----------------- (8.6) TROLLS - Regular, Swamp, and Mountain -----------------
    
    -- Troll, Swamp Troll, and Mountain Troll --
    Movement speed: 1 tile/second? (Regular, Swamp)
                    1 tile/2 seconds (Mountain)
    Behavior: -Attacks player-associated creatures enroute to rift
              -Regenerates health, Swamp and Mountain regenerate faster
              -Resists Poison
              -Does not regenerate while Frozen, Burned, or Stoned
              -Vulnerable to Fire and Lightning damage
              -Drops Coin (100) when killed
              -(Swamp) Attacks inflict Slow
              -(Mountain) Immune to Bleed
    Weight: Heavy, Superheavy (Mountain)
    Rift Value: 5 (Regular and Swamp)
                10 (Mountain)
    Coin Value:
    
    Trolls are weaker than Ogres, but their regeneration allows them to survive a
    lot of weaker attacks. The larger Trolls regenerate even faster. Taking weapons
    and traps suited for their vulnerabilities (Fire and Lightning) is recommended.
    
    If you can get a Troll on your side with Charm, Spore Mushrooms, or as a Void
    Wall skeleton, they continue to regenerate on your side. As a skeleton, this
    outpaces natural health loss over time.
    
    --------------------- (8.7) FLIERS - Bats and Fire Babies ---------------------
    
    -- Hellbats, Frostbats, Bilebats, and Thunderbats --
    Movement speed: 1 tile/second
    Behavior: -Attacks player-associated creatures enroute to rift
              -Stops when attacking
              -Does not stop attacking until targets in range move or die
              -(Hellbat) Cannot be Burned, resists Fire
              -(Frostbat) Freezes targets, breath has a delay before it can refire
              -(Frostbat) Cannot be Frozen, resists Ice, vulnerable to Fire
              -(Bilebat) Attack inflicts Slow, slowing cloud persists where it hits
              -(Bilebat) Resists Poison
              -(Thunderbat) Attack can chain to 2 additional nearby targets
              -(Thunderbat) Resists Lightning
    Weight: Flying
    Rift Value: 1
    Coin Value: 20
    
    The various flying enemies dealt with in largely the same ways. For all except
    Frostbats, Freezing will cause them to die instantly when they hit the ground.
    Swinging Maces or Haymakers that can reach them will ragdoll and force them to
    the ground where they also simply die. High wall traps like Shock Zappers (not
    for Thunderbats), Arrow Walls, or Acid Sprayers are also effective. Archers
    are reasonably effective at killing fliers, but Thunderbats can overpower a
    groups with their chain-lightning breath.
    
    -- Fire Babies --
    Movement speed: 1 tile/second
    Behavior: Attacks player-associated creatures enroute to rift
              Stops when attacking
              Does not stop attacking until targets in range move or die
    Weight: Flying
    Rift Value: 1
    Coin Value:
    
    Essentially a flying Kobold. Dies in one hit to practically anything, but they
    tend to spawn in large numbers. Archers can handle them effortlessly.
    
    -------------------- (8.8) MAGES - Cyclopes and Hobgoblins --------------------
    
    -- Cyclops Mages --
    Movement speed: 1 tile/second
    Behavior: -Attacks player-associated creatures enroute to rift
              -Stops when attacking
              -Does not stop attacking until targets in range move or die
              -Drops Coin (100) when killed
    Weight: Heavy
    Rift Value:
    Coin Value:
    
    Cyclops Mages attack with long-range magic projectiles that have a limited
    homing capability. They can't pierce through walls, but they follow for a large
    distance. A Cyclops doesn't move much while it's attacking, so Guardians are at
    risk whenever one is nearby.
    
    -- Hobgoblin Shaman --
    Movement speed: 1 tile/second
    Behavior: -Does not attack
              -Revives nearby dead enemies (except Elementals), revived enemies do
               not award coin on death a second time
              -Follows behind other enemies unless only other Hobgoblins remain
    Weight: Light
    Rift Value: 1
    Coin Value: 75
    
    Though they can only revive one enemy at a time, Shamans can be troublesome in
    groups or when paired with already tough enemies like Ogres. Kill them first.
    
    ------------------------------ (8.9) DLC ENEMIES ------------------------------
    
    -- Firelings, Fire Elementals, and Fire Lords --
    Movement speed: 2 tiles/second (Fireling)
                    1 tile/second (Fire Elemental)
                    1 tile/2 seconds (Fire Lord)
    Behavior (All): -Immune to Burn and Bleed
                    -Frozen lasts 1 second, is Chilled for ~2 seconds afterwards
    Behavior (Fireling): -Ignores rifts, seeks and attacks player-associated
                          creatures
                         -When attacking, charges up and explodes, killing self
                         -Attack causes Burn for 2 seconds
    Behavior (Elem/Lord): -Attacks player-associated creatures enroute to rift
                          -Does not generate combos or coin
                          -(Elemental) Breaks into 2 Firelings when killed
                          -(Lord) Breaks into 4 Firelings when killed
                          -Vulnerable to Ice damage
    Weight: Light (Fireling)
            Heavy (Elemental)
            Superheavy (Lord)
    Rift Value: ? (Fireling)
                2 (Fire Elemental)
                4 (Fire Lord)
    Coin Value: 20 (Fireling)
    
    The Fire Elemental family, similar to Earth, breaks down from big to small.
    Firelings behave like something between Sappers and Gnolls; they blow up when
    they attack (but not when you kill them beforehand), but won't specifically
    attack Barricades (though their explosion can damage them).
      
    -- Waterlings, Water Elementals, and Water Lords --
    Movement speed: 1 tile/2 seconds (Waterling)
                    1 tile/second (Water Elemental)
                    2 tiles/1 second (Water Lord)
    Behavior (All): -Vulnerable to Fire damage
                    -Immune to Burn and Bleed
                    -Takes reduced damage while Frozen
                    -Creates a puddle for 15 seconds on death
    Behavior (Waterling): -Does not attack unless charmed or rift path is blocked
                          -Seeks nearby puddles, becomes Elemental on touch
    Behavior (Elem/Lord): -Attacks player-associated creatures enroute to rift
                          -(Elemental) Seeks nearby puddles, becomes Lord on touch
                          -(Lord) Drops Coin (100) when killed
    Weight: Light (Waterling)
            Heavy (Elemental)
            Superheavy (Lord)
    Rift Value: 1 (Waterling)
                2 (Water Elemental)
                4 (Water Lord)
    Coin Value: 20 (Waterling)
                30 (Water Elemental)
                40 (Water Lord)
    
    Unlike the other Elementals, Waters start small/slow get bigger/faster. If you
    can handle the Lords, I prefer to let them get big just the extra 100 coin.
    Otherwise try to kill them quickly or in such a way that they don't form a
    puddle, like with Wind Belt and pits/Void Walls.
    
    -- Hobgoblin Healer --
    Movement speed: 1 tile/second
    Behavior: -Does not attack
              -Heals nearby enemies constantly
              -Follows behind other enemies unless only other Hobgoblins remain
    Weight: Light
    Rift Value: 1
    Coin Value: 75
    
    Constantly heals nearby enemies at a constant rate, and can do a large healing
    effect every so often. Especially dangerous when paired with tough enemies like
    Trolls, Ogres, or Ball and Chains.
    
    -- Ball and Chain --
    Movement speed: 1 tile/second
    Behavior: -Attacks player-associated creatures enroute to rift
              -Occasionally roars, increasing power/speed of nearby Orcs (including
               self); increases their speed to ~2 tiles/second. Lasts 30 seconds
              -Drops Coin (100) when killed
              -Immune to Charm
    Weight: Superheavy
    Rift Value: 5
    Coin Value: 50
    
    Essentially an Armored Ogre that moves faster instead of stunning enemies.
    
    -- Yeti --
    Movement speed: 1 tile/second, increases to 2 tile/second when "red"
    Behavior: -Attacks player-associated creatures enroute to rift
              -Stays a certain distance away from targets when "blue"; can melee
              -Ranged attacks performed when "blue", inflicts Chill for ~3 seconds
              -At 50% health, turns "red", disabling ranged attacks but increases
               speed and can walk over Barricades.
              -While "red", prioritizes player-associated creatures over the rift.
              -Drops Coin (100) when killed
              -Vulnerable to Fire damage
              -Resists Ice damage, immune to Freeze and Chill
    Weight: Heavy
    Rift Value: 5
    Coin Value: 40
    
    In some ways, a mix of Trolls (size and speed) and both varieties of Gnolls.
    
    -- Goblin Sappers --
    
    Movement speed: 2 tiles/second
    Behavior: -Doesn't generate combos or coin when killed
              -Seeks out traps and self-destructs, preventing traps in a ~2 tile
               radius from triggering for 10 seconds. Duration cannot be shortened
              -If GSapper dies to damage, disabling radius is smaller; ~1 tile
              -Does not disable Guardians or Barricades
              -Traps continue to reset while disabled
              -Charge-based traps will have their charges depleted
              -Never goes into the rift as long as there is a trap somewhere they
               can reach
    Weight: Light
    Rift Value: 1
    Coin Value: 0
    
    ===============================================================================
    ======= (9.0) WAVE DATA - All maps, War Mage and Nightmare difficulties =======
    ===============================================================================
    
    All wave data was obtained by simply playing through the level and recording
    the type and numbers of enemies as they appeared. The exact numbers of "horde"
    enemies (Orcs, Kobolds, and fliers) is not recorded (assume a group of 5 to 20)
    but all others are noted. Due to the method of collection, I can only speak
    with ~90% accuracy on levels with 2 or more distant spawns. If you see any
    errors, please inform me of it and I will confirm and correct.
    
    About notation used (example):
    1st: Orcs + Ogre x1...
    2nd: Orcs + Gnoll Hunter x2...
    
    This indicates that the first set of enemies will be a group of Orcs and an
    Ogre. After a noticable pause, more Orcs and 2 Gnolls spawn. The time between
    sets of enemies isn't exact, but this should be enough of a general indication.
    When enemies are grouped together by +'s, assume the order of their appearance
    doesn't matter. For example, Orcs, Ogre, and more Orcs would simply be Orcs +
    Ogre x1. In Mines, enemies generally come out 1 by 1 from each spawn. In
    Fortresses, enemies generally spawn in larger groups at the same time.
    
    Directions given (left door, right door) assume YOUR left/right as you face
    the spawn. If two spawns are listed, then the set of enemies is spawned twice,
    one for each spawn. Enemies in one set may not spawn together at the EXACT same
    time, but are sometimes close enough that I consider them a set anyways. This
    leniency time varies from level to level and generally falls under the above
    stated ~90% accuracy.
    
    In total, not counting Endless, there are 28 levels with 4 variations depending
    on solo/co-op and War Mage/Nightmare, resulting in 112 unique sets of waves.
    Counting Endless's 13 sets of 101 waves (solo+co-op), 138 unique sets of waves.
    
    Endless has 101 pre-set wave patterns but collecting the relevant information
    "by hand" is beyond my current skill/patience level. Eventually, wave data up
    to wave 40 or 50 may be done. Waves on Apprentice difficulty will not be
    recorded at this time, assume they are identical to War Mage if not easier.
    
    When looking for a specific level, search for the level's name and (WMs) for
    War Mage single, (NMs) for Nightmare single.
    
    Shorthand notes:
    Orcs = any number or mix of Light/Medium/Heavy, with or without shields
    Crossbows = Crossbow Orcs
    Kobolds = Kobold Runners
    Sappers = Kobold Sappers
    Shaman = Hobgoblin Shaman
    Healer = Hobgoblin Healer
    Cyclops = Cyclops Mage
    GSappers = Goblin Sappers
    
    --------------------- (9.1) Story (War Mage, single) --------------------------
    
    -- The Edge (WMs) --
    
    Wave 1:
    1st: Orcs
    2nd: Orcs
    
    Wave 2:
    1st: Orcs
    2nd: Orcs
    3rd: Orcs
    
    Wave 3:
    1st: Orcs
    2nd: Orcs
    3rd: Orcs
    4th: Orcs
    GO BREAK
    
    Wave 4:
    1st: Orcs
    2nd: Orcs
    3rd: Orcs
    4th: Orcs
    
    -- Tunnels (WMs) --
    
    Wave 1:
    1st: (Left) Orcs
    2nd: (Left) Orcs
    3rd: (Left) Orcs
    
    Wave 2:
    1st: (Right) Orcs
    2nd: (Right) Orcs
    3rd: (Right) Orcs
    
    Wave 3:
    1st: (Left) Orcs
    2nd: (Both) Orcs
    3rd: (Both) Orcs
    4th: (Right) Orcs
    GO BREAK
    
    Wave 4:
    1st: (Left) Orcs
    2nd: (Left) Orcs + Earth Elemental x1
         (Right) Orcs
    3rd: (Right) Orcs
    4th: (Left) Orcs
    5th: (Right) Orcs + Earth Elemental x1
    6th: (Left) Orcs
    
    Wave 5:
    1st: (Left) Orcs
    2nd: (Left) Orcs + Earth Elemental x1
         (Right) Orcs
    3rd: (Both) Orcs
    4th: (Both) Orcs
    5th: (Right) Orcs + Earth Elemental x1
    
    -- Chasm (WMs) --
    
    Wave 1:
    1st: (W) Orcs + Kobolds
    2nd: (W) Kobolds
    3rd: (W) Orcs + Kobolds
    
    Wave 2:
    1st: (E) Orcs + Kobolds
    2nd: (E) Orcs
    3rd: (E) Orcs + Kobolds
    
    Wave 3:
    1st: (W) Orcs + Kobolds
    2nd: (W) Orcs
    3rd: (E) Orcs
    4th: (W) Orcs
    5th: (E) Orcs
    6th: (E) Orcs + Kobolds
    GO BREAK
    
    Wave 4:
    1st: (E) Orcs
    2nd: (E) Orcs + Kobolds
    3rd: (W) Orcs + Kobolds
    4th: (E) Orcs
    5th: (W) Orcs
    6th: (Both) Orcs + Kobolds
    7th: (W) Orcs
    
    Wave 5:
    1st: (W) Orcs + Kobolds
    2nd: (Both) Orcs
    3rd: (Both) Orcs + Kobolds
    4th: (Both) Orcs
    5th: (E) Orcs + Kobolds
    
    -- The Crossing (WMs) --
    
    Wave 1:
    1st: (E) Crossbows
    2nd: (E) Orcs
    3rd: (E) Orcs
    
    Wave 2:
    1st: (W) Crossbows
    2nd: (W) Orcs
    3rd: (W) Orcs
    
    Wave 3:
    1st: (E) Orcs
    2nd: (Both) Orcs
    3rd: (W) Orcs
         (E) Kobolds
    4th: (W) Orcs
    GO BREAK
    
    Wave 4:
    1st: (W) Orcs + Earth Elemental x1
    2nd: (W) Crossbows
    3rd: (E) Orcs + Earth Elemental x1
    4th: (E) Crossbows
    
    Wave 5:
    1st: (E) Orcs
    2nd: (W) Orcs
    3rd: (E) Orcs
    4th: (Both) Orcs
    5th: (W) Orcs
    
    Wave 6:
    1st: (Both) Crossbows
    2nd: (Both) Orcs
    3rd: (E) Orcs + Earth Elemental x1
    4th: (W) Orcs + Earth Elemental x1
    GO BREAK
    
    Wave 7:
    1st: (Both) Orcs
    2nd: (Both) Crossbows
    3rd: (Both) Orcs
    4th: (W) Earth Elemental x2
         (E) Orcs
    
    -- Big Valleys (WMs) --
    
    Wave 1:
    1st: (Left) Orcs
    2nd: (Left) Orcs
    3rd: (Left) Orcs
    
    Wave 2:
    1st: (Left) Sappers
         (Right) Crossbows
    2nd: (Left) Crossbows
         (Right) Sappers
    3rd: (Left) Orcs
         (Right) Crossbows
    
    Wave 3:
    1st: (Both) Sappers
    2nd: (Both) Orcs
    3rd: (Both) Orcs
    GO BREAK
    
    Wave 4:
    1st: (Left) Sappers
         (Right) Orcs
    2nd: (Both) Orcs
    3rd: (Both) Orcs + Earth Elemental x1
    4th: (Both) Orcs + Earth Elemental x1
    
    Wave 5:
    1st: (Left) Orcs
         (Right) Orcs + Sappers
    2nd: (Both) Orcs
    3rd: (Both) Orcs + Earth Elemental x1
    4th: (Both) Orcs + Earth Elemental x1
    
    Wave 6:
    1st: (Both) Sappers + Kobolds
    2nd: (Both) Orcs + Kobolds
    3rd: (Both) Orcs + Earth Elemental x1
    4th: (Both) Orcs + Earth Elemental x1
    GO BREAK
    
    Wave 7:
    1st: (Both) Sappers + Orcs
    2nd: (Both) Orcs
    3rd: (Both) Orcs + Earth Elemental x1
    4th: (Both) Orcs + Earth Elemental x1
    
    Wave 8:
    1st: (Left) Sappers + Kobolds
         (Right) Crossbows + Earth Elemental x1
    2nd: (Left) Crossbows + Earth Elemental x1
         (Right) Sappers + Kobolds
    3rd: (Both) Orcs + Earth Elemental x1
    4th: (Both) sappers + Kobolds + Orcs
    
    -- Hidden Gulch (WMs) --
    
    *Although there is only one spawn, it's easy to observe ground enemies going
     left or right so this will be noted
    *First fliers in a wave will go left, next goes right, next left, etc
    *Sapper directions depend on placement of player and Guardians/Barricades
    *If a left/right-bound enemy's path is blocked, they will go center if able
    
    Wave 1:
    1st: (Left) Orcs
    2nd: (Right) Orcs
    3rd: (Left) Orcs
    4th: (Right) Orcs
    5th: (Left) Earth Elemental x1
    6th: (Right) Earth Elemental x1
    
