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FAQ/Walkthrough

by Inferno719

Dungeon Keeper
Inferno719


=================
Table of Contents
=================

1) Version History
2) Rooms
3) Creatures
4) Heroes
5) Spells 
6) Useful Bonus levels
7) Walkthrough
--Level 01, Eversmile/Brana Hawk
--Level 02, Cozytown/Darkana
--Level 03, Water Dream Wall/Wither's Tread
--Level 04, Flower Hat/Fire Wall
--Level 05, Lush Meadow On Down/Knife
--Level 06, Snuggle Bell/Ruiniana
--Level 07, Wishvale/Steep Sign
--Level 08, Tickle/Panicantrizica
--Level 09, Moonbrush Wood/Neverdorf
--Level 10, Nevergrim/grimsforth
--Level 11, Harth/Rivel Mark
--Level 12, Elvesdance/Dragon Tithe
--Level 13, Buffy Ilk/Carn Forge
--Level 14, Sleepy Burrow/Arilyns Down
--Level 15, Woodly Rhyme/Mormon Flat
--Level 16, Tulip Settings/Hasem Lock
--Level 17, Mirth Shire/Demons Dirge
--Level 18, Blaze End/Valyinore
--Level 19, Missile/Dark Sword
--Level 20, Skybird Trill/Long Terror
8) Ending stuff


==================
1) Version History
==================

11-29-2004
Submitted to Gamefaqs.  

12-07-2004
Some general editing, and fixed some errors in the spells section.

01-03-2004
Added forgotten creatures, added heroes section.

05-16-2005
Re-wrote strategies for mission 19 and 20.

06-06-2006
Added names for reference, included TC bonus's existence in level 14.
Fixed the bonus level's description. 

06-20-2006
Added Neoseekers.com and 1up.com to the list of people that are 
allowed to host this.   

07-24-2007
After a bunch of people asking for a better strategy for level 17 i finally 
did a better job of it.  Turns out it actually did suck, but it's better now.
Finally put it through a spellcheck.   

10-17-2007
Didn't like my strategy for various levels, so i wrote new ones.  New 
walkthrough will feature the large removal of strategies that require a 
Transfered Creature.
 

========
2) Rooms
========

Treasury
50 gold
The treasury's function is to store your gold.  When imps mine it out, they 
bring it to the treasury.

Lair
100 gold
The lair's function is to give sleeping space to your creatures.  

Hatchery
125 gold
The Hatchery gives food to your creatures.

Training room
150 gold
The training room levels your creatures up, for a price.  For every couple
of seconds the creatures trains on one, they use up gold.  However, to make 
training rooms actually work, you need to make it at least 3x3, or they don't 
gain levels with any usable speed.

Library
200 gold
The library is where your creatures research other rooms and spells.  
Typically, only warlocks will actually research, but if you drop other
creatures in, they will research too.

Bridge
30 gold
The bridge lets your creatures pass over lava, and lets your imps claim 
whatever is on the other side of the lava or water.  

Guard Post
50 gold
Drop a creature on a guard post and it will stay there and keep watch, 
attacking any enemies that come by.

Workshop
200 gold
Creatures dropped in here will start to manufacture doors and traps.  Trolls 
and bile demons automatically do this, no dropping required.

Prison
225 gold
Build a prison, turn on the stun icon, and when the enemies die, they will not 
quite die, but be stunned.  Have an imp drag the enemy to the prison, and it 
will stay there until it dies(and thus becoming a skeleton, if it's human 
shaped) or until you do something else with it.  

Torture Chamber
350 gold
This room has 2 functions.  One, dark mistresses will congregate here and be
tortured, making them happy, and two, more importantly, to cause pain to 
prisoners.  Put an enemy onto one of these babies and it will give you map info
and, after a while, join you.  You'll want to heal units before-hand though.
Killed torture victims will become ghosts at the level of their death.

Barracks
125 gold
A completely useless room.  It allows you to group creatures together.  If you 
want orcs that badly though, just build one tile and they start coming in 
anyway.
*Note: This room is the only way to group creatures together in possess mode."

Temple
350 gold
Multi-purpose room.  This is the only way to get Horned Reaper units, unless 
you get one in the map or you transfer it.  It rids your creatures of disease, 
and it makes your creatures happier.  For some reason, ghosts gather here.  
Throw in gold to get chastised by the mentor.

Graveyard
300 gold
Turn off the stun icon, if it's on, and kill an enemy.  Have an imp bring it 
back to the graveyard.  Once enough corpses decompose here, a vampire will 
rise.

Scavenger Room
750 Gold
Put a creature in here, and it will try to get an enemy of the same kind (to 
join your cause.  To counteract this, put creatures in the temple, but a 
lot of the kind of creature.  Uses money periodically to do so (vamps scavenge
for free)

Portal
N/A gold
These rooms spawn units.  You'll usually start out with one nearby.  


============
3) Creatures
============

Imps
Level 1  Dig/claim
Level 3  Speed up
level 10  Teleport
These are the life-blood of your dungeon.  They Mine, Claim land/rooms, 
re-enforce walls, and carry traps, enemies, and specials all around.  They are,
however, extraordinarily poor fighters.  You can use a spell to spawn more imps,
at a price of 300+150 times the number of imps you own.  Also, sacrificing imps
will permanently reduce the cost off all future imps by 150 gold, cumulatively.
The lowest they can cost is ever is 150.

Beetle
Level 7  Freeze
These creatures suck.  Once you get to the third level, just throw then out as 
soon as they come in.

