![]() ![]() Selecting “Refund All Upgrades” or “Refund Item Upgrades” will only refund skulls spent on upgrades. Some Traps, Weapons, & Trinkets are locked behind completing scenarios in the Old Friends Main Campaign. Along with Traps, they’re purchased & upgraded from the Inventory using skulls. These will come naturally playing through scenarios.Ĭoins are only used in scenarios to place traps.Ĭoins aren’t used for upgrading gear or traps, & are obtained by killing enemies. _ Weekly:Ĭhallenge Accepted Complete any Weekly Challenge. Survivor Survive 10 waves in a single endless match.Ĭan’t Stop Me Now Survive 25 waves in a single endless match.Ĭombo War Mage Score 5,000,000 in any endless match. Scrambled Eggs Reroll a debuff in Scramble.Ĭombo Rift Lord Score 5,000,000 total in Scramble. ![]() Making an Omelet Complete Tier 5 in Scramble. _ Scramble:Ĭracking Eggs Complete Tier 2 in Scramble. Top Floor Earn 5 skulls on every scenario of the Drastic Steps campagin on Rift Lord difficulty. The Landing Complete the Drastic Steps campaign on Rift Lord difficulty. Good luck._ Drastic Steps Campaign:įirst Flight Complete the Drastic Steps campaign. There is danger of runners, and biggies to take care of. I found no way to avoid that if you don't want to face tank.Īlmost all the difficulty is in wave 1 and 2. Melee (blade with life steal, health trinket, freedom trinket) makes this a bit easier but it's not my playstyle (I am bad at it), so this approach is not based on face tanking. I don't think this is a great strategy either but it gives you at least some tradeoff for par time and kill efficiency without losing much control despite lanes not being merged. I tried this map on so many strategies it's not funny. I think I used mana trinket and trap reset. Traps: Arrow (penetrate), Tar (keep slow), Dart Spitter (ice), Brim (faster), Ballista (arcane) They will help also keep the occasional stranglers at bay. Waves 4-end: Keep adding ballistas in the area where the two choke points are. ![]() This is meant to help with barricade attackers primarily and take some pressure of the lane. THere is an overpass where I put a dart spitter center and brimstone underneath and arrow walls on both sides. I did build a pre filter at the beginning of that right hallway. Strengthen your choke points with more tar and more dart spitters. Transition 3-4: If you made it here unscathed you have a very good shot at making it. Try as best you can to keep everything held at choke. This is the last wave that is really hard. Focus on early arrow walls but star supplementing with ballistas and floor brim to help with runners. Now you have tar in the same firing line and a way to stone staff CC both waves at the same spot without having to merge too far back making par easier. Transition 2-3: Build the same choke point on the left gate side. But there is a small stone area where you can hide from both gate and hallway archers. Watch for archers that can snipe you just out of the gate if you go too far back in the hallway towards the rift. Again watch for runners and stone elementals. Wave 2: Use stone staff on anything that gets to the choke point you created. YOu can place it in the middle between the two gate lanes so it will help within the future in both lanes. Placve one dart spitter (ice) near the choke point. spam arrow walls in hallways just opposite to where you just fought and barricade lear the end of the hallway with one tar trap to create a kill spot for whatever gets there. Keep an eye out for runners and use CC to catch them. Dodge archers using zig zag and the right spot next to the gate just around the corner there. Use stone staff and try to keep everything CC'd in the area enclosed by the arrow walls. Wave 1: Arrow wall near the entrance, no barricades. I do not have a good strategy, but I ended up beating the map with the following approach: I agree that the first wave difficulty is very high. ![]()
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