Dungeon Keeper (mobile) чит-файл №1

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.