Dungeon Keeper ____ __ __ __ __ ____ _____ ______ __ __ / __ | / / / / / | / / / __/ / ___/ / __ / / | / / / /_/ / / /_/ / / /||/ / / /_// / _/_ / /_/ / / /||/ / /_____/ /_____/ /_/ |__/ |___/ /____/ /_____/ /_/ |__/ __ __ ________ ________ _______ ________ _______ / / / / / ______/ / _____/ / ___ / / _____/ / ___ / / /_/ / / /_ / /_ / /__/ / / /_ / /__/ / / / / / / / / _____/ / / / __/ / /| | / __/ / __/ / / / __/ / /| | / / | | / /____ / /____ / / / /____ / / | | /_/ |_| /_______/ /_______/ /_/ /_______/ /_/ |_| ================================== Game: Dungeon Keeper Platform: Windows PC (95+) Version: 1.1 Last Updated: 8 August 2010 Written by: Iron Knuckle Type: FAQ/Walkthrough GameFAQ status: 99% ================================== ================= Table of Contents ================= Version Updates FAQ Controls Game options Keyboard shortcuts Creatures Heroes Rooms Spells Doors and Traps Walkthrough 1. Eversmile (Tutorial) 2. Cosyton (Tutorial) 3. Waterdream Warm (Tutorial) 4. Flowerhat (Tutorial) 5. Lushmeadow-on-Down (Tutorial) 6. Snuggledell 7. Wishvale 8. Tickle 9. Moonbrush Wood 10. Nevergrim 11. Hearth 12. Elf's Dance 13. Buffy Oak 14. Sleepiburgh 15. Woodly Rhyme 16. Tulipscent 17. Mirthshire 18. Blaise End 19. Mistle 20. Skybird Trill Appendix A: Statistics tables Heroes & Creatures Creature spells Appendix B: Secret bonus stages Secret 1 Secret 2 Secret 3 Secret 4 Secret 5 Secret 6 (Full Moon) Appendix C: Multiplayer Appendix D: Bugs, Glitches and Stuff Credits Copyrights E-mail, Questions and Contributions Unfinished business ===================================================================== Version updates ===================================================================== 03 January, 2008: First start on the walkthrough, after owning this game for about 8 years now. Haven't played it in quite a while, though. 10 January, 2008: Completed the descriptions for all levels, now to add the bonuses and other sections. 13 January, 2008: Finished all spell/room/creature descriptions and added walkthrough for all the bonus stages for as far as they are playable. Still need to clear a few more loose ends. 18 January, 2008 - v1.0: [first public release] Final check-ups and corrections. This should be it for this game... I might try out the deeper dungeons, but I'm not sure whether anybody would read about it. 01 June, 2008 - v1.1: Added the patch link. It goes to zip file containing the updated data for the appropriate levels: http://yaworg.googlepages.com/dungeonkeeper 8 August, 2010 - v1.11: Reader Xiaopang found a Transfer creature dungeon special in level 7 that I had missed! It also turns out that doors do sell for the proper gold, but the number doesn't appear on-screen. ===================================================================== Controls ===================================================================== The controls of this game are very easy. You can move the cursor around with the mouse and click with left mouse button (abbreviated as LMB) on certain parts to select rooms/spells/traps and creatures. Hover the cursor over a specific part to get information about that topic. Control panel --------------------------------------------------------------------- The left pane shows your dungeon view with the four wind directions relative to the degree of rotation you applied to the map. This way you can always find north. The dotted line always points back to your Dungeon heart which makes it easier for you to locate it. Around the map you have five options: -The Map icon which shows you the overall map for the land -The letter "C" which toggles computer assistance -The letter "Q" to see some options and to quit the game -Plus(+) and Minus(-) signs to zoom in and out on the mini-map The panel below it contains five tabbed panels with their own uses: Info tab (Question mark) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - At the top there are two options: Imprison and Flee. Click on the options to toggle them (they start blinking if active). Of course you need to have a Prison before you can set the Imprison option. Just below the remaining time to the next payday is shown. When the gauge is completely filled you need to pay out your creatures. The total amount is shown in red numbers in the center. Another two gauges are shown below this tab, these are the research and manufacture times. Theses represent the progress on completing new spells and traps/doors. Below that four tabs are shown; one for each active Keeper in the region (if available). Next to the color it shows the number of rooms and the number of creatures that Keeper has. However remember to not count the safety in numbers... The very bottom of the tab shows a "?" query options. Click on it to turn your cursor into a "?" shape. If you click on a creature friend or foe you'll learn some additional information about it. The game now automatically tracks every movement of this creature to keep the screen centerized around it. Room tab - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - These are the rooms you can build. Any raised icon means that the room has already been build. If you still need to research the specific room it will appear as a "?". Do research in the Library to discover this room. The bottom-right icon is reserved for the selling icon. Click on it to change your cursor to a "$" icon. Now you can sell any rooms in your possession on the map. Spell tab - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Similar to the rooms tab, all spells are shown which have been researched so far. "?"s depict spells which still need to be researched. Manufacture tab - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - In the same manner this tab shows the traps and doors together in one tab. The traps are displayed in the two topmost rows whereas the doors are shown in the third row. Again, the "$" icon can be used to sell the doors and traps, but only selling traps pays out some money. Creature tab - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All your creatures are displayed here by on-of-three activities. Left are the idle creatures, the center shows the working creatures and the rightmost column shows the currently fighting creatures. Click on the number to select any creatures from that activity (right click makes the view change to that creature). Also clicking on the icon picks up the creature with the highest level of experience for that type. Options menu --------------------------------------------------------------------- Pressing the "Q" in the top left corner or hitting "Esc" will bring up this small menu. From left to right you can: -Load game -Save game -Set visual options -Set sound options -Set computer assistance -Quit game Load and Save game - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - These two options speak from themselves. Pick any save file (out of 8) and save the current data so you can resume playing from here at any moment in time afterwards. Set visual options - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This option lets you set a few options so you can tweak the game's performance. The game should be able to run under the best settings without slow down on any machine build after 1997 so it should work fine. Basically the five options are: Shadows - Set how many shadows can be cast on a single object (between 0 to 4) View distance - Set how much is visible on the dungeon map Field of view - Allow rotation in steps 90 degrees or smoothly Wall height - Raise/lower walls to make the creatures stand out better Gamma correction - Change brightness of the dungeon view from dark to light Set sound options - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The sound options let you change the volume of the BGM music and the Special effects, sounds and voice-over (SFX) independently. Set computer assistance - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - I never use computer assistance since it's more a nuisance than a help. But if you really wish to try there's four different types from left to right: Red - Aggresive Builds rooms / uses spells & traps / tries to attack Yellow - Defensive Builds rooms / uses spells & traps / never tries to attack Green - Construction Can only build rooms Blue - Movement Can only slap and move creatures Click on the "c" near the map radar to activate the computer assistance and see what happens. Quit game - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Select the trashcan to quit the game and return to the overworld view. Press "Esc" here too to return to the main options screen. Shortcut keys --------------------------------------------------------------------- Key combination Effect ------------------ ---------------------------------------- Alt + R Switch between 8 bit & 16 bit resolution <, >, ^, v Move view of dungeon map / Move creature (FPV) Shift + <, >, ^, v Move view in one direction but faster Ctrl + > or < Rotate dungeon view Ctrl + ^ or v Zoom in / out on the dungeon map Ctrl + 0..9 Select marker 0..9 on map Shift + 0..9 Go to marker 0..9 on map A Go to annoyed creature F Go to fight M Go to overview map P Pause game Esc Brings up Options panel 1 Select Information panel 2 Select Rooms panel 3 Select Spells panel 4 Select Manufacture panel 5 Select Creature panel Room Shortcut key combination -------------- ------------------------ Barracks B Bridge Shift + B Graveyard G Guardpost Shift + G Hatchery Shift + H Heart H Lair Shift + L Library L Prison Shift + P Scavenger S Temple Ctrl + T Torture Room Alt + T Treasure room T Training room Shift + T Workshop W ===================================================================== Creatures ===================================================================== Using the in-game query feature in the "?" tab you can learn quite a lot about the statistics of a certain creature, but it's much easier to open the "creature.txt" file in the Keeper directory to view all the values in a table format. Using knowledge of both I've made this section where all creatures in the game are described. All values are for creatures of level 1 and the data is extracted from the Creatures.txt file enclosed in your Keeper game directory. To calculate the values for the higher levels take the following percentage for the corresponding level (only HP, STR, SKL, DEX and Wage increase with a level up) and round it down to the nearest integer: level % ----- --- 1 100 2 135 3 170 4 205 5 240 6 275 7 310 8 345 9 380 10 415 ----------- Imp --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------ ----------------- ---------------------------------- HP: 311 Dig (1) Training Cost: 10 ATK: 20 Attack (1) Scavenge Cost: - ARM: 5 Speed (3) Natural enemy: - LCK: 0 Teleport (10) Slaps to kill: 20 SKL: 20 Eat #chickens: - DEX: 249 Lair Size: - Reward: 0 Job: many, see below Traits ------ -Generated by "Create Imp" -Can dig earth/gold/gems, claim Tiles/Rooms, fortify walls, and many more jobs The weakest type of creatures with little to no fighting abilities, yet they are the most important creatures for your survival as a Keeper. Imps can be generated by casting the "Create Imp" spell which is usually always available from the start of the level. The first Imp you generate costs 150 gold and each additional one costs 150 more, so don't make too many of them. They are very important because they do all kinds of works for you like digging gold, claiming tiles and rooms, arming traps, transporting dead/knocked out heroes and reinforcing your dungeon walls. They are generated slaves and therefore you can slap them as much as you like and they will never complain. Use this in your advantage; like any creature slapped Imps work 25% faster. So hit them every now and then to motivate them. Imps will never attack always fleeing from battle, unless the enemy is also an Imp or when the Dungeon heart is under attack; Imps protect the Heart at all costs. The special abilities of the Imp are as mentioned above the "speed" spell which becomes available from level 3 and the "teleport" spell. In some cases training Imps to level three (or using "Level up" dungeon specials) can be handy as "speed" Imps move twice as fast as they normally would and the spell is recasted before it wears out, meaning that they are permanently under it's influence. There's no need to get train them any higher than this. Yes, "teleport" is a faster transportation, but like all creatures level 10 Imp's "speed" ability lasts only for a few seconds. Sometimes it can be handy to manually cast the "Invisibility" spell on them, when they're claiming tiles in hostile territory as enemy creatures can't spot them. Another quirk about the Imps is that sacrificing them in the Temple fountain makes them much cheaper to produce quadraticly. That is, if you sacrifice 'x' Imps you can generate the first 'x' Imps for 150 gold and the 'x + 1'th for 300! Using this tactic you can truly treat them as cannon fodder in case you're in a hazardous environment. Fly --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------ ----------------- ---------------------------------- HP: 622 Attack (1) Training Cost: 5 ATK: 41 Sight (5) Scavenge Cost: 4 ARM: 10 Speed (8) Natural enemy: Spider LCK: 15 Slaps to kill: 8 SKL: 124 Eat #chickens: 1 DEX: 209 Lair Size: 1 Reward: 20 Job: Explore Dungeon Traits ------ -Flying creature -Extremely cheap, but only a bit stronger than an Imp, actually -Explores unmapped parts of dungeon The First creature you'll come across in the game. Flies are very weak and are hardly of any use later on in the game. If you'd get a Fly in the later levels slap (nearly) to death and put in the Torture/Graveyard for a stronger undead creature. The Fly however never seems to get irritated so he's easy to please at all time. Another tactic with the Fly for later levels is that you can infect him with "Disease" and have him fly off towards your opponent. He'll get killed no doubt, but if your enemy doesn't have a Temple then, he's going to loose all his creatures because of the infection. If there are some Spiders in the neighborhood keep them away from the flies as they will attack each other head on, when forced to share the same lair. You could not interfere and let the better of the two win which is the Spider (unless it a level 10 Fly against level 1 Spider). But dead bodies can annoy your creatures quite a lot so better remove the Fly from your dungeon. Beetle (sometimes referred to as Bug) --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------ ----------------- ---------------------------------- HP: 1037 Attack (1) Training Cost: 8 ATK: 103 Freeze (7) Scavenge Cost: 8 ARM: 25 Natural enemy: - LCK: 3 Slaps to kill: 22 SKL: 166 Eat #chickens: 1 DEX: 228 Lair Size: 1 Reward: 74 Job: - Traits ------ - Also appearing in the first level the Beetle is quite a bit stronger than the Fly. Beetles however have only little abilities and should only be trained if no better creatures are available. Otherwise put them in Torture/Graveyard for a better undead. Demon Spawn --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------ ----------------- ---------------------------------- HP: 1348 Attack (1) Training Cost: 15 ATK: 207 Missile (4) Scavenge Cost: 16 ARM: 40 Heal (7) Natural enemy: Hellhound LCK: 8 Slaps to kill: 30 SKL: 207 Eat #chickens: 2 DEX: 207 Lair Size: 1 Reward: 207 Job: Training Traits ------ -Immune to lava -Becomes a level 5 Dragon when it surpasses level 11. However the Demon Spawn's max level has been capped to 10 for the missions up to Moonbrush Wood. These creatures are strong fighters considering how cheap they are to maintain. They only require a Training room (and the money to keep them trained). If the level script allows it they continue on with training and turn into a fine level 5 Dragon, once they reach level 11. Next to that their immunity to lava makes them good for attacking lone islands filled with distant enemies. Even though, they are not as strong as the later creatures you'll come across Demon spawns are quite good and can research / manufacture / scavenge better than most of the other low level creatures. Keep them separated from Hell hounds however as they fight each other to the death, if they share the same lair. Just build two separate lairs from them or make sure they not both of them are resting at the same time. Spider --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------ ----------------- ---------------------------------- HP: 1660 Attack (1) Training Cost: 18 ATK: 166 Slow (2) Scavenge Cost: 12 ARM: 30 Freeze (4) Natural enemy: Fly LCK: 3 Hail storm (8) Slaps to kill: 24 SKL: 207 Eat #chickens: 2 DEX: 249 Lair Size: 1 Reward: 103 Job: Freeze prisoners Traits ------ -Once it has reached level 4 it will try to mess around with the prisoners by freezing them. They really enjoy doing this. Spider are not that common in the single player mode. They make their first appearance in Flowerhat during the missions and can be attracted in few of the levels afterwards. Spiders naturally hunt down Flies and they'll do so in this game as well, if they both share the same lair. When this happens kick the Fly out as it is inferior to the Spider in every possible way (apart from being fastest creature around that is). Spiders can do better than average in the Workshops, but otherwise they have no real tasks at which they excel. Tentacle --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------ ----------------- ---------------------------------- HP: 2905 Attack (1) Training Cost: 14 ATK: 207 Freeze (5) Scavenge Cost: 8 ARM: 50 Natural enemy: - LCK: 3 Slaps to kill: 40 SKL: 207 Eat #chickens: 1 DEX: 269 Lair Size: 1 Reward: 186 Job: - Traits ------ -Gains experience while sleeping if Lair is build next to water -Hard to attract, appears very rarely. A Temple or hitting water might increase your chances. -Is one of the strongest non-humanoid creatures -Has extremely poor healing rate. When they sleep they energy is replenished at an really slow pace His statistics look like those of an upgraded Beetle, and in fact it is to some degree. They're very cheap, but has quite a lot of HP and can fight just as well as one of your average fighters such as a Skeleton or a Troll. The only downside of using them in battle is that they need a lot of time to recover afterwards and they are just as slow as the slug called Giant. They can do some scavenging, but other than that their skills are mediocre. Also when Tentacles get annoyed they might join your enemy instead. Tentacles can appear in most level from 16 and onwards, but they hardly do. In 19 and 20 you'll come across some good Tentacles which need persuasion before they join you. Troll (sometimes referred to as Goblin) --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------ ----------------- ---------------------------------- HP: 1867 Attack (1) Training Cost: 12 ATK: 166 Speed (4) Scavenge Cost: 18 ARM: 35 Fireball (7) Natural enemy: - LCK: 10 Grenade (10) Slaps to kill: 25 SKL: 207 Eat #chickens: 3 DEX: 207 Lair Size: 1 Reward: 207 Job: Workshop Traits ------ -Cannot do Research -Top notch manufacturer -Poor fighter Trolls are weak, when compared to the Tentacle and the Spider, but they can be very useful. Their Workshop skills are unmatched, especially after they reach level 4 as they can work continuously under influence of "Speed". On the highest levels they do posses some spells, but they die rather easily on the battle field. You'd better have them work for some Traps and Doors. To get some profit back sell the traps. This way you can easily make up for their timely wage. Hell hound --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------ ----------------- ---------------------------------- HP: 1867 Attack (1) Training Cost: 14 ATK: 228 Speed (3) Scavenge Cost: 16 ARM: 35 Flame breath (5) Natural enemy: Demon Spawn LCK: 8 Slaps to kill: 40 SKL: 207 Eat #chickens: 3 DEX: 290 Lair Size: 1 Reward: 278 Job: Seek out the enemy on map Traits ------ -Immune to lava -Quick and nimble creature -Speeds up dead body decomposition in the graveyard by pissing on the dead -After reaching level 5 they prefer using Flame breath over their normal attack. Attracted by building a Scavenger room the Hell hounds posses training and scavenging skills. When you don't make them do anything a Hell hound walks around the dungeon and seeks out the enemy with its noses (he has two heads). As mentioned with the Demon Spawn keep these two creatures apart if they need to sleep, but otherwise there should be no trouble with them. Like Flies they explore the region, but these dogs do so more aggressively and they can kill some of the weaker creatures. Hell Hounds however do not posses any great fighting skills and therefore you should not spend too much time on them in case you can afford better creatures. Ghost --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------ ----------------- ---------------------------------- HP: 830 Attack (1) Training Cost: 20 ATK: 83 Rebound (1) Scavenge Cost: 10 ARM: 20 Invisibility (3) Natural enemy: - LCK: 10 Whirlwind (6) Slaps to kill: - SKL: 249 Drain (8) Eat #chickens: - DEX: 373 Lair Size: 1 Reward: 83 Job: Moaning in the Temple Traits ------ -Flying creature -Immune to poisonous gas -Cannot be killed by slapping -Doesn't need to eat -Doesn't leave a body/carcass when killed, instead it dissolves -Can spot invisible creatures -Is supposed to be able to move through locked doors (this feature doesn't seem to work on my game, however) -Can only be attained by torturing a creature to death and maintains the experience level of the original creature. Ghost are very specific creatures. They are incredibly weak in battle (they are only better than Flies and Beetles), and yet they posses skills none of the other creatures have like seeing invisible enemies. Ghosts tend to swarm around the Temple fountain doing nothing. Because Ghosts are spirits they do not need to eat and they cannot be slapped to death. Ghosts are also better than average in the Library, but other than that they hardly have any uses. Skeleton --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------ ----------------- ---------------------------------- HP: 2075 Attack (1) Training Cost: 20 ATK: 228 Protect (5) Scavenge Cost: 15 ARM: 20 Lightning (10) Natural enemy: Bile Demon LCK: 2 Slaps to kill: 20 SKL: 207 Eat #chickens: - DEX: 290 Lair Size: 1 Reward: 290 Job: Training Traits ------ -Immune to poisonous gas -Doesn't need to eat -Excellent trainers -Can only be attained (under normal circumstances) by having a humanoid creature die in Prison. Skeletons normally only appear when you leave a captured humanoid creature to die inside the Prison. Skeletons are not very expensive to maintain and have reasonable fighting skills although they take damage very easily. Because they are excellent trainers they can reach level 10 rather quick as opposed to most other creatures who need to spend an eternity in the Training room to get that far. Warlock (sometimes referred to as Sorceror) --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------ ------------------ --------------------------------- HP: 1452 Attack (1) Training Cost: 30 ATK: 83 Fireball (2) Scavenge Cost: 25 ARM: 15 Heal (3) Natural enemy: Vampire LCK: 6 Meteor (4) Slaps to kill: 17 SKL: 124 Invisibility (5) Eat #chickens: 3 DEX: 415 Guided Missile(6) Lair Size: 1 Reward: 498 Sight (7) Job: Research spells in Library Whirlwind (8) Word of Power (9) Traits ------ -Great researchers and scavenger -Cannot Manufacture -Arrogant creature, gets annoyed easily -Gains (little) experience from sleeping next to a treasure room -Warlocks of level 2+ will drive out any non-Warlock/Wizard creatures from the Library while researching. Even Imps who just pass by. -Large groups of Warlocks can incite revolts spreading unhappiness in your dungeon. In the earlier levels Warlocks are essential for your research and high leveled Warlocks can research the quickest. But this comes at a cost. As soon as a Warlock hits level 2 he'll use his Fireball attack to remove any non-worthy researcher from the Library. They even cast it against Horned Reapers who may get aggravated by it. If Warlocks get angry you may want them to walk around the Temple fountain or give them some gold (quantity doesn't matter). Furthermore Warlocks with a high level are among the best long ranged fighter in your arsenal. The hero Witches, Wizards and Fairies are easier to maintain and have similar long range attacks, but are often harder to attain. After level six you may not need to train the Warlocks anymore. Wind and Sight are not that useful IMO, then again Word-of-Power(10) has quite some potential for the shorter range. In the later levels Warlocks may often come in conflict with Vampires. Usually I would take out the Warlocks one-by-one slapping them to death on the graveyard to receive another Vampire from their left-overs. That usually sorts out the differences, but it may not be ideal in any situation. Dark Mistress --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------ ------------------ --------------------------------- HP: 2905 Attack (1) Training Cost: 24 ATK: 249 Lightning (6) Scavenge Cost: 25 ARM: 50 Speed (7) Natural enemy: Samurai LCK: 20 Drain (9) Slaps to kill: 50 SKL: 290 Teleport (10) Eat #chickens: 3 DEX: 290 Lair Size: 1 Reward: 363 Job: Torture themselves Traits ------ -Easy to keep happy; just give a slap with your hand -Automatically teleports to your Call-to-Arms flag on level 10 First appearing in level 6 (Snuggledell) these peculiar creatures need a specific treatment to keep them satisfied. It's quite easy actually. Mistresses desire to feel pain and therefore slapping them makes them quite happy indeed. They usually visit the Torture room if one is available. As you may notice by the abilities, Dark Mistress gain a lot in the later levels. If you have a Mistress in service be sure to train her to at least 7. Finally, the Samurai is a sworn enemy of the Dark Mistress and vice versa. They're both great warriors therefore you should build two separate lairs and keep their lairs in different rooms. Otherwise they can work together pretty well. Orc --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------ ------------------ --------------------------------- HP: 2905 Attack (1) Training Cost: 15 ATK: 269 Speed (5) Scavenge Cost: 20 ARM: 60 Protect (7) Natural enemy: - LCK: 12 Grenade (9) Slaps to kill: 40 SKL: 269 Eat #chickens: 2 DEX: 249 Lair Size: 1 Reward: 394 Job: Training / Guard Traits ------ -Cannot research -Does a decent job in the workshop -Automatically walks to any guard posts -Has least amount of fear among living creatures -Inspires group morale in Barracks, except for Horned Reapers Once Orcs reach level 7 they have both the Speed and Protect available. This makes these creatures strong warriors and also good addition to your army. They will automatically start training, until they reach level 10. After that they take jobs for guard post, but you can also put them to work in the Workshops. Orcs do not ask for much and you actually have to put some effort into it to make them angry (i.e. Orcs are pleased very easily). Bile Demon --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------ ------------------ --------------------------------- HP: 4980 Attack (1) Training Cost: 38 ATK: 332 Poison cloud (2) Scavenge Cost: 30 ARM: 60 Flatulence (4) Natural enemy: Skeleton LCK: 5 Grenade (7) Slaps to kill: - SKL: 124 Eat #chickens: 6(!) DEX: 166 Lair Size: 2 Reward: 406 Job: Manufacture in Workshop Traits ------ -Immune to poisonous gas -Immune to Whirlwind -Has a lot of HP -Decent manufacturer Bile demons are very tough; they cannot be killed by slapping, they are resistant to poisonous gas and they have a combination of many HP and good Armor. Compared to some of the creatures below they are also not that expensive to pay, but they do require large Hatcheries as a single Bile Demon can eat as many as 6 chickens in one go. Skeletons are enemies with the Bile Demons, perhaps because one is extremely fat and the others are utmost skinny. In any case you'd better separate their lairs as well. The Flatulence attack is a fart similar to the poison cloud, the only difference is that Flatulence will not harm any friendly creatures. When Bile Demons grow to level 10 they sure look very big and intimidating, indeed. Another interesting