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Deeper Dungeons Realm 07: Abbadon

Level guide provided by: Alan Griffith [alangriffith@btinternet.com]  I haven't tried this one myself, but it seems reasonable.  Let me know what you think.

Difficulty: Medium to hard

Goal: Starting with no knowledge whatsoever, destroy the hero (dungeon) heart.

Starting Gold Amount:     20000
Starting number of Imps: 6 (4 are level 4, two are level 6)
Your Portal Max:                10

Objective: You have come to this realm with little to assist you so you must explore to gain more power. Keep an eye out for any loathsome heroes who may try to thwart your progress.

A fun level for those who like killing hero fortresses rather than enemy keepers. You start with almost nothing, just a dungeon heart, some high-level imps and the possess spell. You know no other spells, and cannot build any rooms.

No prizes for guessing your first move, there is only one route through the surrounding impenetrable rock, so dig a tunnel through it. You immediately come across a mini dungeon for your capture, consisting of treasure room, hatchery, lair and training room. Knock down all the doors you come across, there is no resistance here.

Take a look around the map. There is a substantial gold deposit to the South, and another to the East, nearer to your dungeon. Beyond the Eastern deposit is a single gem deposit, surrounded on three sides by impenetrable rock. There is a similar gem far to the SE. To the South, a wall of impenetrable rock has 3 gaps in it. There are also two portals nearby.

Before you grab the portals, you need to make sure you get warlocks, since something with a ranged attack is vital in some areas. Save your game, then mine the Southern side of the Eastern gold deposit. If you break into an area of lava, load your saved game and dig again, making sure to avoid such a breakthrough. There are a lot of nasty fairies around the lava who you do NOT want to meet yet. What you should find is a large library. Dig out all the gold you can from here without breaking into the lava, then claim the portal.

You can only recruit ten minions, so you need to make sure they are the best you can get. Throw back flies, beetles and spiders (its up to your whether you keep demon spawn or throw them back in the hope of getting dragons). You want to aim for a force of dragons, bile demons and warlocks. If you want orcs, you should keep a beetle or two until you have researched the barracks, build a large barracks and then throw the beetles back into the portal, freeing up space for orcs to arrive. You will only be able to research barracks and bridges, but resist the temptation to shrink the library, because you'll be grabbing lots of dungeon specials and spells later. Stick everything which cannot research in training, and put all your researchers in the training room as soon as they've finished their research (you will probably need to enlarge your training room).

Dig to the gold deposit in the South. Don't be scared by the door you come across, just break it down (I spent ages building up before I smashed the door, only to find there were no heroes at all). Mine out the gold and build a treasure room there.

You need to secure the gems to the East before your gold runs out. As your gold gets low and your creatures reach higher levels, dig out the remnants of the Eastern gold deposit to reveal the lava. The fairies may attack instantly, or may wait a bit (they fly around the lava fairly randomly). When they do attack, grab all your imps to save them from death, and wait until the fairies are in your dungeon (i.e. over land) if at all possible. Drop your imps a long way from the fighting, so freeing up space in your hand with which to grab all your minions and drop them on the fairies. The battle will likely move to the lava area, and your dragons and demon spawn (who are immune to lava) will have to do the fighting while other creatures use ranged attacks or stand on the sidelines. If you are careful, you can beat the fairies without crippling casualties, but you are likely to lose some creatures. Make sure the new recruits who replace them are of a similar high quality as before (not insects), and are trained to at least level three with your remaining gold.

As you will see, there is a path around the Southern edge of the lava, and a hero fort with reinforced walls on the other side. Since the destroy walls spell is actually inside this fortress, the only way in is through the door at the end of the path.

Time for some reinforcements. Make sure you have ten minions first, so the extra will be in addition to your portal limit of ten, not merely making up the numbers.

Bridge North from where you broke into the lava, hugging the wall. When you hit the impenetrable rock, you will find that there is an alcove in this rock, with a layer of normal rock covering it. Cut into the alcove to release 2 high-level warlocks.

Dig your way to the Western gap in the impenetrable rock wall to the South. You will break into a lava area. Hug the impenetrable rock wall and you should release a skeleton. GO NO FURTHER, or you will attract the attention of a load of priestesses, giants and archers on islands in the lava lake. Using the last of your gold (sell your barracks if you are running out), build a small lair apart from the main lair, and put your skeleton in there to avoid him antagonizing the bile demons.

You need to move fast to secure the gems before payday. Place all your imps as far from the hero fortress as possible, to stop them rushing in like lemmings to the slaughter when you break down the door. Grab a single minion (skeletons are good) and use him to smash the door. Then drop in a single imp. After a little claiming, he'll trigger a boulder trap, so be ready to grab him. The boulder will splash into the lava, so no need to worry about it wreaking havoc in your dungeon. Drop the imp again, and let him claim up to a T-junction, while you prepare a handful of creatures (not warlocks). A load of heroes will then drop in. Unleash your creatures, then drop your warlocks a little away from the battle so they can use their ranged spells in safety.

