WIZZARD`s Power Words to DUNGEON KEEPER v1.1
Here are my Power Words for the long-awaited game DUNGEON KEEPER. This
game has nearly nothing to do with a classical roleplayer-game like
Dungeon Master or Ultima Underworld (my sisters & me had a nice time in
those dungeons ;-) except the story. It is more a real-time strategy game
with some real new & interesting ideas. And real-time is the right word.
You have to be fast & you've got to know what and where everything
happens. In many cases you can't direct your monsters like in Warcraft II
("attack this" or "stand there"), but you can direct them though your
* Money: don't underestimate the importance of getting enough gold or
better: jewels (infinite supply of money). When you find some rocks with
jewels, dig them free from all sides, click them all & put many imps next
to them. Up to three imps can work at the same time on one side of a rock.
Money problems solved - better than any credit card ;-)
* You can control your imps by exactly placing on certain places. For
example, if you want an imp to mark your dungeon at a special place, put
him at the last marked point. Or put him directly next to a place where
you want him to dig. So you can choose what to be done first--time is
important in this game.
* You like to have many Wizards for fights & for fast research. So build
a BIG library at the beginning. Happy FUL IR!
* Put the demon lizard in the library - it can do research, too.
* After the first levels it is more difficult to find gold near your
main complex. Your imps have to walk a long way to bring it to your
treasure chambers. So build some treasure chambers next to the
far-away-gold rocks. In solo-player a good option, but in multiplayer you
have to look that no player steals your gold. And to prevent all your
monsters running through the whole dungeon at the payday you should from
time to time take some money to your treasure chamber next to your fitness
* While you continue training your creatures they get more & more "Hit
Points" and sometimes after gaining some levels they can transform to a
higher life form. The demon spawn gets to be a dragon after the 10th
* Using spells in battle is interesting when you have enough money. To
use them more exactly and faster open the battle window (the sword of the
info-icons). When you hold down the left mouse button during a spell, it
gets more powerful & more expensive as well.
* If you've got a Pentium 133 or better, you should try the SVGA Mode
(activate with ALT-R): 32 MB or more bring fast & good gfx.
* From time to time some of your monsters like to walk around and attack
the enemy on their own (for example the flies who are good explorers of
new territory). If you get this there-is-a-fight-message (you don't want)
you can just take them fast to another location with the monster menu.
This works well to save imps which are working near enemy territory and
* Traps: nice to have them--bad to run into them. The best way to get
rid of enemy traps is to send some imps into them (one after another: buy
new imps AFTER the trap is destroyed). The trap finally loses its charges.
* Traps II: You want to enter a room with enemies. Open the door first,
remove the attacker. If possible you should put some traps on the way
leading out of the enemy's room. Then take a wizard, put him before the
room. Uuuuiii, the alarm goes. Let them fight a bit, then take him & put
him more into the direction of the traps. The enemies will follow and run
into the traps.
* To find all your monsters: right-click them several times in the
monster menu. The computer switches from monster to monster and shows its
location to you.
* Heal your most important monsters after a fight with a spell, or
better: give them chicken.
* To use the training or research more effectively you should build at
least some Chicken McNuggets and treasure chambers next to the training
room or the library. Then your monsters don't have to walk long distances
when they get hungry.
* Specials: you don't have to use them at the time you find them. Your
imps will carry them to your library. Many times it is better to use them
* The temple: they're good at raising the morale (angry creatures calm
down, meditate ;-) If you've at least nine squares of temple and build it
near water, a tentacle might join your party.
* The temple II: when sacrificing several imps, they get much cheaper to
buy! Do that, it's a power trick!
* Talking about sacrifice: a fly & spider: you get a warlock, beetle &
spider: a dark mistress for free, beetle & beetle: manufacturing
completed, fly & fly: research completed (use it later in the longer
research topics). Don't sacrifice undead creatures or even chicken.
* Even dead creatures can serve your plans, put imps nearby after the
fight, then bring them to the graveyard. And after some time, you'll get a
vampire, one of the strongest fighters; treat him with respect (don't slap
him). To get more of them you can get a prisoner, put him into a small
empty room, lock with a strong door and add some imps. They'll be killed
soon, remove the hero to the prison and let your imps bring away the dead
imps to the graveyard (better build it nearby). Soon you'll have a nice
legion of vampires. They should get their own training ground, because
they like to fight the warlocks/magicians. You can place a hellhound on a
graveyard to get vampires faster.
* If your monsters are training (& using money when you don't have
enough) just isolate the fitness center with a locked door. But when your
creatures get bored, they might fight each other.
* With the combination of prison and torture chamber you can get new
fighters on your side. When your creatures don't kill the enemies (switch
on the prison-symbol in the Info-menu), the imps will bring them to your
prison (place them nearby after fight). Heal or feed the prisoners (or
they will die and become a skeleton for your army: not the best fighter).
When in good condition you can bring the prisoners to the torture chamber.
Sometimes they'll tell you some secrets... You can heal them during this
procedure & sure after some time they'll join you. This is especially
interesting when you have imprisoned a strong magician.
* Warping into creatures: a nice thing--not only because of the feeling
of walking through your own dungeon. When you control a creature, it's
more effective in a fight, if you have the time to do it. If you like to
walk through your dungeon without the control menu hit the TAB-Key.
* Barracks: (wrong translation in the German version: it means "Kaserne"
not "Braracken," hehe) Here you can form a troop out of a group of
monsters. Let some monsters walk in it (two swords appear over their
heads), one will become the leader with the crown, the monsters will
follow him wherever he goes.
* Mistresses--they like to be beaten, really. To attract some of them,
you need a big torture chamber. SM in virtual reality ...