fact about these demons is that their gigantic weight has made them immune to the whirlwind attack. This may come in handy when fighting Witches and the like. Dragon --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------- ------------------ -------------------------------- HP: 3735 Flame breath (1) Training Cost: 40 ATK: 373 Heal (2) Scavenge Cost: 35 ARM: 90 Grenade (4) Natural enemy: - LCK: 18 Meteor (7) Slaps to kill: - SKL: 207 Word-of-Power(10) Eat #chickens: 4 DEX: 249 Lair Size: 4 Reward: 1473 Job: Researching spells Traits ------ -Immune to lava -Gains experience from sleeping next to lava -Slow moving, but best armor of the creatures -Cannot imprison opponent, because it does not have a physical 'Attack' option. -Great Trainers/Researchers/Scavengers -Very idle creatures who get angry when not paid (they might steal your money) They can best be described in battle as slow moving tanks which a versatile range of attacks and the ability to heal oneself. Dragons are great to use when disarming traps (except boulders), because of their high defense and the immunity to lava. Getting your dragons to high levels early on can surely benefit your dungeon as they can do nearly anything. But as you noticed by the reward they come for the right price. Also their home costs you four tiles of lair you just constructed, so if you plan to attract Dragons make sure to build a big Lair preferably next to lava. Although, it should be noted that the experience they gain from sleeping next to lava is hardly noticeable at all. Vampire --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------- ------------------ -------------------------------- HP: 3320 Attack (1) Training Cost: 50 ATK: 290 Fly (2) Scavenge Cost: 25 ARM: 30 Slow (3) Natural enemy: Warlock LCK: 25 Teleport (4) Slaps to kill: 60 SKL: 332 Heal (5) Eat #chickens: 2 DEX: 332 Drain (6) Lair Size: 2 Reward: 3112 Protect (7) Job: Scavenging Whirlwind (8) Word-of-Power(10) Traits ------ -Immune to poisonous gas -Fly ability (from level 2 onwards) -Immortal from level 3 onwards. If killed returns to its lair, and experience drops one level. -Top notch scavenger -Great trainer/researcher -Cannot manufacture -Can be generated infinitely many (see below) Vampires are by far the strongest undead and also possible one of the best creatures in the game. When a Vampire's level raises over 3 it becomes immortal. Thus a level 10 Vampire is also a level 9, 8, 7, 6, 5, 4, 3 Vampire. Although his ability will vanish when his level drops below the required points. However if the "flee" option is active a level 4+ Vampire will simply teleport to his lair when his energy is nearly depleted meaning that it is nearly impossible to kill them. These undead can train very quick for the first few levels, but once they reach level 3 they need much more experience compared to the other creatures in order to ascend another level. Perhaps a side- effect from becoming immortal. Of all the things you should not do is putting them in the Temple. The sacred place will annoy them to no end, also slapping them or torturing may not be a good idea. Vampires also grow annoying when held in your hand for a long time. Another thing to consider is their hatred for Warlocks. Should the two share rooms kill the Warlock to get another Vampire imo. >:D To get a Vampire you first need to build a Graveyard and then you need about 8-10 dead bodies which need to be dragged to the Graveyard by your Imps. Once these have all decomposed a Vampire transcends from the graves. What you could do is making your Imps cheap by sacrificing them and then generating one, killing it and repeating this process to get 10 carcasses which are required for the Vampire. This way, albeit being a bit tedious, can give you an infinite amount of Vampires. Horned Reaper --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------- ----------------- --------------------------------- HP: 8300 Attack (1) Training Cost: 150 ATK: 622 Speed (5) Scavenge Cost: 30 ARM: 70 Slow (10) Natural enemy: - LCK: 30 Slaps to kill: 80 SKL: 290 Eat #chickens: 4 DEX: 644 Lair Size: 2 Reward: 3942 Job: Kill. Anything! Be it friend or foe Traits ------ -Immune to lava -Physically the strongest creature (equal to the Avatar and much stronger than the Knight) -Good at scavenging, otherwise performs poor in any job or task -Cannot manufacture -Cannot form groups in the Barracks -Extremely easy to annoy (never ever slap him or do bad things) -Goes psychotic, when angry kills anything in his path As noted by the list above Horned Reapers aren't good in any particular job. In fact if it wasn't for his incredible stamina and strength you're better off without them! Horned Reapers are only good for one thing: fighting. They can take out any creature/hero even at much higher levels in one-on-one combat. Things become more complicated, when the enemy attacks in groups. Horned Reapers don't have any magical protection or anything leaving them vulnerable to Freeze or his own rebounded Slow spell. To get hold of this killer machine you need to sacrifice these creatures in the Temple fountain (3x3 temple or bigger): 1 Bile Demon + 1 Dark Mistress + 1 Troll. The level of the returned Horny will be something like the average of the three, but this may differ a bit. As everybody knows Horned Reapers are annoyed by anything. Eating, researching, sleeping, doing nothing, picking them up while they're sleeping, being held in your Keeper hand for too long. There are only three things to my knowledge that will make a Horned Reaper happy: -Give him some money (only works if he's not yet psycho) -Let him walk around the Temple fountain (it takes time before they cool down) -Death; Have him fight or stand on dead creatures (it doesn't matter whether they are friends or foes) If you have a Temple simply place them there at all time, and the Reapers cause you no trouble at all. Simple! Otherwise you don't need to take any drastic measures like separating them like I hear so much about. They can live together with other monsters just any other creature, but you need to make sure to give them as little as 10 gold, when you hear the message: "Your creatures are getting angry!". If you give them any quantity of gold before they go psycho nothing will happen. It has always worked for me, so it should work for you too. Otherwise activate the "Must Obey" spell and the Reapers won't go berserk, but as soon as the spell is retracted and they are still annoyed they go psycho nonetheless! "Must Obey" only prevents them (or any other creature for that matter) from actually doing bad things. Furthermore, like said in the traits they're terrible at anything that doesn't involve fighting so you better keep your Bile Demon, Mistress and Troll, until research is completed. Sacrifice them afterwards, when they all reached high levels to get a high leveled Reaper in return. This is cheaper than having him train. Hornies cost 150 gold to train and they're slow at that, whereas the other three cost: 38 + 24 + 12 = 74 to train. The same can be said about the wage. Wait with the sacrifice, until you're almost ready to do combat. Also a "Resurrect Creature" special might allow you to get one of the original creatures back... ===================================================================== Heroes ===================================================================== Tunneller Dwarf (also referred to as Valley Dwarf) --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------- ----------------- --------------------------------- HP: 1425 Attack (1) Training Cost: 10 ATK: 166 Teleport (10) Scavenge Cost: 10 ARM: 30 Natural enemy: - LCK: 0 Slaps to kill: 30 SKL: 166 Eat #chickens: 2 DEX: 166 Lair Size: 1 Reward: 207 Job: See Imp Traits ------ -Cannot research -Behaves as an Imp when converted to your side -Has the dig ability, but you can't dig in First Person View The Tunneller Dwarf also called Mole sometimes is in overall the weakest member of the Heroes. His sole purpose is to dig passages towards your Dungeon. When breaching through your walls the heroes who follow along with him are free to attack, steal to their own heart's content. Tunnellers posses little fighting power, but it is still better than that of your Beetles and the like. During the first missions of the game the Tunnellers are tuned down a bit to make the fights easier to win. As noted in the traits Tunnellers have the bizarre behaviour of mimicking Imps when they get into your possession. They can do any job the Imp does, but you can't use these while "possessing" him. Also this 'Imp' is pretty strong and he does cost some money when it is payday. Dwarf (also referred to as Mountain Dwarf or DwarfA) --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------- ----------------- --------------------------------- HP: 2075 Attack (1) Training Cost: 5 ATK: 207 Protect (4) Scavenge Cost: 6 ARM: 40 Rebound (7) Natural enemy: - LCK: 2 Slaps to kill: 30 SKL: 124 Eat #chickens: 2 DEX: 228 Lair Size: 1 Reward: 145 Job: Manufacture in Workshop Traits ------ -Good at manufacturing Dwarfs posses no attack spells so they solely rely on close-range combat. However they are not that much stronger to their blonde Tunneller related cousins. Pretty easy to defeat and a nice addition for your workshop, but otherwise you might be better of with a Vampire or Skeleton. Archer --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------- ----------------- --------------------------------- HP: 1245 Attack (1) Training Cost: 8 ATK: 83 Arrow (1) Scavenge Cost: 8 ARM: 20 Guided Missile(4) Natural enemy: - LCK: 15 Speed (6) Slaps to kill: 30 SKL: 249 Slow (8) Eat #chickens: 2 DEX: 415 Lair Size: 1 Reward: 249 Job: Manufacture in Workshop Traits ------ -Reasonable at manufacturing -Great for putting on Guard posts stations -Terrible in close range combat Lightly armored with only medium strength the Archer is at it best from a distance. An individual arrow doesn't do much damage, but combined with Speed, Slow and the guided missile this adversary can cause a great deal of damage to his opponents. If converted they may get annoyed if the workshop is too small for him to work in. Thief --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------- ----------------- --------------------------------- HP: 1037 Attack (1) Training Cost: 12 ATK: 124 Speed (4) Scavenge Cost: 8 ARM: 20 Invisibility (8) Natural enemy: - LCK: 14 Rebound (10) Slaps to kill: 30 SKL: 332 Eat #chickens: 2 DEX: 498 Lair Size: 1 Reward: 236 Job: - Traits ------ -Mediocre but very stealthy fighter with Speed and Invisibility -Becomes a level 3 Knight if trained beyond level 10 -Often appointed to stealing gold from your dungeon Again, another weak fighter. He's stronger than the Archer, but left on its own a Spider or a Tentacle can easily finish him of. Fighting is not the best quality of this hero. The ability of mixing Speed with Invisibility of leads to cases where the Thief just wanders by your minions and steals money without you even knowing it. This might happen in level 18: Blaise End for example. Better get a ghost in your army as he can spot invisible creatures. If you have the chance to convert a Thief do so! He may look very weak, but once he transcends level 11 he becomes a fine level 3 Knight who is much better at fighting. Barbarian --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------- ----------------- --------------------------------- HP: 2905 Attack (1) Training Cost: 40 ATK: 249 Protect (6) Scavenge Cost: 18 ARM: 50 Natural enemy: - LCK: 10 Slaps to kill: 40 SKL: 294 Eat #chickens: 1 DEX: 290 Lair Size: 1 Reward: 394 Job: Training Traits ------ -Reasonable good at training -Cannot research The hammer wielding barbarian is a strong adversary who takes a lot of abuse before he falls down to the earth. Converting a Barbarian is an excellent choice as these creatures are pretty strong physical fighters. Giant --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------- ----------------- --------------------------------- HP: 2697 Attack (1) Training Cost: 35 ATK: 415 Speed (10) Scavenge Cost: 25 ARM: 60 Natural enemy: - LCK: 20 Slaps to kill: 40 SKL: 124 Eat #chickens: 3 DEX: 249 Lair Size: 2 Reward: 178 Job: Training Traits ------ -Third most powerful enemy after Horned Reaper and Avatar -Cannot research -Slowest hero Similar to the Barbarian, but more set to the extremes this creatures has more stamina and strength, but it is also slower and less skillful. Giants can be a good addition to your army, as their biggest shortcoming is resolved by their level 10 ability: Speed. But still his inability to use any type of magic can mean that he has a difficult time against any magic users. Fairy --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------- ----------------- --------------------------------- HP: 622 Attack (1) Training Cost: 4 ATK: 41 Drain (3) Scavenge Cost: 4 ARM: 10 Lightning (4) Natural enemy: - LCK: 40 Heal (5) Slaps to kill: 8 SKL: 244 Invisible (6) Eat #chickens: 1 DEX: 290 Guided Missile(7) Lair Size: 1 Reward: 236 Rebound (8) Job: Doing research Meteor (9) Freeze (10) Traits ------ -Immune to poisonous gas -Flying creature -Great researcher -Weakest creature of all (can be killed with 1 "Lightning" spell) -Can be deadly in groups in long distance battles If you can convert one of these they may seem pretty weak, and they are, but Fairies are good researchers and if you drop a few of them in the back of a battle they can do some serious damage on your opponents, but at close range they're completely hopeless. I once had a single level 10 Vampire against two level 5 Fairies and a level 10 Fairy. The Vampire lost.., so this shows that Fairies can be dangerous, but only when the enemy can't get close to them. It only takes few hits to knock out a Fairy. Witch (also referred to as Priestess sometimes) --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------- ----------------- --------------------------------- HP: 1245 Attack (1) Training Cost: 16 ATK: 83 Fly (2) Scavenge Cost: 20 ARM: 20 Poison cloud (3) Natural enemy: - LCK: 6 Rebound (4) Slaps to kill: 20 SKL: 124 Whirlwind (5) Eat #chickens: 2 DEX: 332 Lightning (7) Lair Size: 1 Reward: 311 Heal (8) Job: Doing research Guided Missile(9) Hailstorm (10) Traits ------ -Fly ability (level 2 and up) -Reasonable researcher/scavenger Like her male counter-part the Wizard this creature excels at using spells just like the Fairy, but she's a bit stronger than her. Still she's pretty weak and can be defeated easily if attacked by more than one creature. If she's above level 5 use some Bile Demons as they are too heavy to be blown away by the whirlwind attack. Wizard --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------- ----------------- --------------------------------- HP: 1452 Attack (1) Training Cost: 30 ATK: 83 Missile (1) Scavenge Cost: 20 ARM: 15 Fireball (3) Natural enemy: - LCK: 5 Rebound (5) Slaps to kill: 17 SKL: 124 Heal (5) Eat #chickens: 2 DEX: 415 Freeze (6) Lair Size: 1 Reward: 518 Hailstorm (7) Job: Doing research Drain (8) Slow (9) Meteor (10) Traits ------ -Immune to poisonous gas -Top notch researcher, better than the Warlock -Good scavenger -Cannot manufacture -Drives any non Wizard/Warlock out of the Library If possible you should get some Wizards to do your research. They're the best researchers amongst all creatures. However just Wizards are almost carbon-copies of the Warlock painted blue instead of purple. Their statistics and traits are so similar that they can be considered as the same. A Wizard is just as arrogant as it's dark counter part so take care and prevent any riots if their numbers increase. Monk --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------- ----------------- --------------------------------- HP: 1348 Attack (1) Training Cost: 12 ATK: 166 Heal (2) Scavenge Cost: 15 ARM: 20 Protect (3) Natural enemy: - LCK: 30 Slow (4) Slaps to kill: 25 SKL: 332 Missile (5) Eat #chickens: 2 DEX: 332 Drain (7) Lair Size: 1 Reward: 311 Hailstorm (9) Job: Doing research Word-of-Power(10) Traits ------ -A more balanced fighter and spell caster -Reasonable researchers and scavengers -Slow moving -Loves to be in and around the Temple Some consider him the religious and sacred counterpart of the Vampire, but one-on-one a Vampire should be able to win the battle on the same height. Otherwise Monks can be serious problems as the highest level versions learn Word-of-Power which packs a serious punch to all surrounding creatures. Converting one of these might be a wise decision as they are quite good in battle (more balanced trade-off between power and spells than all the previous heroes) and have relatively little costs attached to them. Samurai (also referred to as Ninja sometimes) --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------- ----------------- --------------------------------- HP: 2905 Attack (1) Training Cost: 50 ATK: 332 Sight (5) Scavenge Cost: 30 ARM: 60 Lightning (6) Natural enemy: Dark Mistress LCK: 20 Speed (7) Slaps to kill: 50 SKL: 290 Freeze (9) Eat #chickens: 3 DEX: 373 Lair Size: 1 Reward: 809 Job: Training Traits ------ -One of the best creatures in the game -Excellent trainer -Good at all types of jobs The legendary Samurai are pretty rare in the single player game, but they are not to be taken too lightly. for levels 1 to 5 a Samurai possesses no skills other than his sword, but if he levels up any further he learns two long range spells and can also speed up his movement Samurai are good at any kind of job, but there is only one problem which you need to sort out. Dark Mistresses and Samurai following the code of the bushido cannot live together in one lair. They are both fierce warriors and therefore you don't want to lose either of them. Again, split their lairs and everything will work out fine. Knight (also referred to as Lord of the Land sometimes) --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------- ----------------- --------------------------------- HP: 2905 Attack (1) Training Cost: 40 ATK: 332 Sight (4) Scavenge Cost: 30 ARM: 100 Lightning (7) Natural enemy: - LCK: 10 Slaps to kill: 40 SKL: 294 Eat #chickens: 3 DEX: 290 Lair Size: 1 Reward: 2241 Job: - Traits ------ -Good fighter -Doesn't excel in any job -Cannot Scavenge (it does cost money; but no Knights get attracted) This guy is pretty expensive considering what he has to offer. A good figher, but unlike what others think the Knight is by far not the Reaper's equal. Knights are only half as strong and have much less HP, even their ability to heal themselves doesn't make up for that. In any case only convert the lord of the land if you need to take out the other Keeper as it is a solid warrior capable of doing quite some damage for you. Avatar --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------- ------------------ -------------------------------- HP: 12450 Attack (1) Training Cost: 100 ATK: 622 Protect (2) Scavenge Cost: 50 ARM: 120 Heal (4) Natural enemy: - LCK: 20 Freeze (6) Slaps to kill: 40 SKL: 456 Drain (7) Eat #chickens: 3 DEX: 747 Guided Missile(8) Lair Size: 1 Reward: 4980 Invisibility (9) Job: - Word-of-Power(10) Traits ------ -One-on-one unmatched in combat against any creature -Physical strength is equal to the Horned Reaper -Ability to take out small armies single handedly -Excellent trainer -Good Researcher -Cannot Scavenge (it does cost money; but no Avatars get attracted) The final boss of the game appears only as level 10 in the last single player level of the game. The avatar is dubbed the walking tank or the one man army. With an nearly endless supply of health this creature is capable of slaying entire groups of your creatures if you don't take care. With the Protect and Heal in his possession it will take even longer to slay him. Then you imprison him, but you need to cast the "Heal" spell literary thirty to forty times at it's highest level to completely heal this adversary. Then put him in the Torture room and wait... After a while he'll change side and choose for you. Now you have the most powerful creature in your possession. He may cost nearly 5000 gold per payday, but he's worth an entire army. You have almost nothing to fear except boulder traps maybe... ===================================================================== Rooms ===================================================================== Treasure Room --------------------------------------------------------------------- Cost per tile: 50 Research value: 1000 Shortcut key: T Creatures attracted: Demon Spawn, Dragon The treasure room is like the Lair and Hatchery one of the primary and essential rooms in your dungeon. Without one you cannot function properly (unless you start out with a gigantic amount of cash in the beginning). Usually available right from the start the Treasure room stores all the gold you find in the level. Increasing the efficiency of this room makes it possible to store more and more money on a single tile. As treasure heaps up larger piles of wealth become visible. Make sure to build treasure rooms close towards gold seams or gem blocks as your Imps spend too much time walking around with the money they claim otherwise. In some cases having multiple treasure rooms can be very handy if you are digging in a completely different corner of the map. On the other you also need to place it close to where your creatures reside as you don't want them walking all over the place when it is payday. Large Treasure rooms also attract Dragons and Demon Spawns in particular. Lair --------------------------------------------------------------------- Cost per tile: 100 Research value: 1000 Shortcut key: Shift + L Creatures attracted: Beetle, Bile Demon, Dragon, Spider, Tentacle, Vampire Without a lair all of your creatures grow unhappy rather quick. The Lair is the resorting place of tired out creatures who regenerate their energy by sleeping. Although all homes build in the Lair take up at one tile each creature claims a distinct number of tiles in the entire Lair. For most creatures this value is one, but certain big creatures like Dragons take up 4 tiles. In some of the levels you need to construct two separate Lairs as certain creatures will not live together in the same shared lair. The following types of creatures should always be kept apart: Fly <-> Spider Hell hound <-> Demon Spawn Warlock <-> Vampire Skeleton <-> Bile Demon Samurai <-> Dark Mistress The easiest way to do this is by building two separate lairs and plunging either type in its own distinct lair. This way they build their homes won't cause any rivalry. Hatchery --------------------------------------------------------------------- Cost per tile: 150 Research value: 1000 Shortcut key: Shift + H Creatures attracted: Bile Demon, Spider A Hatchery is required to feed you minions. After building it little eggs rise from the ground, they break freeing a small, yellow, pluche chicken. They wander around aiminglessly and die rather quick if they are taken outside of the Hatchery. You creatures need to eat otherwise they lose energy by starvation. Another thing to note is that certain creatures can get particularly unhappy, when no Hatchery is available or when it is too small. The Bile Demon is one example of this. Most creatures digest at most one or two chicken per visit, but again the Bile Demon eats a stagger 6 pieces of poultry before it is satisfied. You can imagine that a small group of these creatures is a serious drain on your food supply. Another reason to build a large Hatchery is that you can effectively heal your imprisoned heroes with the chickens. This is much cheaper than the "Heal" spell, but it does require some patience as a chickens only heal little health. Also, when a victim is tortured feeding him/her makes sure the tortured creature doesn't die too early. Training room --------------------------------------------------------------------- Cost per tile: 150 Research value: 1000 Shortcut key: Shift + T Creatures attracted: Demon Spawn, Orc Although, combat is twice as effective to reach get your creatures to reach higher levels a Training room is essential in most levels. Using this room you can train any of your creatures (including Imps) to the maximum of level 10. training however costs quite a lot of money and if you can only afford little money to spend you may want to keep most of your creatures outside of this room. Therefore it is often a good idea to build some doors to the entrances of the Training rooms. If you lock these none of your creatures can spend your money in here. Lastly, if your dungeon has any weak parts it might be best to build either a Workshop or this Training room in the vicinity as any breaches will immediately be noticed by the working creatures in those places. Library --------------------------------------------------------------------- Cost per tile: 200 Research value: 1000 (researching the Library is usually never done) Shortcut key: L Creatures attracted: Warlock The Library is place where creatures can be put to work to research new spells for you to use or the more advanced rooms that can build afterwards. Warlocks are automatically attracted to doing research and if you have any Warlocks with a level greater than 1 they will open fire on any creature who is not a Wizard/Warlock that trespasses the Library. Hence you should either not train your Warlocks too early or build the Library in a quiet area away from your other creatures. Each room or spell has its own Research value, when this many research points have been reached the spell/room becomes available to you. The more advanced the item you are researching the more research points are required to research it. The "Destroy Walls" spell costs a whopping 750,000 points and therefore it takes ages to get this spell. The order in which the spells/rooms are researched is fixed in a predefined order, even though some spells take longer to research than the consecutive ones: 1 Create Imp (usually available) 2 Treasure Room (usually available) 3 Lair (usually available) 4 Hatchery (usually available) 5 Training Room (usually available) 6 Library (usually available) 7 Sight of Evil 8 Bridge 9 Speed 10 Must Obey 11 Guard Post 12 Call-to-Arms 13 Workshop 14 Conceal Monster 15 Barracks 16 Hold Audience 17 Prison 18 Cave In 19 Torture Chamber 20 Heal 21 Temple 22 Lightning 23 Graveyard 24 Protect 25 Scavenger Room 26 Chicken 27 Disease 28 Armageddon 29 Destroy Walls To speed up the research either have the highest leveled creatures research or have Dragons/Wizards/Warlocks/Fairies doing this job as they are most able of all creatures (the hero Wizard in particular). Bridge --------------------------------------------------------------------- Cost per tile: 30 Research value: 4600 Shortcut key: Shift + B Creatures attracted: - The bridge can be a valuable asset as it allows your minions to traverse more easily through water and it also allows them to move over lava. One of the strategies you could try with bridges on lava is building one to your enemy and as soon as they reach the center start selling the bridge this way they take a lot of damage before reaching safeland. Guard Post --------------------------------------------------------------------- Cost per tile: 50 Research value: 6700 Shortcut key: Shift + G Creatures attracted: - I don't use Guard posts very often, but Orcs have a natural habit of commanding these positions. If placed tactically your magic/projectile users can take out distant enemies using one of these. As they attack anything on sight. Workshop --------------------------------------------------------------------- Cost per tile: 200 Research value: 9000 Shortcut key: W Creatures attracted: Troll Workshops are the ideal and only locations where you can build and manufacture the traps and doors that can be set up in your dungeon. Similar to the research in the Library it takes a certain amount of Manufacture time to construct a trap or door. Not only does the size of the Workshop influence the efficiency, but it also influences which items can be built: Trap type Size (in tiles) ------------- ---- Alarm 1 Poison Gas 10 Lightning 13 Lava 17 Word-of-Power 21 Boulder 17 Door type Size (in tiles) ------------- ---- Wooden 10 Braced 13 Iron 17 Magic 21 Trolls are by far the most proficient manufacturers, but other creatures like Bile Demons, Orcs and the red haired Dwarfs have good manufacturing