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Hidden Realm 03: (from Woodly Rhyme)

Difficulty: Easy

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

New Rooms on this level: None

New Spells: None

New Creatures: None

Objective: You must have Lightning Reflexes to Complete the task ahead of you.  Kill these Imps as quickly as you can .

Apparently, this realm has a problem with imp over-population.   Looks like it's up to you to fix that little problem.

You start out with a Lair, Treasure room, Training Room,, Library, and Scavenger Room.  Note the absence of the Hatchery.   Also, note that you have lots of empty rooms with doors on them.

You have 120,000 in gold.  You also have 50 imps, ranging from level 1 to Level 10.

First, Grab 8 imps and set them to work breaking down the door north of the training room.  Wait until the bust down the door, and  start claiming the area beyond it.  There's another door to the north,  but don't worry about it right now.  You've got bigger fish to fry (so to speak).

Choose one of the small rooms with a door.  There are several nice rooms on the Northeast part of your dungeon, next to the scavenger room..  Laugh maniacally to yourself, and lock the door.

Using the creature panel, Grab 8 idle Imps, and place them in the locked room.  Next, pick up the 8 highest level imps using the creature panel, and place them in the same locked room.  Now, grab the 8 lowest level imps and place them in that room also.    Now cast cave-in on the imps until they're all dead.  Repeat this procedure until you have killed all 50  imps.

NOTE: Choosing the 8 highest and Lowest imps will allow you to place 16 imps into the room.  Otherwise, you most likely pick up the same imps over and over again.   Picking up the idle creatures may get a few extras in the room.

When the last imp is dead, you beat the realm.   For some mysterious reason, you'll gain the ability to build bridges.  A new imp (which you don't have to kill) and a level-5 Hellhound will also make an appearance.

Have your new imp and the Hellhound break down the doors and claim the area north of the training room to free the Horned Reaper.  Put the Reaper in the Training room so he doesn't get angry.  

To the west of the newly-claimed area are 4 Increase Level boxes.   Quickly build a bridge to them.  Have the imp claim the area, and use the boxes to pump up your Reaper and Hound.

To the east of the newly-claimed area is a Transfer Creature box.   Quickly build a bridge to it, and have your imp claim it.  Use the Transfer Creature box to transfer the Reaper or Hound to the next Realm.

Watch your gold reserve.  If you run completely out of gold before you conquer the realm, you lose.  If you're careful with the cave-in spell, you should be able to kill all the imps long before your gold runs out. 

It's obvious from the Opening Dialogue,  Victory Text, and Defeat Text that Bullfrog intended players to use the Lightning spell to conquer this realm, but I've found the cave-in spell to be a lot more effective.

Despite what the victory text says, as far as I know, you don't get a giant to transfer to the next realm.  Just your choice of the Reaper or Hound.

Victory text: It is done.  Tiny heaps of charred flesh smolder where imps once stood.  You certainly had your finger on the pulse this time.  The Dark Gods will send you a giant to help you conquer the next realm.

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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 Electronic Arts and Bullfrog Productions.  No intent to infringe on these copyrights are made.