    Wave 2:
    1st: (Fliers) Bilebats
    2nd: (Fliers) Bilebats
         (Left) Orcs
    3rd: (Right) Orcs
    4th: (Left) Orcs
    5th: (Right) Orcs
    
    Wave 3:
    1st: (Left) Orcs
    2nd: (Right) Orcs
    3rd: (Left) Kobolds
         (Fliers) Bilebats
    4th: (Left) Orcs
    5th: (Right) Orcs
         (Fliers) Bilebats
    6th: (Right) Kobolds
    GO BREAK
    
    Wave 4:
    1st: (Left) Orcs + Crossbows
    2nd: (Right) Orcs + Crossbows
         (Fliers) Bilebats
    3rd: (Right) Orcs
         (Fliers) Bilebats
    4th: (Left) Orcs + Crossbows
    5th: (Right) Orcs + Crossbows
    
    Wave 5:
    1st: (Left) Orcs
    2nd: (Right) Orcs
    3rd: (Fliers) Bilebats
         (Right) Orcs
    4th: Sappers
    5th: (Left) Orcs
         (Fliers) Bilebats
    6th: (Right) Orcs
    7th: Sappers
    
    Wave 6:
    1st: (Left) Orcs
    2nd: (Right) Orcs
    3rd: (Left) Orcs
    4th: (Right) Orcs
    5th: Sappers
    6th: (Right) Kobolds
    GO BREAK
    
    Wave 7:
    1st: (Left) Orcs
    2nd: (Left) Orcs
         (Fliers) Bilebats
    3rd: (Right) Orcs
    4th: (Left) Earth Elemental x2
         (Fliers) Bilebats
    5th: (Right) Earth Elemental x2
    6th: Sappers
    
    Wave 8:
    1st: (Left) Orcs
    2nd: (Right) Orcs
         (Fliers) Bilebats
    3rd: (Left) Orcs + Kobolds
         (Fliers) Bilebats
    4th: (Right) Orcs + Kobolds
    5th: (Left) Earth Elemental x2
    6th: (Right) Earth Elemental x2
    
    Wave 9:
    1st: (Left) Orcs
    2nd: (Right) Orcs
         (Fliers) Bilebats
    3rd: (Left) Orcs
         (Fliers) Bilebats
    4th: (Right) Orcs
    5th: (Left) Crossbows
    6th: (Right) Crossbows
    7th: (Left) Earth Elemental x3
    8th: (Right) Earth Elemental x3
    
    -- Precipice (WMs) --
    
    Wave 1:
    1st: (E) Orcs
         (E fliers) Bilebats
    2nd: (E) Orcs
    3rd: (E) Kobolds
    
    Wave 2:
    1st: (W) Orcs
         (W fliers) Bilebats
    2nd: (W) Kobolds
    3rd: (W) Orcs
    4th: (W) Orcs
    5th: (W) Orcs
    
    Wave 3:
    1st: (E) Orcs
    2nd: (W) Orcs + Crossbows
    3rd: (E) Orcs
    4th: (W) Orcs + Crossbows
    5th: (E) Orcs
    GO BREAK
    
    Wave 4:
    1st: (E) Ogre x1 + Orcs
         (W fliers) Bilebats
    2nd: (W) Ogre x1 + Orcs
    3rd: (W fliers) Bilebats
    4th: (Both) Orcs + Crossbows
    5th: (E) Orcs + Crossbows
    
    Wave 5:
    1st: (W) Orcs
    2nd: (E) Orcs
    3rd: (Both) Orcs + Ogre x1
    4th: (Both) Orcs
    
    Wave 6:
    1st: (Both) Orcs + Ogre x1 + Earth Elemental x2
    2nd: (Both) Orcs
    3rd: (W) Crossbows + Earth Elemental x2 + Orcs + Kobolds
         (E) Orcs
    GO BREAK
    
    Wave 7:
    1st: (Both) Earth Elemental x2
         (W fliers) Bilebats
    2nd: (Both) Orcs
         (E fliers) Bilebats
    3rd: (Both) Earth Elemental x3
         (W fliers) Bilebats
    4th: (Both) Orcs
         (E fliers) Bilebats
    
    Wave 8:
    1st: (W) Ogre x1 + Orcs
         (E) Orcs + Ogre x1
    2nd: (Both) Orcs
    3rd: (Both) Ogre x2
    
    Wave 9:
    1st: (E) Ogre x1 + Crossbows
         (E fliers) Bilebats
    2nd: (W) Ogre x1
         (W fliers) Bilebats
    3rd: (E) Orcs
         (E fliers) Bilebats
    4th: (W) Orcs + Crossbows
         (W fliers) Bilebats
    5th: (E) Orcs + Crossbows + Ogre x1
    6th: (W) Ogre x1 + Crossbows
         (E) Earth Elemental x2
    7th: (Both) Ogre x1 + Orcs
    
    -- Servant Entrance (WMs) --
    
    Wave 1:
    1st: (S) Kobolds + Gnoll Hunter x1
    
    Wave 2:
    1st: (N) Orcs
         (S) Orcs
    2nd: (N) Orcs + Gnoll Hunter x1
         (S) Kobolds
    
    Wave 3:
    1st: (N) Orcs
         (S) Orcs
    2nd: (N) Orcs
         (S) Sappers + Kobolds
    GO BREAK
    
    Wave 4:
    1st: (N) Orcs
         (S) Crossbows + Ogre x1
    2nd: (N) Orcs
         (S) Kobolds
    
    Wave 5:
    1st: (N) Crossbows + Sappers + Ogre x1
         (S) Orcs
    2nd: (N) Orcs + Gnoll Hunter x1
         (S) Kobolds + Gnoll Hunter x1
    
    Wave 6:
    1st: (N) Orcs
         (S) Crossbows + Orcs
    2nd: (N) Crossbows
         (S) Kobolds + Sappers
    3rd: (N) Orcs
    4th: (S) Kobolds
    GO BREAK
    
    Wave 7:
    1st: (N) Orcs
         (S) Crossbows + Orcs
    2nd: (S) Kobolds
    
    Wave 8:
    1st: (N) Orcs
         (S) Orcs + Crossbows
    2nd: (N) Orcs
         (S) Kobolds
    
    Wave 9:
    1st: (Both) Ogre x1 + Orcs
    2nd: (N) Orcs
         (S) Sappers + Kobolds
    
    -- Passages (WMs) --
    
    Wave 1:
    1st: (SW) Orcs
    2nd: (SW) Orcs
    3rd: (SW) Orcs
    
    Wave 2:
    1st: (SW+E) Orcs
    2nd: (SW+E) Orcs
    3rd: (E) Orcs
    
    Wave 3:
    1st: (All) Sappers
    2nd: (NW) Kobolds
         (SW) Orcs
         (E) Sappers
    3rd: (NW) Kobolds
         (SW) Sappers + Orcs
         (E) Sappers + Kobolds
    
    GO BREAK
    
    Wave 4:
    1st: (NW) Orcs + Earth Elemental x2
         (E) Crossbows
    2nd: (NW) Orcs + Sappers
         (E) Crossbows
    
    Wave 5:
    1st: (NW+E) Orcs + Sappers
         (SW) Orcs
    2nd: (NW) Orcs + Sappers
         (SW+E) Orcs
    
    Wave 6:
    1st: (NW) Orcs + Troll x1
         (SW) Orcs
         (E) Sappers + Orcs
    2nd: (SW) Orcs
         (E) Sappers + Orcs
    3rd: (E) Sappers
    GO BREAK
    
    Wave 7:
    1st: (NW) Sappers
         (SW+E) Orcs + Earth Elemental x1
    2nd: (NW) Sappers
         (SW+E) Orcs + Earth Elemental x1
    3rd: (NW) Orcs + Sappers
         (SW) Orcs
         (E) Orcs + Troll x1
    
    Wave 8:
    1st: (All) Crossbows + Orcs
    
    Wave 9:
    1st: (All) Orcs
    2nd: (NW+SW) Gnoll Hunter x1
    3rd: (All) Orcs
    GO BREAK
    
    Wave 10:
    1st: (NW+SW) Orcs
         (E) Sappers + Troll x1
    2nd: (NW+E) Sappers + Kobolds
         (SW) Kobolds
    3rd: (NW) Orcs + Ogre x1
         (SW) Orcs
         (E) Orcs + Sappers
    4th: (NW) Orcs + Sappers
    5th: (NW) Sappers
    
    Wave 11:
    1st: (All) Orcs + Ogre x1
    2nd: (All) Orcs
    3rd: (NW+SW) Orcs + Troll x1
         (E) Orcs
    
    Wave 12:
    1st: (NW+E) Sappers + Troll x1
         (SW) Sappers + Earth Elemental x1
    2nd: (All) Crossbows
    3rd: (NW) Orcs + Ogre x1
         (E) Orcs + Troll x1
    4th: (SW) Orcs + Earth Elemental x1
         (E) Orcs + Crossbows
    
    -- Corridors (WMs) --
    
    Wave 1:
    1st: (N) Orcs
    2nd: (N) Orcs
         (Fliers) Hellbats + Fire Babies
    
    Wave 2:
    1st: (N) Orcs
    2nd: (N) Orcs
         (Fliers) Hellbats + Fire Babies
    3rd: (N) Orcs
    4th: (N) Earth Lord x1
    
    Wave 3:
    1st: (N) Orcs
    2nd: (N) Orcs
         (Fliers) Hellbats + Fire Babies
    3rd: (N) Orcs
    4th: (N) Troll x1
    GO BREAK
    
    Wave 4:
    1st: (SE) Orcs
    2nd: (SE) Orcs
    3rd: (SE) Orcs + Earth Lord x1
    
    Wave 5:
    1st: (SW) Orcs
    2nd: (SW) Orcs
    3rd: (SW) Orcs + Earth Lord x1
    
    Wave 6:
    1st: (SW+SE) Orcs
    2nd: (SW+SE) Orcs
    3rd: (SW) Orcs + Earth Lord x1
         (SE) Orcs
    GO BREAK
    
    Wave 7:
    1st: (N) Gnoll Hunter x2 + Orcs
    2nd: (N) Kobolds
         (Fliers) Hellbats + Fire Babies
    3rd: (N) Orcs + Earth Lord x1
    4th: (SW+SE) Orcs
    5th: (SW) Orcs
    6th: (SW) Orcs + Ogre x1
         (SE) Orcs
    7th: (SE) Orcs + Ogre x1
    
    Wave 8:
    1st: (N) Orcs
    2nd: (N) Orcs
    3rd: (N) Gnoll Hunter x2 + Troll x1
         (Fliers) Hellbats + Fire Babies
    4th: (SE) Orcs
    5th: (SW+SE) Orcs
    6th: (SW+SE) Orcs + Earth Lord x1
    
    Wave 9:
    1st: (N) Orcs
    2nd: (N) Crossbows
         (Fliers) Hellbats + Fire Babies
    3rd: (N) Orcs
    4th: (N) Gnoll Hunter x2 + Troll x1
    5th: (SW+SE) Orcs
    6th: (SW+SE) Troll x1 + Ogre x1
    GO BREAK
    
    Wave 10:
    1st: (N) Gnoll Hunter x2 + Orcs
    2nd: (N) Orcs
         (Fliers) Hellbats + Fire Babies
    3rd: (N) Ogre x1
    4th: (SW) Orcs
    5th: (SW) Gnoll Hunter x2
         (SE) Orcs
    6th: (SW) Earth Lord x1
         (SE) Gnoll Hunter x2
    7th: (SE) Earth Lord x1
    
    Wave 11:
    1st: (N) Orcs
    2nd: (N) Orcs
         (Fliers) Hellbats + Fire Babies
    3rd: (N) Troll x1
    4th: (SW) Orcs
    5th: (SW) Gnoll Hunter x2
         (SE) Orcs
    6th: (SW) Ogre x1 + Earth Lord x1
         (SE) Gnoll Hunter x2
    7th: (SE) Ogre x1 + Earth Lord x1
    
    Wave 12:
    1st: (N) Orcs
         (Fliers) Fire Babies
    2nd: (N) Orcs
         (Fliers) Fire Babies
    3rd: (N) Orcs
    4th: (N) Troll x2
         (SW+SE) Orcs
    5th: (SW+SE) Orcs
    6th: (SW+SE) Orcs
    7th: (SW+SE) Gnoll Hunter x2
    8th: (SW+SE) Troll x1 + Ogre x1 + Earth Lord x1
    
    -- Upstairs Downstairs (WMs) --
    
    Wave 1:
    1st: (N) Orcs
    2nd: (N) Orcs
    
    Wave 2:
    1st: (S) Orcs
    2nd: (S) Orcs
    
    Wave 3:
    1st: (N) Orcs + Fire Ogre x1
         (S) Orcs + Frost Ogre x1
    GO BREAK
    
    Wave 4:
    1st: (S) Sappers
    2nd: (S) Crossbows + Orcs
    
    Wave 5:
    1st: (N) Sappers
    2nd: (N) Crossbows + Orcs
    
    Wave 6:
    1st: (Both) Orcs
    2nd: (N) Frost Ogre x1
         (S) Fire Ogre x1
    GO BREAK
    
    Wave 7:
    1st: (N) Kobolds
         (S) Crossbows
    2nd: (N) Sappers
         (S) Sappers + Orcs
    3rd: (S) Crossbows
    
    Wave 8:
    1st: (N) Crossbows
         (S) Kobolds
    2nd: (N) Sappers + Orcs
         (S) Sappers
    3rd: (N) Crossbows
    
    Wave 9:
    1st: (N) Orcs
    2nd: (N) Crossbows
    3rd: (N) Orcs
    GO BREAK
    
    Wave 10:
    1st: (Both) Sappers
    2nd: (Both) Orcs
    3rd: (Both) Sappers
    
    Wave 11:
    1st: (N) Fire Ogre x1 + Orcs
         (S) Frost Ogre x1 + Orcs
    
    Wave 12:
    1st: (Both) Kobolds
    2nd: (Both) Orcs
    3rd: (Both) Fire Ogre x1 + Frost Ogre x1
    
    -- Crunch (WMs) --
    
    Wave 1:
    1st: (N) Orcs
    2nd: (N) Orcs
    3rd: (N) Orcs
    
    Wave 2:
    1st: (S) Orcs
    2nd: (S) Orcs + Crossbows
    3rd: (S) Orcs
    
    Wave 3:
    1st: (N+S) Ogre x1 + Orcs
    2nd: (N+S) Ogre x1
    3rd" (N) Orcs + Ogre x1
         (S) Orcs
    GO BREAK
    
    Wave 4:
    1st: (W) Frost Ogre x1 + Orcs
    2nd: (W) Orcs + Crossbows
    3rd: (E) Orcs
    4th: (W) Frost Ogre x1 + Orcs
         (E) Orcs
    
    Wave 5:
    1st: (E) Earth Lord x1
         (N fliers) Frostbats
         (N+S) Kobolds
    2nd: (W) Earth Lord x1
         (S fliers) Frostbats
    3rd: (N+S) Orcs
    4th: (N+S) Orcs
    
    Wave 6:
    1st: (N+S) Gnoll Hunter x1 + Orcs + Crossbows
    2nd: (N+S) Orcs + Crossbows
         (E) Orcs + Crossbows
    3rd: (W) Orcs + Crossbows
    GO BREAK
    
    Wave 7:
    1st: (W+E) Kobolds
         (N+S) Ogre x2
         (N+S fliers) Frostbats
    2nd: (W) Kobolds
    3rd: (E) Kobolds
    4th: (N+S) Kobolds + Orcs + Ogre x2 + Troll x1
    
    Wave 8:
    1st: (N) Orcs + Crossbows
         (S fliers) Frostbats
    2nd: (W) Orcs + Crossbows
         (N) Orcs + Ogre x1
    3rd: (S) Orcs + Crossbows + Ogre x2
         (N fliers) Frostbats
         (W) Orcs
    4th: (E) Crossbows + Orcs
    
    Wave 9:
    1st: (E) Kobolds
         (S fliers) Frostbats
    2nd: (W) Earth Lord x2
         (N+S) Ogre x2
         (N fliers) Frostbats
    3rd: (W+E) Gnoll Hunter x1 + Kobolds
         (N fliers) Frostbats
    4th: (S fliers) Frostbats
    GO BREAK
    
    Wave 10:
    1st: (S) Orcs + Frost Ogre x1
         (N+S fliers) Frostbats
    2nd: (W) Orcs
    3rd: (N) Orcs + Frost Ogre x1
    4th: (E) Orcs
    5th: (S) Frost Ogre x1
    6th: (W) Fire Ogre x1
    7th: (N) Frost Ogre x1
    8th: (E) Fire Ogre x1
    
    Wave 11:
    1st: (N) Ogre x2
         (S) Ogre x1 + Frost Ogre x1
    2nd: (W) Ogre x2 + Fire Ogre x1
         (N+S) Orcs
    3rd: (E) Orcs + Frost Ogre x1
    4th: (N) Ogre x2 + Frost Ogre x1
    5th: (W+E) Gnoll Hunter x1 + Orcs
    6th: (S) Gnoll Hunter x1 + Ogre x2
    7th: (N) Gnoll Hunter x1 + Ogre x2
    
    Wave 12:
    1st: (S) Orcs + Ogre x2
         (N fliers) Frostbats
    2nd: (W) Orcs + Ogre x2
         (S fliers) Frostbats
    3rd: (N) Orcs + Ogre x2
    4th: (E) Orcs
         (N fliers) Frostbats
    5th: (S) Orcs + Ogre x2
         (S fliers) Frostbats
    6th: (W) Orcs + Fire Ogre x1
         (N fliers) Frostbats
    7th: (N) Orcs + Frost Ogre x1
         (S fliers) Frostbats
    8th: (E) Orcs + Ogre x2
    
