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Video Game: Orcs Must Die!

Orcs Must Die! is a Tower Defense game, developed by Robot Entertainment and published by Microsoft Studios. It was released for Xbox LIVE Arcade on October 5, 2011, and on Steam on October 12. The sequel was released on July 30th, 2012.

In some standard fantasy world, an old warmage of The Order has slipped on some kobold blood and cracked his head open, and now it falls to his idiot apprentice to defend a series of fortresses from hordes of orcs and their allies. Within these forts are magic rifts that the orcs must not be allowed to reach.

The game differs greatly from other Tower Defense games given it's third-person perspective, action-oriented combat and alternative mechanics. You directly control the Apprentice. You are given a assortment of traps, spells, NPC "guardians" and a few weapons to help you protect the rifts.

The plot is basically an Excuse Plot to gleefully massacre orcs to your heart's content. Not that there's anything wrong with that.

A sequel was released on July 30th 2012, with basically more of everything, a second character choice (The Sorceress), and a co-operative mode.

Tropes used in Orcs Must Die!:

  • Acid Pool: Scattered throughout the levels along with Lava Pits.
  • Action Bomb: Kobold Sappers. Unlike regular Kobolds, they go after guardians, you, and, worst of all, barricades.
  • Airborne Mook: Hellbats and their annoyingly hard to hit miniature versions. Protip: Ice magic kills 'em dead.
  • Always Chaotic Evil: The Orcs and their allies.
  • Annoying Arrows: Your arrows do not deal a lot of damage, unless you headshot the orcs that is.
  • The Apprentice: The main character.
  • Arrows on Fire: The Guardian Archer's arrows can be upgraded with burning pitch. Your crossbow can also be upgraded thusly, visibly changing glow color from blue to red.
  • Blade on a Stick: The Bladestaff, the Apprentice's melee weapon. The upgraded version (which all players get to use) has two bladed ends, where the old warmage's had only one.
  • Blood Knight: The Apprentice is having the time of his life slaughtering Orcs.
  • Boisterous Bruiser: The Apprentice, once again.
  • Boring, but Practical: The tar pit trap is one of the first trap types that the player unlocks. It does no damage, it cannot throw enemies, and its only role is to slow down invaders who walk across it. However, it doesn't have a recharge time, (ergo, its effect is persistent) and it causes hordes of foes who charge-in to bunch up when they reach it, so it serves as a force-multiplier for Herd Hitting Attack spells and traps. As a result, it will be used in almost every level thereafter. It's also an excellent counter against those annoying premature-trap-triggering-Kobolds.
  • Buffy Speak:
  • Cast from Hit Points: The DLC Vampiric Gauntlets' alternate fire converts hit points to mana.
  • Captain Ersatz: The Apprentice heavily resembles Ash Williams in looks, attitude and style. Hell, the sequel even gives him a boomstick!
    • No Celebrities Were Harmed: Also, his facial features bear a strong similitude to those of Charlie Sheen... Which might as well explain why he uses the (in)famous "Winning!" catch-phrase for time to time!
  • Combos: Kill combos are worth extra points and certain achievements.
  • Convection Schmonvection: Lava pits are scattered throughout the levels.
  • Cool Sword: The Bladestaff.
  • Cute Kitten: The Apprentice seems to think so. He's nowhere near a Kindhearted Cat Lover, though.
  • Cycle of Hurting: Ogres can stun-lock you unless you jump away.
    • The player can do this to the enemies by means of physics manipulation, such as the wind belt, springboards, and push traps. The enemies make a costly charge through a Death Course, only to get knocked back to the start of it and be forced to run it again!
  • Cynical Mentor: The dead teacher will berate and belittle The Apprentice every chance he gets, despite The Apprentice being what can only be described as a walking Apocalypse.
  • Death Course: As a player, you'd better get good at making them or you won't survive long.
  • Destructive Saviour: The Apprentice saves the world by destroying the rifts and ridding the world of magic. According to the Old Mage, the act DID save the world, but caused droughts which led to famine which led to misery as bad as the orcs inflicted.
  • Difficulty Spike: The game will stop taking prisoners once you get to the Overpass on Nightmare difficulty.