Fly
Level 5  Sight
Level 8  Speed
These creatures aren't much use either.  They make good explorers, but that's 
about it.  They fight with spiders.  However, throwing 2 into the temple will
get you instant completion of the spell or room being researched.

Spider 
Level 2  Slow
Level 4  Freeze
Level 8  Hailstorm
Spiders fight with Flies and will sometimes freeze prisoners.

Warlock
Level 2  Fireball
Level 3  Heal
Level 4  Meteor
Level 5  Invisibility
Level 6  Homing Missile
Level 7  Sight
Level 8  Gust of Wind
Level 9  Word of Power
These creatures will work in the library happily.  They don't like vampires.
Attracted by: Library

Demon Spawn
Level 4  Shoot Red
Level 7  Heal
Demon Spawns will try to go to the training room every chance they get, so make
sure you have some money before you let them.  At level 10, if you see them 
training, let them, they will change into a level 3-4 dragon.
Attracted by: Training room

Troll
Level 4  Speed Up
Level 7  Fireball
Level 10 Grenade
These creatures love to manufacture at workshops.  They are fairly poor in 
combat, so try to keep them away from battle.
Attracted by: Workshop

Bile Demon
Level 2  Poison Gas Cloud
Level 4  Not-so-silent and deadly
Level 7  Grenade
These creatures seem to love gassing the enemies, as it takes up most of their 
abilities.  They will work at the workshop most of the time.
Attracted by: Hatchery

Orc
Level 5  Speed Up
Level 7  Protect
Level 9  Grenade
Excellent melee fighters, especially once they get Speed up, moreso with 
Protect. 
Attracted by: Guard post

Dark Mistress
Level 6  Lighting
Level 7  Speed Up
Level 9  Drain
Level 10 Teleport
These creatures are my favorite.  They have 2 ranged attacks, speed, and 
teleport!  They will gather at the torture chamber if doing nothing else.  They
don't seem to like samurais, though.  
Attracted by: Torture Chamber

Hell Hound
Level 3  Speed Up
Level 5  Fire Breathing
Hell Hounds may not look great, but they are very useful.  They like to 
scout around and can run through lava.  Good melee fighter. 
Attracted by: Scavenger room

Dragon
Level 1  Fire breathing
Level 3  Grenade
Level 7  Meteor
Level 10 Word of Power
Attracted by: 5x5 treasury

Tactical
Level 7  Freeze
Fairly rare creatures, are not very useful.  

Skeleton
Level 5  Protect
Level 10 Lightning
Skeletons are created by letting a creature die in prison.  A skeleton will pop
up at the same level the creature/hero was.  


Ghost
Level 1  Reflect
Level 3  Invisibility
Level 6  Gust of wind
Level 8  Drain
Ghosts are made by killing a creature at the torture chambers.  They are at the
same level the creature was at at its death.

Vampire
Level 2  Flying
Level 3  Slow
Level 4  Teleport
Level 5  Heal
Level 6  Drain
Level 7  Protect
Level 8  Gust of Wind
Level 10 Word of Power
Vampires are made by bringing enough corpses to the graveyard.  They don't like
wizards, though they are exceptional researchers.  It should be noted that when
they die, they resurrect themselves at your base with one less level, unless it
it was low-level to start with.

Horny (Horned Reaper)
Level 5  Speed
Level 10 Slow
This creature is VERY temperamental.  You can get one by sacrificing a troll, a 
bile demon, and a dark mistress at a temple.  Anyway, there are certain things
to keep in mind as you wield these loose cannons.  Don't pick them up if u can 
avoid it.  DON'T slap it.  Don't do anything that would annoy a regular unit, 
these get mad fast.  If they do get mad, they start killing your imps and 
creatures.  If he gets a bit angry, pick up some money and give it to him.  He
might calm down.  A good strategy to KEEP him happy is to build a 1x1 library 
and have him research there.  He won't do any good but it'll keep him occupied
and thus happy.


=========
4) Heroes
=========

Tunneler
Level 10 Teleport
This creature will act like an imp, digging but kinda sucky at combat, but 
doesn't learn speed up.  So if you get one as a prisoner, just let it die.

Dwarf
Level 4  Armor
Level 7  Rebound
A tougher non-digging tunneler.  

Thief
Level 4  Speed
Level 7  Invisibility
Level 10 Rebound
Fairly weak creature, train him to 'level 11' to get it to become a level 3 
Knight.

Archer
Level 1  Shoot arrow
Level 4  Homing missile
Level 6  Speed up
Level 8  Slow
Weakish ranged creature.  Will manufacture when doing nothing else and can be 
fairly useful in groups.  

Giant
Level 10 Speed Up
Slow and powerful.  Use him for tanking or as melee creatures for big groups.

Barbarian
Level 6  Protect
Cool-looking hero.  Short ranged, and learns an ability at an acceptable level.
Better than giants.

Monk
Level 2  Heal
Level 3  Protect
Level 4  Slow
Level 5  Missile
Level 7  Drain
Level 9  Blizzard
Level 10 Word of Power
Good creature with useful spells, can take out vampires without them being 
resurrected.  

Fairy
Level 3  Drain
Level 4  Lightning
Level 5  Heal
Level 6  Invisibility
Level 7  Homing Missile
Level 8  Rebound
Level 9  Meteor
Level 10 Freeze
Like a weaker, but healing Dark mistress.  Learns a large variety of spells, 
one of the few units worth training to level 10.

Ninja
Level 5  Sight
Level 6  Lightning
Level 7  Speed
Level 9  Freeze
Contrary to popular belief, this unit is a ninja, not a samurai.  
This hero can be a mean melee, doing a fair amount of damage normally and with
freeze to boot.  Fights with dark mistress.