    -- Mirror Image (WMs) --
    
    Wave 1:
    1st: (N+S) Orcs
    
    Wave 2:
    1st: (N+S) Orcs
    
    Wave 3:
    1st: (N+S) Orcs + Crossbows
         (W+E) Kobolds
    GO BREAK
    
    Wave 4:
    1st: (N+S) Orcs
         (E) Kobolds
    2nd: (W) Kobolds + Troll x1
    
    Wave 5:
    1st: (N+S) Orcs + Crossbows
    
    Wave 6:
    1st: (N+S) Orcs
         (W) Kobolds
         (E) Kobolds + Troll x1
    GO BREAK
    
    Wave 7:
    1st: (N+S) Orcs + Crossbows + Ogre x1
    
    Wave 8:
    1st: (N+S) Orcs
         (W+E) Kobolds + Swamp Troll x1
    
    Wave 9:
    1st: (N+S) Orcs
         (W+E) Kobolds + Swamp Troll x1
    
    -- Wind Up (WMs) --
    
    Wave 1:
    1st: (N) Orcs
    2nd: (N) Orcs
    3rd: (N) Orcs
    
    Wave 2:
    1st: (N+E) Orcs
    2nd: (N+E) Orcs
    3rd: (N) Sappers
    
    Wave 3:
    1st: (All) Orcs
    2nd: (N) Kobolds + Cyclops x1
         (E) Kobolds
    GO BREAK
    
    Wave 4:
    1st: (N) Orcs
    2nd: (N) Orcs
    3rd: (N) sappers + Orcs
    
    Wave 5:
    1st: (N) Orcs + Kobolds
         (E) Orcs + Fire Ogre x1
    2nd: (N) Orcs
    
    Wave 6:
    1st: (N) Orcs + Cyclops x1 + Shaman x1
         (E+S) Orcs
    GO BREAK
    
    Wave 7:
    1st: (N) Orcs + Cyclops x1 + Shaman x1 + Crossbows
    
    Wave 8:
    1st: (N) Gnoll Hunter x2
         (E) Orcs
    2nd: (N) Orcs + Sappers + Fire Ogre x1
         (E) Orcs
    
    Wave 9:
    1st: (N) Orcs
         (E+S) Orcs + Crossbows
    2nd: (N) Orcs
    GO BREAK
    
    Wave 10:
    1st: (N) Orcs + Kobolds
         (E) Orcs + Crossbows
         (S) Cyclops x2 + Shaman x2
    
    Wave 11:
    1st: (N) Orcs
         (E) Orcs + Cyclops x2 + Shaman x2
         (S) Crossbows
    2nd: (N) Orcs + Kobolds
         (E) Orcs
    
    Wave 12:
    1st: (N) Fire Ogre x2 + Orcs
         (E) Orcs + Fire Ogre x1
         (S) Fire Ogre x1 + Orcs
    2nd: (N) Orcs + Crossbows
         (E) Sappers
    
    -- Twisted Halls (WMs) --
    
    Wave 1:
    1st: (W+E) Orcs
    
    Wave 2:
    1st: (W+E) Crossbows + Orcs
    
    Wave 3:
    1st: (W+E) Orcs
         (N+S fliers) Thunderbats
    
    Wave 4:
    1st: (W+E) Crossbows + Earth Lord x1
         (N+S) Kobolds + Earth Lord x1
         (N+S fliers) Thunderbats
    
    Wave 5:
    1st: (W+E) Orcs
         (N+S fliers) Thunderbats
    
    Wave 6:
    1st: (W+E) Orcs + Crossbows + Gnoll Hunter x1
         (N+S fliers) Thunderbats
    
    Wave 7:
    1st: (W+E) Troll x1 + Earth Lord x1 + Orcs + Swamp Troll x1
         (N+S fliers) Thunderbats
    
    Wave 8:
    1st: (W+E) Orcs + Gnoll Hunter x1
         (N+S) Kobolds + Earth Lord x1
         (N+S fliers) Thunderbats
    
    Wave 9:
    1st: (W+E) Earth Lord x1 + Shaman x2 + Cyclops x2
         (N+S fliers) Thunderbats
    
    Wave 10:
    1st: (W+E) Gnoll Hunter x2 + Orcs
         (N+S fliers) Thunderbats
    
    Wave 11:
    1st: (W+E) Orcs + Crossbows
         (N+S fliers) Thunderbats
    
    Wave 12:
    1st: (W+E) Orcs + Earth Lord x1 + Cyclops x2 + Shaman x2
         (N+S) Kobolds + Earth Lord x2
         (N+S fliers) Thunderbats
    2nd: (W+E) Ogre x1 + Orcs + Crossbows
    3rd: (W+E) Gnoll Hunter x1
    
    --------------------- (9.2) Story (Nightmare, single) -------------------------
    
    -- The Edge (NMs) --
    
    Wave 1:
    1st: Orcs
    2nd: Orcs
    
    Wave 2:
    1st: Orcs
    2nd: Orcs + Gnoll Grenadier x2
    3rd: Orcs
    
    Wave 3:
    1st: Orcs
    2nd: Orcs
    3rd: Orcs
    4th: Orcs
    
    Wave 4:
    1st: Orcs
    2nd: Orcs
    3rd: Orcs + Gnoll Grenadier x2
    4th: Orcs
    5th: Orcs
    
    -- Tunnels (NMs) --
    
    Wave 1:
    1st: (Left) Orcs
    2nd: (Left) Orcs
    3rd: (Left) Orcs
    
    Wave 2:
    1st: (Both) Orcs
    2nd: (Right) Orcs
    3rd: (Right) Orcs
    
    Wave 3:
    1st: (Left) Orcs
    2nd: (Both) Orcs
    3rd: (Right) Orcs
    4th: (Left) Orcs
    5th: (Right) Orcs
    
    Wave 4:
    1st: (Left) Orcs
    2nd: (Right) Orcs
         (Left) Orcs + Earth Elemental x1
    3rd: (Right) Orcs
    4th: (Left) Orcs
    5th: (Right) Orcs + Earth Elemental x1
    6th: (Left) Orcs
    
    Wave 5:
    1st: (Left) Orcs
    2nd: (Right) Orcs
         (Left) Orcs + Earth Elemental x1
    3rd: (Both) Orcs + Earth Elemental x1
    4th: (Both) Orcs
    5th: (Right) Orcs + Earth Elemental x1
    
    -- Chasm (NMs) --
    
    Wave 1:
    1st: (W) Orcs + Kobolds
    2nd: (W) Orcs + Kobolds
    3rd: (W) Orcs + Kobolds
    
    Wave 2:
    1st: (W) Kobolds
         (E) Orcs + Kobolds
    2nd: (E) Orcs + Kobolds
    3rd: (E) Orcs + Kobolds
    
    Wave 3:
    1st: (Both) Orcs
    2nd: (W) Orcs + Kobolds
    3rd: (Both) Orcs
    4th: (W) Orcs + Kobolds
         (E) Orcs
    5th: (E) Orcs + Kobolds
    
    Wave 4:
    1st: (W) Orcs + Gnoll Hunter x1
         (E) Orcs
    2nd: (E) Orcs
    3rd: (Both) Orcs + Kobolds
    4th: (W) Orcs
         (E) Orcs + Kobolds
    5th: (W) Orcs + Kobolds
    6th: (E) Orcs + Kobolds
    7th: (W) Orcs + Kobolds
    
    Wave 5:
    1st: (W) Kobolds
         (E) Kobolds + Gnoll Hunter x1
    2nd: (W) Orcs + Kobolds
    3rd: (Both) Orcs + Kobolds
    4th: (Both) Orcs + Kobolds
    5th: (Both) Orcs + Kobolds
    6th: (E) Orcs + Kobolds
    
    -- The Crossing (NMs) --
    
    Wave 1:
    1st: (E) Crossbows
    2nd: (E) Orcs + Gnoll Hunter x1
    3rd: (E) Orcs
    
    Wave 2:
    1st: (W) Crossbows
    2nd: (W) Orcs + Gnoll Hunter x1
    3rd: (W) Orcs
    
    Wave 3:
    1st: (E) Orcs
    2nd: (Both) Orcs
    3rd: (W) Orcs
         (E) Kobolds
    4th: (W) Orcs
    
    Wave 4:
    1st: (W) Orcs + Earth Elemental x1
    2nd: (W) Crossbows
    3rd: (E) Orcs + Earth Elemental x1
    4th: (E) Crossbows
    
    Wave 5:
    1st: (E) Orcs
    2nd: (W) Orcs
    3rd: (E) Orcs
    4th: (W) Orcs
         (E) Orcs + Gnoll Hunter x1
    5th: (W) Orcs + Gnoll Hunter x1
    
    Wave 6:
    1st: (Both) Crossbows
    2nd: (Both) Orcs
    3rd: (E) Orcs + Earth Elemental x1
    4th: (W) Orcs + Earth Elemental x1
    
    Wave 7:
    1st: (W) Orcs + Ogre x1
         (E) Orcs
    2nd: (Both) Crossbows
    3rd: (W) Orcs
         (E) Orcs + Ogre x1
    4th: (W) Earth Elemental x2
         (E) Orcs
    
    -- Big Valleys (NMs) --
    
    Wave 1:
    1st: (Left) Orcs
    2nd: (Left) Orcs
    3rd: (Left) Orcs
    
    Wave 2:
    1st: (Left) Sappers
         (Right) Crossbow
    2nd: (Left) Crossbows
         (Right) Sappers
    3rd: (Left) Orcs
         (Right) Crossbows + Gnoll Grenadier x1
    
    Wave 3:
    1st: (Both) Sappers
    2nd: (Both) Orcs
    3rd: (Left) Orcs + Sappers
         (Right) Orcs
    
    Wave 4:
    1st: (Left) Sappers
         (Right) Orcs
    2nd: (Both) Orcs
    3rd: (Both) Orcs + Earth Elemental x1
    4th: (Both) Orcs + Earth Elemental x1 + Earth Lord x1
    
    Wave 5:
    1st: (Left) Orcs
         (Right) Orcs + Sappers
    2nd: (Both) Orcs
    3rd: (Both) Orcs + Earth Elemental x1
    4th: (Left) Orcs + Earth Elemental x1 + Armored Ogre x1
         (Right) Orcs + Earth Elemental x1
    
    Wave 6:
    1st: (Both) Sappers + Kobolds
    2nd: (Both) Orcs + Kobolds
    3rd: (Both) Orcs + Earth Elemental x1 + Earth Lord x1
    4th: (Both) Orcs + Earth Elemental x1
    
    Wave 7:
    1st: (Both) sappers + Orcs
    2nd: (Left) Orcs + Gnoll Hunter x2
         (Right) Orcs + Gnoll Grenadier x1
    3rd: (Both) Orcs + Earth Elemental x1
    4th: (Left) Orcs + Earth Elemental x1 + Gnoll Hunter x2
         (Right) Orcs + Earth Elemental x1 + Gnoll Grenadier x2
    
    Wave 8:
    1st: (Left) Sappers + Kobolds + Armored Ogre x1
         (Right) Crossbows + Earth Elemental x1
    2nd: (Left) Crossbows + Earth Elemental x1
         (Right) Sappers + Kobolds
    3rd: (Both) Orcs + Earth Elemental x1 + Earth Lord x1
    4th: (Both) Sappers + Kobolds + Orcs + Gnoll Grenadier x2 + Armored Ogre x1
    
    -- Hidden Gulch (NMs) --
    
    *Although there is only one spawn, it's easy to observe ground enemies going
     left or right so this will be noted
    *First fliers in a wave will go left, next goes right, next left, etc
    *Sapper directions depend on placement of player and Guardians/Barricades
    *If a left/right-bound enemy's path is blocked, they will go center if able
    
    Wave 1:
    1st: (Left) Orcs
    2nd: (Right) Orcs
    3rd: (Left) Orcs
    4th: (Right) Orcs
    5th: (Left) Earth Elemental x1
    6th: (Right) Earth Elemental x1
    
    Wave 2:
    1st: (Fliers) Bilebats + Hellbats
    2nd: (Fliers) Bilebats + Hellbats
         (Left) Orcs
    3rd: (Right) Orcs
    4th: (Left) Orcs
    5th: (Right) Orcs + Armored Ogre x1
    
    Wave 3:
    1st: (Left) Orcs
    2nd: (Right) Orcs
    3rd: (Left) Kobolds + Orc
         (Fliers) Bilebats + Hellbats
    4th: (Left) Orcs
    5th: (Right) Orcs + Armored Ogre x1
         (Fliers) Bilebats + Hellbats
    6th: (Right) Kobolds
    
    Wave 4:
    1st: (Left) Orcs + Crossbows
    2nd: (Right) Orcs + Crossbows
         (Fliers) Bilebats + Hellbats
    3rd: (Right) Orcs
         (Fliers) Bilebats + Hellbats
    4th: (Left) Orcs + Crossbows + Armored Ogre x1
    5th: (Right) Orcs + Crossbows
    
    Wave 5:
    1st: (Left) Orcs
    2nd: (Right) Orcs
    3rd: (Fliers) Bilebats + Hellbats
         (Right) Orcs
    4th: Sappers
    5th: (Left) Orcs
         (Fliers) Bilebats + Hellbats
    6th: (Right) Orcs + Swamp Troll x1
    7th: Sappers + (Right) Armored Ogre x1
    
    Wave 6:
    1st: (Left) Orcs
    2nd: (Right) Orcs
         (Fliers) Hellbats + Bilebats
    3rd: (Left) Orcs
    4th: (Right) Orcs + Gnoll Grenadier x1
    5th: Sappers + (Left) Swamp Troll x1
         (Fliers) Hellbats + Bilebats
    6th: (Right) Kobolds + Sappers
    
    Wave 7:
    1st: (Left) Orcs
    2nd: (Left) Orcs + Armored Ogre x1
         (Fliers) Bilebats + Hellbats
    3rd: (Right) Orcs + Armored Ogre x1
    4th: (Left) Earth Elemental x2 + Orcs
         (Fliers) Bilebats + Hellbats
    5th: (Right) Earth Elemental x2 + Swamp Troll x1
    6th: Sappers + (Left) Orcs
    
    Wave 8:
    1st: (Left) Orcs
    2nd: (Right) Orcs
         (Fliers) Bilebats + Hellbats
    3rd: (Left) Orcs + Kobolds
         (Fliers) Bilebats + Hellbats
    4th: (Right) Orcs + Gnoll Grenadier x1
    5th: (Left) Earth Elemental x2 + Swamp Troll x1
    6th: (Right) Earth Elemental x2 + Swamp Troll x1
    
    Wave 9:
    1st: (Left) Orcs + Gnoll Grenadier x1
    2nd: (Right) Orcs + Gnoll Grenadier x1
         (Fliers) Bilebats + Hellbats
    3rd: (Left) Orcs
    4th: (Right) Orcs + Gnoll Grenadier x2
         (Fliers) Bilebats + Hellbats
    5th: (Left) Crossbows
    6th: (Right) Crossbows + Armored Ogre x1
    7th: (Left) Earth Elemental x3 + Swamp Troll x1
    8th: (Right) Earth Elemental x3 + Swamp Troll x1
    
    -- Precipice (NMs) --
    
    Wave 1:
    1st: (E) Orcs
         (E fliers) Bilebats + Thunderbats
    2nd: (E) Orcs
    3rd: (E) Kobolds
    
    Wave 2:
    1st: (W) Orcs
         (W fliers) Bilebats + Hellbats
    2nd: (W) Kobolds
    3rd: (E fliers) Bilebats
    4th: (W) Orcs + Kobolds
    5th: (W) Orcs
    6th: (W) Orcs
    
    Wave 3:
    1st: (E) Orcs
    2nd: (W) Orcs + Crossbows
    3rd: (E) Orcs + Gnoll Hunter x1 + Gnoll Grenadier x1
    4th: (W) Orcs + Crossbows + Gnoll Hunter x1 + Gnoll Grenadier x1
    5th: (E) Orcs + Gnoll Hunter x1 + Gnoll Grenadier x1	
    
    Wave 4:
    1st: (E) Ogre x2 + Orcs
         (W fliers) Bilebats
    2nd: (W) Ogre x2 + Orcs
    3rd: (W fliers) Bilebats
    4th: (W) Ogre x1 + Orcs + Crossbows + Fire Ogre x1
         (E) Orcs + Crossbows
    5th: (E) Ogre x1 + Orcs + Crossbows + Frost Ogre x1
    
    Wave 5:
    1st: (W) Orcs
         (E) Gnoll Hunter x2
    2nd: (E) Orcs
         (W) Gnoll Hunter x2
    3rd: (W) Orcs + Ogre x1 + Crossbows + Fire Ogre x1
         (E) Orcs + Ogre x1 + Crossbows + Frost Ogre x1
    4th: (Both) Orcs
    5th: (W) Orcs
    
    Wave 6:
    1st: (Both) Orcs + Ogre x1 + Earth Elemental x2
         (E fliers) Thunderbat
    2nd: (Both) Orcs
    3rd: (W) Crossbows + Earth Elemental x2 + Orcs + Kobolds
         (E) Orcs
    
    Wave 7:
    1st: (Both) Earth Elemental x2
         (Both fliers) Bilebats
    2nd: (Both) Orcs
         (Both fliers) Bilebats
    3rd: (Both) Earth Elemental x3
    4th: (Both) Orcs
         (Both fliers) Bilebats
    
    Wave 8:
    1st: (W) Ogre x1 + Orcs
         (E) Orcs + Ogre x1
         (Both fliers) Bilebats
    2nd: (Both) Orcs
         (Both fliers) Thunderbats
    3rd: (Both) Ogre x2 (each)
    
    Wave 9:
    1st: (E) Ogre x1 + Crossbows + Frost Ogre x1
         (E fliers) Bilebats + Thunderbat
    2nd: (W) Ogre x1 + Fire Ogre x1
         (W fliers) Bilebats + Thunderbat
    3rd: (E) Orcs
         (E fliers) Bilebats + Thunderbat
    4th: (W) Orcs + Crossbows
         (W fliers) Bilebats + Thunderbat
    5th: (E) Orcs + Crossbows + Ogre x1
    6th: (W) Ogre x1 + Crossbows
         (E) Earth Elemental x2
    7th: (W) Ogre x1 + Orcs + Fire Ogre x2
         (E) Ogre x1 + Orcs + Frost Ogre x2
    
