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► Playlist: • [PC] Orcs Must Die! 3 [Rift Lord - Solo - ... No weapons. No Barricades. Had to be a little more creative with trap selling and placement but this worked pretty well. In several attempts neither door ever broke, but the right side (map wise) always takes a nasty beating losing between 40 to 70% of health while the opposite door takes anywhere between 30 and 60% damage. The biggest problem here is that you have to juggle traps between each spot that won't spawn enemies so you can have enough money for defenses. This happens until Wave 5 where every trap is set and built for the all-out assault from the enemy army. Six Grinders, three on each side for the central area, a lone Guardian Archer will finish off anything that survives them until Wave 6. Four Grinders on each of the balconies ensures that every flying enemy going through will die, it's possible to make do with three but this is very risky as enemy pathing is not 100% the same and sometimes they WILL merge together in bigger groups on one side which will invariably overwhelm three Grinders. Wave 3 is the most tense wave, the anti-air Grinders on both central and west wing, and the War Outpost defenses must be set VERY quickly and there's little time to do everything. I try to set at least the central corridor Grinders first to avoid problems. More than once I messed up because I was either too slow to build stuff or forgot to set the anti-air Grinders somewhere. Wave 4-- you're still not out of woods yet. Sell some of the central Grinders again so you can build decent defenses on both sides. Usually I also set the Priestesses (Knights are too damn expensive) to thin out the small trash so the War Outpost traps aren't overwhelmed. If you make to Wave 5 there's very little that can threaten you by now. Your War Outpost defenses should be holding out with the Priestesses supporting them and the Grinders will all but kill every single flying enemy with Guardian Archers finishing off whatever lives through them. Chromatica would be a difficult boss if she didn't stop to try and kill the Guardian Archers, her attack is pretty strong, but Guardian Archers can endure her enough and making a corridor with 7~10 of Guardian Archers on each side will demolish the boss in no time. It helps that you don't have to juggle money anymore so you can focus everything on boss-slaying measures.