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Навигация

Читы для Dungeon Keeper

Чит-файл для Dungeon Keeper

Dungeon Keeper

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчик:Bullfrog Productions
Издатель:Electronic Arts
Модель распространения:розничная продажа/цифровая доставка
Жанры:Strategy (God Sim / Manage/Busin. / Real-time) / 3D
Multiplayer:(4) модем, нуль-модем, LAN

Даты выхода игры

вышла 29 января 2014 г.
вышла в 1997 г.

Solution [ENG]

Информация актуальна для
This  page  is  not intended as the definitive guide to completing the
single player levels as there are a number of variations of each level
but  is  one  way  they  can  be done. Be warned some of the suggested
solutions  are  pretty  long. I will also be posting the secret levels
in   here,   when   I  get  to  them.  If  you  have  any  suggestions
or  contributions  for ALTERNATIVE METHODS mail me including your name
(if  you wish) so I can credit you to dkeeper@reality-x.co.uk. Thanks.
Every  Dungeon  land  you  conquer,  you  will fight the various types
of  monster.  At  the  end  of each level, you will have attracted the
attentions  of  the  ruler  of  that  land.  He  is  always  a  Knight
or  Nobleman.  He  obviously  gets  tougher  each level. When you have
killed   him,  you  have  utterly  defeated  that  land  and  any  new
(undiscovered)   creatures   will  automatically  turn  to  your  side
on  meeting  them. At that point you can press space bar to finish the
level  and  go onto the next level, or you can continue to explore for
more  things  etc.  Most  of  these  you can't take to the next level,
so  there  is  little  point  but  there are a few things you can take
if  you  find  them.  When  you get to the last level, you attract the
attention  of  the  Avatar,  the super hero goody two shoes. He is the
Ultimate  power of Good. beat him and you have won the game. Level One
-  Eversmile  Do as told and create a Treasure Room to the West of the
Dungeon  Heart. Commence digging out the gold seam, but do not dig out
the final square as it opens up into the water area. Tunnel out to the
portal  and claim that. Turn the cleared Gold Seam into a Lair. Tunnel
due  south  and  open into a 3x3 block. Make this a Hatchery. Use some
of your money to create another two or three imps to speed the process
along.  Wait  until the imps have fortified all of your walls and then
remove  the  final  part  of  the  Gold  Seam.  This  will  reveal the
waterways.  Now  you  have  to  wait  for  the  goody  two-shoe heroes
to  arrive.  They  will  enter through the open water area. You should
be  strong enough to dispatch these without too much bother. 
Level Two - Cosyton Dig for the Portal and claim that. Dig out towards
the West Gold Seam. Create a Treasure Room in the space vacated by the
Gold  Seam.  Next,  dig  out  and make a Lair and a Hatchery. Dig West
towards  the  big  Gold  Seam.  Use  the  space  (and money) to create
a  Training  Room.  Dig South-East towards the smaller Gold Seam. Here
you will discover another Treasure Room. With this money create plenty
of  Imps,  to  take  you  to  about  20  or so. Build another Lair and
Training  Room down by the new Treasure Room. Do not dig further South
yet.  Wait  for  the  Imps  to finish fortifying your walls. When they
have,  tunnel  due  South,  starting  near  where  you have a Lair and
a  Training  Room.  You  will soon discover the new land and the water
way.  This  will  leave your Dungeon vulnerable to breach, but it will
only  be  weak  at  this one point and you have your Training Room and
Lair  nearby.  Wait  for the stupid glory seeking Heroes to walk right
into  the middle of your newly trained and rested Demon Spawn. Bye bye
Heroes.    Level  Three  - Waterdream Warm Tunnel East to the
Portal,  noting  the  impenetrable  rock,  which  will  make  a secure
perimeter.  Just  before  the  Portal,  make a 5x5 Treasure Room. Open
access  to  the Portal, start mining the Gold Seam to the East. As you
clear  out  the gold, make a Lair, Hatchery and Training Room. Use the
tail  end of the Gold Seam to make an isolated corridor. At the end of
this  make  a Library. This will soon attract a Warlock. Keep training
the  Warlocks,  as  the  spell  they will research for you, Accelerate
is  not  desperately  useful on this level, but their ability to fight
a  ranged  attack  with fireballs IS useful later. Mine North from the
Dungeon  Heart  towards  the  large  Gold  Seam.  Open  rooms off this
corridor for more Training, Hatchery and another Library. Use the area
vacated  by  the  Gold  itself  to  make  a large Lair. Allow the Imps
to  reinforce  all of your walls, create more Imps as necessary. Don't
forget  to  keep  training those Warlocks! mine South-West towards the
remaining  Gold. As you clear away the last of the Gold, you will open
up  the whole of the rival Dungeon. Be prepared. Pick up your Warlocks
(left click on the Monster panel) and drop them near the fighting (NOT
right  in  it).  They  will  soon  use  their  Fireballs  effectively,
especially  against  the  Archers. Pick up the Demon Spawn and Spiders
and  drop  them  right  in  the  thick  of the fighting. When you have
cleared  the  first  wave,  keep  the  Warlocks  training and use your
extensive  Gold to make more Imps, as many will likely have bitten the
dust in the Fighting. When the Lord arrives, its one big battle. Watch
the Warlocks. Once they have dealt with their current enemy, they like
nothing  more  than  to  go  back the Library to check on overdue Book
Loans.  Pick  up  the  buggers  and  drop them back near the fighting.
Remember  that  fair odds are for the glory seeking Heroes. You should
not have any such qualms. Drop as many Monsters near the Heroes as you
can.  When  The  Lord of the Land finds himself up against 4 Warlocks,
3 Demon Spawn and several Spiders, it can really make his day exciting
...  but  short!  Level Four - Flowerhat Do as the voice says
and  ignore  the  North.  Dig  down South and get the Gold. Build your
treasure  room  right  down  near  the  Gold, to avoid the imps having
to  drag it back a long way. If you go right to the southern point you
will  find  a  Gem  stone.  This  will  give you a never ending supply
of  money.  Sounds  good?  It is. Just make sure that you get the Gold
first  to  aid  your cash-flow. The Gems take a while to mine. Bet you
are  glad  that you built that Treasure room way South aren't you? Now
that  you know you have loads of money, build up the other essentials,
Lairs,  Hatchery  and  Training Room. Add a large quiet Library to get
some  Warlocks.  Slap them around a bit and make them work faster. Buy
another  few  Imps  and  slap  them  too. Make them secure your walls.
As  soon  as the Warlocks deliver the goodies, (Bridge and Heal Spell)
then  start  them  Training. In fact, Train hard all of your fighters.
Take  the  time  and  get  them  as high as you reasonable can. Plenty
of  slaps  will make them train a bit harder. If you pay them by hand,
instead  of  waiting  for  pay  day,  they will not only remain in the
Training  Room,  but  also  they  will  accept  whatever you pay them.
Morons!  In  other  words if the Warlock is owed 120 gold per pay day,
you  give him 5 and he is happy. Yes, I know you have the money to pay
him, but why give the stuff away? When ready go North. You will get to
some  Lava  and find that there are Archers shooting at you across it.
Demon  Spawn  can cross Lava without trouble and the Warlocks can fire
their  spells across the gap. Build a bridge to the East and cross the
Lava.  You  will  find  an Increase level spell, I think it was on the
South  Bank  of  the  Lava.  Now break through to the North, where the
Archers  were  defending  the  door.  Use  simple  tactics,  like  out
numbering  them. Drop your creatures right into the battle (apart from
the  Warlocks). Use weight of numbers to kill the opposition and claim
the Dungeon. In the Gold rooms were another Increase Level and a Claim
Hero.  This can be fun. When you get to the Lord of the Realm, you can
weaken  him significantly and then convert him to your side. This adds
a  bit  of  spice  to  the  events.  You  can  finish  here  or  carry
on  exploring.  There  may be more to find, but I couldn't be bothered
and   wanted   more   lands   to   conquer.      Level   Five
-  Lushmeadow-on-Down  The instructions said that you had to make your
Dungeon  more  attractive  to  others, so I set out to make big rooms.
I  dug  West  to  the  Portal,  getting the Gold along the way. I made
a  large  (5x5)  Treasure  Room,  a  Lair  even  bigger (6x6) and also
a  Hatchery  (6x6).  This took a fair time, as I was not getting money
quickly  enough  with  all  this digging to buy many more Imps. In the
meantime,  I  attracted  a Fly and a Spider and they started to fight.
I  might  have been better getting separate Lairs built, but I decided
that  the  loss  of  a  Fly (or Spider) was no big deal. I did attract
a  Bile  Demon  (In fact I soon got 4) and they began to eat me out of
house  and  home.  I  was forever building more living space and being
told  the creatures were hungry! I built a large quiet Library off the
East,  carved from the Gold seam there. Soon the research paid off and
I  could  add  a Guard Post and Workshop. I struck off North and found
the  Prison  in  the middle of the Lava. I bridged across and acquired
the  Spiders and Bile Demon that had been incarcerated there. I put my
Guard Post just South of the Prison, on the Main Land. Next I explored
the Lava lake by gong East. I discovered an Increase Level spell right
in the East part. I also found a Gold Seam on the North shore, and one
on  the  South  Shore. With hindsight, I should have done the Southern
one  first, but being a greedy Dungeon Keeper (Is there another kind?)
I  went  for  both seams simultaneously. The Northern seam soon opened
out  into  a  zigzag corridor that went North West. This was the outer
limit  of  the  enemy  Dungeon.  Due to the design of the zigzag I was
unable  to  build  a door. Dozens of the enemy came pouring out of the
corridor.  By  dropping  all  of my creatures onto my occupied squares
near  the enemy, I was able to overwhelm them. Put the Demon Spawn and
Bile  Demons  right  at  the  front of the fight, but use the Warlocks
further  back.  Let  them  use  their  ranged  attack.  As soon as I'd
defeated the main opposing army, I explored the lave lake to the west.
I  found  more  Gold  seams  and right in the West I found a resurrect
creature  spell,  which  I  used  to get back a 4th level Demon Spawn.
There were four Gold Seams that opened into paths up North towards the
enemy  Dungeon.  I  soon  had  imps  claiming these and was converging
on  the  Dungeon.  There was little opposition as it seems most of the
enemy  had  fallen  in  the  first  pitched  battle.  There  was  soon
a  Treasure  Room, a Library (to the West) and a Lair that fell to me.
The  Library  contained  some  spells that were soon mine! The Dungeon
Heart  fell quickly under the combined attack of 3 Warlocks and 4 Bile
Demons.  This  was a long campaign, but not too hard. I went for large
rooms  and lost out to some early warring between species, but I think
it  paid  off, as I got a lot of the better creatures into my dungeon.
Level  Six  -  Snuggledell  For this level I started by digging to the
East  towards  the  Gold  Seam.  I  let the gold fall to the floor, as
I  didn't create the Treasure Room until after they had dug out all of
the  gold.  This  area  (when  squared  out)  made a substantial sized
Treasure  Room.  Once  that was done, I dug West and got the remaining
gold  and  also  went  South to claim the Portal. As soon as I had the
Portal,  a  Fly  entered  and  in  no time was bitching about the lack
of  sleeping  Quarters.  Where  the West gold had been, I made a large
(7x7)  Library room, a 3x3 Hatchery and a 5x5 Lair, but I did NOT pave
the rooms with the relevant tiles just yet. The tactic I wanted to try
on  this  level  was  to get most of my rooms dug prior to getting the
creatures in. With all the gold I had accumulated, I increased the Imp
count  to  20  and slapped them about quite a bit. One has to motivate
the drones, doesn't one? From the Portal, I made what I intended to be
a  Workshop  (5x5),  a  Lair  (6x6), a Hatchery (5x5) and two Training
Rooms  of  5x5. At this point I tiled out these rooms, (apart from the
Workshop  which  had  not been researched). Creatures started to enter
the  Dungeon  in  numbers. I then went back to the Western excavations
and  tiled  out  my Library, Lair and Hatchery. Due to the size of the
Library,  I  had  7  Warlocks  on  the  payroll in no time at all. The
research  went  swiftly.  I dug South towards the Lake thing, and just
before  it,  I build a Guard Room. As soon as I tunneled into the Lake
area,  my  two flies went on an exploration and soon came under attack
from a bunch of fairies to the East. I possessed the Fly and got it to
retreat  back  to  my  tunnel.  When  there,  with  the Fairies in hot
pursuit,  I  dropped  some to my Warlocks and two Bile Demons into the
tunnel.  End  of  the  Sugar  Plum  Fairies. I had my eyes on the gold
in  the  C  shaped  island,  so  built  a bridge out to it and started
digging.  As  soon  as  I did, I got three Dark Mistresses. I set them
right  to  Training. As I excavated the gold on the island, I used the
freed  space  to create another Treasure Room. Not too secure, I know,
but  it  saved  them  lugging  the stuff back miles. Soon the Imps had
taken control of the Torture Chamber in the middle of the Island. Just
for  a  laugh  I  dropped  one of the Dark Mistresses into the Torture
Chamber.  She  fairly rushed to get herself strapped down and was soon
thoroughly  enjoying being whipped. I also dropped a Warlock there and
kept him in torture until he got annoyed. This made the other Warlocks
work  faster  (and  cheaper). I had a look at the water areas explored
by  the  Flies  and  found  a Make Safe spell to the very East. I cast
this,  which  saved a lot of time, as the Dungeon was pretty large and
many  walls  had not been fortified. This also left me with idle Imps,
so  I  dropped them into the Training Rooms. Raising their level makes
them work MUCH faster. Right in the West on about the same line as the
Make  Safe,  I found an Increase Level. As I didn't think any new type
of  Creature  would  be  joining me, I cast it there and then. I built
a  bridge  to  the  South  and started tunneling there. I did not head
right  for  the  enemy  Portal, but rather tunneled South from a point
several tiles to the East. Here I built another Treasure Room, a Guard
Post  and a Prison. I also built a small Lair and Hatchery so that the
Guards would not be gone ages on a trek back to the main Lairs. I then
went  South  and  claimed the large Gold seam. Meanwhile, my Flies had
discovered  a  South-East facing zigzag corridor from the western half
of  the  Lake  that seemed to go right to the enemy Dungeon. The Flies
soon  came  under  attack,  so  I  build  a  bridge to the South shore
entrance of the tunnel and sent my Dark Mistresses and 5 Warlocks down
there.  There  was a series of small skirmishes, each of which was won
ridiculously  easily. The enemy would have been better attacking me in
numbers,  but didn't. Whose loss? I'd soon fought right to the Dungeon
Heart.  It  didn't survive long. I got the message that I had won, and
was  about  to  press  the  space  bar. Fortunately, I decided to have
a final look around. Right in the East, near where the Make Safe spell
had been, I found a Transfer Creature. I only found it by changing the
view  to  an  East  view,  as  it  was  hidden on three sides by rock.
