Dungeon Keeper 2 - Prima
Dungeon Keeper 2 - Prima
TM TM
Complete
Campaigns &
Walkthroughs
TM
Prima is an authorized Electronic Arts Licensee.
PRIMA’S OFFICIAL STRATEGY GUIDE
PRIMA GAMES
A Division of Random House, Inc.
3000 Lava Ridge Court
Roseville, CA 95661
1-800-733-3000
www.primagames.com
an
production
Died by the pen
Wayne Frost
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L ubbin
Julian Glover
Chris McC
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Shin Kana
s David amor
Nick rick
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shelagh l
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Melissa ty
Wounded by th
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The Prima Games logo is a registered trademark of Random House, Inc., registered in the Sharon Freilich
United States and other countries. Primagames.com is a registered trademark of Random
House, Inc., registered in the United States. Jennifer Spohre
r
No part of this book may be reproduced or transmitted in any form or by any means, Wendi Dunn
electronic or mechanical, including photocopying, recording, or by any information storage or
retrieval system without written permission from Bullfrog Productions, Ltd. except for the
inclusion of quotations in a review.
Lisa Goodrich
© 1999-2004 Electronic Arts Inc. Electronic Arts, EA, Dungeon Keeper, EA GAMES, the EA GAMES
logo, Bullfrog and the Bullfrog logo are trademarks or registered trademarks of Electronic Arts Inc.
in the U.S. and/or other countries. All rights reserved. Bullfrog is an Electronic Arts™ company.
Rooms. Detailed secrets and strategic advice for every room in the
game. Find out exactly what each room does, what the ideal size is,
what creatures it attracts, and how to place it and lay it out for maxi-
mum effectiveness against the enemy.
6 DUNGEON KEEPER
Win! (And Other Tips). Advanced Secrets for totally serious subter-
ranean mayhem. This is where you go to find out the secret cheat code
to reveal the whole map, or to find out what that … puzzling message
you just got in the game really means (if anything).
Other Realms. Starting maps for the Multiplayer realms (including the
Skirmish realms), and the Pet Dungeons.
INTRODUCTION 7
TO: DK
FROM: HR
RE. ACQUISITIONS
I believe I’ve found a project well suited to your talents, and I think we can work togeth-
er most profitably on it.
I’m sure you’ve heard of King Reginald the “Just” (or, as my staff has taken to calling him,
“Reggie the Just-so-Perfect”), the human creature who rules over the realm of
Harmonia. Reggie’s lands have been a trendy target for freelance keepers for some time
now, and I must admit he’s shown tenacity and even a certain creativity in defending his
interests against our colleagues.
This haphazard and ongoing struggle has recently taken a turn in Reggie’s favor. His
Wizards have fabricated a device they call a “Portal Gem.” The theory behind it is tedious,
but basically the gems keep our minions from emerging above ground, while giving the
“heroes” a high degree of access to the underworld. Reggie has divided his kingdom into
20 separate fiefdoms and devised a Portal Gem for each. Since the gems must be kept
below ground, each one is given to a knightly guardian who mans his own garrison of
defenders. Since the Portal Gem strategy was inaugurated, Reggie has driven off most of
the low-power freelancers, and the few serious contenders are also in retreat.
All that may make Harmonia sound like an excellent place for a Keeper to avoid, but
there’s one very serious flaw in Reggie’s defensive system. That flaw being, of course,
me. I am quite certain that it lies within my power to seize a Portal Gem and transport it
out of Harmonia, back to my own infernal realms, where it can’t help Reggie or harm us.
Unfortunately, even my dread power is insufficient to single-handedly slaughter a whole
horde of determined heroic defenders. And, as you know, my skills do not lie in the direc-
tion of organization and motivation. That’s where you come in. I need someone to go in as
an advance man, establish a beachhead, recruit a fighting force, and generally prepare
the situation to the point that I can administer the coup de grace. Furthermore, the power
of the Portal Gems is tied to the life force of their respective guardians, so before I can
enter a realm, it will be necessary for the lord of that land to lie vanquished. (At least,
8 DUNGEON KEEPER
this will be true most of the time … I have R&D working on a scenario that will allow
me to use the energy of captured Portal Gems to take a more proactive hand in certain
key operations, but this will be on a strictly-as-needed basis, and will require exten-
sive ground work).
If we succeed in this operation, we both stand to profit handsomely. I get another vic-
tory for the cause of Evil, the simpering souls of King Reggie and his would-be defend-
ers, and those intriguingly vexatious Portal Gems, which I suspect to represent a sig-
nificant source of power. You get the Kingdom-formerly-known-as- Harmonia itself,
along with its still-living inhabitants, for your ongoing exploitation and amusement.
Failure would, of course, invoke the standard penalty clauses. (I wouldn’t dream of
insulting a professional like yourself with any softer deal.) Grind your bones to a red
dust beneath my hooves, eternal torments infinitely beyond the scope of the mere
word “pain,” &cet. I’m sure you know the boilerplate.
I’m putting my staff to work on a detailed break-down of the operation, including
recruiting opportunities, available assets and a recommended plan of action. Look it
over carefully, and get back to me with your consent. This will be a challenging and
involved operation, but I trust that once you see the opportunity at hand, there will be
no question of refusal. I’m convinced you’re exactly the entity we need for this job, and
I would be most personally offended if you chose to decline.
INTRODUCTION 9
Welcome
to
Harmonia
Hail all ye travelers, pilgrims, holy mendicants and honest merchants.
His most compassionate royal majesty King Reginald the Just
extends to you his most gracious invitation to enter and sojourn in the
joyous and prosperous lands of Harmonia.
Fear not for your safety, dear friends! It is true that, ’til but recently,
the beauty of Harmonia was most tragically marred by Monsters
and Infernal Creatures tormenting and harassing the fair creatures of
our land. Today, however, the kingdom once again lies serene and pro-
tected under the rule of its royal lord. This happy chance has come
about because the wise and benevolent Royal College of Wizards has
devised mighty wards, styled Portal Gems, which seal all demonic
forces securely away beneath the earth. Thus may honest travelers once
more pass freely throughout the Kingdom.
So come one, come all! Whether your purpose be resettlement, a
sojourn with kinfolk, an holy pilgrimage, or commercial endeavor, the
friendly folk of Harmonia are ready to make you welcome! Our inns
fairly f low with the f inest wine, beer and victuals, whilst our markets are
o’erwhelmed with the bounty of our f ields and the work of our skilled
master craftsmen. All are welcome, all are safe!
10 DUNGEON KEEPER
THE HORNED REAPER
Exalted Infernal Potentate, Haunter of the Dreams of Children, Scourge of Virtue,
Bane of Chivalry, Most Dread Lord of the Abbatoir of Souls
From comparatively humble beginnings as a feared dungeon enforcer on the front line of
the war against virtue, the Horned Reaper (“Horny” only to his very good friends, “HR” to his co-workers) has become one of the most
dread rulers of the infernal regions.
A warrior first, last and always, HR takes a strong lead in the ongoing campaign of dungeon infiltration against the realms of man. A
boss who’s not afraid to get his hands dirty, HR has been known to take scythe-in-hand to see to the final disposition of some hap-
less surface lord.
“Strategy and management are all very well, but there’s nothing quite like the feel of
some human ‘hero’s’ viscera squishing wetly under foot,” the Horned Reaper says.
Nonetheless, the Horned Reaper has earned a reputation as one of Evil’s most
innovative strategists, specializing in engineering the fall of realms consid-
ered too well defended to ever succumb to conquest. His management
skills are also well-respected, as his gift for recognizing and nurturing the
talents of the most promising dungeon keepers is well known.
The Horned Reaper attributes his remarkable rise to learning to control his
legendary temper.
“I’m an embodiment of primal rage, so it’s only natural that I have a temper,”
he chuckles. “Early in my career, I found that it could be my downfall if I let
the rage control me at the wrong moment. My anger is my strength, and my
secret is learning to use that strength to my benefit. Of course, I still love
nothing more than disemboweling those foolish enough to defy my will,
but I’ve learned to choose the time and place for my vengeance, which
keeps my enemies from using my hideous anger against me.”
The Horned Reaper is the author of one book, Getting in Touch with your Inner
Screaming Lethal Hellspawn: An Executive Guide, published by Dis Press.
INTRODUCTION 11
INHUMAN
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Inc. DUNGEON RESOURCE SERIES
Second Edition
We here at Ear to the Wall understand that proper staffing is the key to dungeon management — it
can mean the difference between a rather dreary but otherwise ineffective dungeon and a truly five-
star catacomb of unending darkness. We also know the shortcomings of the typical annual review
process. That’s why we offer Investigative Reports and Comparative Analyses of your current staff
and potential hires. Our inquisitors and headhunters find answers to the questions that could get
you sued or eviscerated. We put our neck on the block so you don’t have to.
In some of the areas investigated, a creature improves with experience. For such areas, we have
devised four benchmarks: “Level 1,” for creatures new to the job market; “Level 4,” representing
creatures with intermediate experience; “Level 7,” for creatures on the verge of lower management;
and “Level 10,” for highly experienced creatures.
Speed (tiles/sec) and Running speed (tiles/sec). This indicates how fast the creature can travel,
whether walking or running. This also increases with experience.
Agility. How well the creature can twist and turn. This is primarily important during combat, but a
highly agile creature can also add to a torturer’s amusement.
Slap Damage. There is much to be said for slapping your recalcitrant employees around to encour-
age productivity, but the Dungeon Safety and Health Administration notes that too much slapping
can be detrimental to a creature’s Health. The creature takes this much damage each time you Slap
it.
Stun Duration (seconds). How long the creature is stunned into immobility each time you drop it
or it is hit by a stunning spell (for example, Tremor).
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Analysis Terms, cont.
Hunger Rate (seconds). How many seconds the creature can last between feedings. Note that crea-
tures don’t get hungry while in your Hand. Apparently, they have better things to worry about.
Chickens to Fill. How many chickens it takes to give this creature a square meal. If it can’t consume
this many, it will continue to be hungry.
Health/Chicken. How much Health the creature gains from each chicken it consumes. (Feathers
aren’t part of this dietary requirement, but most creatures consider them a great delicacy.)
Time Awake (seconds). How long the creature can work, fight and play before tiring.
Sleep Duration (seconds). The minimum time the creature will want to sleep. If seriously injured, it
wants more recuperative sleep than this. A creature that has lost more than half its Health will want
to continue sleeping until it has recovered at least half its Health, at 10 Health per second of sleep.
Strikes Every (sec.). The creature takes this long between blows in combat. Note that some crea-
tures prefer to cast spells or use other offensive abilities. When doing so, the recharge time for the
spell or ability determines how often the creature can strike.
Fight Style. Some prefer to wade into close combat; others prefer to attack from a distance. This isn’t
a factor unless there’s an option. For a complete explanation of fight styles, see Type and Match for
Maximum Pain, p. 127.
Research Points (RPs) per second. A certain amount of time must be invested in research to dis-
cover the structure of each new spell or trap. For ease of explanation, this research is quantified by
Research Points. If the creature is in the Library, it can contribute the listed number of research
points (per second) toward the next discovery. Note that this value improves with experience.
COMPARATIVE ANALYSES 15
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Manufacturing Points (MPs) per second. As with research, it takes work to build a door or trap,
quantified in this case by Manufacturing Points. If the creature is in the Workshop, it can contribute
the listed number of manufacturing points (per second) toward the next item to be built. Again,
note that this value improves with experience.
Experience Points (EPs) per second (Fight). The more your creatures fight, the better they can
fight. (Either that, or they die.) It takes Experience Points to reach each new Level of experience,
and this is how most creatures gain those points. (The Imp gains Experience Points by doing all the
scurrying work that an Imp does.)
Experience Points (EPs) per second (Train). For basic fighting skills, creatures can seek the rela-
tive safety of a Training Room. They don’t learn as quickly, but they’re much more likely to survive.
Once a creature attains Level 4, there is nothing more it can learn in a Training Room. It can con-
tinue learning in a Combat Pit (until it reaches Level 8), which is a mixed advantage — it earns
experience as though it were in a real fight, but it can also die (just like a real fight …).
Some creatures, including the Skeleton and Vampire, don’t have enough good sense to be scared —
they are fearless and will never flee in terror.
Threat Points. Of course, the creature itself is one of those scary things, at least to enemies. The
creature’s Threat Points are also listed here. The more experienced the creature, the greater the threat
it projects.
Time to Convert (seconds). The creature can hold up this long under torture before it breaks and
converts to your side. Of course, there’s always a chance that it will die before converting — if you’d
rather the creature convert, be sure it stays healthy enough to survive as the torture proceeds. If a
creature dies under torture, it will reveal something about its realm. (The more experienced the
creature, the longer it can hold out.)
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Annoyance (and Pleasure). These are mostly self-explanatory. Note that those categories which list
a time period (“per second”) continuously add to (or subtract from) the total as long as the condi-
tion continues. For example, most creatures are continuously annoyed while waiting for overdue
pay. Those categories without a time period add (or subtract) for each occurrence. For example,
most creatures are annoyed each time they’re Slapped.
Free Friends on Jailbreak. If a creature passes an enemy Prison containing creatures of its type, it
will open the Prison door, allowing everyone inside to escape. Only the Imp and the Princes would
refuse to help in this way.
Possessed Abilities. This table also lists each creature’s special abilities while you Possess it.
COMPARATIVE ANALYSES 17
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Physical Examination
Creature Health Speed (tiles/sec) Running (tiles/sec)
Level 1 4 7 10 1 4 7 10 1 4 7 10
Bile Demon 600 1050 1500 3600 0.40 0.46 0.60 1.00 0.56 0.64 0.84 1.40
Black Knight 400 700 1000 2400 0.50 0.58 0.75 1.25 0.90 1.04 1.35 2.25
Dark Angel 300 525 750 1800 0.70 0.81 1.05 1.75 1.61 1.85 2.42 4.03
Dark Elf 100 175 250 600 0.70 0.81 1.05 1.75 1.26 1.45 1.89 3.15
Firefly 100 175 250 600 1.12 1.29 1.68 2.80 1.12 1.29 1.68 2.80
Goblin 150 263 375 900 0.70 0.81 1.05 1.75 1.26 1.45 1.89 3.15
Imp 50 88 125 300 1.84 2.12 2.76 4.60 1.84 2.12 2.76 4.60
Mistress 200 350 500 1200 0.70 0.81 1.05 1.75 1.26 1.45 1.89 3.15
Rogue 165 289 413 990 0.70 0.81 1.05 1.75 1.26 1.45 1.89 3.15
Salamander 150 263 375 900 0.60 0.69 0.90 1.50 1.08 1.24 1.62 2.70
Skeleton 150 263 375 900 0.70 0.81 1.05 1.75 0.90 1.04 1.35 2.25
Troll 100 175 250 600 0.60 0.69 0.90 1.50 1.08 1.24 1.62 2.70
Vampire 250 438 625 1500 0.70 0.81 1.05 1.75 1.26 1.45 1.89 3.15
Warlock 100 175 250 600 0.60 0.69 0.90 1.50 1.08 1.24 1.62 2.70
Horned Reaper 3600 2.00 2.00
Dwarf 100 175 250 600 0.90 1.04 1.35 2.25 1.08 1.24 1.62 2.70
Elven Archer 100 175 250 600 0.70 0.81 1.05 1.75 1.61 1.85 2.42 4.03
Fairy 150 263 375 900 0.80 0.92 1.20 2.00 1.12 1.29 1.68 2.80
Giant 400 700 1000 2400 0.50 0.58 0.75 1.25 0.90 1.04 1.35 2.25
Guard 300 525 750 1800 0.50 0.58 0.75 1.25 0.90 1.04 1.35 2.25
Knight 400 700 1000 2400 0.50 0.58 0.75 1.25 0.90 1.04 1.35 2.25
Monk 250 438 625 1500 0.60 0.69 0.90 1.50 1.08 1.24 1.62 2.70
Royal Guard 500 875 1250 3000 0.50 0.58 0.75 1.25 0.90 1.04 1.35 2.25
Stone Knight 2400 1.00 1.80
Thief 150 263 375 900 0.60 0.69 0.90 1.50 1.08 1.24 1.62 2.70
Wizard 150 263 375 900 0.60 0.69 0.90 1.50 1.08 1.24 1.62 2.70
Lord Of The Land 600 1050 1500 3600 0.70 0.81 1.05 1.75 1.26 1.45 1.89 3.15
Prince Balder 1200 0.84 1.51
Prince Felix 1350 0.88 1.58
Prince Tristran 1350 0.88 1.58
King Reginald 3600 1.50 2.70
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Combat Analysis
Creature Preferred Melee Attack Damage Strikes Fight
Weapon Level 1 Level 4 Level 7 Level 10 Every (sec.) Style
Bile Demon Body 53 92 131 315 3.5 Blocker
Black Knight Blade 40 70 100 240 1.5 Blocker
Dark Angel Blade 84 147 210 504 1.8 Blitzer
Dark Elf Blunt 14 25 35 84 2.1 Support
Firefly Body 13 23 33 78 1.0 Flanker
Goblin Blade 17 30 43 102 1.3 Flanker
Imp Blade 3 5 8 18 1.2 Useless
Mistress Blade 48 84 120 288 1.8 Blitzer
Rogue Blade 40 70 100 240 1.8 Flanker
Salamander Body 20 35 50 120 1.3 Flanker
Skeleton Blade 28 49 70 168 1.4 Flanker
Troll Blunt 13 23 33 78 1.3 Blocker
Vampire Blade 67 117 167 400 2.5 Blitzer
Warlock Fireball 13 23 33 78 2.3 Support
Horned Reaper Scythe 420 1.5 Blitzer
Dwarf Blade 13 23 33 78 1.4 Flanker
Elven Archer Blunt 14 25 35 84 2.7 Support
Fairy Body 22 39 55 132 1.4 Flanker
Giant Blunt 45 79 113 270 3.0 Blocker
Guard Blade 40 70 100 240 2.0 Blocker
Knight Blade 40 70 100 240 1.5 Blocker
Monk Blunt 15 26 38 90 1.5 Flanker
Royal Guard Blade 50 88 125 300 1.8 Blocker
Stone Knight Blade 240 2.0 Blocker
Thief Blade 23 40 58 138 1.4 Flanker
Wizard Fireball 17 30 43 102 2.8 Support
Lord Of The Land Blade 40 70 100 240 1.5 Blocker
Prince Balder Blade 80 1.5 Blocker
Prince Felix Scythe 90 1.5 Blocker
Prince Tristran Scythe 90 1.5 Blocker
King Reginald Blade 558 2.0 Blitzer
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Productivity Assessment
Creatures Pay (gold/10 min) RPs/sec MPs/sec EPs/sec EPs/sec
Level 1 4 7 10 1 4 7 10 1 4 7 10 (Fight) (Train)
Bile Demon 600 690 840 1500 – 5 13 20 35 10 2
Black Knight 750 863 1050 1875 – – 10 2
Dark Angel 750 863 1050 1875 3 6 10 18 – 10 2
Dark Elf 600 690 840 1500 – – 15 3
Firefly 300 345 420 750 – – 20 4
Goblin 500 575 700 1250 – – 20 4
Imp 0 0 0 0 – – 35 3
Mistress 600 690 840 1500 – – 10 2
Rogue 650 748 910 1625 – – 15 3
Salamander 500 575 700 1250 – – 20 4
Skeleton 0 0 0 0 – – 20 4
Troll 500 575 700 1250 – 6 15 24 42 15 3
Vampire 750 863 1050 1875 5 13 20 35 – 15 3
Warlock 600 690 840 1500 5 13 20 35 – 15 3
Horned Reaper 0 – – – –
Dwarf 0 0 0 0 – – 20 4
Elven Archer 600 690 840 1500 – – 15 3
Fairy 600 690 840 1500 5 13 20 35 2 5 8 14 15 3
Giant 500 575 700 1250 – 15 38 60 105 15 3
Guard 600 690 840 1500 – 3 8 12 21 15 3
Knight 750 863 1050 1875 – – 10 2
Monk 300 345 420 750 3 6 10 18 – 15 3
Royal Guard 750 863 1050 1875 – – 10 2
Stone Knight – – 49 – –
Thief 750 863 1050 1875 – – 15 3
Wizard 750 863 1050 1875 10 25 40 70 – 15 3
Lord Of The Land – – – – – – 8 2
Prince Balder 900 – – 8 2
Prince Felix 975 – – 8 2
Prince Tristran 975 – – 8 2
King Reginald – – – – –
COMPARATIVE ANALYSES 21
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Psychological Profile
Creature Fear Threshold Threat Points Time to Convert (sec)
Level 1 4 7 10 1 4 7 10 1 4 7 10
Bile Demon 30 53 75 150 12 21 30 60 200 230 280 600
Black Knight 53 93 133 265 21 37 53 105 240 276 336 720
Dark Angel 70 123 175 350 28 49 70 140 240 276 336 720
Dark Elf 5 9 13 25 2 4 5 10 80 92 112 240
Firefly 2 4 5 10 1 2 3 5 40 46 56 120
Goblin 5 9 13 25 4 7 10 20 80 92 112 240
Imp 1 1 1 3 1 1 1 1 80 92 112 240
Mistress 27 47 68 135 11 19 28 55 280 322 392 840
Rogue 19 33 48 95 8 14 20 40 120 138 168 360
Salamander 11 19 28 55 5 9 13 25 120 138 168 360
Skeleton – – – – 6 11 15 30 120 138 168 360
Troll 5 9 13 25 2 4 5 10 120 138 168 360
Vampire – – – – 11 19 28 55 240 276 336 720
Warlock 5 9 13 25 2 4 5 10 120 138 168 360
Horned Reaper – 280 –
Dwarf 5 9 13 25 2 4 5 10 80 92 112 240
Elven Archer 5 9 13 25 2 4 5 10 80 92 112 240
Fairy 11 19 28 55 5 9 13 25 160 184 224 480
Giant 40 70 100 200 16 28 40 80 200 230 280 600
Guard 30 53 75 150 12 21 30 60 240 276 336 720
Knight 53 93 133 265 21 37 53 105 240 276 336 720
Monk 8 14 20 40 3 5 8 15 240 276 336 720
Royal Guard 40 70 100 200 16 28 40 80 360 414 504 1080
Stone Knight – 80 –
Thief 11 19 28 55 5 9 13 25 120 138 168 360
Wizard 8 14 20 40 3 5 8 15 120 138 168 360
Lord Of The Land 80 140 200 400 32 56 80 160 – – – –
Prince Balder 160 64 360
Prince Felix 180 72 390
Prince Tristran 180 72 390
King Reginald – 280 –
Horned Reaper, King Reginald, Stone Knight and Lords of the Land cannot be Converted. To Convert a creature, you must first knock it unconscious
and drag it to your Prison/Torture Chamber. Whenever any of the characters listed above are conquered, they die — they are never unconscious.