skills as well. Barracks --------------------------------------------------------------------- Cost per tile: 125 Research value: 12000 Shortcut key: B Creatures attracted: Orc Barracks serve for two purposes: 1. They are required for attracting the very handy working slaves called the Orcs. 2. Barracks can be used to group your creatures. Place all the creatures you want to assign to the group in the Barracks then "Posses" the leading creature and all the other creatures in the Barracks will follow you around. They do so until they either die or when you retract the "Posses" spell. In the latter case they will resume doing what they initially did. Also notice that natural enemies will never form groups together and the Horned Reaper won't do group work either. Prison --------------------------------------------------------------------- Cost per tile: 225 Research value: 20000 Shortcut key: Shift + P Creatures attracted: -, but can get you Skeletons This room is used to keep all the vile creatures and imprisoned heroes. Heroes can only be imprisoned if you set the "Imprison" option under the "?" in the left pane menu. You can also place one of your own creatures here so they can't do any harm to anybody. While a creature is here he cannot go out to the Hatchery an they cannot be scavenged by hostile keepers as well. During the time they spend here they start moaning every now and then, which causes them to lose health over time. Certain creatures like Spiders like to taunt the creatures inside the Prison. They do so by applying their Freeze spells on them for fun. Next to that when a humanoid creature dies there is a chance that a Skeleton may raise from the remains. Also if the creature was carrying any money with him it will be released the moment he/dies. Small Prisons can also be the cause of an outbreak when there are too many creatures inside of it. This may lead to prisoners escaping, which is usually a bad thing. You can also feed them chickens or drop the chicken inside the Prison to watch the inhabitants fighting over the little delicacies. When heroes or hostile creatures have been dragged to the Prison by the Imps you can pick them up with your Keeper hand and drop them at any location. Usually you want to put the creature in the Torture room so that it can be subdued to torture for various reasons as spelled out below. Torture room --------------------------------------------------------------------- Cost per tile: 350 Research value: 20000 Shortcut key: Alt + T Creatures attracted: Dark Mistress, Ghosts may appear from dead torture victims Even without a Prison the Torture room can be essential to construct. It does not only attract the Dark Mistress to your dungeon, but can also be used to torture your own minions. You may want to do this with, say Warlocks, as torturing one creature of that type makes all the other creatures of that type work 25% harder. This is the same effect as slapping them. You have to take care that when a certain pain threshold is crossed the creature's health depletes rather quickly. During the torture the creature doesn't get any salary out from payday. Torturing a Hero may result in two things. For one thing, it might reveal some information about the enemy dungeon. This will always be showing the location of the enemy's dungeon heart. The view expands each time more information is claimed. Secondly, if a creature is subdued to torture for a long enough period without dying it will convert to your side. This can be done for any creature, but certain creatures need more time to be mentally 'broken'. If the creature doesn't survive the pain, it will die and return as a Ghost who has the same level of experience as the original host of the body had. Ghosts have only poor combat skills, and therefore you should only let the weakest creatures die. The time it requires to break the enemy depends on the type of creature (Thieves have a really low threshold for pain, whereas Samurai are more resistant), the efficiency of the room and whether the "Speed" spell has been cast. Yes, you can cast this spell on enemy creatures too once they're in your possession. Temple --------------------------------------------------------------------- Cost per tile: 350 Research value: 25000 Shortcut key: Ctrl + T Creatures attracted: Tentacle (still difficult to attract), also sacrifices can give you interesting creatures Temples are quite important assets later on in the game. Not only can you use them for sacrifices and keeping the Horned Reaper (and any creature except the Vampire) happy, but they can also be used to cure 'diseased' or 'chickenfied' creatures. Apart from those advantages putting a creature in the Temple will make them immune to scavenging for ~1.5 minutes. The sacrifice list goes as following: Sacrifice Result --------------- ---------------------------------------------------- Imp Cost of generating more Imps decreases dramatically 2x Fly Current research completed (handy for "break walls") 2x Beetle Current manufacture Workshop completed 3x Spider Receive a Bile Demon Beetle + Spider Receive a Dark Mistress Fly + Spider Receive a Warlock Bile Demon + Troll + |Receive a Horned Reaper Dark Mistress / - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Ghost All chickens die Vampire Disease spreads amongst all your creatures 2x Bile Demon All creatures turn into chickens -------------------------------------------------------------------- As you can see you'd better not sacrifice any undeads or else you're in trouble. The received creatures have a level depending on what the levels of the sacrificed beings are. It's not quite the average of the two/three, but it does look like there's a connection between these experience levels. Graveyard --------------------------------------------------------------------- Cost per tile: 300 Research value: 25000 Shortcut key: G Creatures attracted: -, but Vampires are raised from it. One of the final rooms you'll research is the Graveyard. Use this to remove dead bodies loitering around in your dungeon or put the slain heroes to rest where their bodies lie and rot. After 10 bodies have decomposed a Vampire will transcend from the graves working for your side. To speed the decomposition process up get out a Hell hound and make him walk around the Graveyard. He starts to lift his leg and pees on the dead increasing the speed at which the bodies decompose. Even if you're not out for Vampires in particular a Graveyard might be wise to build as dead friends seriously sadden and annoy all of your creatures, but the Horned Reaper and the Vampire himself. Scavenger room --------------------------------------------------------------------- Cost per tile: 750 Research value: 27500 Shortcut key: S Creatures attracted: Hell hound, and many indirectly via scavenging The last room is also by far the most expensive one to build. Make sure you have enough gold reserves when building it and also afterwards as scavenging costs gold. The scavenger room can be used to attract more creatures even after you reach the maximal limitation of creatures which can be attracted by Portals for that level. If a Vampire, who automatically scavenges by default, is present in the Scavenger room the rate at which monsters enter your dungeon increases by 50% giving you a serious edge over your opponents. Also you can put down any creature into the scavenger room and they'll start walking around trying to scavenge other creatures on the map, but they can only scavenge creatures of their own type. The more and the higher leveled creatures of the same type are scavenging the greater your chances are another creature of that type will join you. First the creatures of the lowest level are attracted and afterwards then the stronger versions. Note that scavenging works on _any_ aligned creature on the map; this includes neutral creatures as well. If the creature can also be attracted via a Portal even more copies may appear even after all creatures on the map are already in your army. Finally, if all the creatures that can be attracted via the Portal are also exhausted it no longer costs gold to attract. Use this guideline to see whether attracting creatures still serves a purpose. One more note: The Knight and Avatar cannot scavenge any companions even if they are present on the map. Therefore you should never waste money on them scavenging. ===================================================================== Spells ===================================================================== Posses --------------------------------------------------------------------- Cost: 0 Location: On any of your creatures Research value: - (always available) Chant: "Create new internal" This unique ability in this game allows you to take over the body of any of the creatures in your dungeon. "Posses" doesn't cost you a penny and can be very useful if you need to do certain specific tasks yourself (e.g. like leading the group in the Barracks). You have full control over the creature using the mouse to turn and the arrow keys to walk. Use digits 0-9 to control any of the spells this creature has, if available. Yes, you can even use spells 7,8,9 and 0 (10) which are hidden from the initial sight. Just press the digit to make select them. Click with the mouse to apply the skill and see what happens. After a little while everything feels comfortable. Press the right mouse button to return to your overall view, thus releasing the creature of the mind control. Notice that the programmers added cool effects to the view. To make it appear even more realistic that you actually posses the creature certain effects are applied. Flies have a broken sight, just like most of the lower life forms. Dogs (i.e. the Hell hound) can only see black and white and the Vampire sees everything in red. In some cases possessing creatures can be useful to disarm traps (like with Dragons or Bile Demons). Create Imp --------------------------------------------------------------------- Cost: 150 + 150 * (number of Imps - sacrificed Imps) Research value: 1000 Location: Only your tiles Chant: "Impus Neetum" The most valuable spell of them all is usually available straight away. Use it to create an infinite supply of slaves called: the Imps. Take note that the spell becomes progressively more expensive each time used. In order to get large groups of Imps cheaply sacrifice all your Imps this will drop the price of the Imps more than it normally would. If you sacrifice all 4 Imps then constructing the next 4 Imps only costs 4 * 150 = 600 instead of 150 + 300 + 450 + 600 = 1900 and the difference only becomes bigger with larger quantities. A true must! Sight --------------------------------------------------------------------- Cost: 50, 60, 70, 80, 90, 100, 110, 120, 130 Research value: 3800 Location: Anywhere Chant: "Octus Diablos" This spell lets you view an arbitrary location on the map and it reveals anything in that area. The longer you keep the mouse button pressed the more expensive the spell becomes, but also the larger the area of you view expands. You can use certain spells like "Lightning" while using this spell, but you cannot cast the Chicken or Disease spells with sight. The chant also means literary "Devil's Eye" in Latin. Speed --------------------------------------------------------------------- Cost: 100, 200, 300, 400, 500, 600, 700, 800, 900 Research value: 5700 Locations: On any of your creatures Chant: "Accelerate" This spell doubles the speed at which your creatures move. This the "Speed" has the same effect as the Speed ability that some of your minions have. So you can't apply both of them. If you consider that slapping your creature makes them move 25% faster, then combining that with "Speed" means that they move at an incredible 250%! If the creature is too arrogant to be slapped then have the "Must Obey" spell active or torture one of his mates to achieve the same effect. Must obey --------------------------------------------------------------------- Cost: 25 / second Research value: 6000 Location: N/A (applies to any of your creatures on the map) Chant: "Slavee" A very expensive spell, but it can be useful under the right conditions. What it does is the following: -Makes your creatures move at 125% (same speed as slapping) -Forces them to work; they will never sleep in their lairs -It prevents creatures from deploying bad behavior when annoyed (but they still get annoyed nonetheless) So, if your Imps are digging Gems and you need your jobs to be done fast cast the spell. It is going to be quite effective, but if you just had a big battle you may want to turn it off. Otherwise your creatures cannot go to rest and replenish their energy. Call-to-Arms --------------------------------------------------------------------- Cost: 1,2,3,4,5,6,7,8 / second; 0 if cast on own tile Research value: 7400 Location: Any visible tile Chant: "Aggresum actractus" This spell can be used to put a flag pole down which will attract any nearby creatures. They will ignore their works and heed for the call. Using this spell you can guide your creatures effectively through new territory, however casting the spell on ground that hasn't been claimed as yours costs a lot of money. If the call range is maximized Teleporting creatures such as the Vampire and the Dark Mistress automatically jump towards the location. This can be very beneficial if you wish to attack the Dungeon heart straight away after revealing its location. Oddly enough an AI controlled Keeper can pinpoint your Dungeon heart and put down the flag without him ever exploring that area. This way the CPU can cheat by having the teleporting creatures simply jump to that position on the map. This lead to silly/unexpected situations when playing Skybird Trill. Invisibility --------------------------------------------------------------------- Cost: 100, 200, 300, 400, 500, 600, 700, 800, 900 Research value: 9400 Locations: On any of your creatures Chant: "Vapous" The invisibility spell doesn't seem to work as I hoped it would. The manual says that the spell works as long as you don't attack the enemy. However I tried to "posses" such a creature but Heroes just attacked me head on... Applying it to any of your creatures in Dungeon view doesn't have a good effect either as creatures always attack (there's no "Suppress attack" option). The only situation of which I can think of using this spell is when an Imp needs to claim enemy territory from under their noses. Imps don't attack at all and so they continue claiming area as long as the opposition don't spot him. Hold Audience --------------------------------------------------------------------- Cost: 1000 Research value: 11000 Location: Anywhere, your view jumps back to the Dungeon heart Chant: - This spell calls all your creatures back to your Dungeon heart. Otherwise nothing happens. An audience is only useful if there is a direct treat to your Dungeon heart. Cave-in --------------------------------------------------------------------- Cost: 1000, 1200, 1400, 1600, 1800, 2000, 2200, 2400, 2600 Research value: 25000 Locations: Any visible tile ("Sight" included) Chant: "Petrundeos" I never use this spell either. "Lightning" is not only much more effective, but this spell also damages your creatures too. Basically, the spell causes many small rocks to drop down on the location you applied "Cave-in". Most of the time the creatures simply move out of the spell's reach and they're safe. The manual says that it can be used to turn water or lava into solid ground, but even after spending 50,000 gold on this spell in a test setup it still didn't work for a single tile... The only use for this spell is in the "Crush the Imp" bonus levels. Just get all your Imps into one small room and lock the door. Apply the spell at its highest level and kill all the Imps to win the bonus, but other than that I never made use of it. Heal --------------------------------------------------------------------- Cost: 300, 400, 500, 600, 700, 800, 900, 1000, 1100 Research value: 14000 Location: Any creature, who's health is not completely filled Chant: "Vitae" I bet you want to get this spell asap, its much better than restoring health with chicken and it is not that expensive except when you need to fully heal an Avatar. This spell has a very peculiar behavior as it heals the following amount of health points (the smallest base unit for measuring health) depending on the strength cost: Cost Heals Increase (both in health points) ---- ---- -------- 300 80 - 400 120 40 500 160 40 600 190 30 700 220 30 800 270 50 900 290 20 1000 340 50 1100 500 160(!) As noticeable the gap between the costs of 1000 and 1100 is tremendous so always go for that additional 100 gold when maximizing this spell. Furthermore, the spell's power doesn't increase linearly which is pretty odd in my opinion. Lightning --------------------------------------------------------------------- Cost: 600, 1200, 1300, 1700, 1800, 2000, 2200, 2400, 3000 Research value: 15000 Location: Any visible tile ("sight" included) Chant: "Electrundeos" A great spell, use it at maximum charge to have an instant enemy Imp killing spell at your disposal. Also this spell is best to use in melee as it won't harm your own creatures. On all but the highest level the Lightning bolt is not that special, but that very last bit adds so much more charge to this attack. You should only use completely charged shots otherwise they drain your money way too rapidly. Use this spell also to weaken incoming enemies. They are much easier to defeat for your (possibly) weaker minions. Protect --------------------------------------------------------------------- Cost: 100, 200, 300, 400, 500, 600, 700, 800, 900 Research value: 15000 Location: Any creature under your control Chant: "Sanctus" Similar to the Protect spell as owned by certain high leveled creatures this spell will lessen any damage from incoming attacks by 25%. Most of the time you don't really need it, but certain battles especially longer ones give you a clear benefit when this spell is used. The increase in power makes the spell last longer (up to about ~1 minute at most). Chicken --------------------------------------------------------------------- Cost: 1200, 1300, 1400, 1500, 1600, 1700, 1800, 1900, 3000 Research value: 20000 Location: On any creature that stands on one of your tiles Chant: "Tica" The "Chicken" spell can be very useful against tough enemies. It turns them into pacifistic chicken during the battle who will flee towards the closest hatchery. If the 'chicken' is eaten the original creature dies. You may notice the vast increase for the last upgrade, but it's worth it as the spell lasts nearly twice as long when maxed out. Also "Tica" is Latin for chicken. Disease --------------------------------------------------------------------- Cost: 7000, 7200, 7400, 7600, 7800, 8000, 8200, 8400, 9000 Research value: 20000 Location: On any creature that stands on one of your tiles Chant: "Mortiis" Like the Chicken spell this attack is more subtle than any direct attack. The "Disease" spell gradually inflicts damage on any creature that comes in contact with the victim on whom it was cast. This can work in both ways for you. Suppose you send out a diseased fly. He'll surely die when meeting more than a few Imps, but before dying he is going to spread the plague amongst all of your opponents creatures. If he hasn't build a large enough Temple to cleanse his creatures they will all perish sooner or later. On the other hand if one of your creatures gets contaminated you quickly need to move any creatures infested with an animation of flies to the Temple otherwise they shall die just as well! An expensive spell, but in some situations it just might work out... Armageddon --------------------------------------------------------------------- Cost: 60000 (can't be charged) Research value: 100000 Location: - Chant: "Inume hastum mortis viserum nussey" An expensive spell which asks for a confirmation before it's being cast. This spell brings upon the apocalypse by assembling all creatures on the map to your Dungeon heart for an all decisive battle. After being cast the dreadful chant can be heard around the entire map. All enemy Keepers receive a warning and a countdown timer starts to tick showing the remaining time until Judgment is there. Once the timer reaches 0 all your creatures are sent to the Dungeon heart just one second before all the other creatures on the entire map appear. During the Armageddon you cannot hold any of your creatures using your hand so beware of the consequences. Casting this spell may give you an advantage being in your home stretch, but if you fail your dungeon is doomed. That is, if all creatures of any side dies the Heart of that Keeper is automatically destroyed (not counting Imps). I did notice some 'gaps' that can prevent the spell from working as it is supposed to be. For one thing, Chickens don't heed the call so casting "Chicken" on any of your creatures keeps them safe from being attracted. Secondly, during the Armageddon new creatures may appear from Portals this way it could be the case that even though you completely defeat all the troops of a Keeper the Heart is still not obliterated. The entire purpose of the Armageddon is calling upon the final battle, so basically this works quite counter productive sometimes. Destroy Walls --------------------------------------------------------------------- Cost: 10000, 12000, 14000, 16000, 18000, 20000, 22000, 24000, 26000 Research value: 750000(!) Location: Any earth tiles, except impenetrable rock Chant: "Pinitins yajetee" This spell costs a tremendous amount of time to research, and the results are not that pleasing at all IMO. Anyway, in certain cases you may wish to break through certain sections of reinforced wall. To do so you need this spell and at least 10000 gold. Cast the spell on an enemy reinforced tile to turn it into normal earth again, then your Imps can dig through it before your rival re-reinforces the wall again. If you use it at maximum charge an area of 2x3 is not only weakened but also excavated completely. ===================================================================== Dungeon Specials ===================================================================== There's eight types of Dungeon specials to be found in the game. Here follows a short description for each type and its purpose. Reveal map --------------------------------------------------------------------- This will show you the entire map as if you explored every single tile already. If hostile Imps dig through gold then the resulting area becomes shrouded again, because the game turns those areas black by default. It can be handy to locate all interesting parts on the map or to use "Lightning" without needing "Sight" to pinpoint the location. Resurrect creature --------------------------------------------------------------------- This special simply allows you to get back any creature that died or was sacrificed in the temple fountain. It even shows the level of the creature so you can pick the strongest one among them all. Transfer creature --------------------------------------------------------------------- Only used in single player campaign. This special allows you to take 1 single creature with you to the next level you enter (including bonus games). If this special is used twice then the last use will overwrite the first. There is a consecutive chain of these specials in from level 7 (Wishvale) to level 16 (TulipScent) allowing you to take a single creature along with you for 10 levels. The transfer creature is also found in the bonus games as a high leveled creatures is your reward for playing them. Steal hero --------------------------------------------------------------------- Bewitches any hero on the map, if none present a level 1 Archer or Thief is summoned instead. Naturally, you can't claim Knights and Avatars using this item. Multiply creatures --------------------------------------------------------------------- Does what it says, it creates duplicates of any of your creatures including the Imps. This special is found in levels 16 and 17, but I haven't really used them in my strategies. Double the amount of work force, but it also doubles your burden in terms of cost... Increase level --------------------------------------------------------------------- Blesses your creatures by increasing their experience levels by one You'd better save a few of these for later occasions. Training at higher levels becomes gradually more tedious. Also if you can find more than one of these don't use them too shortly after each other or the second special's effects will not be executed. Lastly, if you have two and have a large number of Imps digging for gems you may want to utilize it to give your Imps the power of Speed permanently. Make safe --------------------------------------------------------------------- Fortifies your dungeon by reinforcing every single square of soil that touches one of your tiles (includes bridges). Level 15 has a plethora of this specials to occlude your view from the real bonuses. See if you can sort them out. Locate Hidden Realm --------------------------------------------------------------------- This special unlocks one of the secret bonus stages in the game. There's 5 of these plus the "Moon" secret level. A flag with a "?" will appear on the map allowing you to choose it. Oddly, enough there are only 4 of these specials to be found in the game. Many references I've seen say the specials are located in levels: 8, 9, 14, 15 and 17. But 14 (Sleepiburgh) doesn't have any "Locate Hidden Realm" special that I know of. I checked it in the editor and none can be found. Maybe there was a small mistake by the programmers that erased the special from the level. I suppose was to be hidden on the opposite side of the "Transfer Creature" as it is hard to find and there are some open unclaimed tiles around there... ===================================================================== Doors and Traps ===================================================================== All doors share the same properties, so I can explain them straight away. Each type of door is progressively stronger and more resist to enemy attacks before it breaches. You can use the door to separate rooms or to keep you opponents out of the area for a little while. Putting a trap just in front of an door or behind (Boulder!) can be a very strategic thing to do. Hover over the door with your cursor to lock it by clicking on it. If it succeeded a small key is depicted over the door signifying that none of your creatures will (attempt) to pass through it. This can be useful for restricting creatures not to go into certain areas at your command. Just one thing I need to put out, somehow doors have sale values yet I've never seen a gold value appear when I sell them. This is a glitch. Keeping track of the actual gold counter shows how much they are actually worth. Wooden Door --------------------------------------------------------------------- Workshop size required: 10 tiles Manufacture time: 18000 Strength: 400 Selling value: 250 (doesn't show as a number on-screen) Braced Door --------------------------------------------------------------------- Workshop size required: 13 tiles Manufacture time: 24000 Strength: 750 Selling value: 500 (doesn't show as a number on-screen) Iron Door --------------------------------------------------------------------- Workshop size required: 17 tiles Manufacture time: 26000 Strength: 1500 Selling value: 750 (doesn't show as a number on-screen) Magic Door --------------------------------------------------------------------- Workshop size required: 21 tiles Manufacture time: 50000 Strength: 3000 Selling value: 1500 (doesn't show as a number on-screen) Traps are very interesting when placed properly, but you only use/need them if you are on the defensive play (like in Hearth). Alarm Trap --------------------------------------------------------------------- Workshop size: - Manufacture time: 18000 Times used: 12 Selling value: 250 The alarm trap doesn't do any damage, but it notifies you of any type of intrusions. A siren goes off as soon as a hostile creature stand on the tile in question. Poisonous Trap --------------------------------------------------------------------- Workshop size: 10 Manufacture time: 