I  elected  to  take  my highest Dark Mistress (Level 9) onto the next
dungeon  ...    Level Seven - Wishvale This level proved more
tedious  than difficult. Starting with the warning that we were in the
middle  of a fight suggested that we build up our numbers and training
first. There was clearly insufficient gold to kit out the room already
provided,  so  I left my Dark Mistress wandering around complaining of
a  lack  of Lair and tunneled to the Portal. Having claimed the Portal
I  dug out the gold on the North West quadrant. I just left it to fall
where it was to start with, and as the area was cleared I made it into
a  Treasure  Room.  I  did  not  remove the final piece of gold either
to  the  north or west of this area as I did not like the feel of what
it  might  open  into.  By  this time, I had the money to make my four
original  areas into a Lair, Hatchery and Library. I then repeated the
operation  to  the  other  three  quadrants  surrounding  the Dungeon,
careful  not  to remove the corner pieces of the gold seam. Then I had
researched  a  Barracks,  Bridge,  Guard  Room and Workshop. I put the
Workshop  in the remaining room of my original Dungeon and then headed
West.  I  soon  opened  up  the Lava field. I made a bridge across and
tunneled  due West. After a while I hit a reinforced wall. I came back
a  tile and put a door there, back another and put a lighting trap and
then  back  one  more  and  another  door. Then, coming back from that
I  branched left and right to make a Prison and a Torture chamber. The
Dark  Mistress,  who  by  this  time  had trained herself to level 10,
promptly  teleported  into  the Torture Chamber to get herself whipped
into  a  Frenzy. Returning to the reinforced wall I'd found I tunneled
North  and South, having to make a few detours as the reinforced walls
followed a building contour. Soon I got to the end (North & South) and
was able to turn West. Very quickly I was able to head North along the
western  edge  of the reinforced walls. As I hit the gold, I made some
treasure  rooms,  to avoid long transport delays. One to the North and
one  to  the  South.  I excavated all of the gold, and in the Southern
seam  (near  the Western edge of the map) I found a Transfer Creature.
I  let  the Imps carry that back to the Library. The Northern seam and
the  Southern  were  soon exhausted and there was a third seam visible
between  the  two.  I  made  some  of  the  excavated seams into Lair,
Hatchery and Training Rooms and picked up some of my creatures and put
them  in  their  new  home. I wanted them near the fighting, as it was
obvious  there  would  be  a battle soon. As the Imps began to dig the
central  seam,  they  came  across a small lake. On the other side was
a  short  path right into the enemy Dungeon Heart! Needless to say all
of  his  creatures  came  pouring out. I dropped all of the high level
creatures  I  had (7 Warlocks, 6 Bile Demons, 2 lvl 10 Demon Spawn and
the  Dark  Mistress)  onto  the last claimed tile of mine and let them
fight  it  out.  The battle was over very quickly. There was a lengthy
mopping-up  operation to claim all of the rival Dungeon. When this was
done,  I  returned to my original Dungeon and opened out the remaining
gold  seam  'plugs'. This revealed lava surrounding my Dungeon in four
'lakes'.  I  bridged  across  them and started some tunnelling. To the
North I soon came under attack from a Barbarian and some Archers. They
were  quickly  dispatched.  After that it was just a case of following
and  claiming  the  long  winding  corridors  that  led  East. I found
a  treasure  room with an Increase Level spell which I used and a Hero
Portal.  I  built  a Guard Post surrounding it and put two Bile Demons
there.  Knowing  their  voracious appetites, I tunneled out a Lair and
Hatchery  nearby  so  that they could rest and eat and still not leave
far  from  the  Guard  Post.  Heading south I found a massive treasure
room.  It  was  protected  by two Lightning Traps. I lost several Imps
before  I  remembered  the  tip  posted  here  by R_u_S_h. I picked up
a  level  8 warlock and slapped him into walking over the Traps. As it
constantly  discharged  the  Lightning,  I  cast Heal on him. Needless
to  say he soon got really pissed off and went off in a Sulk. I picked
up another and did the same to him. As soon as the traps were disarmed
I  got  the  Imps to claim the tile. Rather than move the gold, as the
tiles   were  claimed,  I  made  them  in  Treasure  rooms.  Here  was
a  Resurrect  Creature  spell.  I  used it and got back a Level 8 Imp.
Probably  didn't  need  to  use it, but what the hell.                
                             Claiming the rest of this Dungeon I found
a  Resurrect  Creature again in the Southern part. I let the Imps cart
that  one  away  to  the  Library.  As soon as I had claimed the whole
of  this Dungeon I built another Prison and a Torture Chamber. I'd not
fed  any  of  the  inmates  from  the rival dungeon, and was regularly
acquiring  Ghosts and Skeletons. After a little wait I got the message
that  the  Lord of the Realm was after me. He was only level 4 and had
a  couple  of level 2 bods with him. He was very soon defeated. He was
placed  in  my new Dungeon, but I had already got tired of this Level,
so  I  slapped  him  to  death and got the Winning message. I returned
to my Library and cast the Transfer Creature spell. I was in two minds
whether  to  take  the  level 10 Demon Spawn and go for a Dragon or to
take the Dark Mistress. In the end I went for her, if only for the fun
factor.    Level  Eight - Tickle I started by digging out the
Gold  seam  to  the South West. I made that into a treasure room as it
was  excavated.  I  made  a  large Library to the South of the Dungeon
Heart  and  then dug East. As I went I made a large Lair, Hatchery and
Training  Room.  I  kept going east past the gold and right across the
map  until  I  came  to another large seam of Gold. In that time I had
researched  a  Barracks,  Prison,  Workshop and Guard Room. I had also
acquired  a  new  spell,  Conceal  Creature.  In the very East I found
5  Demon  Spawn  and 2 Hellhound. They joined my Dungeon. A large Lava
field  had  been  exposed  and  one  of my Flies, before being toasted
discovered  the  rival Dungeon Keeper to my North. Furthermore, he had
built  a  bridge across the Lava dividing his dungeon but did not have
any   doors  either  side  of  the  Lava,  making  his  whole  Dungeon
vulnerable.  I built a long bridge across the lava until it joined his
bridge.  I  made  two  Imps invisible and placed them at the end of my
bridge. They crossed onto his bridge and with a judicious slap or two,
one  headed  North  and  the  other  South.  They started to claim the
corridor  as my territory, which allowed me to get a toes hold. I cast
Call to Arms on the bridgehead, but to speed things up a bit, I picked
up a lot of my creatures and dropped them on my piece of ground. There
was  a  huge  battle.  The  rival  Keeper had a lot of allies and most
of them were level 5 or above. I quickly lost almost all of my forces.
In  fact,  I  ended  up  with  just 9 Imps, one level 2 Warlock and my
trusty  level 10 Dark Mistress. The Warlock sulked off hurt, and I was
just  left  with  the  Dark  Mistress  fighting  the  remainder of her
minions.  I  had to keep casting Heal on her, but she survived and the
Dungeon  fell.  As  soon  as  I  acquired the rival's Torture Chamber,
I  started dropping the prisoners in it. A few were converted and many
became  Ghosts.  Other  creatures  joined  me, including two more Dark
Mistresses  and another 7 Warlocks. I dug out all of my ex rivals gold
and with the money made more Imps. Digging Westwards from his Dungeon,
I  found  two Gem stones. I made a treasure room next to them and with
the  expected money upped my Imp count to 30. Exploring the south east
bit  I'd  neglected  on  finding the rival Dungeon, I found a Transfer
Creature.  I  let this go off to the Library. From the gemstones I dug
North  and  South  (towards  my  own  Dungeon).  To the North I opened
a  large room with an Increase Level spell. I used this as soon as the
room  was  claimed.  To the South, next to the long diagonal Gold Seam
were  6  level  5 Barbarians who attacked me, and a level 6 who joined
me.  I  fought the Barbarians and won after a longish battle. They are
quite  tough  opponents  at  that  level.  Further South, I found some
Fairies.  They  seem to prove tough beyond their level. I lost several
Imps   before  I  could  get  reinforcements  there.  When  they  were
prisoners,  I  got the Win message. I was about to press space bar but
remembered  my Transfer Creature in the Library. Once more I chose the
Dark  Mistress.  Having  nearly  forgotten about that spell, I decided
to  be  more  careful.  Before  leaving  I  had  a good look round and
discovered  that  one  of my long probing corridors had come to a halt
against  a  fortified  wall.  This  was too much to overlook, so I dug
around  its  edges  until I found a non fortified part at the Southern
end.  Inside  was a Word of Power trap. I sacrificed three Imps to get
it  disarmed and found to the North of the room was three Magic Doors.
I  set  some  Bile Demons to smashing them down. Don't bother with any
except  the middle door! This contains a Hidden Level spell. 
Hidden  Level 1 - Located from Tickle (Level 8) In this level, you are
in  a  Dungeon  to  the  South  West.  You have a Dragon (level 5) for
company.  No  gold, no spells and no Imps. Possess the Dragon and beat
down  the  door  onto  the Lava. Note the clock is running! Head North
East  and  you  will  come under attack from a couple of Archers. Kill
them and break down the Next door. Head North and you will be attacked
again,  this  time  by Archers and Barbarians. Kill them and check out
the  room.  If sure its empty of Heroes, go North again. You must kill
a  Giant  before locating an unaligned Bile Demon in a workshop. Leave
this by the North and go through the maze, heading generally East. You
will  have  to fight 2 Barbarians, 2 Archers and 2 wizards. Go through
the  Prison  area  and  liberate the Dark Mistress. You will also have
to  take  out the 7 Dwarves nearby. Go though the North-South parallel
corridors  into  a  square  room.  Here  you  will  find 7 thieves and
a  Dwarf.  Head East through this maze until you can go North. In this
area, spread about you will find 2 Samurai, 3 Monks and 6 Archers. You
will  also get am 8th level Vampire from the prison at the very North.
Head West as far as you can go. At the very West, the room splits into
three,  North,  South  and West. In the West room is an increase level
spell.  You can't use this. Then take out the Fairies. There is one in
the  North  and  one  in the South room. Head East back to the Prison.
Go  out of the Prison to the East and turn South. Keep going South and
you will encounter a whole stack of Heroes. Too many to detail. At the
very  South,  turn  West  and  North into a large Hall. Here there are
2  Knights  and 8 Monks. When you have defeated these, you should have
cleared  the  level.  Boring  and  pointless  but  anyway.  Level Nine
-  Moonbrush  Wood  - Three solutions This level appeared to have some
distinctly  dodgy  areas  up  to  the North. I decided to get the gold
to  the  South  and either side of my Dungeon Heart first. As the Imps
were  digging  out this gold, I squared off the area of the gold seams
to  make  rooms.  I made one of the existing rooms a Lair and made the
other  a  Hatchery. I made the west gold deposit into my Treasure Room
and  the  East one a Library. The southern seam I made into a training
room.  Having  done  this  I opened the portal. Several Warlocks, Bile
Demons,  a  Troll  and a Demon Spawn appeared. I set one imp to tunnel
east along the impenetrable rock towards the far east gold seam. As he
got  near,  I widened out the path to make a Treasure Room near to the
gold.  The  Warlocks  first  researched  Sight of Evil and I used this
on  the  area  to the north of my Portal. I found there to be a temple
and  three  adjoining  rooms.  I  tunneled into the Temple and claimed
this.  I  now  had  all I needed to get a Horned Reaper, but I did not
wish  to  sacrifice  my level 10 Dark Mistress, so I waited. I claimed
the three rooms to each side of the Temple. In each was a creature who
came  over  to  my side once released from their imprisonment. Another
Sight  of  Evil  on the gold seam just to the north and I could see it
opened  up  into  a  void,  so  I left the gold where it was. From the
Portal  area I dug east to claim the gold seam that lies east and just
North  of the earlier mining area. Again, I built a Treasure room near
the seam to avoid the Imps coming back with the gold. Off the Hatchery
I  made  a 3x3 Lair which connected (east) to another 3x3 Hatchery and
in  turn  to  a  3x3 Training Room. This was my self contained "Granny
Flat"  for  my Horned Reaper, when I was ready for him. As soon as the
Library  had researched a Workshop, I built a 6x6 workshop to the West
of  the Portal. When the first door was produced, I put it between the
original  Hatchery  and  the Lair. I locked the door and picked up the
few  creatures  who were using the facilities of my Reaper home. Next,
I  dug  west,  to  the southern gold seam and a parallel tunnel to the
north-western  seam,  Meanwhile,  in  the  east  the  second  seam had
revealed  a  Gem  stone  set  in  the  east most tile. This guaranteed
me  infinite  money,  so  I  created  a  few  more  Imps  and set them
to  digging at it. By this time, a Torture Chamber and Prison had been
researched.  As  soon  as  I  made  a Prison and Torture Chamber (made
either  side  of  the  Temple  area  wee rooms), another Dark Mistress
appeared.  I picked up the low level Dark Mistress, a Troll and a Bile
Demon  and  dropped  them into the Temple pool. When the Gods had told
me  they  were  pleased, they rewarded me with a Horned Demon. I stuck
him  in his annex and left him to train. In no time he was unhappy and
I  started getting a message that my Temple was not big enough. I made
a  larger  temple  (4x4)  to  the west, but still got the message that
it  was not big enough. I finally (!) put two and two together. In the
separate  Horny  area,  I made him a 3x3 Temple and he became content.
As  the  doors  were  being  knocked out from the Workshop, I put them
around  the  Dungeon Heart, the Portal Room, in front of the gold seam
to the north and along each of my gold seam corridors. The latter were
also  heavily  trapped.  To  the  west,  the southern seam opened into
a  corridor.  I  let  an Imp or two wander off and claim this. It went
North  and turned into a sort of maze. It also had a few Boulder traps
in  it,  which cost me some Imps. In the southern part of the Maze was
a Transfer Creature spell, which got carried off to the Library. There
was  a  lot  of  gold lying around in the maze, but I noticed that the
Imps seemed to wander around as if they couldn't find the correct path
back.  As  soon as the Imps has exited the maze to the north, I looked
at  my  map  and  worked  out the direct path through the maze. I used
doors to lock off the other paths. I soon got messages that Imps could
not  get  to  the treasure room. As soon as I got each message, I went
looking  for  the  Imps  and  picked  them  up  and  dumped  them near
a  Treasure  Room.  When  I'd  done  this  a few times, the locked off
sections  of  the maze were permanently abandoned. At the northern end
of  the  maze  was an Increase level spell. I made some more Imps then
cast  it.  The  other  side of a Lava field showed a room with a door.
I  bridged  across  and  lost an Imp to a Poison Gas Trap. I picked up
a  Bile  Demon (immune to the gas) and put him on the Trap. Possessing
him, I walked him across the trap and found a second behind it. I just
walked  him  back  and  forward,  leaving  10  seconds  for  each trap
to re-arm, until they were done. When these were out of the way, I put
an Imp to work on the Magical Door. Whilst he was working away, He got
attacked  from  a  ranged  attack  by some Heroes on the Southern side
of the Lava field. I dropped some of my creatures with a ranged attack
(Dark Mistresses and Warlocks) on the bridge. The Demon Spawn was able
to  run  across the lava. I quickly bridged South to the land and this
allowed the other creatures to join the melee. I used the Horned Demon
in  this  attack.  He  went  mental,  and  I  found  him to be more of
a  liability.  The  other  creatures  run away when hurt, and although
Horny is supposed to do so, he didn't appear to have the sense. I cast
Protect Creature then many Heal spells on him. It did no good. As soon
as  I  was  looking  at another part of the fight, Horny got skewered.
Oh  well.  I  won  this  battle  and captured 4 Samurai, 2 Archers and
a  Thief.  They  were  quite high level so it was a tough fight. I did
encounter  another  problem  here. As the Imps were having to cart the
injured  Heroes  such  a  long was back to the prison, the Heroes were
reviving  sufficiently  on  the journey to attack my Imps in the Maze.
