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Realm 12: Elf's Dance

Difficulty: Medium

Goal: Defeat two enemy Keepers, and some heroes.

Opening Dialogue: A village set inside a giant fairy ring. A weak kind of magic provides the dwellers with all their hearts could desire. Embarrassingly, most simply wish for peace, happiness, and a long untroubled life.

Objective: Powerful creatures inhabit a cave south of here. There's a party of heroes between you and them but, if you reach them and convert them to your side before they join the other keepers, you will be unstoppable, unless you do something stupid.

New rooms this level: None

This is the first level where you have to face two enemy keepers. Better get used to it, because a lot of the levels from here on out have two Keepers to subdue.

The map is divided into four sections, North, South, East, and West. You occupy the Northern section, enemy Keepers occupy the East and West sections, and there are heroes and the "powerful Creatures" (vampires) in the southern section. I usually go after the Keeper in the west section first, since there are a series of tunnels in the impenetrable rock that connect your gold deposits to his dungeon.

So, build up your dungeon as usual. Put a large treasure room in the area next to the gold deposit which is NE of your heart. Flag a bunch of the gold there for mining, then spawn imps until you have about 12. You already have a lair south of your heart. Enlarge it to 10x10. Dig out space for a 8x8 hatchery west of your main lair, and make room for a large 7x7 library east of your lair. Place a training room in the empty area west of your heart. You'll want to knock down toe north wall to enlarge it later.

If you transferred a high-level Mistress or Dragon from the previous level, put her in the Library so she can start researching right away.heart. Once you've built some large basic rooms, claim the Portal.

Get everyone into the training room as they arrive. Put most of your warlocks there also if you already have high-level creature researching in the library. If you get flies or beetles, toss them back into the portal.. Have your imps continue to mine gold. Place small treasure rooms by the gold deposits to shorten the trip for your imps.

As new rooms become available, build them. I usually put the workshop in the empty area east of my dungeon heart. (enlarge the room by knocking down it's east wall.)

Place a temple and scavenger room in the mined-out area to the NE. You'll need the temple because the enemy keepers will try to scavenge your creatures. Place any creature that is being scavenged around the temple to slow them down.

Also, build the prison and torture chamber.

When you have a good number of level 5 and 6 creatures, head south to the junction between the two keepers' doors. Build a guard post here, and place a creature or two with a ranged attack on it. Now, go after the Keeper to the west. Use invisible imps to claim the hallway going west, since the enemy Keeper's heart is directly west of the junction. If you run into resistance, drop Bile demons and demon spawns to take care of them. Watch your creatures health, and pluck them away of there health gets too low. When your invisible imps reach the Keeper's dungeon heart, Drop your Bile Demons, Demon Spawns, spiders, and warlocks into the room to destroy his heart. Once he's defeated, find his gem deposit. If there isn't already a treasure room near it, build one. Flag this gem to slowly build up your gold supply.

Repeat this procedure with the Keeper to the east. He'll be a little tougher since his had more time to prepare, but you should have very little trouble defeating him.

I then went after the heroes in the south at my leisure. They’re surrounded by rock, so they can’t join the fight until someone digs them out. I paused to regroup and rebuild, though.

This strategy probably worked because I had transferred a high-level Mistress. I've been told that the best strategy is to go south, bust the heroes out, and let the two dungeons fight them while you build. The only problem is that you have no way to guarantee that they won’t go after your dungeon. Still, it's worth a shot if you can't get my strategy to work.

A Transfer Creature box is located in a corridor in the far west center of the map

Victory Text: You have overcome all resistance to your rule, O' Despicable one.  Time to flex the old misery muscle on the pathetic inhabitants of the land above.

Closing Dialogue: Dragon Thyne. We've set fire to this place. It's still burning with a fierce unnatural intensity, but we're sure you'll love it once it's cooled down a bit..

Back to Level 11: Hearth

On to Level 13: Buffy Oak

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.