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Deeper Dungeons Realm 14: Diatom

Difficulty: Hard

Goal: Starting with no magic, no money, and only a single spider, build your dungeon to defeat two enemy Keepers.


Starting Gold Amount:     0
Starting number of Imps: 0
Your Portal Max:                0
Enemy Portal Max:             0

Objective: A Devious wizard has cheated you of your magical powers.  Use your  only  spider to explore your realm.  Find the Wizard, Kill him, and make an example of his foolishness.

The real trick to beating this realm is getting started.  You start out with no gold, no magic, no imps, and only a single Level-4 spider to aid you.

First off, since you don't have access to a portal, and you have no prison or graveyard to build your forces, every creature that you find is precious.  Don't be afraid to save your game often, and restart from an earlier point of you should lose any creatures.

You start out in the Northwest corner of the map with a single treasure room,  hatchery, and a somewhat patchy lair.  There is a generous gold deposit near your dungeon heart, but you have no imps to mine it. The Blue Keeper is east of you in the Northeast corner of the map.  The Green Keeper is in the Southwest corner of the map.  A large Hero complex dominates the centre.

Let your spider establish it's lair.  Give the spider a single slap to speed it up, then posses it.  Quickly head east from the lair, break down the door leading north, then quickly follow the hallway north.  You'll trigger a boulder trap, but if you just  follow the hallway going north without stopping, you'll have no problem.  Break down the door at the end of the hallway and let the heroes attack the spider.  

Cancel your possession spell, and bring up the Battle status window.  Let the spider fight the heroes until it's health gets low, then grab it and drop it in it's lair.  Go to the hatchery, grab a handful of chickens, and drop them on the spider to heal it.  Any remaining heroes will head toward your dungeon.  Wait for them at your lair, and let your spider finish them off.  Watch your spider's health, and if it gets low, drop more chickens on it to heal it.  (Note that your spider has to be on your territory in order for you to drop chickens on him.)

Let your spider rest up and heal, then posses it again.   Head back to the room where the heroes attacked you, and break down the next door.  The next room has no heroes, just some water tiles.  Break down the next door, and enter the room.  A bunch of heroes will attack.  Ignore them.  Run to the next door and break it down.  This will release a pair of Level-6 Dark Mistresses that will join you.  Cancel your possession spell, and pluck your spider from the battle area.  Drop it into your hatchery.

Let the Mistresses fight the heroes.  As their health gets low, pluck them from the battle and drop them in your lair.  Drop chickens on them as they rest to speed up the healing process.    Any remaining heroes will once again head for your dungeon.  (Those hero-types are so predictable.)  Then they attack, grab chickens to drop on your creatures as they fight to heal them.  Your creatures should be able to finish them off.   Just remember, it's vital to your long-term success that both of your Mistresses survive this first battle.  Try to save your spider also, if you can.

Let your creatures rest and heal, then possess a mistress and retrace your route back to the room where you found the Mistresses.  Break down the next door, follow the short hall, and break down the door.  Dash east  across this room to the opposite hallway.  As you run across, you'll trigger a line of boulder traps, but if you keep moving, you can get across.  Just for laughs, a band of heroes drop into the room just in time to get crushed by the boulders.  Follow the twisty hallway and break down the door to release 6 level-4 imps ready to join your cause.  Cancel your possession spell, grab the Mistress and the 6 imps, and drop them all back at your lair.

Now you're in business!  From your treasure room, dig a tunnel to the gold deposit and flag about one-third of the gold for your imps to mine.  Let your imps mine the gold, and claim as much area as they can.  (The room with the water tiles prevents them from claiming a lot of the area you're already explored.  You'll have to wait until you get the ability to build bridges to claim the rest of this area.)  "Fill in" the empty spots in your lair and enlarge it to nearly fill the room it occupies.

(Hint: Now would be a good time to save your game.)    

Remember that first boulder trap your spider had to avoid?  From that tile, you should be able to dig a tunnel going southeast until to hit the water area.  I usually expand the boulder area into a 3x4 room, and I expand the twisty hall north of it into another room.  (You don't really need to do this, I just do it to shorten the patch to the rooms to the east.)   Let your imps fortify all of your walls. 

Once you dig out of your initial area,  you may have to persuade your imps to claim empty area, since they seem to be reluctant to claim the tiles here.  (I suspect some problem with the map causes this)  Just grab any idle imps, and drop them on unclaimed tiles next to your dungeon, and they're claim a few more. 