I constantly was having to check up on them and drop a Bile Demon onto
the  area  to assist. Moral here ... build a prison nearer. Not really
possible  of  course  as all of this area is solid rock! As soon as my
Imp  was  into  the Magical Door to the North, he got toasted by three
Lightning  Traps!  I  put my own wood door on this room and locked it.
Once  done,  I  dropped a Warlock into the room and of course, he cold
not  get  out.  He  kept setting off the Traps and I kept healing him.
This  eventually  wore  out the traps and left me with one hopping mad
Warlock,  who I dropped into the Temple to calm down. Back in the room
was  a  Locate  Hidden  World  spell. The main area to the north of my
dungeon  could be seen to be four areas divided by an "X". In each was
a  gold  seam  in  the  shape  of  a  question mark. My Imps were busy
claiming  the  northern section after the battle, so I got them to dig
out  the  gold  and  put  it in the room that had contained the Hidden
Level spell. Up on the north east corner of this section I came across
the first Library. I broke down the door and found a 9th level Wizard,
a  3rd  level Witch and a 5th level Giant. This turned out to be quite
a  struggle  as  the  Wizard kept healing himself in the fight. I used
a  few  max  power Lightning Spells on him to even the odds some. When
it  was over, I had a Library with another Increase Level Spell in it.
I  cast  it right away. Next I went to north east corner and found the
second  Library. This contained the same mix of creatures and was just
as  tough.  Weight  of  numbers plus many Heal spells soon crushed the
owners.  This gave me a Resurrect spell. I used it to bring back Horny
and  put  him  in  his suite once more. To help his training, I picked
up  the creatures from my prison and dropped them in his Lair. He very
soon  polished  them  off,  and  as  my  game  option was to imprison,
he  didn't  kill  them,  but  left  them  on  the floor when they were
critically  weak.  As  soon  as  they revived enough, he attacked them
again.  In this way, with about five in there, he was getting constant
training.  I  tortured one of the 9th level Wizards, then took him out
and  fed  him.  Then  back  for more torture. He soon converted to the
cause,  but  I  was  less  than  pleased to note he came over as a 3rd
level.  Bug? The next to be attacked was the western portion of the X.
This  was  filled  with Heroes and there was a major battle. I counted
6  Thieves  and  4 Monks. At this point I decide to clear the X before
any  more  Libraries. I bridged round to the south of the X and at the
same  time  dug  out  the  gold to the north of my Temple. Using a two
pronged attack on the south of the X I defeated the Heroes there. They
were  all  Monks, seven of them. Last to be done was the east section.
There  were  only three Heroes there, but the 7th level Giants and the
9th  level Monk proved a pain. Next task was to claim the whole of the
X  area  and  get  all  the  gold. There was a nasty surprise when the
middle of the X was mined. In the very centre was a 9th level Vampire.
He took out my 10th level Demon Spawn before I could use Heal. He soon
fell to a combined attack from Warlocks, Dark Mistresses and ol'Horny.
Last  thing  was  the  remaining two Libraries. They fell without loss
to  my  side  and  gave me another Resurrect Creature (south west) and
a  Make  Safe  (south  east).  I used both right away and got my Walls
fixed and my Demon Spawn back. As soon as the last Library fell, I got
the  message  that  the  Lord of the Realm approached. I guessed where
he  would  appear  from  as there had been a Hero Portal in the centre
near  the  Vampire. I stuck a Call to Arms spell there and by the time
The  Lord  &  his  four  mates  appeared, there was a nice party going
to  welcome  them in. Once that was over, it was time to move on. Back
to the Library and time to cast Transfer Creature. What to take? Level
10  Demon  Spawn,  soon  to  be  Dragon  or the level 10 Dark Mistress
or Horny? I decided Horny was more trouble than he was worth and would
wreck  the  place  before I could research the rooms he needed to stay
happy. In the end I went for the Mistress again as she's now been with
me  for a few levels. Can't leave your pals behind, can you? 
Level  Nine  -  Alternative  solution  -  Solution No. 2 On level nine
I  captured  a  little  green  thief in one of my early battles. After
converting  him  to my side I set him to training in an enclosed room.
After  and  hour or two of building I noticed I no longer had my thief
but  rather  a level 3 lord of the realm. Soon after I was attacked by
a  level  9  lord  of the realm and his cohorts. I used my lord of the
land and a couple of vampires to capture this new level 10 lord of the
land.  -  he killed my home grown one to get to level 10. After awhile
on  the  rack  presto!  A  level 10 lord to use that transfer creature
special  on.  To  use this guy on level 10, posses him and walk across
and  destroy the enemie's Dungeon Heart. After beating the DH in under
two  minutes  I  built a library and researched until I discovered the
bridge.  After  building a bridge all the way down the far left corner
to  get  the  Transfer  Creature  special  I hit space bar. Total time
elapsed  about  15  minutes  and  I  still get to keep a level 10 Lord
of  the  Land. Which is great for the next level as well. Like I said,
a LoL is much better than horny, while he is not as productive as a DM
he  sure  makes quick work of those pathetic little level five heroes.
To  be honest I never found that room with the level ups in them until
after  I  had  won.  Like  I  said  give me LoL over horny, DM vampire
or  Dragon  anyday.  He is the ultimate enforcer. Dungeon Keeper: Lord
Meaneefeac   Level Nine - Alternative solution - Solution No.
3  Build a 5 by 5 treasure room. Dig out the gold on the east and west
of  the  DH.  Build  a lair, hatchery, training room and library. Make
your  training  room  large. Claim the portal. Train your warlocks and
demon  spawn and let your other creatures research. After you have the
sight  of evil, spy on the north of your dungeon a few tiles above the
dungeon heart. You will get a temple, a bile demon and a dark mistress
and  a  troll. Build a special apartment for your horned reaper. Build
a  door with only one entrance and build a lair, a hatchery, a temple,
a  training room and a treasure room. Sacrifice a troll bile demon and
mistress to get the horn reaper. Put him in the apartment and lock the
door.  Meanwhile,  get  your  imps  to dig your gold in the southeast.
Then,  dig  southwest.  You will go in a sort of a maze. Let your imps
claim  the  tiles.  Dig  north and you will find archers. Put lighting
traps  and poison gas traps and a wooden door on the bare earth at the
north of your dungeon. Build a bridge. The archers will then cross the
bridge  and  get  fried  by  your traps. Once you are powerful enough,
venture  north  and  break  down  the  iron  doors where you will find
libraries.  There  are  gold  veins  in  the  shape of question marks.
There's  a cross in the centred of the question marks. There is a hero
gate  and  a wizard. There are other heroes and kill all in your path.
The lord of the realm approaches. Kill him and you have conquered this
realm.  This is a brief trick of this level. Explore and you will find
out  more.  Dungeon Keeper: Raymond Chan Hidden Level 2 - Located from
Moonbrush  Wood  (Level  9) In this level, get the Imps to dig out the
gold.  You might need the money to kill them later. Get a level 10 Imp
and  dig  out  the  Iron  Door to the West. There are some weak heroes
to  the  other  side  of  the  door. They might take out your Imp, but
probably  not. Smash down the next door and then dug along the outline
of  the  corridor. Turn South and dig until it starts to go West. Stop
there.  Mark  out  the  rock  to  dig North from where you entered the
corridor.  As  soon  as  the  Imp gets a few tiles up, it will trigger
a  Boulder trap. Quickly pick up your 8 highest level Imps (Left click
on  the  picture  of  the  Imp). As soon as the Boulder has passed the
East-West  corridor,  drop the Imps in front of it. This will take out
all  eight.  Get  another  Imp  and dig North again. This will trigger
another  Boulder.  Repeat the process and loose another 8 Imps. Get an
Imp  to  finish  the  corridor and then dig out the final bit of rock.
This  will  let loose a Hellhound. He will take on any Imps that stand
in  his way to your Dungeon Heart. Keep dropping them in front of him.
As  soon as the last one is killed another load appear from somewhere,
no  problem as the Hellhound will eat them as fast. Last one eaten and
you  are  awarded two Hell Mistresses and there is a Transfer Creature
spell  next  to  the  Dungeon Heart. Use that and you also get to take
to  10th  Level  Vampire onto the next level with you.  Level
Ten  -  Nevergrim  -  Three  solutions.  This one proved to be a major
disappointment.  Upon  tunnelling  out  of my Dungeon Heart, the whole
world  was flat. There were no walls to use at all. I spotted two room
to  the East, a portal and another. I had to possess an Imp to go that
way  as  the  rest  started  to  claim tiles in all directions. I soon
claimed the portal, then the Scavenging room. After that, I made small
square  Treasure  Rooms  near  some of the gold seams and set the Imps
to mining. I quickly laid out a Lair, Hatchery and Library. Very soon,
5  Dragons came wandering in to join me from the north west. They went
straight  to the Library to research. They were joined from the Portal
by  8 Warlocks. Pays to have a big Library I guess. Mine was 7x7. Next
I built a Training Room. I set the Imps to tunnel the gold away to the
very  east  and  west  of  my  Island, exposing the Lava lake. As soon
as  Sight  of  Evil  was  researched,  I started using it on the land.
I  didn't  have  to  bother  finding  the enemy Dungeon, as I acquired
a  couple  of  hellhounds  who  insisted  on  racing over the Lava and
attacking the enemy. They were clearly outnumbered but did it just the
same.  I  had  to  keep picking them up and depositing them back on my
lines.  I  did  get  to  see the full layout of the enemy though. What
dismayed  me  was  that  the  enemy  seemed to have much higher levels
on  his  creatures.  Hmmm.  My Sight of Evil spotted an Increase level
on  the very East, about mid way down the map, and a corresponding one
to  the  west.  As  soon  as  bridges were built, I got across to both
of  those  areas,  as  well as made a bridge to the central island and
mined  the  gold.  I  took  possession  of an Imp on the east side and
claimed  land right up to the Spell. As soon as I had it, I cast it to
boost my creatures. I then moved to the west side, but the Imps there,
without  direct  supervision  had  made  the claim spread out and been
beaten  to the Spell by the enemy. There was a short and sharp battle.
I  was  amazed  by  the  number  of  Imps  the  Enemy  had.  They were
accompanied  by  some  level  three  Dragons  and several level 2 Bile
Creatures.  I  was  really glad of my level 10 Dark Mistress. She made
the  difference  as  my  Dragons slugged it out. Once I had beaten the
enemy  here,  they  did  not  seem interested in reinforcing, and left
me  to claim the western shore as well as the east. Having a quick spy
around,  I  saw  that the enemy had built their Library nearest to the
north  shore  of the Lava lake. Nearest to me. Not only that, but they
had  not  used the Increase Level spell, nor a Transfer Creature spell
they  had  acquired  from  somewhere.  Oh  dear. I made a bridge right
to  their  shore,  possessed  one  of  my Imps and with a healthy dose
of Protect and Invisibility I claimed tiles right down to the Library.
No  one  seemed  to notice or care. There were a couple of Wizards and
a  Dragon in the Library but they just kept on working. I quit the Imp
and  built  a  3x3  Guard  Room  at  the end of my bridge, on my newly
claimed  enemy  soil. I stuck a couple of Dragons in it. That soon got
the  attention of the Librarians! Whilst the enemy charged off to deal
with  my  Guard Room, it was time for a recharge of Invisibility on my
Imp  and  claim  the  Library. This done, I grabbed the Increase Level
spell, and then spotted the Dungeon Heart was unguarded. Well, if folk
want to be so daft? My imp claimed tiles up to the Dungeon Heart where
I  cast  a  Call  to  Arms.  As  soon  as  my  lot arrived, they began
vandalising  the  Dungeon  Heart.  I  left  them  to it and had a look
around.  One  of  my  Level 3 Dragons was having a tough time with two
level  2  Dragons. A quick Lightning Strike and a Turn to Chicken made
things  a  lot  more  even.  The  sort  of even, that is where my side
is  overwhelming the enemy. That is the odds I like. The Dungeon Heart
fell  with  surprising  speed and the remaining Creatures turned to my
side.  Time  to  cast  the  Transfer  Creature  spell  stolen from the
Library.  A level 4 Dragon looked appealing, but the Dark Mistress has
got  the job done so far ... so why break a habit?  Level Ten
-  Alternate  solution No. 2 Use the Transfer Creature from level nine
on  the  Horned Reaper and as soon as you get him to level ten possess
him. If you don't he'll kill your imps. Immediately run him across the
lava  (which doesn't bother him) and attack the enemies Dungeon Heart.
he  only has a few creatures at this point. The Horned Reaper can kill
them  al  with barely any damage. you can beat the level in under five
minutes  using this method. Dungeon Keeper: Justin Schneider 
Level  Ten - Alternate solution No. 3 After you have dug out from your
dungeon,  you  will know that there is only plain earth.Set a few imps
to  mine the gold and build a treasure room. The others will claim the
earth.  In  the  meantime,  build the normal rooms . Build the library
huge.  Mine  was  8  by  8.Claim the portal and the scavenger room. As
I  transferred my lev 10 vamp to this level from Moonbrush wood, I was
able  to  put  him  to  scavenging and got 14 warlocks, 10 bile demon,
6  hellhounds.  By  then, the enemy imps have claimed the tiles on the
other  side  of  the  lava  next  to  the  scavenger  room.  I trained
my  creatures  to  lev 10. Meanwhile, I got my imps to dig out all the
gold  in  the  vicinity.  I  had  25  creatures  while the Al has only
3  creatures. I had 100K of gold. I called a call to arms on the enemy
DK.  Their  2  dragons  and  10  imps  were  no  match for my minions.
I  destroyed  the  DK  in no time. I transferred my lev 10 vamp again.
Happy hunting. Dungeon Keeper: Raymond Chan Level Eleven - Hearth This
was  pretty  straightforward. You start with a built dungeon and quite
a  lot  of  creatures.  The problem is you are attacked right from the
start  by  some  high  level  Heroes. Most are level 5 and above. They
smash  through  the  wooden doors with ridiculous ease. As soon as you
start,  get  out  of the West door, claim the tiles that turn South to
a  small  room.  Have  an  Imp smash down the door. Whilst he is doing
that,  tag  all the gold in the four corridors that is nearest to your
Dungeon. Train your Warlocks. Training is more important than Research
early on. When the Imp breaks down the door, he will set off a Boulder
Trap.  If  you  are fast you can pluck him to safety. If not, its only
an  Imp  :)  The  Boulder  rolls  round  and  round the room. Leave it
a  while.  Get  your  Imps  claiming  tiles  as far down the corridors
as  they  can.  You  want  to  keep the fight as far away as possible.
