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Realm 09: Moonbrush Wood

Difficulty: Medium

Goal: Build a fortified Dungeon before going north to defeat the four wizards. Then, deal with the heroes.

Opening Dialogue: A forest town with a welcoming population. Demons and the legions of Hell could ride in, and would probably be offered cheap lodgings and a night of good cheer in a warm cozy tavern.

Objective: This realm is ruled by four arrogant Wizards who think they've got everything under control because their feeble magical power impresses the locals. But you're not from these parts...

New rooms this level: Graveyard

This is one of my favorite levels.

See that large "V-shaped" gold deposit north of you? Don’t even think about digging it out until you’re good and ready.There are, however, large gold deposits in the four corners of your area. Place small treasure rooms near the gold so your imps won't have to cart it so far. The Northeast deposit also has a gem tile. The Southwest deposit conceals a set of long twisty passages through impenetrable rock that leads to extreme NW part of the map. There are a couple of rooms with gold pots for you to steal. There is also a gem tile, and an Increase Level box at the NW end of the passages. You will also find a Transfer Creature Box in this area. Watch out for a pesky boulder trap!

Okay, build the usual rooms. You have lots of space, so be sure to build multiple lairs for bickering creatures. I generally build two complete sets of basic rooms, with multiple lairs in each.

Save the northern space for graveyard and jail. This gives the imps less of trip when bringing back corpses or prisoners.

Now, when it comes to go north, cast a Conceal Creature spell on an imp. Then have him tunnel from one of your training rooms up to and through the V-shaped gold deposit. Immediately place a door there. Lock the door to prevent other imps from wandering into the archers’ range.

Let you invisible imp claim the territory up to the lava lake. Once that’s done, build a bridge out to the archer’s land. Don’t let the archers cross it! Sell a portion of it once it touches the other side, but don’t sell the piece right against enemy territory. If you’re really good, you can trap a few on the bridge.

Now, drop an invisible imp on the bridge square closest to enemy territory. The imp will claim space right out from under the heroes. Once most of the area has been claimed, unlock the door, finish your bridge (again) and drop a bunch of creatures on them. When there are only a few enemies left, start taking prisoners As an alternative, you can wait for an enemy to cross one of your claimed squares, then cast the disease spell on him. This works well if the enemy is clustered together, otherwise, it's a waste of gold. After all the enemies are dead or captured, have your imps mine the ?-shaped gold deposit in this area. While they are doing so, you can torture your prisoners and try to convert them to your cause. With that done, pay a visit to the wizard in this region. (look for the locked door). Bust down the door, send in an invisible imp to claim the library. As the enemies wander out (or if they chase the imp out) Let them come into the open before dropping lots of creatures to take them prisoner. When you claim the library, sell it, then used the dungeon special if you need to.

At the center of the area, is a hero gate guarded by a vampire. Don't take the vampire prisoner unless you're prepared to keep it away from you warlocks. In my opinion, it's not worth the effort unless you're low on monsters. After the vampire is dead, place lots of lightning traps around the Hero Gate. (At least 9)

Do not dig out the gold leading to the other regions until you're ready to deal with the enemies there. When you are, expose each area and defeat it like you did the first. After the fourth wizard has been killed or converted, heroes will pour through the Hero Gate. The Lightning traps should take care of most of them. Drop creatures next to the ones that make it through to polish them off. Take them prisoner, and torture them at your leisure.

In the northwest corner, east of the gem tile, is a locked door guarded by a cave-in trap. Behind this door is a Find Hidden Realm Box. Be sure to use the Transfer creature spell before going to the next realm.

Victory Text: Well, your work is done down here. Time to introduce yourself to the locals and re-organize their nice little lives.

Closing Dialogue:Once a flourishing homestead, now it's a stinking hole in the ground. It will be years before even the hardiest weed grows here again. War, on the other hand, is in full blossom.

 

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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.