SPONSORED LINKS


Home ] Up ] Eversmile ] Cozyton ] Waterdream Warm ] Flowerhat ] Lushmeadow-On-Down ] Snuggledell ] Wishvale ] Tickle ] Moonbrush Wood ] Nevergrim ] Hearth ] Elf's Dance ] Buffy Oak ] Sleepiborough ] Woodly Rhyme ] Tulipscent ] [ Mirthshire ] Blaise End ] Mistle ] Skybird Trill ] Hidden Realm #02 ] Hidden Realm #03 ] Hidden Realm #04 ] Bonus Moon Level ] Morkardar ] Korros Tor ] Abbadon ] Batezek ] Dixaroc ]

 

Home
Up

 

Realm 17: Mirthshire

Difficulty: Hard

Goal: Defeat the Lord of the Land while dealing with the hordes (and I do mean hordes) of heroes that are converging on your dungeon.

Opening Dialogue: Industrious citizens go about their daily lives with care, enthusiasm, and diligence. There is no crime, and everyone works for the common good. It's a disaster of a place and deserves razing.

Objective: Your location is already known to the heroes of this land. They have moved quickly to mobilize their forces against you. It's pathetic. They deserve to have their heads impaled on lances for such impudence.

New rooms this level: None

First of all, this level is a lot easier if you bring a high-level creature from the previous level.

You start off in the middle of the map with small rooms North, South, East, and west of your heart. You also have 8 imps, one of which is a level 10.

Your first job is to claim some space and re-inforce your walls. Heroes are going to start tunneling in from all sides all too soon, and you have to be ready when they do. The heroes cannot tunnel through reinforced walls or unnimed gold tiles.

Expand the room south of your heart to 6x6 and place a 5x5 lair there. (you can fill the rest of the area later). Expand the room to the north to 6x6, and place a 3x3 library there. Expand the west room to 5x5 and place some treasure tiles there, and expand the room to the east to 6x6. (It will make a good workshop after you get some gold)/

Try to keep a few imps fortifying your walls while the others dig.Slap them if they move slow. If you brought a spell-researching creature from the previous level, place it in the library as soon as you build it.

Now, make a 5x5 hatchery east of your lair, and room for a 6x6 training room west of the lair. (Just start with a 3x3 training room, just fill the rest when you have the gold).

Now, enlarge your lair room to the south until you reach the portal and claim it. Get all your imps fortifying the walls, since the first wave of heroes will soon be upon you. Once all of the rooms are fortified, dig a tunnel from your training room to the gold deposit west of your dungeon. Flag a few tiles for digging, and have some imps fortify the walls of the tunnel (They won't be able to finish doing so before the first heroes arrive, but any fortifying they can do will help).As the imps cart gold back to your treasure room, add tiles to your training room until you fill the entire 6x6 area. Put as many creatures as you can in training.

When the first wave of heroes are close, you want to find something to keep your imps busy and away from the action. So, using the first tunnel as a starting point, dig another tunnel from your training room along the southern border of your dungeon to reach the gold deposit east of your dungeon. Be careful not to dig into your dungeon while doing this. You want only one way into your dungeon, and you want that way to be through the training room. Digging this tunnel will keep most of your imps busy when the heroes attack from the north. (And you're going to need that gold anyway.)

When the heroes break through your walls, let them come to your training room so your creatures can slaughter them. If you brought a high-level creature from the previous level, you can use it to slow down (and maybe even kill) the first wave or two of heroes while your other creatures train.

 Most invading heroes will drop gold as they die. When they do, grab it and drop it into your treasure room.

The first wave of heroes will come from a hero gate directly north of your dungeon heart. There is a small treasure room west of this gate, and a prison to the east. The prison is holding two level-6 archers that will join you if you break down the door.

As you get gold, expand your Library and build a workshop in the empty room east of your dungeon Heart.

As more heroes arrive, let them find their way to your training room. Keep your imps busy mining gold and fortifying nearby walls. Continue mining the west gold deposit. You should place a small treasure room next to it so your imps don't have to cart it all the way back to your main treasure throve.Just west of this gold deposit is an open area with a Multiply Creatures box. Using this box when you have a lot of well-trained creatures will help insure a victory.

You need only kill the Lord of the Land to beat this realm. There's no Transfer creature box on this level (damn), but there is a Locate Hidden Realm Box by the Hero Gate in the Southwest corner of the map.

Closing Dialogue: The flowers lie trampled in the dirt, and their disgusting pong has been replaced by the smell of soiled armor, and the internal juices of those sliced to pieces by your servants, master. Quite an improvement, I trust you'll agree.

Back to Level 16: Tulipscent

On to Level 18: Blaise End

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.