Initially, the Heroes will just seem to appear in your Dungeon, unless
you  keep  a  close eye on those approaching white dots! In any event,
as  soon  as  you  see the enemy, drop an overwhelming force on top of
them.  As  soon  as the Boulder has stopped its orbit of the room, you
can  go  in, claim it and take the two Increase Level spells. You will
need  them.  Buy  more Imps and send them out to claim as much as they
can.  Not  only  does it allow you to project your force further, they
act  as good alarms. As soon as an Imp comes under attack, pick up the
Warlocks,  Dragons,  Demon  Spawn  and Dark Mistresses. Until the Bile
Demons  get  to  4th  Level  or  above, don't use them with your other
creatures.  Their  Poison cloud harms your own side. Break through the
gold  seam  right  to  the West. You will find water. Bridge North and
South  and  in  the  corners  you  will  find  an  Increase  Level and
a Transfer Creature (respectively). Use the Increase Spell right away,
drop  an  Imp  on  the  Transfer  and  it will be dragged away to your
Library.  Tunnel  out  of  the  East  gold seam and again bridge North
&  South.  In the corners are two Resurrect Creatures. Use if you know
you  have  lost  a  decent  creature so far. I'd lost my level 10 Dark
Mistress  in  an overly eager confrontation, so I got her back. All of
this  time,  your Workshop should have been knocking out new traps and
doors.  Put  them  down  the corridors in groups, Trap, Door, Trap and
Door. You will get a message that the first wave has been defeated and
that  in  recognition you are getting some more creatures. Train those
as  hard  as  you  can. Use Speed Creature whilst they train. When the
second  wave  appears,  they  will  appear  at all four Compass points
marching  to  your  Dungeon.  I  found  it  easiest to drop, manually,
my  whole  force right on top of each group. I relied on the fact that
any  that  made  it  to  the  Dungeon  would  be  significantly slowed
or  weakened,  or  both,  by  my  doors  and  traps. As it turned out,
it  wasn't  necessary.  I  was  able to beat each group in enough time
to  move  onto  the  next  Compass  point  before any of them got near
my  Dungeon. As soon as the last one fell, I got the message about the
Lord  of  the  Land.  Big deal. As usual, a gold mining Imp called the
alarm  by  getting  himself  killed  by  the  Lord's  band. His plucky
entourage  did  not  look  so  confident  when  they found them selves
surrounded  by 9 Bile Demons, 7 Warlocks, 3 Dark Mistresses, 4 Dragons
and  5  Demon  Spawn.  Just for the hell of it, I turned the Lord into
a  Chicken  three  times.  Not  needed, but I felt better. Soon as the
Heroes  were  Martyrs, into the Library and Transfer Creature. A level
7  Dragon  this  time,  but  once  more  I took my old friend the Dark
Mistress.  I  expect  many of you are thinking "Take the Dragon!", but
this  was  MY  game  :)   Level Twelve - Elf's Dance When you
start  this level you have some rooms already prepared and it is quite
well  fortified.  Go for the Gold North or you and tag the whole seam,
East  and  West.  The very last tile to the East is a Gem Stone. Money
should  not  be  a  problem  here.  Send  an Imp South. Note the doors
to  East  and  West  halfway down. These are locked doors to the rival
Dungeons,  one  of  you in the West, North & East quadrant. The rivals
seem  content to remain behind locked doors. Leave them there. Go down
to  the  Southern Lava lake and start mining the gold. Make a Treasure
room  on  the  floor  near the lava. You don't want your Imps carrying
it  all the way back. As soon as you get money, make more Imps. As one
point  I  had 40! As rooms are researched, kit them out. Soon the Imps
to  the South will open into a new space (adjacent to the doors). This
will release a lot (I mean a lot) of Heroes, who come barreling up the
corridor  to  your  Dungeon.  I  had  a  pitched battle outside my own
doorstep  and  lost  everything  except  my  Dark Mistress, 5 Imps and
a   Troll.   Never   mind,   they  are  only  creatures.  Due  to  the
attractiveness  of  my  rooms  and  gold, more creatures soon appeared
to  swell  the  ranks.  Create more Imps as soon as your gold reserves
have  gone  up  a  bit.  Send them back down to the South. Concentrate
on  the  Western  side  of  the  gold  seam.  You  soon  open  up into
a  Graveyard  which  you can claim together with a nice bonus of three
vampires  to  join  you.  Make  a  Lair  for  them near the graveyard,
as  they'll  only  fight  the Warlocks otherwise. Also make a Training
Room, Hatchery and all the comforts of home. You will then have decent
Dungeons  North  and  South.  The Impenetrable Rock ensures that it is
only the central corridor that remains a weakness. Put layers of doors
and traps either side (North & South) of the crossroads in the middle.
Tunnel  into  the  Eastern  side  of  the South gold seam and you will
release  the  other  Heroes.  Expect  another  big  battle,  but it'll
be  easier  this  time.  When they are out of the way, tunnel East and
West  from  your Southern area. Go into the corners. You will find two
Specials.  One  an  Increase Level (use it!) and the other a Resurrect
Creature  (get back some of those lost in the two epic battles). Leave
the  Imps  to  claim  the North running tunnel on the Western edge and
they will return with a Transfer Creature. A look at the map shows the
Eastern  Dungeon  is  inaccessible  except  by  his  front door. Sight
of  Evil  showed  this Dungeon to be fairly well built up. The Western
one  much less so. Guess who is going to see you first? I got the Imps
to  tunnel  along  the  very  West gold seam to try and get in via the
back.  No  joy  as  the  Dungeon  was  fully fortified, but I did find
another  Gem  stone. Round to the front door and break it down. It was
VERY disappointing inside. He only had level one Imps (about 8). As my
Imps  were  all level two they could have handled it on their own, but
dropping  my  Dark  Mistress there seemed so much more fun. She really
enjoyed  it  to.  Leave the Imps to claim the whole Dungeon. Note that
the  ex-Keeper  has  thoughtfully  built a large (empty) Treasure Room
adjacent  to  the  Gem  Stone.  Knock  through  the walls and the Imps
working the Gem can bring the money right into your new Treasure Room.
By this point I had over 200k. Across to the East front door. Get some
Imps  to  knock  the  door  down.  Bile  Demons  help, but seem loathe
to  start  operations.  Put an Imp to attacking the door first and the
Bile  Demons  just  wade  right in! As soon as the door was down, cast
Protect  and  Invisibility  on  three Imps and send them off along the
three  corridors  claiming  as  they  go.  The  path due East leads to
a  Guard Room. A wee battle there, but not much opposition. Keep going
until you either meet some opposition or reach the Dungeon Heart. Cast
call  to  arms  on  a  tile you own and watch as the Heart gets ripped
to  shreds.  A  little  mopping  up  operations to claim all the rooms
-  (watch the ex-enemy Dragons mooch off to the Portal and disappear),
off to the Library to cast the Transfer Creature (Yes, her again!) and
its  onto  Level  13  ....  unlucky for some.  Level Thirteen
-  Buffy  Oak  As  soon  as the level started, since I had 20k in gold
I created several Imps and set them off to mine the gem stones. I then
kitted  out  the  rooms.  I  made the very large room on the West into
a  huge  lair,  and  also  dug  away  some  of  the West wall, to make
it  adjacent  to  the Lava. This was to make it more attractive to any
Dragons.  I  made  the  room surrounding the gems into a Treasure Room
to  reduce the distance covered by imps. I made on of the larger rooms
into a Library, and a similar sized room into a Lair.I claimed the two
portals  which allowed access to the outside. Right to the South I saw
a  Dragon  wandering  around. Possessing a Fly and skimming the Dragon
persuaded  the Dragon to join me. I get possession of the Fly and went
exploring.  I found another three Dragons to the North of my 'island'.
I  claimed  these  as  well.  I  made  the  very  large East room into
a  Workshop as soon as it was researched. I made a Graveyard, a Temple
and  a  Scavenging  Room in the large area to the South of my Dungeon.
I  set  Imps  to  dig away the gold seams to the East and West of this
area.  When  one  of  the  gold  blocks  had been removed to the West,
I  found  four  Lava Traps. I bridged over these and found an Increase
Level  spell. I used this right away. To the East, I saw a Reveal Map,
but  it  was surrounded by six Gas Traps. I possessed a Bile Demon and
walked  the  poor bugger over them until they were exhausted.I claimed
the Reveal Map and cast it. It showed my two rivals with puny Dungeons
right  to  the South. It also revealed that they had started to tunnel
North  towards  me. It also showed that the extreme East and West gold
seams  (that  run South) were connected to unfortified sections of the
rival  Dungeons.  Too  bad! I set Imps off tunneling to the South down
both  East  and  West  seams.  I  also dug due South to meet the rival
tunnel.  However,  I used extra imps to fortify the walls of my tunnel
as  others  dug  it. I placed a Magic door at the exit to my area, and
South  of  that  I placed two lightning traps, another Magic door, and
then  a  Boulder Trap. My forces met with theirs in this corridor. The
Computer  AI  cast  a Call to Arms on the last tile he owned. I picked
up  many  of  my  forces  and  dropped them into the melee. Meanwhile,
I  cast Protect Creature and Invisibility on an Imp, possessed him and
walked  him into the battle. Whilst they were busy fighting, I claimed
the  tile  with  the  Call  to  Arms  on  it.  As  soon as I did that,
it disappeared. I kept on claiming tiles South. After a mighty battle,
I  had  beaten  the man forces of the larger rival Dungeon. Meanwhile,
my  Imps  had  got  into  the  Library  of the Eastern Dungeon. Rather
stupidly,  this  room  was  unfortified  and  nearest to the weak spot
of  the  South  running  gold.  As  soon  as  I'd claimed his Library,
it  prevented the debilitating Lightning strikes the computer had been
lobbing  at  my  forces. The weaker Dungeon Keeper to the West finally
opened up a tunnel out of his fortified walls. His tunnel was due East
towards  the  North South corridor where the previous battle had been.
As this Keeper had only a handful of Imps and two Flies, the fight was
short  and  sweet.  It  took  a  few  minutes to claim the territories
of  both  Keepers. I got the Win message and decided to have a careful
scout  around.  At the very South, right in the middle is a small seam
of  gold.  One  of  the  last  tiles  is coloured differently from the
others.  Hold the cursor over it and it says it is a Transfer Creature
Spell,  needless  to  say,  I  tunneled it out and elected to transfer
my  level 10 Mistress again. On pressing the Space Bar and going to my
tower, I could see the new area (14) to be done, together with the two
Hidden  Realms  (from  previous  levels)  and a new one, down near the
front.  Instead  of  a  question mark on it, this one had a picture of
a  Full  Moon on it. This is the fabled 5th Secret Level. I was unable
to  access  it however, but the Full Moon is not until tomorrow night,
so time will tell. Level Fourteen - Sleepiburgh - Two solutions At the
start  of  this level I was told that there were two rival Keepers and
the  Forces of Good. A wee look at the map showed that there were four
dissimilar  sized  quadrants. To the East and West were rival Portals,
so  it  was  reasonable  to  suppose  the  Heroes  were  to the North.
I  started  by  digging to the North, got the gold and dug on to claim
the  Portal. I made the useless wasted wide corridor within my Dungeon
into  a  Treasure  Room. I made the East and West 'arrow' shaped rooms
into  a  Lair and a Hatchery. I dug East to get the gold at the bottom
of  the  map.  And  carried  on  East into the corner. I tunneled West
to  get  the  gold  and when it had been excavated, made a large (7x7)
Library.  On  the  Eastern  side  I made a space for a Workshop. North
of  my  Lair,  I  dug  North  and marked out rooms ready for a Torture
Chamber,  Prison  and  another  Lair.  North  of  the  Portal,  I  dug
a  corridor  due North to the gold, making a Barracks and a Guard Room
off  the  corridor.  Just  south  of  the  Gold, I dug a corridor East
to West between the impenetrable rock. I set the Imps to Fortify these
walls,  so  that  I could not be attacked from the North. By this time
I had a large amount of gold, 17 Warlocks and my Dark Mistress. It was
obvious  that attracting Creatures would be a problem. I increased the
number  of  Imps  to  30  to  assist with Fortification. To the South,
I  continued  digging  to  the East I soon found some fortified walls.
Going  North  a  tile,  I was able to break into a corridor. I claimed
this  as  far  as  an  Iron  Door.  I set a couple of Imps to knocking
it  down.  As  soon  as  they did, I found a Workshop with a nice 10th
Level Troll waiting for me. I kept him working in the Workshop. He was
soon  knocking  out doors and traps! To the very East of the Workshop,
was  another  door.  I  set  an Imp to knocking this down. It revealed
a  level  1  Reaper.  I  quickly  built  a  suite  to the North of the
Workshop,  all  3x3  including  a  Lair,  Hatchery,  Training Room and
Temple.  I  put a door at the entrance to it and stuck Horny in there.
He  refused  to  train  and shot right to the door with a Knife & Fork
sign  over  his  head.  I  picked  up a chicken and dropped it on him,
no  change.  I  picked  up  Horny and dropped him in his own Hatchery.
No  change,  he  just  bolted  to  the  door claiming hunger. Oh well.
I commenced tunneling out the Gold to the North, careful not to go too
far  North.  I used some Evil Eye on my rivals and found that they had
tiny Dungeons. I went West first and dug all around his Dungeon. Every
wall  was  Fortified,  so  I  tunneled  East and headed for the Easter
Portal.  I'd  almost  made  it when my diligent researchers discovered
Destroy  Walls. Back to the West. I cast it on one of his Portal tiles
and  then  knocked  down  the  wall. As soon as his huge army of level
1 Imps attacked me (all 6 of them!) I picked up Horny and let him rip.
He  charged  through  the  Dungeon  and  slaughtered the Imps. My Imps
carried  on  and  claimed this Dungeon. Meanwhile, back to the Eastern
Dungeon.  Cast  Destroy Walls on his portal. Knocked down the room and
let  Horny  at the Imps inside. Once more, this Dungeon only had Imps.
So  Disappointing.  I  left  my Imps to claim this Dungeon and started
to  go  North  through  the gold. As soon as I took out the last gold,
I found a small Lava lake. I bridged across to the door and set at the
door. As it was knocked out, 6 Thieves came out. I cast a Call to Arms
on  the  bridge.  The  Thieves didn't last long against my Reaper, two
Dark  Mistresses  and  17 Warlocks. I again went North to another door
that  sealed  off  a building to the very North. I cast down this door
and  out  came  4  Wizards, one a level 8. I cast another Call to Arms
outside  their  door  and  let the battle start. The Wizards, with the
self  heal,  were  quite  hard  work. Before they had fallen, I'd lost
Horny  and  several  Warlocks. As the last Wizard fell, I was told the
Lord of the Land was on hand. He appeared with four minions. This Lord
was  a level 10 Knight, and was pretty tough. I lost all of my forces,
including  the  Troll,  apart  from  one  Warlock and my Level 10 Dark
Mistress.  However,  by  this  time  there  was  just the Knight left.
He made the mistake of striding down onto my territory, followed by my
forces.  Once  he  was  on  my  soil,  I  cast Turn to Chicken on him,
followed  by  several  Lightning Strikes. This soon saw him off. I got
the  win  message  but  had  my  usual exploration with sight of Evil.
