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Realm 15: Woodly Rhyme

Difficulty: Hard

Goal: Defeat two enemy Keepers and some heroes

Opening Dialogue: A place of such obscene contentment, it's criminal that a horde of undead vigilantes haven't massacred every soul in the place. If there's any justice, that will soon happen, my lord.

Objective: You seem to have started a trend. Two other Dungeon Keepers also have designs on this dark domain. Expect no quarter from your rivals.

New rooms this level: None

You start out in the Northwest corner of the map. There is a Blue Keeper located in the Southwest corner, and a green keeper in the southeast corner. The Northeast corner of the map is impenetrable rock. There is a underground river that runs east and west across the center of the map. There is a heavily trapped complex in the exact center of the map.

Place a 3x3 lair in the room in the Northeast corner of your dungeon. (Closest to the east gold deposit). Place a 3x3 hatchery in the room south of your new lair, and place a 3x3 library in the large room southwest of your hatchery. You can fill these rooms as gold permits. As you mine the gold from the east gold deposit, you should expand your lair into this area. You can also expand the library into a 6x6 area by digging out the south and east walls. Do not expand this room any larger than 6x6. Hollow-out a 6x6 room south of your heart and place a 3x3 training room there for now.

If you transferred a high-level creature from the previous level, place it in the library now so you'll get a head start on research.

Dig a tunnel from the training room to the western gold deposit. Hollow out a small area for a treasure room east of the gold, then dig along the southern boundary of the gold deposit until you get to the impenetrable rock. Dig another tunnel east from the training room and around the border of your existing dungeon until you get past your library. tunnel south a few tiles, then tunnel east until you reach the impenetrable rock. The goal here is to dig this tunnel without breaking into the water area. The large underground river has uneven boundaries, so before you tunnel south, save your game. If you tunnel into this river before you're ready, a few level-10 heroes will make you sorry you did..

Have your imps reinforce this long east-west tunnel that now forms the southern border of your dungeon. The tunnel will act as a defense from creatures from the south, while allowing you to expand.

Flag some gold tiles in the west gold deposit to build up some gold, and expand your existing rooms so they fill their areas. Once you do this, claim the portal. As creatures arrive, place them in the training room. If you need a bigger lair, dig out the gold around your existing lair to gain the extra space. Try to keep all your creatures in training or in the library.

Expand the room in the northwest corner into a 5x5 area, and place a workshop there. continue mining the west gold deposit. You'll need to spawn more imps to keep up. When all of the gold to the west is mined, tunnel north from this area to get to the gem tiles in the northwest corner of the map. Make a treasure room nearby. There is water before the gem tiles, so cover it with bridges to increase efficiency.

Reserve the small rooms north of your heart for a prison and torture chamber. You should also place a hatchery there to feed your prisoners.

As you train your creatures and mine the gold, the blue keeper will tunnel into the water area and will be attacked by the heroes. The heroes should, in fact, defeat the blue keeper for you. (It's about time those heroes did something useful for a change!) You can loot this dungeon at your leisure, but don't do so right away. The heroes will also do some harm to the green keeper, but they will not defeat him.

Place a door at the east entrance to your training room and place a boulder trap in front of the door. Extend your long eastern tunnel by digging along the impenetrable rock until you break into the water area. Have your imps reinforce these walls while your creatures continue to train. You may encounter some leftover heroes in the water area. If you do, recover most of your imps, and let the heroes advance until they reach the boulder trap. The boulder should mow down any heroes that entered the hallway.

The east end of your tunnel should be near a gold deposit in the water. build a bridge to it, and mine the gold there. The green keeper may be mining this gold also. If he is, drop a few well-trained creatures in the area to send them packing.Tell your creatures to capture your enemies instead of killing them.

Once that gold is gone, advance south into the green keeper's dungeon. Build a bridge if you need to. If you act quickly, he should still be weakened by his encounter with the heroes. If you capture any of his creatures, just keep them alive in your prison by keeping them well fed. Do not torture them or let them starve.

If you capture the area around the green keeper's gem tiles, build a small treasure room there, so your imps won't have to travel far when mining them.

After the green keeper falls, you've technically defeated the realm.. For fun, you can tunnel south from your training room, across the water and into the blue keepers area. and plunder his dungeon. (If you wait too long to attack the green keeper, you'll have to plunder this dungeon anyway to maintain your gold supply)

In the center of the map is a heavily trapped complex. Your best strategy here is to wait until you have the Destroy Wall spell, then tunnel in from the back. There is a Reveal Hidden World Box there, along with a bunch of Make Safe Boxes (which will be pointless by the time you reach this room) This room is protected by a ton of lightning traps.. Don’t go in through the door or entrances, or you can kiss all your imps goodbye. You may want to put doors on every entrance to this building and lock them, or imps will march like lemmings into the slaughter.

There are two long water-filled caverns at the bottom of the map. The one on the left leads to a small hallway with a Transfer Creature Box.. You’ll have to build bridges and dig to get to it. It's protected by a locked door, a boulder trap and a lightning trap.

Closing Dialogue: We've developed this area. It is now a breeding ground for our legions of beetles and flies. To think that it was once pointless farmland providing food for the weak population that lived there in so-called peace..

Back to Level 14: Sleepiboriugh

On to Level 16: Tulipscent

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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.