    • Some might consider Nightmare by itself to be this, as you no longer get any set up time before or between waves of orcs.
  • DLC: Two: "Artifacts of Power" adds a host of new weapons, traps and an alternate outfit for the Apprentice. "The Lost Adventures" adds a set of extra levels, one of which is an inverted version of "The Tower" from the main campaign.
  • Easy-Mode Mockery: If you play on Apprentice, you can only get a maximum of two skulls instead of the five-skull potential on harder difficulties.
  • Elemental Powers
  • Everything's Deader with Zombies: One of the last upgrades available from the Knowledge Weaver causes some orcs to rise up and fight for you when they die.
  • Exploding Barrels: The Bomb Barrels and Decoy Traps.
  • Exactly What It Says on the Tin
  • Fallen Hero: The Sorceress was once a member of The Order.
  • Fearless Fool: The player character is described as being the worst kind of student - foolish. Throughout the levels, he constantly shows no fear and continues to taunt both the sorceress and her hordes, despite the fact that the world appears doomed as there are not enough warmages left to stem the tide.
    Old Warmage: "Now she's bound the numberless horde to her will and returns to teach the Order harsh lessons in humility and subservience. But she's in for a surprise: I'm reasonably sure my apprentice is unteachable."
    • In fact, whenever his character appears to be developing, it goes in the same direction on both accounts: his insight and budding wisdom both come with the admission that he's basically just delaying the inevitable conquest of Earth.
    • In the ending the Old Warmage muses on the Apprentice's decision to seal the Rifts, thus sacrificing the benefits of magic to save Earth, and reasons that the Apprentice was the only member of the Order willing to make that sacrifice because he was a Fearless Fool. He's uncertain whether the "Fearless" part or the "Fool" part was more important.
  • Fragile Speedster: Kobolds. They have an annoying habit of outrunning your traps but go down from a single crossbow bolt. This can still be damned dangerous, because the traps they dodge take time to reset, letting slower enemies make it through unharmed...
  • Friendly Fireproof: You won't trigger your own traps, and aren't affected if you're caught in the area of effect of one anyway. Even certain stage hazards (like the sequel's minecarts) will clip right through you with no effect.
  • Genre-Busting: As stated above, the game doesn't handle or play like a typical Tower Defense game, relying significantly more on you doing damage to the orcs than your traps. Relying on traps will quickly prove suboptimal. More often than not, traps are simply there to channel, delay, soften up, and thin out the horde for the player to dispatch more easily.
  • Giant Mook: The ogres.
  • Glass Cannon: The Apprentice himself is quite fast and able to dish out a lot of damage, but he can't really take it. That is, unless you get the "Adrenaline Rush" upgrade from the elemental weaver, which doubles his health and gives him a speed boost from Bladestaff kills.
  • Guide Dang It: Some of the levels have multiple doors, allowing foes the come from multiple directions at once. However, they tend to stagger their entrance, first breaking down one door, then another in a different round, then eventually coming through both at the same time. Rarely does one begin the level with the resources necessary to cover more than one approach, meaning that the player must know which doors disgorge The Horde in what order. The player may have to resort to playing the first few rounds and then reverting just to figure what to cover when. The final level really takes the cake for this, with its four sets of paired doors.
    • Averted in the sequel, where the minimap indicates which door is about to be broken through.
  • Happy Dance: The better you do, the better dance you'll get!
  • Heal Thyself: Enemies occasionally drop health potions.
  • Heavily Armored Mook: Armored ogres. They can take a fair bit of punishment, and will tick a whopping ten rift points, versus only five from regular ogres.
  • Hero Killer: It must be in the Gnoll Hunters' curriculum. They don't care about raiding the rift, they just want to kill you and your guardians!
  • The Horde: The orcs and their allies.
  • Idiosyncratic Difficulty Levels: Apprentice (Easy), War Mage (Normal), Nightmare (Hard, unlockable)
  • Idiot Hero: The Apprentice is dumb as a post, relentlessly enthusiastic, and very, very good at his job. He'd be (more) insufferable if he didn't show the capacity to get worried every now and then. And, of course, it's heavily implied that his survival where seemingly all other War Mages have failed is because he is just so stupidly persistent in the face of all odds.
