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Orcs Must Die!

Orcs Must Die! – Nightmare 5 Skull Guide

Posted on 08/17/2021 By N. Gallagher No Comments on Orcs Must Die! – Nightmare 5 Skull Guide
  • Title: Orcs Must Die!
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Information about Orcs Must Die! is still incomplete. Please help us fill the details of the game using this contact form.

If you are new to the game I recommend playing it through fully on an apprentice, then war mage.
When nightmare is available play each level on War Mage first to get 5 skulls as a practice round, then switch to the nightmare for the same run.

Standard setup:

  • Steel Weaver + first skill (Death Augmenter) to get more money from kills
    (update it for either traps or archers where appropriate)
  • Lightning/fire (to be used where they enter and near traps)
  • Ice + sword (for trolls/hunters)
  • Fire ring for ice trolls

Standard wall setting:

  • Barricade leaving one space (a kill zone)
  • Tar
  • Mace
  • Grinders
  • Brimstone in front
  • Spring traps behind (sometimes) or archers (other times)

Level Guide

Lv 1 – The Hallway

  • Arrow Walls at the start
  • Brimstone – Tar – Lightning/Fire
  • Mushroom for the Armoured Troll

Lv 2 – The Fork

  • Arrow Walls at the start
  • Brimstone – Tar – Lightning/Fire
  • Mushroom for the Armoured Troll

Lv 3 – The Corner

  • Arrow Walls under low ceiling near the start
  • Brimstone – Tar – Lightning/Fire – Mace
  • Mushroom for Trolls
  • N.B. Keep an eye on the time

Lv 4 – The Baths

  • Arrow Walls under low ceiling near the start
  • Brimstone – Tar – Lightning/Fire – Mace
  • Careful of orc archers
  • N.B. Time is an issue so don’t use springs/wind belt

Lv 5 – Runner’s Alley

  • Arrow Walls under low ceiling near the start
  • Brimstone – Tar – Lightning/Fire – Mace
  • Careful of orc archers and kobolds

Lv 6 – Overpass

  • Barricade right path to stairs
  • Arrow Walls under low ceiling near the start
  • Brimstone – Tar – Lightning/Fire – Mace
  • Wind belt works well before you retreat behind your traps, but it’s not necessary
  • Careful of kobolds and sappers

Lv 7 – Twin Halls

  • Block right path (beware announcement ‘a barricade has been destroyed’)
  • Standard setting after stairs on the left path: barricade leaving one space – tar – grinders – spring traps behind
  • Arrow Walls and spring traps near the start for extra help later on
  • Careful of sappers on wave 8

Lv 8 – Lunch Break

  • Barricade entrance at top of stairs + defend the end of the bridge
  • Standard setting: barricade leaving one space – tar – grinders – spring traps behind
  • Arrow Walls and spring traps near the start for extra help later on
  • Careful of sappers on wave 8

Lv 9 – The Stream

  • Archers up top and at the rift
  • Standard setting after right gate: barricade leaving one space – tar – grinders
  • Arrow Walls up high for fliers
  • Use wind belt if you like
  • Mushroom for trolls. Careful of kobolds and help archers with fliers.

Lv 10 – Sludge Hole

  • Down: 4 Push Traps on each side, 1/2 Spring traps behind, 2 Arrow walls near the entrance
  • Up: 3 arrow walls + a few paladins

Lv 11 – Chaos Chamber

  • Standard setting on both floors (do lower first): mace in middle – tar – brimstone – arrow walls – spring traps (no barricades)
  • Careful of kobolds, hunters, and trolls (fire and ice)

Lv 12 – Chokepoint

  • On the bridge: tar – brimstone – springs traps
  • Arrow walls covering the end of the bridge (and some archers behind)
  • Careful of kobolds. Mushroom for the armored troll.

Lv 13 – The Arena

  • Blockade from the north door (with staggered barricades to the first wall to avoid them being attacked) to create the usual trap set up just past the west door – then stay far away from the north door or the kobolds will attack you and blow the barricades.
  • In the first two rounds, you’ll have to kill them all yourself.
  • Careful of kobolds at the start, hunters, and sappers blowing your barricades the last 2 waves.

Lv 14 – The Balcony

  • 5x archers on over path near rift (and then 5 under that bridge) – fully upgrade them
  • Arrow walls low and high at end of bridge + brimstone
  • Zapper above forwarding over path if you have it
  • Careful of kobolds

Lv 15 – The Tower

  • N.B. It’s very long and time is a problem
  • Use brimstone and wall arrows at entrances and use the logs on the first 3 levels to speed things up
  • Standard setting higher up: barricades – mace – tar – grinders – archers behind
  • Don’t use swords on ogres as there are too many. Freeze them when they are under the mace

Lv 16 – The Library

  • 3 barricades diagonally (so they don’t attack them) to block off one rift
  • Standard setting on another side: mace – tar – grinder – brimstone
  • Some wall arrows in front to help
  • Freeze ogres under traps

Lv 17 – The Bridge

  • Block right tunnel (replace if ‘a barricade is down’)
  • Archers upgraded on the central ridge
  • Mace + brimstone under archers
  • Spring traps on bridges

Lv 18 – Killing Fields

  • Block left tunnel after stairs and the central passage top of the stairs
  • Set up under stairs right (no barricades): maces left to right (x4 eventually) – tar – wall arrows – brimstone
  • Set wall arrows and brimstone on left entrance for extra protection

Lv 19 – Rebirth

  • Maces + Tar + Arrow walls + shoot barrels above
  • Paladins after tar

Lv 20 – Gateway

  • 2 maces after bridge + tar + arrow walls + fire ring for ice trolls
  • Archers above and at sides upgraded asap
  • Zappers + arrow walls + brimstone at the bridge where they enter

Lv 21 – Hard Climb

  • Blockade right entrance below stairs where they enter – stagger the last one so they won’t attack barricades.
  • Blockade left entrance below stairs to rift
  • Standard set up in gap: tar – grinders – brimstone (last 2 essential for kobolds)
  • Then loads of archers fully upgraded up top between rifts (much better than zappers)
  • Take out ogres fast then lay down a lightning shower at traps before going top to help with numerous fliers (including a couple that can sneak by on the first two levels before you get your archers set up) + defend archers from hunters

Lv 22 – The Squeeze

  • Standard wall setting on both levels (upper first): barricade leaving one space – tar – maces – grinders
  • Watch for fliers from the top – they can kill you in a flash even on the first wave
  • Then archers at the rift and on top of stairs at the lower level
  • Reinforce with arrow walls low and high

Lv 23 – Stairs of Doom

  • Standard wall setting right: barricade leaving one space – tar – grinders (for kobolds)
  • Jump left and kill orcs manually, then set up the same standard wall setting left
  • Adding maces to both
  • Beware sappers in wave 3 – eventually, place brimstone below to take care of them.
  • Then place all archers above and at the top of the stairs.
  • Watch for ogres and hunters. Use the 2 logs on each side if you need them

Lv 24 – Finale

  • Fully upgrade all trap options first
  • Walls arrows x3 at each entrance (waves start north and go clockwise)
  • Then fully upgrade archers and place them around the rift.
  • Then upgrade paladins and place them at each entrance to the rift.
  • Brimstone below each rift entrance.
  • There is a log above each entrance for last wave trolls.
  • Use mushrooms on armored trolls if you wish.

That's everything we are sharing today for this Orcs Must Die! guide. This guide was originally created and written by N. Gallagher. In case we fail to update this guide, you can find the latest update by following this link.

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  • Title: Orcs Must Die!
  • Release Date:
  • Developer:
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