20000 Times used: 5 Selling value: 350 Poisonous traps act the same as the level 2 Bile Demon's Poison gas attack. Some poisonous clouds are spread killing any weak Imp nearly instantaneously. Like the creature attack this trap will damage your creatures too. Certain creatures are immune to the attack like the Bile Demon again. Use those to deactivate the trap if your opponents use it on you. Lightning Trap --------------------------------------------------------------------- Workshop size: 13 Manufacture time: 20000 Times used: 8 Selling value: 500 Even more effective than the Poisonous gas trap this trap has 8 shots and it can do quite a lot of damage to any type of creature. It doesn't damage your creatures which makes it even better. To disarm one yourself take out a high leveled Dragon with the Heal ability. Then step over the trap and use Heal to restore the minimal damage he sustains. I also noticed that when you step around the corner the lightning that is emitted from trap cannot hit you. This lets you take even less damage. Lava Trap --------------------------------------------------------------------- Workshop size: 17 Manufacture time: 20000 Times used: 1 Selling value: 750 Lava traps will only work once, but can be very essential creating gaps changing solid land into lava. When placed strategically they can ward of many creatures, except the flying types and those who are immune to lava. Boulder Trap --------------------------------------------------------------------- Workshop size: 17 Manufacture time: 25000 Times used: 1 Selling value: 1000 Truly, the most deadly of all traps it can kill any creature, even the Avatar, in a single hit. The Boulder trap is triggered when a creature gets too close. The Boulder automatically rolls towards the victim who triggered it. Boulder traps can remain active for long times if you leave them rolling around. If 6 or more creatures are squished by it, it should dissolve. Just like it does when it rolls into water or lava. Placing them in long corridors makes them very efficient, but take care not to get any of your creatures between the enemy and the boulder or else they suffer the same fate. Word-of-Power Trap --------------------------------------------------------------------- Workshop size: 21 Manufacture time: 20000 Times used: 3 Selling value: 750 The Word-of-Power is a strong trap, but on its own it's pretty pathetic. That is, you can disarm it with a level 1 Warlock who has pretty much only little help. The true power of this trap is deployed when large groups come along. The trap does 200 damage to any enemy creature within two tiles range the moment it is triggered. This way the trap can do a lot of damage by hitting anything that gets near it. Unfortunately, it can only be set off thrice before you need to reload it with another charge. ===================================================================== Walkthrough ===================================================================== --------------------------------------------------------------------- 1. Eversmile --------------------------------------------------------------------- Intro & outro Eversmile - Set in the realm of joy, the people of Eversmile are plagued only by aching facial muscles, and not anthrax as we had hoped. Eversmile is a disgusting land of good humour and polite frivolity. Brana Hawk - War and anthrax have taken to this land likes fleas to a rat. The region is, thanks to your unstinting efforts, now a major eyesore. Initial Gold: 2500 Initial creatures: 3x Imp (1) Max creatures: 7 (excludes Imps) ------------------------------------------------------------------ Creatures Rooms Spells Traps / Doors ------------- ------------- ------------- ------------------ Beetle Treasure room Posses - Fly Lair Create Imp Hatchery Opposition Heroes: 2x Tunneller Dwarf(1), Knight(1) Under the assumption that you know the controls of the game only the most important tasks are described here. If you need help consult the Controls section or read the incoming messages during this tutorial level. We start out this first tutorial level (marked by the T on the flag) in the most basic situation one can imagine. We only have three Imps and a Dungeon heart at our disposal. The first most important task is digging out the 9 tiles of gold seam to the east of your Dungeon heart. Select the tiles with the mouse and your Imps will automatically start digging. It takes a little while for them to dig through gold or reinforced walls, but ordinary walls will crumble after one hit. Slap them to make them work harder, it's a good way of motivating your minions. After excavating the tiles pick up one Imp, drop him on the closest claimed tile (marked by a red dot which indicates you claimed that area) and he'll start claiming the new territory right away. If you don't do this manually the Imps wander around doing nothing before they decide to claim the land for you. Pick up and collect the gold if you please, but it's easier to build a square 3x3 treasure room on these 9 tiles as this is easy and you (or your Imps) don't need to carry the gold all around. Another thing is that you should always build in squares or rectangles as it is the best way to increase the efficiency too the highest level. This is shown by the grey bar in the center. A new room should become available pretty soon after building the treasure room. It will be blinking to bring it up to your attention. This is the "Lair". You can build a 3x3 room in the inlet to the other side of the Heart. Maybe, you should dig out one row/column of this room to expand the room to twelve tiles. More than that is not required for this level, as you can only have upto 7 creatures at most. Now have your imps work their way to the north and claim the portal (this can be done only after you create a claimed path of tiles towards it). Not much later the very first creature will enter your domain. This is a giant swamp Fly who will build himself a small nest in the area marked as Lair. Try to control him using the "Posses" spell to see the world through its broken raster eyes. *_* You can also try this spell out on one of your Imps to dig or claim tiles (just swing the pickaxe) by selecting '1' and clicking. In this state you cannot reinforce walls, however. The only way to force your Imps to do this is by picking them up and dropping one down against a normal wall section. They automatically start hugging it to barricade it. Anyway, after a little while the new Hatchery room becomes available, when the first Bug is attracted to your group. Just dig out a room to the south of your Dungeon heart and build a small (4x3) Hatchery where infant cuccos hatch through eggs that emanate from the floor. About at the same time the first opposition appears on the map. There are two Tunneller dwarfs heading towards your direction. Since there is nothing else to do around here why don't you dig towards them, when the Imps meet up with the Dwarf pick up some bugs and start the battle against the Tunneller dwarf. Three Bugs vs. one Dwarf should be an easy victory for you. If needed feed your creatures some chickens from the Hatchery to restore their health. The "Create Imp" spell is now available too, but you don't need more Imps on this level... Unless you've been too fond of the slapping technique that was just mentioned. After beating him he'll drop 200 gold and the Flies start scouting the area. Naturally, they bump into the other Tunneller and they probably lose the battle (if you set the "Flee" option they might survive by running away..., as if you care). Claim all the new land with the Imps and kill the other Dwarf with a small squadron of Bugs. Few moments later the Lord of the Land approaches. This is a tuned- down level 1 Knight, who is somewhat tougher than the Tunnellers you just met. Get out all your Bugs and have them fight the Knight simultaneously to beat him. And congratulations you defeated the first lord in this country. Only 19 more to go. ^_^ --------------------------------------------------------------------- 2. Cosyton (Tutorial) --------------------------------------------------------------------- Intro & Outro: Cozyton - A hideous sham of a town, in which the prosperous citizens have no gripes or moans. Sadly, even the children are happy and secure. This is because they aren't punished for non-existant crimes... Darkhana - The surviving citizens have more on their plates than a Demon Spawn with three dead adventurers to munch. Not that many citizens have survived, as such. Initial Gold: 2500 Initial creatures: 3x Imp (1) Max creatures: 14 ------------------------------------------------------------------ Creatures Rooms Spells Traps / Doors ------------- ------------- ------------- ------------------ Beetle Treasure room Posses - Demon Spawn Lair Create Imp - Fly Hatchery Training room Opposition Heroes: 2x Tunneller(1), 3x Dwarf(1), 3x Thief(1), Knight(1) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Note: normally when a Demon Spawn trains to level 10, he continues on training and becomes a level 5 Dragon. In the single player the Demon Spawn's maximum level is capped to 10 until Moonbrush Wood. Unfortunately, by the time you reach that level the game gives you Dragons via the normal way... - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This level introduces you to the Training room and the Demon Spawn who is attracted to it. However, the heroes of this realm as such push-overs that you only need the training room for attracting a few of these small reptiles. First create a few Imps until you have 8 of them, usually having 8 Imps is the best as this enables you to carry all of them in your hand at the same time. Dig out towards the eastern gold seam and then head straight to the southern gold for a secret. At the end of this miniature seam is an unclaimed treasure room with some gold in it. Claim it, and you won't need to build another Treasure room. Next use the gaps created by the other squarish seams to build a 4x4 (or something like that) Lair and Hatchery. The large gold block to the west can be used for a nice Training room, which becomes available after a Demon Spawn is attracted through the Portal. After you get either 2 Demon Spawns or when one of your Flies located the Hero's Door (a vague mirror shape) to the south some opposition will appear on the map. There are two spots from which they will originate. From the far eastern end there's a small alcove where a Tunneller Dwarf and a Thief enter, and from the south another party of a Tunneller and a Dwarf will appear. You don't need to wait from them to dig to you, just dig towards them and attack them with your Demon Spawns. A few level 2 or 3 creatures can easily beat the crap out of them. Not much later (a still down-tuned, but less than in the previous level) the Knight appears all by itself from the Hero's Door to the south. Once it gets to your territory, just dump all of your Spawns on him and you're done. Another easy victory! :P --------------------------------------------------------------------- 3. Waterdream Warm (Tutorial) --------------------------------------------------------------------- Intro & Outro: WaterDream Warm - A region of pointless frolicking and endless pleasure. No one here understands the true meaning of suffering and RANDOM SHOCKING VIOLENCE METED OUT ARBITRARILY. Withersdread - This place now has a proper name because of what you did here, there is a healthy disrespect for life, and you'll be amused to hear that cannibalism has gained a strong foothold amongst the ragged inhabitants. Initial Gold: 3000 Initial creatures: 4x Imp (1) Max creatures: 8, becomes 12 after building a Research room ------------------------------------------------------------------ Creatures Rooms Spells Traps / Doors ------------- ------------- ------------- ------------------ Beetle Treasure room Posses - Demon Spawn Lair Create Imp - Fly Hatchery Speed Warlock Training room Library Opposition Heroes: 3x Tunneller(1), 3x Dwarf(1), 3x Thief(1), 2x Archer(1), Knight(1) Another level which is pretty easy. First off, dig out the gold around you before creating a Treasure room. This will enable your Imps to continue on digging continuously. Rather than walking back to the Treasure room after collecting ~500 gold. Next dig towards the Portal and to the far west. There's a very unnatural inlet around here which is worth exploring for its secrets. At the end there is an unclaimed Training room with 2 neutral Skeletons who'll join your liege for free. Quickly, build the Treasure room, Lair, Hatchery and drop the Skeletons into the newly acquired Training room to make them stronger. Not soon after a Warlock will be attracted to your dungeon. And so the Library becomes available to you to build. Make a small room, say 3x3 and put the Warlocks in it along with the high level Skeletons. You should be able to research the "Speed-up" spell very easily. This spell is a very nice one as it is much more effective than slapping your creatures. Next to that it lasts much longer (hold the mouse down to increase the effect/duration of the spell), but it also comes at a higher cost. One note about Warlocks and Libraries here. If a Warlock becomes level 2 or higher he will use his Fireball skill to repel any non-Warlock creatures from the Library. This is not a good thing, because usually having a multitude of creatures in the Library is better than having a few level 2+ Warlocks in it, even if the Warlocks have a better research value. Now that your dungeon is up and running start excavating the gold around the Portal as the training schedule is not a cheap one. After a short while Heroes will appear on the map. Better dig towards them and get out a welcome committee in your hand, which can be dropped down as soon as the Imps make contact. Again, the opposition consists only of level 1 Heroes. <_< The newly introduced Archer is only good at long distances, but since this level is about melee it won't be too hard to defeat them. Again, you have to wait a few moments and 6 more Heroes including the (down-tuned, but almost normal) level 1 Knight. They enter via the same entrances as the previous wave so pick up your highest leveled warriors and place them all on the battle field. After a short, but nice battle it should be an easy victory for you. Claim the pots of gold near the Hero's gate and exit the level by pressing " " (the space-bar). --------------------------------------------------------------------- 4. Flowerhat (Tutorial) --------------------------------------------------------------------- Intro & Outro: Flowerhat - Polite bartering has lead to extreme compassion and a sense of contentment in this area. Not even a thick skinned troll could survive the understanding and help these scummy people could provide. Firemore - There's a burning mess where once a pretty village stood. truely you've achieved a significant improvement in the area, even the poisonous smoke smells sweet. Initial Gold: 3000 Initial creatures: 4x Imp (1) Max creatures: 20 ------------------------------------------------------------------ Creatures Rooms Spells Traps / Doors ------------- ------------- ------------- ------------------ Beetle Treasure room Posses Poisonous gas Demon Spawn Lair Create Imp Wooden door Fly Hatchery Speed Troll Training room Call-to-Arms Warlock Library Heal Bridge Workshop Dungeon Special ----------------- Level up (2x) Steal Hero Transfer Creature Opposition Heroes: Archer, Barbarian, Dwarf, Thief, Knight There are some gems at the bottom of this area meaning infinite wealth for you. This makes this level a little boring as you can just keep on training your creatures to level 10 and build large 10x20 rooms if you really want to. Also the entire bottom part of the map can be claimed without encountering any adversaries. To the north you'll find some archers, but after those there are some slightly stronger adversaries so don't rush out too soon. Since you can live in luxury in this level and therefore you may wish to train your Imps to level 3. They learn the "Speed" ability which makes them work more than thrice as efficient. Anyway, dig out some large room to the east and west, and build a large treasure room around the gems (after digging out all gold). Then construct the rooms and claim the Portal. Have some Imps digging while you train the others and have the rest either train or study in the respective rooms. After a while you get the ability to build a Bridge and Workshop as well as the "Call-to-Arms" and "Heal" spells. These latter will provide in valuable in the battles later on. Be sure to raise its efficiency by holding down the mouse for better effects. Money is of no concern in this realm. Use the workshop to attract some Trolls which are medium fighters. You can use Doors in the passage ways between rooms to increase their efficiency, otherwise the traps serve no purpose here other than selling. This because you are the attacking party not the defending party. Once your creatures have surpassed level 3 or 4 head north, take out the archers around here (Demon Spawns can walk over lava, making them most suitable for this). And build a bridge on the lava, but NOT to the north! Instead follow the bottom eastern wall and you'll find a "?"-box. This is a Dungeon special! This particular one can increase the level of all of your creatures by 1. Because training creatures takes gradually longer with each level you shouldn't use it too early on. Then again, your creatures are already on level 3 or four by now, meaning that it is the right time to use this special anyway. Now build a bridge to the north and challenge the adversaries around here. They appear in large numbers instantaneously once you get too close to one of the doors. So beware... If they are all defeated use your Imps to claim the entire area and work your way to the top. Notice that the eastern inlets contain "Steal Hero" and another "Level up" Specials.. You'd better claim those! To the far north you can hear the Heart of their dungeon beating. Get out a party of your stronger creatures and go for the Heart. When you attack it, more heroes appear and this includes an (non down- tuned) level 3 Knight. He's quite stronger that the previous Knights, but you should be able to beat him. Cast "Speed" and "Heal" to improve the situation and their Heart should be gone relatively quick! But wait, don't press " " yet. There's an area behind the Heart. Dig towards it to find 3 Spiders (2 of level 2 and one of level 7) next to a "Transfer Creature" Special. You'd better make use of this. If you transport the right creature to the next level you can get a very cheap victory as I'll explain in the next level. ;) Personally, a level 8 or 9 Spawn would be best to transport. Warlocks are too expensive to keep early on and are too weak in fights. --------------------------------------------------------------------- 5. Lushmeadow-on-Down (Tutorial) --------------------------------------------------------------------- Intro & Outro: Lushmeadow-on-Down - The bloody axes of war and famine have so far bypassed this quiet backwater, leaving the inhabitants totally unaware of the purpose of real agony and loss. Unbearably, most die of old age. Knife - The streets run with the blood of the slain. Screams of pain and the howls of anguish rip the night air like a vengeful siren song. This really is somewhere you can take the kids for a weekend. Initial Gold: 3000 Initial creatures: 4x Imp (1) + "transfer from last" Max creatures: 25 ------------------------------------------------------------------ Creatures Rooms Spells Traps / Doors ------------- ------------- ------------- ------------------ Beetle Treasure room Posses Poisonous gas Bile Demon$ Lair Create Imp Wooden door Demon Spawn Hatchery Sight Fly Training room Speed Spider Library Call-to-Arms Troll^ Bridge Heal Warlock Guardpost^ Workshop^ Prison Dungeon Special ------------------ Resurrect Creature Level up ^ = only available to you $ = Bile Demon can only be attracted if you find one on the map Opposition Blue Keeper: Initial Gold: 3000 Initial creatures: 4x Imp (1) Max creatures: 25 This will be the battle against your very first computer controlled Keeper. The CPU has some oddities (especially if you're playing the original unpatched DK) which might evident during play. I've noticed that CPUs can sometimes act very awkward like spending all money on Workshops and not digging out for gold/gems even though they are often gifted with close range gems (not in this particular level, but it did happen). Hogging to the current spot and waiting for the enemy to come towards you (or running out of gold) is not a good idea. So make it fast. First of all, dig straight to the north! There's a Bile Demon and two Spiders imprisoned in the neutral Prison in the center. As soon as they are within your sight they choose to join you. Claim them while you can! You just need to pick them up so they can cross the lava gap. If you transferred a high level creature from the previous level you could try a "blitz-krieg" strategy by building a research asap, obtaining a bridge and building it to the top. Then an Imp can pass the lava and dig towards the hostile Keeper. The CPU almost always digs to the gold to the far south (just above the prison). Often this means that you do not even need to dig. If you're fast the enemy doesn't have any defenses other than Imps and their 1 Fly meaning that your creatures can easily take out the Keeper's heart without opposition. Also, you'll come across the Keeper's Portal. If one of your Imps can claim that on the way you have instant victory! Otherwise you can still try the same tactic, but you may need some training. Fortunately, there's a Level-up Dungeon special to the far east side of the map on an isle in the lava. Similarly, there's a Resurrect special on the other side. Get to those while researching the bridge and attack the Keeper to win the battle. --------------------------------------------------------------------- 6. Snuggledell --------------------------------------------------------------------- Intro & Outro: Snugglebell - The folk of Snugglebell worship the common rabbit. Floppy eared bunnies are encouraged to hop around the fields surrounding the hamlet, bringing happiness, love, and more bunnies to the entire area. Ruiniena - Not a soul stirs here now, even the rats are afraid to come out of the drains and feast on the dead. You really outdid yourself here master, it's a pity the destruction was so easy. Initial Gold: 2000 Initial creatures: 4x Imp (1) Max creatures: 30 ------------------------------------------------------------------ Creatures Rooms Spells Traps / Doors ------------- ------------- ------------- ------------------ Beetle Treasure room Posses Poisonous gas Bile Demon$ Lair Create Imp Lightning Dark Mistress Hatchery Sight Wooden door Demon Spawn Training room Speed Braced door Fly Library Call-to-Arms Spider Bridge Invisibility Troll Guardpost Heal Warlock Workshop Lightning Prison Torture room Dungeon Special ------------------ Fortify walls Level up Transfer creature Opposition Blue Keeper: Initial Gold: 14500 Initial creatures: 4x Imp (1) Max creatures: 25 Heroes: 4x Fairy (1) The Computer player on this level acts particularly strange. In some cases it just does nothing all the time making a victory a little too easy. As in most cases don't hog to just your own part of the map, but explore it after you attract a few creatures. Four level 1 Fairy will be flying around here. They're very easy to defeat with any non- Imp creatures. Once they're gone you'd better posses one of your Imps and enter the small "eye"-shaped structure in the center. Dig out the two normal soils squares to find a neutral torture room with three Dark Mistresses inside. These are superb fighters and if you slap these they will actually become happy. With all of this done build (if you haven't done so) a Library and use the highest leveled creatures to research the bridge. Upon completing the Bridges' research build one to the torture chamber, and also build a small treasure room next to it so it becomes much easier to claim the gold surrounding it. Then continue on building the bridge to the south and fight the Keeper guiding your group using the Call-to-Arms spell. You should have enough money to get to its Heart. In case your opponent has fortified all of his walls go via the southern passage (there is a gap in the wall here, which the programmers placed here to make it able for you to enter his domain). Take out the heart and you're done. Also if you have a bit more patience locate the "Make Safe" and "Transfer Creature" Dungeon specials in the eastern two inlets, and the "Level up" special in the top western inlet. The latter spell should give you an edge over your adversary. For the next realm a level 9 Mistress should do quite well. ;) --------------------------------------------------------------------- 7. Wishvale --------------------------------------------------------------------- Intro & Outro: Wishvale - This region of dreaming underlings is ruled by the beautiful lady Catherine. She is kind, and fair, and doesn't imprison or torture her subjects, for some reason... Steep Scythe - Everyone has been put to the sword, and we've made an enormous magic carpet out of the thousands of bunnies that swarmed here. Your minions will feast on their tiny remains for weeks. Truely a majestic victory. (notice that Steep Scythe dialog fits better with Snuggledell, but it's placed here; program error!) Initial Gold: 3000 Initial creatures: 4x Imp (1) + transferred creature Max creatures: 25 ------------------------------------------------------------------ Creatures Rooms Spells Traps / Doors ------------- ------------- ------------- ------------------ Beetle Treasure room Posses Poisonous gas Bile Demon Lair Create Imp Lightning Dark Mistress Hatchery Sight Wooden door Demon Spawn Training room Speed Braced door Fly Library Call-to-Arms Orc Bridge Invisibility Spider Guardpost Heal Troll Workshop Lightning Warlock Barracks Prison Torture room Dungeon Special ------------------ Resurrect Creature(2x) Level up Transfer Creature Opposition Blue Keeper: Initial Gold: 7500 Initial creatures: 4x Imp (1) Max creatures: 20 Heroes: Archer, Barbarian, Dwarf, Giant, Knight, Thief, Wizard In this level you need to take care of both the blue Keeper to the west and the Heroes' dungeon to the east. Personally, I find it easier to take care of the Heroes' place first. This allows you to get more Heroes to converge to your cause using the prison and torture chambers. First try and excavate all the safe areas with gold around you, and build up a small dungeon with the essential rooms. You can safely dig without breaking any walls in eastern direction for 4 tiles, western direction 3 tiles, northern direction up to the top most tile of the Portal, and southern direction is safe as no heroes appear here. Take care that you can easily run out of money here so don't wait too long or build too much/large. If you transferred a good creature from the previous realm have him/her do research in the Library. Once you have bridge parts and maybe even a prison break, save game, and break through the western wall. It's the easiest way to surprise a few heroes, unless the blue Keeper has claimed to much of this areas. Follow the path on the other side of the lava and take out the lone hero behind the door. Now dig to the south here and you'll find another lone hero. Kill him too and start claiming all the territory here, before breaking the locked door. Place some traps along the newly claimed corridor to deter outsiders. If you feel ready to push on to the east, take a few high leveled characters to break the said door. Your opposition will consist of a multitude of level 1 and 2 characters and in the end a level 4 Knight. Not too bad at all, however the area where the Knight appears has two lightning traps which may cause peril to your Imps if they try to claim it. Just disable the traps by getting hit (use a character who can use "heal" and trigger the trap, until its depleted. Otherwise it should be easy to claim all the golden pots from the Heroes' dungeon. For the blue Keeper's dungeon, it should not be too difficult. There's little gold on this level so he can't train his creatures to high levels as