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Deeper Dungeons Realm 11: Batezek

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

Difficulty: very Hard

Goal: Destroy the hero fortress, slay all the heroes and defeat the Lord of the Land

Starting Gold Amount:     25000
Starting number of Imps: 6 
Your Portal Max:                20

Objective: You are surrounded on all sides by valiant heroes, so show them the true meaning of evil and terror.

Speed is essential. Dig North to the portal. Claim territory to the East and West of your dungeon heart, as well as between the heart and the portal. You need space for a large lair, hatchery, library, workshop and (especially) training room, but do not build them yet. Reinforce all your walls. I'll just repeat that - REINFORCE ALL YOUR WALLS! Spawn all the imps you can afford (but don't waste time mining more gold). Slap them to make them move faster. Tunneling heroes will be here any minute. Once all the walls are reinforced, you may still have time to dig out space for a temple, graveyard, backup lair (for vampires and skeletons), barracks and torture chamber in the west, since the first hero party arrives from the East. REINFORCE YOUR WALLS! If you can, build a tunnel to nowhere from your dungeon, which you can use as your entry point when you eventually break out.

Once this initial panic is over, you are immune to tunneling bands of heroes (and there are a lot of them). Dig out all the gold tiles in the middle of your two gold seams, leaving a wall of unmined gold tiles (do NOT mine these, even if the tunnellers aren't there yet, since caverns full of heroes lie on the other side). Build a large treasure room in the mined out Eastern seam, next to the gem tile.

Using the cash you have gained, build your lair, hatchery, library and training room in the rooms you excavated for them. Put your researchers in the library and your imps in the training room (until they reach at least level 3). As you research them, put in a workshop, barracks, temple, secondary lair and graveyard (next to the secondary lair). If you have not the space for all of these, your priorities (and the largest rooms in the available space) should be the workshop, then the backup lair and graveyard, then temple, then torture chamber, finally barracks.

Now you have all the rooms you need to attract high quality minions, chuck out the dross. As well as throwing back flies, beetles and spiders, you should also get rid of trolls, tentacles and possibly orcs. When you finally encounter the heroes, you will need a force of 20 (your portal limit) of the toughest monsters around, preferably able to heal themselves. For this reason, your highest priorities should be dragons, then bile demons, then warlocks. When your imps are all level 3 or above, get them out of the training room and start them mining the gems. Then, put all your creatures in the training room (in shifts if they won't all fit at once) and train them to level 10. And I mean level 10. Slap them and use speed creature to increase their training rate if you are impatient. (You can also use an increase level special if you dug far enough West to discover it ). Once your income from the gems is matching your rate of spending, you are actually safe to leave the game running for 15 minutes if you cannot be bothered to watch your creatures train. As the minions reach level 10, they will naturally switch to researching your remaining spells and manufacturing. Place traps and doors along your 'tunnel to nowhere' if you had time to build it. If not, place traps around your dungeon heart. You might as well just sell alarm traps to stop them using up workshop space (but you must wait for them to be delivered to their location first, or the crate will remain in the workshop).

The tunnelling heroes will soon have dug all the way around your dungeon, and in doing so linked up with each other, as well as freeing several heroes (and bizarrely, a level 4 horned reaper on the hero side) from caverns in the process. This vast horde of heroes is waiting for you to break out, so you need to be ready. Make sure every creature is level 10, and that you have the required force predominantly made up of dragons and bile demons, backed up by warlocks. Also make sure you have a lot of gold for spell casting, as well as one or two doors ready in your workshop. When you do break out, try and keep your imps digging the gems a long way from the breakout point and subsequent battle. Make sure you immediately put a locked door (preferably magic) at your breakthrough point, to stop imps rushing out and attracting the heroes.

As the enemy pound on your door, you will be able to cast Cave In on them, potentially doing devastating damage if they are all grouped together. When they get through the door, drop every creature you have on top of them. More heroes will keep joining the fray, so it may be a good idea to replace the door which the heroes smashed through as the battle rages, delaying their reinforcements. Wind spells and sheer weight of numbers will result in heroes getting all over the place. Make sure that creatures who kill one group of heroes are dropped into the next battle, not allowed to go back to their jobs. Use the heal spell often to try and save your best minions, particularly bile demons and orcs who cannot heal themselves.