Now you need to start worrying about the Blue Keeper to the East..  He starts off slightly better then you did.  He has a bunch of Beetles and Trolls, but only a limited gold supply and no access to a portal.   Dig a ledge along the northern shore of the water area until you're near the entrance to the enemy dungeon, then possess one of your mistress and guide her into the enemy dungeon.  As soon as she's attacked, cancel the possession spell, and let her attack on her own.  As her health gets low, pluck her away, and repeat with the other mistress.  If the battle shifts to the water area, drop your spider in for good measure.  Watch your creature's health, and as it gets low, pluck the creature away, heal it with chickens, and guide it back to battle.

You can just whittle him down a creature at a time until he has nothing left.  Then possess one of your Mistresses, guide her to the enemy Heart, and let her take it out.  When you defeat the enemy Keeper, you somehow gain the ability to build bridges.  Extend your "ledge" to the enemy Keeper's entrance, and let your imps start claiming the enemy Dungeon.

After claiming the lair, try to claim the area to the west rather than the training room.  Several creatures were held in the cellblock in that area that will join you.  Once again, you'll have to persuade your imps to claim these tiles.  Work quickly, because a band of heroes will drop into the enemy dungeon as you claim it.    Deal with the heroes the same way you dealt with the enemy Keeper's creatures.

Once the heroes are dead and you've claimed the enemy dungeon, get some of your creatures, like the Bile Demons, into  training.  Build a bridge so your imps can claim the area east of your original dungeon, and let your imps dig out more of your gold and fortify the walls.

Build a bridge to connect the former Blue Keepers domain to the unclaimed area to the south.  Let your imps claim it.  Drop a mistress on this area, possess her, and walk south across the lava and break down the door.  Advance into the room, and let the heroes attack.  Cancel the possession spell, and watch the battle status window so you can pull out your Mistress when her health gets low.  Pluck her out and drop her back into her lair, then repeat this procedure until all the heroes are dead.  Then build a bridge across the lava and let your imps claim this area..

Advancing west from this area will trigger a hero attack at your dungeon heart.  Be ready for it.  Continue claiming the hallway going west.  About midway across the map, you can tunnel south from the hallway into a library with 4 level-8 warlocks.  When you claim the library, you'll be able to research the Create Imp spell.  (That's the only spell you'll be able to research at this point)   East of the Library is a large gold deposit that you'll need to finance your cause.  There are many heroes guarding the area, so be ready for a fight when you tunnel to it from the hallway.

At the west end of the long hallway is a large room with a Hero Gate.  Northeast of this room is a short hallway.  You can extend this hall by digging out one tile at the end of it.  Doing so will expose another short hall with 2 Increase Level Boxes in it.  Do not use them yet.  Have your imps drag them back to your library.  Advancing south from the Hero gate room will trigger another hero attack.  Deal with the heroes, then continue south, past the water area to another area with locked doors.

Breaking down some doors will release Dragons that will join you.  Breaking down other doors will release heroes.  You want to release the heroes and the dragons so you can collect all of the Resurrect Creature Boxes in this area.  Have your imps drag them back to your library, and continue east to the Wizard's library.  The Wizard will have lots of heroes with him, but when you kill the wizard, you gain the ability to research more spells.    Claim and sell the Wizard's library, and continue east..

You'll soon reach a few small rooms with locked doors.  Breaking down these doors will release some Mistresses.  Once you've claimed these mistresses, and once you've cleared out any lingering heroes, use the Increase Level boxes you found to beef up your minions.

By now, you gold should be nearly gone, so tunnel to the northern tip of the gold deposit to the east.  Start at the northern tip, and dig all but the last two rows.  Place a guard post here, and put your high-level mistresses there.    Place a door and a few lightning traps near the guard post to keep enemy imps at bay.  Then mine the rest of the gold.

Doing so will expose a large water area between you and the last enemy keeper.    You'll most likely have to fend off hit-and-run attacks, but your Mistresses on guard should do OK.  Claim enough of the area  on the northern side of the water to stage an attack, then build a bridge across to his treasure room, and try to capture it.  Use the Call-to-Arms spell to cluster your forces, but make sure you only cast it on land you own.  As your Imps claim more enemy territory, move your Call-to-Arms flag to advance your creatures. 

Expect heavy losses during this battle, but you can tilt the odds in your favor with the Resurrect Creature Specials.  The enemy Keeper has a graveyard, so try to keep him from carting off the dead to his graveyard.  If the enemy Keeper gets too many vampires, he could spoil your day.

From this point, simply use your Call-to-Arms to guide your creatures to the enemy Heart.  As you capture enemy rooms, sell them to increase your gold and decrease his chances of  capturing them back.  

The enemy Keeper has a gem deposit, but by the time you can safely reach it, you'll have defeated him already.  The same goes for the nearby portal.  I don't think you can draw any creatures from it anyway.

Congratulations on a very hard-won victory.

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Level Guide Copyright (c) 1999 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.