well. Besides you use "Sight" in conjunction with a well placed maxed-out "Lightning" strike every now and then you can kill many of his Imps. Meaning that the Keeper will spend most of his money on generating Imps. ;) Dig through the northern passage and you'll find a way to reach the Keeper if he fortified all of his walls. This way you can easily find a path to his heart. Destroy it, and this land is yours. Just one note: If you put the Knight in prison and exit the land before converting him you get to see an additional scene after you press the " ". Here there are 9 doors to choose from which you hear the type of torture behind them. A nice addition. ^_^ --------------------------------------------------------------------- 8. Tickle --------------------------------------------------------------------- Intro & Outro: Tickle - Blissfully unaware of the damage protracted war can wreak on their idyllic cluster of homesteads, the villagers of Tickle are pure of heart, and unblemished of face and neck. Panic Intrisica - A weeping, wizened crone presides over this ruined empty land now. Once she was beautiful. Now she'd make you want to vomit. The improvement is impressive. (Again, notice the after narration fits with the previous level) Initial Gold: 9000 Initial creatures: 4x Imp (level 1) + transferred creature Max creatures: 30 ------------------------------------------------------------------ Creatures Rooms Spells Traps / Doors ------------- ------------- ------------- ------------------ Bile Demon Treasure room Posses Poisonous gas Dark Mistress Lair Create Imp Lightning Demon Spawn Hatchery Sight Wooden door Fly Training room Speed Braced door Orc Library Call-to-Arms Steel door Troll Bridge Cave-in Warlock Guardpost Invisibility Workshop Heal Barracks Lightning Prison Protect Torture room Temple Dungeon Special ------------------- Locate hidden realm Level up Transfer creature Opposition Blue Keeper: Initial Gold: 9000 Initial creatures: 4x Imp (level 1) Max creatures: 27 Heroes: Archer, Barbarian, Fairy, Knight, Monk The easiest way to beat this level is by another "blitz-krieg" on the hostile Keeper. Beating the heroes afterwards is such a breeze, but you do need to do some training as a group of 7 level 5 Barbarians will be part of those. Instead of building a home and claiming the portal head to the east immediately! Notice the strange arrangement of gold around the wall around there. You can even hear footsteps behind them... Dig through the gold to find some Demon Spawns, but more importantly a level 7 Hellhound. Hellhounds can walk over lava with no effort. Now you may ask what I'm going for and that I shall explain. The blue Keeper has an open section near its dungeon heart, that is any creature able of walking on fire can reach the dungeon heart quite easily. This early in combat the enemy Keeper has no troops, therefore your Hellhound can easily finish the job once he gets near the Heart. Hence "Posses" him, get used to the B&W view, follow the western wall, and you should find the said section near the Heart. It may be a bit confusing, but it's really not that bad. Again, crush the Keeper with his 1 Fly and you can expand your reach quite a bit. Before expanding please note that there are 4 level 3 Fairies to the northwest of your Dungeon heart. They may seem like push-over like last time round, but don't forget that these mystical creatures are excellent with spells in the long range. Do not attack them until you have some magic casters yourself. Apart from that build some nice rooms and good library for research. Also you may want to keep the Hellhounds and the Demon spawns apart; they don't like each other. Get your Imps to the gems of your enemy's keeper asap and money is no longer a concern. Once you researched the Temple you may wish to construct one (at least 3x3 in size) and throw a Bile Demon, Dark Mistress and a Troll into the fountain. Doing so will please the gods who reward you with a Horned Reaper who's level is the average of the three rounded down. Also sacrifice all your Imps and their _relative_ cost becomes much cheaper (e.g. normally the 8th Imp costs 1250, but after sacrificing a few the 8th Imp costs only 150!). Remember these tricks as they can help you in some of the later levels. The other sacrifices are of little use imo. Finishing the Fairies and Barbarians is each after which a Knight, Monk and Archer appear. These are even easier than those Barbarians, so quickly press " " to cont.., wait, there's an important Dungeon special in this land. In the north-east corner there's a "Activate Hidden Realm" special in the center of the three inlets. Work you way towards that place and be careful about the poisonous traps and the boulder traps. Poison can easily be nullified by Bile Demons who are immune to it. The Boulders should be avoided at all costs; it litterary crushes anything! Once the special is in reach activate it and leave the realm with " ". --------------------------------------------------------------------- 9. Moonbrush wood --------------------------------------------------------------------- Intro & Outro: Moonbrush Wood - A forest town with a welcoming population. Demons and the legions of Hell could ride in, and would probably be offered cheap lodgings and a night of good cheer in a warm cozy tavern. Neverdorf - Once a flourishing homestead, now it's a stinking hole in the ground. It will be years before even the hardiest weed grows here again. War on the other hand is in full blossom. Initial Gold: 5000 Initial creatures: 6x Imp (1) + transferred creature Max creatures: 20 ------------------------------------------------------------------ Creatures Rooms Spells Traps / Doors ------------- ------------- ------------- ------------------ Bile Demon Treasure room Posses Poisonous gas Dark Mistress Lair Create Imp Lightning Demon Spawn Hatchery Sight Wooden door Fly Training room Speed Braced door Orc Library Call-to-Arms Steel door Spider Bridge Cave-in Troll Guardpost Invisibility Warlock Workshop Heal Barracks Lightning Prison Protect Torture room Disease Temple Graveyard Dungeon Special ------------------- Locate hidden realm Level up (2x) Transfer creature Resurrect Creature (2x) Fortify Walls Opposition Heroes: Archer, Barbarian, Giant, Knight, Monk, Samurai, Thief, Vampire, Witch, Wizard No active Hero attacks and gems to your east means that you can play like a hog this level similar to the situation in Flowerhat. So, just take your time, work you way to the gems, build a treasure room, some other large template squarish rooms and start building all types of rooms. The path to the south-west leads to a small maze. You'd better not proceed to that too quickly as there is a boulder trap here. It kills all of your Imps if you don't take care. As mentioned before you can train the Demon Spawns to level 11 to transform them into a level 5 Dragon. Take note that the main weapon of a dragon (flame breath) disallows you to imprison your victims. The flame breath always kills the opponent even if the Imprison option is turned on. To the north of your Portal dig through the center earth tile to find a hidden Temple and three additional rooms containing: Dark Mistress, Bile Demon and a Troll. If you read the last level's description you know what this set up mean: It's Horned Reaper time. Again, if hear "Your creatures are getting angry" quickly pick up the Reaper and place him _around_ the Temple fountain. The moaning will cheer him up making him happy again. It's always best to leave him there when he's not researching/training/fighting. After completing most research you can build a graveyard. This is good thing as it allows you to generate Vampires from the dead bodies that result from battle (or by your slapping). By my equation 1 Vampire > 3 Warlocks and also because Vampires and Warlocks don't mix I use the following strategy. Pick up one Warlock, place him in the Graveyard, slap him to death, get an Imp to lay his body to rot, and rinse and repeat. You should have enough Warlocks to get at least 1 Vampire. Train him and once he transcends level 3 he'll become immortal (e.g. when a level 10 Vampire is killed he resurrects in his coffin as a level 9 Vampire). They're great researchers and fighters, but they come at a high price. Another thing that is new in the research is the "Disease" spell. Frankly, this spell is not as useful as it seems. Aye, it can kill even the strongest creatures over time (a victim will be covered in flies if the spell is active), but it can only be used on your own territory. By the time you claim the tiles of the heroes you might as well fight them 1-on-1. It's much easier. Also the spell can also affect your monsters too. The only way to clear them is by placing them around the Temple fountain. This will purify their bodies, although Vampires get annoyed by Temples. The south eastern path is best explored in first-person view, so "Posses" an Imp and claim all the tiles. The Boulder trap is hidden in a side branch (in the 2x3 room on the map), so you can reach the end of the labyrinth without having to wait. You come across "Transfer creature" special along the way. At the end there are some gems and a "Level up" special. The gems here are hardly useful considering that you can't build a reasonable treasure room here. To attack you enemies you can best start by digging upwards from the Portal. Build a bridge to the top and take out all the level 3 enemies here. Then notice the symmetry of this level and work your way around clockwise by building bridge sections between the "?" shaped signs. Once all four sides are done break open the sealed doors one by one. Inside there's always a level 7 Witch & Wizard and a level 5 Giant. Get out some Bile Demons + Horned Reaper and attack them. The Bile Demons are so heavy that they're immune to the "whirlwind" spell which makes them very suitable for fighting these magical opposition. Other creatures get thrown away by it (very effective to use yourself with a high level Vampire ;) ). Once all 4 Wizards are out the Knight appears in the central square (there a good level 7 Vampire here too). Before breaking open this center you may wish to use the "Sight" plus "Lightning" spell to take out some of the weaker opposition. Only the Knight and Vampire will remain as they are too strong to be dealt with this way. Break open the gold, get your troops together a fight him. Fortunately, the good Vampire doesn't have home so he won't be resurrected. You've conquered this realm, but wait, don't just leave yet. At the top you may have noticed the infinite cave-in (doesn't do any damage) near a magical door. Behind it is a special which leads to another secret bonus game. To get to this special try the following. Build a bridge, take it out of commission except for the tile that is against the ledge. Put one Bile demon here, "possess" him, walk around disabling the poison traps. Once they're all gone, get an Imp and claim all tiles, get some of your strongest Bile demons together and put them in front of the door. Beware once they break through a boulder will try and kill them. Quickly, pick them up before the boulder gets them! If you sold most of the bridge parts the boulder ends up in lava and is destroyed instantaneously. Now, get a high leveled Demon Spawn or Dragon (they can heal and have tough armor) and enter the inlet. Their armors should be able to withstand the Lightning traps to some degree. "Posses" them walk over the traps and heal if health drops below 40%. Exit the creature and use the "Heal" spell on him. Rinse and repeat a few times and the traps are disabled, now your Imp can safely claim all the land and the Special is yours. Before leaving you may want to use the 2 Level up specials in conjunction with the Transfer creature. Personally, a Horned Reaper or a Vampire will do best for the next level. Not a Dragon, because we need someone to traverse the lava quickly. --------------------------------------------------------------------- 10. Nevergrim --------------------------------------------------------------------- Intro & Outro: Nevergrim - Unable to see the bad side of anyone, these folk could benefit from a swinging sword to the back of the neck, or possibly a lightning spell in the throat. Such possibilities never cross their happy minds. Grimsforth - The legions of Hell have been through here at your bidding. They've altered the appearance of the place as you would wish Master. Now we breath the heavy perfume of toxins wherever we wander. Initial Gold: 6000 Initial creatures: 4x Imp (1) + transferred creature Max creatures: 25 ------------------------------------------------------------------ Creatures Rooms Spells Traps / Doors ------------- ------------- ------------- ------------------ Bile Demon Treasure room Posses Alarm Dark Mistress Lair Create Imp Poisonous gas Dragon Hatchery Sight Lightning Hell Hound Training room Speed Lava Orc Library Call-to-Arms Boulder Warlock Bridge Cave-in Wooden door Guardpost Invisibility Braced door Workshop Heal Steel door Barracks Lightning Magic door Prison Protect Torture room Chicken Temple Disease Graveyard Scavenger room Dungeon Special ------------------- Level up(2x) Transfer creature Opposition Blue keeper: Initial Gold: 16000 Initial creatures: 4x Imp (1) Max creatures: 20 A very peculiar level... There's not much to dig around here. Everything is out and open. Gold is limited too, and there are several neutral creatures walking around. Two Dragons on both your side and your adversary's part. To the east of you is also a neutral scavenger room. It can be used to 'steal' enemies from your opponent, or vice versa when they have researched it. At a whopping 750 gold per tile be sure not to build such a room naively! If you transferred a Vampire/Horned Reaper, "posses" it and fly/walk over the lava and attack your enemy with his mighty four Flies... While your superior creature is fighting, build up a Library and such to research the Bridge. Afterwards explore to find the dungeon specials. You can also research the other traps/doors/spells. From this level on you can research everything, but the last two spells. You'd better transfer a strong creature to the next level as you'll be doing some serious fighting there. Yes, retransferring the same monster might be a good idea. --------------------------------------------------------------------- 11. Hearth --------------------------------------------------------------------- Intro & Outro: Hearth - Family life is the reason these serfs feel so confident and cheerful. Their unruffled existence would make even a terror dog throw up it's breakfast of half-chewed champions. Rivalmark - A Kingdom fit for a Dungeon Keeper of your standards, Sire. The Blackened Hulks of the houses welcome you, and the overgrounders prostrate themselves, Mainly because we've killed them... Initial Gold: 10000 Initial creatures: 4x Imp, 3x Troll, 2x Bile Demon, 2x Demon Spawn + transferred creature Max creatures: 30 ------------------------------------------------------------------ Creatures Rooms Spells Traps / Doors ------------- ------------- ------------- ------------------ Bile Demon Treasure room Posses Alarm Dark Mistress Lair Create Imp Poisonous gas Demon Spawn Hatchery Sight Lightning Dragon Training room Speed Lava Hell Hound Library Call-to-Arms Boulder Orc Bridge Hold Audience Word-of-Power Troll Guardpost Cave-in Wooden door Warlock Workshop Invisibility Braced door Barracks Heal Steel door Prison Lightning Magic door Torture room Protect Temple Chicken Graveyard Disease Scavenger room Dungeon Special ------------------- Level up(3x) Resurrect(2x) Transfer creature Opposition Heroes: Archer, Barbarian, Fairy, Giant, Knight, Monk, Witch, Wizard Time is short on this level. After a minute or so there will be nearly continuous waves of heroes appearing in each of the four corners of the map. You have 10000 gold, but don't use it all up right away. There's very little usable gold to mine and you need the money later on. This is also a reason not to create any new Imps; you'll only need the four you have. Use the "P" function to pause the game when things heat up. This way you can evaluate your next step, and you can look around on the map to see which part needs the most attention. This way you can also claim the dropped pots of gold very easily. Just unpause momentarily to pick them up. First off, put the transferred high level creature in the Library and have your Bile Demons and Demon Spawns in the Training room so they reach at least level 2. Pick up one Imp and have dig through the mysterious corridor in the north-west corner, then build a bridge toe the far NW corner to find a Level up special. Don't trigger it just yet. Have another Imp claim the white tiles to the west of your dungeon. There's a Steel door here and behind it is a Boulder trap and 2 Level up specials. Trigger it, wait for it to break apart, and get to those specials. Now that your creatures should be on level 3 these specials boost your creatures to level 6 already. Trolls and Imps will accelerate because of this! Using that your creatures can withstand the first few waves of enemies without effort. In the meanwhile, dig out the tiles next to the work shop and expand the room. This allows you to build some of the strongest traps and doors. Place it in either west or east wing as that's were the final enemies will originate from. If it's a lava trap you're lucky. Because most heroes can't cross it, meaning that you need to worry about those goons. Also you may wish to expand the library by digging out the northern wall. This way the doors remain intact and the room can be expanded too. Also don't drop your high leveled creature into the battle by himself, there are many magic users and they might slow down or even freeze your character. You need to attack them in groups. After all the waves are depleted the Knight (all between level 6 and 8) approaches. Just drop all of your best Demon Spawns/Dragons/Bile Demons on them and fight to the last end. They drop a lot of money so don't be too conservative with magic here. --------------------------------------------------------------------- 12. Elves' Dance --------------------------------------------------------------------- Intro & Outro: Elf's Dance - A village set inside a giant fairy ring. A weak kind of magic provides the dwellers with all their hearts could desire. Embarrassingly, most simply wish for peace, happiness, and a long untroubled life. Dragon Thyne - We've set fire to this place. It's still burning with a fierce unnatural intensity, so we can't get anywhere near it. But we're sure you'll love it, once it's cooled down a bit. Initial Gold: 3000 Initial creatures: 4x Imp (1) + transferred creature Max creatures: 30 ------------------------------------------------------------------ Creatures Rooms Spells Traps / Doors ------------- ------------- ------------- ------------------ Beetle Treasure room Posses Poisonous gas Bile Demon Lair Create Imp Lava Dark Mistress Hatchery Sight Boulder Demon Spawn Training room Speed Wooden door Dragon Library Call-to-Arms Braced door Fly Bridge^ Cave-in Steel door Hell Hound Guardpost Heal Orc Barracks Invisibility Troll Prison Lightning Warlock Torture room Protect Graveyard Disease Scavenger room ^ = bridge only available to you Dungeon Special ------------------- Level up Resurrect Transfer creature Opposition Blue and Green keepers are allied Blue keeper: Initial Gold: 6000 Initial creatures: 4x Imp (1) Max creatures: 15 Green keeper: Initial Gold: 6000 Initial creatures: 3x Imp (1) Max creatures: 15 Heroes: 9x Barbarian, 4x Fairy, 4x Giant, 6x Monk, 4x Wizard (all level 1) If you transferred a high level creature another 'blitz-krieg' will work wonders. ^_^ Dig out below the door and "posses" the creature and walk down south. Break open either left/right door and follow the corridor to the end. Take out the Heart and do the same for the other Keeper. Now continue on south and break another locked doorway. Behind it is a plethora of level 1 heroes. Kill them and you're done (mind you that there are a few hidden behind the gold on the east side. In the event that you play this without such a transfer you may need to take things at a slightly slower pace. But you should still act as quick as possible. The keepers here are very fond of building scavenger rooms here and attracting additional creatures that way. They might even lure a few of your creatures there. The computer however will not attempt to attack you soon, because they will not break open locked doors of their own dungeon. Therefore the green Keeper won't attack you at all as there are no openings from him to get past. But still you need to attack them and before they get the "disease" or "chicken" spells or else you're in for it... In this case you may wish to take out the heroes south first. With a few higher leveled creatures you should be able to beat the crap out of all those level 1 heroes. They also provide nice attributions to your army. As well as the three neutral Vampires in the hidden graveyard at the bottom. Also dig east and west here to find a Level up and Resurrect creature specials. Use the first special to gain an edge of your competitors! After you're done retransfer your high level creature using the special to the north of the Resurrection one, once again. --------------------------------------------------------------------- 13. Buffy Oak --------------------------------------------------------------------- Intro & Outro: Buffy Oak - A small location, where the people simply sit around and enjoy each other's company. They talk, laugh, and sing without ever arguing, drawing daggers, and dying in a gurgling rush of blood. Yuch, a truly bizarre place. Carn Forge - The Fairy ring lies smashed, and the folk have fled to the hills. Our vampires are out hunting them down as we speak. Rest assured, we'll be dragging them back soon, my lord. Initial Gold: 3000 Initial creatures: 4x Imp (1) + transferred creature Max creatures: 30 ------------------------------------------------------------------ Creatures Rooms Spells Traps / Doors ------------- ------------- ------------- ------------------ Bile Demon Treasure room Posses Alarm Dark Mistress Lair Create Imp Poisonous gas Dragon Hatchery Sight Lava Fly Training room Speed Lightning Hell hound Library Cave-in Wooden door Orc Bridge Call-to-Arms Braced door Troll Guard post Heal Steel door Workshop Invisibility Magic door Barracks Lightning Prison Protect Torture room Audience Temple Disease Graveyard Chicken Scavenger room^ ^ = Scavenger room is only available to you! Dungeon Special ----------------- Level up Reveal map Transfer creature Opposition Blue and Green keepers are allied Blue keeper: Initial Gold: 10000 Initial creatures: 4x Imp(1) Max creatures: 14 Green keeper: Initial Gold: 10000 Initial creatures: 3x Imp(1), Imp(3), Dragon(7) Max creatures: 14 Blitz-krieg is possible with the transferred creature, but it's a bit harder here. The green Keeper (who has a claimed portal, and is therefore invisible on the map) has a high level dragon and an Imp which can accelerate so you need to take that one out first. Problem is you can't reach the dungeon; you must excavate a path to it. To do that you need an Imp across the lava, which would require a bridge... However notice that in the bottom right corner of your dungeon there is only a gap of one tile between 'shore'. If you "posses" the Imp you can cross it, taking only limited damage. You may even come across one of the four neutral Dragons (level 1) around here. Now dig downwards, until you reach a small open area. Dig down here between the gold seams towards the bottom. The green Keeper is to the east of the blue Keeper who can be recognized by the open Portal. Once you struck the keeper quickly get the Imp out (or let him die) and walk through the corridor using your high level creature (better get him while the game is paused with "P"). Take out the Dungeon Heart and apply the same tactic for the blue Keeper. Another way would be to research the Bridge and get ashore asap. Then claim most parts of the northern gold. Fortify your dungeon and build a reasonable Scavenger room to steal your opponents' minions, because your enemies cannot build a Scavenger room and you have gems and they don't. Once their resources are depleted take out your troops and go for an all out battle. There are three specials in this level. The two alcoves surrounded by gold in the center contain Level up and Reveal Map specials, but they are surrounded by Lava / Poison traps respectively. Lastly, the Transfer creature is hidden in the central bottommost tile in the central gold seam. The next level can use the same transferred creature once again. --------------------------------------------------------------------- 14. Sleepiburgh --------------------------------------------------------------------- Intro & Outro: Sleepibrugh - A settlement in the fertile farmland near the mountains. Nothing ever happens here, apart from some good deeds and the odd exchange of kind-hearted greetings. A disgusting pit of Hades in other words. Herelyns Down - The people enjoyed each other's company so much. that they'll be together forever now. We've thrown them all into a big pit and piled tons of rocks on top of them. A fitting end, We'll trust you'll agree. Initial Gold: 3000 Initial creatures: 4x Imp (1) + transferred creature Max creatures: 20 ------------------------------------------------------------------ Creatures Rooms Spells Traps / Doors ------------- ------------- ------------- ------------------ Bile Demon$ Treasure room Posses Alarm Dark Mistress Lair Create Imp Poisonous gas Dragon$ Hatchery Sight Lava Hell hound Training room Speed Lightning Troll Library Cave-in Boulder Warlock Bridge Call-to-Arms Wooden door Guard post Heal Braced door Workshop Invisibility Steel door Barracks Lightning Magic door Prison Protect Torture room Audience Temple Disease Graveyard Chicken Scavenger room Destroy Walls Dungeon Special ----------------- Transfer creature $ = only available to both of your opponents Opposition Blue and Green keepers are allied Blue keeper: Initial Gold: 7500 Initial creatures: 8x Imp (1) Max creatures: 22 Green keeper: Initial Gold: 7500 Initial creatures: 8x Imp (1) Max creatures: 22 Heroes: Thief, Wizard, Knight Hmmm... you know, you don't need to defeat the two Keepers here to beat the level. You can just hog and fortify all your walls. The "Destroy Walls" spell is available, but it takes AGES to research. Instead just mine for gold using the gems, use "Sight" combined with "Lightning" to kill all the Hero opposition to the far north. Wait for the level 10 Lord of the Land to appear, and repeat the process. Several maximum charged shots should take him out. Easy. ^_^ The other strategy could be to fortify the dungeon at critical parts and wait for your rival Keepers to drain out of gold. Act like a turtle; do 'nothing' and wait for your opponents to wear themselves out! There's only two gem segments and those are close within your reach. So, when you start the level look at the map and pause the game. Notice the shape there's impenetrable rock on both side along the entire width near the center. Except for four spots (two to the left, a larger section below the gold in the center and another spot in the far right. If you can fortify those parts and the keepers can't bother you until they get "Break walls" spell, but if you act properly they'll never get that far. >:D. There are other interesting features about this level too. The far south-east corner contains a complete workshop with a level 10 Troll. Just beware of the Boulder trap around here... Also behind the steel door is a level 1 Horned Reaper. For as long as you don't have a Temple keep him happy by rewarding him with a little money every now and then (even the smallest amount of gold is enough, but you have to give him something). In any case build a big Library, ditto Treasure room and Training room and attract as many creatures as possible. After the Graveyard becomes available kill some of the Warlocks by slapping them and get Vampires in return, much better and stronger too. Have everybody except the Reaper scavenge and the number of attracted creatures will increase dramatically. There's a lot of Hellhounds that can be