    -- Servant Entrance (NMs) --
    
    Wave 1:
    1st: (S) Kobolds + Gnoll Hunter x1
    2nd: (S) Orcs + Kobolds
    3rd: (S) Frost Ogre x1
    
    Wave 2:
    1st: (N) Orcs + Gnoll Hunter x2
         (S) Orcs
    2nd: (S) Kobolds + Gnoll Grenadier x2
    3rd: (N) Orcs + Gnoll Hunter x1
    
    Wave 3:
    1st: (N) Orcs + Gnoll Hunter x2
         (S) Orcs
    2nd: (N) Orcs
         (S) Sappers + Kobolds + Gnoll Hunter x2
    
    Wave 4:
    1st: (N) Orcs
         (S) Crossbows + Ogre x1
    2nd: (N) Orcs
         (S) Kobolds
    3rd: (S) Crossbows + Ogre x1 + Gnoll Grenadier x2
    
    Wave 5:
    1st: (N) Crossbows + Sappers + Ogre x1
         (S) Orcs
    2nd: (N) Orcs + Gnoll Hunter x1 + Sappers
         (S) Orcs + Kobolds + Gnoll Hunter x1
    3rd: (N) Crossbows + Ogre x1
    
    Wave 6:
    1st: (N) Orcs
         (S) Crossbows + Orcs + Kobolds + Gnoll Grenadier x1
    2nd: (N) Crossbows
         (S) Crossbows + Kobolds
    3rd: (N) Orcs
         (S) Kobolds + Sappers + Orcs
    4th: (S) Kobolds + Orcs
    
    Wave 7:
    1st: (N) Orcs
         (S) Crossbows + Orcs
    2nd: (S) Kobolds + Ogre x2
    
    Wave 8:
    1st: (N) Orcs
         (S) Orcs + Crossbows
    2nd: (N) Orcs
         (S) Sappers + Gnoll Grenadier x1
    3rd: (N) Sappers + Gnoll Grenadier x1
         (S) Kobolds
    4th: (N) Orcs
    
    Wave 9:
    1st: (N) Ogre x3 + Armored Ogre x1 + Gnoll Grenadier x1
         (S) Ogre x3 + Armored Ogre x1 + Gnoll Hunter x2
    2nd: (Both) Orcs
    3rd: (N) Gnoll Hunter x2 + Orcs
         (S) Sappers + Kobolds
    
    -- Passages (NMs) --
    
    Wave 1:
    1st: (SW) Orcs
    2nd: (SW) Orcs
    3rd: (SW) Orcs
    
    Wave 2:
    1st: (SW+E) Orcs
    2nd: (SW+E) Orcs
    3rd: (E) Orcs
    
    Wave 3:
    1st: (SW) Gnoll Hunter x2
         (All) Sappers
    2nd: (NW) Kobolds + Gnoll Hunter x2
         (SW) Orcs + Sappers
         (E) Sappers
    3rd: (NW) Kobolds
         (SW) Sappers + Orcs
         (E) Sappers + Kobolds + Gnoll Hunter x2
    
    Wave 4:
    1st: (NW) Orcs + Earth Elemental x2
         (E) Crossbows
    2nd: (NW) Orcs + Sappers + Earth Lord x1
         (E) Crossbows + Earth Lord x1
    
    Wave 5:
    1st: (NW+E) Orcs + Sappers
         (SW) Orcs
    2nd: (NW) Orcs + Sappers
         (SW+E) Orcs
    
    Wave 6:
    1st: (NW) Orcs + Troll x1
         (SW) Orcs
         (E) Sappers + Orcs
    2nd: (NW) Mountain Troll x1
         (SW) Orcs
         (E) Sappers + Orcs
    3rd: (E) Sappers
    
    Wave 7:
    1st: (NW) Sappers
         (SW+E) Orcs + Earth Elemental x1
    2nd: (NW) Sappers + Earth Lord x1
         (SW+E) Orcs + Earth Elemental x1
    3rd: (NW) Orcs + Sappers + Earth Lord x1
         (SW) Orcs
         (E) Orcs + Troll x1
    
    Wave 8:
    1st: (All) Crossbows + Orcs
    
    Wave 9:
    1st: (All) Orcs
    2nd: (NW+SW) Gnoll Hunter x1
    3rd: (All) Orcs
         (E) Gnoll Hunter x1
    4th: (NW+SW) Gnoll Hunter x1
    
    Wave 10:
    1st: (NW) Orcs
         (SW) Orcs + Ogre x1
         (E) Sappers + Troll x1
    2nd: (NW+E) Sappers + Kobolds
         (SW) Kobolds
    3rd: (NW) Orcs + Ogre x1
         (SW) Orcs
         (E) Orcs + Sappers
    4th: (NW) Orcs + Sappers
    5th: (NW) Sappers
    
    Wave 11:
    1st: (All) Orcs + Ogre x1
    2nd: (All) Orcs
    3rd: (NW+SW) Orcs + Troll x1
         (E) Orcs
    4th: (NW) Mountain Troll x1
         (E) Troll x1
    
    Wave 12:
    1st: (NW+E) Sappers + Troll x1
         (SW) Sappers + Earth Elemental x1 + Earth Lord x1
    2nd: (All) Crossbows
    3rd: (NW) Orcs + Ogre x1
         (E) Orcs + Troll x1
    4th: (SW) Orcs + Earth Elemental x1
         (E) Orcs + Crossbows
    5th: (NW) Orcs + Ogre x1
         (SW) Orcs + Earth Lord x1
         (E) Orcs + Troll x1
    6th: (SW) Earth Lord x1
    
    -- Corridors (NMs) --
    
    Wave 1:
    1st: (N) Orcs
    2nd: (N) Orcs + Ogre x1
         (Fliers) Hellbats + Fire Babies
    
    Wave 2:
    1st: (N) Orcs
         (SW+SE) Gnoll Hunter x1
    2nd: (N) Orcs
         (Fliers) Hellbats + Fire Babies
    3rd: (N) Orcs
    4th: (N) Earth Lord x1
    
    Wave 3:
    1st: (N) Orcs
         (SW+SE) Gnoll Hunter x1
    2nd: (N) Orcs
         (Fliers) Hellbats + Fire Babies
    3rd: (N) Orcs
    4th: (N) Troll x1
    
    Wave 4:
    1st: (SE) Orcs
    2nd: (SE) Orcs
    3rd: (SE) Orcs + Earth Lord x1
    
    Wave 5:
    1st: (N) Kobolds
         (SW) Orcs
    2nd: (SW) Orcs
    3rd: (SW) Orcs + Earth Lord x1
    
    Wave 6:
    1st: (N) Gnoll Hunter x2
         (SW+SE) Orcs
    2nd: (SW+SE) Orcs
    3rd: (SW) Orcs + Earth Lord x1
         (SE) Orcs
    
    Wave 7:
    1st: (N) Gnoll Hunter x3 + Orcs
         (SE) Gnoll Hunter x1
    2nd: (N) Kobolds
         (Fliers) Hellbats + Fire Babies
    3rd: (N) Orcs + Earth Lord x1
    4th: (SW+SE) Orcs
    5th: (SW) Orcs
    6th: (SW) Orcs + Ogre x1
         (SE) Orcs
    7th: (SE) Orcs + Ogre x1
    
    Wave 8:
    1st: (N) Orcs
         (SW) Gnoll Hunter x2
         (SE) Gnoll Hunter x1
    2nd: (N) Orcs
    3rd: (N) Gnoll Hunter x2 + Troll x1
         (Fliers) Hellbats + Fire Babies
    4th: (SE) Orcs
    5th: (SW+SE) Orcs
    6th: (SW+SE) Orcs + Earth Lord x1 + Mountain Troll x1
    
    Wave 9:
    1st: (N) Orcs
         (SW+SE) Gnoll Hunter x2
    2nd: (N) Crossbows
         (Fliers) Hellbats + Fire Babies
    3rd: (N) Orcs
    4th: (N) Gnoll Hunter x2 + Troll x1 + Mountain Troll x1
    5th: (SW+SE) Orcs
    6th: (SW+SE) Troll x1 + Ogre x1 + Mountain Troll x1
    
    Wave 10:
    1st: (N) Gnoll Hunter x2 + Orcs
         (SW) Gnoll Hunter x2
         (SE) Gnoll Hunter x1
    2nd: (N) Orcs
         (Fliers) Hellbats + Fire Babies
    3rd: (N) Ogre x1 + Mountain Troll x1
    4th: (SW) Orcs
    5th: (SW) Gnoll Hunter x2
         (SE) Orcs
    6th: (SW) Ogre x1 + Earth Lord x1
         (SE) Gnoll Hunter x2
    7th: (SE) Ogre x2 + Earth Lord x1
    
    Wave 11:
    1st: (N) Orcs
         (SE) Gnoll Hunter x1
    2nd: (N) Orcs
         (Fliers) Hellbats + Fire Babies
    3rd: (N) Troll x1
    4th: (SW) Orcs
    5th: (SW) Gnoll Hunter x2
         (SE) Orcs
    6th: (SW) Ogre x1 + Earth Lord x1
         (SE) Gnoll Hunter x2
    7th: (SE) Ogre x1 + Earth Lord x1
    
    Wave 12:
    1st: (N) Orcs
         (Fliers) Fire Babies
         (SW) Gnoll Hunter x3
         (SE) Gnoll Hunter x1
    2nd: (N) Orcs
         (Fliers) Fire Babies
    3rd: (N) Orcs
    4th: (N) Troll x2 + Mountain Troll x1
         (SW+SE) Orcs
    5th: (SW+SE) Orcs
    6th: (SW+SE) Orcs
    7th: (SW+SE) Gnoll Hunter x2
    8th: (SW+SE) Troll x1 + Ogre x2 + Earth Lord x1
    9th: (SW+SE) Ogre x1 + Mountain Troll x1
    
    -- Upstairs Downstairs (NMs) --
    
    Wave 1:
    1st: (N) Orcs
    2nd: (N) Orcs + Gnoll Hunter x1
    
    Wave 2:
    1st: (N) Gnoll Hunter x1
         (S) Orcs
    2nd: (S) Orcs + Gnoll Hunter x1
    
    Wave 3:
    1st: (N) Orcs + Fire Ogre x1
         (S) Orcs + Frost Ogre x1
    
    Wave 4:
    1st: (N) Gnoll Hunter x2
         (S) Sappers
    2nd: (S) Crossbows + Orcs
    
    Wave 5:
    1st: (N) Sappers
         (S) Gnoll Hunter x2
    2nd: (S) Crossbows + Orcs
    
    Wave 6:
    1st: (Both) Orcs
    2nd: (N) Frost Ogre x1 + Orcs
         (S) Fire Ogre x1 + Orcs
    
    Wave 7:
    1st: (N) Kobolds
         (S) Crossbows
    2nd: (N) Kobolds
         (S) Sappers + Orcs + Gnoll Hunter x1
    3rd: (S) Crossbows
    
    Wave 8:
    1st: (N) Crossbows
         (S) Kobolds
    2nd: (N) Sappers + Orcs + Gnoll Hunter x1
         (S) Kobolds
    3rd: (N) Crossbows
    
    Wave 9:
    1st: (N) Orcs
    2nd: (N) Crossbows
    3rd: (N) Orcs
    
    Wave 10:
    1st: (Both) Sappers
    2nd: (Both) Orcs
    3rd: (Both) Sappers
    
    Wave 11:
    1st: (N) Fire Ogre x1 + Orcs
         (S) Frost Ogre x1 + Orcs
    2nd: (Both) Gnoll Hunter x1
    
    Wave 12:
    1st: (Both) Kobolds
    2nd: (Both) Orcs + Troll x2
    3rd: (Both) Fire Ogre x1 + Frost Ogre x1
    
    -- Crunch (NMs) --
    
    Wave 1:
    1st: (N) Orcs
    2nd: (N) Orcs
    3rd: (N) Orcs + Mountain Troll x1
    
    Wave 2:
    1st: (S) Orcs
    2nd: (S) Orcs + Crossbows + Ogre x1
    3rd: (S) Orcs + Ogre x1
    
    Wave 3:
    1st: (N+S) Ogre x2 + Orcs
    2nd: (N+S) Ogre x1
    3rd" (N) Orcs + Ogre x1 + Fire Ogre x1
         (S) Orcs + Fire Ogre x1
    
    Wave 4:
    1st: (W) Frost Ogre x1 + Orcs
    2nd: (W) Orcs + Crossbows
    3rd: (E) Orcs
    4th: (W) Frost Ogre x1 + Orcs
         (E) Orcs
    
    Wave 5:
    1st: (E) Earth Lord x1
         (N fliers) Frostbats
         (N+S) Kobolds
    2nd: (W) Earth Lord x1
         (S fliers) Frostbats
    3rd: (N+S) Orcs
    4th: (N+S) Orcs
    
    Wave 6:
    1st: (N+S) Gnoll Hunter x2 + Orcs + Crossbows
    2nd: (N+S) Orcs + Crossbows
         (E) Orcs + Crossbows + Gnoll Hunter x1
    3rd: (W) Orcs + Crossbows + Gnoll Hunter x1
    
    Wave 7:
    1st: (W+E) Kobolds
         (N+S) Ogre x3
         (N+S fliers) Frostbats
    2nd: (W) Kobolds + Swamp Troll x1
    3rd: (E) Kobolds + Swamp Troll x1
    4th: (N+S) Kobolds + Orcs + Ogre x2 + Troll x1
    
    Wave 8:
    1st: (N) Orcs + Crossbows
         (S fliers) Frostbats
    2nd: (W) Orcs + Crossbows
         (N) Orcs + Ogre x1
    3rd: (S) Orcs + Crossbows + Ogre x2
         (N fliers) Frostbats
         (W) Orcs
    4th: (E) Crossbows + Orcs
    
    Wave 9:
    1st: (E) Kobolds
         (S fliers) Frostbats
    2nd: (W) Earth Lord x2
         (N+S) Ogre x3 + Armored Ogre x1
         (N fliers) Frostbats
    3rd: (W+E) Gnoll Hunter x3 + Kobolds
         (N fliers) Frostbats
    4th: (S fliers) Frostbats
    
    Wave 10:
    1st: (S) Orcs + Frost Ogre x1
         (N+S fliers) Frostbats
    2nd: (W) Orcs
    3rd: (N) Orcs + Frost Ogre x1
    4th: (E) Orcs
    5th: (S) Frost Ogre x3
    6th: (W) Fire Ogre x3
    7th: (N) Frost Ogre x3
    8th: (E) Fire Ogre x3
    
    Wave 11:
    1st: (N) Ogre x4
         (S) Ogre x3 + Frost Ogre x1
    2nd: (W) Ogre x4 + Fire Ogre x1
         (N+S) Orcs
    3rd: (E) Orcs + Frost Ogre x1
    4th: (N) Ogre x2 + Frost Ogre x2
    5th: (W+E) Gnoll Hunter x2 + Orcs
    6th: (S) Gnoll Hunter x2 + Ogre x2
    7th: (N) Gnoll Hunter x2 + Ogre x2
    
    Wave 12:
    1st: (S) Orcs + Ogre x2
         (N fliers) Frostbats
    2nd: (W) Orcs + Ogre x2
         (S fliers) Frostbats
    3rd: (N) Orcs + Ogre x2
    4th: (E) Orcs
         (N fliers) Frostbats
    5th: (S) Orcs + Ogre x2 + Fire Ogre x2 + Armored Ogre x1
         (S fliers) Frostbats
    6th: (W) Orcs + + Ogre x3 + Fire Ogre x1
         (N fliers) Frostbats
    7th: (N) Orcs + Frost Ogre x3
         (S fliers) Frostbats
    8th: (E) Orcs + Ogre x4
    
    -- Mirror Image (NMs) --
    
    Wave 1:
    1st: (N) Orcs
         (S) Orcs + Swamp Troll x1
    
    Wave 2:
    1st: (N) Orcs + Swamp Troll x1
         (S) Orcs
    
    Wave 3:
    1st: (N+S) Orcs + Crossbows
         (W+E) Kobolds
    
    Wave 4:
    1st: (N) Orcs + Swamp Troll x1
         (S) Orcs
         (E) Kobolds + Troll x1
    2nd: (W) Kobolds + Troll x1
    
    Wave 5:
    1st: (N) Orcs + Crossbows
         (S) Orcs + Crossbows + Swamp Troll x1
    
    Wave 6:
    1st: (N+S) Orcs
         (W) Kobolds + Troll x1
         (E) Kobolds + Troll x1
    
    Wave 7:
    1st: (N+S) Orcs + Crossbows + + Ogre x1 + Fire Ogre x1
    
    Wave 8:
    1st: (N) Orcs
         (S) Orcs + Swamp Troll x1
         (W+E) Kobolds + Swamp Troll x1
    
    Wave 9:
    1st: (N) Orcs + Swamp Troll x1
         (S) Orcs
         (W+E) Kobolds + Swamp Troll x1
    
    -- Wind Up (NMs) --
    
    Wave 1:
    1st: (N) Orcs + Kobolds
    2nd: (N) Orcs
    3rd: (N) Orcs
    4th: (N) Orcs
    
    Wave 2:
    1st: (N) Orcs
         (E) Gnoll Hunter x1 + Orcs
         (S) Orcs
    2nd: (N+E) Orcs
    3rd: (N) Sappers
    
    Wave 3:
    1st: (All) Orcs
    2nd: (N) Kobolds + Cyclops x1 + Shaman x1
         (E) Kobolds
    
    Wave 4:
    1st: (N) Orcs
    2nd: (N) Orcs
    3rd: (N) sappers + Orcs
    
    Wave 5:
    1st: (N) Orcs + Kobolds
         (E) Orcs + Fire Ogre x1
         (S) Orcs
    2nd: (N) Orcs
    3rd: (N) Orcs + Mountain Troll x1
    4th: (N) Orcs
    