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COMPARATIVE ANALYSES 23
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Special Abilities
Creature Spells/Abilities Possessed Abilities
Bile Demon Gas Cloud (4) Gas Missile (8) Dwarf Chucking
Black Knight
Dark Angel Disruption (4) Hailstorm (8) Skeleton Army (10)
Dark Elf Arrow (1) Knives (4) Guided Bolt (8)
Firefly Wind (8) Flying
Goblin
Imp Haste (4) Teleport (8)
Mistress Lightning (4) Freeze (8) Hailstorm (10)
Rogue Invisible (8) Disguise/Stealing, Picking Locks
Salamander Spit (4) Fireball (8)
Skeleton
Troll
Vampire Slow (4) Drain (8) Raise Dead (10) Turn to Bat, Hypnotize
Warlock Fireball (1) Heal (2) Firebomb (8)
Horned Reaper Fireball Can’t be Possessed
Dwarf
Elven Archer Arrow (1) Guided Bolt (4) Grenade (8)
Fairy Lightning (4) Cast Armour (8) Wind (10) Praying
Giant Dwarf Chucking
Guard
Knight
Monk Heal (1) Haste (4) Cast Armour (8) Praying
Royal Guard
Stone Knight Can’t be Possessed
Thief Invisible (8) Disguise/Steal, Picking Locks
Wizard Fireball (1) Firebomb (4) Super FB (8)
Lord Of The Land Can’t be Possessed
Prince Balder
Prince Felix
Prince Tristran
King Reginald Can’t be Possessed
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Additional Notes
Bile Demon Attracted by Hatchery (25 tiles) and Workshop (3x3)*
Black Knight Attracted by Combat Pit (3x3)*
Dark Angel Attracted by Temple (5x5 per pair of Angels)
Dark Elf Attracted by Guardroom
Firefly Attracted by empty tile in Lair, can fly, can move unharmed on lava
Goblin Attracted by empty tile in Lair
Imp Can’t be Hypnotized, is created by magic (won’t appear through Portal), doesn’t leave a dead body
Mistress Attracted by Torture Chamber (3x3)*
Rogue Attracted by Casino (3x3)*
Salamander Attracted by Training Room (3x3)* and tiles next to lava, can walk unharmed on lava
Skeleton Fearless, created from dead prisoner (won’t appear through Portal), doesn’t leave a dead body
Troll Attracted by Workshop (3x3)*
Vampire Appears at Graveyard (3x3)* (won’t appear through Portal), Fearless, is harmed by walking on water, doesn’t leave a dead body
Warlock Attracted by Library (3x3)*
Horned Reaper Immune to Chicken and Turncoat, Fearless, can walk unharmed on lava, can’t be Hypnotized, called with a talisman or spell
(won’t appear through Portal), doesn’t leave a dead body, can’t be Possessed
Dwarf Digs 4 times as fast as the Imp (when converted)
Elven Archer
Fairy Can fly, can move unharmed on lava
Giant Can walk unharmed on lava
Guard
Knight
Monk Destroys any Vampire he kills
Royal Guard
Stone Knight Can’t be converted, immune to Chicken and Turncoat, Fearless, doesn’t leave a dead body
Thief
Wizard
Lord Of The Land Can’t be converted, immune to Chicken and Turncoat
Prince Balder Immune to Chicken and Turncoat
Prince Felix Immune to Chicken and Turncoat
Prince Tristran Immune to Chicken and Turncoat
King Reginald Can’t be converted, immune to Chicken and Turncoat, Fearless, can’t be Hypnotized, gains 40 Health/second while on his own land
* The room must be functional. (See The Art and Science of Room design, page 72.)
COMPARATIVE ANALYSES 25
Self-Evaluation
Name
Bile Demon
Primary Certification
Front-line combat
Secondary Certification
Manufacturing
Supervisor’s Comments
The Bile Demon is attracted by a Hatchery (25 tiles) and a functional Workshop.
It is slow, ravenous and lazy. If you have to drop it far away from its Lair or a Hatchery, plan on
picking it up and putting it back manually. Otherwise, it may grow unmanageably surly as it
makes its own laborious way back home, growing ever more hungry and tired on the way.
This flatulent fiend is a Blocker by fighting style, which means it will squat in the middle of a tile
and not move. It’s not easy to move a 1-ton beast with no legs and a wanton disregard for deodor-
ant. It is able to take a lot of hits before it turns horns and rolls away, and it can also deliver
26 CREATURE EVALUATIONS
SUPERVISOR’S EVALUATION
Bile Demon
a hefty blow. In combat, this odorly challenged sweatball should be placed in the front line, like a liv-
ing wall. However, due to its rotundity, it will remain stunned longer when dropped than any other
creature, so beware. If you do choose to drop it, either drop it a little way away to give it time to stand
up, or hobble the advancing enemy with the Thunderbolt spell.
When not in combat, use it as a Workshop crafter. While some say the standard of its traps are be quite
as precise as the Troll’s (a charge we find based on prejudice; our rigorous tests indicated no difference
between them), it answers even these naysayers by manufacturing items at an alarming rate.
CREATURE EVALUATIONS 27
Self-Evaluation
Name
Black Knight
Primary Certification
Front-line combat
Secondary Certification
None
Supervisor’s Comments
It’s Black Knight, OK? Dark Angel, Dark Elf, Black Knight. The “Dark Knight” is that guy with the
pointy ears and the cape, and he’s owned by a major media conglomerate that nobody wants to mess
with, so get it right!
Like the Bile Demon, the Black Knight is also a Blocker. Many blows, both physical and magical, are
required to worry this darkest of warriors. The extreme weight of his armour means that he is slow
to recover from stunning, but once he’s up, he’s without doubt the finest frontline force you could
wish for.
Attracted as he is by the Combat Pit, it would be wise to place him within it as often as possible, to
allow him to hone his savage skills.
28 CREATURE EVALUATIONS
SUPERVISORS EVALUATION
Black Knight
Productivity Assessment
Level 1 4 7 10
Pay (gold/10 min) 750 863 1050 1875
EPs/sec (fighting) 10
EPs/sec (training) 2
CREATURE EVALUATIONS 29
Self-Evaluation
Name
Dark Angel
Primary Certification
Commando
Secondary Certification
Research
Supervisor’s Comments
The Dark Angel is attracted by a Temple (5 x 5 per pair of Angels).
He fights in the Blitzer style, meaning that he will attempt to smash through enemy front lines and
massacre any Support creatures that may be cowering in the rear. At the highest levels, he is able to
create small armies of Skeletons to do his fighting for him, but he is perfectly capable of
fending for himself. In fact, with the exception of the sickening King Reginald, he can issue
more damage with a single blow than any other creature.
30 CREATURE EVALUATIONS
SUPERVISORS EVALUATION
Dark Angel
CREATURE EVALUATIONS 31
Self-Evaluation
Name
Dark Elf
Primary Certification
Supporting Fire
Secondary Certifications
Sentry, Group Tactics
What is your greatest professional strength?
The wisdom to work in concert with my sisters for maximum efficiency, plus the
patience of the hunter.
I have the ability to stealthily approach the enemy and engage them with long-
range sniper fire.
Female creatures have ALL the strengths of males!
What is your greatest professional weakness?
My gender is NOT a weakness! However, as an archer, I have to travel light, so
I have few defenses in close combat.
What do you enjoy most about your job?
Working with my sisters in harmonious sorority.
The quiet times while on guard duty.
What do you enjoy least about your job?
Certain female creatures who THINK they’re such great warriors, when all they
really are is adolescent male fantasy figures!
What do you want to get out of your position?
I want to prove to the Evil Powers that female humanoids don’t have to
DEGRADE themselves to be an asset to the cause.
32 CREATURE EVALUATIONS
SUPERVISORS EVALUATION
Dark Elf
Supervisor’s Comments
The Dark Elf is attracted by a Guardroom. Even after she arrives, she will continue to
gravitate toward Guard Rooms, even at low levels. If you need to train the Dark Elf fast,
and your guard points are reasonably secure, pick her up bodily and drop her in the
Training Room.
The Dark Elf acts as a Support fighter. This means that she will stay at the back in combat, shooting
her crossbow at the enemy lines, with deadly accuracy and a slight odour of caper berries.
During peacetime, she will guard in Guard Rooms, pacing up and down, and patrolling any Guard
Posts that may have been built, lamenting the lack of respect she receives.
CREATURE EVALUATIONS 33
Self-Evaluation
Name
Firefly
Primary Certification
Aerial Reconnaissance
Secondary Certification
Combat Air Support
What is your greatest professional strength?
I’m quick and clever! I seek out secrets!
What is your greatest professional weakness?
I’m easy to hurt, poor me! But only if they can catch me first!
What do you enjoy most about your job?
Seeking and spying! Flitting away from slow, stupid creatures!
What do you enjoy least about your job?
Boring stuff! Fighting, not flitting!
What do you want to get out of your position?
Just let me flit! Don’t make me fight!
Supervisor’s Comments
The Firefly is attracted by an empty tile in the Lair.
It is extremely useful in exploring remote corners of large open areas, particularly ones
defended by lava (which it flies over with impunity). However, if allowed to explore freely
it can sometimes lead invaders directly to your dungeon.
For whatever it’s worth, the Firefly cannot be tortured in an electric chair — placing it in
one will simply kill it. It can be tortured normally with a rack.
The Firefly’s multifaceted eyes lend a unique perspective on the world when Possessed.
While the Firefly doesn’t make a strong fighter, nor can it research, manufacture or guard,
it is nonetheless very useful, as it is the best Scout on hand. It will wander around any
accessible unexplored areas, revealing it to its master.
If it finds itself in combat, it will act as a Flanker. This trait, similar to Blitzers, will see
Flanker creatures target Support creatures, but avoid Blockers if possible. Happily, the
Firefly will not be stunned when dropped.
34 CREATURE EVALUATIONS
SUPERVISOR’S EVALUATION
Firefly
Productivity Assessment
Level 1 4 7 10
Pay (gold/10 min) 300 345 420 750
EPs/sec (fighting) 20
EPs/sec (training) 4
CREATURE EVALUATIONS 35
Self-Evaluation
Name
Goblin
Primary Certification
Combat Infantry
Secondary Certification
None
Supervisor’s Comments
The Goblin is attracted by an empty tile in the Lair.
The Goblin has one important advantage in battle — his remarkably short recovery time after
being dropped. When you’re dropping a whole pile of creatures, try dropping the Goblin first, and
the more powerful fighters and spellcasters a bit behind him. The Goblin will recover quickly and
screen the other creatures while they’re dazed and vulnerable.
The Goblin is one of the more valuable minions in a Keeper’s army. He is a Flanker, and so rush-
es to attack any Support creatures he can get to. While the Goblin doesn’t do heavy damage in
combat, he does strike very quickly. This is what makes a group of Goblins so effective against
more powerful creatures.
Out of combat, he is one of the most slothlike creatures you will encounter, doing nothing par-
ticularly useful other than training.
36 CREATURE EVALUATIONS
SUPERVISOR’S EVALUATION
Goblin
Productivity Assessment
Level 1 4 7 10
Pay (gold/10 min) 500 575 700 1250
EPs/sec (fighting) 20
EPs/sec (training) 4
CREATURE EVALUATIONS 37
Self-Evaluation
Name
Imp
Primary Certification
Engineer
Secondary Certification
Combat irregular
Supervisor’s Comments
The Imp is not attracted like normal creatures — it is created magically. It can’t be Hypnotised, and
doesn’t leave a dead body.
The Imp possesses the Claim Scan power, which allows it to sense the terrain in the immediate vicin-
ity of its current location, even through rock. It’s the Imp that allows you to see nearby water, lava
and gold as your dungeon expands.
The Imp will only fight enemy Imps, unless your Dungeon Heart is under attack, in which case it’ll
attack whatever’s threatening the Heart. Unfortunately, there’s no way to get the Imp to stop defend-
ing the Dungeon Heart, and instead (for example), drag your unconscious Dark Angel off to his Lair.
You could have every spell, every trap, every creature at highest level, but without the Imp, you might
as well pack your bags. Despite the fact that it is your weakest creature, and will only fight when its
Dungeon Heart is attacked, it is the backbone of every conquest, and knowing how to use it well
marks the difference between a competent Keeper and a master Keeper.
38 CREATURE EVALUATIONS
SUPERVISOR’S EVALUATION
Imp
The Imp will do all the jobs you need to build your dungeon, advance, and conquer. It
will reinforce your walls, claim the terrain, dig the rock, mine your gold, place your
traps, recover your wounded, imprison your enemies, fill your graveyards. Always have
a healthy complement of Imps so that no tasks that need doing are left neglected.
The Imp recovers Health while on its own terrain, so feel free to Slap it a little. This will make it work
harder.
It can increase in experience, but not through training. It gains experience by working, so make sure
that it always has something to do. At higher levels, the Imp can speed itself up, and at the highest
levels, the Imp has been known to teleport to where it needs to go.
CREATURE EVALUATIONS 39
Self-Evaluation
Name
Mistress
Primary Certification
Commando
Secondary Certifications
Support f ire, morale and motivation
Supervisor’s Comments
The Mistress is attracted by a functional Torture Chamber.
At low levels, she will divide her time between the Training Room and the Torture Chamber if left to
her own devices. This can greatly slow her advancement. To get her to focus on training, pick her up
and place her manually in the Training Room.
As fighters go, you will find few creatures more eager, and more suited to their type (Blitzer), than
the Mistress. With her astonishing speed and piercing strikes, she can quickly break through enemy
lines and start on the Support creatures with little problem. Her only weakness is her toughness —
one coat of vinyl on bare flesh provides little in the way of protection, and so she can be quickly killed
if not protected. Use her as a shock troop and she will prove her usefulness.
Note that the Mistress picks up offensive spells beginning at Level 4, allowing her to conduct ranged
combat.
40 CREATURE EVALUATIONS
SUPERVISOR’S EVALUATION
Mistress
Productivity Assessment
Level 1 4 7 10
Pay (gold/10 min) 600 690 840 1500
EPs/sec (fighting) 10
EPs/sec (training) 2
CREATURE EVALUATIONS 41
Self-Evaluation
Name
Rogue
Primary Certification
Scout
Secondary Certification
Support combat, asset acquisition
What is your greatest professional strength?
Smart as a whip, quick as lightning, tough as nails. I’m an all-
purpose kind of cat.
I can see a trap comin’ a mile off, daddy-o.
I can backstab, baby!
What is your greatest professional weakness?
When you’re out on your own in enemy territory, you have to stay on
your toes. If I’m not careful, I can get cut off and taken down
pretty quick.
What do you enjoy most about your job?
Those “special merit bonuses” the enemy so kindly supplies.
And hey, I LOVE that swingin’ Casino.
What do you enjoy least about your job?
Training is a drag, man, but you gotta keep in shape. I don’t dig
front-line combat … leave that action to the bigger cats.
What do you want to get out of your position?
Are you kiddin’? A swingin’ pad and a fine lady. All due respects
to you “cause of Evil” dudes and all, but I’m strictly in this for
number one.
Supervisor’s Comments
The Rogue is attracted by a functional Casino.
When not in combat, Rogues will sneak off and scout out unexplored areas, like the Firefly. As with
the Firefly, an unmonitored Rogue can easily lead enemies back to your dungeon.
42 CREATURE EVALUATIONS
SUPERVISOR’S REPORT
Rogue
The Rogue is a Flanker, and the most capable of them. In combat, it is best to use him
to attack the enemy from behind, because he can inflict ferocious damage this way, more
so than any other creature. While all creatures do extra damage if attacking a foe from
behind, the Rogue does a formidable double normal damage from the back.
However, his best use is when Possessed — he can disguise himself as one of the enemy and roam
freely about their dungeon, exploring it without causing alarm. His ability to pick locks also makes
him invaluable.