attracted so get to work, but you must be the first to scavenge or else you'll get scavenged yourself! Note however that on my play I only got two Mistresses and 1 Hell hound no matter how much I scavenged... But still it works wonders to steal their high leveled Warlocks from under their noses. Next, hit the enemy Imps with lightning bolts using "Sight" and "Lightning" can be very draining to your opponents money flow. If you have some Vampire scavenging the Vampires created by enemy's Imp corpses will aid you as well. ^_^ Determine with "Sight" how strong your opponents are and when you're ready to attack, do so via either of the four passage ways. Attacking the left Keeper would be a bit easier. You can take him on from both sides (there's two gaps in the left wall section). The cpu only counters attacks on one spot so if your initial attack in on the right he retaliates there and you can sneak in some creatures or Imps to destroy and claim his dungeon. Once this keeper is gone, the other Keeper will fall easily. After that taking out the heroes is easy as pie. Note that on my play the blue Keeper did nothing; e.g. he had 0 chambers and 0 creatures all the time... Once you're done locate the "Transport creature" special in the bottom right corner of the top left squarish room. Again, transport a good creature as it will become very handy in the next level. I would like to point out that money is limited in the beginning of the level so perhaps transporting the Horned Reaper is not so good. A captured and trained Bile Demon from the enemy Keepers would be great. --------------------------------------------------------------------- 15. Woodly Rhyme --------------------------------------------------------------------- Intro & Outro: Woodly Rhyme - A village of such obscene contentment, it's criminal that a horde of undead vigilantes haven't massacred every soul in the place. If there's any justice, this will soon happen, my lord. Mormonflack - We've developed this area; it is now a breeding ground for our legions of Beetles and Flies. To think that it was once pointless farmland providing food for the weak population that lived there in so-called peace. Initial Gold: 7500 Initial creatures: 8x Imp (1) + transferred creature Max creatures: 40 ------------------------------------------------------------------ Creatures Rooms Spells Traps / Doors ------------- ------------- ------------- ------------------ Dark Mistress Treasure room Posses Alarm Dragon Lair Create Imp Poisonous gas Hell hound Hatchery Sight Lava Troll Training room Speed Lightning Vampire Library Cave-in Boulder Warlock Bridge Call-to-Arms Wooden door Guard post Heal Braced door Workshop Invisibility Steel door Barracks Lightning Magic door Prison Protect Torture room Audience Temple Disease Graveyard Chicken Scavenger room Armageddon Destroy Walls Dungeon Special ------------------ Fortify(23x) Level up Resurrect Creature Transfer Creature Opposition Blue and Green keepers are NOT allied Blue keeper: Initial Gold: 7500 Initial creatures: 7x Imp (1) Max creatures: 35 Green keeper: Initial Gold: 7500 Initial creatures: 4x Imp (1) Max creatures: 35 Heroes: Archer, Dwarf, Knight, Samurai, Witch, Wizard Applying blitz-krieg here is I think not a good idea. There are two Keepers and in the center there is a strong group of heroes who will attack you, when you get near their structure. A multitude of level 10 characters is too much even for a Horned Reaper. The spell casters among them can freeze your high level character, leaving him open as a vulnerable target. You need to assemble a group of warriors here if you wish to win. As with the previous level chances are big the blue Keeper gets stuck, and we can use his failing to our advantage. But before anything serious can be done the ability to build bridges is needed. Start out as you normally would, but be careful not to hit water, yet. Use "Sight" to find out which directions are safe. There's some pots of gold to the direct south-west, a Bile Demon in a neutral prison to the far north-east and some heroes, neutral creatures, traps and dungeon specials near the center. The marked + in the center is actually a Word-of-Power trap that is assigned to your dungeon (must be a mistake by the programmers...). Pay close attention to the chamber/creature counter in the "?" tab. If either one of the Keeper is on zero after you researched the bridge you might have an opening here to take over that part of the map. Still be careful as you do not want to trigger the heroes in the central structure. If it is the blue Keeper dig south to the far west side of the level and before you hit the water put a door (any type will do) and lock it. Now have one Imp take out the last segment, claim the tile and pick the Imp up as we don't want him to go off wandering to the trigger heroes at this moment. Build a bridge to the other side and sell all but the tile at the bottom or also claim the prison with the gold pots. Then have the Imp dig down a small section, claim the tiles here, set another door here and lock it. There, now we are safe. Put down some Imps down under and excavate all the ground around the gold so a Treasure room can be build here. And start claiming the much easier gems rather than those we had before. If the Imps decide to break through their walls have your creatures take out the Heart without any effort (their one Fly is nonexistent in this level). Otherwise train/research a bit more. If you think you're strong enough to withstand a reasonable opposition of heroes venture on towards the center and break the door to find the lord of the land with two Samurais (all level 10). If you pass certain event points there may be more Heroes around. Slaughter / capture them and try to claim as much of the area as possible. If the green Keeper hasn't broken through the barrier, seal him off by building a bridge to the far east and fortifying all segments. This way he can't get out for quite some time. After all Heroes are annihilated you can try to examinate the central building as there are lots of dungeon specials here. Note that 23 of them are "Fortify" spells whereas there are only one "Level up" and "Resurrect creature" specials around. These are located in back of the 'special' room. The easiest way to explore this part is by sacrificing several Imps in the fountain and having another group take all the damage from the traps, constantly creating new Imps for only 150 gold. This way you can get through the traps using them as cheap cannon fodder and you might even end up with a Vampire or two if you have a Graveyard. For the last keeper (or both if the blue Keeper didn't get stuck) you might want to use "Armageddon" and place many lightning traps at your Dungeon heart. This way your troops have the advantage, otherwise just dig him out with the "Destroy Walls" spell. Now, before leaving this level I _strongly_ recommend you transfer a strong creature to the next level, this because Tulipscent is a bloody mess without a strong fighter. You could summon a Horned Reaper and transfer him with the Special hidden in the far south inlet. Dig out the single block of earth, disable the poison traps, break the door, avoid the Boulder at all costs, and claim the special from behind it. --------------------------------------------------------------------- 16. TulipScent --------------------------------------------------------------------- Intro & Outro: Tulipscent - Flowers are on display on every building in this area. The poisonous stink of these feted blooms will stick in the throats and noses of every right-thinking villains that comes within four leagues of the place. Hasimlock - Vampires have sucked the life out of everyone here. They poisoned the well, and smeared dung on all the door handles as a joke. Not a sophisticated sense of humor these undead bloodsuckers. Initial Gold: 27500 Initial creatures: 8x Imp (1), Warlock (1), 2x Horned Reaper (1) + transferred creature Max creatures: 17 ------------------------------------------------------------------ Creatures Rooms Spells Traps / Doors ------------- ------------- ------------- ------------------ Bile Demon Treasure room Posses Alarm Dark Mistress$ Lair Create Imp Poisonous gas Dragon$ Hatchery Sight Word-of-Power Hell hound$ Training room Speed Steel door Orc Library Must Obey Magic door Skeleton^ Bridge Cave-in Tentacle^ Guard post Call-to-Arms Troll^ Workshop Heal Warlock$ Barracks Invisibility Prison Audience Torture room Lightning Temple Protect Graveyard Disease Scavenger room Chicken Armageddon Destroy Walls Dungeon Special ------------------ Resurrect Creature Double Creatures Transfer Creature $ = only available to your opponent ^ = only available to you Opposition Blue keeper: Initial Gold: 33500 Initial creatures: 4x Imp (1), 2x Orc (7), Vampire (2) Max creatures: 17 Heroes: Archer, Barbarian, Dwarf, Giant, Samurai, Thief, Tunneller, Witch, Wizard This is probably one of the hardest levels in the game. Without a Creature transfer from Woodly Rhyme or the secret bonus games it will be quite hard to beat this level. But I've noticed that it can be done. Because of the difficulties and also because of the oddities I'll explain this level thoroughly, because I read the level script for it: -You can only attract Trolls, Orcs, Bile Demons, Tentacles and Skeletons. How meager... -The enemy Keeper can attract all, but Trolls, Tentacles and Skeletons. Basically, he has the best pick. -There are only 2 Bile Demons and 8 Trolls for the entire level! Even more meager! This means you can only get a plenty supply of Orcs. -Tentacles are nearly impossible to attract, hence this is why your creatures are so limited. But this has an advantage too as we will see. -The level is set up in such a way that your enemy and you are only separated by two Magic doors. Fortunately, the enemy keeper doesn't bother with those for quite a while. -Your enemy starts out with two level 8 Orcs and a level 2 Vampire. Meaning that a blitz-krieg by just rushing to his dungeon with a high level transfer may not work out properly..., but you can try. -The neutral Portal to the east is guarded by Hero Doors from all four sides. Naturally, heroes poor into the level from each one if you get close to the Portal. Therefore leave the Portal it hardly does any good. -As soon as the level begins start researching and have you Reapers train. But DO NOT research the "Invisibility" spell yet. If you get "Invisibility" a party of level 7~9 Samurai, Wizard, Barbarian and Giant appear in the level heading for your dungeon! (see below for counter measures) -If you get 17+ creatures (the normal limit for this level) another copy of this party will attack your dungeon. This time not even your traps can help you out! -But when your enemy has both 17+ creatures and the "Invisibility" spell another copy of this party will also appear there, but they attack your opponent! -"Sight" is available right from the start. Make use of it for the digging tasks as described below. -Look at the level map and dig to the far west horizontally, just between the gold seams. Leave 6 or 5 spaces from the wall open and investigate with "Sight" where the 3x3 square of dug out, unclaimed land is. If you dig out _around_ this square and fortify all three walls (the back wall is against the impenetrable rock surrounding this level) the above mentioned elite party cannot attack you! Why? That spot is their entry point and Tunneller dwarfs can't dig through solid fortified walls. Now it's safe for you to expand and research. This is a must in order to complete the level! -To the far north-west there's a structure surrounded by the gold. In here are the "Double Creature" and "Chicken" special/spell. The Samurai and Witch in the first room always die, because the Lightning trap in this level is neutral meaning that it will attack not only you but the heroes too! Anyway, after building a door place it in the corridor to the elite entry point as mentioned above, and dig north to find this structure. Then you know it's location, seal the door and train first... Breaking through the braced doors will send down 3 level 6 Barbarians. Your Reapers can beat them, but not on level 1. After that there's two boulder traps, but if you act carefully you can snag away both goodies from here. ^_^ -To the east there's a structure with some level 4 Archers. Once your Reapers reach level 4 they should be able to defeat those. Or maybe you wish to wait until you've got the Prison and Torture rooms. You can use some additional troops on this level. There's also a Wizard around here, after converting he can help your Warlock with research. Anyway, at the end of the structure there's a hidden Poisonous gas trap and behind it is a "Resurrect Creatures" special. If one of your creatures dies you can bring him back... Mind you that some Thieves appear too when this point is crossed. No matter thieves are wimpy fighters. -After fortifying the elite heroes' entry point it is safe to dig into the water to the north of the level. This allows you to explore some parts of the level, and it may attract the chances of getting a Tentacle to join. Also dig around the water line so you can claim the area, then near the far east end dig south, until you're at the same height as the portal. Go west here and fortify the wall. This way the enemy Keeper can't claim too much area, but this only works early on in the level. -As with fortifying the east the west can also be fortified. Again, from the elite heroes' entry point dig south through the gold until you're at the same height as with the gems. Dig a horizontal corridor here, until you hit a white Hero wall. If you fortify this part too, you've made sure the enemy keeper can't get out for quite a while. -The gems in the open are hard to get early on. It's protected by several dwarfs, a witch, 7 Barbarians, 2 Boulder traps, and once you reach the gems more heroes come through the Hero door around here. This location may be interesting after defeat your opponent as the "Transfer Creature" spell is here. -The money in the Reaper's private treasure room is a fake. Try to pick it up and it dissolves. The programmers made hollow copies of gold piles here. It's quite useless. XD -The script of this level also contains a tutorial message about the Lava trap, but the funny thing is that you can't build one. XD XD -You can also use the "Must Obey" spell in this level, although I find only little use in it. It costs 25 gold per second and the only thing it does is making your Imps (and possibly your other creatures) work at the speed at which they do after they get slapped, but now it's permanently. I suppose it would be useful after you get to the open gem tile in near the center of the level. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - With all this information in mind start the level, you may want a trial run to explore all the areas of the map first. With 27500 gold and direct access to one tile of gems you can build quite a lot. First off, sell the Treasure rooms; they contain no real gold. Sell the Lair and Training room on the east side, and sell the Hatchery on the west side. Dig out the rooms to make them larger and expand the current exists Lair/Hatchery/Training rooms, until their efficiency is good. The Hatchery better be large as this saves you money on the "Heal" spell, when you get heroes in your prison later on. Unlock the doors of both Horny's place and keep your Warlock and Reapers in the same chamber. Like mentioned before Reapers can live together with other creatures; you just need to give them gold very now and then to keep them happy. So check on them every in a while and give them the smallest piles of gold you can find. Have all 3 creatures train (as you do not wish to research too much, because of the said issues with the elite party). Next dig out space for a treasure room around the gems, and build a bridge on the water (this will make your Imps work more efficiently). dig to the far west and isolate the elite entry point. Better slap an Imp and "posses" him in order dig to there quickly. Once this is done you are safe for a little while. Check your Reapers, and continue with the next task. Build a Library for your Warlock, if he has attained a nice level like 3 or 4 start researching like mad. In the meanwhile dig into the water and head south on both the east and west wings. This can be done as you only need three Imps to keep the gem quarry occupied. Start fortifying the lower corridors, until everything is barricaded. By now the Workshop should be available, so build this room (which can be expanded if needed) of at least 4x5 tiles. Check your Reapers again, and dig out additional rooms for the future researched rooms. Build the Barracks as soon as you can to attract some Orcs for training. Check your Reapers again, and if they reached level 4 or higher you can take on the Archers. Attack the weak heroes in the north east room (track them down with "Sight"), some Thieves enter the level here too, and after their victory either turn them into Skeletons or torture them for ghost or conversion. You should get at least the Wizard to change side. He can help the Warlock out with research. The Archers are expendable. Once your main troops reach level 4 send them out to the north-west structure and have them defeat the Barbarians. Two level 5 Hornies can do this all by themselves >:D. Claim the tiles and watch out for the boulder traps. Afterwards get the "Chicken" spell with it, you could take on your enemy right now. Any annoying creature can be turned into one making it easy for you to clobber the Heart. Otherwise, tease the elite heroes with some "Lightning" and kill, crush and capture them once they're heavily weakened. If these guys convert to your side and heal up you have a near guaranteed victory against your opponent! However make sure to check once you/your opponent gets near 17 creatures another group could appear... By now the level should be up and running properly. Scout out for the "Transfer creature" special near the gems and you're done. Great! In case the enemy Keeper plans to attack your doors just place a few more magic doors in the corridor, they should get his Imps busy for a long, long, long time. You can also blast them with "Lightning", it costs the Keeper a fortune construct new Imps. But when he gets a graveyard he'll have armies of Vampires, which isn't good either so take care. Hmm... It wasn't that bad, unless the enemy Keeper gets annoying early on, in that case you might wish to restart and try again. --------------------------------------------------------------------- 17. Mirthshire --------------------------------------------------------------------- Intro & Outro: Mirthshire - Industrious citizens go about their daily lives with care, enthusiasm, and diligence. There is no crime, and everyone is working for the common good. It's a disaster of a place and deserves razing. Demon's Dirth - The flowers lie trampled in the dirt, and their disgusting pong has been replaced by the smell of soiled armor, and the internal juices of those sliced to pieces by your servants. Quite an improvement, I trust you'll agree. Initial Gold: 7500 Initial creatures: 7x Imp (1), Imp (10!) + transferred creature Max creatures: 18 ------------------------------------------------------------------ Creatures Rooms Spells Traps / Doors ------------- ------------- ------------- ------------------ Bile Demon Treasure room Posses Alarm Dark Mistress Lair Create Imp Poisonous gas Dragon Hatchery Speed Lightning Hell hound Training room Cave-in Boulder Orc Library Call-to-Arms Word-of-Power Tentacle Bridge Invisibility Steel door Troll Guard post Lightning Magic door Vampire Workshop Protect Warlock Barracks Destroy Walls Prison Torture room Temple Graveyard Scavenger room Dungeon Special -------------------- Resurrect Creature Double Creatures Fortify Dungeon Locate Hidden Realm Opposition Heroes: Archer, Barbarian, Dwarf, Fairy, Giant, Knight, Monk, Samurai, Thief, Tunneller, Witch, Wizard The idea of this level is that after a first quiet minute heroes keep on pouring into the level one after another, until the lord of the land approaches. In order to beat the level you only need to destroy the Knight, which appears after a fixed amount of time. His death is your goal and nothing else matters. Oddly enough, you start with a level 10 Imp for some reason... Instead of trying to win by conventional means you can beat the level with only a Creature transfer or even without that one. I've found a flaw in the level design here, when exploited makes the level quite easy to beat. But it does require patience. What you need to do is claim some of the gold without hitting an open area. "Sight" is non-available, but you can use the light emitted from your cursor to determine whether the land is safe (see "controls" for details). Tunnellers can dig through gold so claim all the gold except for the outer section, then build a library and have your creature research "Lightning". We're going to use this spell to kill the Knight outside our dungeon. Now you may ask what the use of this spell is without "Sight". Well, notice the portal to the north? There's unclaimed ground around. And it is common knowledge that you can drop an Imp on unclaimed soil. Do so and the view around the Portal expands! Using this you can have the Imp dig around exploring all the areas in this realm without causing a dungeon breach. Even better you can now strike with "Lightning" on all these parts. Quickly, dig through the entire realm so everything is exposed to your view before the heroes arrive (dig around in a circle and you should hit all the good parts; the Knight appears from the bottom left corner). Now, keep on researching with your single creature and wait for the lord. Blast him into oblivion with the power of "Lightning" and you're done. :D To conserve gold you'd better not claim the portal here. Or in case you don't have a creature transfer you may want to... Just throw any creatures that are not necessary back into the Portal. Also after the heroes arrive they might dig through the structure to the north of your dungeon. If this happens some neutral Archers are set free. If they see your Imp they'll join you. Use these as researchers to speed up the process. Afterwards you can still explore the level in a normal fashion. Just pick a quiet spot, dig out, and have your creatures attack the enemy in small groups (with or without helping out with "Lightning"). This way you can explore all of the charms in this level. But it is not necessary unless you want the "Locate Hidden World" special to the south. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The alternative tactic is dividing the west and east halves. Take a look at this map (mind you; this map is not perfectly on scale): __________________________________________________________________ | ___ ____ ________ ^ ____ ___ ____ ____|B|____ | | | # | | | ^| | | | | | | | | | . P . F 1 | ^| T . # . An | | T . # | | | |_._|____|________| ^|____|_._|____| |____|____._| | | ^^^ / __/ | | ^ _/___ ___/ __/ | | ________________ ^ |Portal| __________/ _/ | | ____________ ^ / _ _/ __________/ | | ____/^ |______| |_____/ | | ___ ^ | | / ^ ______ _ | | __/ / ^ _____ / / $$ | |$$ / $$^^^^^^^^_|__ __|_ __ _/ $$ | |$$ / D $$ | | | | ___ $$$| |$$ | $$ | H | _____/$$$| |$$ | 2 $$ |_|__ __|_| $$| |$$ | $$ |_____| $__ $$| |$$ $$^^^ $$$ $$$| | ____/ ^ $$ / $$$| | ____ ^ $$__/ $$ | | _/ _/ ^ ______ $$ $$ | | __/ _/ ^ |Portal| $$ | | _/ _/ ^ __/ _ | | ___/ / ^ __/ ___ | | _/_.___.__ ^^ __/ __ __ | | | # | # | ^^^ __/ ____/ __ ______ | | |_ __|_ _| ^^^^ ____/ ___/ ___ _ | | | | _||____||_ ^ ____/ _____/ __ | Ag 4 | | | | B _ | ^ /__.__ / _./__|_.____| | | |_,_|_| | ^ | | | | | | | | T _ | ^ | 3# | | # . | | | |___| |____| ^ |_____| |_____|___| | |_______________^__________________________________________________| 1 = Fortify Dungeon Special An = 2x Neutral Archer (6) 2 = Double Creatures Special Ag = 2x Good Archer (3) 3 = Locate Hidden World Special B = Boulder Trap 4 = Increase Level Special D = 5x Dwarf (3) F = 4x Fairy (5), Fairy (10) . = Braced Door H = Your Dungeon Heart , = Steel Door P = 6x Poison Trap T = Treasure room # = Hero Portal Door $ = Gold Seam ^ = Suggested part to fortify the western wall From the beginning of the level you have like 10 minutes before the initial attack from the Hero Door to the north of the Portal commences. In that time it is possible to dig to the northern portal and from there reach the impenetrable rock and fortify the western wall. Next dig west to the gold and fortify as well. Then head south (take care not to hit any gaps) towards dungeon special 3 and fortify the entire western wall as marked on the map by ^. Another thing to note that it might be wise to sell any claimed Treasure rooms. You'd better make a Treasure room near the eastern gold quarry. Now the lord of the land and all of the western cronies can't attack you, while you still hold large quantities of gold from the east. There may be some heroes barging in from the other portals, but with any kind of training you can defeat those. Then convert them to your cause and kill the eastern baddies to finish it off. Get the neutral Archers and you should be able to withstand the first few attacks without any trouble. Since the east is still open you might as well claim the gold from those chambers and the Level up special. The two good archers guarding it should be no match for your Archers. Build a training room and get your Dragons, Bile Demons and Dark Mistresses to training. Otherwise build a prison to raise some high level Skeletons only. You could invest in a graveyard, but the expensive Vampire needs much training and costs a lot of money. So it would be cheaper to get a Skeletal army here. One might also consider taking the north western quadrant into account, but the grouped Fairies and Poison traps are a pain to dispose of with only a few good fighters. Hey, for a change no "Transfer Creature" exists in this level. --------------------------------------------------------------------- 18. Blaise End --------------------------------------------------------------------- Intro & Outro: Blaise End - A place of joy and love. Nothing, the legends say, has ever spoiled the calm of Blaise End. So, when something does, it will be long overdue, and the inhabitants will thoroughly deserved it. Valeneor - Nothing is left of this settlement apart from a stubborn stain on the ground. Our trolls are hard at work trying to erase this at the very moment. Then we'll spray acid over the entire locale. Initial Gold: 10000 Initial creatures: 10x Imp (1) Max creatures: 60 ------------------------------------------------------------------ Creatures Rooms Spells Traps / Doors ------------- ------------- ------------- ------------------ Bile Demon Treasure room Posses Alarm Dark Mistress Lair Create Imp Poisonous gas Dragon Hatchery Sight Lightning Hell Hound Training room Speed Boulder Orc Library Call-to-Arms Word-of-Power Tentacle Bridge Heal Wooden door Troll Guard post Hold audience Braced door Vampire Workshop Invisibility Steel door Warlock Barracks Lightning Magic door Prison Protect Torture room Temple Graveyard Scavenger room Dungeon Special ------------------ 2x Steal Hero Level Up Resurrect Creature Destroy Walls Spell Lightning Spell 2x Poison Trap Lightning Trap Word-of-Power Trap Boulder Trap Opposition Heroes: Archer, Barbarian, Dwarf, Fairy, Giant, Knight, Monk, Samurai, Thief, Tunneller, Witch, Wizard Another Hero-opposition-only level. This level can be hard if you don't take care. Gold is the biggest issue, hence you'd better not make any big or reckless expenses. Otherwise you should be able to get through just fine. Just take care not to dig through certain parts (in the north) too early on. The message tells you that you have a certain time limit, but that's not entirely true. There is a time limit indeed, but you need to dig up at least 15,000 gold before these are triggered. After digging up 12,000 you'll get a warning and after getting 15000, 25000 and 35000 gold groups of heroes will travel to you dungeon. After the last wave the timing is also important. As with Woodly Rhyme fortifying the Heroes' entry points can aid a lot to the strategy, but it's not easy in this level. Considering the situation where the fortification has to happen before excavating 15 blocks of gold (1 block is 1024 gold), and also even after the fortification money is very scarce considering that you lots of training to get strong minions to do battle for you. Also the high 60 Creature limit means that new minions keep on coming (almost) indefinitely). A special strategy is required here. I devised one which works pretty well, but it's very strict. There's three phases: 1. Fortify the main hero entrances 2. Attract & train creatures fight for the central area 3. Lay siege on the Heroes' dungeon. 