To  the  North West, at the end of the twin gold seams, was a Transfer
Creature.  I  recovered that and took the Dark Mistress, although this
time,  there  wasn't  even much choice. The Full Moon hidden level had
disappeared  from  the tower view, so I guess to do that one I'll have
to  set  the  clock  back!  Level Fourteen - Alternate solution Tunnel
north to portal. Build usual rooms. Tunnel east to bottom right of map
where  there's  a  Workshop  you  can possess - also a room containing
Wizards. Avoid upper half of map unless you have a high-level creature
from  the  previous level. When some creatures are trained to at least
level  four  tunnel  up the left or right (not both) and begin to take
over  the dungeons there. Once you have claimed both dungeons and have
high  level  creatures build a bridge over the lava and break down the
door  to  release  the  heroes.  The  Lord  of  the  Land  is the last
to  appear.  A  'Transfer Creature' bonus is located in the upper left
of  the  map,  next  to  the gold seam. Dungeon Keeper: Marcus Younger
  Level  Fifteen - Woodly Rhyme Started this one off and went
right  for  the  Gem  stones  in the very North. Next I kitted out the
rooms  I  had as Treasure Rooms, Lairs and Hatcheries. I excavated the
gold  to  the  East  and  West  of  my dungeons, enlarging those areas
to  make  a  huge  Library  to  the  West  and  a large Workshop (when
researched)  to the East. I expanded a bit to the South of my Dungeon,
and  move  East  marking  out areas for Graveyard, Torture Chamber and
Scavenging  Room. In no time I had a load of Warlocks and Dragons. The
spells and rooms fairly flowed in. Sight of Evil cast around me showed
I  had  come  close  to opening out into a lake with a Fortress in the
middle.  I  could see three level 10 Heroes wandering around. I wasn't
ready  to  tangle  with them! I set the Imps to fortify what I had and
then  made a corridor East along the Impenetrable rock. I stopped just
before  I  would  have  entered the lake area. I made the Imps fortify
this corridor and then placed (going East) an Iron Door, Word of Power
trap,  Iron  Door  and  Boulder  Trap.  When  these were all in place,
I  opened  out  the  corridor and bridged East to the gold. The Heroes
soon  spotted  the  Imps  and  went  after  them. I picked them up and
dropped  them in my Dungeon, locking the doors to prevent them getting
out.  The  Heroes  strode  up  the corridor and got nicely squashed by
a  Boulder.  Shame.  Back  to  the  gold at the East. I set a few Imps
to  tunneling  this  out and also ran a corridor due South towards the
first Enemy Dungeon. The Eastern gold seam gave way to a small prison,
which  contained an unaligned level 6 Bile Demon. Meanwhile, one of my
Imps  had  entered  the Hero Fortress and started to claim tiles. This
drew the attention of many of the inhabitants. I dropped several of my
Dragons,  Warlocks  and  Dark  Mistresses onto one of my tiles and let
them  thrash  it  out.  The  battle took a while but the end was never
in  doubt. The corridor to the first enemy dungeon had been completed,
so  I  cast  Destroy Walls on the side of his portal, knocked down his
wall  and  started  claiming his Dungeon. It wasn't long before he let
loose his huge army of fearsome level 1 Imps. All 6 of them. Wow, that
was  a  struggle.  Not. I left some Imps claiming his Dungeon and went
after  his  gold  reserves and gem stones. The Imps had claimed all of
the  Hero  Fortress  apart  from the Southern room. This had a magical
door.  I left an Imp attacking that and bridged West towards the other
Dungeon.  I  dug towards his gold and then headed South to his Portal.
I again cast Destroy Walls on him and sent in some Dragons to take out
his  Imps.  Again,  it was all he had. Meanwhile, this Keeper used his
Imps  to  break  out  of his fortified walls behind my line of attack.
A  good plan, if you have more than a handful of level one Imps. As it
was,  dropping a couple of my Dark Mistresses there killed the counter
attack  in  seconds.  My Imp broke down the Magic Door in the Fortress
and  let loose another half dozen high level Heroes. There was another
protracted  battle  and  I  had  defeated them. The Imps found another
Magic  Door  and  set at it. It was heavily trapped and it was proving
a  pain  to  get  around  the  Boulder  Trap. The stone seemed to roll
backwards  and  forwards for ages. I got fed up waiting and so bridged
round  to  the South of this remaining room. Destroy Walls on a sector
of  the  wall  and  I  found myself in a large room like a chessboard.
Alternate  tiles were lava with Special Spells on them. The land tiles
were  all trapped with Lightning, Alarm and Poison Clouds. Most of the
Spells were Make Safe, but there was one Increase Level and one Hidden
World.  I  had  to  Possess the Bile Demon and a few Dragons to get at
these  spells,  but  I eventually got them. South of the Fortress, the
river  divides.  Following  fork that runs South West, reveals a Magic
Door.  Breaking this down cost me a level 10 Imp when the Boulder Trap
behind  it killed him. There was also a Lightning Trap there. A Dragon
kindly  got  rid of that by walking over it eight times. At the end of
the corridor was a Transfer Creature. I had several Level 10 creatures
this  time, including Skeletons, Vampires and my Dark Mistress. I went
once  more  for  the  Dark Mistress ?. Use existing layout for initial
rooms.  Dig all gold in immediate area. Do not dig out too far, if you
reach  the  waterline  a  number  of high level heroes will enter your
dungeon.  Transfer  Creature  level  bottom  left  of  centre  of  map
[protected  by  a door and boulder trap]. When minions are to at least
level  five  dig  out  to other gold. Enemy dungeon directly in centre
of  map  -  many  bonuses  [including 'Locate Hidden World'] in bottom
room.  Disarm  traps  with a high level creature e.g. dragon, that can
heal itself [use Possess Creature for this]. When all of your research
is  completed  use  the  destroy  walls  spell to access the two other
portals on the map. by this time there are only enemy imps left. On to
Hidden  World.......   Hidden Level 3 - Accessed after Woodly
Rhyme  (level  15  )  - Two solutions This Level sees you with 15 Imps
(plus  the Dark Mistress carried over from Level 15). The object is to
kill  all of the Imps and to claim the Horned Reaper. The time allowed
is  VERY  tight.  I did it this way, with four seconds to spare. Go to
the  North of the Map. Set an Imp or two on the Iron Door. If you have
transferred a creature like the Dark Mistress with you, set her on the
door  as  well.  Once  the  Imps  are  'attacking'  a  door, the other
creatures  will  join  in. Go to one of the small rooms just South and
West  of  the  Training  Room.  Lock  the  Door.  Pick  up  eight Imps
by clicking on the Imp icon. This will select your highest level. Drop
them  in  this  room,  having  locked  the door. Pick up another eight
lowest  level  Imps by Shift-clicking on the icon of an Imp. This will
leave  16  Imps trapped in the room. If doing the above removed any of
your Imps from the Attacking Column, replace those working on the Door
from  those  running around the Dungeon. Cast the Cave-In spell on the
room  holding  the  trapped  Imps.  Max the spell out, you have plenty
of  money,  little time. By this time the Imps should have broken down
the  door.  Note that the new room has a door to the North, which hold
Horny  and  two  corridors,  East & West. There are spell goodies down
those,  but  there  is lava there, so you can't 'claim' the tiles. Cut
a  new  corridor  south  of  both  East  &  West corridors. Turn North
to intersect the Spell Specials. Slap some of your Imps to get to work
claiming  the tiles and digging. Select another Imp to attack the Door
to  Horny.  Use the Dark Mistress (or whatever you have) to go for the
door.  Back to the trapped Imps. Many will be dead, but some will only
be  wandering  around  Injured.  Select 8 from the Not Working Column.
A  few  of  these  may  already  have  been trapped in the room. Can't
be  helped.  Cast Cave-In on the room again and kill these. Keep doing
this  until  they  are  dead. Fill up with another 8 non-working Imps.
As  soon  as all of the tiles have been claimed up to the Specials and
the  Door  to Horny is open, you don't need the Imps. Pick them all up
and  drop  them in the locked room. Cast Cave-In repeatedly until they
are  all  dead.  Now its just a race against time. As soon as the last
Imp is Dead, you get a message about success and being given a monster
(A  Giant) to take with you to the next level. The clock keeps winding
down,  but  it is now irrelevant. Find the Special Spells, they may be
in the Library, or en route, depending on when you picked up the Imps.
Cast  the four Increase Levels and you will have a nice Level 7 Horned
Reaper. Cast the Transfer Creature and you can take her with you. I'll
miss that Dark Mistress .. Oh well, onto 16 next I guess. Hidden Level
3  -  Alternative  solution.  The objective of this Hidden World after
level  fifteen  is  to  kill all the imps. There is a tight time limit
on  this  one so do not bother with the bonus boxes as they are across
lava  and  you  can not build bridges anyway. I think they are more of
a  distraction to hinder you completing the level. There may be a long
way  round  to  them  but  this  will  use  up  precious  time so just
concentrate on the objective. Find the smallest room you have and pick
up eight imps, drop them in there locking the door behind you and then
drop Cave-in on them. Keep doing this until they are all dead - simple
as that. Mission complete BUT I did not receive the promised Giant and
this  is  not the first time this has happened to me either - patience
wearing  thin  with  these bloody Hidden World Levels. Dungeon Keeper:
Gussy  Level  Sixteen  -  Tulipscent - Two solutions This level starts
with  two  Horned  Reapers  each ensconced in their own little suites.
I brought another level 7 Reaper in with me from the Hidden Level. So,
it was either build a new suite or mix them. I decided to put my level
7  Reaper  in  with  one of the others. They fought. Tough. I equipped
my  rooms  as  a  Lair,  Hatchery  and Library. I set a couple of Imps
on the Gems and made a Treasure Room next to it. Meanwhile, I tunneled
out  to  the  West  and  claimed  the  Gold. I soon discovered a small
Fortress  to  the  very  West  and  got attacked by three Heroes. They
didn't  stand  up  long  to the onslaught of my two surviving Reapers.
In  the  exposed Fortress I found some magic doors. They took a LOT of
bashing  down,  but  eventually  gave me the Turn to Chicken spell and
a Multiply Creatures. I didn't use that yet as I had very little other
creatures  and  couldn't handle 4 Reapers. I sent an Imp down the long
Southerly  corridor  and  then  East  at  the  cross roads. At the end
I  started digging North and soon found fortified rock. I set the Imps
to  digging  around  its  outline.  Right up North, the corridor I was
digging  split  two  structures, the one I'd been following on my West
and  the  new one on the East. The Eastern one had a magic door, which
I  set an Imp to attacking. The Western one had a door on its Northern
side  and  one  half  way up the Eastern side. I set Imps to attacking
these  doors  too.  The  first  to go was the door to the new fortress
on the East. This let out two level 5 Wizards. They lasted a long time
against  my  Reapers.  Not!  They  were  soon  followed  by four level
4  Archers  who  went  the  same way. This revealed another Magic Door
to  the  North.  I  set  my Imps on that. Meanwhile, my Imps were busy
fortifying the walls of my original Dungeon and gold digging. Not fast
enough though! The Heroes breached my walls right at the Western side.
They  invaded  with a lot of high level Samurais, Witches and Dwarves.
I  dropped  my Reapers in their path and an epic fight ensued. I still
didn't  have  a  lot  else,  besides  one Warlock and a few Trolls and
a  Bile  Demon.  I  only had Speed Creature to affect the fight in any
way. I soon lost both Reapers, but by that time I'd whittled the enemy
down  some.  I  used  Turn to Chicken on the surviving Heroes and this
allowed me to eliminate all but a weakened Samurai. Fortunately, I had
Magic  Doors  on  my  Dungeon  Heart, which stopped him short. I ended
up with nothing but Imps to attack him, so had to keep casting Chicken
on  him. Eventually a Bile Demon came through the Portal and I put him
straight  into  the  fight. He just managed to see off the last of the
invaders. My Imps had broken down the door in the Fortress right up in
the  North  East.  This  revealed a Resurrect Creature, which I really
needed.  I  got  back  the level 7 Reaper and put him back to training
in  his  suite. Next I broke through into the Eastern structure, which
I'd  been  trying  on  two fronts. Strangely, the Imps got through the
Iron  Door  (East)  at  about the same time as the Magic Door (North).
Inside  were  quite  a  lot  of creatures, mostly level 4 and 5. I let
Horny  loose  on  them  and piled in some Trolls and a Bile Demon. The
fight  was  quite  long,  but  never  really  in doubt. I left my Imps
to  claim  this  area. Level Sixteen - Tulipscent - Two solutions This
level  starts  with  two  Horned  Reapers  each ensconced in their own
little  suites.  I  brought another level 7 Reaper in with me from the
Hidden  Level.  So,  it  was  either  build  a  new suite or mix them.
I  decided  to  put  my level 7 Reaper in with one of the others. They
fought.  Tough.  I  equipped my rooms as a Lair, Hatchery and Library.
I  set  a  couple  of  Imps  on the Gems and made a Treasure Room next
to  it.  Meanwhile,  I  tunneled out to the West and claimed the Gold.
I  soon  discovered a small Fortress to the very West and got attacked
by  three Heroes. They didn't stand up long to the onslaught of my two
surviving  Reapers.  In the exposed Fortress I found some magic doors.
They  took  a  LOT  of  bashing  down, but eventually gave me the Turn
to  Chicken  spell  and a Multiply Creatures. I didn't use that yet as
I  had  very  little  other  creatures  and couldn't handle 4 Reapers.
I  sent  an  Imp down the long Southerly corridor and then East at the
cross  roads.  At  the  end  I  started  digging  North and soon found
fortified  rock.  I  set the Imps to digging around its outline. Right
up North, the corridor I was digging split two structures, the one I'd
been following on my West and the new one on the East. The Eastern one
had a magic door, which I set an Imp to attacking. The Western one had
a  door  on  its  Northern  side and one half way up the Eastern side.
I  set Imps to attacking these doors too. The first to go was the door
to  the  new  fortress  on the East. This let out two level 5 Wizards.
They  lasted  a  long  time  against  my  Reapers. Not! They were soon
followed  by four level 4 Archers who went the same way. This revealed
another  Magic  Door  to  the North. I set my Imps on that. Meanwhile,
my Imps were busy fortifying the walls of my original Dungeon and gold
digging.  Not  fast  enough though! The Heroes breached my walls right
at  the  Western side. They invaded with a lot of high level Samurais,
Witches  and  Dwarves.  I dropped my Reapers in their path and an epic
fight  ensued. I still didn't have a lot else, besides one Warlock and
a few Trolls and a Bile Demon. I only had Speed Creature to affect the
fight  in  any  way.  I  soon  lost both Reapers, but by that time I'd
whittled  the enemy down some. I used Turn to Chicken on the surviving
Heroes  and  this  allowed me to eliminate all but a weakened Samurai.
Fortunately,  I had Magic Doors on my Dungeon Heart, which stopped him
short.  I ended up with nothing but Imps to attack him, so had to keep
casting  Chicken  on  him.  Eventually  a  Bile Demon came through the
Portal  and  I put him straight into the fight. He just managed to see
off  the last of the invaders. My Imps had broken down the door in the
Fortress  right  up  in  the  North  East.  This  revealed a Resurrect
Creature, which I really needed. I got back the level 7 Reaper and put
him  back  to  training  in  his  suite. Next I broke through into the
Eastern structure, which I'd been trying on two fronts. Strangely, the
Imps  got  through  the Iron Door (East) at about the same time as the
Magic Door (North). Inside were quite a lot of creatures, mostly level
4 and 5. I let Horny loose on them and piled in some Trolls and a Bile
Demon.  The  fight  was  quite long, but never really in doubt. I left
my  Imps  to claim this area. I next sent an Imp to the very South and
attacked  the  double  Magic  Doors.  Halfway through doing the doors,
a  stupid  enemy Imp opened the door to attack my Imp. Whilst this Imp
was  blocking  the  door,  I  dropped  my  Reaper on the tile. He only
stopped  to  murder the enemy Imp before sweeping in through the Enemy
door  and  creating  carnage. I was unable to support him as he was on
unclaimed  territory.  I set the Imps to smashing down the Magic Doors
again,  and  this  time  supported them with both Bile Demons. As soon
as  the  first  door  went down, I was able to get some reinforcements
to  Horny. I'm not sure he needed them, as he was on top of things and
now  at  level 8. I next tagged the large seam of gold that went South
East  towards  the  cross  roads.  I  belatedly remembered my Multiply
Creatures  spell  and used it now. This got me two level 8 Reapers and
an  army  of  Imps. As I dug through the long gold seam, I found a new
area  roughly  north  of  the  end  of  Western  arm of the crossroads
corridors.  As I smashed down the door, 7 level 4 Barbarians appeared.