    Wave 6:
    1st: (N) Orcs + Cyclops x1 + Shaman x1
         (E) Orcs + Gnoll Hunter x1
         (S) Orcs
    
    Wave 7:
    1st: (N) Orcs + Cyclops x1 + Shaman x1 + Crossbows
    
    Wave 8:
    1st: (N) Gnoll Hunter x2
         (E) Orcs + Gnoll Hunter x1
         (S) Orcs
    2nd: (N) Orcs + Sappers + Fire Ogre x1
         (E) Orcs
    3rd: (N) Orcs + Mountain Troll x1
    
    Wave 9:
    1st: (N) Orcs
         (E) Orcs + Crossbows + Gnoll Hunter x1
         (S) Orcs + Crossbows
    2nd: (N) Orcs
    
    Wave 10:
    1st: (N) Orcs + Kobolds
         (E) Orcs + Crossbows
         (S) Cyclops x2 + Shaman x2 + Kobolds
    
    Wave 11:
    1st: (N) Orcs
         (E) Orcs + Cyclops x2 + Shaman x2
         (S) Crossbows
    2nd: (N) Orcs + Kobolds
         (E) Orcs
         (S) Orcs + Kobolds
    
    Wave 12:
    1st: (N) Fire Ogre x2 + Orcs
         (E) Orcs + Fire Ogre x1 + Gnoll Hunter x1
         (S) Fire Ogre x1 + Orcs
    2nd: (N) Orcs + Crossbows + Mountain Troll x1
         (E) Sappers + Fire Ogre x1
         (S) Mountain Troll x1
    
    -- Twisted Halls (NMs) --
    
    Wave 1:
    1st: (W+E) Orcs + Kobolds
         (N+S fliers) Fire Babies
    
    Wave 2:
    1st: (W+E) Crossbows + Orcs
         (N+S fliers) Fire Babies
    
    Wave 3:
    1st: (W+E) Orcs + Earth Lord x1 + Kobolds
         (N+S fliers) Thunderbats
    
    Wave 4:
    1st: (W+E) Crossbows + Earth Lord x1 + Kobolds
         (N+S) Kobolds + Earth Lord x1
         (N+S fliers) Thunderbats + Fire Babies
    
    Wave 5:
    1st: (W+E) Orcs + Kobolds
         (N+S fliers) Thunderbats + Fire Babies
    
    Wave 6:
    1st: (W+E) Orcs + Crossbows + Kobolds
         (N+S fliers) Thunderbats
    2nd: (W+E) Gnoll Hunter x1 + Kobolds
    
    Wave 7:
    1st: (W+E) Troll x1 + Earth Lord x1 + Orcs + Swamp Troll x1
         (N+S fliers) Fire Babies + Thunderbats
    
    Wave 8:
    1st: (W+E) Orcs + Kobolds
         (N+S) Kobolds + Earth Lord x1
         (N+S fliers) Thunderbats
    2nd: (W+E) Gnoll Hunter x1
         (N+S fliers) Fire Babies
    
    Wave 9:
    1st: (W+E) Earth Lord x1 + Shaman x2 + Cyclops x2
         (N+S fliers) Thunderbats
    2nd: (W+E) Kobolds
    
    Wave 10:
    1st: (W+E) Gnoll Hunter x2 + Orcs
         (N+S fliers) Thunderbats + Fire Babies
    
    Wave 11:
    1st: (W+E) Orcs + Crossbows + Kobolds
         (N+S fliers) Thunderbats
    2nd: (W+E) Orcs + Crossbows
    
    Wave 12:
    1st: (W+E) Orcs + Earth Lord x1 + Cyclops x2 + Shaman x2 + Kobolds
         (N+S) Kobolds + Earth Lord x2
         (N+S fliers) Thunderbats
    2nd: (W+E) Ogre x1 + Orcs + Crossbows
         (N+S fliers) Fire Babies
    3rd: (W+E) Gnoll Hunter x1 + Kobolds
         (N+S fliers) Thunderbats
    
    --------------------- (9.3) Classic (War Mage, single) ------------------------
    
    -- Twin Halls (WMs) --
    
    Wave 1:
    1st: (Left) Orcs
    
    Wave 2:
    1st: (Right) Orcs + Ogre x1
    
    Wave 3:
    1st: (Both) Orcs
    2nd: (Right) Orcs
    GO BREAK
    
    Wave 4:
    1st: (Left) Orcs + Crossbows
         (Right) Orcs
    
    Wave 5:
    1st: (Left) Orcs
         (Right) Orcs + Crossbows + Ogre x1
    
    Wave 6:
    1st: (Both) Orcs
    2nd: (Both) Orcs
    3rd: (Both) Crossbows + Orcs
    GO BREAK
    
    Wave 7:
    1st: (Both) Orcs
    2nd: (Left) Crossbows
    
    Wave 8:
    1st: (Left) Crossbows
         (Right) Orcs
    2nd: (Left) Orcs
         (Right) Crossbows
    3rd: (Right) Orcs
    
    Wave 9:
    1st: (Both) Orcs
    2nd: (Both) Ogre x1
    3rd: (Both) Orcs
    4th: (Both) Orcs
    
    -- Lunch Break (WMs) --
    
    Wave 1:
    1st: (Top) Orcs
    
    Wave 2:
    1st: (Top) Crossbows + Orcs
    
    Wave 3:
    1st: (Bottom) Orcs
    GO BREAK
    
    Wave 4:
    1st: (Both) Orcs
    2nd: (Top) Orcs
         (Bottom) Crossbows
    
    Wave 5:
    1st: (Top) Orcs
    2nd: (Top) Crossbows
    3rd: (Top) Orcs
    
    Wave 6:
    1st: (Both) Orcs
    2nd: (Bottom) Crossbows
    3rd: (Both) Orcs
    4th: (Top) Orcs
    GO BREAK
    
    Wave 7:
    1st: (Top) Orcs + Kobolds
         (Bottom) Orcs
    2nd: (Top) Orcs
         (Bottom) Ogre x1
    
    Wave 8:
    1st: (Top) Orcs + Kobolds
         (Bottom) Orcs
    2nd: (Top) Orcs + Ogre x1
         (Bottom) Orcs + Kobolds
    3rd: (Bottom) Orcs
    
    Wave 9:
    1st: (Top) Orcs
         (Bottom) Orcs + Kobolds
    2nd: (Top) Orcs + Kobolds
    3rd: (Both) Orcs
    4th: (Bottom) Orcs + Ogre x1
    
    -- Sludge Hole (WMs) --
    
    *North enemies split more or less evenly along the left/right*
    
    Wave 1:
    1st: (N) Orcs
    
    Wave 2:
    1st: (N) Orcs
    
    Wave 3:
    1st: (N) Crossbows
    2nd: (N) Orcs
    GO BREAK
    
    Wave 4:
    1st: (S) Orcs
    
    Wave 5:
    1st: (S) Crossbows
    2nd: (S) Orcs
    
    Wave 6:
    1st: (N) Orcs
    2nd: (S) Orcs
    GO BREAK
    
    Wave 7:
    1st: (N) Crossbows
    2nd: (N) Orcs
    3rd: (S) Orcs
    
    Wave 8:
    1st: (S) Ogre x1
    2nd: (Both) Crossbows
    3rd: (Both) Orcs
    4th: (N) Ogre x1
    
    -- Chaos Chamber (WMs) --
    
    Wave 1:
    1st: (Bottom) Orcs
    2nd: (Bottom) Orcs
    3rd: (Bottom) Kobolds
    
    Wave 2:
    1st: (Top) Orcs
    2nd: (Top) Orcs
    3rd: (Top) Orcs
    
    Wave 3:
    1st: (Bottom) Gnoll Hunter x1
    2nd: (Top) Gnoll Hunter x1
    3rd: (Both) Orcs
    GO BREAK
    
    Wave 4:
    1st: (Top) Orcs + Crossbows
    2nd: (Top) Orcs + Crossbows
    
    Wave 5:
    1st: (Bottom) Orcs + Crossbows
    2nd: (Bottom) Orcs + Crossbows
    
    Wave 6:
    1st: (Top) Kobolds
    2nd: (Bottom) Kobolds
    3rd: (Top) Orcs + Gnoll Hunter x1
    4th: (Bottom) Orcs + Gnoll Hunter x1
    GO BREAK
    
    Wave 7:
    1st: (Top) Orcs
         (Bottom) Crossbows
    2nd: (Top) Crossbows
         (Bottom) Orcs
    
    Wave 8:
    1st: (Both) Orcs
    2nd: (Bottom) Kobolds
    3rd: (Top) Kobolds
    4th: (Bottom) Kobolds
    5th: (Top) Kobolds
    
    Wave 9:
    1st: (Both) Crossbows + Ogre x1
    2nd: (Bottom) Gnoll Hunter x1
    3rd: (Top) Gnoll Hunter x1
         (Bottom) Orcs + Kobolds
    4th: (Top) Orcs + Kobolds
    5th: (Top) Kobolds
    
    -- The Arena (WMs) --
    
    Wave 1:
    1st: (N) Orcs
    
    Wave 2:
    1st: (W) Orcs
    
    Wave 3:
    1st: (Both) Kobolds
    GO BREAK
    
    Wave 4:
    1st: (N) Crossbows + Orcs
    
    Wave 5:
    1st: (W) Crossbows + Orcs
    
    Wave 6:
    1st: (Both) Crossbows + Orcs + Kobolds
    GO BREAK
    
    Wave 7:
    1st: (Both) Crossbows + Orcs
    
    Wave 8:
    1st: (Both) Orcs
    
    Wave 9:
    1st: (N) Orcs
         (W) Ogre x1 + Orcs
    GO BREAK
    
    Wave 10:
    1st: (Both) Kobolds
    2nd: (Both) Orcs + Crossbows + Ogre x1
    3rd: (Both) Orcs
    
    -- The Library (WMs) --
    
    Wave 1:
    1st: (N) Crossbows
    
    Wave 2:
    1st: (N) Orcs + Crossbows
    
    Wave 3:
    1st: (N) Orcs
         (S) Fire Ogre x1
    GO BREAK
    
    Wave 4:
    1st: (N) Kobolds
         (S) Crossbows
    
    Wave 5:
    1st: (N) Orcs
         (S) Crossbows
    2nd: (N) Crossbows
    3rd: (S) Orcs
    4th: (S) Crossbows
    
    Wave 6:
    1st: (Both) Orcs
    GO BREAK
    
    Wave 7:
    1st: (N) Orcs
         (S) Fire Ogre x2
    2nd: (N) Kobolds
    
    Wave 8:
    1st: (N) Orcs
         (S) Crossbows
    2nd: (N) Orcs
    3rd: (N) Orcs
    
    Wave 9:
    1st: (N) Crossbows
         (S) Orcs
    
    Wave 10:
    1st: (N) Crossbows + Fire Ogre x1
         (S) Orcs
    2nd: (Both) Orcs
    3rd: (N) Crossbows + Orcs
         (S) Fire Ogre x1 + Orcs
    4th: (N) Kobolds
    
    -- Hard Climb (WMs) --
    
    Wave 1:
    1st: (Both) Orcs
    
    Wave 2:
    1st: (Both) Crossbows + Orcs
    
    Wave 3:
    1st: (Fliers) Hellbats
    GO BREAK
    
    Wave 4:
    1st: (Both) Ogre x1
         (Fliers) Hellbats
    
    Wave 5:
    1st: (Both) Orcs
         (Fliers) Hellbats
    
    Wave 6:
    1st: (Both) Crossbows + Orcs
         (Fliers) Hellbats
    2nd: (Both) Gnoll Hunter x1
    GO BREAK
    
    Wave 7:
    1st: (Both) Ogre x1
         (Fliers) Hellbats
    
    Wave 8:
    1st: (Both) Crossbows
         (Fliers) Hellbats
    
    Wave 9:
    1st: (Both) Orcs
         (Fliers) Hellbats
    2nd: (Both) Gnoll Hunter x1
    GO BREAK
    
    Wave 10:
    1st: (Both) Ogre x2
         (Fliers) Hellbats
    
    Wave 11:
    1st: (Both) Gnoll Hunter x2
    2nd: (Both) Orcs
         (Fliers) Hellbats
    
    Wave 12:
    1st: (Both) Orcs + Crossbows
         (Fliers) Hellbats
    GO BREAK
    
    Wave 13:
    1st: (Both) Ogre x1 + Orcs
         (Fliers) Hellbats
    2nd: (Both) Ogre x1 + Crossbows
    3rd: (Both) Gnoll Hunter x1 + Orcs + Crossbows
    
    -- The Squeeze (WMs) --
    
    Wave 1:
    1st: (N) Orcs
         (Fliers) Hellbats
    2nd: (N) Orcs
    
    Wave 2:
    1st: (S) Orcs
    
    Wave 3:
    1st: (Both) Kobolds
    2nd: (S) Orcs
    3rd: (N) Orcs + Shaman x1
    GO BREAK
    
    Wave 4:
    1st: (N) Orcs
         (Fliers) Hellbats
    2nd: (N) Orcs
    
    Wave 5:
    1st: (Fliers) Hellbats
         (S) Crossbows
    2nd: (S) Kobolds
    3rd: (Fliers) Hellbats
         (S) Orcs
    
    Wave 6:
    1st: (N) Armored Ogre x1 + Shaman x2
         (S) Orcs
    2nd: (N) Orcs
    3rd: (S) Fire Ogre x1 + Shaman x1
    
    Wave 7:
    1st: (Fliers) Hellbats
         (Both) Kobolds
    2nd: (Both) Orcs
    3rd: (Both) Orcs
    
    Wave 8:
    1st: (Both) Crossbows + Shaman x2
    
    Wave 9:
    1st: (Both) Kobolds + Orcs + Shaman x3
         (Fliers) Hellbats
    GO BREAK
    
    Wave 10:
    1st: (N) Orcs + Crossbows
         (S) Fire Ogre x1 + Kobolds
    2nd: (S) Orcs
    
    Wave 11:
    1st: (N) Fire Ogre x2
         (S) Orcs
         (Fliers) Hellbats
    2nd: (N) Orcs
         (Fliers) Hellbats
    
    Wave 12:
    1st: (Both) Kobolds
         (Fliers) Hellbats
    2nd: (Both) Orcs
         (Fliers) Hellbats
    3rd: (Both) Orcs
         (Fliers) Hellbats
    4th: (N) Armored Ogre x1
         (S) Fire Ogre x1
    5th: (S) Armored Ogre x1 + Shaman x2
    6th: (N) Fire Ogre x1 + Shaman x2
    
    -- Stairs of Doom (WMs) --
    
    Wave 1:
    1st: (Left) Orcs
         (Right) Kobolds
    
    Wave 2:
    1st: (Left) Kobolds
         (Right) Orcs
    
    Wave 3:
    1st: (Both) Sappers + Kobolds
    2nd: (Both) Orcs
    GO BREAK
    
    Wave 4:
    1st: (Left) Crossbows + Gnoll Hunter x1
         (Right) Orcs + Gnoll Hunter x1
    2nd: (Both) Gnoll Hunter x1
    3rd: (Both) Orcs
    
    Wave 5:
    1st: (Left) Sappers + Fire Ogre x1
         (Right) Kobolds + Frost Ogre x1
    
    Wave 6:
    1st: (Both) Gnoll Hunter x2
    2nd: (Left) Fire Ogre x2 + Orcs
         (Right) Frost Ogre x2 + Orcs
    GO BREAK
    
    Wave 7:
    1st: (Both) Sappers + Orcs
    
    Wave 8:
    1st: (Both) Orcs + Crossbows
    
    Wave 9:
    1st: (Both) Orcs
    2nd: (Both) Gnoll Hunter x2
    GO BREAK
    
    Wave 10:
    1st: (Left) Sappers
         (Right) Kobolds
    2nd: (Both) Kobolds
    
    Wave 11:
    1st: (Both) Fire Ogre x2
    2nd: (Both) Crossbows
    
    Wave 12:
    1st: (Both) Kobolds
    2nd: (Both) Orcs + Gnoll Hunter x1
    3rd: (Both) Frost Ogre x2
    
    -- Finale (WMs) --
    
    Wave 1:
    1st: (N, left door) Orcs
         (N, right door) Orcs + Fire Ogre x1
    
    Wave 2:
    1st: (E, both doors) Orcs
    2nd: (E, left door) Orcs
         (E, right door) Kobolds
    3rd: (E, left door) Sappers
         (E, right door) Orcs
    
    Wave 3:
    1st: (S, both doors) Orcs + Crossbows
    
    Wave 4:
    1st: (W, both doors) Orcs
    GO BREAK
    
    Wave 5:
    1st: (S, left door) Frost Ogre x1 + Crossbows
         (S, right door) Fire Ogre x1 + Crossbows
    
    Wave 6:
    1st: (N, left door) Gnoll Hunter x1 + Kobolds
         (N, right door) Kobolds
    2nd: (E, left door) Sappers
    3rd: (E, right door) Sappers + Gnoll Hunter x1
    4th: (S, left door) Sappers
    5th: (S, right door) Sappers
    
    Wave 7:
    1st: (All, left door) Orcs
    
    Wave 8:
    1st: (E+S, right door) Crossbows + Gnoll Hunter x1
    2nd: (E+S, right door) Orcs
    GO BREAK
    
    Wave 9:
    1st: (N, both doors) Orcs
    2nd: (N, both doors) Armored Ogre x1
    3rd: (N, both doors) Orcs
    
    Wave 10:
    1st: (N, left door) Kobolds
    2nd: (N, right door) Sappers
    3rd: (S, left door) Sappers
    4th: (S, right door) Fire Ogre x1
    
    Wave 11:
    1st: (All, left door) Crossbows
    2nd: (W+E, right door) Frost Ogre x1
    