Wizard
Level 1  Missile
Level 3  Fireball
Level 5  Rebound and Heal
Level 6  Freeze
Level 7  Blizzard
Level 8  Drain
Level 9  Slow
Level 10 Meteor
A warlock with a slightly different spell book and doesn't fight with vamps.  
Will research if not doing anything else.

Witch
Level 2  Fly
Level 3  Poison Cloud
Level 4  Rebound
Level 5  Gust of Wind
Level 7  Lightning
Level 8  Heal
Level 9  Homing Missile
Level 10 Blizzard
An indescribably annoying hero, fighting either for or against you.  Her Gust 
ofWind knocks everything in front of her away, friend or foe.  Just make her a
ghost or a skeleton if she ends up in your prison.  

Knight
Level 4  Rebound
Level 7  Heal
The Lord of the Land.  A big melee creature with rebound and heal to make him 
more annoying.  Gang up on him with ranged creatures.  

Avatar
Level 2  Protect
Level 4  Heal
Level 6  Freeze
Level 8  Homing Missile
Level 9  Invincibility
Level 10 Word of Power.
Huge version of Knight with more abilities.  This Hero will appear twice in the
final level.  See the walkthrough for strategies.  Possessing this guy into the
other keepers dungeon is fun after you kill the other heroes.

=========
5) Spells
=========

Possess
0
You control the unit and can use its abilities and fight with it.  Use this 
on imps when you're digging a tunnel, you can go twice fast as they do and 
claim territory at the same time.

Create Imp
300 + number of imps you have times 150
Spawns a level 1 imp.  Can only be cast on your territory.  Throw imps into the
temple.  

Sight of Evil
50-130
Shows un-looked at territory.  More money, more area uncovered.  Great with 
Lightning spell.  Also, while the spell is still in effect, click anywhere else
to recast the spell at the same power and for free.  Double click on the icon 
to end the spell.

Speed monster
100-900
Makes creatures do stuff faster.  Great with training, researching, mining etc.
and during battle.  More money, longer lasting.

Must obey
25 gold a second
All of your creatures do what you tell them to do.  Not very useful ever, 
especially for that price.  

Call to arms
1-9 gold a second
Call to arms makes all the creatures in its range move to the flag, attacking 
anything in its path.  The more gold put into it, the greater its range.  

Conceal monster(invisibility)
100-900 gold
Makes your monster invisible.

Hold audience
1000 gold
Gets all of your creatures to your dungeon heart.

Cave In
1000-2600 gold
Cave in deals damage to all creatures in its radius.  Creatures will leave the 
area of the cave in (good for getting enemies to leave their training rooms), 
and can be spammed for more damage than lightning, as it fires faster.

Heal 
300-1100 gold
Heals a creature.  

Lightning strike
600-3000 gold
Causes a lightning bolt to strike on any dug-out tile, even if it's not yours. 
More gold causes more damage and a greater shockwave.  Great for killing imps. 

Protect Creature
100-900 gold
Increases your creatures resistance to damage.  

Chicken
1100-3000 gold
Causes enemy to become a chicken.  In that state it is not capable of dealing
damage.  It can't be eaten, though.  

Disease
7000-9000 gold
Castable only on your own tiles.  Gives the creature a very communicable lethal
disease.  Will kill the creature after a while.  If one of your creatures is 
sick, get it into a temple before it gets your entire population 
disease-ridden.
Or, cast in on a fly and ride it around as many enemy creatures as you can 
until it is struck down.  

Destroy walls
10000-24000 Gold
This wall will make the walls it affects dirt and the dirt into path. 
Increasing the spells power will increase the radius of effectiveness, and can
even totally take out the walls and turn them into path, giving no time to 
re-reinforce.  HOWEVER, it takes forever to research.  The time it takes to 
research this spell is equivalent to researching speed up 131 times.  Has its 
uses. 

Armageddon
60000 gold
When cast, you get some time to prepare, then your creatures and all the 
enemies' are transported to your dungeon heart.  


=======================
6) Useful Bonus Levels
=======================

There are two quick and easy bonus levels that you can get by finding the 
reveal hidden realm bonuses.  To find them, just dig out the entire level (or 
follow my guide).  

Objective: Kill all the imps.
The first, you can identify by having a transfer creature by you dungeon
heart.  The game will try to make you look like an idiot, trying to bolt all 
those imps down.  Instead, move north.  you will see a door above the training
room.  Dig out the dirt around the door to knock it down faster.  Now, dig 
upward, to the left, and to the right to get a level 3 horny, 4 increase level
bonuses, and 1 transfer creature bonus.  Dig all of it out, and place the 
reaper unit in a locked room.  Slap the reaper a couple of times to make him 
nice and pissed off, and start tossing in some imps.  Use the increase level 
bonuses now if you'd like to up his level.  Kill all the imps and transfer the 
Level 7 horny.  Go back to this level, and follow the same procedure, only 
angering your transferred horny, and killing the imps with a pumped up unit. 
Transfer your level 10 horny to your next level.  

Objective:  Kill all the imps.
The other one is actually probably easier.  First, find the white door.  Knock
it down.  Go up to the next door and do the same.  The imps behind the door
will kill a few.  Now, dig to the right(there's nothing to the left).  Set off
a boulder trap and throw the imps under it until it breaks.  Do the same with 
the other one.  Now, dig behind it to find a level 7 hell hound.  It will run 
to your dungeon heart, attacking imps on the way.  Pick up the imps to get it 
there faster.  Let it hit your dungeon heart. This changes the imps AI and 
makes them attack like regular creatures.  Have fun watching the dog massacre
your imps, without them running away!  Transfer the Vampire.  
Also, you can pick up imps as the hound is fighting them, and put them near the
treasure room, near the lava. Slap them into the lava, keep slapping, and they
die.  Do this a couple times to make the work faster.


