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Realm 10: Nevergrim

Difficulty: Hard (using traditional Method)
                    Very Easy (using alternate method)

Goal: Defeat the enemy keeper.

Opening Dialogue: Unable to see the bad side of anyone, these folk could benefit from a swinging sword to the back of the neck, or possibly a lightning spell to the throat. Such possibilities never cross their happy minds.

Objective: Elsewhere in this fiery realm you have a rival Keeper to contend with. I advise extreme antisocial behavior on your part.

New rooms this level: Scavenger Room

New Traps this level: Boulder trap, Lava Trap

Traditional Method:
No Heroes again, Just a rival Keeper. This one is not very smart, but he is quite aggressive. He will build bridges to your island and attack you as soon as he can. The trick here is to be ready when he does.

You dig out of your cozy little room to find --- wide-open spaces. No rock to tunnel through, and no walls to reinforce. Your dungeon heart is on an island, with a few gold deposits for walls. Your rival is on a similar island at the other end of the map. To the east and west are huge tracts of land that you will need to build a bridge to. There is an island with gold tiles between you and your rival.

Build a small treasury north of your heart, Also build a small (3x3) library on one side. Leave lots of room to expand it. Place a small lair (with plenty of room to expand, to the east or west of your heart.If you transferred a Dark Mistress or Warlock from the previous level, place her/him in the Library right away. If not, wait for the dragon or Warlock to appear, then place it in the Library.

Flag some of the northern gold tiles for your imps to dig, then spawn an imp to mine it. As your gold Place a 5x5 hatchery on the other side. Build a training room south of your heart. Flag most of the gold on the south part of your island, and build small treasure rooms next to each deposit.

There is a portal east of your heart, and a scavenger room on the east end of your island. Get your imps to claim them as soon as possible. As creature appear place them in the training room if your already have a high-level creature in the library.. If your didn't transfer a creature from the previous level, place a couple Warlocks and dragons in the library and place the rest in the training room. Expand these rooms as needed. It's especially important that you get your hounds into training, otherwise they'll wander into trouble before you're ready.

As soon as you are able to build bridges, build a bridge to the east tract, and have the imps claim it. There’s an Increase Level box there. Have an imp take it back to your library. If the enemy imps are there claiming territory of their own, send a Hellhound in, or anything with a ranged attack. This will take care of them. Once you get the increase level box back to your island, sell the bridge and recover your imps.    If you have time before the enemy Keeper attacks,, repeat this procedure with the area to the west

Try to dig most of your gold from the southern part of the island. This will prevent the enemy keeper from building a bridge to them without your creatures seeing them. Place small treasure rooms by each deposit as it's mined. Let your creatures train until the enemy keeper builds a bridge to your island and attacks When he does, use the increase level box, then drop everything you have on him. Remember to watch your battle status window, and pluck away any creatures that are dangerously low on health.

You should be able to bloody his nose enough to get him to get him to retreat. After he does, Claim his bridges and get all your creatures training again. As your hellhounds reach level 5 or 6, let them loose to wander into enemy territory.   As other creature reach level 5 or 6, send them into enemy territory as well.     Send level 1 imps in to claim his rooms as your creatures mop up the enemy creatures.   If your creatures get into trouble, heal them if you can, or pluck them away and let another one or two loose.

Hellhounds, if left to their own devices, like to wander, and remember that they can cross lava. My Hellhounds typically wander into the enemy dungeon and destroy its heart without encountering much resistance.

One item of note: the enemy keeper had a transfer creature box on his island. You will most likely find it in his library. Be sure to use it before going to the next level. (May I suggest a Dark Mistress?)

Alternate Method:
Do you want to play dirty?  (Is this a trick question?)  Then try this alternate Method, suggested by Alan Stephen Budden [alan.s.budden@england.com].  If you transferred a high-level Dark Mistress or Horned Reaper from the previous realm, doing it this way  makes this realm mind-numbingly easy.

Start by having your imps dig out a tile just south of your heart.Then, posses your creature and walk it over the lava to the enemy Keeper's Heart.  Right-click the release control, and your creature to attack the heart. and kill any level-1 creatures that come to defend it.

A Level-10 Horned Reaper is impervious to lava, and  a level-10 Dark Mistress takes surprisingly little damage from her trip across the lava.

Keep an eye on your creature to make sure it doesn't wander too far from the enemy heart.  If it does, posses it and guide it back.  You'll have to be patient, but your creature should have no trouble dealing with the enemy keeper single-handedly.

You only need to build your dungeon up enough to research bridge-building so you can claim the transfer creature box for the next realm.

Using this method, Nevergrim becomes one of the most uninteresting realms in the game.   Rather unsportsmanlike, which is why you should give it a go.

 

Victory Text: Notch up another Victory, most malicious one.   Have have another land to add to your dismal collection.

Closing Dialogue: The legions of Hell have been through here at your bidding.  They've altered the appearance of the place as you would wish Master.  Now we breath the heavy perfume of toxins wherever we wander.

Back to Level 09: Monnbrush Wood

On to Level 11: Hearth

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 Electronic Arts and Bullfrog Productions. No intent to infringe on these copyrights are made.