    Wave 12:
    1st: (N, left door) Fire Ogre x1
    2nd: (N, right door) Fire Ogre x1
    3rd: (E, left door) Armored Ogre x1
    4th: (E, right door) Armored Ogre x1
    5th: (S, left door) Frost Ogre x1
    6th: (S, right door) Frost Ogre x1
    7th: (W, both doors) Armored Ogre x1
    
    --------------------- (9.4) Classic (Nightmare, single) -----------------------
    
    -- Twin Halls (NMs) --
    
    Wave 1:
    1st: (Left) Orcs + Earth Lord x1
    
    Wave 2:
    1st: (Right) Orcs + Ogre x1
    
    Wave 3:
    1st: (Both) Orcs
    2nd: (Left) Earth Lord x1
         (Right) Orcs
    
    Wave 4:
    1st: (Both) Orcs
    2nd: (Left) Crossbows + Ogre x2
         (Right) Earth Lord x1
    
    Wave 5:
    1st: (Both) Orcs
    2nd: (Left) Earth Lord x1
         (Right) Crossbows + Ogre x3
    
    Wave 6:
    1st: (Both) Orcs
    2nd: (Both) Orcs
    3rd: (Both) Crossbows + Orcs
    
    Wave 7:
    1st: (Both) Orcs
    2nd: (Left) Orcs
         (Right) Earth Lord x1
    3rd: (Left) Crossbows
    
    Wave 8:
    1st: (Left) Crossbows
         (Right) Orcs
    2nd: (Left) Sappers
         (Right) Crossbows
    3rd: (Left) Orcs + Earth Lord x1
         (Right) Sappers
    4th: (Right) Orcs + Earth Lord x1
    
    Wave 9:
    1st: (Both) Orcs
    2nd: (Both) Ogre x1 (each)
    3rd: (Both) Ogre x2 (each)
    4th: (Both) Orcs + Gnoll Hunter x2
    5th: (Both) Orcs + Earth Lord x1
    
    -- Lunch Break (NMs) --
    
    Wave 1: 
    1st: (Top) Orcs
    2nd: (Top) Orcs
    
    Wave 2:
    1st: (Top) Orcs + Crossbows
    2nd: (Top) Gnoll Hunter x2
    
    Wave 3:
    1st: (Both) Orcs
    
    Wave 4:
    1st: (Top) Orcs
         (Bottom) Orcs + Crossbows
    2nd: (Both) Kobolds
    
    Wave 5:
    1st: (Top) Orcs
         (Bottom) Kobolds
    2nd: (Top) Crossbows
         (Bottom) Gnoll Hunter x1
    3rd: (Top) Orcs + Gnoll Hunter x1
    
    Wave 6:
    1st: (Both) Orcs
    2nd: (Bottom) Crossbows
    3rd: (Both) Orcs
    
    Wave 7:
    1st: (Top) Orcs + Kobolds
         (Bottom) Orcs
    2nd: (Top) Orcs
         (Bottom) Orcs + Kobolds
    3rd: (Top) Mountain Troll x1
         (Bottom) Ogre x1
    
    Wave 8:
    1st: (Both) Orcs
    2nd: (Both) Orcs
         (Top) Kobolds
    3rd: (Top) Ogre x1
         (Bottom) Kobolds + Mountain Troll x2
    4th: (Bottom) Orcs
    
    Wave 9:
    1st: (Top) Orcs
         (Bottom) Orcs + Kobolds
    2nd: (Top) Orcs
    3rd: (Both) Orcs
    4th: (Top) Mountain Troll x1
         (Bottom) Orcs + Ogre x1
    
    -- Sludge Hole (NMs) --
    
    *North enemies split more or less evenly along the left/right path*
    
    Wave 1:
    1st: (N) Orcs + Sappers
    
    Wave 2:
    1st: (N) Orcs
    
    Wave 3:
    1st: (N) Crossbows
    2nd: (N) Orcs
    3rd: (N) Crossbows
    
    Wave 4:
    1st: (S) Orcs
    2nd: (S) Crossbows
    
    Wave 5:
    1st: (N) Sappers
         (S) Crossbows
    2nd: (S) Orcs
    
    Wave 6:
    1st: (N) Orcs
    2nd: (S) Orcs
    3rd: (S) Sappers
    
    Wave 7:
    1st: (N) Crossbows
    2nd: (Both) Orcs
    3rd: (N) Ogre x2
         (S) Orcs
    
    Wave 8:
    1st: (S) Ogre x1
    2nd: (Both) crossbows
    3rd: (Both) Orcs
    4th: (N) Armored Ogre x2
    
    -- Chaos Chamber (NMs) --
    
    Wave 1:
    1st: (Bottom) Orcs
    2nd: (Bottom) Orcs
    3rd: (Bottom) Kobolds
    
    Wave 2:
    1st: (Top) Orcs
    2nd: (Top) Orcs
    3rd: (Top) Kobolds
    
    Wave 3:
    1st: (Bottom) Gnoll Hunter x1
    2nd: (Top) Gnoll Hunter x1
         (Bottom) Gnoll Hunter x2
    3rd: (Top) Gnoll Hunter x2
    4th: (Both) Orcs
    
    Wave 4:
    1st: (Top) Orcs + Crossbows
         (Bottom) Fire Ogre x2
    2nd: (Top) Orcs + Crossbows
    
    Wave 5:
    1st: (Top) Frost Ogre x2
         (Bottom) Orcs + Crossbows
    2nd: (Bottom) Orcs + Crossbows
    
    Wave 6:
    1st: (Top) Kobolds
    2nd: (Bottom) Kobolds
    3rd: (Top) Orcs + Gnoll Hunter x3
    4th: (Bottom) Orcs + Gnoll Hunter x3
    
    Wave 7:
    1st: (Top) Orcs
         (Bottom) Crossbows
    2nd: (Top) Crossbows
         (Bottom) Orcs
    3rd: (Both) Sappers
    
    Wave 8:
    1st: (Both) Orcs
    2nd: (Bottom) Kobolds
    3rd: (Top) Sappers
    4th: (Bottom) Sappers
    5th: (Top) Kobolds
    6th: (Bottom) Kobolds
    7th: (Top) Kobolds
    
    Wave 9:
    1st: (Bottom) Crossbows + Fire Ogre x2
         (Top) Crossbows + Fire Ogre x2
    2nd: (Bottom) Gnoll Hunter x1
    3rd: (Top) Gnoll Hunter x1
    4th: (Bottom) Orcs + Kobolds
    5th: (Top) Orcs + Kobolds
    6th: (Top) Kobolds
    
    -- The Arena (NMs) --
    
    Wave 1:
    1st: (N) Orcs + Kobolds
    
    Wave 2:
    1st: (N) Orcs + Kobolds
         (W) Orcs
    
    Wave 3:
    1st: (Both) Kobolds
    2nd: (Both) Gnoll Grenadier x1
    
    Wave 4:
    1st: (N) Crossbows + Orcs
         (W) Orcs + Kobolds
    
    Wave 5:
    1st: (N) Orcs + Kobolds
         (W) Crossbows + Orcs
    
    Wave 6:
    1st: (Both) Crossbows + Orcs + Kobolds
    
    Wave 7:
    1st: (Both) Crossbows + Orcs
    2nd: (N) Gnoll Hunter x1 + Groll Grenadier x1
    
    Wave 8:
    1st: (Both) Orcs
    2nd: (W) Gnoll Hunet x1 + Gnoll Grenadier x1
    
    Wave 9:
    1st: (N) Orcs
         (W) Ogre x1 + Orcs
    2nd: (N) Sappers
    3rd: (N) Orcs + Crossbows + Ogre x1 + Sappers + Gnoll Grenadier x1
         (W) Orcs + Crossbows + Ogre x1
    4th: (Both) Orcs
    
    Wave 10:
    1st: (Both) Kobolds
    
    -- The Library (NMs) --
    
    Wave 1:
    1st: (N) Crossbows + Swamp Troll x1
         (S) Troll x1 + Shaman x1
    
    Wave 2:
    1st: (N) Orcs + Crossbows
         (S) Swamp Troll x1
    
    Wave 3:
    1st: (N) Orcs + Swamp Troll x1
         (S) Fire Ogre x1 + Frost Ogre x1
    
    Wave 4:
    1st: (N) Kobolds
         (S) Orcs
    
    Wave 5:
    1st: (N) Orcs
    2nd: (Both) Crossbows
    3rd: (N) Swamp Troll x1
         (S) Orcs + Shaman x2
    4th: (South) Crossbows
    
    Wave 6:
    1st: (Both) Orcs
    2nd: (S) Orcs + Shaman x1
    
    Wave 7:
    1st: (N) Orcs
         (S) Fire Ogre x2
    2nd: (N) Kobolds
    
    Wave 8:
    1st: (N) Orcs
         (S) Crossbows + Shaman x1
    2nd: (N) Orcs + Swamp Troll x1
    
    Wave 9:
    1st: (N) Crossbows
         (S) Orcs + Swamp Troll x1
    
    Wave 10:
    1st: (N) Crossbows + Fire Ogre x1
         (S) Orcs + Shaman x1
    2nd: (N) Orcs
         (S) Orcs + Fire Ogre x1
    3rd: (N) Orcs
         (S) Orcs + Shaman x1
    4th: (N) Kobolds + Swamp Troll x1
    
    -- Hard Climb (NMs) --
    
    Wave 1:
    1st: (Both) Orcs
         (Fliers) Fire Babies
    
    Wave 2:
    1st: (Both) Crossbows + Orcs
         (Fliers) Fire Babies
    
    Wave 3:
    1st: (Both) Ogre x1
         (Fliers) Hellbats
    
    Wave 4:
    1st: (Both) Ogre x1
         (Fliers) Hellbats
    2nd: (Fliers) Fire Babies
    
    Wave 5:
    1st: (Both) Orcs
         (Fliers) Hellbats
    2nd: (Fliers) Fire Babies
    
    Wave 6:
    1st: (Both) Crossbows + Orcs
         (Fliers) Hellbats
    2nd: (Both) Kobolds + Troll x1
    3rd: (Both) Gnoll Hunter x1
    
    Wave 7:
    1st: (Both) Kobolds
         (Fliers) Hellbats
    2nd: (Both) Ogre x1
    
    Wave 8:
    1st: (Both) Crossbows
         (Fliers) Fire Babies
    
    Wave 9:
    1st: (Both) Orcs
         (Fliers) Hellbats
    2nd: (Both) Gnoll Hunter x1
    
    Wave 10:
    1st: (Both) Ogre x2
         (Fliers) Hellbats
    2nd: (Both) Kobolds + Ogre x2
    
    Wave 11:
    1st: (Both) Gnoll Hunter x2
         (Fliers) Hellbats
    2nd: (Both) Orcs
         (Fliers) Fire Babies + Hellbats
    
    Wave 12:
    1st: (Both) Orcs + Crossbows
         (Fliers) Hellbats
    2nd: (Both) Kobolds
    3rd: (Both) Orcs + Crossbows
    
    Wave 13:
    1st: (Both) Ogre x1 + Orcs
         (Fliers) Hellbats
    2nd: (Both) Ogre x1 + Crossbows
         (Fliers) Hellbats
    3rd: (Both) Kobolds + Gnoll Hunter x1 + Ogre x1
         (Fliers) Hellbats
    
    -- The Squeeze (NMs) --
    
    Wave 1:
    1st: (North) Orcs
         (Fliers) Hellbats + Thunderbats
    2nd: (North) Orcs
    
    Wave 2:
    1st: (South) Orcs
    
    Wave 3:
    1st: (Both) Kobolds
    2nd: (North) Sappers
         (South) Kobolds + Orcs
    3rd: (North) Kobolds + Orcs
    
    Wave 4:
    1st: (North) Orcs
         (Fliers) Hellbats
    2nd: (North) Orcs
    
    Wave 5:
    1st: (South) Crossbows + Kobolds
         (Fliers) Hellbats + Thunderbats
    2nd: (South) Orcs
         (Fliers) Hellbats + Thunderbats
    
    Wave 6:
    1st: (North) Armored Ogre x1 + Orcs + Shaman x2
         (South) Orcs
    2nd: (North) Orcs
    3rd: (South) Orcs + Shaman x1 + Fire Ogre x1
    
    Wave 7:
    1st: (Both) Kobolds + Troll x1
         (Fliers) Hellbats
    2nd: (Both) Orcs
    3rd: (Both) Orcs
    
    Wave 8:
    1st: (Both) Crossbows + Shaman x2
    2nd: (North) Gnoll Grenadier x2
         (South) Gnoll Hunter x1
    
    Wave 9:
    1st: (Both) Kobolds
         (Fliers) Hellbats
    2nd: (Both) Orcs + Shaman x3
         (Fliers) Hellbats
    3rd: (Fliers) Thunderbats
    
    Wave 10:
    1st: (North) Orcs + Crossbows
         (South) Fire Ogre x1 + Kobolds
    2nd: (South) Orcs
    
    Wave 11:
    1st: (North) Fire Ogre x2
         (South) Orcs
         (Fliers) Hellbats
    2nd: (North) Orcs
         (Fliers) Hellbats
    
    Wave 12:
    1st: (Both) Kobolds
         (Fliers) Hellbats
    2nd: (Both) Orcs
         (Fliers) Hellbats
    3rd: (Both) Orcs
         (Fliers) Hellbats
    4th: (North) Armored Ogre x2
         (South) Fire Ogre x2
    5th: (South) Armored Ogre x1 + Shaman x2
    6th: (North) Fire Ogre x1 + Shaman x2
    
    -- Stairs of Doom (NMs) --
    
    Wave 1:
    1st: (Left) Orcs
         (Right) Kobolds
    
    Wave 2:
    1st: (Left) Kobolds
         (Right) Orcs
    
    Wave 3:
    1st: (Both) Sappers + Kobolds
    2nd: (Both) Orcs
    
    Wave 4:
    1st: (Left) Crossbows
         (Right) Orcs
    2nd: (Both) Gnoll Hunter x2
    3rd: (Left) Orcs + Earth Elemental x1
         (Right) Orcs
    4th: (Right) Orcs + Earth Elemental x1
    
    Wave 5:
    1st: (Left) Sappers + Fire Ogre x1
         (Right) Kobolds + Frost Ogre x1
    2nd: (Left) Kobolds + Frost Ogre x1
         (Right) Kobolds + Frost Ogre x1
    
    Wave 6:
    1st: (Both) Gnoll Hunter x2 + Gnoll Grenadier x2
    2nd: (Left) Fire Ogre x2 + Orcs + Gnoll Grenadier x2
         (Right) Frost Ogre x2 + Orcs + Gnoll Grenadier x2
    
    Wave 7:
    1st: (Both) Sappers + Orcs
    
    Wave 8:
    1st: (Both) Orcs + Crossbows
    
    Wave 9:
    1st: (Both) Orcs
    2nd: (Both) Gnoll Hunter x2 + Earth Lord x1
    
    Wave 10:
    1st: (Left) Sappers + Gnoll Grenadier x2
         (Right) Kobolds + Gnoll Grenadier x2
    2nd: (Both) Kobolds
    
    Wave 11:
    1st: (Both) Fire Lord x2 + Earth Lord x1 + Crossbows
    
    Wave 12:
    1st: (Both) Kobolds
    2nd: (Both) Orcs + Gnoll Hunter x2
    3rd: (Both) Frost Ogre x2
    
    -- Finale (NMs) --
    
    Wave 1: 
    1st: (N, left door) Orcs 
    2nd: (N, right door) Orcs + Fire Ogre x1
    
    Wave 2: 
    1st: (E, right door) Orcs + Kobolds
    2nd: (E, right door) Sappers
    3rd: (E, left door) Orcs + Sappers
         (E, right door) Orcs
    4th: (E, left door) Kobolds
    
    Wave 3:
    1st: (S, both doors) Orcs 
    2nd: (S, both doors) Crossbows + Gnoll Grenadier x2
    
    Wave 4:
    1st: (W, both doors) Orcs + Troll x1
    2nd: (W, both doors) Swamp Troll x1
    
    Wave 5:
    1st: (S, left door) Frost Ogre x2
         (S, right door) Fire Ogre x2
    2nd: (S, left door) Crossbows + Frost Ogre x2
         (S, right door) Crossbows + Fire Ogres x2
    
    Wave 6: 
    1st: (N, left door) Kobolds + Gnoll Hunter x2
    2nd: (N, right door) Kobolds
    3rd: (E, left door) Sappers + Gnoll Hunter x1
    4th: (E, right door) Sappers + Gnoll Hunter x1
    5th: (S, left door) Sappers + Gnoll Hunter x1
    6th: (S, right door) Sappers + Gnoll Hunter x1
     
    Wave 7: 
    1st: (All, left door) Orcs
    
    Wave 8: 
    1st: (E+S, right door) Crossbows + Gnoll Hunter x1 + Cyclops x1
    2nd: (E+S, right door) Orcs + Cyclops x2
    
    Wave 9:
    1st: (N, both doors) Orcs
    2nd: (N, both doors) Armored Ogre x1
    3rd: (N, both doors) Orcs
    4th: (N, both doors) Armored Ogre x1
    
    Wave 10:
    1st: (N, left door) Kobolds
    2nd: (N, both doors) Sappers
    3rd: (N, right doors) Kobolds
    4th: (S, left door) Sappers
    5th: (S, left door) Kobolds
         (S, right door) Sappers + Fire Ogre x1
    
    Wave 11: 
    1st: (All, left door): Crossbows + Cyclops x1
    2nd: (W+E, right door) Frost Ogre x1 + Shaman x2
    
    Wave 12:
    1st: (N, left door) Fire Ogre x1 + Shaman x2
    2nd: (N, right door) Fire Ogre x1 + Shaman x2
    3rd: (E, left door) Armored Ogre x1 + Shaman x2
    4th: (E, right door) Armored Ogre x1 + Shaman x2
    5th: (S, left door) Frost Ogre x1 + Shaman x2
    6th: (S, right door) Frost Ogre x1 + Shaman x2
    7th: (W, both doors) Armored Ogre x1 + Shaman x2
    