==============
7) Walkthrough
==============

Before we go into this, I will reference the "Bridge Trick" a few times.  
Basicly, what it is is a way to take advantage of enemy heroes' hatred of 
lava and make them virtually defenceless, if they aren't ranged; and if they
are, they are completely stranded for you to deal with at your leasure.  
Here's how it works.  In any body of lava at least 3x3 that the enemy heroes 
have to cross over, build a bridge that connects with 1 tile on one shore, and
one tile of bridge on the other shore, and put in as much space between them
as you can as shown on this rough drawing.  

LLLLLLLLLLLLLLLL
XXXXXXXXXXXXXXXB
BBBBBBBBBBBBBBBB
BXXXXXXXXXXXXXXX
LLLLLLLLLLLLLLLL

Where X is lava and B is bridge, while L is land.  See how they have to move a 
ong distance?  This gives you lots of room for error.  
Now, the heroes will have to cross this bridge to get to your dungoen, 
presumably, so they start to walk the long way accross instead of wading in 
lava for about half a second.  When all the heroes are on the bridge, sell the
bridge connecting them to land, so they have no way off the bridge without 
getting burned.  Gradually sell the edges of the bridge so they are all on one
bridge tile, then set down ranged units on either side of the bridge and let 
them blast away.

On with the walkthrough.  



Level 01
Eversmile
Brana Hawk

This level is basically a tutorial for this game.  Start by clicking on the 
gold tiles and building some treasury rooms.  It will then prompt you to make 
a lair and to claim the portal.  Do so.  When a beetle and a fly come in, you 
will get the hatchery and the create imp spell.  Make a hatchery, and a few 
imps if you really want to.  Soon enough, it'll tell you enemies are coming.  
You can hold out on them if you want, but it's not needed.  start digging 
towards them and you will fight.  Drop some enemies on them and you should win 
easily.  Dwarfs die, the lord of the land will pop up soon.  He's easy.  


Level 02
Cozytown
Darkana

Another easy level, but then, it is the beginning.  To the south, there is an 
enemy "base".  Don't worry about it.  Anyway, start by making a treasury, and 
mine some gold.  Claim the portal, and make a 4X4 lair and a 3X3 hatchery.  It
will tell you to make a training room.  This room will make your creatures 
stronger!  However, it will cost you money to train your creatures.  At this 
point, don't worry about it.  You have more than enough for this level.  So, 
Build a 3X4 Training Room somewhere.  It will attract demon spawn.  Put those 
into the training room.  Even if you don't train any of your creatures at all, 
it'll work for this level(and only this level.)  Enemies will come in 3 waves, 
the last of which is the lord of the land (alone, level 1).  Throw beetles or 
demon spawn at it and you'll win!  Good job.  


Level 03
Water Dream Wall
Wither's Tread

Start by claiming the portal and digging out some space in front of it for the 
lair.  Dig South to find a training room and 2 skeletons. Once you build decent
sized rooms, the library will become available. Just make it 3X3 for this 
level, however, it will need to be bigger for the next levels.  Research Speed
Monster.  It is MUCH more useful than it appears, use it often, on creatures 
doing ANYTHING(besides sleeping.)  Anyway, soon some dwarfs will come.  Oh, 
I'm so scared.  Then about 3 real units(level 1) will come.  Take them out.  
Next wave later: about 4 level 1 units and the lord of the land.  Kill them all
to finish the level.

Level 04
Flower Hat
Fire Wall

Ah, the first level with gems!  This batch it much better than any other you 
will get.  Anyway, gems are purple looking gold tiles that you mine slower, but
NEVER RUN OUT!  In short, infinite money!  So, feel free to just blow it all 
away, you can afford it.  Anyway, build the 5 buildings available you and you
will get the workshop, which pumps out traps and doors.  I usually ignore this
building, but it has (some) potential.  Start training and researching.  First,
you'll get the bridge.  It lets you claim land separated by water, and lets 
your minions walk across lava.  Next is Call to Arms.  This spell will 
constantly drain gold, but it makes all creatures within range move to that 
area and attack anything there.  Hold it down longer before casting to make the
range bigger.  Double click on the call to arms icon to end the spell.  And 
finally, research heal.  It, of course, restores life to your creatures.  Hold 
it down longer to heal more life.  When you are ready, tunnel north to find a 
lava pool.  Bridge across it and take out the archers waiting there.  Knock 
down some doors and a couple of heroes will attack you.  No big deal, you have 
some level 3+ creatures, right?  Claim everything you see, and use the steal 
hero thing if you like.  Save the level up thing for later.  (your imps will 
take it to your library if you leave it alone, so don't fret.)  Now, bust open 
the last few doors and there white dungeon heart will be there.  Lord only 
knows why heroes have a one, but, whatever.  Kill it and the Lord of the 
Land.  When it says you have won, DO NOT PRESS SPACE.  Now, dig behind the 
former site of the heart and you will find a transfer creature special.  You 
have 2 options, transfer the level 7 spider you get with it or train it or 
something else to level 10.  (remember, demon spawns go to level 4 dragons 
after level 10.)  Go with whatever you're patient enough for.  

