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 08: Tickle

Difficulty: Medium

Goal: Build the usual rooms, fortify your dungeon, train your creatures, then head northeast to defeat the enemy Keeper.

New rooms this level: Temple

New Creature: Hellhound

New Spells: Conceal Creature, Protect Monster

Opening Dialogue: Blissfully unaware of the damage protracted war can wreak on their idyllic cluster of homesteads, the villagers of Tickle are pure of heart, and unblemished of face and neck.

Objective: Seek out the one who would be your rival in this region of the underworld. Explain the concept of early retirement to him. On the other hand, string him up. It's the only language he understands.

There are only a few isolated bands of heroes on this level, but your real problem  is another Keeper to contend with. This one is a little smarter, and more aggressive.  You start in the Southwest corner of the map, while your enemy starts in the center.

In this realm, you'll going to need multiple  sets of Lairs, hatcheries, treasure rooms, and training rooms. to keep natural enemies apart.  You have a lot of gold, but your supply is limited.  You'll need every bit of it to train your minions for the fight ahead.

Start by digging a 5x4 room south of your dungeon heart, and place a lair in it.   The south wall of this lair will be unmined gold tiles, but you'll get them later.  For now,  dig a 6x6 room north of your Heart, and place a 4x4 Library in it.  If you transferred a creature from the previous realm that can research, put it in the library.  I usually transfer a Dark Mistress.  She can research too, and a level 10 Mistress can crank out the research pretty quick. (A lady in Leather, and she's got brains too! I think I'm in love... )

East of your heart is an area of gold tiles.  Dig out a few tiles between your heart and the gold and place some treasure room tiles.  Then, flag the gold for your imps to mine.  Spawn two or three  more imps.  As the gold is mined, have your imps claim the area so you can lay more treasure room tiles down where the gold was.  

East of your treasure room, dig out a 5x5 room, and place a hatchery there.  East of the new hatchery, place another 5x5 lair.  East of that lair, place a 4x4 training room.  Once you've built the training room, claim the portal west of your dungeon heart.

As creatures arrive, place Bile Demons into training.  Let the others go about their business for now.

While your imps are mining the gold, expand your library.  Spawn 2 more imps.  Dig out the gold south of your heart.  Follow the gold until it widens into the large deposit southwest of your heart.  Don't mine all the gold just yet, but dig out the area between it and your portal, heart, and lair.  As soon as it's researched, place a workshop in this area.

North of your training room, there should be gold deposit nestled in a gap in the impenetrable rock.  DON'T EVEN THINK OF MINING IT!  The enemy Keeper will try to mine it also, and it will be impossible to defend when he does.  However, it's a real good idea to dig a path just south of it and have your imps fortify the walls.   That way, the enemy Keeper can't tunnel down into your area of the map through the gap in the impenetrable rock.

Instead, go for  the H-shaped gold deposit east of your dungeon.. Dig a path to the lower part of the "H", and build a small treasure room there.  Place another 4x4 lair and 4x4 hatchery near the treasure room.   It's safe to dig all the gold in the lower half of the "H".  Just be careful not to break into the open area in the upper half of the "H".  In an area NE of the gold, there are some hellhounds and Demon Spawns who will join you when you find them.   There's also a Transfer Creature Box.  Let your imps drag it back to your Library for now.

From the workshop, tunnel north past your portal and clear out a 5x5   just south of the gap in the impenetrable rock.  Place another training room there.  Place a 4x4 hatchery Southeast of your heart, connecting it to the lair south of the heart.

Now that you have a second training room, move all the Bile Demons and Demon Spawn you have to it.  Get up to 4 Warlocks training also.  If you have more then 4 trolls, toss all but 4 back into the portal. You may want to train the remaining trolls, but if you do, don't let them get above level 3 before sending them to the workshop again.  As you need gold, get it from the area next to your workshop, and expand your workshop using the new space.  You need a good-sized workshop because you'll probably need to sell doors and traps to keep your cash flow going.