  • Impossibly-Low Neckline: The steel weaver.
  • Insurmountable Waist-Height Fence: You build them and can jump over them. The orcs have not mastered jumping.
  • Jack of All Stats: The Knowledge Weaver essentially makes you this, offering general-use upgrades for you, guardians and traps, as opposed to the trap focus of the Steel Weaver and the weapon/spell focus of the Elemental Weaver.
  • Last of His Kind: As you progress through the campaign, the Apprentice starts to suspect that he may be the only warmage left. The sorceress confirms this, in an attempt to demoralize him. It doesn't work.
  • Last Stand: The game encourages this by giving the Apprentice a sharp regeneration boost when he is near the Rift. You will live longer, but die fighting the horde there and it's all over.
  • Laughably Evil: The orcs, obviously. More than occasionally they come with comments that will draw a smile on the player's face. Sometimes they even scream out "MOMMY!"
  • Life Drain: The DLC Vampiric Gauntlets have this as their primary attack.
  • Lightning Bruiser: Gnoll Hunters, which specifically hunt you instead of going for the rift.
  • Loves the Sound of Screaming: Odds are that you, the player, will end up doing so. The reason being lots of screaming means your traps are working as intended.
  • Magic Knight: The Apprentice and warmages in general.
  • Magic Mushroom: Traps consisting of these inflict a Mushroom Samba on enemies, converting them to your side.
  • Mana Meter: Used to fuel your spells and some weapon attacks. Recharges by itself slowly, but can be sped up by standing near the Rift or refilled instantly from a Mana Well. The last upgrade from the "elemental" weaver allows you to regain a portion of mana from crossbow and bladestaff attacks.
  • Mercy Mode: Fail a normal (warmage) difficulty stage twice in a row and it will ask if you want to play it on easy (Apprentice) mode.
  • Mind Control: How the Sorceress is uniting and controlling the races of the orcs' world. The orcs have dialogue that indicates it, as well. As you might imagine, this doesn't bode well for her when the Apprentice shuts down all magic by closing the Rifts.
  • Mighty Glacier: The armored ogres are fairly slow and take a ton a punishment.
  • Minion with an F in Evil:
    Orc: "Can I be the good guy?"
  • Mood Whiplash: Contrasting the cartoony graphical style and amusing one-liners is a rather grim plot where the heroic faction is slowly getting picked off and pushed back, and is on the brink of invasion by foes whose own world has gone to crap.
  • Mooks: The titular orcs.
  • Morton's Fork: Instead of facing a Bolivian Army Ending the Apprentice decides to close the rift, foiling the sorceress's plan but also robbing his world of magic.
  • No Animals Were Harmed: But about 9,365,148 orcs were. Er, better make that 9,367,216.
  • No Arc in Archery: Justified for the Apprentice as his is a magic crossbow. Not so justified for the elves and crossbow orcs though.
  • Our Orcs Are Different: They lean heavily into the "Tolkienian" style, being individually weaker than humanoids allied with the Player Character, come in massed hordes, possess little to no on-screen culture or particular intelligence, and directed primarily by the will of a powerful Evil Overlord.
  • Our Ogres Are Hungrier
  • One-Liner: The Apprentice is a fountain of 'em.
  • The Order: The Apprentice, his master, the archers and paladins all belong to one.
  • Paladin: The Apprentice can summon them as guardians.
  • Poisoned Weapons: Gnoll Hunters have poisoned swords which slow their target when hit.
    • The player can employ similar poison in their spike traps by upgrading them, slowing down any unit hit by the spikes.
  • Portal Door: Used in a number of stages to aid your ability to travel through the level. Thankfully, only you can use them.
  • Posthumous Narration: The "old man" narrates the cutscenes.
  • Pretty in Mink: The elemental weaver wears a thick, brown fur collar.
  • Punctuated! For! Emphasis!:
    The Apprentice: "Best. Job. Ever!"
  • Rain of Arrows: Arrow traps, or a sufficient number of elf guardians, can invoke this.