Level 05
Lush Meadow on Down
Knife

Start by building your dungeon up.  Research Sight of evil first off, it's a 
very useful spell, you will use it often.  You can also research a guard post,
but it is nigh-well completely useless.  Claim the prison to the north, but be
warned, the creatures inside it are not trapped, they will step outside the 
the prison if you build a bridge to it(and shoot you from across the lava.)  
Anyway, after you do that, just walk a creature over the lava with possess, if 
you've transferred a creature, and proceed to demolish the enemy.  If not, just 
train your creatures extensively and bridge over and take him out.  There is 
not a real strategy for this level.  

Level 06
Snuggle Bell
Ruiniana

You'll notice gold to your left and right, and a portal.  Claim it.  Notice the
gold in the middle with the hole in the middle.  Do not dig towards it until 
you have about 5 or 6 creatures.  There are some weak heroes in the middle.  
Once you get it, there is a torture chamber inside.  Be happy, because you can 
now torture creatures and get them to join you!  Do this by imprisoning an 
enemy, then heal it.  Put it in the torture chamber.  Check back on it 
occasionally to make sure it hasn't died.  If it's about to, heal it again!  
For all you sadists out there, rumor has it that if you end the level with the 
lord of the land (the knight unit) in the torture chamber, you go to a special 
screen where you get to inflict pain personally...  Anyway, you get a new spell
in this level, lightning bolt!  Used in conjunction with Sight of Evil, you can
easily decimate the enemy's imp force.  Hold the mouse button down longer to 
increase the range of effect.  Anyway, the enemy on this level is pathetically 
easy.  Just move in a few level 3 creatures an he will go down like a bag of 
dry hay.  

Level 07
Wishvale
Steep Sign

Claim the portal, start your dungeon.  Notice your dungeon is surrounded by 
lava.  After awhile, a level 2 orc will appear in your dungeon, and will give 
you the barracks room.  It is completely useless, it only serves to attract 
orcs, which are great fighters.  If you want orcs, only build 1 tile of 
barracks.  Anyway, you'll notice that occasionally, heroes will attack you.  A
funny strategy i use is to have them rush me across the lava, then sell the 
bridge around them, except for the one they're standing on.  They don't move!
What's great is when you do this to the Lord of the Land and his all short 
range troupe. And if you don't want them to die, then turn on imprison and they 
will be shot at until they drop with only 1 health, giving you time to shoot 
the non-ranged heroes.  I would advise converting, but killing the dwarves and
the short ranged units in the torture rooms for ghosts.  Once you've killed 
the Lord of the Land, mine east to find a keeper.  He has no creatures, oddly, 
but is totally walled in.  Mine along his wall to find some water, leading to 
his dungeon heart.  Take it out.  DO NOT LEAVE.  You will see some gold near 
his base.  Mine it out to find a secret tile, with a transfer creature bonus.  
Get it.  I recommend using it on a level 10 mistress, but that's just me.  

Level 08
Tickle
Panicantrizica

DO NOT mine north to begin with, unless you want to die very fast.  Breaking
the gold barrier will show some fairies.  If you are lucky, the enemy keeper 
will find them when the level starts and will immediately procede to die, 
making your life simple and painless!  If he doesn't, there's a painfully easy 
way to win anyway.  Just dig east as fast as you can.  When you get all the way
over there, dig across the gold, which is bordered on both sides by lava.  
There will be two high level hell hounds.  Run then across the lava, and you 
will come to his undefended base eventually.  Kill him.Once you've done that,
you've removed the real threat from the map.  Oh ya, you learn invisibility 
spell and the protect creature spell in this, as well asgain the temple.  
Temple- place your creatures on the edge to make them happy. Place in water 
to sacrifice.  Temple protects 1 creature for every creature worshiping from 
scavenge.  Sacking a bile demon, a dark mistress, and a trollin quick 
succession will give you a horned reaper (see creatures section for details.)
Anyway, move past where the fairies were to about north east to find 6 level 5
heroes.(short ranged.)  Use the bridge trick and stick shooters around to 
finish the level.  DON'T press space.  At the top right area of the map, there
is a part with 3 indentations into the rock.  Dig to there.  The middle one has
a bonus, specifically, locate hidden world.  They're not great, but one allows
you to bring a level 10 horny or hell hound to any area you go to, so try to 
get them.    

Level 09
Moonbrush Wood
Neverdorf

Ah, my favorite level, for no reason whatsoever!  If you transferred a creature
have it break down the door behind the portal, and the doors behind that.  
The creatures behind the doors are what need to go down the temple in the 
middle to get a horned reaper.  Don't bother at this point, they are a hassle. 
Ok.  Tunnel off to the west and go through that long maze thing and have your 
imps claim it all.  There are rooms with gold and a gem at the end.  The gem 
is placed poorly and is difficult to mine around, but at least you have one, 
eh?  There is also another gem, to the right.  Much easier to use.  Ok, before 
you claim all 4 different libraries around the land, make sure that you have 
the area in the middle heavily trapped.  It'll make the Lord of the Land much 
easier to defeat.  And of course, you can use the bridge trick on him AGAIN!  
Hah, it's funny.  There is, however, a level 7 vampire in the middle, where we 
want to trap.  So, take precautions.  And make sure you have the rooms to get 
it on your side.  Take out the 4 libraries, and then the Lord of the Land will
pop up in the middle.  Immediately cast Lightning many times as you can full 
power to take out all of his followers.  And then just throw huge units at him 
or strand him on a bridge and shoot him.  Make sure you use the transfer 
creature bonus, and get the reveal hidden realm one near the top library.  (It
has a persistant rock slide near a magic door).  

