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Realm 03: Waterdream Warm

Difficulty: Easy

Goal: To build the usual rooms, and defeat those pesky heroes.

New rooms this level:        Library
New Creatures:                  Warlock, Skeleton
Starting Gold Amount:     3000
Starting number of Imps: 4
Your Portal Max:                10
Enemy Portal Max:             none
New Spells:                          Speed Monster

Opening Dialogue: A region of pointless frolicking and endless pleasure.  No one here understands the true meaning of suffering, and random, shocking violence meted out arbitrarily!

Objective: Build a dungeon with a Treasure Room, a Lair, a Hatchery and a Training Room. Make sure they're all big enough. Cramped conditions do nothing for the morale of your minions.

You start out with from Dungeon Heart, gold deposits to the north and south, and an "arrowhead" shaped gold deposit to the east. A portal is right next to that arrowhead deposit, between it and your heart.

Start by spawning 2 more imps.. Then, dig out a 4x4 room between your heart and the southern gold deposit and make it into a treasure room. Now, dig out the southern gold deposit, "squaring it into a 6x6 room. Turn the entire room into a lair.

Dig out another 4x4 room between your heart and the northern Gold deposit. Turn this into a treasure room also. Dig out the northern gold deposit, squaring it into a 6x6 room. Do not put anything in this room yet. Dig out 4x4 rooms to the east and west of this room, and leave them empty for now also.

Spawn a few more imps, then dig out 6x6 rooms to the east and west of your lair. .Make the room to the east a training room, and the room to the west a hatchery. Give your imps time to fortify all your dungeon walls before continuing.

 From the training room, tunnel north, then east to the arrowhead gold vein. Do not claim the portal yet. Dig around the edge of the arrowhead gold vein, and allow your imps to fortify the walls around it. This will leave you with an oddly shaped but fortified room with unmined gold in the middle of it. If you need extra gold, you can always mine this gold later.

Now claim the portal. You will be offered a Library. Build a library in the 4x4 room east of the empty 6x6 room north of your dungeon heart. Put a hatchery in the room west of the empty 6x6 room. If you run out of room in your training room, you can build another one in the empty 6x6 area, but do not build one there until you need it.

As creatures arrive, put the beetles and demon spawns into the training room. Put any arriving Warlocks into the library. I generally toss any flies back into the portal in hopes of getting a better creature. If you keep getting more flies, just give up and put them in the training room also.

The warlocks will research a single spell for you. Once you get the message "There is nothing left to research", place all your warlocks into the training room also.

Heroes will soon approach from the southwest. When the first batch gets close to the east tip of the "arrowhead" room, flag a tile and let an imp dig into the tunnel the heroes are digging around your dungeon. As the heroes enter the arrowhead room, drop beetles onto the heroes to hold them in place, then drop a few warlocks further away. The Warlocks ranged attack should take care of most heroes.

Place any surviving creatures back in the training room. (If they need to heal, they'll go back to their lair.)

You can wait for the remaining heroes to enter the arrowhead room, then repeat the earlier procedure. If you run out of beetles, use flies if you have any, then demon spawns. If you run out of warlocks, use high-level demon spawns instead, since they have a ranged attack also. If Flies or imps run into enemies outside of your fortified area, just use the battle status window to pluck them out of trouble. Put flies in the training room to make them stay put. Put imps near your dungeon heart. They'll have to travel a bit to get back into trouble.

As an alternative to the ambush approach, you can use your wandering imps to find the heroes. when an imp is attacked, use the "F" key to zero in on the action, grab a few warlocks and beetles from the creature panel, then drop the beetles on top of the heroes, and the warlocks a bit further away. After the hero is dead, return your creatures to the training room. Any heroes that manage to get past the imps into your dungeon will get pounced on by the creatures in the training room (remember, the only way to your dungeon heart is through the training room.)

Either way, you just keep doing this until that pesky Lord of the Land shows up. Give him the same treatment that you gave to his less-than-worthy predecessors.

To the Southwest is the complex that the heroes came from. There are plenty of gold pots for you to steal, but by the time you can get them, you won't need them anyway.

Also, at the west edge of the map, buried in the impenetrable rock, is a hidden training room with two level 2 skeletons that will join your cause if you find them. You don't need them to complete this map either. If you do want to get the skeletons, dig them out right after you place your lair.

Victory Text (After first wave): The first wave of attackers lie hacked to pieces on the floor and give your domain that lived-in feeling but it surely won't be long before their kin launch another assault.

Victory Text (after Final wave): You meet with success yet again Keeper. All those corpses will keep your hatchery's topsoil fertile. They also serve as warnings to other foolhardy adventures. Of course.

Closing Dialogue: Withers Dread. This place now has a proper name thanks to want you did here. There is a healthy disrespect for life, and you'll be amused to hear that cannibalism has gained a strong foothold among the rugged inhabitants.

Back to Level 02: Cozyton

On to Level 04: Flowerhat

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Level Guide Copyright (c) 1998 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.