1. Fortify the main hero entrances --------------------------------------------------------------------- You can claim the Portal or not, we're not going to build any rooms that could attract any of the creatures available apart from some Tentacles. Either way, dig to the north-east and you'll find two neutral Tentacles. It may very well be possible that you have never seen these creatures before. In short word tentacles are pretty strong for their feeble appearance, but they can't win you battles on their own. Next to that they are cheap to maintain. Anyway, there's no point in digging further upwards here as the area is blocked off by the fortification. Dig upwards to the center but keep as close to the gold as possible on both sides. You'll find several neutral creatures; 2 Spiders(2) on the east, 2 Skeletons(2) and a Giant(2) to the west. From the Spider's location head north, dig out the topmost gold block and go around the bend. Now dig south-east to find a locked braced door. Break it and three Bile Demons(4) add their powers to your army. These seven will make up your army for now. Train them a bit, no Library is needed yet as we can't really afford to build additional rooms or waste money on spells. Maybe, just a few tiles for the "Sight" spell. You can dig out a few (not more than 12) gold blocks and create a small Treasure room to keep your money. Large Treasure rooms are hardly required because gold is spread out so making multiple local rooms is better. Our first target are two level 5 Witches. If you think your troops are ready get them together. 10 against two should work out, if your monsters aren't too weak. Create a tunnel on the very west side of the area. Drop all minions on them, first the Giant and Bile Demons as they has most stamina; they'll be taking the hits from the wenches. Then drop the other creatures on them and fight them to the death. Once they're gone we're very close to expansion. But first claim the entire area, but do not break the eastern door open. Eight high leveled Archers are going to appear if you do. Dig further upwards via the left branch and carefully look out for a small 2x2 square gap. Fortify this place! That's one Hero door down; the other is located on the opposite side. Most of the bloody troops come from this place so we've got rid of that problem. As long as you keep them sealed of the reinforment troops won't come (they only appear after all dwarfs in this group have been annihilated!). In the right wing, you have access to the gold, but only dig out the two topmost blocks. From here dig straight up to find the second Hero door. This door cannot be fortified completely, so the Tunneller (and his group of three Thieves(2) and Archer(4)) whom appear here will eventually break into your dungeon... Hence it's better to claim these tiles. The attack group is weak and small so it's no problem. And now that the tiles have been claimed you can drop you creatures straight on them here. A little to the east of here there lures a hidden room with two Fairies(8) guarding the "Lightning" spell and a Poison gas trap. They have little stamina, but their spells are devastating on small groups, we'd better leave them for the moment. 2. Attract & train creatures fight for the central area --------------------------------------------------------------------- Great, with the fortification of the Hero Door we can start expanding! From this moment on you should be able to claim the entire central area. Take out the Thieves in the center, claim the Portal, and get all the gold around here. Build a big Library, dig gold and get a large treasure room (25+ tiles) to attract Dragons. The expected wave appears very soon now, take them out and keep on training all your important troops. Don't break any doors right now. Get a Prison and (possibly) a Torture room. High leveled enemy troops, albeit being weak, make good cannon fodder later on. Now take out the door on the opposite side of the map. 6 Thieves(8) drop down here, but Thieves are easily disposed of, just makes sure you don't miss anyone as they can turn invisible. Once the Thieves are gone some Bile Demons in the Prison to the right become available to you. Claim and expand/sell the Prison. Enable imprisonment and break down the door on the west side to make 6 Archers(6) drop down. Imprison them for Skeletons or get them to convert to your side. Use these Archers to fight the Wizard just one room above where you initially fought the Archers. There's a dungeon special here next to the Boulder trap box. Also take out the Fairies to the north of the former Bile Demon jail and claim the "Lightning" spell. You'll quickly find out that your gold reserves will still be running low. Kick the door above the central portal and prepare for more Heroes; Archers, a few Barbarians, Archers and more Archers. You need speedy characters or magic users to get them effectively. Defeat all the goons for money and dead bodies (Vampires or Skeletons anyone), head north from here to reach the base of the Heroes' dungeon. 3. Lay siege on the Heroes' dungeon. --------------------------------------------------------------------- You're money levels may be getting very low, but salvation is close by. There's three ways to go from here upward through the braced door, or left/right over the lava. First take out the Archers and the Thieves. Then claim all the tiles within your reach. You'll notice that the fortified wall against gems dissolves. Build a treasure hold here and start digging. Your gold problems should be solved by now. Before continuing on via the center passage it would be wise to take out an expendable creature here and examine the left passage outside the stronghold first. Watch out for the boulder and break the locked door. Get some troops assembled here with "Call-to-Arms" and head west. Some low-leveled Wizards appear here. Nothing special, break down the steel door to find some more traps. Wait a moment (~15 seconds) and some Barbarians appear. Dispatch of these fools and head further west. Notice the inlet to the left there's a "Reveal map" special here and also some 8 Wizards(8) appear here. This is quite a 'colorful' battle so be on guard. Once they're gone. Retract the call and get your creatures back to heal. Get an Imp and dig out the top right tile to find a hidden neutral level 6 Dragon. Reveal the map and it should become much easier to find all the secrets and heroes. Apply the same for the east wing to find 8x Archer(6,8)... How big is Blaise End's archer guild? <_< There's a "Destroy Walls" spell near-by. Get it to open the second portal, as if you need it. Anyway, work your way around the northern entrance and you'll eventually reach the gems from the other side. Once this happens it's nearly trivial to beat the level. Blast the wimpy Fairies near the heart out of this world using Just watch out for the Lightning traps. So get some high-leveled Dragons and guide them through, healing them when needed. Or avoid the traps using "Destroy Walls" to enter the Heart chamber via the easy route. End of story. --------------------------------------------------------------------- 19. Mistle --------------------------------------------------------------------- Intro & Outro: Mistle - Light and Airy. Mistle is a haven for those that love the peaceful countryside. The sort of people that won't like miles of sulfurous stinking wasteland and the screams of the damned, of course. Darksword - A great battle has been won here. A bit one-sided, granted. Our Minions fought valiantly and now the day is ours. We've dealt with the survivors by the way. Properly. Initial Gold: 3000 Initial creatures: 4x Imp(5), 4x Imp(10) Max creatures: 30 ------------------------------------------------------------------ Creatures Rooms Spells Traps / Doors ------------- ------------- ------------- ------------------ Bile Demon Treasure room Posses Alarm Dark Mistress Lair Create Imp Poisonous gas Demon Spawn Hatchery Sight Lightning Skeleton$ Library Speed Word-of-Power Spider$ Bridge Cave-in$ Wooden door Troll Guard post Call-to-Arms Braced door Warlock Workshop Hold audience Steel door Barracks Invisibility Magic door Prison Heal$ Torture room Lightning$ Temple Protect$ Graveyard Scavenger room Dungeon Special ------------------ Boulder Trap Box Heal Spell Lightning Spell Protect Spell Destroy Walls spell 2x Steal Hero 2x Resurrect Creature $ = Only available to your enemy Keeper Opposition Blue Keeper (Lewis): Initial Gold: 800000 Initial creatures: 4x Imp (1) Max creatures: 32 Heroes: Archer, Barbarian, Dwarf, Fairy, Giant, Knight, Monk, Samurai, Thief, Witch, Wizard This level is scripted in such a way that you are prevented from getting more than a few creatures. Some of them only become available after claiming a specific type of room. However this level is mostly based on claiming premade neutral rooms. First of all, notice that your Imps are very high leveled so don't treat them too much like they were cannon fodder. These Imps know the speed spell which makes them thrice as effective and the level 10 Imps can even teleport. Dig out the four tiles of earth to discover an entire new area. Claim all the rooms and find the level 4 Vampire walking around in the graveyard. Have him research right away, because there is no training room you'll have to stick to the level one creatures via your portal. A training room has to be claimed from the Heroes' dungeon. However you do receive a Torture room along with a Prison. So, instead of training high leveled creatures you need to make your opposition choose your side. But there's no "Heal" spell either so you need to feed them lots of chicken before starting to 'interrogate' them. Anyway, my tactic would be to get a Troll, Bile Demon and Dark Mistress and sacrificing those for the Horned Reaper in the newly acquired Temple fountain. Great, even at level 1 this guy will do quite well. To get any one of the creatures back use the "Resurrect Creature" special that is found behind the wall to the south of the Temple (it's cleverly hidden under your nose). Make sure to activate the "Imprison" option and first head north. Dig out two tiles to find a lone Fairy(3) kill her in first person view. Have her come over to your side and put her in the Library too. Don't go up any further, as the forces are too strong for now. Head east to find 3 Tentacles(5) make sure not to get hit by their "freeze" spells. A Horned Reaper can slay these without effort if non frozen. Claim this area and have the Reaper continue on east. Take out the Archers, build bridges over the lava and put these heroes in the prison. Convert them all of these guys as well. Have your Horned Reaper rest in his lair. In case he gets angry just make him walk around the temple fountain. If you have the Scavenger room build one to make the Fairy/Archers scavenge their equivalents in this level. Once Reaper is ready for action take him out again to break the east most door. There can be at most three Fairies here, but it is very likely your Fairy scavenged one or two of them. Kill the remaining ones and also claim the "Lightning" spell which is lying around here. From here on you could try two possible routes. Following the northern passage and take out the Thieves/Wizards whom appear here or follow the path where you found the "Lightning" spell. Personally, I'd save and opt for the first option. Why? There's an interesting behaviour of the computer controlled Keeper in this level. Instead of mining gold he creates as new Workshops each time the old one is full. The place where he builds these is completely random. So if you head north it is actually possible to claim the tetroid shaped gem section from under his nose! I managed to do this on several occasions. So move your view to that part of the map and check out if you hear any noise or digging around this area if not. If not fortune may smile on you. ;) Otherwise I'd stick to the southern passage first (where you found the "Lightning" spell) and get the gems there. In that case skip the next paragraph. Okay, so the coast is clear near the top-right corner? Then try this strategy. Get your scavenged creatures and Horned Reaper together and claim the area behind the doorway. Like I said Thieves and Wizards appear here, but that's not a big issue for HR. Get the "Protect" and "Heal" spells from these rooms as well. Now there's 7 Barbarians(4) around here, but if you play it smart you only need to attack two of them. From the "Heal" spell dig east until you hit water. 2 Barbarians will attack so take them out of commission (and have them scavenge the other Barbarians afterwards :P). Claim the area around here, but don't break any doors. dig a little around here until you can claim tiles east of the water. Fortify the bottom part around the "Steal Hero" special and dig north towards the impenetrable rock. From there go east and via the northern passage around the topmost gems. If you can fortify the entire area (which is quite possible) you have infinite wealth a plenty. Build a treasure room around the gems and start digging. From here on you can use the "Lightning" spell to weaken/defeat most enemies. Destroy the Heart of the Heroes dungeon, claim training room, find the "Destroy Walls" spell behind the Heart and get your troops assembled for the final attack on Lewis. The rest will be easy. In case your enemy rival did manage to find the gems at the top (most likely by coincidence; silly AI) continue along via the bottom passage and get the Wizards to join you. Carefully claim the tiles around here while avoiding the Boulder trap at the bottom. Break open the door on the west end to find a lonely Monk(3) along with two neutral Dragons(6). They'll help you out on the Monk. Convert him and break open the right door to find a few more Monks, kill them, and start digging these gems. Unfortunately, you can only build a miniature treasure room around here, but it's better than nothing. With the Reaper and the Dragons claim the northern passage bit by bit converting all enemies you come across. Get the "Heal" and "Protect" spells that are lying out in the open here. Also activate the "Steal Hero" special if you think the time is right to claim any of the heroes on the map (doesn't work on a Knight of course). Using the money from the gems cast a few "Lightning" bolts on the heroes and attack the northern passage. Casualties may be large, but once this area is claimed the Training room becomes available. On the other hand you could place the Boulder trap you found near the southern gems before the final door and have the heroes kill themselves if they try to attack you (unlike the message says there's only one trap). Train all creatures who will do the fighting for you, get the "Destroy Wall" spell (if necessary) and attack the dungeon via any side (south from the tetroid gem is the shortest). You'll notice the plethora of Workshops around here, some Spiders and Skeletons, and in the most southeastern part the Dungeon heart is waiting for you to destroy it. Take it out and the level is yours. On to the final stretch. --------------------------------------------------------------------- 20. Skybird Trill --------------------------------------------------------------------- Intro & Outro: Skybird Trill - The Ultimate in cute. A frown in Skybird Trill brings all the townspeople to the sufferer's door with gifts of love, fine cheer, and eternal friendship. A place where nothing can ever go wrong, or so they fondly believe... Donterror - The world of Skybird Trill is nothing more the charred wreck of a nightmare. We have won a furious vital victory, and you are ruler supreme over the whole world! What next Master? Initial Gold: 20000 Initial creatures: 8x Imp(1) Max creatures: 25 ------------------------------------------------------------------ Creatures Rooms Spells Traps / Doors ------------- ------------- ------------- ------------------ Bile Demon Treasure room Posses Poisonous gas Dark Mistress$ Lair Create Imp Lightning Dragon Hatchery Sight$ Boulder Orc^ Training room Speed Word-of-Power Troll Library Must obey Steel door Vampire$ Bridge* Cave-in Magic door Warlock$ Guard post Call-to-Arms Workshop Hold audience Barracks Invisibility Prison Lightning Torture room Heal Temple Protect Graveyard Chicken Scavenger room Disease Dungeon Special ------------------ 5x Level up Resurrect Creature $ = Only available to enemy Keeper ^ = Only available to you * = Bridge becomes available after defeating the Avatar Opposition Blue Keeper: Initial Gold: 2460000 Initial creatures: 5x Imp(10), Vampire(10) Max creatures: 30 Heroes: Avatar, Barbarian, Dwarf, Fairy, Giant, Knight, Monk, Samurai, Thief, Tunneller, Witch, Wizard Introduction - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The final level and thus a difficult challenge, however it depends on how you look at it. You don't need to annihilate the blue Keeper's dungeon to win the game, but it would be much better victory if you could. As it is the last level pick one of the bonus levels where you are rewarded with an Horned Reaper to start out the level much better. You can't get Dark Mistresses here, it's the only way to get Reapers. Also there's a neutral Horned Reaper and a good (as in hero) Horned Reaper in the level so if you scavenge or come across them you have three killer machines. The other bonus levels are either too difficult and the Vampire from the other crush the Imp level is going to get scavenged very soon after you start the level. Your opposition starts with a Scavenger room and a level 10 Vampire! Next in this level you'll encounter the final new creature that has not been exposed before. It is the so-called end boss of this game: the Avatar. This is basically an upgrade Knight, but he's not only equally strong as the Horned Reaper he is also very good with spells. The gigantic amounts of damage he can sustain mean that he is going to win a battle against two or three Horned Reapers(10) head on! You'd best beware. Again there's alot going on in this level so I've split it up in three phases. Phase 1: Exploration - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - With or without Horny start out the level and notice the already existing corridor to the north. This is where the final attack will originate from so build some traps here, but perhaps no Boulders as capturing the Avatar and using him to solo attack the enemy Keeper is a cool thing to do. :D You can claim the entire area to the east, but don't head north. There's 8 Tentacles(10). You could try to kill them all with Horny, but it ain't easy as they constantly freeze him. Instead look at the "L" shaped impenetrable rock to the east. One tile below it is the highest part where it is safe to create a horizontal passage without breaking into the Tentacles' area. To the far east your Imps discover a new area with two Level up specials near the Gems. Break the door with Horned Reaper and collect two more Level ups in the back room! Also notice the four Hero Doors (two are to the south of the gem quarry). Make sure to keep an eye on them near the end... Start building big rooms for your future Bile Demons, Orcs, Trolls and Dragons to come. Naturally, place the Treasure room around the gems. Have your new creatures train a few levels and use the first two Level up specials (not too quickly after each other or the second one won't work!). With level 3 Imps the money flow should increase rapidly. Now break through into the Tentacles' area and imprison or kill them all. The Heroes' dungeon is filled with traps so don't enter it with massive amounts of troops. Instead have a strong creature break down the central door. Head north, then east and break the eastern most door to find a neutral Graveyard along with a neutral level 10 Horned Reaper. In the graveyard the north-eastern passage leads to a very small room between two doors. In here you'll find the good Horned Reaper(10) and a Witch(10). Imprison them and convert them to your cause. Don't follow the path after that as there are gigantic amounts of traps (boulder and lightning) around this tight corridor. The Avatar can be found on a lone island in a prison, but we can get to that much easier after destroying the Heart. Go towards the Heart just to find 4 Beetles(1) and 4 Flies(1). You may want to sacrifice these to complete research or have them get killed in the Prison/Torture chamber to get some less weak Ghosts in return. Like said before a graveyard won't be of any use here as Vampires only get scavenged. Phase 2: Take out the Avatar - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Once the Heart is destroyed the second mission is to kill the Avatar. When your creatures have trained some more use your the last two remaining Increase Level spells on all your creatures to get everybody level 9+. You'll be needing high levels as all opposition will be level 10 heroes. You can't build bridges so it is hard to battle him, but the problem can be resolved by taking a Witch/Ghost out, "Possessing" and using the Whirlwind technique on him (make sure to cast rebound as your creature is killed otherwise). You can either blow him towards your own ground or blow him to the other side. In the latter case the Avatar will destroy you enemies' dungeon heart, but most of the time your opponent has enough creatures to prevent the Avatar from destroying the Heart. The other way around, take out all your Horned Reapers, Orcs, Dragons and Bile Demons to destroy this one man army. It will take you a lot of time, but he can be defeated. Make sure not to accidentally kill him with Dragon's fire breath so get the Dragons out, when the Avatar is about to collapse. Convert him to your side! Phase 3: The final stand - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Either way, whether he defeats the enemy Keeper he has to be defeated in order for the final phase to begin. When he is killed (or converted) you'll receive a message that the Avatar is rebuilding his troops and is going to strike very soon. Notice all Hero Doors near your Treasure Room and where you found the 2nd set of Level ups. Several groups of Heroes will appear from these. Also like said before the Avatar and the Knight enter the level via the northern passage that leads straight to your Heart. Get troops and traps ready everywhere, then attack all targets. Again, after a long while the Avatar will be defeated (or instantaneously with a Boulder XD). You win the game. Now it wouldn't be a victory without destruction of the second Keeper. So go out with your Avatar(s) and attack him via the back door. Get some Horned Reapers in too and you should win. The battle is very fierce, but it should be fun. ^_^ Press " " to watch the ending animation. Back on the world map you can see the entire world in red. Just oh-so-much more appealing, ain't it? You can still play one of the secret bonus games afterwards, but the only thing this will do is that you receive a massive 5000+ score for the High Score table. Otherwise your done. Now replay the levels again from start or on to the Deeper Dungeons. "What next Master?" THE END ===================================================================== Appendix A: Statistic tables ===================================================================== Creature Statistics --------------------------------------------------------------------- This is a small comparison table which can be used to compare all the available creatures in the game with one and another. All values are for creatures of level 1 and the data is extracted from the Creatures.txt file enclosed in your Keeper game directory. To calculate the values for the higher levels take the following percentage for the corresponding level (only HP, STR, SKL, DEX and Wage increase with a level up) and round it down to the nearest integer: level % ----- --- 1 100 2 135 3 170 4 205 5 240 6 275 7 310 8 345 9 380 10 415 Yes, the increases are linear and exactly 35% is added with each level up. Hence a level 4 creature is twice as strong as its level 1 cousin and a level 10 creatures is more than four times the original value. Taking into account all values you could compare certain creatures (e.g. a level 10 Fly is about the same as a level 1 Dwarf), but this excludes the additional abilities that a creature learns... The following attributes are displayed: HP: Health Points STR: Physical strength ARM: Armour SKL: Skill (referred to as Defense in the Creature.txt file) DEX Dexterity LK: Luck Wage: Payday value T/R/W/S: Training/Research/Workshop/Scavenger value (shows how good a creature is in that area; the higher value the better) Name HP STR ARM SKL DEX LK Wage T R W S Other ------------- ---- --- --- --- --- -- ---- - - - - ------------------ Beetle 250 25 25 40 55 3 18 1 1 1 1 Bile Demon 1200 80 60 30 40 5 98 2 1 3 1 gas, wind Dragon 900 90 90 50 60 18 350 3 4 1 5 lava Demon Spawn 325 50 40 50 70 18 70 2 2 2 2 lava Fly 150 10 10 30 50 15 5 1 1 1 1 fly Ghost 200 20 20 60 95 10 20 1 2 1 3 fly, gas Hellhound 600 55 35 50 70 8 67 2 1 1 3 lava Horned Reaper 2000 150 70 70 160 30 950 1 1 0 4 lava Imp 75 5 5 5 60 0 0 1 0 0 0 Mistress 700 60 50 70 70 20 175 2 2 2 3 Orc 700 65 60 65 60 12 95 2 0 3 2 Skeleton 500 55 20 50 70 2 70 4 1 1 1 gas Spider 400 40 30 50 60 3 25 1 1 2 2 Troll 450 40 35 50 50 10 50 1 1 4 2 Tentacle 700 50 50 50 65 3 45 1 1 1 2 Vampire 800 70 30 80 80 25 750 4 3 1 8 gas Warlock 350 20 15 30 100 6 120 2 4 1 5 ------------- ---- --- --- --- --- -- ---- - - - - ------------------ Archer 300 20 20 60 100 15 60 1 2 2 2 Avatar 3000 150 100 110 180 20 1200 4 3 1 0 Barbarian 700 60 50 60 70 10 95 3 0 2 1 Dwarf 500 50 40 30 55 2 35 1 1 3 1 Fairy 150 10 10 30 70 40 59 1 4 1 1 fly Giant 650 100 60 30 60 20 43 2 0 2 2 Knight 950 80 100 30 150 15 540 3 1 1 0 Monk 325 40 20 80 80 30 75 1 3 2 3 Samurai 700 80 60 70 90 20 195 4 2 2 3 Thief 250 30 20 80 120 14 57 1 1 1 2 gas Tunneller 350 40 30 40 40 0 50 1 0 1 1 Witch 300 20 20 30 80 6 75 2 3 1 3 Wizard 350 20 15 30 100 5 125 2 5 1 4 gas --------------------------------------------------------------------- fly - flies/hovers by default gas - Immune to Poisonous gas wind - Immune to Whirlwind attack Creature Special Attacks --------------------------------------------------------------------- Attack - Hit opponent physically Arrow - Hit opponent with an arrow from a distance Chicken - Not used Dig - Digs through earth Disease - Not used Drain - Drain 20 health points from target Fireball - Fires a fiery projectile (range 8 tiles) Flamebreath - Constant fire stream Flatulence - Same as Poison gas, but doesn't damage own creatures Flight - Allow creature to fly Freeze - Freeze victim but doesn't do damage (range 10 tiles) Grenade - Bouncing projectile <120 damage Hailstorm - Hits all creatures for <75 damage Heal - Restore 200 health points Invisibility - Turn invisible (AI sees always sees through this...) Lightning - Electic beam <20 damage (range 4 tiles) Meteor - Upgraded fireball, <100 damage (range 14 tiles) Missile - Reptile projectile, <20 damage (range 10 tiles) Guided Missile - Guided Reptile projectile, <20 damage Poison cloud - Fill 5 tile radius with poisonous gas Protect - Decrease damage by 25% for a short time Rebound - Reflects incoming spell back at attacker Sight - Not used Slow - Halves target speed (range 14 tiles) Speed - Doubles targest speed Teleport - Jump to any position, in FPV sends back to Lair (Imp goes to Dungeon Heart) Whirlwind - Blows away all creatures, except Bile Demons Word-of-Power - Does 200 damage to any enemy in 2 tiles radius ===================================================================== Appendix B: Secret Bonus levels ===================================================================== There's six secret bonus stages to be found in Dungeon Keeper, however, only