__________________________________________
                 / 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.