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Realm 07: Wishvale

Difficulty: Medium

Goal: Build and fortify your dungeon before settling a little dispute between an enemy Keeper and some heroes...

New rooms this level: Barracks

New Creatures: Orc

New Spells: None

Opening Dialogue: This region of dreaming underlings is ruled by the beautiful Lady Catherine.  She's kind, and fair, and doesn't imprison or torture her subjects...for some reason.

Objective: It appears you have arrived in the middle of a raging battle. Perhaps it would be wise to stay out of the way until you are strong enough to eliminate both sides.

This is the first realm where gold can become a problem. If you train too many creatures at once, your gold will run out before you finish the level. The key here is to keep your main training room small, no larger than 5x6. If you want to train more creatures, create an second training room with only one entrance, and put a door on it. Then, if your gold is running low, toss all your creature out of this training room, and lock the door so they can't get back in.

You start out on an island surrounded by lava. There are a few empty rooms dug out for you. There are large deposits of gold on the NE NW, SE and SW corners of your island. Enlarge the room north of your heart

There is an emery Keeper to the west, and Heroes to the east.. The heroes are more aggressive. It's really a toss-up as to which to go after first, but I generally go after the enemy Keeper, since he can regroup and recover from attacks, but the heroes cannot. The keeper will fortify the dungeon, but it is possible to sneak in the back through the gold seam.

Make the room west of your heart into a treasure room. Make the room east of your dungeon heart into a lair. Tunnel south from your new lair until you hit the SE gold deposit. Build a tunnel to connect the SE and SW gold deposits, taking care not to break through to the lave to the south. Dig another tunnel to connect the SW and NW gold deposits. Then tunnel from your lair to the NE gold deposit.. Widen the area next to the NW deposit and make a small treasure room there, then Mine all but the tips of the NW deposit. DO NOT mine the last tiles that would expose the lava. While your imps of doing this, spawn a few more imps to speed up the work. And don't forget to slap the little slackers to make them work faster.

Widen the tunnel you dug between your lair and the SE gold into a large room. Put a 5x6 training room in this area. expand the lair area to 6x6 and fill it with lair tiles. . Mine the SW gold deposit. . Once again, leave the last bits of the gold. do not expose the lava. Dig out all the tiles between this area and your existing dungeon walls. When you're offered the workshop, place a 5x5 one in this area.

Now, enlarge the room north of your heart by 1 tile north, east, and west. Turn this room into a hatchery, and a put a library south of your heart. Claim the portal to the north of your hatchery.

As monsters arrive, put warlocks in the library, put Bile Demons and Demon spawns into the training room. Just toss flies and beetles back into the portal. When your training room gets full, let the others stay ideal. for the time being.

Mine the NE and SW gold deposits out, leaving the last tiles to shield you from the lava areas.

Widen the area where the NW gold deposit was, and place a prison and torture chamber there. Turn the "capture enemies" button on, so your imps will haul subdued enemies back to your prison.

By this time, you should have all your spells researched. When you do, take creatures out of your training room, and place 3 or 4 warlocks in. Toss any remaining warlocks back into the portal.

You should be about ready to take on your foes, so mine out the tiles of gold at the NW end of the SW gold deposit. (The area where you put your workshop.) This will expose a lava area. You should be able to place 1 bridge tile to get across. Have your imps claim this hall, then use a creature to bust down the door at the south end of it. If you continue on, you should run into one hero for your creatures to subdue and capture.

At the North end of the lava, dig a tunnel north. hug the impenetrable rock until you break into another tunnel. There will be a couple more heroes. in it. At the north end of the tunnel is a locked door. don't break it down yet. instead, dig out the tile west of the north most tile. This will expose a tunnel that leads all the way to the gold deposit next to the enemy Keeper's dungeon. Build a small treasure room here, and have your imps mine all of this gold. This will expose a water area with an opening on the other side. build a bridge to this opening for an express lane to your enemy Keeper's Dungeon. Heart. Turn off the "capture enemies" button before attacking his heart. Your imps won't have time to haul them to prison anyway.. drop all your well-trained creatures by his heart, they should have no trouble destroying it. Let your imps claim all the rooms. You should sell these rooms to get gold. In the library, you'll find a Transfer creature box.

Now turn your attention to the heroes Bust down the door you bypassed earlier, and use your imps to claim this area. .There are three rooms with gold pots, hero gates, and Dungeons specials. Be especially mindful of the hero gate directly east of your dungeon heart. There are two lightning traps that will wipe out all of your imps unless you disarm them with a high-level creature first.

Explore this entire area. bust down all the doors. when all the heroes are dead, the Lord of the Land will arrive at the hero gate directly east of your dungeon heart. (where the lightning traps were)

If you get into trouble, just retreat to your island and sell the bridge. With any luck, their heroes and enemy monsters will meet, fight, and you take care of the victor.

If you capture the Lord of the Land instead of killing him, when the level ends, you can go to a special torture screen (The same one you get at the end of Multiplayer games), so you can torture him yourself. For some reason, this only happens on this realm.

Victory Text: You have prevailed, Keeper.  The bodies of your enemies litter the most forlorn alcoves of your domain, in tribute to their futile efforts to keep you at bay.

Closing Dialogue: Steep scythe: Everyone's been put to the sword and we've made an enormous magic carpet out of the thousands of bunnies that swarmed here.  Your minions will feast on their tiny remains for weeks.  Truly a majestic victory.

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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.