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Realm 04: Flowerhat

Difficulty: Easy

Goal: Build a dungeon with the usual rooms, and make sure it's fortified. Train your creature before heading north to defeat the heroes.

New rooms this level:        Bridge, Workshop
New Creatures:                 Troll
Starting Gold Amount:     3000
Starting number of Imps: 4
Your Portal Max:                20
Enemy Portal Max:             none
New Spells:                          Call to Arms

New Traps/Door available: Wooden Door, Poison Gas Trap

Opening Dialogue: Polite bartering has led to extreme compassion and a surfeit of contentment in this area. Not even a thick-skinned troll could survive the understanding and help these scummy people could provide.

Objective: Build up your dungeon with the rooms available to you and claim the Portal nearby but do not yet venture north. Powerful adversaries lurk there. It would be wiser not to disturb them until you are prepared.

The Heroes have a dungeon of their own to the north. Fortunately, they don’t have the resources you do, and there’s a river of lava between you and them. You don't have to worry about them until you're ready. In fact, you really don't have to fortify your walls (It's a good idea to do it anyway since they make your rooms more efficient)

To the south of your dungeon heart, there is a gem stream. Make a large treasure room around the gems, but do not select them yet. If you do, you'll soon have all your imps digging them, and not the rooms you truly need. Gem streams are infinite source of gold, but it takes longer to mine them. It’s not a good idea to go after gems when you need fast cash.

Mine the gold west of your heart, and square it into a large room. When you're offered the workshop, put it there.

Make a 5x5 lair directly north of your dungeon heart, between the two small gold deposits. Under no circumstances should you any further north until you're ready. Dig the gold east and west of your new lair. Make a 5x5 library east of the lair, and a 5x5 hatchery to the west. Spawn a few more imps to speed up the work, and don't forget to slap them a few times to make them work faster.

Now, claim the portal east of your heart. Then, dig a tunnel east from your treasure room, then north around the portal to the east edge of the "hollow" gold stream north of your lair. Place a small (3x3) treasure room close to the gold. Widen your tunnel south of the new treasure room into a very large training room (I'm talking at least 8x8), and place a 4x4 hatchery off of it. If you like, widen the tunnel south of the training room into a modest lair.

Start training your demon spawns Train some of your trolls, and put the others in the workshop. After your warlocks have researched everything, set them to training as well. If you start to run low on gold, have your imps mine the gems.

Take your time! With the gems at your disposal, you can train your creatures as high as you like. When you've got all your demon spawns to level 5, you're ready to go on. Tunnel into the hollow gold vein, and mine all of it. There's a pair of archers are on the other side of the lava that take pot-shots at your imps (How very impolite)

Build a bridge almost to the other side of the lava, then drop a couple demon spawns to take care of the archers. Finish your bridge, let your imps claim the area, then use a demon spawn to break down the door. Repeat this procedure to claim the rest of the heroes' dungeon. When you run into heroes, drop all your demon spawns and warlocks on them. Your creatures should prevail without a single loss (If one of your creatures is low on health, yank him out of harms way. The rest of your minions can polish them off)

The Lord of the Land will attack when you get to the dungeon heart. Drop as many creature as you can when he arrives, and the heroes will never know what hit them.

(As a side note, does it seem strange to anyone else that the heroes have a dungeon heart? It just doesn't seem right somehow...)

Remember, if you have over-extended yourself, sell part of the bridge, and the heroes can’t get at your dungeon. You can even sell the bridge around them, trapping them there.

There are four special Bonus Boxes on this level. Steal Hero allows you to snatch one of the enemies’ heroes. It’s in one of the small rooms near those two archers. There are two Increase Level boxes.  One is  across the hallway from the Steal Hero.   The other one is near the southeast corner of the hero complex (it across the lava so you'll have to build a bridge if you want it.)    And north of their dungeon heart, is a transfer creature box. (You'll have to mine a bit of gold, and build a bridge to get to it.  

In the same area as the Transfer Creature box, There's also a couple of level 2 spiders that will join you, but by the time you reach them, you won't need them.

I recommend transferring a Demon Spawn.  (I just love those little toadies!)

Victory Text: With the enemy dungeon heart in ruins, you have trounced the once-proud opposition. Rule your new domain with terror and loathing, for a laugh.

Closing Dialogue: Firemore: There is a burning mess where once a pretty village stood. Truly, you've achieved a significant improvement in the area. Even the poisonous smoke smells sweet.

Back to Level 03: Waterdream Warm

On to Level 05: Lushmeadow-On-Down

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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.