When the heroes are dead, your imps will claim a series of corridors. The door at the far end of the East corridor which runs North-South) has a small workshop in it, which you can sell to gain more cash (you will be able to build a new workshop later). A similar corridor to the West has four doors leading in it. The second one from the far end is the way to the gems, but have your creatures ready to kill off dwarves who protect it. Let your creatures rest if you have time, and then smash open the door to the gem room. You will need to kill the heroes, then possess a high-level creature (preferably a dragon, since they are tough and can heal) and exhaust the traps in this room as fast as possible (the imps can claim land from under the traps if they have just gone off against you). If you have any imps left, you can mine the gems. If not, you will need to look in the NW corner of the map. See that square room outlined in the impenetrable rock? That contains a load of heroes and the create imp spell (You will have to build a library beneath it to claim it if you have no imps). To gain the money with which to spawn some imps and build that library tile, trim rooms by selling some of their edges (you can rebuild them later).

As soon as gold allows, fill the gem room with treasure tiles, and break down the wall so you can bridge between it and our dungeon. Rebuild any sold rooms, then capture the create imp spell if you haven't already. Spawn at least 10 imps, and train them up to level 3 at least. If creatures start getting annoyed by lack of payment during cash crisis's, then grab money and drop it on them as soon as you have any, to stop them deserting.

Three high-level imps digging the gem tile should be able to produce cash faster than it is spent in the training room and in paying creatures, especially as minions reach level 10 and stop training

The hardest part of the level is now over. With infinite cash from the gems, train your minions to level 10, and build a large workshop. Save your game before you break down every door in the fortress, since some contain boulder traps, and others contain heroes and nothing worth nicking (its up to you whether you kill them for the hell of it or don't bother). As you acquire resurrect creature specials, use them to increase your total creature number (even if you can only resurrect low-level creatures, you can now afford to train them to a high level). One room in the fortress is full of monks, and contains a mysterious pillar in the centre of the room. Using the destroy walls spell found in another room, break into the pillar and grab another resurrect box. A steal hero special will give you a samurai, make sure to keep him away from any mistresses you might find (there is a level 3 who usually dies as soon as you find her in a room full of heroes, but can be resurrected).

Once the fortress is clear, dig into any suspicious-looking alcoves at the edges of the map near your dungeon, and you should find a few more spells (and the odd hero).

Digging through the central gap in the impenetrable rock wall to the South will give access to a vast and sprawling hero fortress. The Eastern gap breaks into a lava area with wizards in it on little islands. A similar series of islands is deeper into the lava area where you found the skeleton. The best way to deal with these is to lay doors and traps down the corridor to these areas, then build bridges to the islands one at a time, thus causing the heroes to wander in small groups along your trap-filled corridors. If they reach the other end, drop all your creatures on them.

On the far side of the lava lake where the skeleton was, you can dig into an area with a boulder trap and 3 rooms, each with a dungeon special in. Heroes will drop in as you grab the specials, but they are worth a fight, since one allows you to steal another samurai.

Again, saving frequently and reloading as you get slaughtered by hero armies and boulders is the best way to explore, since you never get the sight of evil spell. Another useful method is to listen for the sound of walking, but sometimes heroes don't appear until you break the door down. All boulder traps can be triggered without casualties if you are careful, especially when you train imps and mistresses to level 10, giving them the teleport ability. (possess them, trigger the boulder, then teleport away). Watch out for unlocked hero doors, imps walking past can sometimes cause heroes to rush through the doors into your dungeon. When you find archers behind lava moats, retreat and then use cave in or lightning strike to kill them. Watch out for traps, unless its a boulder trap, it won't be alone. Investigate suspicious alcoves in impenetrable rock walls and large unexplored areas between sections of dungeon. These usually contain more spells (heal is especially useful for regenerating your imps).

You will capture a prison eventually (which will also give you 2 skeletons). You can now imprison heroes and raise an undead horde of skeletons. There is no torture chamber on this level, so heroes who can heal themselves (wizards and monks) should be slapped to death while they are still weak after capture, or dropped on your creatures as a training exercise. Once you have 6-8 skeletons at level 10, you will probably want to turn off the imprison command and kill the heroes once more.

By the time you get to the other gems, you won't need them. Beyond the gems is a room with archers in. Dig East to rescue a vampire from a load of heroes. Tunneling North from this room, you will hit reinforced enemy walls, and be able to hear the dungeon heart beating. Use destroy walls to break through when you are ready. The Lord and his mates will drop in, but you can handle them. Personally, I find the long corridor to the heart a perfect location for one of the boulder traps you pick up...

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Level Guide Copyright (c) 1999 by Phil Estelle.  All rights reserved.
Dungeon Keeper, Dungeon Keeper 2, and the game design concepts are Copyright (c) 1997-1999 by Electronics Arts and Bullfrog Productions.  No intent to infringe on these copyrights are made.