Level 10
Nevergrim
Grimsforth

If you've transferred a creature, this is a 3 step process.  1) library, get 
bridge.  2) make bridge south to enemy base.  3) posses creature and kill 
enemy.  If not, then claim the scavenger room, use the dragons to scavenge, 
scavenge, scavenge(to get rid of the enemy's dragons, and train like crazy any
hellhounds you get.  There are gold seams across the lava to the south, so get 
those.  And don't forget about the 2 specials just lying on the side land 
masses, and the transfer creature the enemy forgot to use.

Level 11
Harth
Rivel Mark

Right.  This level is interesting.  You start out with a fully functional 
dungeon, complete with creatures.  Great!  What's the catch, you ask?  It's 
that you are being hit on 4 sides most of the time.  Ya, fun.  Heroes will be
coming at you most of the time.  It's not too hard, ESPECIALLY with a transfer,
but it's challenging in some ways none-the-less.  Start with this information:
any traps you make slap them on the north corridor, and don't mine gold there. 
Not that you need to mine at all in this level, you get lots of money from 
dead heroes.  Anyway, sell all the doors at your base and dig it completely 
out.  To the west, there is a white door.  Break it down as soon as you can.  
Have an imp move in to start the boulder trap.  It'll take a while to break, so
do something else.  When it's finally done, your prize will be 2 level 
upgrades!  It helps more than you think.  But wait to use them for when you 
have more creatures.  Also, train the 'fighting' creatures and have the rest 
manufacturing.  Screw researching, it's not gonna help you in this level.  (Or
just get the bridge, for after the level bonuses.)  Anyway, the battles.  The 
early ones, you can take on with just the transfer creature alone.  If you did 
not transfer, just try to mass them with big creatures, but try to have them be
training at all times, and resting when they need to.  Make sure you get the 
two level up bonuses, but don't use them right away.  Mass the attacking groups
with creatures, any creatures, and hope you can hold out until it tells you 
something about demons in hell applauding you.  TRAIN.  When it tells you they 
are back for more, use the 2 level ups.  Mass the enemies like crazy, 
EVERYTHING you have on each battle.  It keeps the casualties down.  When you 
get to the witches, try to bait them out of the wind attack with a couple of 
creatures, pick them up, and mass.  With the Lord of the Land, man, all I can 
say is, good luck.  His force isn't God awful, but it's not fun after a taxing
bout like that.  Spam a creature in possess mode if you're good enough.  When 
and if you win, don't leave yet.  in the corners of the map are water, and 
bonuses.  Get them.  

Level 12
Elvesdance
Dragon Tithe

Here's the strategy.  You should notice two things: 1, there is, in the north-
east corner, the single most pathetic gem in the game.  Go for it, but you'll 
have to supliment a whole lot of gold to your treasury, or you're not gonna 
get any creatures trained in a reasonable ammount of time.  2, there is a door
on the south part of your dungeon.  Have an imp fortify the wall and lock the
door.  
That said, don't slack off in training creatures, it'll save you a lot of time
and effort if you can kill a keeper before his army becomes too strong.  What
you can do if you're really cheap is play to ruin his economy, using Sight of 
Evil over an opponent's gem and using a full-power lightning bolt to kill his
imps, but that's really cheap.  The right way to win is to quickly train up 
creatures until you can't support ongoing training because the gem just 
doesn't put out enough money, then build a small reserve and tunnel south, past
the door and to an enemy's door.  Bust it down and kill the keeper.  If you 
have enough gold, throw down lightning bolts to help your army.  Once done, if 
you have sufficient forces take the other keeper out; otherwise, mine the new 
and improved gem you just got from your fallen foe and train a new force.  
The round will end once both both keepers are defeated and the level 1 hero 
group to the south is irradicated.  


Level 13
Buffy Ilk
Carn Forge

Right!  First, claim the two portals, then dig out your entire base, except for
what lies beside lava.  Build up your dungeon with the funds from the gem, and
get a scavenger room.  Get your dragons especially to scavenge.  This will 
steal dragons from the enemy, who has a lot of them.  Try to get a few level 10
creatures, then possess one into the enemy's dungeon heart.  Get another couple
and it should be gone after a short time.  They are both a cinch if they don't
find their gems.  It also helps if you continuously screw their imps with 
lightning.  Practice makes perfect on how to kill them 1 shot at low power.  
Anyway, the keeper on the east side has a transfer creature and reveal map 
bonus at his library, so don't forget to use them.  You MUST be careful, 
however, if you let your creatures start attacking him laster in the level, 
as he researches disease and it is a royal pain in the ASS to get rid of.  
One strategy I like to use in this level is to try and get as many Dark 
Mistresses on level 10 as i possibly can, then go and annihilate the enemy.  
It is particularly effective.  

Level 14
Sleepy Burrow
Arilyn's Down

Start off by mining to the portal and to the west gems, and if you don't have a
transferred creature, make sure you wall completely off!  He has a lot of 
dragons and bile demons.  After you get a good base, start researching like 
crazy to get the new destroy wall spell.  It destroys walls!  Anyway, just 
train, scavenge, and kill him.  They have boatloads of gold, you have gems.
Tunnel north, and find the lava pool.  Go across, take out door, find 4 level 2
heroes.  Imprison, convert.  The next room contains 4 level 8 wizards(hero), so
you might not want to open that door yet.  Or, do so and use the bridge trick 
to separate them and let 1 at a time into your base.  Convert them as well.  
Lord of the Land approaches from the north.  Use the bridge trick (again)to 
strand them and kill them with any long ranged unit.  Don't bother stunning, 
just plain kill them, And you win.  I'm told there is a Transfer Creature bonus 
in this level, check the north west area of the map.