CREATURE EVALUATIONS 43
Self-Evaluation
Name
Salamander
Primary Certification
Shock Troop
Secondary Certification
Volcanic Environment Specialist
Supervisor’s Comments
The Salamander is attracted by a functional Training Room, but only in those realms con-
taining lava. It can walk unharmed on lava, and (in fact) will appear only in those realms
with lava somewhere within the realm. It is primarily combat-driven, and will always
gravitate toward the Training Room if left to its own devices.
The battle traits of the Salamander are that of a Flanker. It will try to circle its prey, before
lashing out with its deadly claws. At Level 4 it gains a Spit ability, allowing it to conduct
ranged combat. At this and higher levels, its long-range spells can be used as back-up
Support.
44 CREATURE EVALUATIONS
SUPERVISOR’S EVALUATION
Salamander
Productivity Assessment
Level 1 4 7 10
Pay (gold/10 min) 500 575 700 1250
EPs/sec (fighting) 20
EPs/sec (training) 4
CREATURE EVALUATIONS 45
Self-Evaluation
Name
Skeleton
Primary Certification
Combat Infantry
Secondary Certification
None
What is your greatest professional strength?
No pain. No fear.
What is your greatest professional weakness?
When I fall, I am forever dead.
What do you enjoy most about your job?
No more joy.
What do you enjoy least about your job?
No more sorrow.
What do you want to get out of your position?
Death.
Supervisor’s Comments
The Skeleton will only appear when a prisoner dies in your Prison. When it falls in combat, it
is instantly and irretrievably destroyed.
If the Skeleton is created with the Raise Dead or Skeleton Army creature spells, it only lasts for
about 30 seconds, then falls apart on its own.
The Skeleton has no natural healing. The only way to restore lost Health is with your Heal spell.
Although it is possible to train the Skeleton in a Combat Pit, doing so is very dangerous (at
least, to the Skeleton). If it falls in the Pit, it is destroyed. It must be kept alive through Heal
spells, or pulled out before it falls to pieces.
The Skeleton is unique amongst your minions, as it requires no Lair, no pay and no food. Like
the Salamander and Rogue, it is a Flanker, but will quite happily fight any creature near it. As
it has no Lair, and is also fearless, it will never leave a fight, but battle ’til it drops. In addition,
it leaves no leave no body behind, so cannot be imprisoned or used to create Vampires.
46 CREATURE EVALUATIONS
SUPERVISOR’S EVALUATION
Skeleton
The Skeleton has no job it likes to do, so will aimlessly wander about your dungeon
when it has trained all it can and there is no fighting to be done.
CREATURE EVALUATIONS 47
Self-Evaluation
Name
Troll
Primary Certification
Engineer
Secondary Certification
Combat support
What is your greatest professional strength?
I know what HARD WORK is, which is more than I can say for some others around here.
What is your greatest professional weakness?
If you want somebody to fight, get yerself a Goblin. I’ll do me duty, but don expect no heroics.
What do you enjoy most about your job?
Time in the Workshop, doin somethin useful.
What do you enjoy least about your job?
Sittin around on me bum, waitin for some human moron to come in an slice me.
What do you want to get out of your position?
I wanna be foreman sum day.
Supervisor’s Comments
The Troll is attracted by a functional Workshop.
He isn’t the most obvious combat creature, as he is less than resilient and does little damage to ene-
mies. However, he is a brave creature, and being a Blocker, will hold his ground and try to stop any-
one from passing.
Outside of combat, there is no doubt that the Troll should be in the Workshop. He is an extremely
efficient manufacturer of Traps and Doors, and will toil there without complaint.
48 CREATURE EVALUATIONS
SUPERVISOR’S EVALUATION
Troll
Productivity Assessment
Level 1 4 7 10
Pay (gold/10 min) 500 575 700 1250
MPs/sec (building) 6 15 24 42
EPs/sec (fighting) 15
EPs/sec (training) 3
CREATURE EVALUATIONS 49
Self-Evaluation
Name
Vampire
Primary Certification
Special Forces
Secondary Certification
R&D
What is your greatest professional strength?
When I fall, I can return to my coffin as a mist, and raise myself again, until my energies
are completely dissipated.
I do not eat … chickens.
What is your greatest professional weakness?
Crossing water discomfits and weakens me.
When my energies are all exhausted, I am utterly dead.
I am also vulnerable to the accursed piety of Monks, who can slay me utterly.
What do you enjoy most about your job?
Hunting the living.
The research of arcane magics.
What do you enjoy least about your job?
I find the company of mortal creatures tedious.
The monotony of training is beneath my dignity.
What do you want to get out of your position?
The respect due to a Lord of the Undead, and the power to hold that respect.
Supervisor’s Comments
The Vampire is attracted by a Graveyard (3 x 3), and is fearless, even in combat.
When the Vampire falls in battle, he loses a level and resurrects. If the Vampire is Level 1 when
he falls, he is permanently dead. Otherwise, if your Graveyard is at least 5x5 in size, the
Vampire will resurrect there. If your Graveyard is smaller, he will resurrect at a random spot
in your dungeon. (You must have at least a 3x3 Graveyard for the Vampire to resurrect at all.)
The Vampire has two of the most potent first-person abilities. He can fly as a bat (for scout-
ing), and he can Hypnotise, so that enemy creatures can be prevailed upon to turn on their
own allies.
50 CREATURE EVALUATIONS
SUPERVISOR’S EVALUATION
Vampire
He is a Blitzer and will attempt to cut through the blocking ranks to home in on enemy
Support creatures. He has two weaknesses, however — he cannot cross water (if he
attempts to, he will suffer burns as though in lava) and he is extremely vulnerable to
Monks. If the Vampire (at any level) is killed by a Monk (of any level) the Vampire is permanently
dead. Even so, he still leaves no dead body.
As a worker, the Vampire is best used in a Library, where he is as good at researching as the Warlock.
Note that he will not train unless specifically ordered to do so. You are advised to spend time train-
ing him, so that he is able to resurrect more times.
CREATURE EVALUATIONS 51
Self-Evaluation
Name
W arlock
Primary Certification
R&D
Secondary Certification
Artillery
What is your greatest professional strength?
I faithfully serve my Master in his search for new and potent magics.
What is your greatest professional weakness?
As my gracious Master knows, I have but little defense against physical assault.
What do you enjoy most about your job?
Obeying my Master’s will.
What do you enjoy least about your job?
Although battle little suits the temperament of a scholar, I will fight to the limits of my skill for
my Master’s cause.
What do you want to get out of your position?
My Master’s pleasure in my dutiful service, and whatever small rewards he may deem just and
proper.
Supervisor’s Comments
The Warlock is attracted by a functional Library.
He is the prime Support creature. He can support frontline troops in two ways — in addition to his
ability to lob spells at the enemy, he also has the power to Heal others in combat. Be sure to drop him
a distance away from the enemy, because he is very weak defensively, and can be killed very quickly.
His natural place is in the Library, either researching new spells or upgrading existing ones. Don’t for-
get to train him, however, as his ability to Heal comes only after at least minimal training.
52 CREATURE EVALUATIONS
SUPERVISORS EVALUATION
Warlock
Productivity Assessment
Level 1 4 7 10
Pay (gold/10 min) 600 690 840 1500
RPs/sec (researching) 5 13 20 35
EPs/sec (fighting) 15
EPs/sec (training) 3
CREATURE EVALUATIONS 53
HEADHUNTERS’ EVALUATION
Horned Reaper
54 HORNED REAPER
HEROIC CREATURES
RECRUITMENT PROSPECTUS
All converted Heroic creatures will cause discontent among your naturally Evil creatures, and vice
versa. This is the only natural creature rivalry in these realms. This discontent can be minimized by
providing your former heroes with separate Lairs, Hatcheries and Training Rooms from your Portal
creatures.
Correspondences
Several heroic creatures correspond closely to certain of your Portal monsters. Sometimes the rela-
tionship is basically that of a double (Black Knight/Knight, Dark Elf/Elven Archer); at other times it’s
more of an opposite (Mistress/Fairy, Vampire/Monk).
Imp Dwarf
Mistress Fairy
Goblin Guard
Vampire Monk
Rogue Thief
Warlock Wizard
HEROES 55
HEADHUNTERS’ EVALUATION
Dwarf
56 HEROES
HEADHUNTERS’ EVALUATION
Elven Archer
HEROES 57
HEADHUNTER’S EVALUATION
Fairy
58 HEROES
HEADHUNTER’S EVALUATION
Giant
HEROES 59
HEADHUNTERS’ EVALUATION
Guard
60 HEROES
HEADHUNTERS’ EVALUATION
Knight
HEROES 61
HEADHUNTERS’ EVALUATION
Monk
62 HEROES
HEADHUNTERS’ EVALUATION
Royal Guard
HEROES 63
HEADHUNTERS’ EVALUATION
Stone Knight
64 HEROES
HEADHUNTERS’ EVALUATION
Thief
HEROES 65
HEADHUNTERS’ EVALUATION
Wizard
66 HEROES
HEADHUNTERS’ EVALUATION
Lord of the Land
Combat Analysis
Level 1 4 7 10
Melee attack damage 40 70 100 240
Preferred weapon Blade
Fight style Blocker
Strikes every 1.5 seconds
Psychological Profile
Level 1 4 7 10
Fear threshold 80 140 200 400
Threat Points 32 56 80 160
HEROES 67
HEADHUNTERS’ EVALUATION
Princes Balder, Felix and Tristan
68 HEROES
HEADHUNTERS’ EVALUATION
King Reginald
HEROES 69
ROOMS
The Art and Science of
Dungeon Design
From an architectural perspective, there are four different kinds of
rooms you can design, each with its own principles of efficiency. If you
understand how each of the different kinds of rooms fits together, you’ll
always be able to get the absolute most out of whatever space you’re
given.
Fixed Rooms
These are rooms that can’t be placed during play, and that don’t have a
size restriction. Fixed rooms include the Dungeon Heart, Portal and
Hero Gate.
Open Rooms
In open rooms, the only thing that matters is its size in tiles. Open
rooms include the Lair and Treasury. A 25-tile Lair or Treasury will hold
the same amount of creatures or gold, regardless of whether it’s laid out
5x5 or 25x1. Also, a 3x3 Treasury and a 4x4 Treasury together give you
just as much storage as a single 5x5 (either way you end up with 25
tiles). If your dungeon doesn’t have room for all the large rooms you
may want, but does have a number of small, oddly-shaped spaces, con-
sider making several small rooms instead of one big one, for any room
of this type.
Furnished Rooms
Understanding how furnished rooms work is a bit tricky, but very
important. Several of the most important rooms in your dungeon
(Training Room, Workroom, Library and Graveyard) are furnished
rooms, and how productive they are is directly dependent on how well
you understand what this means.
72 ROOMS
Workshops), wheels and electric chairs (in Torture Rooms), book-
shelves (Libraries) and Headstones (Graveyards). Basically, a furnished
room has a capacity of one creature for each piece of furniture it con-
tains. A furnished room that isn’t big enough for furniture is useless.
Wall furniture, on the other hand, appears at the rate of one piece for
three tiles of unbroken wall space, and another for every two contigu-
ous wall-tiles thereafter. “Unbroken wall space” means continuous
stretches of either reinforced wall or impenetrable rock (the same sur-
faces on which appear). This makes the placement of entrances to fur-
nished rooms important. If you put the entrance in the middle tile of a
5x5 room, you’ll get no furniture on that wall, because you won’t have
three unbroken wall-tiles in a row in either direction. If you offset the
entrance by at least one tile in either direction, you’ll get wall furniture.
ROOMS 73
Wall furniture makes it possible to have a functioning furnished room
of only three tiles (1x3), as long as the 3 tiles are placed next to 3 tiles
of impenetrable rock or reinforced wall (or both). Note that not all fur-
nished rooms have wall furniture (the Graveyard does not).
Some rooms (including the Hatchery and the Guard Room) look like
furnished rooms because furniture appears when they’re created at a
given size, but actually these are open rooms … the furniture is just art.
(For example, it’s not necessary to have a visible coop before your
Hatchery can produce chickens.)
Partitioned Rooms
This final room type includes the Prison, the Combat Pit and (to some
extent) the Temple. Partitioned rooms have an outer perimeter one tile
wide, and an inner space. It is the area of this inner space that deter-
mines the capacity of the room. A 3x3 Prison has 9 tiles, eight of which
are perimeter, and only one of which can actually hold a prisoner or
two. A 5x5 Combat Pit has 16 perimeter tiles and 9 inner tiles, and can
hold up to nine combatants at any given time. As with furnished rooms,
the closer to square you can keep the space, the more efficient it will
be.
74 ROOMS
This 4x6 Combat Pit has
a 2x4 central area, large
enough for up to eight
combatants.
Multi-Purpose Rooms
It is entirely acceptable to put two or more different types of room tiles
in the same space. For example, if you have one 6x6 space, it’s perfect-
ly acceptable to use it to house two 3x6 rooms side-by-side.
ROOMS 75
Wall furniture makes some rather creative hybrid room designs possible.
You can lay a single tile of the room with wall furniture around the outer
wall of the space, and put a totally different kind of room in the central
area. Rooms of this type include the “conversion chamber,” which con-
sists of an outer ring of Torture Chamber surrounding a Prison of at least
3x3, and the “Bile Demon Paradise,” which is a ring of Workshop sur-
rounding a central Hatchery. Of course, in such rooms it is extremely
important to keep the outer walls as unbroken as possible.
The Conversion
Chamber … a central
Prison surrounded by a
Torture Chamber.
76 ROOMS
Room Table
Room Cost / tile (gold) Health / tile Attracts (min. size)
ROOMS 77
Casino
A functional Casino (not a Treasury, contrary to some reports) is nec-
essary before your Portals will attract Rogues to your dungeon.
• Creatures who gamble for at least 2 minutes are Fearless for anoth-
er 2 minutes — they will not flee in terror from combat during that
time.
78 ROOMS
Jackpots
If you’ve set your Casino payout to “Smiles,” there’s a 1-in-5000 chance
per creature per second that one of your creatures will hit the jackpot.
If you have 9 creatures in a Casino, that averages out to about one jack-
pit every 9 minutes.
A jackpot pays the lucky winner as much as a full payday for every
creature in your dungeon — in other words, you get hit for an unsched-
uled payday. If someone hits the jackpot, everyone manufacturing or
researching in your dungeon works 35% faster for 60 seconds. On the
other hand, if you don’t pay off a jackpot within 4 minutes, all your
creatures will double their current Annoyance.
Each time you Slap a creature that has won a jackpot, it drops a quar-
ter of its winnings (where Imps can grab the gold and return it to your
Treasuries). However, all your creatures’ increased work rates are also
cut by a quarter.
ROOMS 79
Combat Pit
You must have a functional Combat Pit before your Portals can attract
Black Knights to your dungeon.
In the Combat Pit, creatures face off against one another in combat.
This allows them to gain experience up to Level 8 (the only way to
reach Level 9 or 10 is in actual combat against the enemy). Your crea-
tures can face prisoners in the Combat Pit, but they still can only reach
Level 8. Once a creature reaches Level 8 it becomes much too impor-
tant to play around in the Combat Pit, and since it can no longer gain
experience, it will simply refuse to fight.
The Combat Pit is a partitioned room, and its capacity is determined
based on the number of interior tiles. A 5x5 Combat Pit has 9 interior
tiles, and thus a capacity of 9 creatures. A 3x3 Combat Pit has one inte-
rior tile and a capacity of one, and since one creature can’t fight itself, this
means that the minimum functional size for a Combat Pit is 3x4.
If your creature falls in the Combat Pit, it’s teleported to the edge of the
Pit, and your Imps drag it off to its Lair. However, if your Imps are all
busy elsewhere, your injured creature will quietly expire on the edge of
the Pit after 60 seconds. This means it’s always a good policy to watch
Pit combats closely, and physically throw Imps at the unconscious.
The undead require special attention in the Combat Pit. Skeletons will
be destroyed if they fall in the Pit. You can train Skeletons in the Pit,
but you have to either heal them or pull them out before they fall.
Likewise, if a Vampire falls in the pit, he will lose a level and resurrect,
thus undoing all the work he gained while in the Pit. Like Skeletons,
Vampires in the Pit must be healed or withdrawn before they’re in any
danger of falling. Imps and (for some reason) converted Dwarves can-
not be placed in the Combat Pit at all.
One of the most efficient ways to use the Pit is to throw two or three
creatures in, and continually heal them until they reach Level 8. Battle
royale, lone-survivor contests are fun, but less efficient in the long run.
Creatures fighting in the Combat Pit give and take just as much dam-
age as in actual combat.
Spectators at the Pit shed 1 Annoyance per second. A victorious crea-
ture sheds 50 Annoyance. However, creatures left alone in a Pit increase
their Annoyance by 1 per second.
80 ROOMS
Dungeon Heart
Your Dungeon Heart does a lot more than just sit there and beat.
For one thing, it produces Imps. If you’re low on Imps, the Heart will
generate one Imp every five seconds, until you reach a total of four. If
all your Imps get killed except for two, the heart will generate two addi-
tional to bring your total to four; they cost you nothing, so wait to con-
jure more Imps until the Dungeon Heart has brought you back up to
four. (For more details, see Imp, p. 122.) Also, as the manual notes, you
can “sack” your Imps by throwing them back into the Dungeon Heart,
which will produce a one-time mana bonus. Of course your Heart also
acts as your starting Treasury, with capacity for up to 1,000 Gold per
outer-rim tile.
When you destroy a rival Keeper’s Dungeon Heart, his claimed hallways
all become unclaimed, his traps all disappear, and his creatures imme-
diately leave by the nearest Portal. His rooms remain, for you to claim
as your own. The fallen enemy Dungeon Heart becomes an unusable
pile of rubble.
ROOMS 81
Graveyard
The Graveyard is very expensive, and all it does is create Vampires.
Nonetheless, it’s worth the price. When a creature (enemy or ally) dies
on your territory, it usually turns into a corpse, which Imps can drag off
to the Graveyard. When enough bodies have decomposed, you get a
new Vampire. Build your Graveyard as close to the enemy camp as is
convenient, so that your Imps will spend less time schlepping the car-
casses back to the dank and dismal homestead.
You must have a functionally sized (at least 3x3) Graveyard for your
Vampires to resurrect themselves. If your Graveyard is at least 5x5 tiles,
it will have a cool-looking open grave in the center, which will ensure
that your Vampires always resurrect back at the Graveyard (otherwise,
no telling where they’ll pop up).
One creature creates Vampires faster than others. A dead Dark Angel
can yield six Vampires in short order (you must have at least one corpse
per Vampire). However, if you have the patched version of the game,
the Dark Angel is less impressive, because whenever a Vampire is cre-
ated, your Graveyard resets its “body count” to zero. Still, even with the
patch a dead Dark Angel is a guaranteed Vampire all by himself.
82 ROOMS
Guard Room
The Guard Room is an unusual chamber with subtle powers. Its most
obvious use is to attract Dark Elves to your dungeon. A Guard Room of
any size means that Dark Elves will enter your dungeon, but the total
number of Dark Elves who can enter through your Portal depends on
the size of the Guard Room. The Guard Room is an open room — it
doesn’t matter how you configure it. If it’s at least 3x3 in size, a piece of
furniture (a map table) appears in the room, but it does not have to
have a map table to function. Of course, the larger the Guard Room, the
more creatures that can be stationed there.