    ---------------- (9.5) DLC: Fire and Water (War Mage, single) -----------------
    
    -- Traffic Jammed (WMs) --
    
    Wave 1:
    1st: (S) Orcs + Fire Elemental x2
    
    Wave 2:
    1st: (N) Orcs + Fire Elemental x2
    
    Wave 3:
    1st: (Both) Kobolds + Fire Elemental x2
    GO BREAK
    
    Wave 4:
    1st: (Both) Orcs + Fire Elemental x1
    2nd: (Both) Orcs + Fire Lord x1
    
    Wave 5:
    1st: (Both) Orcs + Crossbows + Fire Lord x1
    2nd: (Both) Orcs + Fire Lord x1
    
    Wave 6:
    1st: (Both) Orcs + Fire Elemental x1
    2nd: (Both) Orcs
    3rd: (Both) Orcs + Fire Lord x1
    GO BREAK
    
    Wave 7:
    1st: (Both) Kobolds
    2nd: (Both) Orcs + Fire Elemental x1
    3rd: (Both) Orcs + Fire Lord x1
    
    Wave 8:
    1st: (Both) Orcs + Fire Lord x1
    2nd: (Both) Orcs + Fire Elemental x1
    3rd: (Both) Orcs + Fire Elemental x1
    
    Wave 9:
    1st: (Both) Orcs + Fire Elemental x1
    2nd: (Both) Orcs + Fire Elemental x1
    3rd: (Both) Orcs + Fire Lord x1
    4th: (Both) Fire Lord x2
    
    -- Double Decker (WMs) --
    
    Wave 1:
    1st: (S) Waterling x4 + Gnoll Hunter x1
    
    Wave 2:
    1st: (S) Orcs + Waterling x4
         (N) Orcs + Waterling x2
    2nd: (N) Orcs + Gnoll Hunter x1 + Waterling x2
    
    Wave 3:
    1st: (S) Orcs + Waterling x2
         (N) Orcs + Waterling x2
    2nd: (S) Waterling x4
         (N) Orcs + Waterling x2
    GO BREAK
    
    Wave 4:
    1st: (S) Crossbows + Ogre x1 + Waterling x2
         (N) Orcs + Waterling x3
    2nd: (S) Waterling x4
         (N) Orcs + Waterling x3
    
    Wave 5:
    1st: (S) Orcs + Waterling x2
         (N) Crossbows + Ogre x1
    2nd: (S) Waterling x4 + Gnoll Hunter x1
         (N) Orcs + Waterling x3 + Gnoll Hunter x1
    
    Wave 6:
    1st: (S) Orcs + Crossbows
         (N) Orcs + Waterling x3
    2nd: (S) Waterling x4
         (N) Crossbows
    3rd: (S) Waterling x4
         (N) Orcs + Waterling x3
    GO BREAK
    
    Wave 7:
    1st: (S) Orcs + Crossbows
         (N) Orcs
    2nd: (S) Waterling x4 + Crossbows
         (N) Orcs + Waterling x4
    3rd: (S) Orcs + Waterling x4
    
    Wave 8:
    1st: (S) Orcs + Crossbows + Waterling x4
         (N) Orcs + Waterling x2
    2nd: (S) Waterling x6
         (N) Orcs + Waterling x2
    
    Wave 9:
    1st: (S) Ogre x1 + Orcs
         (N) Orcs + Waterling x3 + Ogre x1
    2nd: (S) Waterling x6
         (N) Orcs + Waterling x5
    
    -- The West Wing (WMs) --
    
    Wave 1: 
    1st: (S, left door) Orcs + Waterling x2
         (S, right door) Orcs + Waterling x3
    
    Wave 2:
    1st: (S, fliers) Frostbats
    2nd: (S, right door) Fire Elemental x2
         (S, fliers) Thunderbats
    3rd: (S, left door) Fire Elemental x2
         (S, fliers) Frostbats
    
    Wave 3:
    1st: (N) Orcs
    2nd: (N) Orcs + Waterling x2
    GO BREAK
    
    Wave 4:
    1st: (N) Orcs
         (S, fliers) Thunderbats
         (S, right door) Waterling x2
    2nd: (N) Orcs + Waterling x2
         (S, fliers) Thunderbats
    3rd: (N) Orcs + Waterling x2
    
    Wave 5:
    1st: (S, right door) Fire Elemental x2 + Fire Lord x1
    2nd: (S, left door) Fire Elemental x2 + Fire Lord x2
         (S, fliers) Thunderbats
    3rd: (S, both doors) Kobolds
    
    Wave 6:
    1st: (S, left door) Fire Elemental x3 + Orcs
         (S, right door) Waterling x3 + Orcs
         (S, fliers) Frostbats
         (N) Orcs + Waterling x2
    2nd: (S, left door) Fire Elemental x4
         (S, right door) Waterling x4
    GO BREAK
    
    Wave 7:
    1st: (S, both doors) Fire Lord x2
    2nd: (S, both doors) Kobolds
    3rd: (N) Fire Elemental x2 + Fire Lord x1
         (S, both doors) Kobolds
    
    Wave 8:
    1st: (S, left door) Fire Lord x2
         (S, right door) Fire Lord x1
         (S, fliers) Thunderbats
    2nd: (S, right door) Fire Lord x1
         (S, fliers) Frostbats
    3rd: (S, fliers) Thunderbats
    4th: (S, fliers) Frostbats
    
    Wave 9:
    1st: (S, both doors) Orcs
         (N) Orcs
    2nd: (S, both doors) Fire Lord x1
    3rd: (N) Fire Lord x1 + Waterling x2
         (S, both doors) Waterling x4
    4th: (N) Orcs
         (S, both doors) Orcs
    GO BREAK
    
    Wave 10:
    1st: (S, left door) Orcs + Fire Lord x1
         (S, right door) Orcs + Waterling x2
    2nd: (N) Orcs + Waterling x2
         (S, left door) Orcs + Waterling x2
         (S, right door) Orcs + Fire Lord x1
    3rd: (S, left door) Orcs + Fire Lord x1
         (S, right door) Orcs + Waterling x2
    
    Wave 11:
    1st: (S, left door) Fire Lord x1
         (S, right door) Waterling x3
         (S, fliers) Frostbats
         (N) Orcs
    2nd: (S, left door) Fire Lord x2
         (S, right door) Waterling x5
         (N) Orcs
    3rd: (S, left door) Fire Elemental x2 + Fire Lord x1
         (S, right door) Waterling x7
         (S, fliers) Thunderbats
         (N) Orcs + Kobolds + Waterling x3
    4th: (S, left door) Fire Elemental x3 + Fire Lord x1
         (S, right door) Waterling x9
    
    --------------- (9.6) DLC: Fire and Water (Nightmare, single) -----------------
    
    -- Traffic Jammed (NMs) --
    
    Wave 1:
    1st: (S) Orcs + Fire Elemental x2 + Fire Lord x1
    
    Wave 2:
    1st: (N) Orcs + Fire Elemental x2
    
    Wave 3:
    1st: (Both) Kobolds + Fire Elemental x2 + Fire Lord x1
    
    Wave 4:
    1st: (Both) Orcs + Fire Elemental x1
    2nd: (Both) Orcs + Fire Lord x2
    
    Wave 5:
    1st: (Both) Orcs + Crossbows + Fire Lord x1
    2nd: (Both) Orcs + Fire Lord x2
    
    Wave 6:
    1st: (Both) Orcs + Fire Elemental x1 + Fire Lord x1
    2nd: (Both) Orcs
    3rd: (Both) Orcs + Fire Lord x1
    
    Wave 7:
    1st: (Both) Kobolds
    2nd: (Both) Orcs + Fire Elemental x1 + Fire Lord x1
    3rd: (Both) Orcs + Fire Lord x1
    
    Wave 8:
    1st: (Both) Orcs + Fire Lord x1
    2nd: (Both) Orcs + Fire Elemental x1 + Fire Lord x1
    3rd: (Both) Orcs + Fire Elemental x1
    
    Wave 9:
    1st: (Both) Orcs + Fire Elemental x1
    2nd: (Both) Orcs + Fire Elemental x1 + Fire Lord x1
    3rd: (Both) Orcs + Fire Lord x2
    4th: (Both) Fire Lord x2
    
    -- Double Decker (NMs) --
    
    Wave 1:
    1st: (S) Waterling x4 + Orcs + Gnoll Hunter x1
    2nd: (S) Frost Ogre x1
    
    Wave 2:
    1st: (S) Orcs + Waterling x2
         (N) Orcs + Waterling x2 + Gnoll Hunter x1
    2nd: (S) Waterling x2 + Gnoll Grenadier x1
         (N) Orcs + Waterling x2 + Gnoll Hunter x1
    
    Wave 3:
    1st: (S) Orcs + Waterling x2
         (N) Orcs + Waterling x2 + Gnoll Hunter x2
    2nd: (S) Waterling x4 + Gnoll Hunter x1
         (N) Orcs + Waterling x2
    
    Wave 4:
    1st: (S) Crossbows + Orcs + Ogre x1 + Waterling x2
         (N) Orcs + Waterling x3
    2nd: (S) Waterling x4
         (N) Orcs + Waterling x3
    3rd: (S) Crossbows + Ogre x1 + Gnoll Grenadier x2 + Waterling x2
    
    Wave 5:
    1st: (S) Orcs + Waterling x2
         (N) Crossbows + Ogre x1
    2nd: (S) Orcs + Waterling x4 + Gnoll Hunter x1
         (N) Orcs + Waterling x3 + Gnoll Hunter x1
    3rd: (N) Crossbows + Waterling x3 + Ogre x1
    
    Wave 6:
    1st: (S) Crossbows + Orcs + Waterling x2 + Gnoll Grenadier x1
         (N) Orcs + Waterling x3
    2nd: (S) Orcs + Crossbows + Waterling x4
         (N) Crossbows
    3rd: (S) Orcs + Crossbows + Waterling x4
         (N) Orcs + Waterling x3
    
    Wave 7:
    1st: (S) Crossbows + Orcs
         (N) Orcs
    2nd: (S) Waterling x4 + Crossbows
         (N) Orcs + Waterling x4
    3rd: (S) Waterling x4 + Ogre x2
         (N) Orcs + Waterling x4
    
    Wave 8:
    1st: (S) Orcs + Crossbows + Waterling x4
         (N) Orcs + Waterling x2
    2nd: (S) Waterling x4 + Gnoll Grenadier x1
         (N) Waterling x5 + Gnoll Grenadier x1
    3rd: (S) Waterling x5 + Gnoll Grenadier x1
         (N) Orcs + Waterling x3
    
    Wave 9:
    1st: (S) Ogre x1
         (N) Ogre x1 + Waterling x3
    2nd: (S) Ogre x1 + Armored Ogre x1 + Gnoll Hunter x1 + Waterling x5
         (N) Ogre x1 + Armored Ogre x1 + Gnoll Grenadier x1 + Waterling x5
    3rd: (S) Orcs
         (N) Orcs + Gnoll Hunter x1
    4th: (S) Waterling x6
         (N) Orcs + Waterling x5 + Ogre x1 + Armored Ogre x1
    
    -- The West Wing (NMs) --
    
    Wave 1:
    1st: (S, left door) Orcs + Waterling x2
         (S, right door) Orcs + Waterling x3
    
    Wave 2:
    1st: (S, fliers) Frostbats
         (S, left door) Fire Lord x1
    2nd: (S, right door) Fire Elemental x2 + Fire Lord x1
         (S, fliers) Thunderbats
    3rd: (S, left door) Fire Elemental x2 + Fire Lord x1
         (S, fliers) Frostbats
    
    Wave 3:
    1st: (N) Orcs
    2nd: (N) Orcs + Waterling x2
    
    Wave 4:
    1st: (N) Orcs
         (S, fliers) Thunderbats
         (S, right door) Waterling x2
    2nd: (N) Orcs + Waterling x2
         (S, right door) Waterling x6
         (S, fliers) Thunderbats
    3rd: (N) Orcs + Waterling x2
    
    Wave 5:
    1st: (S, right door) Fire Elemental x2 + Fire Lord x1
    2nd: (S, left door) Fire Elemental x2 + Fire Lord x2
         (S, right door) Fire Lord x1
         (S, fliers) Thunderbats
    3rd: (S, both doors) Kobolds
    
    Wave 6:
    1st: (S, left door) Fire Elemental x3 + Orcs
         (S, right door) Waterling x6 + Orcs
         (S, fliers) Frostbats
         (N) Orcs + Waterling x3
    2nd: (S, left door) Fire Elemental x4 + Fire Lord x1
         (S, right door) Waterling x8
         (S, fliers) Frostbats
         (N) Orcs + Waterling x4
    
    Wave 7:
    1st: (S, both doors) Fire Lord x2
    2nd: (S, both doors) Kobolds
    3rd: (N) Fire Elemental x2 + Fire Lord x1
         (S, both doors) Kobolds
    4th: (N) Fire Elemental x3 + Fire Lord x2
         (S, both doors) Kobolds
    
    Wave 8:
    1st: (S, left door) Fire Lord x3
         (S, right door) Fire Lord x1
         (S, fliers) Thunderbats
    2nd: (S, right door) Fire Lord x2
         (S, fliers) Frostbats
    3rd: (S, fliers) Thunderbats
    4th: (S, fliers) Frostbats
    5th: (S, fliers) Thunderbats
    
    Wave 9:
    1st: (S, both doors) Orcs
         (N) Orcs
    2nd: (S, both doors) Fire Lord x1
         (N) Fire Lord x1 + Waterling x2
    3rd: (S, both doors) Waterling x4
    4th: (N) Orcs + Fire Lord x1
         (S, both doors) Orcs + Fire Lord x1
    
    Wave 10:
    1st: (S, left door) Orcs + Fire Lord x1
         (S, right door) Orcs + Waterling x2
    2nd: (N) Orcs + Waterling x2
         (S, left door) Orcs + Waterling x2
         (S, right door) Orcs + Fire Lord x2
    3rd: (S, left door) Orcs + Fire Lord x2
         (S, right door) Orcs + Waterling x2
    
    Wave 11:
    1st: (S, left door) Fire Lord x1
         (S, right door) Waterling x3
         (S, fliers) Frostbats
         (N) Orcs
    2nd: (S, left door) Fire Lord x2
         (S, right door) Waterling x5
         (S, fliers) Thunderbats
         (N) Orcs
    3rd: (S, left door) Fire Elemental x2 + Fire Lord x1
         (S, right door) Waterling x7
         (S, fliers) Thunderbats
         (N) Orcs + Kobolds + Waterling x3
    4th: (S, left door) Fire Elemental x4 + Fire Lord x2
         (S, right door) Waterling x9
         (N) Fire Elemental x2 + Fire Lord x2
    
    ----------------- (9.7) DLC: Family Ties (War Mage, single) -------------------
    
    -- Rush Hour (WMs) --
    
    *Wave groups approximations for Hobgoblins, enemies come in constantly
    
    Wave 1:
    1st: (Right) Orcs + Healer x2 + Shaman x1 + Gnoll Hunter x1
    
    Wave 2:
    1st: (Left) Orcs + Healer x2 + Shaman x1 + Gnoll Hunter x1
         (Right) Orcs + Healer x1 + Shaman x1
    
    Wave 3:
    1st: (Left) Orcs + Healer x1
         (Right) Orcs + Healer x1 + Shaman x2
    2nd: (Left) Orcs + Healer x1 + Shaman x1
         (Right) Orcs + Healer x1
    GO BREAK
    
    Wave 4:
    1st: (Left) Orcs + Healer x3 + Shaman x1
         (Right) Crossbows + Ogre x1 + Healer x2
    2nd: (Left) Orcs + Healer x2 + Shaman x1
         (Right) Shaman x2
    
    Wave 5:
    1st: (Left) Crossbows + Ogre x1 + Healer x2
         (Right) Orcs + Ogre x1 + Healer x2
    2nd: (Left) Gnoll Hunter x1 + Orcs + Healer x4
         (Right) Shaman x2
    
    Wave 6:
    1st: (Left) Orcs + Healer x3
         (Right) Crossbows + Orcs + Healer x2
    2nd: (Left) Orcs + Crossbows + Healer x2 + Shaman x2
         (Right) Orcs + Crossbows + Healer x1 + Shaman x1
    3rd: (Both) Orcs + Healer x2 (each)
    GO BREAK
    
    Wave 7:
    1st: (Left) Orcs + Healer x4
         (Right) Crossbows + Orcs + Healer x1
    2nd: (Left) Orcs + Healer x4 + Shaman x1
         (Right) Orcs + Crossbows + Healer x3 + Shaman x1
    3rd: (Right) Orcs + Crossbows + Healer x1
    
    Wave 8:
    1st: (Both) Crossbows + Orcs + Healer x3
    2nd: (Right) Orcs + Healer x4 + Shaman x2
    3rd: (Left) Orcs + Healer x4
    
    Wave 9:
    1st: (Left) Ogre x1 + Healer x3 + Shaman x1
         (Right) Ogre x1 + Healer x2 + Shaman x2
    2nd: (Left) Orcs + Healer x2 + Shaman x2
         (Right) Orcs + Healer x3
    
    -- Breakneck Triad (WMs) --
    
    Wave 1:
    1st: (SW) Orcs
    2nd: (SW) Orcs + Ball and Chain x1
    3rd: (SW) Orcs
    
    Wave 2:
    1st: (NW) Orcs
    2nd: (NW) Orcs + Ball and Chain x1
    3rd: (NW) Orcs
    
    Wave 3:
    1st: (N) Kobolds
    2nd: (N) Orcs
    3rd: (N) Orcs + Ball and Chain x1
    4th: (N) Orcs
    GO BREAK
    
    Wave 4:
    1st: (SW) Sappers + Orcs
         (NW) Orcs
    2nd: (SW) Orcs + Ball and Chain x1
         (NW) Orcs
    3rd: (SW) Orcs
         (NW) Troll x1
    