Level 15
Woddly Rhyme
Mormon Flat

Start by Researching the bridge and mine northwest for the gems.  Bridge to 
them and mine.  There is a point that needs to be made:  don't tunnel into the
anywhere near middle, unless you want 2 level 10 samurais and 1 level 10 Lord 
of the Land sunk on you.  Best to let an idiot keeper tunnel there and take 
them out, but it's up to you.  Convert them and it's all good.  Occasionally, 
they will spawn new waves off attacks.  So be ready.   Anyway, make sure you 
train, and scavenge, like before.  Notice the keeper on the south-east.  Use 
the sight of evil on his gems and use lightning to take out his imps.  Keep 
this up and he won't have any money.  Go to him and finish him once his 
creatures start to leave.  This gives you access to more usable gems than what
you had before.  Mine these, train and scavenge more extensively, and beat the 
crap out of the other keeper.  Don't leave when you do.  There are some bonuses
you should know about.  In the middle, there is a room with about 25 specials. 
Look near the back middle.  That's the one you want.  There's also a Level up 
bonus near it.  Anyway, have fun trying to get to it.  Or, use break wall near 
the back if you've researched it and save yourself a lot of trouble.  When 
you're done, bridge  south, then west at the fork.  Keep going.  Take out the 
door.  Mind the boulder trap right behind it.  Get past the single lightning 
trap and transfer a creature.  

Level 16
Tulip Settings
Hasem Lock

You start out with 2 Horned reapers.  Get both of them to training.  Mine the 
lame gem that's given to you.  Build some treasury around it.  Here's something
you need to know to avoid a nigh impossible battle.  Mine a tile north until 
you hit water.  Now, mine west along the water until you reach the gold.  Do 
not mine the gold.  Instead, build some wall around the gold so that the groups
of heroes can't reach you.  Basically, just walk around with huge creatures and
kill the heroes.  You have the gems.  Just train.  
Also, there are a bunches of rooms stuck together outside your base.  At the 
end of these are some bonuses.  You can go through the gauntlet of enemies, or
just destroy wall at the end and take the prize.  

Level 17
Mirth Shire
Demon's Dirge

I have two strategies on this level that differ WIDELY in how you play and 
how you want to play this level.  Read both and decide how you want to do it.

Strategy 1:
Bring a level 10 vampire or horny from the bonus level. Do the rest of what i 
say quickly.
Mine to the portal and claim it.  Mine to the Gems and kill the dwarves with 
your vampire.  If, when you are mining, you hit ANY area that is dug out, 
restart the level or load to your most recent save.  Dig out an area that will
support a large number of troops and large facilities to support that.  Wall 
yourself in completely.
At this point you are safe, because they can't tunnel into your territory.  
Drop an imp into the area you can see around the other portal you're nowhere 
close to and pick up the two archers and toss them into your base.  With the 
imp you dropped mine all the way around your base (not breaking the walls) so
you can see when the enemy troops arrive.  They will mass around your base.  
Kill them all with thunderbolt.  


The second strategy is for if you either don't want to 'cheat' or didn't get
the bonus level.  It is somewhat harder than the other method.  

Strategy 2:
Mine straight for the portal and claim it.  Research Barracks asap and get orcs
and demon spawn and maybe bile demons training as soon as humanly possible.  
Work quickly to get a prison and torture chamber ready so that you can start 
torturing heroes as soon as they come by.  

After a while they WILL come, and they don't really give you much of a break.  
The general game-plan for this will be to kill enemy heroes and let them die 
in either of the prison or the torture chamber.  However, you can't heal the 
prisoners, so you're going to end up with a bunch of skeletons and ghosts. 
But skeletons suck, so let them die in the chamber. 

There is an alternative though, if you get a hero you really like (fairies and
ninjas!! mostly), that being to pick up a lot of chickens and feed the 
prisoners or torturees, as this heals them.  Fairies will usually convert 
before they die, and if they don't no big loss, you still get a ghost, but a 
well trained ninja is truly a force to be reckoned with, so do your best to 
get them.  

The battle plan should go something like this:  when they attack, throw down a
few big melee dudes, like bile demons, orcs, and demon spawn.  After that, 
put down every ghost you have so they can drain the enemies like crazy.  Which
is normally a stupid strategy, i don't recommend it for other levels, but you 
should end up with about 20 or 30 ghost even somewhat early on so it's 
effective.  Afterwords put the melee dudes in their lairs so they can heal up
a bit before the next battle, which should follow without too much delay.  

Don't go for the second portal in either case.  The sheer number of ghosts you
will pick up will be enough to not let anything else come through the second.


Level 18
Blaze End
Valyinore

This level is VERY hard unless you know exactly what you're doing.  The only 
real challenge is digging your base out properly in the begining.  

Here is what you need to do.  Dig straight west until you hit impenitrable 
rock.  This will seal in the gold area after you wall it off.  Then dig east 
until you hit a lake that has some tenticals in it.  Save.  Dig along the lake
so you can wall it off until you hit white walls.  once you do, note that and
reload.  Wall off the area right BEFORE those walls.  You will need a bridge 
to finish one wall.  Then from your dungeon heart dig up until you are in a 
circle framed by rock.  Do not dig toward the center!  Save.  Dig along the 
gold (but DO NOT mine it yet!)  The goal is not to hit the open area at the 
top.  If you do you leave an entrance for enemies to get into before you are 
ready.  You will have to stop right when you dig out the tile below the topmost
gold on each side.  Digging out the top tile exposes your base, so leave that
tile undug.  Once you have all of your base walled off after that, go ahaid 
and construct a normal base.  Dig out all the gold, however, in the middle 
circle, leave the two gold tiles that lead out of the circle intact.  