Any creature can be assigned to a Guard Room, but Dark Elves (and
converted Guards and Elven Archers) actively seek it out, just to hang
out there. A low-level Dark Elf will, if left to her own devices, divide
her time between the Guard Room and the Training Room, thus slow-
ing her training time considerably. If you want your Dark Elves to train
themselves to Level 4 as quickly as possible, pick them up and physi-
cally place them in the Training Room.
A Guard Room has a protective aura, just as your Dungeon Heart does.
If an Imp or scout creature (Rogue or Firefly) is within 7 tiles of any
Guard Room tile and it spots an enemy, it will scurry off to the Guard
Room in search of guards, which it will lead back to attack the enemy.
Guard Rooms are also necessary to use a Guard Post you’ve built in
your Workshop. Guarding creatures will patrol between the Guard
Room and the Guard Post (moving by the most direct route possible).
If there are more than one Guard Post, the patrolling creatures will
move from the Guard Room to one Post, back to the Guard Room, out
to the other Post, back, and so forth.
Creatures in a Guard Room will begin a patrol after staying at the Guard
Room for 60 seconds. They’ll stay at each Guard Post for 15 seconds
before continuing their patrol.
Like the Guard Rooms themselves, the Guard Posts have a 7-tile pro-
tective aura. If an Imp or scout creature spots an enemy creature in that
area, it will rush to the Guard Post, and when it reaches the Guard Post,
reinforcements will start to mobilize from the Guard Room.
ROOMS 83
Hatchery
You must build a Hatchery of at least 25 tiles before your Portals will
attract Bile Demons.
If your Hatchery is at least 3x3 in size, you will see a chicken coop in
it, but it is not necessary to have a visible coop for the Hatchery to pro-
duce chickens. The number of chickens the Hatchery yields is strictly
based on its size in tiles — each Hatchery tile creates a chicken every
16 seconds. The number of creatures a given Hatchery will support
depends on the creatures you have in your employ — some creature
types are hungrier than others.
Hand-Feeding
You can grab chickens and hand-feed your creatures when they can’t
conveniently get to a Hatchery. Left-click on a chicken to pick it up,
then right-click on the hungry creature to hand-deliver its meal.
84 ROOMS
Lair
Lairs are where your creatures rest, and a Lair’s capacity is equal to its
size in tiles. It is absolutely necessary that you have Lair space available
for every creature you own that’s not a Skeleton or an Imp — otherwise
the creature will quickly become angry and leave. (Skeletons and Imps
don’t sleep.)
You must build a Lair (with tiles available in it) before your Portal will
attract either Fireflies or Goblins.
Creatures who are tired or seriously injured try to get back to their Lair
to rest and recuperate. While in their Lair, they heal 10 Health per sec-
ond, and lower their Annoyance
by 2 per second.
ROOMS 85
Library
Your Library is used to research and upgrade spells, and to store new
spells and magic items. Warlocks, Vampires, Dark Angels, Wizards,
Monks and Fairies can all work in the Library.
Whatever you do, don’t sell off your Library, no matter how seriously
you need the money. You’ll delete your spells and room schematics
(which are all stored in the Library), and that means an extended peri-
od of weakness, and time lost in duplicated research. Also, don’t
assume you’ll delete the most recently discovered spell or room if you
start selling Library tiles … there’s no telling which will be lost.
To that end, try to build your Libraries in a safe place. If someone claims
your Library, you also lose your spells. If you think you know what
direction your enemy lies, build your Libraries in the other direction.
86 ROOMS
Prison
Prisons serve two important functions. First, they are necessary to
make Skeletons, and second, a captive must be imprisoned before he
can be tortured. Without a Prison, your Torture Chamber is just an
expensive rumpus room for your Mistresses.
Once you have a Prison, your Imps will drag unconscious enemies to
it, and there they must wait, trembling in fear of the twisted quirks of
your will. If you just leave a prisoner there, it eventually dies. All crea-
tures can become Skeletons when they die in prison.
You can own more Skeletons than your Prison maximum, but whether
or not your Prison will produce Skeletons is determined by the total
number of Skeletons owned, from all sources. For example, say your
Prison can create up to 10 Skeletons … you turn eight prisoners to
Skeletons, then find four more neutral Skeletons who join your side.
You can keep all 12, but your Prison will not produce any more
Skeletons until your total falls below 10.
You can seal off your Prison to new prisoners by clicking on the door
to the cage. This is mostly useful for those times when you’d rather
have corpses (to use for Vampires) than prisoners or Skeletons.
Remember that prisoners can also be used in your Combat Pit. This is
handy for those times when you’ve trained all your creatures but the
last one up to Level 8. Captives can be kept alive in the Prison pretty
much forever if they’re regularly fed and/or healed.
You can overcrowd your Prison by dropping too many prisoners inside
it. (That’s the only way to overcrowd it — Imps dragging bodies to the
Prison will just drop the prisoner outside its door if the Prison is full;
if you do nothing with the unconscious captive within 60 seconds, it
dies.) If you’ve overcrowded your Prison, there’s a 50% chance of a jail-
break every second.
ROOMS 87
Temple
The most expensive and last room you obtain, the Temple provides a
number of potent powers. It’s a somewhat unconventional partitioned
room, with an outer walkway and an inner pool of something the igno-
rant just might mistake for water.
Second, creatures can pray in your Temple, increasing your mana sup-
ply. This is important, because mana production is normally capped at
500 per second, and praying is pretty much the only way to exceed that
limit. The number of the Temple’s outer tiles determines the number of
creatures that can pray at any one time. For maximum destruction with
minimal loss, try loading your Temple up with praying creatures, then
summoning Horny. The extra mana will keep him hanging around far
longer than normal, while your troops are all safe and secure about
their devotions.
88 ROOMS
Sacrifices
Sacrifice Result
ROOMS 89
Torture Chamber
The Torture Chamber is as vital to a dungeon as sharpened teeth are to
an evil grin. Most obvious is that it makes your workplace attractive to
Mistresses. A Mistress is a resource that every Keeper should cultivate.
Make sure she can spend some quality time in the Torture Chamber,
but that she also lets your captives get their own, fair turn.
You can either convert creatures in the Chamber, or get them to con-
fess, but not both. An enemy only squeals right as he dies. To convert
creatures, it will often be necessary to heal them several times, to keep
them alive long enough to come around, but every enemy will convert
if kept alive long enough.
The total number of Mistresses you can have is based on the capacity
of your Torture Chamber. Young Mistresses tend to waste time in the
Torture Chamber rather than training. Pick them up and place them
bodily in the Training Room. Let them enjoy
their “playroom” when they’ve earned the right
by reaching Level 4.
90 ROOMS
Training Room
Training is always a good idea for your basic fighter types, and is often
beneficial for the rest of your creatures — but you’ve got to weigh all
the factors. For instance, it is sometimes better to have some or all of
your Warlocks work in the Library right off, regardless of the benefits
of initial training; other times, you’ll want them to gain a level or two
of experience, first.
You must have a functional Training Room before your Portal will
attract Salamanders (but Salamanders will only appear in realms that
also have lava somewhere on the map).
ROOMS 91
Treasury
The Treasury is about as straightforward as a room gets. It holds gold.
The bigger it is, the more gold it can hold. It holds the same amount of
gold per tile, regardless of how it’s configured. 25 one-tile Treasuries in
25 different spots will hold exactly as much gold as one big 5x5
Treasury. And you can always store up to 16,000 Gold in the outer
square of tiles in your Dungeon Heart, at 1,000 Gold per tile.
Gold is collected by your Imps from gold and gem seams, and from fall-
en foes (and allies), and brought to the Treasury. Until your gold is safe-
ly deposited in your Treasury it can’t be spent on rooms, Workshop
items, payday or anything else. You can gather gold yourself by click-
ing on it, but only if it’s on a tile you possess. On payday (every 10 min-
utes), your creatures come to your Treasury to collect their pay, and if
your money’s not there for them they quickly become angry. (Imps and
Skeletons don’t take pay.) Note that if any of your Treasuries have gold
in them, your creatures can go to any Treasury to be paid … they don’t
have to go to the Treasury where the money was actually deposited.
As nice as it is to have one large Treasury piled to the ceiling with gold
and gems, it is really a much better system to spread the finances into
several smaller counting-houses.
By building a Treasury near the source of gold, you speed up your actu-
al acquisition of fortune and wealth. If your Imps have to run across the
length of your dungeon to deposit each little bag of gold, it takes a long
time to amass any capital. In fact, if it’s far enough, it’s possible to go
bankrupt while your Imps are hard at work mining a rich supply.
In a similar light, put some little Treasuries near to where your crea-
tures are encroaching on the enemy, since the sooner they can go get
their gold, the sooner they go back on duty.
Occasionally you’ll find a seemingly endless supply of capital in the
form of a gem mine. That’s always a windfall, but don’t get overexcited.
If there is gold around, dig the metal stuff out first, and leave the rocks
for last. Diamonds take much longer for your Imps to mine out, so you
want to get that first big push of gold to pad out your pocket, and then
use the gems to keep that number stable.
When you do find gems, though, build a Treasury near them so your
Imps don’t have to travel far to store it away. If you can afford it, put
about eight Imps on the gems alone, and watch that one Treasury sup-
92 ROOMS
port every vile habit you can conceive. If you have a Gems/Treasury sys-
tem going, you might want to grab a few handfuls from time to time to
maintain the balance in any smaller Treasuries nearer the fighting arena.
Contrary to some reports, a Treasury is not necessary to attract Rogues,
or any other sort of creature, to your Portal.
You can’t stack more than 3,000 Gold per Treasury tile. (You can’t stack
more than 1,000 Gold in any other tile.)
Gold
Gold is a finite resource, so grab it early and hold it hard. Aggressively
claim as much gold as you can as quickly as you can … but remember
to look ahead — gold seams often lead to unpleasant surprises. Enemy
Treasuries and fallen foes can also provide unexpected largesse.
Unless you’re in a cash crunch, keep your Casino set to “Smiles.”
Normally, it’s better to lose a bit more gold than to have experienced
creatures bail on you. However, if you’re running out of gold, the Casino
is a good way to hold the line against bankruptcy. Also remember that
you can cut expenses by locking (or selling) your Training Room, so
that only a few creatures (or none) can train at any given time.
If you really, absolutely must have the money — say, to build a Stone
Bridge over lava to an area you must claim — don’t hesitate to sell off
your rooms. Be extremely cautious about selling your Library … if it
gets too small your Specials start to fall off your Spell Panel (because
there’s no more room for them in your smaller Library), and you could
actually lose spells you’ve researched in your current realm. (This is
particularly crucial in multiplayer, skirmish and pet dungeons.)
Gem squares, where they’re available, will usually make your money
worries go away. When you find a gem deposit, it’s always a good poli-
cy to build a Treasury right next to it, so your Imps aren’t wasting time
transporting gems when they could be mining. Remember that the
yield of your gem deposit in a given time period depends on the num-
ber of faces being mined (a gem with one face exposed can support
three miners at a time, while one with four exposed faces can support
12). So mine out as much surrounding terrain as possible, and build
Bridges over lava or water. Of course, the more faces of the deposit you
have exposed, the more Imps you’ll need to take full advantage of them.
Selling
Selling a Room, Door or Trap nets you half its original cost in Gold.
ROOMS 93
Workshop
You need a Workshop to make traps and doors. This is a furnished
room, with both floor and wall furniture. As usual, you need at least
one 3x3 floor area or three consecutive wall tiles to make this room
functional.
Trolls and Bile Demons are the creatures that traditionally staff your
Workshop, but if you can manage to catch and convert a Giant, you’ll
find that he’ll complete your projects much faster than either of the
other creatures. You must have a functional Workshop before your
Portal will attract Bile Demons or Trolls to your dungeon.
Objects must be placed before they can be built. When you place a door
or trap, it’s a blueprint until the actual object is delivered (and, of
course, blueprints can’t do anything at all). When a project is complet-
ed in the Workshop, it sits around in a crate until an Imp comes to
carry it to its position. The maximum number of crates your Workshop
can hold is equal to the amount of furniture it holds. If your Workshop
completely fills up, your work-creatures will not be able to do anything
more until some of the crates are cleared out, but this shouldn’t be a big
problem unless your Imp force is very small or very busy elsewhere.
Your Workshop can hold only so many crates and only so many work-
ers, but the maximum number of workers does not decrease as the
number of crates goes up. You can keep all your creatures working right
up to the point that the Workshop is completely full. In fact, you can
always lock your creatures in the
Workshop when you need to tem-
porarily bolster production.
94 ROOMS
Bridges
Bridges may only be built over lava or water, and they are the only way
to extend your territory over those obstacles. No traps or doors may be
placed on bridges, nor may they be turned into rooms. What bridges do
most often is that they link your claimed territory with land that you
couldn’t influence otherwise. Build a bridge from your dungeon to a
dirt path, and suddenly your Imps are busy claiming territory where
they couldn’t before.
Stone Bridges can be built over both lava and water with impunity.
ROOMS 95
Portal
Portals cannot be built — they must be found. They can never be
destroyed (although they can be wrested from your control by a rival
Keeper). Of course, it is extremely desirable to establish a secure path
from your Portals to your main dungeon (or at least to a Lair, Hatchery
and Training Room).
If you think you can grab another Portal before an enemy claims it, give
it a try. That means more for you, and potentially eliminates your
enemy before he can even start. Similarly, if you can claim an enemy’s
Portal, do it. There’s nothing more annoying than almost destroying the
other Keeper, only to have reinforcements drop in from nowhere in the
eleventh hour.
The total number of creatures that can enter through your Portal is
fixed — 15 (at any one time) for your first Portal, five more for each
Portal thereafter. This total affects only the number of creatures who
enter through your Portal, and does not include “found” neutral crea-
tures, creatures converted through torture, or Skeletons and Vampires
created through your Prison and Graveyard. If one of your Portal crea-
tures dies, or is sacked or converted, your Portals will admit an addi-
tional new creature to replace the one you lost.
Any creature you own (except Imps and converted Dwarfs … and
Horny, whom you don’t really “own”) can be “sacked” by picking it up
and dropping it into the central square of the Portal.
A Portal produces its first new creature in 25 seconds. After that, the
number of creatures already produced by the Portal determines how
soon a new creature will appear:
… and so on. The fifteenth creature (if this is the first Portal you’ve dis-
covered within a realm), will emerge 221 seconds (25 + (14 x 14)) after
the fourteenth.
96 ROOMS
If you toss a creature through a Portal, there’s a 1/3 less chance that the
Portal will produce a creature of that type.
If you’ve just built a new type of room, or provided any other new
incentive, there’s a 1/3 greater chance that the next creature through the
Portal will be one that is attracted by that incentive.
Hero Gate
Hero Gates are the two-way Portals by which the drooling sycophants
of King Reginald enter and leave the Underworld. Although there are
several realms where you must prevent the good guys from leaving via
the Hero Gate, more often you’ll find them admitting Heroes deter-
mined to ruin your whole day.
Hero Gates appear in two configurations. The 3x1 Gates are always set
into impenetrable rock, and cannot be destroyed. The 2x2 Gates can
usually be destroyed. To destroy a Hero Gate it is necessary to claim all
the claimable land immediately adjacent to it. You don’t have to worry
about impenetrable rock, but ordinary rock and gold tiles must be
mined and claimed, and water and lava must be bridged. When the ter-
rain around it is completely claimed, the Gate collapses. It is possible to
place a Gate so that one or more of the adjacent tiles cannot be claimed
(because all of this tile’s sides except the one facing the Gate are sur-
rounded by impenetrable rock). This makes the Gate effectively inde-
structible.
ROOMS 97
SPELLS, SPECIALS,
DOORS, TRAPS
& CREATURES
(OH MY!)
KEEPER SPELLS
It takes 500 Research Points (RPs) to research any Keeper Spell. It takes
another 1500 RPs to research the Keeper Spell Upgrade (if there is one).
Mana Drain
When a spell has a mana drain, the spell drains the stated amount of
mana per second, after an initial period of time. This initial time is
determined by the original mana cost of the spell, divided by the rate
of mana drain. Basically, you pay a lot of mana up front, but that “up
front” cost covers the initial mana drain. Once that “up front” mana is
depleted, the spell starts draining more mana. (Exception: you imme-
diately begin paying the mana drain on an Imp you create.)
For example, Possession costs 500 mana to cast, and has a mana drain
rate of 25 per second. For 20 seconds after you first cast the spell (500/25
= 20), there is no additional mana cost. If you continue to Possess a crea-
ture for longer than 20 seconds, the mana drain is 25 per second.
You should only need to research a Keeper Spell once; you can’t lose the
spells with which you begin a realm. However, if you’re careless enough
to lose the Library in which you researched a spell, you must research
the spell again to regain its use.
Keeper Spell Mana Mana Where Target Effects Upgraded Effects
Cost Drain Cast? Cast?
Call To Arms 10,000 90 Any land Land CtArms Totem appears 7,000 mana, +63/sec.
Chicken 10,000 – Own land Any creat. 60 seconds duration 90 seconds duration
Create Gold 15,000 – Own land Land 1000 gold 2000 gold
Create Imp 1,500 7 Own land Land Level 1 Imp Level 4 Imp
Heal 5,000 – Any land Own creat. 1600 Health healed 2500 Health healed
Inferno 50,000 – Own land All 40 Damage/second 50 Damage/second
8 seconds duration
1 tile-length radius
Possession 500 25 Anywhere Own creat. Possession 350 mana, +18/sec.
Sight Of Evil 5,000 – Anywhere Land 5 tiles (radius) 7 tiles (radius)
Summon Horny100,000 2,000 Own land Land Horned Reaper appears (none)
Thunderbolt 6,000 – Own land Enemy 15 Damage 20 Damage
Tremor 30,000 – Anywhere Land 5 seconds 7 seconds
3 tile-lengths radius
Turncoat 20,000 – Own land Enemy 25 seconds duration 40 seconds duration
Call to Arms plants your standard and summons your creatures to it.
Once they arrive, they will fight any enemies seen. Creatures will fight
anywhere within a five-tile radius of the Call to Arms. Outside of that
radius, they will concentrate on getting to the Call to Arms. If the
enemy can block and attack your creatures outside of the five-tile
radius, they can easily be overwhelmed and killed, because they won’t
defend themselves. Therefore, be careful not to place the Call to Arms
too deep inside enemy territory. Call to Arms can be cast on any visible
tile. When the spell is in effect, a button appears on the screen that will
allow you to cancel it.
Upgrade. The upgrade cuts the initial and ongoing mana cost to main-
tain the spell (70% of the original mana cost).
Chicken
Mana Mana Where Target Effects Upgraded Effects
Cost Drain Cast? Cast?
10,000 – Own land Any creat. 60 seconds dur. 90 seconds dur.
Upgrade. The upgrade raises the duration of the spell from 60 seconds
to 90 seconds.
Create Gold
Mana Mana Where Target Effects Upgraded Effects
Cost Drain Cast? Cast?
15,000 – Own land Land 1,000 gold 2,000 gold
Each use of this spell creates one Imp. The Imp must be created on a
tile which you own. The more Imps you have, the more expensive it
becomes (see Imp, p. 122, for details). Unlike other spells, a created
Imp begins draining mana immediately.