These  were  soon polished off and the winning message came up. End of
level.  I  claimed  the  rest of this new area and found three boulder
traps.  By  picking up the Imp when the Boulder came past and dropping
him  again  I  was able to claim the room without losing the Imp. This
led  into a room with a Gem stone. To the South of that was a Transfer
Creature  spell.  I  used  this to get the Reaper into the next level.
 Level Sixteen - Tulipscent - Alternative solution number two
A  great  hint  for  level  16  Like I said in my last recommendation.
Knights are the best. Strong attack (about 332) high defense (100) and
the  heal  and  repel  spell. The trick to a quick win is to alternate
between  your two Horned Reapers and the creature that you transferred
to  this level i.e. Vampire, in my case Knight, or another Horny. Take
one  and  only  one  down  past  the  two  magic  doors and attack the
opponent's  doors by possessing the creature go through and attack the
Dungeon  Heart.  along  the  way  you will set off an alarm or two and
attract  the  attention of a hyper Orc (level 9 with speed) ignore him
as  he  pounds  into you. Hammer away at the dungeon heart. You'll get
about  10-20  whacks  before  your  health bar starts to get low (more
if  your  creature  has  the  heal  spell)  when  the creature is down
to  about  10-20%  health  exit  and  pick  him up and put in hatchery
to  heal.  pick up next monster and repeat. Note. Wait until the enemy
monster  leaves  the  Dungeon  Heart  before attacking again. A couple
rounds  of  switching  creatures will reduce the enemies Dungeon Heart
to  nothing.  after  destroying it wait for all the monsters to depart
by portal and send your imps to claim it. Then dig west of the hallway
to get the transfer creature and viola! next level. Note: I don't know
how  I  got  this but on the summary I got a score of 100 for style:).
Dungeon Keeper: Lord Meaneefeac  Level Seventeen - Mirthshire
I  started  this  level  with  the level 17 Horned Reaper. Beware! She
drove  me  nuts.  Long  before  I  was able to research doors, she had
attacked  my  other  creatures.  With  this level requiring a Fortress
mentality,  there  is  a long, long wait to meet the enemy. Don't take
a  Horny  with  you  onto  this  level.  I ended up dropping mine back
through  the  Portal.  Go for the gold to the East (the very East, not
the  closest).  Cut out rooms from this corridor, make them all to the
North  of  the East running corridor. Make them a reasonable size. Get
the  Imps to fortify as they go. When you reach the gold, dig the gold
on  the  edges,  not  the  middle.  In  this way, you can fortify your
dungeon  as  soon as possible. When the dungeon has al been fortified,
then get the rest of the gold. Equip your rooms as they are researched
into  the  rooms previously mined. Make sure your Library and Workshop
are  very  large.  Go  for  a big Lair, the top of the gold seam space
is  ideal.  You'll  soon  attract  a  number  of Warlocks and Dragons.
As  soon  as  you have researched a door (traps will already have been
done)  mine  due  South  from  the bottom of the Eastern gold seam (as
was).  Go  South until you hit a fortified wall. Make the Imps fortify
this corridor. Put an Iron Door at the Northern edge of this corridor.
Then  put  a  gas  trap,  lightning trap and a boulder trap. When this
is done, turn East at the end of your corridor. Go North (between your
corridor  and  the impenetrable rock. Make this a large Graveyard. You
did make a Prison? Good. Hopefully a Torture Chamber too, or you won't
get  a Mistress. Set the icon to Imprison. Now go West from the bottom
of  your corridor. You'll soon pop into an open space. There is a door
to  a  small fortified room. Break it down and you will face a few 3rd
level Archers. They should not prove a problem. Claim the room and get
the  Increase Level spell. Use it right away. This is the last freebie
you'll  get!  The Imps will start exploring the tunnel that goes North
West.  You  will  soon  find  that the Heroes have dug all around your
Dungeon  works.  Aren't  you glad that you fortified now? Your problem
now  will  be  that  the  Heroes  can and will appear almost anywhere.
At  least  there  is only one, heavily trapped, way into your Dungeon.
Tag the gold right to the South East of your Dungeon. Build a treasure
room  near  it, to reduce Imp travelling time. DO NOT cut through into
your  Dungeon  at  any other point than the one long corridor. It will
fatally weaken you. Once you start meeting the Heroes (there are seven
waves  of  them)  your  creatures will not have time for the Workshop.
Expect  no  more  doors! Next, from the South East gold seam, take the
path  that  goes  South  West. At the end of this is another fortified
room. Smash down the door and kill the Fairies in it. You can then use
the  Locate  Hidden  World  spell. This will give you access to Hidden
Level  4.  Claim the territory that goes down into the very South West
corner  -  if  your  Imps  have not already done so. There are several
Heroes  down  there,  but  you  should have the resources to deal with
them.  When  you  have,  turn  off  the  Imprison  Icon  - your Prison
is probably full. Leave the Prisoners to die and you will start to get
some  Skeletons.  Drop  a  couple  in  the  Torture Chamber. This both
pleases  the Mistresses and also will give you a couple of Ghosts. Now
that  you  have  disabled  Prisoners,  any fallen enemies and your own
fallen  creatures  will  start  to  produce  Vampires.  When  you have
conquered  the  South  West corner, cut up against the very West wall.
As  soon  as  you  see  the gold, make a Treasure Room. The first part
of  the  gold  seam  contains a Gem stone. Tag this and your financial
worries are over. The Imps will soon discover an existing tunnel going
North.  Start  to claim that. Cut East towards the gold seam that lies
between  the  Western  wall  and  your  dungeon. You'll soon open into
another  area  with a very tempting Multiply Creatures in it. It comes
at  a  price. There were several high level Witches in here. Kill them
and  get  that spell. When I'd done so, I had 28 Skeletons alone. Well
worth  it!.  Head  right  into the North West corner and you will gain
access  to  another  fortified  room.  Smash down the doors, fight the
5 Fairies and you can claim a Make Safe spell. Not that it will do you
any  good.  All of the Hero Portals are inside your Dungeon! There may
be  another  band  of  wandering goodies. Kill them and you'll get the
message  about  the Lord of Realm approaching. Use your far flung Imps
as  an  alarm,  but  be  fast.  The  Lord's host are numerous and will
devastate  your Imps before you get much chance to left click on them.
As  soon  as  you  locate the Lord, cast the Call to Arms in his path.
Pick  up the slower creatures, like the Dragons and drop them in front
of  him.  In  fact,  all you really have to do is to pick up each type
of  creature in turn and drop them into the melee. Game over. Even his
goodliness  can't  compete with the number of Creatures you have. Onto
the  Hidden  Level next.....  Hidden Level 4 - Accessed after
Mirthshire (level 17) This level is very easy (when you know how!) but
you  do  need  to  concentrate as it is very quick. You don't have any
time  to  dawdle...  On  the Western edge of the Dungeon Heart room is
a  tile  with  sort  of  'double' brick patterns, in the centre of the
wall.  Click  on  this  to mine it. Click on the next 8, all going due
West.  In  other words, you want to tag 9 tiles West. After the ninth,
tag due North until you get to the Impenetrable rock. Tag one tile due
East.  Slap  the  Imp a few times to keep his mind on the job. As soon
as  he  digs  the one East facing tile, you'll expose Fortified walls.
Cast  "Destroy  Walls"  on this tile. Tag it. You MUST pick up the Imp
and  drop  him next to this tile, because the little bastard will have
run  back  to  claim  the corridor. Leave him to dig out this tile and
you'll  hear  the "You have tunneled into a new area" bit. Possess the
Skeleton.  Hot  foot  it up the corridor as fast as his bony legs will
go.  Enter  the  new  area  and head East. Watch for the Boulder Trap.
At  some  point you will meet two Archers. Ignore them! As soon as you
trigger the Boulder Trap, leg it back BUT turn South before you get to
your  entrance  corridor. As soon as you have turned South, about face
and  watch  for  the  Boulder to roll past. Chances are it took one or
both  of  the Archers out. Go back into the original corridor and head
East  again. Take the first North turning. You will be in a large room
facing  7  Boulder  Traps.  Just  leg  it to the East. You should make
it  into the Eastern corridor before the Boulder Traps can get to you.
They  will  roll  away  down the corridor you came in though. Oh dear!
They  will  crush  any  of  the  Heroes  left in those corridors. What
a profound shame. As soon as you get into the corridor that goes East,
it will turn North, then West. After a short distance, there is a Door
on  your  right,  facing South. Smash it down, ignoring the gas traps.
Through  the  door, turn East. Follow the corridor round to the South.
End  of  the  corridor is a Door. Smash it down. Inside is a 9th level
witch  and  2  Imps.  De-possess  the  Skeleton. Quickly go to the map
screen. Select your Dungeon Heart and use the Transfer Creature Spell.
This  will  allow  you  to  take the Witch onto Level 18 with you ....
useful  as  Level  17 didn't have a Transfer Creature spell. Note: You
must  cast  the  Transfer  Creature spell quite quickly. Those Boulder
Traps  you  set  off will be rolling around the Dungeon, if one should
hit  the  Witch  whilst  she  is  strolling back to your Dungeon Heart
...splaaaat!  Level  Eighteen - Blaise End I began this level with the
9th  level  Priestess  from  the Hidden Realm and ten Imps. This level
contains  simply  loads  of do gooders who want to dispossess you from
your  Dungeon, so beware! Begin by tunneling out North from the centre
room  of  the  Dungeon.  Go North a single tile and then tag rock both
East  and  West  right  to both edges, where you will hit impenetrable
rock.  At this stage DO NOT try and go for the gold or for the Portal.
As  soon as the Imps get near the Eastern edge, you will open out into
a  lake  with  a  couple of Tentacles. When you get to this space, dig
North  to  the  impenetrable rock and then follow this rock, along its
Eastern  edge  right  up  until you hit a fortified wall. When you get
there,  turn East and dig to the impenetrable rock. When you have done
this,  the  Imps  will  start to fortify this long corridor. Encourage
them  with  a few slaps, but do not start any new diggings as you need
all of the Imps working to get your Dungeon fully fortified. When they
have  finished,  your entire Southern area is fully protected and (for
the  moment) invincible. Now you can start marking out some huge rooms
south  of  your corridor. I made a 7x7 Library, an 8x8 Workshop and an
8x8  Training  Room.  I  also marked out many smaller rooms, ready for
when  they  were  researched. I made rooms ready for a Temple, Torture
Room,  Guard Post, Barracks etc. I also made a huge lair, 8x9 and used
the  existing  Dungeon  Rooms  for two small Lairs, to house creatures
that  fight  if  with others and two Hatcheries. The room to the North
of  the  Dungeon (where you tunneled from) I made a Treasure Room. The
only  rooms  I  actually paid for, at this stage, were the ones in the
original Dungeon. Next, I got the Imps to claim the Portal to the East
of  my  Dungeon. I then cut down to the gold in the South West, making
a Treasure Room just before I got to it. Once the Imps were mining the
gold,  the  money  was  pouring in. I equipped the rooms that had been
researched  and watched as the number of creatures steadily increased.
As I'd got such a big Lair and Library, I soon had several Dragons and
Warlocks.  Where  I'd  discovered  the  water,  I built a Lair for the
Tentacles.  Being adjacent to the water, they gained experience whilst
asleep. Pick up both Tentacles and drop them into their new Lair. They
soon  get  the hint and take up home. Similarly, I made a Lair for the
Warlocks  where  I  was  excavating  the  gold,  leaving one gold tile
behind. The Warlocks, too, gained experience whilst asleep. I sat back
a  waited  for  quite  a  while  as  the  experience increased and the
research  results  came  in.  Looking  at the map, I could see endless
white  dots  digging  down  towards me, and soon patrolling most of my
outer  secure corridor. I was really glad I'd taken the time to secure
that line! When my creatures were both plentiful and experienced, (and
my money was starting to dwindle with the cost of Training) I tunneled
North  from  my  secure  corridor so that I hit the Eastern of the two
impenetrable  rock 'arcs', the ones just North-East of the lake. I got
the  Imps  to  fortify  this  as  soon as they could and then cut West
to  hit  the  next  bit  of  impenetrable  rock.  Fortifying this gave
me  another  secure  chunk  of land. I then cut North, between the two
arcs  of  rock  until I entered an open area in the middle of the map,
between  the  arcs  of  rock. There, five level 5 Barbarians appeared.
At  this  stage  of my training, it was quite a struggle, but with the
Priestess,  now  a  level 10, I defeated them. To the East was a door.
I  set  the  Imps  to knocking it down and had to fight another couple
of Heroes in this room, but they were guarding a Prison that contained
three level 4 Bile Demons. Well worth the fight. When I'd claimed this
room,  I  fortified  all  of  the Northern edge of the new rooms. Just
North  of  the  Prison  was  a door. I resisted the temptation to bash
it  down,  and  was  glad I did. Very soon, a sizeable party of Heroes
arrived  at  their  door but made no attempt to pass through it. I was
content  to leave them for a while. Next, I tagged that Eastern arc of
gold,  from  the Eastern side, and mined it. I was careful not to take
the  Western  edges  of  the  gold as this would have given an opening
right  into my Dungeon. As the workshop started knocking out doors and
traps,  I  placed  them  in  the  one  corridor  that  led  South into
my  fortified  Dungeon area. When my money had climbed back up, I cast
the  evil  eye  on the door above the Prison. This gave me a good look
at  the  7  or  8 Heroes waiting there. Five maximum lightning strikes
took out most of them. I made a graveyard in the space between the two
rock   arcs  and  then  smashed  down  the  door.  I'd  set  the  icon
to  Imprison,  so  after  a  brief  battle,  I had a few prisoners and
several  corpses. The Imps rushed away and claimed corridors that went
North and looped around to the West of the gold. I left the Imps doing
that  and  had  to  fight  several more skirmishes with Heroes. Seemed
to  be  no end of them. I tortured many of the prisoners and got quite
a lot of information from them, plus a few converts not to mention two
Ghosts.  Satisfied  that  my  Prison  was  full  of  starving  Heroes,
I  switched off the Imprison choice and enlarged the Graveyard. I soon
had  13  skeletons  which I set to training. When the Imps had claimed
all  down  the  Western edge of the East gold arc, I dug the remaining
Gold.  Next,  I tunneled East to West across the North gap between the
rock arcs, and then did the same at the South. Now I had contained the
whole  of  this  circle  in  the  centre  of the map and could get the
Western gold arc. I smashed down the door into the small fortress that
was  in  this  circle, fought the Heroes and found a Claim Hero spell.
I  got a level 4 Dwarf. The next task was to go due North to the large
Hero  fortress.  I  smashed  down  the  door and started taking on the
Heroes.  There  were  a  lot  of  them!  What I did was to make an Imp
invisible,  cast Protect on him and then possessed him, claiming tiles
right  up  into  the  Dungeon. Every few tiles I'd stop, and then cast
Call  to  Arms  on  one  of  my  tiles. In this way, I gradually moved
my  army  further  and further into the enemy Dungeon. The area to the
East was a bit of a nightmare as it was heavily trapped with Boulders.