  • Reassignment Backfire: A longterm one in the case of the Master and his Apprentice. The Master notes that he himself is a terrible teacher, but the Apprentice was the worst type of student. All the other best and brightest Warmages and Apprentices were assigned to each other and then put on the frontlines against the Orcs. Yet when the Apprentice is the last one standing (and the last best hope of the world), the Master gets the last laugh on all his colleagues.
  • Reinventing the Wheel: Weaver upgrades only last for the level in which they are purchased.
  • Retirony: Apparently, Orcs retire. Well, were going to the day after they met the Apprentice.
  • Reward from Nowhere: The exact purpose of the Coin Forge.
  • Scarf Of Ass Kicking: The Apprentice wears one along his default outfit.
  • Shield-Bearing Mook: Later levels give some of the basic orcs shields. They generally only take one hit to destroy, but prevent that first hit from being a headshot.
  • Shoot the Medic First: Hobgoblin shamen are rare mobs who have the ability to raise other mobs from the dead. They become especially dangerous when they raise tough mobs that were hard to take down in the first place. Killing mobs in such a way that No Body Is Left Behind prevents them from doing so.
  • Smashing Hallway Traps of Doom: The Pounder trap as well as possibly the Pusher.
  • Spike Balls of Doom: The player can use them in the swinging mace trap, where they are positioned as a weighted pendulum swinging from a ceiling mount. They are arguably one of the highest damage output traps that the player can place, but are only effective if enemies can be kept underneath their arc for long enough for it to swing by, and it can only be placed in very limited areas. It is also the most expensive single trap in the game.
    • The sequel (see section below) adds a physics effect to the swinging mace trap. Any non-large creature not killed outright by the swinging mace will be sent flinging in the direction of the mace's swing. This can be both good (throwing enemies off cliffs or into other traps) and bad (throwing them outside of carefully prepared trap gauntlets) so they cannot be counted on as being quite as foolproof as in the first game.
  • Standard Status Effects: Enemies can be lit on fire, frozen, stunned, poisoned, bled, charmed...
  • Stone Wall: The Paladins the player can summon. They do pretty modest damage, but they are very tough and attract any nearby enemies that attack players and guardians. They can be overwhelmed on the front line but serve admirably as a rear-guard in a tightly packed space. The Steel Weaver can upgrade them to regenerate health and stun enemies with their sword, turning them from rear-guards to frontline shock-troops.
  • Stuck Items: The crossbow is always in the first spell slot.
  • Self Destructive Charge: The orcs are part of one long one.
  • Shout-Out: As stated above, at the end of a wave, the Apprentice may invoke Charlie Sheen's "Winning!" line.
  • Smash Mook: The Ogres can take a lot of punishment, and also cause much more damage if they should reach your rift. They aren't affected by physics-based traps unless you upgrade them specifically to do so.
  • Spikes Of Doom: One of your first traps.
  • Springs Springs Everywhere: Spring Traps. Though, these affect the enemies rather then you and always launch them in a specific direction, which you set when first placing them.
  • Stripped to the Bone: The acid bombs from the DLC Alchemist's Satchel inflict this on enemies, as do the automatically-refilling vats of acid in the Lost Adventures DLC.
  • Tech Tree: The weavers act as version of this.
  • This Loser Is You: The game starts with The Apprentice's master dying by cracking his head open on a rift staircase. As he's dying, he reflects on his awesome Orc slaughtering accomplishments and goes on to say hope is lost now that it's up to The Apprentice, given his rather low opinion of him.
  • The Usual Adversaries
  • Threat Backfire: The Sorceress to the Apprentice. Often.
  • Too Dumb to Fool: Other warmages might have fallen for the Sorceress's offers of power and companionship. Not the Apprentice.
  • Too Dumb to Live: The traps aren't exactly hidden or anything. The orcs will blindly run into them anyway. Good for you.
    • Some of the comments the orcs make about the sorceress in their head suggests at least part of this is her forcing them onward.
    • Hilariously, the orcs often remind each to watch out for traps, and then proceed walking onto said traps themselves, along with the ones who were warned.
  • Vent Physics: Vent Traps launch enemies up in the air, opening them up to further attacks.