Heal
Mana Mana Where Target Effects Upgraded Effects
Cost Drain Cast? Cast?
5,000 – Any land Own creat. 1,600 Health 2,500 Health
Inferno
Mana Mana Where Target Effects Upgraded Effects
Cost Drain Cast? Cast?
50,000 – Own land All 40 Damage/sec. 50 Damage/sec.
8 seconds duration
1 tile-length radius
Inferno creates a magical fire that lasts about 8 seconds, and does about
40 Damage per second to anybody unlucky enough to be within it. It
will also set creatures on fire. It is useful to create temporary barriers
and to fire a cluster of enemies in a large battle. It is cast on a land (or
bridge) tile, not on a creature. Inferno can only be cast once every 60
seconds.
Upgrade. The upgraded version of this spell does about 50 Damage per
second, rather than 40.
While Possessing a creature, you can only strike for 60% of the crea-
ture’s regular damage, but you can strike four times as often. (For
example, if the creature is at Level 4, you strike for 60% of its Level 4
damage.)
While Possessing a Dark Elf or Elven Archer, you can “zoom in” and
magnify an area by 4x, allowing you to tightly focus on any targets.
Possessed Rogues and Thieves who steal gold steal as much as they can
carry — 6500 Gold for a Rogue, 7500 Gold for a Thief. A Possessed
Rogue or Thief can unlock a door in 5 seconds.
If you run out of mana, you are immediately popped out of the creature
you’re Possessing. If the creature you are Possessing dies, you lose 100
mana.
For a list of all Possessed abilities, see Creature Spells and Abilities
(p. 120).
Upgrade. The upgraded version reduces the mana cost to Possess the
creature (70% of the original mana cost).
Sight of Evil
Mana Mana Where Target Effects Upgraded Effects
Cost Drain Cast? Cast?
5,000 – Anywhere Land 5 tiles (radius) 7 tiles (radius)
Sight of Evil allows you to see everything in the radius of the spell for
a few seconds. Spells cannot be cast through the Sight of Evil, nor can
magic items be identified (magic-item crates can be seen, but not
specifically identified).
Upgrade. The upgraded version increases the radius of the spell, from
5 tiles to 7 tiles.
Summon Horny
Mana Mana Where Target Effects Upgraded
Cost Drain Cast? Cast? Effects
100,000 2,000 Own land Land Horned Reaper appears (none)
Each casting of this spell creates a bolt of energy that knocks enemy
creatures down and hurts them. It works best in conjunction with one
or more of your creatures, since it renders the enemy helpless for a
moment. It is particularly useful when your creatures are trying to fight
a fleeing or superior foe.
Upgrade. The upgraded version increases the spell’s effect (from 15 to
20 damage).
Tremor
Mana Mana Where Target Effects Upgraded Effects
Cost Drain Cast? Cast?
30,000 – Anywhere Land 5 seconds 7 seconds
3 tile-lengths radius
Tremor affects creatures and reinforced walls, but not rooms, doors or
traps. It radiates fear at any creature within range, and reduces rein-
forced walls to rock walls. (It has no affect on rock wall.)
Upgrade. The Tremor lasts 2 seconds longer. (This is one of the least
useful upgrades, since the damage done is the same regardless of the
duration of the spell.)
Turncoat
Mana Mana Where Target Effects Upgraded Effects
Cost Drain Cast? Cast?
20,000 – Own land Enemy 25 seconds dur. 40 seconds dur.
Turncoat makes an enemy creature fight against its own allies for a
time. It can only be cast within your dungeon, and only one creature at
a time may be affected. (This spell, like Chicken and Inferno, can only
be cast once every 60 seconds.) An ensorcelled enemy cannot be
Possessed, picked up or otherwise ordered about … it will simply turn
and fight against its allies.
Upgrade. The enemy creature is turned for a longer time (for 40 sec-
onds, rather than 25).
KEEPER SPELLS 105
SPECIALS
These glowing, glittering crates can be the difference between over-
whelming, all-conquering, rape-and-pillage-and-drink-’til-the-orcs-fall-
over success and bone-crunching, soul-destroying, cry-into-the-empty-
eye-sockets-of-your-fallen-comrade defeat.
The trick is knowing when to use them. Just because you get an
Increase Level special now, doesn’t mean you have to use it straight
away. If you find an Increase Level when you only have one Firefly and
a couple of Imps, you’d be some kind of fool to use it. At least wait until
you get (for example) a Warlock, because Level 2 Warlocks can Heal
creatures and can research faster, which means you can pull ahead of
your opponent in the technology race. Better still, wait until you have
a dozen creatures, all trained to Level 3 or 4. But don’t wait too long
(with any Special), or you’ll have waited too late.
Special Effect
Heal All All of your creatures are fully Healed.
Increase Gold You get 10,000 Gold.
Increase Level All of your creatures gain a level.
Locate Hidden Land This is the key to one of the five Hidden Realms.
Make Happy All current annoyance is eliminated among your
creatures (but it can start building immediately).
Make Safe All of your walls become Reinforced Walls.
Make Unhappy All enemy creatures immediately become
Unhappy.
Mana Boost You get 50,000 mana.
Receive Imps You get 10 free Imps. If you have researched the
upgraded Create Imp spell, they’re Level 4 Imps.
Reveal Map The entire realm is revealed to you.
Stun Imps All enemy Imps are stunned for several seconds.
Heal All. Try to use it in the middle of a battle, because after the battle’s
over it’s easier to just drop them in their Lair and let them sleep it off. It’s
very handy when you get swamped by two consecutive waves of enemies.
Increase Gold. Don’t be too quick to cash this in. It’s a good Special to
save for a rainy day.
106 SPECIALS
Increase Level. Be careful when you use this one. If it shows up early
in a realm, it doesn’t do much good to click on it immediately and pro-
mote your two Goblins and one Firefly from Level 1 to Level 2. If pos-
sible, wait until your creatures are all at maximum capacity, and trained
to the highest level practical. Of course, if you need this special right
now, to give you an edge in a crucial battle, none of the above applies.
Make Safe. Handy if you prefer to keep your Imps busy doing some-
thing else, like hauling bodies or mining. Just be careful that you don’t
use this to save yourself a little time early on, and fail to have it when
you really need it (say if you’ve just killed a rival Keeper, and need to
fortify his newly claimed dungeon in a hurry).
Make Unhappy. Throw this one out a few minutes before breaking into
an enemy dungeon, just to see how much good it does. It’s also useful if
you’ve managed to grab the enemy’s only Gate, Portal or Treasury while
he still has significant forces … this will clean them out in a hurry.
Mana Boost. This is still subject to the 200,000 mana cap, so don’t use
it unless you know you can use it right now. This is an excellent Special
to use immediately after summoning Horny.
Receive Imps. Unless your need for Imps is most dire, it just makes
sense to hold this one until you upgrade your Create Imp spell. Before
using this Special, figure out the maximum number of Imps you could
ever possibly want, subtract 10, and make sure you have that many
already on hand … because after you use the Special, the cost of creat-
ing new Imps will be astronomical.
Stun Imps. Use this one just as your break into the enemy dungeon, to
give your Imps a chance to establish a beachhead for your invasion.
SPECIALS 107
DOORS
Doors have three basic uses.
Other Notes
A couple of other notes for both doors and traps — if you stop manu-
facturing something before it is completed, it loses an MP every 10 sec-
onds. And if a creature starts a job, it will continue at that job for at
least 15 seconds, temporarily ignoring hunger and fatigue (if any).
108 DOORS
Door Table
Door Cost Health MPs to Health
(Gold) Build Recovery/sec.
Barricade
The bad thing about Barricades is that they restrict your own creatures
just as much as the enemy. The good thing is that ranged traps and
spellcasters can fight right through them. Use Barricades to defend trap
batteries and to create “walls” around inconveniently open areas.
Magic Door
The Magic Door can take damage like any other door, but this door
batters back — it spits fireballs at attackers. For more information on
Magic Doors, see Traps: Magic Door, p. 115.
Secret Door
Enemies will see a Secret Door as just another stretch of wall. If you
claim enemy territory and replace one of the claimed doors with a
Secret Door, the enemy will forget there was ever a door there at all.
However, if an enemy actually sees one of your creatures go through the
Secret Door, the jig is up, and they can attack and destroy the door.
DOORS 109
TRAPS
Traps give your dungeon that certain something … call it panache.
Traps finish your dungeon … like a good lamp or throw rug, they draw
everything together and make it feel like home.
Placing Traps
Long hallways are natural places for pressure traps that trigger when
creatures walk over them, and also for those lovely Boulder Traps. Traps
like Sentry and Lightning are best for perimeter defense. For maximum
effectiveness, perimeter traps should be defended. (Remember, they
can shoot freely through Barricades.) Also, surrounding perimeter traps
with pressure traps and Fear Traps can mean they do the most damage
possible before they’re destroyed. Fear Traps are also perfect for slow-
ing invaders down at natural choke points (and for discouraging Imps,
Scouts and other snoopy loners).
In general, enemy creatures will stop to destroy any trap they see.
While this behavior limits the reusability of a trap, it does increase its
ability to slow down an enemy invasion force.
110 TRAPS
Campaign vs. Multiplayer Traps
In most of the campaign realms, Heroes will be aggressive about invad-
ing your territory, while rival Keepers will concentrate more on defend-
ing their own turf. In most of these realms, a thin line of well-placed
traps to guard against wandering Hero bands will be sufficient — sav-
ing as much mana as possible for Imps and spellcasting. In the skirmish
and multiplayer realms, however, the maps are designed to throw you
into rapid all-out combat with another Keeper. In these scenarios a
much heavier trap defense is often called for, and the sooner you can
get it set up, the better. In these cases, the purpose of your traps is to
slow and blunt the force of an all-out enemy invasion, so that you can
commit personnel to the first battle (which is usually the decisive one)
with a significant advantage already in place.
Other Notes
A couple of other notes for both doors and traps — if you stop manu-
facturing something before it is completed, it loses an MP every 10 sec-
onds. And if a creature starts a job, it will continue at that job for at
least 15 seconds, temporarily ignoring hunger and fatigue (if any).
TRAPS 111
Trap Table
Trap Health Cost Rchrg Mana Mana MPs Trigger Threat Effects Hlth Inv
(Gold) (sec) /sec to fire Points /sec.
Alarm Trap 200 500 1 5 - 150 Sight (4) 0 Warns Keeper 0.4 Yes
Boulder Trap 800 1500 Can’t 5 - 600 Sight (3) (70) Boulder rolls 1.6 No
Fear Trap 600 750 5 125 150 Sight (3) 60 Spreads fear 1.2 No
Fireburst Trap 800 6000 12 10 250 1200 Sight (1) 18.5 200 Dam. (1-t. radius) 1.6 Yes
Freeze Trap 600 1500 6 5 - 900 Pressure 3.5 Tile frozen 20 secs. 1.2 Yes
Gas Trap 300 600 4 5 - 150 Pressure 7.5 75 Dam. (1-t. radius) 0.6 Yes
Guard Post 200 300 – 0 - 150 Sight (6) 0 Sounds warning 0.4 No
Lightning Trap 600 3000 12 25 375 900 Sight (4) 7.5 40 Damage to target 1.2 No
Magic Door 200 6000 8 - 500 12K Pressure 10 15 Damage in tile 2.0 No
Sentry Trap 300 1000 6 5 250 150 Sight (5) 7.5 25 Damage to target 0.6 No
Spike Trap 400 750 4 5 - 600 Pressure 7.5 75 Dam. in trigger tile 0.8 Yes
Trigger Trap 200 300 4 5 - 150 Pressure 0 Triggers in 1-t. radius 0.4 Yes
Rchrg Time (sec) is how long the trap must recharge before it can fire
again.
Mana/sec is how much mana the trap drains each second while main-
taining its power, waiting to fire.
Mana to Fire is how much mana the trap expends when it fires. (But
you knew that.)
MPs lists how many Manufacturing Points it takes to build the trap.
Trigger lists whether the trap is triggered by pressure (when an enemy
steps onto the trap’s tile, or touches the Magic Door), or if it triggers
upon “sight” of the enemy. If on sight, the trap’s sight range is also list-
ed, from 1 to 6 tile-lengths away. (“Sight” doesn’t bend around corners
— there must be an unobstructed line of sight to the enemy before a
trap triggers.)
Threat Points lists how fearful the trap appears to be to enemies. See
Threat Points, p. 16.
Hlth/sec. is how much Health the trap regains each second, after it has
been damaged.
Inv lists those traps that are invisible until the first time they are trig-
gered. After it has been triggered, any trap stays visible.
112 TRAPS
Alarm
HealthCost Rchrg Mana Mana MPs TriggerThreat Effects Hlth Inv
(Gold) (sec) /sec to fire Points /sec.
200 500 1 5 - 150 Sight (4) 0 Warns Keeper 0.4 Yes
Boulder
HealthCost Rchrg Mana Mana MPs TriggerThreat Effects Hlth Inv
(Gold) (sec) /sec to fire Points /sec.
800 1500 Can’t 5 - 600 Sight (3) (70) Boulder rolls 1.6 No
A boulder cuts any creature’s current Health in half, and stuns the crea-
ture. Multiple boulder hits keep cutting into the creature’s Health, and
remember that stunned creatures take more damage — if a creature gets
hit with enough boulders, it will eventually die.
A boulder starts with 400 Health and takes 10 damage per second while
rolling. It begins rolling at 1.2 tile-lengths per second, but its speed is
directly proportional to its Health — when half its Health is gone, it is
only rolling at half its original Speed.
The trap itself creates no Threat Points, but a rolling boulder spreads
70 Threat Points over a range of 4 tile-lengths.
If you have the patch, boulders take 50 Damage from a Slap. Otherwise,
a Slap doesn’t hurt them. Similarly, boulders take half the damage they
dish out (with the patch), but none otherwise.
TRAPS 113
Fear
HealthCost Rchrg Mana Mana MPs TriggerThreat Effects Hlth Inv
(Gold) (sec) /sec to fire Points /sec.
600 750 6 5 125 150 Sight (3) 60 Spreads fear 1.2 No
Fireburst
HealthCost Rchrg Mana Mana MPs TriggerThreat Effects Hlth Inv
(Gold) (sec) /sec to fire Points /sec.
800 6000 12 10 250 1200Sight (1) 18.5 200 Dam. 1-t. rad.1.6 Yes
Nothing subtle about this one — it makes a great big boom, enough to
kill many lower-level creatures. And it can do it again, every 12 sec-
onds, until it’s destroyed.
Freeze
HealthCost Rchrg Mana Mana MPs TriggerThreat Effects Hlth Inv
(Gold) (sec) /sec to fire Points /sec.
600 1500 6 5 - 900 Pressure 3.5 Tile froz. 20 secs. 1.2 Yes
This pressure trap freezes all the enemy on one tile in place, so your
creatures can get a good long whack at them. It’s excellent for use in
conjunction with ranged traps like Lightning and Sentry.
Gas
HealthCost Rchrg Mana Mana MPs TriggerThreat Effects Hlth Inv
(Gold) (sec) /sec to fire Points /sec.
300 600 4 5 - 150 Pressure 7.5 75 Dam. 1-t. rad. 0.6 Yes
114 TRAPS
Guard Post
HealthCost Rchrg Mana Mana MPs TriggerThreat Effects Hlth Inv
(Gold) (sec) /sec to fire Points /sec.
200 300 – 0 - 150 Sight (6) 0 Sounds warning 0.4 No
A Guard Post is built like a trap, but doesn’t explode or inflict damage
any other way. Once you have a Guard Room, you can set Guard Posts
forward of the Guard Room, so that you’ll receive earlier warning of
enemy encroachments. Creatures staffing a Guard Room patrol
between the Guard Room and any nearby Guard Posts. For more
details, see Guard Room, p. 83.
Lightning
HealthCost Rchrg Mana Mana MPs TriggerThreat Effects Hlth Inv
(Gold) (sec) /sec to fire Points /sec.
600 3000 12 25 375 900 Sight (4) 7.5 40 Dam. to target 1.2 No
This repeating trap both damages and stuns the enemy. Put it behind
barricades and Fear Traps, and use it in conjunction with Sentry Traps
for best results.
Magic Door
HealthCost Rchrg Mana Mana MPs TriggerThreat Effects Hlth Inv
(Gold) (sec) /sec to fire Points /sec.
1200 6000 8 - 500 1200 Pressure 10 15 Dam. in tile 2.0 No
TRAPS 115
Sentry
HealthCost Rchrg Mana Mana MPs TriggerThreat Effects Hlth Inv
(Gold) (sec) /sec to fire Points /sec.
300 1000 6 5 250 150 Sight (5) 7.5 25 Dam. to target 0.6 No
A single Sentry Trap is good for chasing away enemy Imps, but not for
much else. To do serious damage with Sentry Traps, you need a massed
battery, preferably behind Barricades or Fear Traps (or any other sort of
trap, for that matter … the enemy will stop to destroy the first trap, giv-
ing the Sentry Trap more time to work). With a 6-second recharge time,
you need something that will keep the enemy off them for at least that
long if you want a second volley from your Sentries.
Spike
HealthCost Rchrg Mana Mana MPs TriggerThreat Effects Hlth Inv
(Gold) (sec) /sec to fire Points /sec.
400 750 4 5 - 600 Pressure 7.5 75 Dam. in tile 0.8 Yes
This trap damages whatever crosses it, but after it becomes visible it can
be destroyed without being crossed. However, it’s even better than the
Gas Trap for defending long hallways. Note that it inflicts the same 75
damage on everyone in its tile.
Trigger Trap
HealthCost Rchrg Mana Mana MPs TriggerThreat Effects Hlth Inv
(Gold) (sec) /sec to fire Points /sec.
200 300 4 5 - 150 Pressure 0 Triggers 1-t. rad. 0.4 Yes
This is an odd one. Play around with it and see what you come up with.
The Trigger Trap detonates any trap that’s immediately adjacent to it (in
the eight surrounding tiles). However, you can set chains of Trigger
Traps to set off traps further away (since a Trigger Trap will trigger an
adjacent Trigger Trap). Here are some ideas:
Use a chain of Trigger Traps to start a boulder at the end of a long hall.
Delay a battery of Sentry Traps from firing until the target is at the cen-
ter of aim for all of them.
Set up Freeze Traps so they only go off when the leader of an enemy party
reaches a certain point, allowing you to get several creatures at once.
116 TRAPS
CREATURES
Your minions are the most vital part of any plan for overwhelming evil,
and it’s only through complete mastery of your minions that you’ll ever
best King Reginald and complete your quest for the 20 Portal Gems.
For a list of things that annoy your creatures, along with details on
exactly how annoying everything is, see the Annoyance table (p. 23).
Rebellion
A rebelling creature might take one or two more creatures with it.
Imps are the only exception. They gain 35 EPs per second while fight-
ing, but they also gain that many EPs while working — digging, claim-
ing, mining, reinforcing and so forth.