Right in the East, the corridor went North and back West. As I claimed
it,  I  saw that there was a gap North of the Dungeon, I dug into that
and  found  a  level  9 Dragon, who was a real toughie. There was also
a  Resurrect  Creature,  which  was  certainly  handy!  Just  off this
corridor was a black coloured tile just begging to be quarried. I did,
and  there was an Increase Level spell. Needless to say, that got used
right away too. One of the little 'dead ends' from this area contained
a Destroy Walls spell. Looking along the corridor to the enemy Dungeon
Heart  showed  far  too  many high level Fairies and Wizards. I didn't
fancy  tangling  with  them right away, and they seemed happy to stay,
so  I  claimed  land West from the Southern part of the Dungeon. There
was  a  huge  battle  at the end of a wide (3 tile) corridor. This led
into  a  Prison,  where  the  inmates also attacked me. Strange, you'd
think  they'd  be  happy to be let out! This led to a Lava area in the
very  West,  where  there  was  a couple of level 9 Wizards. They were
protecting  a Reveal Map. Not for long! This showed me the rest of the
Dungeon, which was no big deal but it also showed me a little fortress
to  the West of the big gold arc in the West. I sent an Imp down there
and  he  duly  smashed  his way into and claimed a Hatchery. Two doors
later  I had a Steal Hero spell. This one got me a level 9 Fairy. Back
to  the  Prison  in  the Dungeon, I smashed down a door and got mobbed
by  a lot of Heroes. Another Call to Arms and a huge battle. This drew
most  of  the Heroes from the Dungeon Heart into the fight. Prodigious
use  of  Heal and Lightning helped the battle, but there were a lot of
Casualties. Right in the middle of the fight was a Resurrect Creature.
I  left  the fight, possessed and Imp an tried to claim the tile. Even
with  Protect  and  Invisibility, the first little bugger got toasted.
More  luck  with  the second. I needed this spell to get back my level
10  Priestess. No sooner had I got her than along came the Lord of the
Land.  Too  bad.  Soon  one ex-Lord. When he had fallen, I tried to go
East  into  the  Dungeon  Heart,  but it was too heavily trapped. Plan
B  looked  more  attractive.  I went to the Easter edge of the Dungeon
Heart and cast Destroy Walls on it. Once I was into the Dungeon Heart,
I  just  let  my minions let rip. There were a few annoying Heroes who
keep  popping  up  all over the shop, but the easiest way to deal with
them  was  to  spot them from the full screen map, zero in on them and
drop  8 skeletons on them. They seemed to have an amazingly short life
span  this way! Soon the Dungeon Heart was no more and another winning
message  came  up.  The  usual  exploration  for  missed  items  found
a  Lightning  Spell  in  a  small fortress at the North of the Eastern
arcs.  Big  deal,  I'd  researched  that one hours before. No Transfer
Creature on this level, so I think its time to adjust the PC clock and
do  Hidden  Level  5  next .... I hate to be lonely when I start a new
Dungeon  :)    Level  Nineteen  -  Mistle  -  Four  solutions
I  started this level with a level 7 Reaper, from the Hidden Level #3.
I  used  the conventional wisdom and claimed the Dungeon, then did the
East  section,  got  the  Dragons, mined the Gems and then went North.
I  took  one look at the Heroes, another at the rival Dungeon and knew
I  couldn't  take  on either. Without a Training Room, my minions were
static,  whilst  the  rivals were getting stronger every minute. I had
a  great  plan,  and  mined  a  long  corridor between the Heroes (not
fortified  in  their  North  East corner) and the enemy (not fortified
in  the very South East). I tunneled through at both ends and sat back
to  watch the fireworks. The problem was that the rival Dungeon Keeper
disposed  of  the  Heroes in seconds, and then had even more prisoners
to turn into Skeletons. When I got around to fighting him, he had over
40  level 10 skeletons. Back to the drawing board! Plan two, I did the
Hidden  Level  2 first to get the Level 10 Vampire. When I began level
19,  I  used  one  Imp  to go straight out of the North of my Dungeon.
I  left  the rest to claim the Dungeon and to mine the pathetic amount
of  gold  I  had.  As soon as I broke North into a new area, there was
a  level 9 Fairy. She didn't last long against my Vampire, nor did the
level  5  archers  who  were next. The area to the North West contains
a  Hero portal and this allowed five Heroes in. Vamp took care of them
to.  Break down the door to the East, fight the few behind there, then
break down the next door too. Another couple are waiting to greet you.
Tunnel  due  East  and  you should break into the enemy dungeon before
he  finishes  fortifying.  If  you  have  dawdled  and these walls are
already  fortified,  turn North and follow the outline of his Dungeon.
It  will  allow  you to turn East eventually, and then South. You will
break into water right beside his Dungeon Heart. Shame. Which ever way
you  do  it,  he  will already have a load of mid level minions. Plus,
he has lightning and a seemingly endless supply of money and Imps. The
Vampire  can deal with them all, but it takes a long time. Cast a Call
to Arms at your last claimed tile and that will keep the Vampire there
permanently.  I  found  the  rival tends to send them at you in waves.
As  an  extra  help,  where  you first started your long East corridor
is  some  water.  Bridge over it and just to the South West is a Steal
Hero  special.  I  got  a level 6 Giant. The battle with the enemy was
very  long  and  acrimonious.  The  AI  kept  blatting  my  Imps  with
lightning.  In the end I was having to sell some of the original rooms
to  raise  money  to  buy new Imps. I also sacrificed a Dark Mistress,
Troll   and   Bile  Demon  to  get  a  level  2  Reaper.  This  helped
considerably.  I had got into his Dungeon before it was fortified, but
he   seemed  to  have  endless  minions.  I  decided  to  curtail  his
activities,  so  I dug North and went all the way round to his Dungeon
Heart.  Here I used Call to Arms to keep my creatures in the location.
As   soon   as  each  wave  of  minions  was  defeated,  my  creatures
automatically  went  for  his  Dungeon  Heart.  I possessed an Imp and
forced  him  to  claim the enemy portal. this helped, as each creature
that  popped through it, and it was busier than Oxford Street, was one
of  mine  then!  As  soon  as  his  Dungeon Heart fell, I was told I'd
conquered  the  Realm  and  it was over. Time, about two hours in all.
However,  I  wanted  it  all.  I left a couple of Imps to claiming his
rooms  and  dug  North  to  the  two small gold seams. Both have gems.
By  the  time  I'd  dug to them, I didn't even have the resources left
to  place a Treasure Room, so I sold some more of the captured Dungeon
Rooms.  Don't  sell  the  Training  Room!  You  do not acquire this as
a  researched  room,  even  when  you've captured it, unlike the other
rooms.  I  made  a Treasure Room around the Northern gems and soon was
coining  it  in.  Next,  back  to  my Dungeon and I tunneled out East.
As  soon  as you break out, you are into a lake, and there are 3 level
5  Tentacles.  They  soon fell to the Vampire and the Reaper, although
for  some  reason, the vampire insisted on taking out the Reaper first
(?).  Follow  the path, letting your Imps claim it all and you'll find
4 8th level Archers. I got myself another Reaper via a sacrifice, this
one  a  level 3, as I'd used a level 3 Bile Demon. I prefer the Reaper
for  this  kind  of  combat,  as she runs right across the lava. Don't
forget,  if  you have imprison mode on, you need to bridge out to each
of  the  tiles  the  Archers  stand  on,  or the Imps cannot claim the
prisoners  and  then  they  heal themselves again! Break down the door
to  the  East  and  you  will find 4 4th level Fairies and a lightning
strike  spell.  Break  down  the  West facing door. In a lava lake are
4  5th level Wizards and an Archer. Use Invisibility and Fortify on an
Imp and he can claim the whole of the central path, without the Heroes
noticing.  Then you can bridge out to each of the Wizards. This allows
even  your  minions  without  ranged attacks to get out to fight them.
Next,  drop  you minions next to the Wizards and enjoy the fun. At the
end of the bridge, there is a path that runs East-West. Go West first,
and  use  the  two-imp method to disarm the poison gas traps. Be ready
to  pick  up  the  survivor, as there are two Boulder Traps. They will
roll  harmlessly down the corridor and smash into the Iron Door to the
East.  Continue  claiming West, mind the lightning trap and break down
the  door.  Two level four Dragons will leave the prison and join you.
Set  them  to  training in the old rivals Training Room. As soon as an
Imp claims the Prison, the level 2 Monk will attack. Deal with him and
then break down the door at the West edge of the Prison. At the end of
a  short  corridor  is a Resurrect Creature special. Back to the other
side  of  the  East-West  corridor. Break down the Iron Door. Kill the
4  level  4  Barbarians  and  there  is  a Boulder Trap, waiting to be
claimed, in the middle of the room. Claim the room, drop an Imp on the
Boulder  Trap  and  he will cart it off to the Workshop. Tile the room
as a Treasury and then tag the four gemstones. This should ensure your
wealth.  Back  to  your  original  long  East-West  corridor that went
to  your  rivals  Dungeon.  Chose  a point about half way along it and
start  mining  North.  Heavily  trap  and  door  either  side  of  the
T  junction.  Place  the Boulder Trap you claimed so that it will roll
North  along  where you are mining. To place the Boulder Trap, it will
not  appear  on  your workshop screen, but if you click where it would
be  (2nd  row  down,  left  hand  side) you will see that you have one
available.  Mine  right  to  the  North, then turn West. Your Imp will
break  out  into  a  Training  Room of the Heroes and be killed. Watch
as  the  Heroes  pour  out  of their Fortress and come back along your
corridor. Watch as they get to your Boulder Trap. Watch as their blood
decorates  your  walls.  When  they are no more, I got the Lord of the
Land  message.  I went back along my corridor and started claiming the
rooms  of  the  Hero  Fortress.  There is a Dungeon Heart here too, so
I  set  my minions on to it. They were rudely interrupted by the Lord.
He  lasted  about 20 seconds as the idiot had walked into 27 Vampires,
mostly  level  5  and  up,  and numerous other minions. The Reaper was
a  level  5 by this time too. When you have destroyed the Heart, there
was  a  Destroy  Walls  spell behind it, not that you need it by then.
I  couldn't  find any Transfer Creature spell on this level, so it was
time  for  the Avatar ... Level Nineteen - Alternative solution number
two  You  must  get the Priestess from the bonus world because in this
level  you  do  not  have  the  ability to train until you conquer the
enemy's  training  room.  You  do  not  really have to build any rooms
because all the rooms are laid out properly. First dig north and east,
there  you  will  find  all your rooms. It is important to turn prison
on  because  you  will basically build your army from the enemy's body
count.  Learn  to  turn  the  enemy  to  your  side  and you will have
a  healthy  army.  The  boulder  trap  that you will find doesn't seem
to  work.  Dungeon  Keeper:  Andy  Tan  Level  Nineteen  - Alternative
solution  number  three  Subject: lvl 19 - the original (cuz it's done
with  no  help) The easiest way to beat this level is to firstly claim
all the rooms, once done, you'll end up with a level 4 vampire, try to
maximise  your  creature attraction by waiting a bit, digging the gold
seams of course, I ended up with two mistresses, a bile demon and five
trolls.  I  then dug towards the gem seam at the bottom of the map and
encountered  (I  think)  four tentacles, because they are slow you can
use  that  to  your advantage and overwhelm one at a time, do not kill
them  but put them in your prison in which they will become skeletons,
a  much more manageable creature, be sure to keep the skeletons in the
temple  when  they  aren't doing anything because Wisel (the other DK)
will  start scavenging for them and they are pretty vulnerable because
you  have  limited  resources.  You then dig towards the north and you
will find a hero portal... but before that you will encounter a Fairy,
you  can easily overwhelm her with your Skeletons. Further towards the
gem  seam  you  will  find  Archers  standing in islands in the middle
of  lava.  You  can't  do much until your Imps start claiming the land
near  the  lava,  in  which  you  can  make a bridge. You'll lose some
of  your  high-level  Imps  doing  this  but it's worth it and you'll,
in turn, convert the Archers into Skeletons (or Ghosts, whichever your
preference,  it's  just that Skeletons have much better power at lower
levels).  Create  your  own Scavenger Room from the gold seams you had
excavated  and  put the Skeletons in there, remember, scavenging costs
money  so  be  efficient.  As you progress farther in the impenetrable
rock  maze,  you'll  find  another  set  of  Archers,  again,  convert
to  Skeletons.  You  can  use this strategy with most creatures in the
maze.  Except  with  the Wizards, once you've knocked 'em unconscious,
the  Imps  will  bring  'em  back to the prison, there, they will heal
themselves!!!   that's   the   kicker,  they're  helping  you  convert
themselves... ahhhh bitter irony, I love it, not only do you get 4 lvl
5 Wizards for free, but you get to see (almost) all their dungeon from
information  extraction during torture. Once you've hit the gem seams,
start  racking  in  the gold and you can put more scavenging creatures
in  the  room.  Also,  start  digging around. near the lower east part
of  the dungeon, there is one steal hero. I think there's another when
you break out, near the hero portal. When you get the heroes, put them
into  your  Scavenging Room. Eventually, if you were quick enough, you
will  find  an  opening in Wisel's dungeon, he doesn't have much (only
skeletons)  but  they're  all  lvl 10!!! this is the mission where the
scavenger  room  came  in  RRREEEAAALLL  handy.  Because  I got to see
a  chunk  of  his  base, I lightning striked all his imps to oblivion.
This  increases  your  chances to scavenge creatures so you eventually
can run Wisel out of his house without a single drop of blood spilt...
except for those damn lightning traps. Scavenge all the heroes you can
and  send  your guys in, a few Samurais and the lord of the realm will
jump  out  of  the  portal.  With  all  those lvl 10 Skeletons and lvl
6   Giants  scavenged,  it's  a  piece  of  cake.  Then  run  out  the
hero-dungeon-keeper-guy-whatever out of his home with a big shoe print
on  his  ass. Dungeon Keeper: Tshiung Han See  Level Nineteen
-  Alternative solution number four This was done without transferring
creatures  etc, so it's more fun: Lvl19, so I had no transfer creature
and  I  was feeling brave. You start with your own little dungeon that
just  needs  liberating, you'll get a free lvl 4 vampire. To the north
and  east  of  your  dungeon  is rock that can be dug leading to other
areas, fortify these for now. Once you've claimed all the rooms in the
dungeon  mine  the gold to the west, you don't have much cash, but you
don't  need much. Wait until you get your full complement of creatures
from  the  entrance  (I got 2 Mistresses, 5 or so Trolls, Bile Demon),
all lvl1 with no training room. Now open up the area to the east...put
prison  mode on. Put a door in the entrance that you dug away and lock
it  once  an imp has gone thru, let him claim as much as he can before
being  attacked  then  get  him  out.  See the tentacles? Drop ALL you
creatures  (apart  from  imps),  you  may lose a troll, but who cares,
I  was  careful  and  they  all  survived.  I converted the tentacles,
no probs. Now drop an imp into the area you locked where the tentacles
were,  make  him invis and have him claim the area around the archers.
