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 18: Blaise End

Difficulty: Very Hard

Goal: Defeat tons of heroes, and destroy their Dungeon Heart

Opening Dialogue: A place of joy and love. Nothing, the legends say, has ever spoiled the calm of Blaise End. So, when something does, it will be long overdue, and the inhabitants will thoroughly deserved it.

Objective: The guardians of this realm are asleep at the moment. Attack them as soon as you can or they'll be breakfasted, wide awake and inherently more difficult to slaughter.

New rooms this level: None

You start out at the south end of the map. In the center of the map is a series of circles of impenetrable rock. There are some gold deposits in this area, and a portal in the exact center of the map. To the north of the circles is another area where the hero's Dungeon heart is located.

Remember that the heroes will not tunnel through gold tiles, nor can they tunnel through impenetrable rock or your fortified walls. They can (and will) tunnel through their own fortified walls however.

As usual, your first priority is to claim some territory. First, expand the room north of your heart to 5x5, and place a 5x5 lair there. Clear a 6x6 area just north of the lair, and place a 4x4 training room in it. (As you get more creatures, to can fill this area the rest of the way.) Digging out your training room expose a new area with a skeleton that will join you. Make sure you put him in the training room straight away.

There is a small 3x4 Room just west of your dungeon heart. Make this into a treasure room.

From the Training room, Dig out the area to the gold deposit to the east. A couple of spiders will join you. Put them in the training room also. Dig a tunnel along the west edge of this deposit until you get close to the northern tip of it. Be careful not to tunnel into the open area just beyond. Get an imp or two to fortify the wall to keep heroes from tunneling into this area. You'll going to need this gold.

From your training room, dig a tunnel going east to along the border between the circles and your dungeon area. Have your imps fortify the walls, so the heroes can't tunnel through. Be careful not to tunnel into the lake to the extreme west. While it would be nice to have the tentacles there, the north part of this area has a fortified wall belonging to the heroes, and you won't be able to keep them from tunneling into this area.

Dig another tunnel from your training room going west between the border between the circles and your dungeon area. Have your imps fortify these walls as well. If you run low on gold while your imps are fortifying the walls, flag a few of the gold tiles in the circle area that you claimed (and fortified earlier). Don't flag too many of these gold tiles until all of your walls are fortified.

Place a small lair in the 3x4 room just east of your heart. Expand the room east of your new lair to 7x7, and place a 5x5 hatchery there. (The extra room will allow you to enlarge your hatchery quickly if food becomes scarce.) From the hatchery, dig a tunnel going east to claim the portal.

There should be an unused room west of your treasure room. Expand this room to 6x6, and place a 4x4 library in it. As creatures appear, place some warlocks in the library, and anyone else in the training room. (including a warlock or two if your can)

You want to get the workshop researched as quickly as you can, so as any warlocks in the training room reach level 3, drop them in the Library as well. While you're waiting for the workshop to be researched, dig out a large area south of your dungeon heart. When the workshop becomes available, place it in this area. As Bile Demons reach level 6, place them in the workshop. If you get trolls in your dungeon, just drop them into the workshop as soon as you can.

Dig a tunnel from your main dungeon complex to the gold deposit on the west end of your area. Place a treasure room next to the gold deposit, and mine it to pay for your creature's training. By this time, heroes should be wandering around trying to get into your dungeon. If you fortified your walls properly, they should not be able to get in, so you can train your creatures as high as possible.

Once you have the workshop, get any level 1 warlocks in training, and keep them there. Keep as many of your other creatures in training also. Be sure to have a few higher-level Warlocks researching in the Library so you can get the rest of your rooms and spells. 

As you get doors and traps, start placing them in the hallway west of your training room. When you gold starts getting low, break through your tunnel at the west end, and send in a couple of imps to start claiming area. Advance slowly north along the west edge of the map. Be on the lookout for gold pots to grab. You're going to need all the gold you can get.

It’s a good idea to try and capture anybody who walks into your dungeon alone, because you will need lots of monsters. If you get short on lair area, use the areas where the gold deposits were as space for new lairs. If you kill the heroes instead, be sure to drop the gold they drop. If you're really strapped for gold, start selling off excess doors and traps.

The hero's Dungeon heart in the extreme north part of the map. (Look for it west of the Gem deposit). It's protected by tons of lightning traps. Use high-level creatures to exhaust them.

Claim the area next to the gem deposit as quickly as you can. Place a treasure room there, and get as many imps as you can digging at it. protect this room with lots of doors and traps, because the enemy will likely attack you there.

There is a hall that leads west from the gems which leads to another room west of the dungeon heart. Place lots of traps along this hall as you advance. Use a Call to Arms spell to lead high level creatures (Dragons if you have them), to the dungeon heart to they can kill the remaining heroes and destroy the dungeon heart.

There's no Transfer creature box on this level, so you may as well exit the realm as soon as you conquer it. There still should be heroes left on the east side of the map. They become rather aggressive after you destroy the Dungeon Heart.  You can polish them off if you like.

Closing Dialogue: Nothing is left of this settlement apart from a stubborn stain on the ground. Our trolls are hard at work erasing it at this very moment. Then we'll spray acid over the entire locale.

Back to Level 17: Mirthshire

On to Level 19: Mistle

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.