  • The Un Fought: You never actually fight the sorceress; it is heavily implied in the ending she dies at the hands of the orcs after losing her magical control over them. In the opening of the sequel, she runs through a reopened rift, right into the Apprentice, and teams up with him to fight the orcs.
  • The Very Definitely Final Dungeon: Through most of the campaign, the most enemy-access doors any fortress has is maybe three. The final fortress has eight. And a rolling log of doom for every single one.
  • Video Game Cruelty Potential: Hoooo boy...
  • Villainous Breakdown: When the Sorceress realizes that the Apprentice means to seal the rifts, she starts to really lose it.
  • War Has Never Been So Much Fun: The Apprentice has the time of his life fighting Orcs.
  • We Need a Distraction: Orcs will stop to attack bomb barrels, Decoy traps and guardians. Paladins are especially good at this, tanking groups of Orcs while you hit them with an Area of Effect attack. Kobolds will run right past them.
  • You Shall Not Pass: Pretty much the job of a warmage. The Apprentice enjoys it more than most.

Tropes exclusive to the sequel (Beware of Late Arrival Spoilers)!:

  • Action Bomb: In addition to the Kobold Sappers making a return from the first game, the Fire Elementals in the Fire and Water Booster Pack split into a bunch of little flamelings when killed. These flamelings will home in on the Player Character and pause to swell up and detonate a second later. They are slower and less damaging than the Sappers, but more likely to appear at unpredictable junctures.
    • Goblin Sappers are a new enemy type who carry a Big Bulky Bomb made of metal with various contraptions. This acts as a kind of EMP bomb, doing little direct damage, but temporarily disabling most kinds of traps in a radius around the Sapper when it detonates. While the Kobold Sapper makes breaches in barricades and guardians, the Goblin Sapper makes breaches in dense trap clusters.
  • And Your Reward Is Clothes: Completing the game on various difficulty settings unlocks additional outfits for the Player Characters. There are also a couple of additional outfits which can be bought with a huge amount of skulls.
  • Asteroids Monster: The elementals split when they die. To get around this, try launching them off the map or polymorphing them first!
  • Babies Ever After: The Apprentice wonders if that's what he and The Sorceress are destined for if they defeat the orcs. She is not amused.
  • Bag of Spilling: The Apprentice will need to buy back his staff, crossbow, some of the traps, and all of his spells. Justified as most of his equipment was magical and therefore useless in a post-magical world.
  • Baleful Polymorph: The Ring of Polymorph can turn any monster into any other, or even a chicken.
  • Batman Gambit: The Old Mage was Not Quite Dead yet, and with the magic almost gone, he used his power to bring The Sorceress and The Apprentice together knowing that it would led to them working together. The plan was that both would work better together than they would as individuals. At that point, they could stop the orcs and stop the famine that The Apprentice inadvertently caused by sealing the rifts to save the world.
  • Boring, but Practical: The Sorceress lacks the Apprentice's tar traps, but she has exclusive control over the Acid Sprayer trap. It is unlocked for her by default, costs little, and only does modest damage. However, it can be upgraded to slow down enemies, and the long area of effect in front of it both makes it excellent for Hitting A Herd and its range and low cost allows it to supplement a wide variety of other trap designs.
  • Braid Of Action: The Sorceress sports one of these, revealed after casting aside her crown from the first game.
  • Brawn Hilda: The orcs apparently have Bizarre Sexual Dimorphism if the female "Ball and Chain" added in the Family Ties Booster Pack is anything to go by. She is several times the size of the more common male orcs, is as tough as an ogre, buffs other nearby orcs, is immune to mental domination, and wields an Epic Flail.
  • Charged Attack: The primary fire of the Sorceress's Scepter of Dominion can be charged up to release a single, stronger bolt, or even more so to release an explosive one. One of the possible upgrades increases the affected area.
  • Charm Person: The secondary fire of the above does this, fitting with the Sorceress's abilities in the last game. It's a borderline Game Breaker, as it affects all enemy types, stopping the affected enemy in their tracks, making them attack their allies, making all their allies attack them, and to add insult to injury, making the affected enemy explode on death, stunning all nearby enemies. And to go even further, the stunned enemies are generally all grouped together which sets them up for another charge attack. And the other upgrade to the Scepter increases its damage versus charmed targets.