As they're researched, build a 4x4 prison, 4x4 torture room, and a 4x4 temple to the south between your main dungeon and area where the H-shaped gold deposit used to be.  When you get the temple, you may want to sacrifice all your imps and spawn 12 or so imps at the cheaper rate.  Just try to catch the imps when they're not carrying gold. 

After your Bile Demons and Demon Spawns get to level 5 or 6, start digging the gold north of your 5x5 training room. 

You'll release three level-4 fairies.  Capture them and have your imps drag them to your prison.  Feed chickens to your prisoners until they'll fully healed, then convert them in your torture chamber.  Feed them to keep them alive until they convert. 

Have your imps continue digging the gold to the north.  It will cross some lava, and turn to the east.

At this point, the realm becomes a bit unpredictable because the enemy Keepers may do one of two things.

The enemy Keeper may tunnel out of his dungeon into the same area you're digging your gold from.  If he does, he'll likely kill the barbarians lurking in the area north of the gold.  When he clashes with you, send your forces in to deal with him.  The fighting will be too furious to allow taking of many prisoners, so just tell your creatures to kill them until they are only a few left.  Use the bridge leading into the enemy Keeper's dungeon to invade his domain.  Advance into his dungeon, taking over and selling his rooms, until you reach  his dungeon heart.   From that point on, you should know what to do.

Or, the enemy Keeper may be content to leave the Barbarians for you to deal with.  In that case, he'll simply mine out the large gold deposit further north.   This gold deposit hold two gem tiles.  The enemy keeper will invariably go for those gem tiles.  You, of course, want to get to those tiles.

Tunnel north a few tiles.  You will encounter barbarians that you can capture and convert like the fairies.  Once you've captured them, have your imps dig further north.  You'll cross a land bridge to the area where the gem tiles are.   You should be almost out of gold at this point. Place a small treasure room on the land bridge, then build a bridge over the lava to the exposed sides of the gem tiles.   Have your imps mine that side while the enemy Keeper mines the other.

Sometimes, the enemy Keeper's imps will fortify the wall between the land bridge and his gem mining operation.  But if he hasn't, break through and battle him there.  If he has, build a bridge from the land bridge going east until you find the enemy bridge.  Capture it, then send in some creature to deal with the imps mining the gems.  You want to claim the area next to the gems to cut off the enemy Keeper's gold supply.

Once you get to those gems, you don’t need to worry about money. Build a treasure room next to the gems, and build a guard post next to the treasure room. Place some creatures with ranged attacks there to guard your imps. Using the captured bridge, invade the enemy dungeon.  If possible,  use invisible imps to advance into enemy territory.   As you advance, take over and sell his rooms, until you reach  his dungeon heart.   From that point on, you should know what to do.

You should always be able to find an open entrance into the enemy dungeon.  If you can't for some reason,  try the area where the gold was northeast of your dungeon heart as a last resort.  (Remember that area of gold I told you not to mine... ?)

North of the area with the gold tiles is a chamber with an increase level.  Build a bridge to it and use it before engaging the enemy at the gold tiles if you have the time.  You should be able to beat the enemy keeper without going to the trouble of using it, however.

To the east of the area where you found the hellhounds, there is a Transfer Creature box. There is also a hero fortress in the far Northeast that has three locked Magic doors. There is a Locate Hidden Realm Box behind the middle door. The other two doors conceal boulder traps. Don't bother them unless you want to lose some creatures.

Victory Text: That's another enemy successfully written off.  The defenseless inhabitants of the land above bow down before your depraved presence.  As if that will save them.

Closing Dialogue: Panic Intrisica.  A weeping, wizened crone presides over this ruined empty land now.  Once she was beautiful.   Now she'd make you want to vomit.  The improvement is impressive.

Back to Level 07: Wishvale

On to Level 09: Monnbrush Wood

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.