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

 

Hidden Realm 02: (from Moonbrush Wood)

Difficulty: Medium

Goal: To Kill all your Imps before time runs out (Really!)

New Rooms on this level: None

New Spells: None

New Creatures: None

Objective: The Imps have all turned rogue and must die.  The speed with which you accomplish their destruction will determine your fitness  for greater tasks ahead .

Exactly how they've turned rogue is unclear since they still dig gold for you and still claim areas.  Maybe they're trying to form a labor union.   Whatever the reason, the little nits must die!

You start with a ready-made dungeon with the basic rooms.  You have 49 imps ranging in level from 1 to 10. To the west, your dungeon is connected to another area by two steel doors.

Flag a bunch of the gold to the south, then have a few level-10 imps bust down the doors to the west.  While they've breaking down the door,  slap around one of the other imps nearby.  After the second door is down, they will meet a few enemy imps.  Let your imps fight them to the death  Using the battle status window, target your imps with the Lightning Strike spell.  (Remember, your goal here is to kill your imps before time runs out.)

Have your imps claim the passage, then flag the tiles to the north   This northern hallway has two Boulder traps that you can use to your advantage. Grab as many of your High-level imps as you can.  When the first Boulder trap is triggered, drop your high-level imps in front of it to kill them.  Immediately grab more high-level imps, and repeat  the trick when the second boulder trap is triggered.

Now, it's time to feed the doggy.  Have an imp dig west of the boulder traps.  This will release a level-3 Hellhound that will attack.  The Hounds' goal is to attack your dungeon heart, but why not let him have a snack or two along the way?

Drop imps, one at a time, for the hound to attack and kill.  If some imps "gang up", on the hound, pick up the extra imps until the hound kills the one he's fighting.  Once again, use your Lightning spell to kill your imps during the battle.  Using the Battle Status window allows for more accurate targeting of you imps without risking hitting the Hell Hound.

As I said before, you start off with 49 imps.  After these imps are dead, 10 more level-10 imps teleport in.  They must die also.  Handle them the same as the others by feeding them to the hound.

If the imps manage to kill the hellhound, and you only have a few imps left, slap them to death. 

If you can kill all the imps in the allotted time, you'll have completed the entrance exam for the Dungeon Keeper University of Business Ethics and Personnel Management (tm).

In other words, you win..

When the final imp is dead, a level-10 Vampire appears that you can transfer to the next realm. (Not Dark Mistresses, as noted in the Victory text below).

Victory text: You are indeed a twisted soul, Master.  You made the Imps extinct with such Panache that not one but two Dark Mistresses have devoted themselves to helping you achieve your next goal.  You may proceed to your next conquest.

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.