    Wave 5:
    1st: (All) Sappers
    2nd: (N) Orcs
    3rd: (N) Orcs
    4th: (N) Orcs + Ball and Chain x1
    5th: (N) Orcs
    
    Wave 6:
    1st: (SW) Orcs + Ball and Chain x1
         (NW) Orcs + Gnoll Hunter x1
         (N) Orcs
    2nd: (All) Orcs
    3rd: (SW) Orcs
         (NW) Kobolds
         (N) Orcs
    GO BREAK
    
    Wave 7:
    1st: (N+NW) Orcs
    2nd: (NW) Orcs + Sappers
         (SW) Orcs
         (N) Kobolds
    3rd: (N) Orcs + Ball and Chain x1
         (NW) Orcs
         (SW) Orcs
    4th: (SW) Orcs
    
    Wave 8:
    1st: (All) Sappers
    2nd: (N) Orcs
    3rd: (All) Orcs
    4th: (All) Orcs + Ball and Chain x1
         (N) Swamp Troll x1
    
    Wave 9:
    1st: (NW+SW) Orcs
         (N) Kobolds + Orcs
    2nd: (SW) Sappers + Troll x1 + Swamp Troll x1
         (NW) Orcs + Ball and Chain x1
         (N) Crossbows
    3rd: (SW) Ball and Chain x1
         (NW) Sappers
         (N) Orcs
    4th: (N) Ball and Chain x1 + Troll x1 + Swamp Troll x1
    GO BREAK
    
    Wave 10:
    1st: (N) Orcs + Ball and Chain x1
    2nd: (NW+SW) Orcs
    3rd: (N) Orcs
    4th: (NW+SW) Ball and Chain x1
         (N) Orcs
    5th: (NW) Ball and Chain x1
         (SW) Orcs + Ball and Chain x1
    
    Wave 11:
    1st: (N+NW) Orcs
    2nd: (NW) Sappers
         (SW) Orcs + Gnoll Hunter x1
         (N) Orcs + Ball and Chain x1
    3rd: (All) Orcs + Ball and Chain x1
         (NW) Sappers
    4th: (NW) Ball and Chain x1 + Swamp Troll x1
         (SW) Orcs + Ball and Chain x1
    
    Wave 12:
    1st: (NW+SW) Sappers
         (N) Kobolds + Orcs
    2nd: (NW) Orcs + Ball and Chain x1
         (SW) Orcs
         (N) Orcs + Ball and Chain x1
    3rd: (NW+SW) Orcs
         (N) Orcs
    4th: (NW+SW) Orcs
    5th: (NW) Sappers
         (SW) Orcs + Ball and Chain x1
         (N) Swamp Troll x1
    6th: (NW) Orcs + Ball and Chain x1
         (SW) Troll x2 + Ball and Chain x1
         (N) Orcs + Ball and Chain x1
    
    -- Triple Threat (WMs) --
    
    Wave 1:
    1st: (Left) Orcs + Ball and Chain x1 + Healer x1
    2nd: (Left) Orcs
    3rd: (Left) Healer x1
    
    Wave 2:
    1st: (Left) Kobolds + Sappers + Cyclops x1
    2nd: (Left) Crossbows + Cyclops x2 + Healer x1
    3rd: (Left) Orcs + Kobolds
    
    Wave 3:
    1st: (Left) Orcs
         (Right) Orcs + Ball and Chain x1 + Healer x2
    2nd: (Left) Orcs
         (Right) Orcs + Healer x1
    GO BREAK
    
    Wave 4:
    1st: (Both) Orcs + Ball and Chain x1 + Cyclops x2 + Healer x1
    2nd: (Both) Crossbows
    
    Wave 5:
    1st: (Left) Crossbows + Healer x1 + Ogre x1
         (Right) Orcs + Healer x1 + Ogre x1
    2nd: (Left) Gnoll Hunter x1 + Orcs + Healer x1
         (Right) Healer x1
    
    Wave 6:
    1st: (Both) Kobolds
    2nd: (Left) Orcs + Gnoll Hunter x3
         (Right) Orcs
    3rd: (Both) Kobolds + Sappers
    GO BREAK
    
    Wave 7:
    1st: (Both) Orcs + Crossbows + Healer x1
    2nd: (Left) Orcs + Crossbows
         (Right) Orcs + Ball and chain x1 + Healer x4
    
    Wave 8:
    1st: (Left) Kobolds
         (Right) Orcs + Ball and Chain x1 + Healer x2
    2nd: (Left) Kobolds
    3rd: (Left) Orcs + Crossbows
         (Right) Ogre x2
    4th: (Right) Orcs + Ball and Chain x1 + Healer x2
    
    Wave 9:
    1st: (Both) Ogre x2 + Ball and Chain x1 + Healer x1
    2nd: (Left) Armored Ogre x1 + Healer x2
         (Right) Orcs
    3rd: (Left) Orcs + Ball and Chain x1 + Healer x2
         (Right) Orcs + Armored Ogre x2
    GO BREAK
    
    Wave 10:
    1st: (Both) Orcs + Ball and Chain x1 + Healer x2
    2nd: (Both) Orcs
    3rd: (Left) Healer x2
         (Right) Ogre x2
    4th: (Both) Kobolds
    5th: (Both) Orcs
    6th: (Both) Ball and Chain x1 + Healer x3 + Orcs
    
    ----------------- (9.8) DLC: Family Ties (Nightmare, single) ------------------
    
    -- Rush Hour (NMs) --
    
    *Wave groups approximations for Hobgoblins, enemies come in constantly
    
    Wave 1:
    1st: (Right) Orcs + Healer x2 + Shaman x1 + Gnoll Hunter x1
    2nd: (Right) Troll x1 + Healer x2
    
    Wave 2:
    1st: (Left) Orcs + Healer x2 + Shaman x1 + Gnoll Hunter x1
         (Right) Orcs + Healer x1 + Shaman x1 + Gnoll Grenadier
    2nd: (Left) Troll x1 + Healer x1
    
    Wave 3:
    1st: (Left) Orcs + Healer x1 + Gnoll Hunter x1
         (Right) Orcs + Healer x1 + Shaman x2
    2nd: (Left) Orcs + Healer x1 + Shaman x1
         (Right) Orcs + Healer x1 + Gnoll Hunter x1
    
    Wave 4:
    1st: (Left) Orcs + Healer x3 + Shaman x1
         (Right) Crossbows + Ogre x1 + Healer x2
    2nd: (Left) Orcs + Healer x2 + Shaman x1
         (Right) Shaman x2 + Gnoll Grenadier x1
    3rd: (Right) Crossbows + Ogre x1 + Healer x2
    
    Wave 5:
    1st: (Left) Crossbows + Ogre x1 + Healer x2
         (Right) Orcs + Ogre x1 + Healer x2
    2nd: (Left) Gnoll Hunter x1 + Orcs + Healer x4
         (Right) Hobgoblin Shaman x2 + Gnoll Grenadier x1
    3rd: (Left) Crossbows + Ogre x1 + Healer x2
    
    Wave 6:
    1st: (Left) Orcs + Healer x3
         (Right) Crossbows + Orcs + Healer x2 + Swamp Troll x1 + Gnoll Grenadier x1
    2nd: (Left) Orcs + Crossbows + Healer x2 + Shaman x2
         (Right) Orcs + Crossbows + Healer x1 + Shaman x1
    3rd: (Both) Orcs + Healer x2
    
    Wave 7:
    1st: (Left) Orcs + Healer x4
         (Right) Crossbows + Orcs + Healer x1
    2nd: (Left) Orcs + Healer x4 + Shaman x1
         (Right) Orcs + Crossbows + Healer x3 + Shaman x1
    3rd: (Right) Orcs + Crossbows + Healer x1 + Ogre x2
    
    Wave 8:
    1st: (Both) Crossbows + Orcs + Healer x3
         (Right) Gnoll Grenadier x1
    2nd: (Right) Orcs + Healer x4 + Shaman x2
         (Left) Gnoll Grenadier x2
    3rd: (Left) Orcs + Healer x4
    
    Wave 9:
    1st: (Left) Ogre x1 + Healer x3 + Shaman x1
         (Right) Ogre x1 + Healer x2 + Shaman x2
    2nd: (Left) Ogre x1 + Mountain Troll x1 + Healer x3 + Gnoll Grenadier x2
         (Right) Ogre x1 + Mountain Troll x1 + Healer x3 + Gnoll Hunter x2
    3rd: (Left) Orcs + Healer x2 + Shaman x2 + Gnoll Hunter x1
         (Right) Orcs + Healer x3 + Gnoll 
    
    -- Breakneck Triad (NMs) --
    
    Wave 1:
    1st: (SW) Orcs
         (N+NW) Gnoll Hunter x1
    2nd: (SW) Orcs + Ball and Chain x1
    3rd: (SW) Orcs
    
    Wave 2:
    1st: (NW) Orcs
         (N+SW) Gnoll Hunter x1
    2nd: (NW) Orcs + Ball and Chain x1
    3rd: (NW) Orcs + Ball and Chain x1
    
    Wave 3:
    1st: (N) Kobolds
         (NW) Orcs + Ball and Chain x1
         (SW) Gnoll Hunter x1
    2nd: (N) Orcs
    3rd: (N) Orcs + Ball and Chain x1 + Mountain Troll x1
    4th: (N) Orcs
    
    Wave 4:
    1st: (SW) Sappers + Orcs
         (NW) Orcs
         (N) Kobolds
    2nd: (SW) Orcs + Ball and Chain x1
         (NW) Orcs
    3rd: (SW) Orcs + Ball and Chain x1
         (NW) Troll x1 + Ball and Chain x1
    
    Wave 5:
    1st: (All) Sappers
    2nd: (N) Orcs
    3rd: (N) Orcs + Mountain Troll x1
    4th: (N) Orcs + Ball and Chain x1
    5th: (N) Orcs
    
    Wave 6:
    1st: (SW) Orcs + Ball and Chain x1
         (NW) Orcs + Gnoll Hunter x1
         (N) Orcs
    2nd: (All) Orcs
    3rd: (SW) Orcs
         (NW) Kobolds
         (N) Orcs
    
    Wave 7:
    1st: (N+NW) Orcs
         (SW) Ball and Chain x1
    2nd: (NW) Orcs + Sappers
         (SW) Orcs
         (N) Kobolds
    3rd: (N) Orcs + Ball and Chain x1
         (NW) Orcs
         (SW) Orcs
    4th: (SW) Orcs
         (N) Orcs + Kobolds
    
    Wave 8:
    1st: (All) Sappers
    2nd: (N) Orcs
         (NW) Ball and Chain x2
         (S) Ball and Chain x1
    3rd: (All) Orcs
    4th: (All) Orcs + Ball and Chain x1
         (N) Swamp Troll x1 + Mountain Troll x2
    
    Wave 9:
    1st: (NW+SW) Orcs
         (N) Kobolds + Orcs
    2nd: (SW) Sappers + Troll x1 + Swamp Troll x1
         (NW) Orcs + Ball and Chain x1
         (N) Crossbows
    3rd: (SW) Ball and Chain x1 + Mountain Troll x1
         (NW) Sappers + Mountain Troll x1
         (N) Orcs
    4th: (N) Ball and Chain x1 + Troll x1 + Mountain Troll x1
    
    Wave 10:
    1st: (N) Orcs + Ball and Chain x1
         (NW) Ball and Chain x2
         (SW) Ball and Chain x1
    2nd: (NW+SW) Orcs
    3rd: (N) Orcs
    4th: (NW+SW) Ball and Chain x1
         (N) Orcs + Mountain Troll x1
    5th: (NW) Ball and Chain x1 + Mountain Troll x1
         (SW) Orcs + Ball and Chain x1
         (N) Mountain Troll x2
    
    Wave 11:
    1st: (N+NW) Orcs
         (SW) Ball and Chain x1
    2nd: (NW) Sappers
         (SW) Orcs + Gnoll Hunter x1
         (N) Orcs + Ball and Chain x1
    3rd: (All) Orcs + Ball and Chain x1
         (NW) Sappers
    4th: (NW) Ball and Chain x1 + Swamp Troll x1 + Orcs
         (SW) Orcs + Ball and Chain x1 + Sappers
    
    Wave 12:
    1st: (NW+SW) Sappers + Ball and Chain x1
         (N) Kobolds + Orcs
    2nd: (NW) Orcs + Ball and Chain x1
         (SW) Orcs
         (N) Orcs + Ball and Chain x1
    3rd: (NW+SW) Orcs
         (N) Orcs
    4th: (NW+SW) Orcs
    5th: (NW) Sappers
         (SW) Orcs + Ball and Chain x1
         (N) Swamp Troll x1 + Mountain Troll x1
    6th: (NW) Orcs + Ball and Chain x1 + Mountain Troll x1
         (SW) Troll x2 + Ball and Chain x1 + Mountain Troll x3
         (N) Orcs + Ball and Chain x1
    
    -- Triple Threat (NMs) --
    
    Wave 1:
    1st: (Left) Orcs + Ball and Chain x1 + Healer x1 + Shaman x2
    2nd: (Left) Orcs + Shaman x2
    3rd: (Left) Healer x3
    
    Wave 2:
    1st: (Left) Kobolds + Sappers + Cyclops x3 + Healer x2
    2nd: (Left) Crossbows + Cyclops x2 + Healer x1 + Shaman x1
    3rd: (Left) Orcs + Kobolds
    
    Wave 3:
    1st: (Left) Orcs + Gnoll Hunter x2
         (Right) Orcs + Ball and Chain x1 + Healer x2
    2nd: (Left) Orcs
         (Right) Orcs + Healer x1 + Gnoll Hunter x2
    
    Wave 4:
    1st: (Both) Orcs + Ball and Chain x1 + Cyclops x2 + Healer x1
    2nd: (Left) Crossbows
         (Right) Crossbows + Cyclops x2
    
    Wave 5:
    1st: (Left) Crossbows + Healer x1 + Ogre x1
         (Right) Orcs + Healer x1 + Ogre x1
    2nd: (Left) Gnoll Hunter x1 + Orcs + Healer x1
         (Right) Healer x1 + Gnoll Grenadier x2 + Crossbows + Ogre x1
    
    Wave 6:
    1st: (Both) Kobolds + Sappers
    2nd: (Left) Orcs + Gnoll Hunter x3
         (Right) Orcs + Gnoll Hunter x3
    3rd: (Both) Kobolds + Sappers
    4th: (Right) Gnoll Hunter x3
    
    Wave 7:
    1st: (Both) Orcs + Crossbows + Healer x1
    2nd: (Left) Orcs + Crossbows
         (Right) Orcs + Ball and chain x1 + Healer x4
    
    Wave 8:
    1st: (Left) Kobolds
         (Right) Orcs + Ball and Chain x1 + Healer x2
    2nd: (Left) Kobolds
    3rd: (Left) Orcs + Crossbows + Ball and Chain x1 + Healer x3
         (Right) Ogre x2 + Armored Ogre x1
    4th: (Right) Orcs + Ball and Chain x1 + Healer x2
    
    Wave 9:
    1st: (Left) Ogre x2 + Ball and Chain x1 + Healer x4
         (Right) Ogre x2 + Ball and Chain x1 + Healer x5
    2nd: (Left) Armored Ogre x1 + Healer x4
         (Right) Orcs
    3rd: (Left) Orcs + Ball and Chain x1 + Healer x2 + Armored Ogre x1
         (Right) Orcs + Armored Ogre x3
    
    Wave 10:
    1st: (Left) Orcs + Ball and Chain x1 + Healer x3
         (Right) Orcs + Ball and Chain x1 + Healer x4
    2nd: (Both) Orcs
    3rd: (Left) Healer x2
         (Right) Ogre x2 + Healer x1
    4th: (Both) Kobolds
    5th: (Both) Orcs
    6th: (Both) Ball and Chain x1 + Healer x4 + Orcs
    
    -------------- (9.9) DLC: Are We There Yeti? (War Mage, single) ---------------
    
    *Under construction*
    
    ------------- (9.10) DLC: Are We There Yeti? (Nightmare, single) --------------
    
    *Under construction*
    
    ===============================================================================
    ====================== (10.0) COPYRIGHT / CONTACT INFO ========================
    ===============================================================================
    
    Copyright 2012 Edalborez (Matthew Halverson)
    
    This may not be reproduced under any circumstances except for personal, private
    use. It may not be placed on any web site or otherwise distributed publicly
    without advance written permission. Use of this guide on any other web site or
    as a part of any public display is strictly prohibited, and a violation of
    copyright.
    
    Following is a list of websites currently allowed to host this guide.
    The latest version can always be found on GameFAQs.
    
    GameFAQs (www.gamefaqs.com)
    NeoSeeker (www.neoseeker.com)
    
    -- Contact Information --
    If you wish to use this guide or an element of it as part of your own work or
    wish to host it on your web site, please send an email with "Orcs Must Die 2"
    as the subject line to zeroblade@comcast.net
    
    If you have a correction or addition to make to the guide, here are a few ways
    to get in contact, in order of preference:
    
    -Send an email (listed above, please put "Orcs Must Die 2" in the subject line)
    
    -Send me a private message on GameFAQs
    
    -Send a private message on Robot Entertainment's official forum (Edalborez)
    
    -Send me a message on Steam (Edalborez)
    *Please note: I don't usually play co-op with random folks, so don't add me
     expecting a partner. Don't take it personally.
    
    -- Credits --
    -Robot Entertainment for creating the game and its predecessor.
    
    -Various users on Robot Entertainment's official forums (including but not
    limited to: Fryedegg, Nananea, WarDrake, ElOhTeeBee, Wyatan, odragon, and
    Rogotin) and community representatives like SixOkay for sharing strategy and
    game mechanics information testing with the community, some of which has been
    incorporated into this work.
    
    -My dad, who also plays the game, for being my proofreader, my secondhand for
    alternate strategies and playstyles, and a general source of encouragement.
    
    -You, for taking the time to read this guide. Hopefully you found something of
    use to you. Feel free to send feedback, it's always welcome.

    FAQ Display Options: Printable Version