SPONSORED LINKS


Home ] Up ] Eversmile ] Cozyton ] Waterdream Warm ] Flowerhat ] Lushmeadow-On-Down ] [ Snuggledell ] Wishvale ] Tickle ] Moonbrush Wood ] Nevergrim ] Hearth ] Elf's Dance ] Buffy Oak ] Sleepiborough ] Woodly Rhyme ] Tulipscent ] Mirthshire ] Blaise End ] Mistle ] Skybird Trill ] Hidden Realm #02 ] Hidden Realm #03 ] Hidden Realm #04 ] Bonus Moon Level ] Morkardar ] Korros Tor ] Abbadon ] Batezek ] Dixaroc ]

 

Home
Up

 

Realm 06: Snuggledell

Difficulty: Medium

Goal: Build a dungeon with the usual rooms, and make sure it's fortified. Claim the large area of Gold and the Torture room to the south, then crush the enemy Keeper further South.

New rooms this level:         Torture Chamber
New Creatures:                 Dark Mistress
Starting Gold Amount:     2000
Starting number of Imps: 4
Your Portal Max:                30
Enemy Portal Max:             25
New Spells:                          None

New Traps/Doors available: Lightning Trap

Opening Dialogue: The folk of Snuggledell worship the common rabbit.  Floppy-eared bunnies are encouraged to hop around the fields surrounding the hamlet bringing happiness, love, and more bunnies to the entire area...

Objective: It's time to mete out the ultimate punishment to a keeper who dares to challenge you for this corner of your subterranean empire. The price of failure shall be oblivion.

Here we have another rival Keeper. This one is a bit more aggressive, and will try to tunnel into your main dungeon from the east. He will also taunt you. ("My Dungeon is the finest you shall ever see.." Jeez, he's almost as big a blowhard as the Lord of the Land...

There is a large gold deposit west of your dungeon Heart, mine it out and turn the area into a large treasure room. Build a large lair, training room, and hatchery off of this treasure room. Also, build a 5x5 library off of the hatchery. As gold permits, spawn more imps until you have at least 15. Claim the portal, and allow your imps to fortify the walls.

Now mine out the all of the gold deposit east of your heart. When you're offered the workshop, put it in this area. Create a large training room (at least 5x5) south of this area, and make another large 5x5 hatchery east of the training room. Make a 5x5 prison east of the hatchery, and make another 6x6 room east of the prison. Reserve this area for a torture room. Set the imprison icon, so your creatures will capture enemies instead of killing them.

Use some imps to fortify your walls. Place some of creature in the second training room. Tunnel south from your new training room. until you reach the water area. Place a door and trap here as soon as you can, since this will be the only way into your dungeon.

There is an island in the middle of the water with lots of gold and a torture room. It's surrounded by impenetrable rock, but there's an entrance on the east end of it. Build a bridge to the east entrance, and into the area so your imps can claim it. Build a 4x4 treasure room here, then flag lots of gold so your imps will mine it. You will have to move this gold by hand to your main treasure room.

When your imps claim the torture room, 3 Dark Mistresses will join you. Send them to your second training room.

Meanwhile the enemy keeper will waste time building a bridge and trying to tunnel into your dungeon from the west. I was able to mine all the gold from the island while he was doing this. After all the gold is mined, move it all to your main treasure room, then sell the treasure room and the torture chamber. Also sell the bridge you built to the island. Build a new torture chamber in the area you reserved for it. (next to your prison).

You will need to protect this island until all the gold is mined and moved, but after that you can forget about it.

Dig a ledge along the water going west until you encounter the enemy bridge. Have your imps claim it. If the enemy keeper tries to protect it, drop warlocks and mistresses into the fray. As always, watch your creatures health and replace creatures that have low health. If your prison becomes too full, slap a few prisons to death, starting with captured imps. Place more valuable creatures in the torture room. Leave a few in prison, so they'll starve and rise as skeletons.

After the bridges have been claimed, head south into the enemy's dungeon.. As rooms are claimed, sell them. You will eventually find his dungeon heart. drop some creatures near it to polish him off.

The east of the map contains a transfer creature and make safe box.

Victory Text: How Satisfying it is to see an enemy Keeper's Dungeon crumble and his power dissipate.  There'll be no controversy over this years Hall of Infamy nominations.

Closing Dialogue: Ruiniana.  Not a soul stirs here now.  Even the rats are afraid to come out of the drains to feast on the dead.  You really outdid yourself here Master.  It's a pity the destruction was so easy.

Back to Level 05: Lushmeadow-on-Down

On the Level 07: Wishvale

Back to the Level Guide Index. Back to the Main Dungeon Keeper Page.

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.