Build a bridge to each archer in turn (so they wander towards you 1 at
a  time)  then surround him and prison him too, do this to each archer
(there  is  another set). Then it's the fairies, well they didn't last
long. All the time my army gets stronger by converting the enemies (if
cash  gets  tight  drop  chickens on them instead of healing them when
torturing).  The  'invis  imp' trick allows you to do most of the work
without  a  problem  creating  bridges to each wizard or whatever lies
in  this  part. Free the dragons, start mining the gold. Research till
your  heart  is  content. Now you should have a small army to take the
heroes  on  with (and infinite cash thanks to 4gems which can be mined
by  12  imps).  Open  the  north  area, capture the fairy, and the few
wizards  there.  Steal  a hero, get the odd spell by exploring around.
When  you see the heroes base stick a magic door in the way (several).
When  they  start  hammering  at  it  use  that  cash  for  some $3000
lightning. The hero of the land is no problem then. Once the hero part
is  claimed  you  have  a  training  room.  Now  it's easy. Just north
of  where  the  heroes heart was is the destroy wall spell, so go find
the other keeper, destroy a wall or 2, let your 2 lvl10 mistresses and
lvl10  vamp  in  there, bang he dies. Dungeon Keeper:Mark Connop Level
Twenty  -  Skybird  Trill  - Six solutions. When you start this level,
you'll  claim  a double width corridor out of the Portal to the North.
At this stage, do not break out of it at the top. Instead, fortify the
walls.  From  the  Portal, mine South and then East, under the Dungeon
Heart.  Make a series of very large rooms going East towards the large
gold  reserves.  You  can  make a second tier of large rooms above the
first  set, but do not go further North than a line running level with
the  highest  point  of  the gold. If you do, you'll open your Dungeon
onto  the water and will have very poor security later. Start the Imps
mining  the  gold.  As  it is excavated, convert the space into a huge
Treasure  Room.  You'll need the size! Set some imps on the gems. This
should  keep  you  in  the  style  to which you wish to be accustomed.
To  the  East  of  the gold, you'll open out on water. Dig all the way
around  this  stretch of water and then fortify it. This is important.
On  the  bottom  spur of the water is a Hero portal. Place traps, when
available,  on  every tile adjacent to the portal. In fact, cover both
sides  of  that  water  on every tile up to about 6 tiles north of the
Hero Portal. You'll also see two Increase Level spells here. Save them
for the moment. On the eastern edge you'll find a door. Break down the
door. Claim the rooms. In the Northern part of these rooms are another
two  Increase Level spells. Save these too. Make sure you get the Imps
to  fortify  all  of  your  walls!  One  of  the  rooms in this little
collection has another Hero Portal in it. Once again, when they become
available,  trap  every  tile  in the room and put a Magic Door in the
doorway.  Place  a  Boulder Trap in the long North South Corridor that
is  part of this little fortress complex. The very Northern most room,
which  does  NOT  have  a Hero Portal in it, will also attract a small
band  of Heroes, so trap this too. As the creatures start to pour into
your  Dungeon,  keep  the Must Obey spell running. The traps and doors
will soon begin to be produced. Put Magic Doors on every exit from the
Hero  Portals  and  also on the main entrance doors into your Dungeon.
Trap  every  single  tile  around  your  Dungeon Heart, the Portal and
across  that  North-South corridor. At the top of that corridor, place
a  load  more traps. Use Lightning and Word of Power traps. If you can
be  bothered,  end up with Traps that totally cover that one corridor.
It  is  too wide for doors and is a real liability later. Sit back and
train  all  of  your creatures. You'll have to watch out as your rival
will  scavenge  your  Vampires  really  quickly.  If  you  transferred
a  Vampire you'll be in trouble. As soon as a Graveyard is researched,
build one. Slap to death 4 or 5 Imps. You should get at least a couple
of  Vampires  from that. Put two in a Temple. This will mean even with
sleep,  food and Treasury visits, you'll always have a Vampire on duty
to  protect  from Scavenging. Put the third (& fourth if you have one)
in  a  Scavenging Room. When you have most of your Creatures to a high
level,  (you  can  use  the four Increase Level spells now) go to that
North-South  running  corridor  in  the West. From the top part, where
it  widens out, dig a corridor South, for 11 tiles. This will parallel
your  first,  double  width, corridor. Then turn East. Tunnel due East
for 17 tiles. Claim this corridor. Fortify it. Put several doors along
its  length,  ahead  of  each door have a Lightning trap. Behind every
door,  a  Boulder  Trap.  You want at least five of these combinations
along  the length of this corridor. Have an Imp dig out another couple
of  tiles  due  East.  You  will  break into a lake. If I have counted
properly,  you'll be right beside a path that leads up to the Avatar's
castle.  This lake has five level 10 Tentacles. They will waddle after
your  Imp.  Pull him out of the way, drop him in your Dungeon and lock
one  of  the  doors along your new entrance corridor. This should keep
your  creatures  from exploring and getting killed. The Tentacles will
slowly  try to go along your corridor towards your Dungeon Heart. None
will  get past a Boulder Trap. Pick up the bodies and cart them off to
the Graveyard. More Vampires on the way! Mine the rocks on the pathway
and  you'll  get  to  a Magic Door guarding the Avatar's Castle. Break
it  down.  Be  careful, there are two Boulder Traps inside. If you are
quick,  you can pick up the Imp before the rocks get to him. They will
splash  into  the  Lake  and sink. Start claiming the Castle. You will
find  a  small  room  with  a  Hero Portal in it. Trap this, put doors
on all four sides and lock them. You'll still get Heroes appear in the
Workshop North of this room. No matter. Make sure you Boulder trap the
three  exit  corridors  to  the South of the Castle. Try and stop your
Imps  from getting into the Graveyard in the East of the Castle. There
is  a  level  10  Reaper  and  a level 10 Witch. They will cause a few
problems.  Try  and  get  to the room in the South East of the castle.
In  here  is an unaligned level 10 Reaper. Use him to attack the other
Reaper.  Plenty  of lightning from you and it shouldn't be a big deal.
In  the  very  West,  where  you  first  came  in, is a corridor. This
contains  a  Resurrect  Creature  spell.  If  you lost your new Reaper
in this fight, you might want him back. If not, save it for later. Get
the  Imps  to  fortify  anew  all  of the walls in this Castle. At the
Northern  side  are  two  doors  side by side that lead to your rivals
Dungeon.  Put  Magic  Doors  on  these, one tile in. Heavily trap both
corridors  leading  to  these doors. On the remaining tile (lake side)
build  a  single tile Guard Post. This, being raised, will prevent the
enemy  from  attacking  your  doors.  From  the  Graveyard  is  a long
corridor.  Claim  this  and put a load of doors and traps along it. It
leads  into  a  lava  surrounded  prison, where the Avatar is trapped.
Smash  down  the Magic Door and he will attack your Imp. Drop a couple
of  Dragons on the last tile and they will attack the Avatar. Let them
fight  for  a few seconds. The Avatar will now mysteriously be outside
the prison bars. He always seems to end up on the Western side of this
room.  This  is  ok. Pick up your creatures and take them back to your
Dungeon  for  some R&R. Should the Avatar come your way, he'll not get
past  the  first  Boulder  Trap.  In fact, he always seems to go West.
He will break down the door into your rival's Dungeon Heart. This will
keep your rival occupied for a while. He will lose many of his Dragons
and  Bile  Demons,  but  gain some more Vampires. You'll get a message
that  the  Avatar  has  been slain, and resurrected by his pals. A few
seconds  after  that,  they  start to appear all over the shop. If you
have  trapped  like  suggested  as  above,  you  are  unlikely to need
to fight any of them. If you skimped a bit, you might have to face the
Avatar and a level 10 knight who could make it through to your Dungeon
Heart.  The  rest  will be toasted. The easiest strategy on the Avatar
is  to  use  Turn  to Chicken. This makes him run to the Hatchery, but
they  are  all  protected  by Magic Doors. (You did remember that bit?
Good).  He'll  stand  outside  the  door until he returns to his goody
self.  Then  he'll  charge back to the Dungeon Heart. Back through the
traps.  Oh,  what a shame! This way he is quite easy to defeat. You'll
notice  that  there  are  a group of Heroes in the South-East, trapped
outside  by  your  fortified  walls. You need to kill those to win the
level.  If  you  defeated  the  Avatar  with  little combat, take them
on now. If not, let your forces recover. Make sure your Imps renew any
used  traps  on  that section, then get an Imp to tunnel into the area
the  Heroes  are trapped in. Most should die in your traps. Mop up any
survivors.  You'll  then  get  the winning message and it is all done.
If  you  want  the  satisfaction of total victory, you need to get the
rival  Dungeon  Keeper. There are a few ways to do this. You'll notice
that  you  have  no bridges and both entrances to his Dungeon are over
water or lava. This makes things a little awkward. More awkward is the
Computer  cheating  on  you.  The  rival has near unlimited funds, yet
mines  neither  gold  or gems! Also, and this is very annoying, the AI
will  cast Call to Arms all over your Dungeon, and will allow Vampires
and  Dark Mistresses to Teleport in and attack you, even when they are
below  the level they acquire Teleport. Most annoying. The only saving
grace  is  that  the  AI will allow them to Teleport into your Torture
Chambers and Prisons. Once they do that, you'll find that you can pick
them  up and put them where you want. Of course, put them in a Torture
Chamber.  You'll  learn  the  details of your rival and also get a few
converts. When I'd learned the location of the scavenging room, I cast
Cave  In  on  it.  I  had  to  do this maybe 50 times, but by then his
Vampires  seemed  to  have  'learned'  and none would go near it. This
allowed  me to slowly and surely take all of his creatures. When I had
most  of  them,  I walked a level 10 Dragon over the lava and into his
Dungeon  Heart. The Dragon fought the last of his minions and went for
the Heart. I walked another one in and left the two of them to destroy
it.  Game  over,  watch  the animations at the end. Are they worth it?
That's  for  you to decide. Level Twenty - Alternative solution number
two  I'm  not  sure  if I completed it correctly (the ending scene was
cool  though,  the Avatar turned into a Troll with tits!!) OK... Level
20, No need to really build in a hurry because it seems that the enemy
is dug in... meaning it's not going to search for you... train up your
troops  well,  I attacked the Avatar with 10 Dragons and 10 Bile Demon
all  level  10  (Hehe...  took  a  while  to kill it though). OK, main
problem  you  can't build bridge, and basically that's only one way to
the  enemy,  so  do  not  dig  to  him  until your army is ready. Gold
is  never  a  problem  on  this level. Early in the game you will find
4  Level  power ups... all in the eastern side. I was wondering why it
seems  so  easy  to  kill the Avatar... OK I was wrong it's a trick...
Once  the  Avatar is killed tons of enemies.. tons!! start pouring out
(OK not tons, just a lot) from all the hero gates... so the way to win
easily  is to AMBUSH all the hero gates... Boulder trap will kill most
of  them  easily...  and  also  feel  free  to lay traps all over your
dungeon  because  once the Avatar dies/get converted, the troops start
coming  fast.  So  I  suggest, if you plan to kill the Avatar, lay all
your  traps  first,  if you plan to capture him, then you have all the
time  to  lay  the  traps...  well have fun! Dungeon Keeper: Andy Tan.
Level  20  Alternative  solution  number  three  Stay  locked  in, but
excavate  entire  south.  Build  a huge Workshop (mine had 300 tiles).
Mine  gems  and wait for a very long time (24 Hours should be enough),
you  can  leave  the  game  alone  for a day or so. Both dungeons will
be empty. You have Tons of traps. place traps. posses a creature, walk
it up to the dungeon hearts and destroy them. claim it all. Booby trap
the  long  path  in  the  east  leading  to  the  avatar  prison (trap
it  COMPLETELY). Attack the avatar with 3-4 dragons, and maneuver them
always  to  the  west  of  the prison. Eventually, the avatar will get
blown  out  of  the  prison  into  the  eastern  path.  Remove all you
creatures  immediately.  The  avatar will start walking down the path.
when  the  traps  have  injured  him,  drop  earth onto him when he is
standing at some door until he's dead. Wait until the Hordes of heroes
appear. Watch them being crushed by your 25+ boulder traps. ( I saw no
second  avatar  as  some people report, but maybe he came with all the
heroes  and  died  in  the  traps. I also saw no vampires etc. I think
everybody  disappeared  in  the enemy dungeons because they ran out of
money  ...)Dungeon  Keeper:  Carl  Glass Level 20 Alternative solution
number  four  I have read the guide and want to add something: because
of the hard enemy keeper... I want to help all other evil keepers with
this  lousy  boy!  :)  OK..you  "only"  had  to do a little timing and
fighting  .. first build a bridge from your path to the old prison (in
which  the  avatar  was) then cast the Call to Arm spell at one of the
nine squares and put all your creatures there (mainly dragons and bile
demons). After that build a bridge to the enemy dungeon and the keeper
will  start  to  launch  his creatures to attack you... cast symbioses
with  one  of  your level10-DRAGON, go in and heat up his heart! enjoy
it  Don't  go  into  the enemy dungeon trough the two entrances in the
south  of  the dungeon (over the water from the avatar castle!) he has
too  many good vampires slowing your creatures down and even kill you!
Dungeon  Keeper:  TerrorWolf  the  Evil  Level 20 Alternative solution
number  five  Even  better  solution for level 20 (and others): If you
completely  fill  a 3x3 square with a hero teleport as the center with
traps,  no hero will enter. On level 20, that means after you kill the
avatar,  only  one  flying  enemy appears (obviously they ignore traps
on  the  ground).I  won  level 20 killing only the (first) avatar, the
flying creature and a couple of imps. Dungeon Keeper: Carl Glass Level
20  Alternative solution number six When you find the Avatar's prison,
just  attack  him, and try and get him next to the door into the enemy
dungeon.  pick  up  your  creatures, and let the avatar break into the
enemy  dungeon. He'll easily get in, and will kill any enemy creatures
that  attack.  He'll then start into the enemy heart. This gets rid of
the  enemy  keeper without you losing a thing, as without a heart, the
enemy  keeper won't attack you! Dungeon Keeper: Danny  Hidden
Realm 6 - Accessed on a full moon. When the Moon is full, you will see
this  level  available  to  you. The instructions tell you that if you
succeed  you  will  get Ug the Barbarian as a reward. This is just not
true!  Your  best  bet is to try this level from another where you can
take  a  high  level  creature  with  you. Tag a bit of the gold right
in front of your Dungeon, just to get enough gold to create some Imps.
Have  the  rest  of  the  Imps  start to fortify the walls of the long
corridor.  In  the  centre  of  the four Dungeons are some gem stones.
Ignore  those  for  a  minute and tag a line of gold to take you right
to  the  centre,  black,  square. In there is an increase level spell.
Note  that  in  this  level,  you  cannot  reclaim land from the other
Dungeons,  so  try  and get as much as you can. Possess the high level
creature  and  smash  down  the  door  on  the West at the end of your
corridor.  That  will  open  up a room. Smash down the door that again
faces West, ignoring the South door. In there will be another Increase
level  spell. have your Imps claim the floor so that you can grab this
spell.  Your  Imps  should  now  be level 3. Wander around the Dungeon
in your high level creature and kill every rival Imp you see. Wait for
the  voice  message  that  will  tell  you  that the enemy have broken
through  your  walls. De-possess the creature, look at the full screen
map  and see where the line of dots is. Go there and drop the creature
on the enemy. There are quite a few, but they are all level 1 and they
only  attack  singly. They will not cause you a problem, but to assist
(and  add  to the fun) you can blast them with lightning! Mooch around
and  kill  time  until  the clock winds down when you will be told you
have conquered this land, but you still won't get your reward. Ho hum.

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