    • There is one weakness to this: charmed enemies share your trap immunity, and a few of them (such as mountain trolls) are nearly unkillable by your Sceptre, upgraded or not. The real early-campaign value of this, combined with the Sceptre's perfect accuracy at range, is the ability to stop cold (while they're infighting) any small group of monsters you can see.
  • Collapsing Ceiling Boss: The players can become this with the Boulder Chute trap. A big net placed on the ceiling that drops a load of boulders on enemies below when the player shoots it. It has a long reset time, but is an effective Herd Hitting Attack when timed well. Several are already placed in some levels during the first act (justified by taking place in a mine) and the player can eventually unlock them as a placeable trap.
  • Combat Sadomasochist: In addition to practicing Orgasmic Combat, the Sorceress seems like she enjoys the traps a little more than any sane person should...
    Sorceress: The sweet burn of acid, how I love it!
    Sorceress: This will be painful - I tried it on myself!
  • Combat Stilettos: The Sorceress sports a pair of these, as part of her thigh-high heeled metal greaves.
  • De-power: When the rifts closed, The Sorceress, The Apprentice, and The Old Mage were severely weakened.
  • Difficulty Spike: Many of the levels in Orcs Must Die! 2 are balanced for co-op play. This means that the difficulty ramps up more quickly for single-player campaigns than it did in the original.
  • Discard and Draw: The Order's Weavers are no longer operating, so the player cannot benefit from them. However, many of the benefits that they offered can still be accessed, either through equipping particular trinkets or choosing certain upgrades. Mechanically, this trades off spending in-level currency for spending extra skulls and filling active slots.
  • Drop the Hammer: The Apprentice can unlock a Dwarven Warhammer, with a Spin Attack.
  • Elemental Powers: The elemental powers from the first game (see above) are back, with some additions:
  • Emergency Weapon: Though the dwarves primarily attack by throwing grenades at medium range, they have a hammer that they can use to defend themselves in melee combat. However, lacking the paladins' damage mitigation and the elves' long range means that they are particularly vulnerable to ranged threats, such as crossbow orcs.
  • Endless Game: Several story mode levels, once beaten, unlock themselves in endless mode, a game type where the hordes only continue to gather in strength and are never exhausted. The goal is to survive as many waves as possible. As Loading Screen tips suggest, it is one of the most efficient ways of grinding out skulls for upgrades.
  • Fusion Dance: The Water Elementals from the Fire and Water Booster Pack invert the game's usual treatment of elementals as Asteroids Monsters by having them enter the level as small waterlings. However, a killed waterling will leave behind a puddle of bubbling magical water, which will be absorbed by other nearby water elementals. This in turn causes them to grow to a larger and more powerful form which is much harder to defeat (though the largest form drops coins when they die.)
  • Grenade Spam: The alternate fire for the Apprentice's new blunderbuss fires grenades, as fast as you click, as long as you have mana.
  • Hero with Bad Publicity: Why the Apprentice is stuck working as a miner in the sequel. He doesn't have any in-demand job skills beyond "killing Orcs with magic" and people weren't exactly happy about his decision to shut off magic in the previous game.
  • High Heel-Face Turn: The Sorceress isn't really left with much choice in the matter.
  • Metal Slime: Mr. Moneybags is an armored ogre who appears in Endless mode. He doesn't attack or decrease your score if he escapes, but he drops cash with every hit.
  • Money Grinding: You can get unlimited amounts of skulls from each level, but there are so many more upgrades to buy!
  • Money Sink: As the number of skulls you can get is now unlimited, many items cost many more skulls to unlock and fully upgrade. Unlike the first game, these upgrades cover different areas and some can be bought multiple times, in comparison to the older system of a single fixed upgrade for each item. The additional outfits are particularly big Skull Sinks.
  • Money Spider: The Coin Trinket gives every enemy a chance to drop a coin when they die, not just ogres, albeit smaller value coins than the one dropped by larger foes. Upgrading the trinket cause these to drop more often.
  • Ms. Fanservice: The Sorceress. Both in outfits and attitude. Not even the Warmage can remain oblivious.
