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Realm 13: Buffy Oak

Difficulty: Hard

Goal: Defeat two enemy Keeper's

Opening Dialogue: A small location, where the people just sit around all day and enjoy each other's company. They talk, laugh, and sing without ever arguing, drawing daggers, and dying in a gurgling rush of blood. A truly bizarre place.

Objective: The other two Keepers in this region have put aside their differences for the moment and joined forces, in an effort to destroy you. That's almost a compliment. Kill the creeps.

New rooms this level: None

You start out with a large enclosed dungeon on an island surrounded by lava. Your dungeon takes up most of the northern part of the map. To the south, there are two dungeon keepers whose minions will not fight each other. Just you.

Don’t be intimidated by those dragons wandering around your dungeon. They don’t have a loyalty yet. It's up to you to give them one.

You have a gem deposit in an enclosed dungeon. Build a treasure room around it. Flag it for your imps to dig, then spawn some more imps. Build a Library in a room with only one entrance. If you transferred a high-level Mistress, Dragon, or Warlock from the previous level, place it there as quickly as possible. Place lairs and training rooms in the other rooms that connect to the portals. Place at least one hatchery in one of the 5x5 rooms. Build these rooms as quickly as possible. Spawn more imps as you build and as gold permits until you have 12 to 16. Keep as many of your creatures in training as you can.

In the extra large room on the west side of your dungeon, place a large prison, torture chamber, and hatchery. Place a temple graveyard, and scavenger room in the large east room. Tell your creatures to subdue and capture your enemies rather then kill them.

Notice that some walls are extra thick, so you can trim a few here and there if you need the space. Don’t worry about the other keepers until you start seeing bridges appear.

Once you see bridges, or you’ve got some muscle built up, now’s the time to think about an offensive. The green keeper to the east is more aggressive, and he’s probably the one who will tunnel to the lava lake and start building a bridge. You imps can claim the entire bridge as it appears. Sell the bridge. If you're lucky, you can trap some enemy creatures on it.

After you have a good number of level 5 or 6 creatures, it's time to act. Build a short bridge from your south portal to the land. have your imps claim some area, then build a guard post next to the bridge. Place a high-level creature with a ranged attack, such as a warlock or mistress at the guard post. (This is a good use for the level-10 mistress, if that's what you transferred from the previous level). Place 3 or 4 lightning traps south of the guard post. See if you can provoke the green keeper into attacking by messing with his imps as they pass. Be mindful of your own imps, and try to keep them away from the blue Keepers' area. You don't want to provoke him just yet.

If you can't get the green Keeper to attack, just start tunneling toward his dungeon to the southeast. Remember, the goal is to get him to attack you. As his creatures are subdued, have your imps cart them back to your prison.

Once you have some of his creatures in prison, start dropping chickens into the prison. Your captives will eat them and gain health. (That's why you should build a nice big hatchery by the prison). The idea here is not to kill them, nor should you try to convert them to your cause. Remember that he can only have so many creatures. He will replace the ones he loses. But if they’re trapped or imprisoned, they're not lost, just out of the action.

Use invisible imps to expand down his corridors. As you capture rooms, sell them. If you run into resistance, drop in a bunch of monsters. Once the green Keeper falls to your superior skill, the blue keeper to the west will kick into action. Be ready for him, and repeat the same strategy with him.

I've noticed that most levels that have two enemy keeper levels in this game tend to have an active one, and a passive one. The passive one only becomes active once the other guy is history. This level is not too hard if you’re patient and play smart.

A Transfer Creature box is behind the big gold deposit in the far south. If you can't find it there, look in one of the enemy Keeper's libraries. An enemy imp probably carted it there.

Victory Text: You have won another magnificent victory, Master. You have a talent for twisted mercilessness that makes other Keepers look well-behaved by comparison.

Closing Dialogue: Carn Forge. The Fairy ring lies smashed, and the folk have fled to the hills. Our vampires are out hunting them down as we speak. Rest assured, we'll be dragging them back soon, my lord.

NOTE: I believe this closing dialogue actually belongs with Level 12, Elf's Dance. However, the program really does place it here. This is only one example of this type of mix-up. There are several others.

Back to Level 12: Elf's Dance

On to Level 14: Sleepiborough

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.