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Realm 11: Hearth

Difficulty: Medium

Goal: Defeat two incoming waves of heroes and the Lord of the Land.

Opening Dialogue: Family life is the reason these serfs feel so confident and cheerful. Their unruffled existence would make even a terror dog throw up it's breakfast of half-chewed champions.

Objective: If lands had legs, this one would be on its knees. Its desperate inhabitants are preparing a full scale attack on your dungeon. It will be an ideal opportunity to practice unspeakable acts of evil on a massive scale. Go for it, master.

New rooms this level: None

Well, this is a welcome change.  A nice pre-built dungeon with all the comforts of home.  You're not going to have a lot of time to admire it though, because heroes are already on the way.  Lots of heroes.

If you brought a high-level creature from the previous level, put it in the library if it can research at all. I almost always bring a high-level Mistress when I can. Surprisingly, a level 10 Dark Mistress can crank out the rooms and spells pretty fast. If you didn't transfer a creature, put Warlocks in the library as they arrive. Also put trolls in the workshop. You have plenty of doors and traps already placed, but you're going to need replacements all too soon. Put everyone else in the training room.

Unlock all the doors leading out of your dungeon to the North, South, East, and West.  While heroes and going to start popping in real quick, you need to claim the areas leading to your dungeon so you can drop creatures on the heroes BEFORE they reach your dungeon.  Besides, the locked doors don't last very long anyway.  Spawn a couple of extra imps to claim this territory.

Lock the door between the training room and the library. This will reduce foot traffic though the library. Excess foot traffic in the library slows down research and annoys your Warlocks.

To the southwest of the training room is a room protected by a locked door and a boulder trap. This room has two Increase level Boxes in it. Make every effort to get those boxes.

Heroes will start coming in from all sides.   You can save yourself some trouble if you keep your eyes on the full map, and drop your toughest creatures on the invading hordes before they reach your dungeon proper.  You will have to supervise multiple battles at the same time. As long as you keep a cool head and watch every battle, you should do fine. Try to keep creatures in the training room and workshop at all times. Try to keep your imps away from battle, as they are easy prey. As the heroes die, grab any gold they drop and put it in your treasure room. Even if the heroes die in your treasure room, pick up the gold and drop it again to make sure it gets counted in your total gold. If a battle seems to be going poorly, grab your Mistress from the library, and drop her into the battle. She'll spank those heroes but good. .

As soon as they as available, build a prison in the empty room east of your workshop, and tell your creatures to capture the invaders. The empty room at the southwest corner of your dungeon complex makes a great torture chamber.. Build those rooms quickly, so you can replace the minions you’ve been losing.

The first wave is the toughest. They aren’t high level creatures, but they come fast and from all directions. Once you fight this wave off, you will have more time to get ready for the next wave. If you're low on gold, have your imps dig some from the surrounding passages while you're waiting for the second wave to arrive. Handle the second wave the same as the first wave. After the second wave, the Lord of the Land and a couple of his friends will arrive. Deal with them.

To the North, south, east, and west of your dungeon are large rooms surrounded by gold tiles. Mining this gold reveals a water area that surrounds the entire map. There are Dungeon Specials in the NE, NW, SE, and SW corners, including an Increase Level in the NW corner,, two Resurrects in the NE and SE corners, and a Transfer in the SW corner..

Victory Text: All the heroes are dead, which is as it should be.  This land and it's spoils are yours.  May I suggest you waste everything?

Closing Dialogue: A Kingdom fit for a Dungeon Keeper of your standards, Sire.  The Blackened Hulks of the houses welcome you, and the overgrounders prostrate themselves, Mainly because we've killed them...

 

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