Level 1 to 2 300
Level 2 to 3 390
Level 3 to 4 540
Level 4 to 5 750
Level 5 to 6 1050
Level 6 to 7 1410
Level 7 to 8 1800
Level 8 to 9 2160
Level 9 to 10 2550
The higher a creature’s level:
• the greater its Health and the more damage it inflicts per combat blow
• (at high levels) the longer it’s stunned when dropped from the Hand
The multipliers for the higher levels are the same for each creature, and
are listed on the next page. Sample values for each creature (at Levels
1, 4, 7 and 10) are listed in the Comparative Analyses (pp. 18-23) and
on each creature’s Evaluation (pp. 26-69).
118 CREATURES
Level Health, Fear, Speed, RPs, Pay Time to Stun
Combat Threat Running MPs Convert Duration
1 100% 100% 100% 100% 100% 100% 100%
2 125% 125% 105% 125% 105% 105% 100%
3 150% 150% 110% 175% 110% 110% 100%
4 175% 175% 115% 250% 115% 115% 100%
5 200% 200% 120% 300% 120% 120% 100%
6 225% 225% 125% 350% 130% 130% 100%
7 250% 250% 150% 400% 140% 140% 100%
8 300% 300% 175% 450% 150% 150% 100%
9 400% 400% 200% 550% 180% 200% 200%
10 600% 500% 250% 700% 250% 300% 300%
Damage
If a creature is hit while stunned, it takes double damage and stays
stunned for 25% longer. Creatures on fire lose 15 Health per second.
Prisoners lose 3 Health every 10 seconds.
If a creature loses 80% of its Health, it tries to leave combat and return
to its Lair. (Severely injured Good creatures also try to return home.)
Healing
Unconscious creatures die in 60 seconds unless they are at least par-
tially healed. They can be healed if an appropriate spell is cast on them,
or if they are dragged into their Lair (10 Health per second) or a Prison
(immediate 10% heal).
Creatures in their Lair heal 10 Health per second. Creatures with less
than half their Health sleep until they reach at least 50% of full Health.
Praying creatures gain 3.3 Health per second, but only in a Temple
(except the Monk and Fairy, which can pray anywhere while Possessed).
Death
After 60 seconds, an unhealed body dies. Dead bodies disappear after
another 60 seconds.
Vampires killed by Monks cannot resurrect. They are permanently dead.
CREATURES 119
Creature Spells and Abilities
Range is how far, in tile-lengths, the creature can cast the spell or ability.
Speed is how fast it travels once cast (the fireball or arrow or whatev-
er), in tile-lengths per second.
Rchrg (Recharge) Time is how long the creature must wait between
castings (meanwhile, the creature can do anything else it wants to).
Haste Creature and Haste Self only speed up how fast the creature
moves (not how fast it works, attacks, and so forth). Jackpots speed up
research and manufacturing. Other incentives (Slapping a creature, tor-
turing a fellow creature) speed up all activity.
For a list of all creature spells and abilities, organized by creature, see
Special Abilities, p. 24.
Superflowers
All creatures have a flower over their head, to track their current Health
and experience, but a few have a much larger flower than others.
What’s the big flower for?
Keepers aren’t the only ones keeping an eye on those flowers. Imps do
too. When a creature with a superflower falls (whether allied or enemy),
the Imps give it priority in rushing it back to the Lair or Prison — it’s
more powerful or valuable than the other creatures in combat.
120 CREATURES
Spell or Creatures Range Speed Rchrg Effects
Ability (Level acquired) Time
Arrow Dark Elf (1) 5 1.2 5 30 Damage to target creature
Elven Archer (1) 5 1.2 2 23 Damage to target creature
Cast Armour Fairy (8), Monk (8) 3 – 5 20 seconds duration
Disruption Dark Angel (4) 3 0.5 16 99 damage to target creature
Drain Vampire (8) 3 – 15 Drains 25% of victim’s full Health
Fireball Horned Reaper (1) 5 0.9 7 30 Damage to target creature
Warlock (1) 4 0.9 5 30 Damage to target creature
Wizard (1) 5 0.9 5 30 Damage to target creature
Salamander (8) 4 0.9 5 23 Damage to target creature
Firebomb Warlock (8) 4 0.5 7.5 60 Damage to target creature
Wizard (4) 4 0.5 7.5 45 Damage to target creature
Super Firebomb Wizard (8) 4 0.5 10 60 Damage to target creature
Freeze Mistress (8) 3 inst. 15 Target creature can’t move for 10 seconds
Gas Cloud Bile Demon (4) 1 1.0 5 24 Damage/sec.; 1.25 secs.; 1 tile-length rad.
Gas Missile Bile Demon (8) 4 1.0 5 40 Damage/sec.; 1.25 secs.; 1 tile-length rad.
Grenade Elven Archer (8) 4 0.3 7.5 6 Damage; 2 tile-lengths radius
Guided Bolt Dark Elf (8) 5 0.7 3.5 30 Damage to target creature
Elven Archer (4) 5 0.7 3.5 15 Damage to target creature
Hail Storm Mistress (10) 4 0.5 18 4 Dam./sec.; lasts 8 secs.; 2 tile-lengths rad.
Dark Angel (8) 3 0.5 15 5 Dam./sec.; lasts 8 secs.; 2 tile-lengths rad.
Haste Creature Monk (4) 3 – 7.5 Target’s speed +50% for 15 secs.; cancels Slow
Haste Imp Imp (4) self – 5 150% speed for 15 seconds
Heal Creature Warlock (2), Monk (1) 3 – 2.5 Heals 100 Health
Invisible Rogue (8) 1 – 7.5 Invisible to enemies for 15 seconds
Thief (8) 1 – 5 Invisible to enemies for 15 seconds
Knives Dark Elf (4) 2 1.2 7.5 45 Damage to target creature
Lightning Mistress (4) 3 inst. 13 30 Damage to target creature
Fairy (4) 3 inst. 7.5 60 Damage to target creature
Raise Dead Vampire (10) 3 – 17 Turns dead creature into Skeleton for 30 secs.
Skeleton Army Dark Angel (10) 1 – 15 Creates 3 Skeletons for 30 seconds
Slow Vampire (4) 3 – 13 Target 1/5 speed for 20 secs.; cancels Haste
Spit Salamander (4) 3 0.9 5 15 Damage to target creature
Teleport Imp (8) self – 5 Teleports anywhere within dungeon
Wind Firefly (8), Fairy (10) 1 0.2 10 Pushes target creature back 3 tile-lengths
CREATURES 121
Imp
Slap them as often as you see them. It doesn’t make them angry, and it
doesn’t hurt them (much …). They work constantly, but they won’t
work quickly unless they feel the back of your hand.
You can always “buy” more Imps by casting Create Imp (if you’ve got
this spell). The first one (your fifth overall) costs 1500 mana. The next
one costs 3000 mana (2 x 1500), the third one costs 4500 mana (3 x
1500), … you get the pattern.
Note that buying an Imp costs 1500 mana even if you have fewer than
four — if you choose to buy an Imp before the Dungeon Heart has sup-
plied you with one, you pay 1500 mana for it. If at all possible, wait
until the Dungeon Heart has put you back up to 4 Imps before buying
more. (Each Imp below five costs 1500 mana.)
Imps (and only Imps) gain 35 EPs per second while fighting, but they
also gain that many EPs while working — digging, claiming, mining,
reinforcing and so forth.
• An Imp gains 6.7 Health per second while on its own land.
• Imps report intruders found within 4 tiles of the Dungeon Heart.
• An Imp can mine 25 Gold per second from a Gem tile.
• It takes just under a second for an Imp to claim an unclaimed tile.
122 CREATURES
• It takes 4 or 5 seconds for an Imp to turn an enemy tile into an
unclaimed tile.
• An Imp can claim an unclaimed Mana Vault in less than a second.
• It takes 100 seconds for an Imp to claim an enemy Mana Vault.
• An Imp can dig a Dirt Path through a Rock tile with one blow.
• It takes about 10 seconds for an Imp to reinforce a Rock Wall.
• All tiles in a room must be converted at once. It takes about 2.5
seconds per tile to convert an entire enemy room.
• It takes about half a second per tile to convert a Neutral room.
• Attacking room tiles to destroy them is done tile by tile. It takes
between 6 and 7 seconds to destroy each tile. (All creatures can
attack rooms to destroy them.)
• It takes about half a second per tile to repair a room that was in the
process of being converted or destroyed.
• It takes 12 seconds to destroy a tile’s length of your own Reinforced
Walls.
• It takes about 200 seconds to destroy a tile’s length of the enemy’s
Reinforced Wall.
• Imps repair damaged tiles at 13 Health per second.
Warlock
Warlocks are attracted to Libraries. They like to research and they like
to train. You should like them to train, too, since they can attack from
a distance. In other words, when the Heroes come in with ranged
attacks, your best counter is with your Warlocks. Similarly, if you see
the enemy across a river of lava, Warlocks might be able to trim them
down even before you have enough technology to build a bridge.
It’s a matter of personal preference whether you want to stuff your robed
occultists into the Library to get a head start on the research, or if you
want to train them up a level or two, to make them better researchers
and more useful in a pitched battle. Advice? How long can you keep the
enemy at bay? If you can hold off invaders by walling yourself in with a
nice steady source of gold, you might as well devote some time to train-
ing. If you expect to be harried within moments, put them in the Library
and keep Slapping them until they fork over with the technology.
CREATURES 123
WIN!
(AND OTHER TIPS)
WINNING
One simple fact of life: if you’re not winning, you’re losing. And losing
is a Very Bad Thing. Try to remember this when 10 Giants and a hand-
ful of Royal Guards are shattering your Dungeon Heart.
Combat is like real estate — it’s all about Location, Location, Location.
If your creatures aren’t in the right place at the right time, it doesn’t
matter if you have all the Bile Demons in Mucusville — you’re going to
lose. And remember, that is a Very Bad Thing. So how do you get the
creatures to where you want, and do it quickly? The Creature Panel.
Creature Panel
The Creature Panel is your friend and ally. Fall in love with it. Make it
your own. Buy it flowers, but whatever you do, get intimate with it.
When you need to pick creatures up, or simply zoom to them, use the
Creature Panel. Keepers have been known to spend millennia scouring
their dungeon for 1 Firefly, when it’s a simple click away. To pick up a
creature, left-click on the number for the creature you want. To zoom
to it without picking it up, right-click on the number.
Using these panels, you should be able to pick up exactly the type of
creatures you want, when you want. Why is it so important to pick the
right creatures? Because if you’re getting attacked by some Heroes, you
don’t want all the creatures that are busy making traps going out to
fight, or the Warlocks in the Library to stop researching spells for you.
You want to pick the ones that are training, eating, sleeping or idling so
that your dungeon is disrupted as little as possible.
All creatures have a specific fighting style, which will be one of the fol-
lowing:
Blocker. The creature holds its ground, and tries to stop the enemy
from getting through. These creatures are tough and slow.
Blitzer. These creatures try to smash through the front line of defense,
and attack any Support creatures that they see. They are usually fast,
and hit hard, but cannot absorb much damage.
Flanker. Like Blitzers, they go for Support creatures if they can, but try
to go around the enemy front lines. They’re normally the sneakier type
of creature — if they can get behind the enemy, Flankers can be deadly.
Support. Support creatures are your artillery and your medics. They have
long-range offensive spells or healing spells to repair your front lines.
Choosing the right creatures for each enemy is paramount. For exam-
ple, if an army of Hero Wizards (Support) attacks, what do you do?
A) Invite them in, serve them tea, and show them the way to the
Dungeon Heart?
B) Desperately start laying down trap blueprints in the vain hope that
your overworked Trolls can get them built before they get fire-
balled to a cinder?
C) Let them get onto your turf, drop Mistresses (Blitzers) in front of
them, Rogues (Flankers) behind them, and cast Lightning on the
Wizards to give your creatures a warm meal?
Now you know the difference in the creatures, you need to know
where, and when, to drop them.
Trap Combos. Use traps, and use them intelligently. One Sentry Trap
will hold off next to nothing, but place a Freeze trap right in front of it
and watch the hapless creature get slowly blown apart. Sentry Traps in
large number are good, but try to place them behind Barricades, or
behind pressure-sensitive traps like Spike Traps, Gas Traps and of
course, Freeze Traps. Fear Traps can also form a good protective wall
around Sentry and Lightning Traps.
Magic: The Splattering. Use your spells carefully and cunningly. When
attacking an enemy dungeon, cast Tremor on the walls to crush his rein-
forcements and virtually eliminate digging time. Once a breach is made,
Hand of Evil
Holding. All of your minions can be picked up. (Note that the Horned
Reaper is not a minion and cannot be picked up.) You can’t hold more
than 64 things in your Hand at once. (A pile of gold is one thing.)
For damage that a creature takes from a Slap, and how angry it gets, see
the individual Evaluation for that creature, or the Physical Examination
(for damage; p. 19) and Psychological Profile (for anger; p. 23).
Each time you Slap a creature that has won a jackpot, it drops a quar-
ter of its winnings (where Imps can grab the gold and return it to your
Treasuries). However, all your creatures’ increased work rates are also
cut by a quarter.
Resource Management
Since it’s a self-renewing resource, mana is seldom a long-term problem.
(Of course, it can be a severe short-term problem, for example if you
just created a dozen Imps and are suddenly faced with a pressing need
to summon Horny — see Running Out of Mana, below.)
It really doesn’t take that big a dungeon to get to a full 500 per second
in mana production (the max allowed, other than from a Temple), so
that’s not a problem (and to tell you the truth, most of the time Mana
Vaults are pretty much irrelevant). Remember to be moderate in your
placement of traps and your creation of Imps … it’s surprisingly easy to
run your regeneration rate down to a trickle, or even to get into a deficit
situation. Try to never let your combined mana cost for Imps and traps
Terrain
Terrain Health Gold Mana Dam/sec Visible
Gain/sec to creature to Scan?
Rock 66 – – – –
Reinforced Wall 90 – 1 – –
Impenetrable Rock n.a. – – – Yes
Dirt Path – – – – –
Claimed Path 66 – 1 – –
Water – – – 10 (Vampire) Yes
Lava – – – 10 (most) Yes
Gold 66 3000 – – Yes
Gems – unlimited – – Yes
Mana Vault n.a. – 100 – –
Hero Lair 66 – – - 6.7 (Good) –
For more details on Imp-work — digging, claiming and reinforcing —
see Imp, p. 122.
WIN! (AND OTHER TIPS) 133
Hidden Lands
There are more realms in this land, dread overlord, than your scouts
have discovered in their nocturnal sleuthing. They are the nightmares,
long buried and forgotten, that were created in ages past.
The down side is that there is no happy little hamlet associated with
these mystery dungeons. You will gain no miserable slaves, destroy no
happy and honorable communities, dash no hopes.
There are whispers, also, that the mouth to an ancient evil place gapes
open only when the moon is newly reborn. Perhaps your minions will
locate it in the day the moon’s face disappears, and mark the place for
you — but entrance can only be gained during those twenty-four hours
that Luna has all but disappeared. (When you find a moon icon at the
top right corner of your screen, click on it.)
Chicken Spell
When you complete all five Hidden Realms, you receive the Chicken
spell. For details of its nefarious purpose, see Keeper Spells, p. 100.
Cheats
So you want to cheat? Well, we have words for Keepers like you —
words like “Welcome!” and “Brother!”
When you’re in a realm, hold down caC, then release them and:
• type in “now the rain has gone” to reveal the entire map.
• type in “do not fear the reaper” to complete the realm.
To jump to a specific realm, right-click on the Dungeon Keeper 2 shortcut,
and add the following parameters outside the speech marks in target:
-level <levelname> -q
For levelname, type in level17 for Campaign Realm 17 (Moonshine),
secret1 for Secret Realm 1, and so forth.
Other spells and traps have tile-length ranges. For example, a Gas Trap
has a 1 tile-length radius. When it is triggered, every creature within 1
tile-length of the trap is affected. This area of effect extends into sever-
al tiles on each side of the trapped tile (but doesn’t completely fill any
of these other tiles).
More power to you if you can actually pull this off — it would be the
height of frustration for an enemy Keeper in a multiplayer realm!
Dungeon Activity
The very rock yawns with anticipation of your next fascinating move.
(No user input for 160 seconds)
If you were any kind of a real Keeper you would have won by now.
(After 2 hours play)
You have an excess of Mistresses. There’s a word for Keepers like you.
(This may show up if you generate more than 10 Mistresses)
Special Times
It is the Witching Hour. Curses are half-price.
(Midnight)
Hello? Are you still there? The Imps are about to lock up.
(2 a.m.)
You know that low, broad, downy-soft item of furniture in the next
room? It has the power to cure fatigue and restore vitality.
(3 a.m.)
A lost soul has entered your Dungeon. Oh — no, it’s wandered out
again.
Timing is … everything.
Inexplicable
One of your Imps does a great impression of you. He can even do the
ears.
So you can see that a battle-plan of “wage war” isn’t quite enough. You need … information.
Sheer raw data means the difference between walking into an ambush and setting one up. It
means you’re not simply digging in the dark, but instead are excavating with a purpose.
You’re not hoping for a gold strike, you’re striking out for an inexhaustible gem supply.
This information has been compiled into a Keeper’s Companion. We’re confident you’ll find
everything you need within its pages.
Rooms
Whenever an area ripe for conquest has pre-existing rooms, we label them accordingly. Our
maps do not reflect any rooms that are constructed after you begin your hostile takeover.
Combat Torture
Pit Lair Chamber
Training Stone
Graveyard Library Room Bridge
Guard Wooden
Room Prison Treasury Bridge
Greetings, apprentice evil one. The first land requires from you the
most minimum of effort. The Mentor will guide you through the build-
ing of a very simple dungeon.
Assets
1 4 Imps (1)
1 Increase Level
New Assets
Lair
Liabilities
Hatchery
1 Lord Antonius (1)
Portal
1 2 Dwarves (2)
Imp
Goblin
Once you’ve successfully mined one tile of gold, netting you 3,000 gold, you are advised to
continue to mine gold until your Dungeon Heart holds 12,000 — an ample sum for your
needs in this simple land. You’ll have to get your Imps to tunnel through the rock which
separates them from the rest of the gold: just tag where you want them to dig. You’ll find
that the impenetrable rock which surrounds your dungeon cannot be tagged: it’s not possi-
ble for you to dig this out.
Once the princely sum of 12,000 gold is yours, the Mentor will congratulate you and tell
you that you are now ready to recruit more creatures. A Portal is revealed and a route
towards it highlighted: tag this and let your Imps dig to the Portal and claim it by jumping
up and down. Why do Imps claim in this way? Who can say, but it keeps them amused.
Once the Portal is yours, your first creature will emerge. He’s a Goblin, a useful grunt troop-
er although he fights best in large numbers.
He needs somewhere to sleep, so the Mentor flashes an area 3 tiles wide by 5 high, just to
the west of your Dungeon Heart. Tag this so that your Imps will dig it out. Once this has
been excavated and claimed, you must build a Lair for your Goblin to make his bed in. The
Rooms Panel tab will sparkle (unless it’s already open). Click on this and then on the Bed
icon to select Build Lair. Now click and drag within your claimed cavern to build a nice big
Lair for your Goblins to sleep in.
Your Portal will allow 15 creatures to enter your realm, and each of them needs a tile of Lair
to make its bed on.
Your next task is to feed your hungry minions. To do this you need to build a Hatchery. A
suitable area will flash — dig it out and build the room in the same way you built the Lair.
You will need to build a Hatchery at least 3x3 in size.