  • Nerf: The Swinging Mace trap from the first game has been revamped a bit. Its damage appears to be lessened slightly, and is now subject to physics, knocking the enemies it does not kill outright in the direction of its swing (and often outside its own area of effect.) Understandable, considering that how powerful it was in the first game meant that it could create a near foolproof choke point, especially when multiple ones were used together.
  • Nice Job Breaking It, Hero: The Apprentice was forced to seal the rifts which reeked havoc on the environment. This game is all about him fixing the problem, again, in mostly ignorance.
  • Not Quite Dead: The old War Mage was just knocked out in the first game and not actually dead.
  • Not So Different: A lot of the two characters' lines are awfully similar.
    "More orcs! Let's go!"
    "You're enjoying this!"
    "So're you."
    "....yes. I am!"
  • Old Save Bonus: On Steam, if you own the original Orcs Must Die!, you gain access to ten levels from the original game.
  • Only Sane Man: The Sorceress considers herself this, but it's subverted due to the fact that she's more than a little nuts herself, what with her previous villainous attempts and her current Blood Knight demeanor.
    • The old Warmage is the sanest of the lot and even manages to set things right despite the...quirks of his ex-apprentices.
  • Order Reborn: The game concludes with the Sorceress and Apprentice working together to rebuild the Order. Ironic, since the Sorceress is the main reason the Order was reduced to one member in the first place. Justified as her goal was to end corruption and, for all his faults, The Apprentice is anything BUT corrupt.
  • Orgasmic Combat: The Sorceress really seems to be enjoying herself:
    Sorceress: Yes, yes! Give me more, more death!
  • Our Dwarves Are All the Same: Well, they're a bit red. Otherwise, they're perfectly generic.
  • Reinventing the Wheel: Averted, as now all upgrades carry over between levels.
  • Rollercoaster Mine: Not exactly Minecart Madness (which involves riding carts) but present as dynamic elements in many maps are minecarts which travel at constant speed across frictionless rails. Sometimes, they run across the floor and will bowl over orcs, and sometimes the player can hit switches to redirect them. Other times they run across suspended tracks with caustic cargo, which can be spilled onto orcs below. Notably, the tracks on the ground prevent floor traps from being placed over them, forcing players to mix up their strategy a bit to accommodate the new element.
  • Shoot the Medic First: In addition to the first game's hobgoblin shamen, the Family Ties Booster Pack introduces the hobgoblin healer, who heals mobs while they are still alive. They are not a big issue with lesser enemies like orcs, who can generally be damaged down to death faster than the hobgoblins can heal them, but are very dangerous when paired with stronger enemies like ogres, who's ability to take excessive punishment allows them to charge through a gauntlet of traps and come out the other side freshly healed.
  • Short Range Shotgun: The Apprentice's new blunderbuss.
  • Shout-Out: Several:
  • Single-Use Shield: The Shield orcs have a shield which they drop after a single hit.
  • Squishy Wizard: The Sorceress has more mana than the Apprentice, but less health.
  • Swirly Energy Thingy: Void Walls are these contained in a magical portal. Anything knocked into one is instantly destroyed (though occasionally a useful item will be spit back out.)
  • The Magic Comes Back: More rifts are opening up, allowing some magic to be used. However, Orcs can now get into the Apprentice's world unhindered.
  • Throw Down the Bomblet: Used by both allies and enemies:
  • Turns Red: the Yetis from Are We There Yeti?! Booster Pack. Once you bring them down to half their HP, they go berserk and start acting like gnoll hunters: running faster, leaping over barricades and trying to wreck your shit.
  • You Have to Burn the Web: One of the Booster Packs adds the Web Sprayer trap, which sprays sticky webs over enemies, immobilizing them. Fire will remove the restraining webs, but the Web Sprayer can be upgraded to allow the burned webs to do extra damage when that happens, turning it into an effective combo maker.
  • Zettai Ryouiki: The Sorceress shows this off in her default costume.
Orc Attack: Flatulent RebellionXbox LIVE ArcadeOutland
Onslaught 2Tower DefensePatchCon
Offspring Fling!SteamOrgan Trail

alternative title(s): Orcs Must Die; Orcs Must Die 2
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