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Realm 14: Sleepiborough

Difficulty: Hard

Goal: Defeat two Enemy Keepers, and the Lord of the Land

Opening Dialogue: A settlement in the fertile farmland near the mountain. Nothing ever happens here, apart from some good deeds and the odd exchange of kind-hearted greetings. A disgusting pit of Hades in other words.

Objective: Only the Lord of this Land stands between you and hectares of desolation and woe. I bet you can't wait to meet him.

New rooms this level: None

Actually, the objective text is a little misleading. Not only do you have the Lord of the Land to deal with, but also two enemy Keepers. The Blue Keeper to the east is very aggressive. The Green Keeper to the west is more passive.

You start off in a large area surrounded by impenetrable rock. There are three gaps in the rock that allow you to dig out (or enemies to dig in), so you'll need to work fast. One is to the north, another is in the southeast corner of your area, and the other is in the southwest corner.

From this point on, you'll find it more difficult to attract good monsters to your dungeon.. Even flies and Beetles won't be available.. Your best bet is to build and fortify until you get a scavenger room, and then steal monsters from the other Keepers. Train the creatures that you do get to a very high level.

Perform the following steps as quickly as you can:

Hollow out the area next to the gold deposit which is west of your dungeon heart, and build a treasure room there. Hollow out the area next to the eastern gold deposit, and place a lair there. Now flag some of the gold to the east for your imps to mine and carry to the treasure room to the west. spawn more imps as gold allows, until you have at least 16. As the gold is mined, expand your lair. When about half the eastern gold is mined, dig out a large room north of the lair for a library, and place a modest library in it. Leave lots of room to expand. Now dig a tunnel east, through the little gap in the rock, tunnel to the southeast corner of the map. There is a workshop there. claim it and get a level-10 troll.   BEWARE OF THE BOULDER TRAP IN THE HALLWAY LEADING TO THE WORKSHOP!  This nasty little trap can and will make short work of all your imps and many of your other creatures if allowed to roll into your main dungeon area.  (Thanks to Alan Griffith  [alangriffith@btinternet.com] for reminding me of this.)   Have some imps fortify the tunnel you dug to get to it, so the blue keeper can't tunnel in. (and believe me, he'll try).

Now, tunnel through the gold deposit west of your heart, and through the southwest opening in the rock. Hug the south wall until you reach the southwest corner of the map. There are two gem deposits there. Dig out a large area around both gem tiles, and fill the area with treasure room tiles. Don't flag the tiles for mining just yet. Have your imps fortify the walls of this room and the tunnel you dug to get there.

Now turn you attention north. There is a T-shaped corridor north of your dungeon heart. "square-out" the two rooms that form the upper east and west portion of the T, and place a 3x3 treasure room between them. Tunnel through the gold deposit between your T and the portal, and claim the portal. have your imps dig out the rest of the gold there, and fortify the walls. Place a large hatchery in the upper west portion of the T, and place a training room in the upper east part of the T.

Tunnel north from your training room until you get close to the opening to the north. Have your imps dig a tunnel going from the east wall of impenetrable rock to the west rock wall. What you want to do here is make a boundary that the other guy can’t cross. Have the imps re-enforce the north face of the tunnel.

Once you have fortified yourself, mine the rest of the gold in your area, expand your rooms, and get creatures training. Build a scavenger room and temple as soon as you get them, or else you'll find your creatures disappearing. I you have more than 1 couple of trolls, toss the excess back into the portal. You want to concentrate on Warlocks and Mistresses, and you want to train them as high as you can.

When you feel you're prepared, tunnel north into the enemy quarters. Use one of the side areas to tunnel directory into an enemy Keepers' dungeon. Do not tunnel into the center area. I usually go after the green keeper first. While the green keeper is alive, the Blue Keeper will not cross into green territory, so you'll only have to fight one keeper at a time. After the first dungeon goes down, the blue keeper will start moving aggressively into the area. Move in quickly for the kill.

Once both Keepers are dead, regroup, then build a bridge across the lava to where the heroes are. There are a group of heroes in the room. Once all these heroes are dead, The Lord of the Land will appear with some friends. You should be able to handle them easily. If you do run into problems, retreat and sell the bridge until you can regroup.

A Transfer Creature box is located in the Northwest, at the top edge of the X-shaped gold deposit. If you can't find it, look in one of the enemy Keepers Libraries.

Also, there's a Horned Reaper trapped behind the locked door east of the Workshop you claimed.  Be sure not to let him out until you have a private little area with a Lair, Treasury, Hatchery, and Training room that you can seal him up into.  (Thanks to Kevin M. Krom for reminding me about him.)

Victory Text: Your continued success makes me sick. Thank you, your wickedness.

Closing Dialogue: The people enjoyed each other's company so much. that they'll be together forever now. We've thrown them all into a big pit and piled tons of rock on top of them. A fitting end, We'll trust you'll agree.

Back to Level 13: Buffy Oak

On to Level 15: Woodly Rhyme

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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.