Once your basic dungeon is established, some local Heroes notice your evil presence and
attempt to eliminate you from their land. Two pathetic Dwarves tunnel down from the
north, and your Goblins should make short work of them.
Give your Goblins a little time to rest after the fight. Soon you will have 6 or more Goblins
and can easily take on the feeble Lord Antonius, who is ill-prepared to battle with even your
minor army. Tunnel northward, beyond where the Dwarves broke into your dungeon. You
will pass a single tile of gold: dig this out before going any further north and you will find
an Increase Level special. As soon as your Imps have claimed the land underneath it, click
on this golden box and all your creatures will advance a level in experience, thus gaining
extra strength and skill.
Now dig through the last tile of rock separating your dungeon from Lord Antonius’ keep.
On seeing your Imps, he will rush into the fray, confident that he can single-handedly
slaughter your Goblins and destroy your Dungeon Heart. But fear not, your Goblins will
overpower him and the Portal Gem will be yours.
Water
1
1
1 Mana Boost
2 4 Imps (all 1)
Liabilities
New Assets
Library
1 4 Dwarves (all 1)
Training Room
1 Lord Darius, 5 Dwarves (all 1)
1 4 Dwarves (all 1)
Warlock
Thunderbolt Spell
Your first Warlock will arrive shortly after your Library is built, and after conjuring a bed in
the Lair he will head off to the Library and devote himself to proactive support of evil and
destruction.
Your growth strategy should next include a 4x4 Training Room. This will motivate your
Goblins — they will go into the Training Room and start practicing against the dummies in
the center. The number of such targets determines how many creatures can train. The more,
the better. However, once a creature reaches Level 4 it will be unable train any further. After
that, only the experience gained through real blood-and-bone combat allows a creature to
progress to higher levels.
Training creatures costs gold, and you will probably need to mine some of the gold near to
your Dungeon Heart. Such is the nature of finance. Train, research, mine … and oh yes, rein-
force the walls. It’s your dungeon of depravity, not a hole in the ground.
It’s best not to break out into the open area to the north until you’re sure you’re ready. So
keep your creatures at work training and researching for the time being.
Your researching Warlocks will discover the spell Create Imp for you. Finally you can snap
your fingers and summon a servant from thin air! Open the Spells Panel by clicking on the
sparkling tab, and then click on the symbol of the Imp’s Head. Cast the spell by clicking on
any of your claimed land (this includes rooms). An Imp will spring forth fully formed and
scurry off to find something useful to do.
Now it’s time to concentrate on the opposition. Finally the short-sighted Heroes of this
realm begin to notice you. A band of hopping, screaming Dwarves will break into your dun-
geon from the north. As soon as they step onto your territory, give the Thunderbolt spell a
go. Smite a Dwarf with your spell. Then let your eager Goblins finish the little pest off.
A new area is now exposed, containing pools of water and some more gold, which might
be useful if you’ve built extra large rooms or if many paydays have passed. More is more,
that’s your motto.
Meanwhile, your Warlocks will continue to blue-sky research. Although there are no new
spells to be discovered in this realm, extra knowledge improves your existing spells. In fact,
given enough time, they’ll upgrade Create Imp so that the icon turns gold and Level 4 Imps
will be created. The improved Thunderbolt spell will do extra damage at no extra cost.
When you and your slavering hordes are ready, tunnel northward again to find Lord Darius’
keep. It’s well defended by a nest of Dwarves, but by using your trained Goblins for close-
quarters fighting and placing your Warlocks a little further away, you’ll defeat them. Don’t
mind casualties, that’s in their job description. Of course, you shouldn’t drop your creatures
too close to the enemy, since they will be stunned for a few seconds and unable to defend
themselves from the stumpy enemy berserkers.
As soon as the Dwarves have been dealt with, drop some Imps up there to claim your new
acquisition. There’s a Mana Boost special located to the southeast of the keep. Activate this
as soon as the land beneath it is claimed, and your mana reserve will be boosted.
Once most of the Dwarves defending the keep have been defeated, Lord Darius will appear
through the Hero Gate leading another herd of Dwarven warriors. Wait with the patience
of a snake until he’s solidly onto your land, then stun him with the Thunderbolt spell while
your creatures attack him. Finally he will fall and you can claim the Portal Gem as your
rightful possession.
1 1
1 1
1 1
1
1 1 1 3
Water
Water
2 Knight (1)
Obviously you’ll need to build a Lair, and immediately thereafter a new Workshop. Keep in
mind it needs to be at least 3x3 so that it will have an anvil for your workers. This will attract
a Troll, who is a skilled artisan and can be set to work building all manner of useful and
unpleasant devices.
Once you’ve claimed your Portal, a Firefly will be recruited. It’s a fragile creature, true, but
a highly valuable scout when it comes to exploring dark tunnels.
Once you’ve got your Trolls ready to brew up some grim gadgets, open up the Workshop
Panel and select Sentry Trap. You can place a Sentry Trap blueprint by clicking on any
claimed land, but a little forethought will buy extra benefit. For instance, between your
Dungeon Heart and Portal is a good spot since then it can defend both areas. Now a Troll
will head off to the Workshop and build the trap, and then one of your Imps will drag it to
the blueprint location. Meanwhile you can concentrate on designing and building the rest
of your dungeon.
Keep in mind the mana usage of a Sentry Trap — 5 per second. Three or four is a sensible
number at this point. No point in getting carried away and running out of juice.
Next on your agenda is to get your creatures training and your Warlocks researching. When
you enter a new realm, you lose the spell upgrades that you had developed in the previous
realm (a phenomenon commonly referred to as Brain Drain) and thus they will need to be
researched again.
Meanwhile, back at the front … the first of Lord Avaricious’ subjects, a Dwarf, will break into
your dungeon some time around now. If you’ve been preparing at all for your conquest and
subjugation of Light and Good, your traps and fighting creatures will obliterate him almost
instantly, but this will open your dungeon up to the lake to the north. Here you can see three
pillars of gold. Nice, yes? If you dig those out, you’re sure to lure Lord Avaricious out of his
miserable, cowardly hiding.
A plan recommended by the Committee of Chaos is to build five or six Sentry Traps at the
entrance to your dungeon, and place a Wooden Door or two to slow the Heroes down.
As your Dungeon Heart gets filled with gold, you should put in a Treasury near any main
gold supplies. Time is money. Time and money are both strategic resources. Any dungeon
designer who does not take this into account will be short of money, short of respect, and
inevitably short of life span.
Once you’ve got a good strong force, your Sentry Traps are lined up, and your Thunderbolt
spell has been upgraded, then it’s time to go. Dig out the last few tiles of gold, then pull
your creatures back and wait for Lord Avaricious to come within range. When he meets
your Sentry Traps, drop your Goblins and Trolls just far enough away that they’ll recover
before he reaches them (you do know how long it takes them to get back up, don’t you?),
and drop your Warlocks at the limit of their range. Between your hand-to-hand fighters,
the barrage of fire from your traps, your Warlocks’ rapid fireballs and your own
Thunderbolt spell, poor Avaricious doesn’t stand a chance.
2
1 3
1 1
1 4 1
5
3 4
6 7
Assets
1 4 Imps (all 1) 2 Receive Imps
1 Reveal Map 3 Increase Level
Liabilities
1 Guard (1) 4 Dwarf (1)
2 Lord Ludwig (2) 5 3 Guards (1)
3 Thieves (1,1) 1 Sentry Trap
1 Knight (3), Dwarves (1,1) New Assets
2 Knight (3), Thieves (2,3)
Possession
3 Dwarves (1,2)
3 Guard (2), Thieves (1,2)
Guard Room
4 Thief (2), Dwarves (1,2)
4 Guard (2), Dwarf (1), Thief (2)
6 Dwarf (2), Thief (2) Dark Elf
Mine out all of the gold around your dungeon; build a nice big Training Room, Lair,
Hatchery, Workshop, Library and Treasury. Make them as large as you like, provided you
don’t oversize anything to the point you can’t build one of everything. Once this is done,
claim the Portal to the north to entice a nice range of creatures to your dungeon. Encourage
the Warlocks to research and your Trolls to build a few Sentry Traps. It’s recommended to
place a few by the Portal and at least two by your Dungeon Heart — this will ensure that any
errant Heroes are assured of a warm welcome. It’s not a party without fireworks, is it?
Once your dungeon is thusly secured, tunnel out to the west and to the east. There lie the
Guard Rooms, and once you secure these areas it will be easy to attract Dark Elves into your
dungeon. Just before you reach each Guard Room you will notice two convenient alcoves;
these can best be used for a remote Lair and Hatchery, thus allowing any guarding creature
to sleep and eat without straying too far from its duties.
Now sit back and listen to the sounds of progress. Hmmm. You can actually hear evil incor-
porating into the very foundation of Shadygrove. Enough of that, it’s time to head north.
Beyond the Portal is a solitary block of gold. Send your minions to mine this and they’ll
reveal a third Guard Room. Claim this, of course, and train your Guarding creatures up.
Mine the gold.
Beware the two Hero Gates in this area. These will spew forth opponents for you to face …
but unless you’ve been remiss in your preparations, they’ll encounter a few carefully placed
Sentry Traps as well as any loyal servants buffing up in the Guard Room. You did put Sentry
Traps near the Hero Gates, didn’t you? These miserable excuses for an away team should
never even set foot into your dungeon proper.
When you acquire a Possession spell, try your hand at directly controlling a creature.
Possession is a marvelous pastime for an evil overlord. Not only does it confirm your
absolute control over the lower life forms, you also gain a considerable bonus in speed and
damage when you attack your foes with Possessed fighters. Even handier, you will be able
to collect them together with the Grouping skill.
Beyond lies a new type of foe, the Guard. Whilst this over-muscled mercenary does not pos-
sess any special power (as do the Wizard or the Thief), he is a fearsome warrior that will
require a few Goblins before he goes down. The result of all of this effort is well worth it:
a second Portal. This will allow an additional five creatures into your dungeon. Make sure
they have everything they need to be satisfied with their new workplace.
Now it’s time to do a bit of “financial exploration” — in other words, mine out the gold
and then skirt your way along the water. You will eventually discover seams of gold run-
ning through impenetrable rock, and that’s where you should begin to dig. (Set up a
Treasury nearby, to keep things rolling smoothly.)
Before long you will spy Old Bob, the Dwarf who guards the entrance to Lord Ludwig’s fort.
Keep your enthusiastic creatures at bay and Possess a Dark Elf. By selecting her longrange
weapon (2) you can take him out quickly and silently. (Pressing I will allow you to
zoom in and ensure an easy kill.) If Old Bob should escape your servants he will call in
some powerful reinforcements … and it is more convenient to avoid these at this point.
Once the guard is dead you will have the problem of the moat separating your land from
the Hero keep. Your Imps cannot claim directly across, so two options lie before you. The
most direct method is to Group a band of your strongest creatures together and lead them
across the moat, there to face and destroy the lord of the land. That is quick, to the point
and eminently satisfactory. Another effective attack is to mine through his walls. On the
other side there is a path that leads to the back entrance of the castle. You can slip in, sur-
prise the Heroes in their own home, and slaughter them at your convenience.
However you get there, Lord Ludwig should fall beneath you minions’ attacks, and the
Portal Gem will be yours.
1 1 2
1
1
1 1 2
2
Water
3
3
2
3 2
The Gem you seek is on the Lord of the Land, Constantine, who
assumes he is safely behind the walls of the fort.
Assets
1 Imps (1,1) 2 Locate Hidden Land
2 Skeletons (1,2) 3 Receive Imps
1 Mana Boost 4 Heal All
Liabilities
1 Knights (1,1) 1 Fear Trap
2 Lord Constantine (4) 2 Sentry Trap
3 Dwarves (3,3)
1
Knight (1), Wizards (2,3) 2 Thief (2), Wizard (2)
2 Dwarf (1), Thief (1) 3 Wizard (1), Dwarf (1) New Assets
2 Dwarf (1), Thieves (1,2) 4 Dwarf (1), Wizard (2)
Bridge
2 Thieves (1,2) ? Thief (2)
Skeleton
Now you have some time to devote to building a suitable fortress of your own. Build a Lair,
Hatchery and Workshop, perhaps to the south of your Dungeon Heart. As you excavate and
mine gold, you’ll discover that there is land north of your Guard Post that is inaccessible to
your Imps. Build a Bridge to that place, and command that several Sentry Traps be estab-
lished there. Arrange them closely together, and have them remain close enough to your
Guard Room that they will receive immediate back-up support. You can expect raiding par-
ties of Dwarves and Thieves to begin fairly early.
Lay down plans for the rest of your rooms. There should be at least one of each, none of
them smaller than 3x3.
Send an exploration party to the south of your territory. Beware of any open areas. Should
you find (and you should find) territory that belongs to Lord Constantine, immediately claim
enough to place a few Sentry Traps, and then have your Imps claim the rest of the area.
There have been reports that this land has Wizards that will confront you. Expect these to
have powers unlike any other creature you have faced before.
Find and claim the neutral Prison near the Hero area. Be prepared for resistance … in fact,
hope for it, as any enemies killed on your land (or Bridge) will be dragged to your Prison.
Therein, their corpses will be imbued with your malign influence, and once the unwilling
flesh has rotted away, their Skeletons will rise as your loyal troops and go off to seek battle.
Because the simpering do-gooder has made some rudimentary studies of your arts, he will
seek to paralyze your minions with the same power you frequently use: fear. Your troops
will encounter Fear Traps, but if you are quick, you can disable them by dropping
Skeletons near them and commanding them to attack. Fear is a frailty of the flesh, and dry
bones are immune.
When those traps are dispatched, encourage your Imps to claim as much territory as they
can, as quickly as they can. This will enable you to drop creatures close by any Knights you
encounter. These canned pests will offer strong resistance, but nothing you cannot control
with careful resource management (i.e., dropping in more creatures as necessary).
Constantine will remain put until he actually sees proof of your forces in his realm. As your
Imps claim land closer and closer to him, he will not fail to see them and react to the threat.
He will first call for reinforcements before racing for your Dungeon Heart. Regroup your
troops in your main area and wait … by the time they’ve battled past the Sentry Traps,
they’ll be so weak that you’ll be able to scythe them down like brittle hay.
You may pry the gem from his cold, dead fingers.
1 2
3 1
Water
3 3
2 3
1
4 2
5
1 1
6
1
1
7 8
9 4 4 10
4
Assets
1 Increase Level 2 Warlock (2), Trolls (2,4)
2 Make Happy 3 3 Warlocks (all 2),
Trolls (2,3), Goblins (1,2,3),
3 Heal All Mistresses (2,2,3,3)
1 6 Imps (all 3) 4 Mistress (3)
This realm is a tricky one: there is no Portal in the realm and therefore no steady supply of creatures with
which to build up your dungeon. Beware, Lord Ironhelm will not sit idly by and wait for you to come
knocking on his door — he shall send his minions out against you.
Liabilities
1 Fear Trap 6 Guards (2,2,3), Wizard (2)
1 Guard (1), Thief (1) 7 Wizard (2), Thief (2)
2 Guard (1) 8 Guard (2), Wizard (1)
3 Guards (2,2,1), Wizard (1) 9 Guards (2,3)
4 Wizards (2,3), Guard (2) 10 Guard (2), Wizard (3)
5 Lord Ironhelm (4),
Guard (2)
1 Dwarf (1,2), Guard (1) 2 Dwarf (3), Guard (3),
Thief (2), Wizard (4)
1 Dwarf (2), Wizards (2,3),
Thief (2), Knight (3), Dwarf (3), Wizards (2,3),
Guard (2)
3
Guard (3), Thief (2),
New Assets
Knight (2) Torture Chamber
2 Knight (4), Dwarf (4),
Wizard (4) 4 Dwarf (3), Guards (3,3),
Knight (3), Wizard (4)
2 Dwarf (2), Wizard (2) Mistress
? Wizards (2,3), Guard (2)
2 Guard (3)
? Guards (3,3), Wizs (3,3)
2 Dwarf (3), Guard (3) Heal Creature spell
Knight (2)
2 Knights (3,3)
? Thieves (1,2,3)
Command your Imps to mine the gold to the southeast of the dungeon; this will keep your
finances in good order while you attend to business.
Once done you can attend to the matters at hand — torturing and converting the Heroes.
You will have noticed that in your Prison are a number of already-captured Heroes. How
convenient. Simply pick these up and drop them onto the torture devices in the Torture
Chamber. The sturdy Heroes will take a fair bit of damage from the their harsh treatment
(which is of course the point), and although you can expect some to die from your minis-
trations, you’ll usually be able to squeeze information about their territory from them. Even
better, however, is what can be done after your researchers have perfected the Heal spell. By
allowing your torturers to prolong their agony indefinitely, the Heroes’ spirit will break and
they’ll join your side. Capture and convert as many Heroes as come within your grasp, until
you have a sufficient force to storm Lord Ironhelm’s keep.
Meanwhile, a little reinforcement is called for. Seal off the entrances to your dungeon with
Barricades. These are relatively cheap and will slow the Heroes down considerably. Keep in
mind, however, that while barricades are effective in stopping creatures engaged in hand-to-
hand combat, creatures with ranged attacks are able to fire over the top. A wise dungeon
keeper places Sentry Traps behind the Barricades — this make a lethal combination. Don’t
forget that Sentry Traps cost mana, though, so you’ll have to keep an eye on your resources
to make sure everything stays balanced.
Once you have built a solid army of converted Heroes, combine them with the most useful
of your original creatures and attack the keep of Lord Ironhelm. You can either take the
direct route over the Hero-Gate Bridges, or enter through the secret passages that lead
directly into the heart of the castle. These secret passages are to the east and the west of
your dungeon: the eastern passage is marked by a small section of Hero-owned wall near a
gold seam, while the western passage leads from the southwestern Hero Gate. Remember
that while these passages are the easiest way to reach the castle, it isn’t a stroll through the
cemetery. Fear Traps and Guards will hamper your progress, but these you can easily
destroy. Both passages emerge in a Prison containing an additional Mistress — from here it
is only a few swift strikes to Lord Ironhelm.
Don’t expect him to just surrender or run away. Although he doesn’t have the iron strength
of evil to give him backbone, Lord Ironhelm is not entirely without sense, and has been
recruiting Heroes to serve as his personal bodyguard. The longer you leave your final
assault on his castle, the more Heroes he will have amassed to protect him.
Lastly, remember that the first part of the Horny Talisman is yours to use in this realm and
in this realm alone. If you find yourself in difficulty or if you just feel cranky, summon him
and he shall massacre any foes which stand in front of you.
1 1 1
1 2 2 1
1 1
1
2 2
3 5
3 4
3
1 1
4
1
3 6
3
4
4 2
2
1
3
4
7
5 8
A direct frontal attack may lose this realm … this time you can indulge
yourself and be devious. Through your spies you have learned that
Lord Ironhelm will flee through his Hero Gate, which is located
amongst a maze of tunnels and passageways. You must discover the
location of this Hero Gate and ensure that Lord Ironhelm does not
escape with the Portal Gem.