* If you need many creatures at a special place, put there a "call to
arms"-spell. To cancel that spell click it three times with the left
* The Horned Reaper is one of the best fighters in this game--and of
course hard to get. You can try to sacrifice a dark mistress, a bile demon
and a troll to get it. But it is difficult to control. If it gets angry,
just give it some money (drop over it), and it'll be in a good mood again.
And now, enter your Dungeon, Keeper--with new knowledge you can win!
Christian Wizzard firstname.lastname@example.org
New Dungeon Keeper Hints:
Possession is nine-tenths of the law: "Possess Creature" is free,
powerful, and, if used correctly, crippling to the enemy. One of the best
ways to use it is to build a huge barracks next to the enemy. When you
just can't claim territory without killing your imps, but you can see the
enemy entrance, do this: Drop a bunch of big, bad, purple Orcs (attracted
by the Barracks room, how perfect) into your barracks. If you still have
some room left, bring in some high level dragons to bring up the rear, as
they are awfully slow. Possess the lowest level orc and charge the enemy
heart. The rest will follow, and you'll be battering away at the
defenseless heart in no time. Also, if you need to get territory claimed
behind a wall of gold, pronto, just possess an imp and have at it. If you
get confused, use the map to guide you.
Dragon smoke will stunt your growth: One of the most annoying creatures to
have is the Dragon, which is ironically, the best all-around creature. Why
are dragons not so good? Flaw #1: Training them is expensive and they get
very angry if they cannot get paid the exorbitant amount of money they
want every 8 minutes. Flaw #2: They will constantly be bugging you for
more lair space (they need four tiles) while you are trying to prepare for
the war you wanted them for in the first place. Flaw #3: They are
veeerrrry sssllooowww. Don't possess the dragons; they might put you to
sleep before you ever get them where you want them to go.
Horny is greedy. That make Keeper angry: Your Horned Reaper is one greedy
little demon, but there is a way around this: if your Reaper gets annoyed,
don't pay it, just throw it in the temple to worship you. It'll be in a
good mood again in no time. Also, if you should get your hand on a bag of
less than a hundred gold, give it to Horny. It'll be so happy about the
extra bonus, payday can pass it by without ever giving it a second
thought. That's a good money saver, cause Horny usually gets upwards of
2000 gold per payday.
Keeper them under your thumb: Excellent strategy: If there is a river of
lava separating you from your enemy, the second you research a bridge, go
right over that lava and set up a rather large training room. Drop in a
couple creatures and keep slapping them till they hit the second level.
This is best if done with warlocks; they get fireball at second level. The
fledgling enemy is going to need to expand, and they can't do that if,
every time they show their impish faces, they are pelted with fireballs.
Don't be afraid to put down a large training room in an open cavern--that
means that no matter where the imps come from, your creatures can see 'em
before they get too close.
Caution! Only do this if you can wall yourself in with a steady supply of
gold (ideally, gems). If all the prerequisites have been met, use this
strategy and you'll be well on your way to the explosion of your enemy's
Kill your own Imps, trade them in for prizes! Got gems? Imps? A graveyard?
Lightning strike spell? Then you have the recipe for destruction. Kill
your Imps with lightning strike, make another, repeat until a Vampire
rises in your graveyard! Too expensive? Reduce the cost, sacrifice a few
before attempting this. Remember to train your vampire like you've got no
other creatures in your dungeon. A tenth level vampire is also a ninth
level vampire, and an eighth level, all the way down to third level,
because when they die after training past fourth, they resurrect in their
lair having lost one level.
Sometimes, you just have to kill: It's a known fact. If there is another
empire of evil underway, drawing first blood is much more effective than
huddling in the corner and building up, giving your enemy time to research
the Disease or, Hell forbid, the Chicken spell. Those can spell disaster
for your troops as they return home. Train like the dickens and keep
slapping your creatures, then feeding them chickens. Then when you've got
only a few able-bodied creatures, cast conceal creature on an Imp and a
whole lot of speed creature, then set it to work, digging a straight path
to your enemy's Dungeon heart. Once it gets there, set it to work claiming
rooms. The first room that it claims will cripple the enemy. Then send in
your creatures to make their best stab at the heart.
Be evil, but don't be a belligerent fool: When attacking Heroes, however,
scheming is best. Is that band of heroes trying to get at your dungeon by
digging? Why not wall off your "private dungeon space"? Dig a tunnel a
good distance around your dungeon, line it with traps and doors and all
fortified walls. Start by entering the level and not doing a damn thing.
Just dig, explore and wait for the heroes. Once the first wave has laid
waste to your imps, exit the level, and start again, this time with a
notion of where the first wave will be coming, and start your
tunnel-digging strategy to protect your fledgling Empire while you grow.
Be a fan of the Rolling Stones: Slapping a boulder into an enemy dungeon
(especially the training room or treasure room on payday) can win you the
realm without actually having much of an army.
Even more Dungeon Keeper hints:
If you want to get a horned reaper, try dropping a bile demon, a troll and
a dark mistress in the temple. The gods will reward you with a horned
reaper, but be careful! Make sure you build a separate section that they
can be locked in with a training room, hatchery, lair and treasure room.
They don't group. Don't put two together; one for every lair, hatchery,
etc. Lock them in and if they get mad, drop money on them.
Horned Reaper hint:
To use the Horned Reaper effectively, give him his own room. Make sure it
has a locked door and its own lair, temple, treasure room, training room
and fitness center. If it gets angry, throw it in the fitness center or
into the enemy dungeon. Just remember to put gold in its treasury and you
can drop it into a battle for a great advantage.