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. This may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as part of any public display is strictly prohibited, and a violation of copyright. Copyright 2004 inferno719