If you have done everything as i have said, you should be impenitrable.  Build 
a normal dungeon and train your creatures well so that when you open your base
you don't get overwhelmed.  Try to keep a fair amount of gold for casting 
thunderbolt.  Save before you open your base.  

The rest of the level is downhill from there.  Heroes will spawn at an annoying
rate for a while, and the fortress up top has a lot of heroes walking around, 
so you'll have to take those out before you can start digging the massive gem 
pile.  There is a Reveal Map bonus in the northwest corner, so get that.  Once
you do, feel free to bolt the hell out of the dungeon heart room, kill the 
heroes, and march in with strong creatures.  

Level 19
Missile
Dark Sword
Note: Heal, thunderbolt, and break wall are going to have to be picked up
around the map, not researched.  Training room is not available from the 
start.  

Right.  Start by completely digging out the initial room.  Everything goes.  
Go ahaid and wall off the top of the place as a precaution.  Your first 
objective is to claim everything and tear down all the walls.  After that, 
you'll to mine all the gold and go towards the east towards the gems.  You 
have to get those, and it's a bit of a pain to get there.  
Here's the strategy.  Your hasting imps will do a decent job claiming area 
close enough to the creatures that you can build a bridge to individual 
islands that the heroes are standing on.  Let them come to you one by one.  
I advise you torture and convert them all.  Use chickens to keep them healthy.
Do not let any prisoners die in the prison, as the other keeper aggresively 
scavenges skeletons.  Once you get the heroes, you can put them in scavenger 
rooms to scavenge the white heroes around the map (and from the islands 
blocking your access to the gems!) so it might be a good idea to do that.  Or 
drop them in the library.  Get creative.  Once you get to the gems the level 
isn't too awful.  

Once you've converted all the creatures, mass them all up like mad and move 
north towards the hero fortress.  If you scavenged properly, there will be 
nothing left of them except Barbarians and Giants, and of course the Lord of 
the Land.  And if you didn't scavenge them.... You're probably going to die.  
Kill them (throwing around as many heals, which you should have gotten by now, 
as humanly possible) and annihilate his heart.  Claim the training rooms and 
you can now build your own.  I suggest you build a massive one and train all 
your creatures and heroes for a massive assault against the remaining keeper.  
Another strategy is the cheap one involving using the Evil Eye on his gem, 
then thunderbolting his imps to death.  Ruins his economy but isn't quite as 
satisfying.  Either way, the level ends once both Dungeon Hearts are toast.

Level 20
Skybird Trill
Long Terror

Note:  A great deal of creatures are not available to you from the portals. 
Bridges are un-buildable as well.  Vamps will be scavenged.  Sight of Evil and 
Destroy walls are not available to you.  
Note:  An alternate start to the one mentioned next is to TC a vamp from the 
bonus level and have him research scavenger room asap, then scavenge the 
enemies vamps before he can get you.  Isn't too hard if you use speed up a lot.

All right.  Here's what needs to happen.  If you hit water you're going to die.
There are 8 tenticals swiming around there, all at level 10.  So don't be
stupid and go out before you're ready.  

I recommend you get a force of 13 dragons and 12 orcs or so and train them to 
10.  Move up and bring the tenticals to your side, with force.  Inside the 
castle (dig along the water 'til you find a path) will be a bunch of rooms I 
advise you sell, a dungeon heart (kill it) and some... bettles and flies?
I guess you could make them ghosts in a torture chamber.  They are useless 
otherwise.  Anyway, up north you'll see two doors with an unfortified dirt 
holding them up.... It may look very tempting to dig it out to knock them 
down but you should know this: unless you are using the alternate strategy 
above HE IS STRONGER THAN YOU ARE.  Leave the doors up so he doesn't bother 
you.  

The thing you have to do in this level is dig around to the northeast part 
of the map until you find a hero on his own little prison island.  In the 
middle castle you should have captured and converted a witch.  Use her ability 
to blow him onto the tunnel you just claimed and swamp him with every creature
own own.  EVERY creature.  (Except the witch, because her wind abillity is 
a pain in the ass.)  Once he goes down CONVERT HIM.  If you didn't notice 
while fighting him he is the single strongest unit in the game.  Once he's 
converted get him to a lair so he can heal up before a soon-to-come battle.  
Heroes will drop down a couple of places on the map (your base, enemy's base, 
middle of the map, among other places) and there's another avatar in there.  
Turn off imprisonment and slaughter them with your new Avatar-lead army.  

If you really want, stick around and convert the other Avatar and go up and
ANNIHILATE your rival keeper with twin avatars.   

Enjoy the ending cinimatic.  You just beat Dungeon Keeper!



===============
8) Ending stuff
===============

If you wish to contact me, my E-Mail is [email protected]
You will be credited for anything you contribute to this guide. 
Please make the subject of the e-mail something like "Dungeon Keeper".

Special thanks to
Gamefaqs.com for hosting this guide.
Celebi006 on the boards for major editing.
Dom who pointed out level 12's Transfer Creature bonus.
tom brown, Bobby Vandehey, and others for pointing out level 14's TC bonus
WouW for showing me how to beat level 18 without a TC.

www.Gamefaqs.com may host this guide.  
As of June 20, 2006, www.neoseekers.com may host this guide.  
As of June 20, 2006, www.1up.com may host this guide.  
As of Octobre 17, 2006, www.keepersofthedungeon.net may host this guide.  

If you wish to host this, contact me via e-mail.

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Copyright 2004 inferno719