five of them are accessible due to what seems to be an error in level 14: Sleepiburgh. Also some of the bonus levels designs are pretty messed up. Certain doors which are supposed to be locked are left open and some levels miss a "Transfer Creature" special making the level a rather pointless exercise. Each dungeon special you find will unlock the bonus levels in consecutive order, but because you can only go through the levels in a single fixed order you can never unlock Secret 5. It is actually a good thing, because that level is almost as dull as the first one. A small overview: Level Unlock in Best Reward Bugged -------- ----------- ----------------- ---------------------- Secret 1 level 8* Vampire(10) No Creature Transfer Secret 2 level 9* Vampire(10) - Secret 3 level 15* Horned Reaper(7)$ - Secret 4 level 17* Witch(9) - Secret 5 N/A Dragon(8) Inaccessible level Secret 6 Full moon - No Creature Transfer & date No creature to transfer -------------------------------------------------------------- * = Provided that you find the all "Locate Hidden Realm" dungeon specials. $ = Could argue; level 10 Hell Hound has better use in some cases Difficulty ranks between * and ***** with 6 stars denoting insane or unfair game play due to problems with the level design. My own experience tells that the bonuses are either incredibly easy or fiendishly difficult. Secrets 2,3 and 4 are well doable and you should definitely try them out. In Secret 3 one of my strategies is to slap the Horned Reaper abundantly, ever felt like doing that? >:) The other three bonus stages are hardly worth the effort (if at all enjoyable). Since the game is easy to rescript I have edited the necessary levels myself to fix the problems and make them playable (including the missing "Locate Hidden Realm" bonus in Sleepiburgh). If there's enough interest I'll place a .zip file on the Internet so you can play the game as it is supposed to be. Also, Secrets 1 and 5 have become just a bit easier, so they're not as lame as they were before. :P --------------------------------------------------------------------- Secret 1 --------------------------------------------------------------------- Game Time: 38000 (~40 minutes) Goal: Either one of the following conditions to win: -Kill all heroes on the map -Move one of your creatures in the center of the gems Spells: "Posses" Start Gold: 0 Reward: Vampire(10) for each goal you clear (but no "Creature Transfer to apply it on) XD Difficulty: ****** Initial Creatures: Dragon(5) This level is not very funny at all. I've played it a few times, but never got to the end. Then after I got hold of the DK level editor I found out that even if you manage to win the level you cannot transfer any creatures meaning that the level is pointless. Why? There's no "Transfer Creature" special to be found in the entire level and even if there was one you need an Imp to claim the tile in order to use the special. So, basically I'm only going to give a synopisys of this terribly programmed bonus stage. I bet none of the programmers ever actually played it. You start out with a Dragon (very slow when controlled) walk over the lava, break some doors, kills some enemies and find a Bile Demon(7). Walk around with the Bile Demon (slow as well), kill more enemies and find a Mistress. She's faster, but there's lots of boulders around here meaning that you need to walk around very carefully. Kill more enemies and find a level 8 Vampire in the prison to the north. Here's where I get stuck. The path to the west has some Monks, but it only leads to a dead end with an useable "Level up" special. So go east, you'll come across a lone neutral Giant(5). Walk/fly further south, break another door and you'll come across a very large group of heroes and Knight. This group is nearly unbeatable because there's so many of them attacking you all at the same time. But suppose you can beat those by some fluke, then you need to continue on and find some more high leveled creatures which are annoying as well. Then near the end where you find the area around the gems you encounter 8 level 8 Monks. That's insane. The only possible way I could think of to beat them is casting "Whirlwind" to push them all into the lava draining their energy at a fixed rate and keeping them there, until they die. Even with the lava damage it still takes some time to kill them. If you kill them all a level 10 Vampire appears, and if you enter that prescribed area a different level 10 Vampire appears. I suppose the only practical way to beat this level without cheating is getting to the Vampire and then blazing through the entire level towards the gems sustaining damage and using his Heal ability as you fly through it. But without "Transfer Creature" it's rather pointless to do that. --------------------------------------------------------------------- Secret 2 --------------------------------------------------------------------- Game Time: 3300 (~4.5 minutes) Goal: Kill all your Imps Spells: "Posses", "Lightning" Start Gold: 1200 Reward: level 10 Vampire Difficulty: * Creatures: 49x Imp(various) In the script referred to as the: "Slap the Imp" level. Although, you'll be doing little slapping as far as that is too tedious (and to RSI sensitive imo). There's more simple and intelligent ways to get the job done. An nice bonus level to get an easy Vampire, but I wonder what the "Lightning spell is used for... You can't damage your creatures with it. From the start move the cursor to the far west and dig out some of the tiles. You'll find three good Imps around here. Let them do battle; this number of Imps lost by this is only marginally. Get the 8 most experienced Imps in your hand and have some others dig out the rocks to the north of these Imps who went good. Two Boulder traps appear here (that's the first time you'll be happy to see those :D). Quickly drop your high leveled Imps in front of it and get some more for the second trap. This way the strongest Imps have been obliterated from the lot. Now dig west to find a good Hell Hound(7). This dog will sniff out your Dungeon heart and attacks it pronto. Let him do so, and your Imps will defend the mother hoard at all costs. Meaning that they come back to the Heart without you having to anything for it. But wait, once all the Imps are gone more Imps appear! 10 level 10 Imps show up and you'd better pick some of them up... Imps may be weak, but 10 against 1 is too much, even for this Hell Hound. Let him tear the Imps apart one or two at a time. Once they've all been annihilated a Vampire mysteriously appears from the Heart. He should be able to take out the two headed dog with no effort. Congratulations, now use the "Transfer Creatures" spell next to the Heart to transport this guy to the next level. --------------------------------------------------------------------- Secret 3 --------------------------------------------------------------------- Game Time: 2200 (~3 minutes) Goal: Kill all your Imps Spells: "Posses", "Cave-in", "Lightning" Start Gold: 120000 Reward: Hell Hound(10)^ or Horned Reaper(7)^ Difficulty: * Initial Creatures: 49x Imp(various) ^ = after applying 4x "Level up" special This level has some devious tricks to it, but if you keep your head cool all will work out. First of all, the game messages tell you to fry all your Imps using "Lightning", but this isn't going to work at all. I suppose this level was coded in an early stage of development when the "Lightning" spell still damaged your own creatures, but it no longer does... I've found two strategies and both work out very smoothly (e.g. no tedious slapping required), but before you leave the level make sure to read the paragraph at the bottom: 1. The big Cave-in - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - You can still hit them with "Cave-in" and this spell is cheaper to use. But now you think that spell will never cause enough damage to kill the Imps effectively. Well, it can do enough damage, if used properly. First of all, look at the map and find a smallest room with a door. Lock the door of this 3x3 room, now get all your Imps in this room. This may seem hard as just selecting Imps is very slow. To speed this up, select a lot of tiles to dig from near the north. Pick up 8 Imps using the ? tab and drop them down into the locked room. Because these Imps can't reach the digging area they become idle. Putting them in the left tab. Click on the working Imps tab and put another 8 into the small room. Rinse and repeat to get all your Imps in this mini-room. Select the "Cave-In" spell, max it out, and release the stone hailstorm by the powers from above. This easily kills off any of the Imps in the room as they can't flee to safer places. Keep on casting the spell over and over until all Imps are gone (if there's only two or three left; you'd better slap them). Congratulations; you won, please read the last paragraph of this section. 2. Horny goes Psycho for the better cause - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Notice the open area to the north? There's something going on there. Get your Imps there and dig out the entire area to find: 4 Level up special, 1 Creature Transfer special and a Horned Reaper(3) sealed of in the northern room. These areas can be claimed as the wall are not reinforced by any color. Now that you have a level 3 Horny, make him mad as hell. For this once you may slap Horny as much as you wish (not too much you don't want to kill him). >:D He'll go berserk and kills off all the Imps for you. In a single slash his scythe should be able to kill an Imp at any level. Please, slap him some more in case he calms down. You don't want that to happen, do you? Once all the Imps are gone you've won. Quickly get the Reaper who's as mad as a hornet in your hand and read the following section: Okay? All Imps are dead, now you receive a level 6 Hell Hound, a level 6 Imp and the ability to build Bridges... Go to the top of the area and claim the tiles around here to find some specials over the pits and use the bridges to build... hey, you can just dig around the earth to reach these specials without the bridges. XD I think the walls in this area were supposed to be fortified, but that didn't happen. Anyway, you'll see 4 Level up spells and a Transfer Creature, so you think a level 10 Hound is the best to get from this level? Well, dig north through the center to find a hidden lair with a level 3 Horned Reaper (the same one as mentioned for the 2nd strat. Now use the level ups and Transfer the Horned Reaper. If you really want to select the Hound, but Horny will do much better at fighting. --------------------------------------------------------------------- Secret 4 --------------------------------------------------------------------- Game Time: 4000 (<3 minutes) Goal: Get at least 2 creatures (Imps not included) Spells: "Posses", "Heal", "Conceal", "Protect", "Destroy Walls" Start Gold: 12000 Reward: Witch(9) Difficulty: ** Initial Creatures: Imp(1), Skeleton(4) A lot of spells on this short funny level, but I only needed to use "Heal" twice; in fact "Conceal" and "Destroy Walls" seem meaningless and superfluous. You start this level out completely built in from all sides, except the left. Use your single Imp to break single red reinforced wall open. Dig up 4 tiles around the wall, but go only 3 tiles to the right. Otherwise you'll find an enemy Lightning trap directly north of your Heart which could kill both your Skeleton and Imp. Dig up one more tile to find a lava pit. "Posses" the Skeleton and look for the left door, take a single step over the lava diagonally to minimize damage, break the door, kill the Fairy(3) behind it and walk around to find another Fairy(3) on the opposite side. Use "Heal" from the magic tab if needed and "posses" again. Walk north past the two Archers(2) and you'll find a small 3x4 room with traps. Here's the lay-out: _| |_ L = Lightning trap |L A a| W = Word-of-Power trap |W l A| A = Alarm Trap |W W A| |W A A| l = Lightning trap (aligned to you) -| |- a = Alarm trap (aligned to you) You'd better stick to hugging the eastern wall as you won't take any damage from the Alarm traps. Also any Archers that follow you get killed by the Lightning trap placed in the center (it belongs to your dungeon). Keep heading north to find many corridors to the left and right. The only way to make it through here safely is walking towards the braced door straight ahead of you and breaking it so you can stand safely in the center tile between the two walls. There should be a single Archer here, but it gets killed by the Boulder traps you just set of as they all roll around in the same rectangular shape around you. Proceed further to the north (you're almost there) and observe the entire line of 7 Boulders dead ahead. The easiest and quickest way to avoid them is by triggering one of them, wait for it to get near you, side step next to it (triggers another boulder), and sidestep back to the previous place. Now walk to the center of the room and look at either of the two corridors to the West and East. Pick either one, doesn't matter which one, look left & right for any nearby Boulders and run into the corridor. Continue on to the north, kill the single Archer around here, look for a door near the top of the map. Walk up to it from the center to trigger a poisonous gas trap. Hehe, skeletons are undead and immune to gasses. This is your lucky day. The other two tiles have Lightning traps, you'd better not hit those. Break the door and take the right turn (left leads to a dead end with a Boulder). Break the door at the end to find two Imps and a level 9 Witch. Now you have two creatures meaning that you've conquered this land. Transport the Skeleton(4) or more preferably the Witch(9) using the Dungeon special at your own Heart. --------------------------------------------------------------------- Secret 5 --------------------------------------------------------------------- Game Time: 40000 (~28 minutes) Goal: Kill all Heroes Spells: "Posses" Start Gold: 0 Reward: - (you 'should' end up with a level 10 Dragon) Difficulty: ****** Initial Creatures: Imp(10), Demon Spawn(1) Because this level can never be accessed, due to a missing "Locate Hidden Realm" dungeon special I never played this level, but observing it in the editor shows me that this level is more a nuisance than a bonus. I think the idea is to train your level 1 Demon Spawn into a level 10 Dragon by fighting and applying numerous "Level up" dungeon specials on it. No additional enemies are triggered by hero doors or actions points, so clearing anything on the map should be sufficient. Anyway, it looks like you start out by forcing the Imp to work on digging gold from the gems for your 8 tile treasure room. Pick up the Demon Spawn and carry him to the wooden door the far north. Quickly, "Posses" him and break the door open to find 3 "Level up" specials. If you're too slow the Archers make short work of him. Once the door is broken get him back to his lair for some sleep and let the level 10 Imp claim the tiles on which the specials are located. Now you have a level 4 Demon Spawn, one which can use the missile ability to attack distant enemies. Head west and kill the 2 Samurai(1), walk further to the west, find & use another Level up special, look out for the Boulder near the bottom of the screen. Cross the lava and kill the 3 fiends. Behind the door is another level up and from that moment on you can also build bridges. Now you can claim the area up to the Hatchery, and further on the entire place is trapped. See all those gravestones? They're actually Word- of-Power traps in disguise. Better walk around them. Ignore all the Archers and Wizards around here for now and watch out for the 3 boulders coming right at you! Any further than this becomes be bit vague to me. It seems to be that there's only enough level ups to transform your level 1 Demon Spawn into a level 8 Dragon. Oddly, there are two "Transfer Creature" specials around, but I don't know whether the game allows you to transfer two creatures simultaneously (it could be the second one overwrites the first one). --------------------------------------------------------------------- Secret 6 (Full moon bonus) --------------------------------------------------------------------- Game Time: 20000 (~14 minutes) Goal: Mine 30001 gold within the time limit Spells: "Posses", "Create Imp", "Lightning" Start Gold: 3000 Reward: - (Bug I think, and no Ug the Barbarian... hmm Ug the B.) Difficulty: * Initial Creatures: - This level is only accessible on dates when the date of your Windows(R) Operating System clock is set to that of a full moon. If you wish to play this defunct level see this website for any full moons up to 2010: http://www.moonphases.info/full_moon_calendar_dates.html (set the date to 22-January 2008 also works :P). Set your Windows clock to any of those dates manually, and you'll see a flag with a white circle appear little to the SE of where Eversmile once was. Also a few days before/after the full moon the flag will appear transparently warning you about the upcoming/past event. Upon entering it you get to see the following objective text: "This region of the underworld will test your ability to traverse the network of caverns. Indeed, time is your enemy here. Defeat it and you will find where the legendary warrior, Ug the Barbarian is imprisoned. Ug will serve you well in the future." However, there is are no creatures on the map and according to the script no creatures (apart from Tunnellers and Dwarfs) will be added during game play. Furthermore there is no "Transfer creature" spell to be found either so that rules out the possibility of transporting any creature to the next realm. Also, Ug that is an odd name that I've never seen appear on any Barbarian's name plate in this game. Why of all creatures a Hero and also a Barbarian? Lately, I've been suspecting a programmer's prank rather than a "bug" to be at the core of this issue. Suppose we write his name as: "Ug the B.". Now, it almost seems a little too obvious to tweak this to "the Bug". Hmmm.. This all seems too coincidental. Lastly, this level can be played at any moment in the game, but only on a full moon. A full moon has often been the subject of strange events in folklore and is also associated with insanity sometimes, mind you. ;) For the level itself. It's pretty straightforward. During this mission all 4 Keepers (including you) have formed an alliance. The only opposition are some dwarfs which appear after subsequent amounts of gold have been dug up by all four Keepers cumulatively starting at 20000. To make sure you survive the level, get some Imps out and dig to the southwest corner. Fortify the area around the portal here, because all adversaries originate from this and only this location. Now start digging gold like the other keepers. If you get more than 30000 gold before time passes out you win the level. Press " " to continue... There's nothing else to do around here. ===================================================================== Appendix C: Multiplayer ===================================================================== The game allows you to play multiplayer games, but I haven't tried this out before. So I know very little about this topic. There are three types of connections to choose between: Serial, Modem and IPX. ===================================================================== Appendix D: Bugs, Glitches and Stuff ===================================================================== --------------------------------------------------------------------- Glitches --------------------------------------------------------------------- You can find a patch for the below glitches right here: http://yaworg.googlepages.com/dungeonkeeper Missing Secret level --------------------------------------------------------------------- The game was programmed with 5 Secret bonus levels, but the fifth Secret was never playable. Oddly, many references show that the "Locate Hidden Realm" specials can be found in worlds: 8, 9, 14, 15 and 17. However 14 clearly doesn't have this special. So I think the game was supposed to have this bonus here, but it didn't. Narration disorder --------------------------------------------------------------------- The narrator speaks about Bunnies in the 6th Intro and a beautiful lady Cathrine in the 7th. However, when completing the 7th level the narrator mentions a carpet made out of the dead bunnies, and in the 8th level the same person speaks about a hideous person who was once beautiful. Exactly, the game stores the narration in the wrong order! This continues on for all of the levels up to level 19. --------------------------------------------------------------------- Stuff --------------------------------------------------------------------- Torture the Lord of the Land --------------------------------------------------------------------- If you capture the lord of the land and keep him in your prison you can see an additional interrogation scene after completing the land. Here you can select from several doors where each door represents a different torture technique. To my knowledgge level 7 (Wishvale) is the only level where you can apply this trick as this level doesn't require you to explicitly kill/convert the Lord of the Land to beat the level. Boot up messages - Ancient wisdoms of the dark --------------------------------------------------------------------- Ever noticed one of those messages which pops up when you start playing the game. They're displayed on various occasions such as Full Moon dates and other peculiar dates which I don't know by heart. Here's a few of them and use the new wisdom in each wisely: When night does not give way to day, And children are too scared to play, Abandon hope, embrace despair, You're destined for my Dragon's lair If thou art bold and pure of heart, Come down here, be torn apart. Through my dungeon you may tread, But rest assured, you'll end up dead. If you find you lose it all, Why not play Theme Hospital? Armoured Knights who have true grit, Roast more quickly on a spit. Evil, malice, death, decay, I think you'll find they're here to stay. Evil, malice, death, decay, Just another working day. Evil, malice, death, decay, There really is no better way. Giant, Dwarf, Thief and Fairy, None of you are very scary. The denizens of your domain, Just cannot wait to kill again. The better creatures you employ, The greater carnage you enjoy. Hark! The Avatar's abroad, And I can smell a frightened Lord. Trespassers will meet their doom, In your dungeon's Torture Room. Though intruders' hearts be pure, They'll end up on your dungeon floor. Your tunnels will be dark and cold, And no place for a Knight of old, Even if he claims he's bold. The fools who enter your domain, Will never see the light again. Pain and anguish are your tools, To use upon intruding fools. When good guys head right for your treasure, Hunt and kill them at your leisure. Protect your gold and Dungeon Heart, And slap your minions till they fart. Use your creatures' fear of you. To make them do what you want them to. Wizard in your dungeon grim? A trap will make short work of him. When your creatures give you hell, Stick them in your Prison Cell. Torture is the crowning glory, Of your Dungeon Keeper story. You are the Keeper, chosen one, And being evil is great fun. When your troops are hunger-stricken, Your Hatchery has yummy chicken. Fill the Avatar with dread. Really make him wet the bed. Imps are the lifeblood of your dungeon. Like blood, they must be allowed to circulate. Feeling mean? Set your minions to imprison and when your cells are full, spend some time torturing... If your creatures get unhappy, slap some sense into them. They'll soon realise how lucky they are. The underworld is your domain and the adventurers come to steal it. Never show pity, even when the intruders are defenceless and pathetic. Compassion is the hallmark of the good Keeper. But good Keepers never win. Only evil ones. There's never a moment to waste. Already the bravest of the brave are queuing up to enter your dungeon. So stop reading this and get going. Build fast. You'll want the biggest possible welcoming committee ready for the intruders. Keep your Imps digging. There are always surprises to be found deep in the earth. He who controls the most gold controls the entire Underworld. Fear and lack of mercy are your greatest weapons. Use them wisely. Foolish is the Keeper who sells all his rooms and refuses to pay his creatures. Boot up messages II - Happy birthday to you --------------------------------------------------------------------- Playing the game on a peculiar date? Sometimes a Happy Birthday message appears out of the blue. Set you system time to it, and quiver in fear... One of the main artists has been added another year! I can only remember two of them. They're for the main programmer and the project leader: Peter Molyneux: May, 5th Simon Carter: May, 3rd Hidden in-game messages --------------------------------------------------------------------- During game-play (anywhere within the actual game) hold down the left Shift button and enter: FECKOFF or SKESIS To see a weird hard-coded message bounce around the screen as long as you keep the shift down. The latter code also makes the advisor say something really weird. o_O ===================================================================== Credits ===================================================================== The credits go to: Bullfrog: For creating this truly evil and terrific badly twisted game Gamefaqs.com: For putting this up the website You: For reading this FAQ Me: As I enjoyed making this FAQ Xiaopang: Found a missing Transfer Creature dungeon special in level #7 Jack Rhys-Burgess: Told me doors do sell for gold, but the game doesn't show the number ===================================================================== Copyrights ===================================================================== Iron Knuckle 2008 - 2010 (c) Nothing out of this walkthrough may be copied for use on own websites, or own profit. The following link is the only website on which my FAQ / walkthrough is available, if you wish to upload the FAQ to your own website please notify me before doing so. If I am interested enough I will grant permission for an additional upload. ----------------- Website locations ----------------- http://www.ign.com http://www.gamefaqs.com http://www.neoseekers.com http://www.mycheats.com ----------------------- Other Interesting Links ----------------------- Full moon dates for the bonus game up to 2005 - 2010 (at least the time I checked) http://www.moonphases.info/full_moon_calendar_dates.html Repository with many DK downloads (official editor/patch and such) http://dungeon-keeper.net/ Game patch (fixes narration disorder, and bonus levels) http://yaworg.googlepages.com/dungeonkeeper ------------------------- Total GameFAQ productions ------------------------- Donkey Kong Country Speed Guide Donkey Kong Country: 2 Diddy's Kong Quest Speed Guide Dungeon Keeper FAQ/Walkthrough Golden Sun FAQ/Walkthrough Golden Sun: the Lost Age FAQ/Walkthrough Jet Force Gemini In-depth; Capacity Crates Lufia 2: Rise of the Sinistrals FAQ/Walkthrough Lufia 2: Rise of the Sinistrals World Map Monkey Island 3: Curse of Monkey Island FAQ/Walkthrough Paper Mario FAQ/Walkthrough Perfect Dark FAQ/Walkthrough Secret of Evermore FAQ/Walkthrough Terranigma FAQ/Walkthrough ===================================================================== E-mail, Questions and Contributions ===================================================================== If you want to ask / contribute / correct anything about this Walkthrough / FAQ about Dungeon Keeper, then please mail to knuckle_iron(at)hotmail(dot)com . Only send mail that has to do with this game. ALL OTHER MAIL WILL BE IGNORED. I don't mean to be rude, but this is a Gamefaq. Please, don't submit anything that has been done already in this FAQ. In the section below this you can see a list with examples of things that are incomplete. ===================================================================== Unfinished business ===================================================================== - Any interesting new strategies worth mentioning - Any other problems or topics that I missed or goofed up about - --===-- - -= END =- -