Once the enemy are dead, unflag your gem tile, so all your imps can deal with the aftermath (but first make sure you have a locked door to stop them rushing into the tunnels and attracting straggling heroes). The enemy will have dropped enough gold to almost completely refill your treasure room, and the bodies will allow you to summon some vampires (but you will have to wait since the corpses will not all fit in the graveyard at once). Stick the vampires in training, and allow your creatures to eat, rest and generally recover. New arrivals to replace your casualties should be put in training also. Again, make sure most of your force are dragons, bile demons, warlocks and vampires.

When you are ready, spawn a large number of level 1 imps (don't bother training them since the casualty rate becomes horrific) and drop them outside the locked door. The tunnels and caverns will be chaotic thanks to all the tunnelling hero bands, but you should find some skeletons, a horned reaper (I personally throw him into the portal, since his anger is dangerous and there is nowhere really to put him), a prison or two, a treasure room, several bands of heroes and some hero portals. The hero heart is to the South, so don't let your imps break the door down yet. Use groups of level 10 creatures (vampires and mistresses are good, since they can teleport home afterwards) to subdue heroes on guard duty (mainly groups of fairies near hero portals), and let mobile heroes chase your imps to your trap-filled entrance where you can drop your main army on them. If you can find a safe place to build a prison, you can capture and convert some of these heroes. Once the situation stabilizes, you can unlock the door to your dungeon and let your level 3 imps claim the rest of the area.

Smash down all the doors except the one to the South. You will encounter more heroes, and will capture a graveyard and a scavenger room. Sell all the captured rooms with the possible exception of the scavenger room (I keep it to give my vampires something to do when they reach level 10, otherwise they get bored and start fighting each other). You will also have retrieved some specials. Use the steal hero when you get it, and the increase level if you hadn't picked it up before. Use the make safe when you have captured all of the tunnels, then the reveal map. If you are running short on cash, mine some of the gold seams around the place, or reflag the gem tile.

As you can see, the dungeon heart is not defended by many heroes. However, more will drop in as you approach. Once the heart and all heroes are dead, the Lord of the land and huge numbers of heroes will arrive, mainly from the hero portal by the heart. Therefore, you want to seek out any heroes still alive on the map (I found a dwarf still in an intact cavern). If there are none, there are some giants in the fortress who will not be able to get at you until you break down the door to their room. When your creatures are all level 10 and healed, break into the fortress and destroy the heart. Make sure you do not break the giants out unless there is still a hero somewhere else.

Now, replace the door to the fortress, and put a lot of traps in front of it and behind it. Unfortunately, you are not allowed boulder traps or lava traps, so you need lots and lots of traps. Allow your minions to return to your dungeon and rest. Train any newcomers up to level 10, and mine a ton of gold.

Now, kill the remaining hero(es), preferably with creatures which can teleport (vampires and mistresses), or if not these, drag them back to the dungeon by hand when the battle ends. A mass of heroes will appear and attack your dungeon. Try to make sure the battle happens deep within your dungeon at a bottleneck, to stop any heroes getting to your heart and forcing you to split your forces. Ideally the whole battle should happen around your dungeon heart. Kill them all, you have no time for conversions, and the last thing you want is a jailbreak or unconscious heroes waking up in the middle of the final battle.

As the heroes die, the Lord of the Land and his party will arrived, probably in the middle of the battle (I do not know what triggers this, since he arrives before all the others are dead). Heal your minions in battle as much as you can afford, and drop chickens when you run out of cash. If minions finish their little battle and go home, grab them and throw them back into the main war. Even throw new arrivals in, they will at least cause a distraction. Expect huge amounts of carnage, probably you will only have your dragons on their feet at the end of this battle. Eventually, with luck and skill, you will kill the invaders and win the war.

 

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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.