Assets
1 Mana Boost 1 4 Imps (all 1)
2 Increase Gold 2 Trolls (1,1,2,2)
3 Make Happy 3 Goblins (2,3,3),
4
Warlocks (3,2),
Increase Level Trolls (2,2,3)
5
Heal All 4 Skeleton (3)
New Assets
Torture Chamber
Liabilities
1 Lord Ironhelm (4), 5 Knight (4)
Mistress
Knights (3,3), Wizard (3),
Guards (2,2)
6 Thieves (3,4,4)
This realm is essentially a warren of maze-like tunnels and caverns. You will need to know
what is going on nearly everywhere, nearly all the time. Use the mini- and full-scale views
to keep track of your domain … and your soon-to-be domain. Omniscience is one of the
most important skills to develop for your reign as Dark Lord.
Begin your Grand Construction. Your first priority should be a Library for your Warlocks to
research the Heal Creature Spell.
Unfortunately, you’ll discover that the only Portal is a long way off, and you cannot afford
to lose too many creatures before it is claimed. Therefore a Workshop is vitally important,
as it will allow the manufacture of traps and a new type of door, the Barricade. This shall
prove very useful in Sweetwater as it is comparatively cheap and acts as an effective imped-
iment to Lord Ironhelm’s flight. Know that it is not a wall — although it impedes flight and
stymies hand-to-hand combat, ranged and projectile weapons can cross a Barricade unhin-
dered. Wherever you build a Barricade, you should consider placing a Sentry Trap behind it,
if you can afford the mana. These two tools, used in combination, are a lethally effective
force.
Once your dungeon is constructed to your satisfaction, and you have one of every room you
think you’ll need, take your troops out for your first sortie. You will discover a Hero Bridge
leading to three doors, with a small group of Heroes patrolling the Bridge. Capture and tor-
ture these Heroes, and they shall reveal numerous bonuses scattered throughout the realm,
including a group of neutral Trolls, gold seams and piles of manufacture crates, left here by
Lord Ironhelm should he have need of them. Well, he’s going to need them, and that’s too
bad, since you’re going to have them. Sinister laughter echoing down the corridors is quite
rewarding at that point.
Back to business. Seek out and secure these areas and use the items found therein to stock-
pile for an ambush.
Once your Warlocks have researched the Heal Creature spell, your captured Heroes can take
on another use. Even standard methods of torture inflict savage amounts of damage to
Heroes, and being fragile creatures they quickly perish. However, if you Heal them whilst
they wither in Prison or are tortured, their suffering is prolonged and despair will set in.
You do not need these extra fighters indefinitely, but they definitely make a welcome addition
to your forces until you can locate the outside Portal.
Not long after you have captured a few Heroes, you will notice that time becomes a critical
element. A countdown appears, and the numbers begin to tick away. This indicates that Lord
Ironhelm has begun preparations for his escape through his Hero Gate, and you must thwart
his plans.
Before the timer reaches zero, you must have prepared your defenses. Located between the
Castle and the Hero Gate lies an ideal killing ground. Send your minions in to fight their way
to the front of the enemy fortress, with Imps claiming land as the fighters progress. Once
you’ve reached the killing field, fill the entire area with barricades and all manner of traps.
You’ll find that the manufacture crates you have amassed will ensure the speedy construction
of this ambush. If you complete your preparations before Lord Ironhelm bolts, you might
have to wait for the Lord to flee. How tedious. If you grow impatient, simply send in an Imp
or a few creatures to lure Lord Ironhelm out. Once he realizes he is surrounded, he will take
flight. After that, it is merely a matter of watching the panic and confusion of the forces of
good as they flail about in your traps, crash against your barricades, are toasted by your Sentry
Traps and finally the survivors are slaughtered by your forces, some of whom are their own
ex-comrades converted to the furtherance of Darkness. The whole thing is utterly delightful,
don’t you think?
3
1
14 4 6
1 5
1
5
7
1 1
3
8
1 9
2 10
1 1
4 11
12
3 4
1 1 1
1 1 13
1 1
1 1 4
2
Lava
2
CAVERNS AT EMBERGLOW
The Gem is on the Lord of the Land, who leads the Giants.
Assets
1 4 Imps 3 Mana Boost
2 Salamander (5) 4 Increase Gold
1 Locate Hidden Land 5 Make Safe
2 Increase Level
Liabilities
1 Sentry Trap 8 Giants (2,4,4,5),
1
Knight (5)
Giant (4)
2
9 Wizard (2)
Wizard (4)
3
10 Wizard (4)
Guards (3,3,3,3)
4
11 Giant (4)
Giant (4)
5
12 Wizard (3)
Wizard (2)
6
13 Lord Sigmund (5)
Giant (5)
14 Giants (1,1,1)
7 Wizard (7) New Assets
1 Giant (1) 3 Knight (4), Wizard (6), Salamander
Giants (5,7)
1 Giant (2)
3 Giant (5)
1 Giant (3) Sight of Evil spell
4 Knight (5), Wizard (4),
2 Giant (1) Call to Arms spell
Giants (5,7)
2 Giant (2)
4 Giant (4)
2 Giant (1)
Right off the bat, a lone Hero Giant will head to your dungeon to make trouble, but don’t be
too concerned … reinforcements will arrive in time to clobber him. What you should be pri-
marily concerned with is your growth statement: quickly dig out the area to the south and
build a Prison and Torture Chamber. You’ll need these as your forces begin to take a toll on
the enemy ranks. Waste not, want not. In these troubled times it would be a shame to sim-
ply kill something as valuable as a Giant just because you didn’t have the means to con-
vincing him it is a good time for a career change.
Still, you’re going to need more troops. Command that a small Lair and Hatchery be built.
Without these, you’ll find it impossible to recruit creatures — and you’ve got a serious head-
count shortage to make up before you can take on the other Giants that guard the empty
dungeon.
Now comes time for a management decision. You want to clear out the “excess” Giants. The
most conservative course of action would be to place traps at all the entranceways to your
dungeon, and wait for the Giants to come to you. As natural-born pounders, they’ll eventu-
ally be drawn to your halls by the opportunity to make your loyal subjects go squish. One
by one they’ll come to you, and you won’t have to go to the trouble of finding them.
On the other hand, you can close down the Giants’ Hero Gates by bridging across to their
barracks (you did know you could use the neutral “stepping stones”, didn’t you?), claim all
the land around the Gates, and then close down the Gates themselves. It has the attraction
of being more proactive and straightforward, but it’s more dangerous to your workers. If you
decide on this method, be sure to send some fighters along with your Imps, to protect them
from any wandering Giants who might be offended by the invasion.
Once you’ve hit your Guard Room objective, you’ll want to find the best route to Lord
Sigmund. This is where Sight of Evil comes in handy. While you’re peering into the private
world of Sigmund and company, you might also find routes that, while not so direct, do
offer Specials or more creatures to convert. It’s entirely up to you to determine the path you
think will be most beneficial.
There is an obstacle due consideration, an enemy Wizard who is wise enough to fear you,
but goody-two-shoes enough to try to face you down. The sniveling sneak hides behind
Barricades and fires spells at your fighters. Your best option in this situation might be the
judicious usage of a combination of Possession and Salamander. Try it .. it’s eminently grat-
ifying.
Your next major milestone will be to take on the strike force waiting for you — a group of
Heroes (4 Giants, 2 Wizards and a Knight) have designs on your company. Destroy them
utterly and continue to Lord Sigmund’s Castle. There is an Increase Level special on the
way, of which it is highly recommend you take advantage.
Now it is time to destroy the enemy and claim everything they hold of value. There are two
different venues of attack — front or back. The plan should hinge on whether you have
plenty of fire-walking creatures (or you have an unhealthy faith in the strength of your
Bridges). If so, then simply attack through the front door, watching out for Hero reinforce-
ments that appear through the castle’s Hero Gates. If your troops are the more traditional
sort, you can claim territory all the way around to the back of the castle. Then use a wood-
en Bridge and an Imp to claim the neutral tile and break through the back door. This will
mean a bloody battle with a large bank of Sentry Traps, but the benefit is that you will be
able to use all of your creatures in the final battle, not just the fire-proof ones.
Then all that is left is picking up the gem, and there you have it: the only thing that this
miserable place called Emberglow has to interest you.
1 1 1
1 2 3 3 2
2 3 3
2
4
5
3
1
3 4
5 3 1 5 6
1
4 1
7 2
3
2
8
2 3 1
9
3
Lava Water
3
1
3
This is a hellish realm to bring to heel. The bad news is there’s no land to dig out and hardly any gold.
The good new is that your defeated rival, Dante, has left all his rooms intact, though they have been
scattered around the land by the spells of Lord Titus’s five irritating Wizards. You’ll generally do better
to use the rooms as you claim them than to sell them and build others.
Lord Titus and his Wizards still guard the land. Each Wizard is protecting an area of the map, and Lord
Titus is ready in his fortress to attack you should his Wizards fall.
The first order of business is to dig out the tile of gold just north of your Dungeon Heart,
and use the gold to build a Stone Bridge across the lava to the Lair. Your Mistresses must
help your Salamanders kill the Heroes who guard the Lair. Now allow your creatures to heal
in their new beds and you’ll be ready to move on.
Phase Two is to dig through the gold to the west and take the Hatchery, again slaughtering
the Heroes who guard it. You’ll still be very short on mana, so place injured creatures back
in the Lair to heal.
Don’t get too complacent, though. Yes, you have a Hatchery and a Lair, and are nearly set to
claim the Portal and begin recruiting creatures from the outside. Nearly.
Use a Stone Bridge to reach the Bridge in front of the door leading to the Portal. Smash down
the door but then pull your creatures back: as soon as any of your minions sets foot upon the
Portal, the Level 1 Wizard with a Gate into the room beyond will be alerted by an Alarm
Trap. Your best plan is to send an Imp to claim the neutral territory leading up to the Portal.
This will lure the Dwarves just inside the Portal onto your land. Kill them. Send any injured
creatures back to the Lair to heal — whatever you do, don’t grow impatient.
Now it’s time to make our next sortie against the Portal. Let an Imp start trying to claim the
Portal. The Level 1 Wizard will rush forward with his Guards and Dwarves, and once they’re
out in the open you can use your minions to ambush them. If any of your creatures falls over
lava, build a Stone Bridge and drop an Imp to rescue them. This is not kindness, this is stark
necessity. Inhuman resource is at a premium, especially until the Portal is officially under
your control.
Once you have the Portal you can take a breather. Sack any Fireflies who arrive: you need
fighters, not scouts, in this land. There’s no use in wasting space.
Smash through the door to the east of the Portal so that you can mine the gold and take the
Make Happy special. Don’t touch the Fear Trap for now: if you destroy it and send creatures
past it, that will alert the Level 3 Wizard who guards the land beyond. So leave it alone for
the moment, and when you’ve got five or six Goblins, prepare to attack the Level 2 Wizard
to the west.
Now, although in general you can’t afford to sell a room you’ve claimed and build another,
this is an exception. It’s a good investment to sell the Treasury and build a 3x3 Prison here.
(If you can afford it, also build a 3x1 Torture Chamber in the passage that leads off to the
north.) This will allow you to start making use of the Heroes you’ve defeated, generating at
least a few Skeletons and with luck converting a couple of Guards for your own use as well.
It’ll take a bit of planning since mana is hard to come by in this land, but you should be able
to cast Heal enough to convert a few selected Heroes, and this will make your quest easier.
Take the Guard Room which lies at the end of that corridor, and build a Wooden Bridge lead-
ing up to and along the Hero Portcullis and Barricades. Behind these is the Level 2 Wizard,
who thinks he is invulnerable. Use all your creatures in one mass assault and you should dis-
patch him. Use Heal judiciously, and you should win without too many casualties. It’s a very
good idea to pull your creatures out before they knock down the door leading to the Training
Room. It’s vital that you heal your creatures in their Lairs before tackling the Guards in the
Training Room.
There’s gold beyond the Hero Gate. Building a Wooden Bridge to surround the Hero Gate
will allow you to retrieve any gold that has fallen upon it.
As soon as your creatures have had a chance to heal up, take the Training Room. Although
you may feel you’re too short of gold to afford a Training Room, it’s a nice addition if you
can afford it — it attracts Salamanders, and these are a useful addition to your army of
Goblins.
Once you’ve consolidated your forces after taking out the Level 2 Wizard, it’s time to take
out the Level 3 Wizard who is beyond the Fear Trap. Bridge to the Fear Trap and destroy it.
This will alert the Wizard and he’ll summon a party of Level 3 Thieves and Dwarves to try
your defenses. Make swift work of them, and of the second party which follows shortly after-
wards. Don’t be afraid to commit all your forces to the fight: it’s better to crush them utter-
ly than to give them any chance to kill your precious creatures.
Now you can take time to recuperate and build up. Make sure that the little things get
attended to: mining gold, torturing captives and taking the lightly guarded Workshop. Place
a couple of Sentry Traps on the tiles overlooking your Dungeon Heart, and some Gas Traps
in place of the doors you have destroyed. You’ll find a Mana Boost special hidden behind
some of the gold. That’s a sweet present for them to have left for you, don’t you think?
Meanwhile, take the Casino which lies between the 2nd and 3rd Wizards’ areas. It might look
tempting, but don’t break through the northern doors of the Casino as yet — that would
alert the Level 4 and 5 Wizards and they have tough followers. Set the Casino to generate
gold for you, and you’ll be able to fund your Training the old-fashioned way: by cheating
your creatures out of their wages.
The Casino will attract Rogues to your dungeon. Possess one and you’ll be able to move
unseen, and stab enemies in the back. In addition, he’s the one creature who can pick up
gold from land that you don’t own.
When you have a good strong force of full-health creatures, you’re ready to enter the Level
4 Wizard’s territory. Break down the door in the northwest corner of the Casino and head
west so that you can take the Prison. This isn’t easy: you’ll have to defeat a hefty patrol of
Level 4 Dwarves, but by now they shouldn’t cause you much trouble. Besides, the rewards
are considerable: a decent-sized Prison and a couple of neutral Dark Elves who will be
delighted to join your side once they’re freed. Then push north from the Prison and take out
the Level 4 Wizard. This will yield you a couple of Increase Gold specials, some handy cap-
tives and a very tasty Torture Chamber. The Mistresses held captive within it will join your
army and set to work converting your captives with their own special skills.
Consolidate your new toys and when you’re ready (or when you start to feel a bit strapped
for cash again), break down the door in the northeast corner of the Casino and Bridge to
the second Hatchery. Take out the Level 5 Guard and claim it, then Bridge to the Level 5
Wizard’s Hero Gate and take him out.
Take the Library and gloat over the Specials within it. Make haste and make ready: Lord
Titus will attack you soon. It’s up to you whether to prepare your creatures to withstand
his attack, or to push forward and assault him directly. Either way, he doesn’t stand a
chance.
Gems
1
2
1 2
1
1
N
3
Gems
2 2
4
2 3 2
2 2
SILVERSTREAM
This realm is all about speed and pacing yourself. Through careful and
rational creation of a good, solid dungeon, you will triumph over the
forces of Good in Silverstream.
Assets
1 Receive Imps 4 Mana Boost
2 Increase Level 5 Heal All
3 Make Safe 1 Mistress (5)
Liabilities
1 Guard Post 2 Guards (1,1,1,1)
2 Sentry Trap 3 Guards (2,2)
1 Guards (1,1,1,1,2,2,2,2)
Guard Post
Braced Door
Once your basics are up and running, you can start off building some of your secondary
rooms. If you’ve been paying attention, you know that the next most important thing in a
realm like this is to build a Prison. You’re going to be fighting, and it’s a sad waste to have to
kill enemies who, were they snug behind sturdy steel bars, might at the very least rot away
and become loyal Skeletons. Definitely get that underway.
Meanwhile, start your Imps digging both to the east and west. To the east lies a neutral
Torture Chamber, and you’ve got to admit that’s always an advantage … in combination with
the Prison it makes a sinister ensemble.
The westward-digging Imps are, in fact, preparing for an attack on the second outpost. Here’s
a secret — there’s a patch of diggable rock alongside some impenetrable rock (near the neu-
tral Torture Chamber) that actually is supporting the solid-looking but weak impenetrable
rock. Dig out what you can by commanding the Imps to dig a 3x1 Torture Chamber into the
wall. This will cause the nearby impenetrable rock to collapse, giving a neutral path to the
3x3 Chamber and a neutral Mistress. Make sure she feels welcome, and claim all the terri-
tory your Imps can get to. Turn it all in to one large Torture Chamber, the better to win
friends and influence people later.
Now it’s time to get ready to invite guests over. Take some time and do it right. Despite the
common misconceptions about the unhallowed Armies of Darkness, it’s a rare situation
where you actually have enough minions to completely overpower the massed forces of
Sweetness and Light. By this time, the happy people of Harmonia are aware of the blight
spreading throughout the land, and they’ve got a bit of an attitude about it. You’ve noticed
that you don’t sneak up on them while they’re singing happy songs and dancing around in
group hugs. No, they’re all armed to the teeth and pretty snarly about invasion forces of Evil
digging around in the bedrock.
Once you have a favorable layout of traps, you can dig out that last block, Bridge to the clos-
est wall of the Guard Room and dig through it. They’ll answer your friendly knock, you can
be sure. Don’t try to face them there, but let the Guards chase your Imps into your traps.
Then, of course, capture their bodies and convert them to your cause. Don’t miss an oppor-
tunity to use their own against them. It’s one of those little occupational perks that gives a
Dungeon Keeper the warm fuzzies.
When you’ve taken care of business thus far, claim the rest of the second Guard Room and
fortify it with Barricades, Sentry Traps, Gas Traps, etc. Move on to the third Guard Room,
luring any opposition you meet back into your death-trap killing ground. Repeat this for
the third Guard Room, but this time be wary of the extra traps that surround it. They’re get-
ting tricky, so you’ll need to be careful.
In fact, you should place only a few traps on this Guard Room, as a precautionary measure,
since you’ll actually be trying to stop him at Guard Room 2.
You do understand that if a trap or barricade is destroyed in the course of a battle, you’ll
need to build it up again before heading out to stir up more warriors? You don’t want to
leave a hole in your defenses when a little extra time will repair the cracks.
As you breach Guard Room 3, Voss, the Lord of the Land will be notified, and like the good
ruler he is, will arm himself and lead the attack personally. Let him come to you, all the way
through to the Barricades at Guard Room 2. Whatever you do, don’t build Bridges between
the Outposts and then try to Thunderbolt him. He’s a bit nervous, and if he sees that kind
of firepower, he’ll start running and won’t stop. Which may not be a stupid reaction, but it
is definitely inconvenient when it comes to going through his pockets looking for Portal
Gems.
When the Lord reaches Guard Room 2, he’ll try and smash his way through any barricades
that are in his way. If you’ve prepared properly he’ll be taking fire the entire time he’s bat-
tering the Barricades, which has got to hurt. Once he gets a distance into the Guard Room,
drop creatures behind him so as he has nowhere to run. Let your minions shred him, and
then take the prize.
2
3
3
2
1 2 1
1 1 1 1
2 2
2 2 2 2
1
1 2 2
2
2 1 1
2 1 1
3 3 1 1 2 1 6 4
2 1 1 1
2
2 2
1 2 2
5 6
2 8
7
2 3
5
4
Gems Gems
3
2
1
4
4
5 8
7 2
9 6 10
SMASHING WOODSONG
Woodsong essentially consists of two stages. The first is building up a
dungeon quickly and efficiently, ensuring that it is well defended and
your creatures are well trained. Secondly, you’ll need to charge through
enemy-held terrain where you will be out-gunned and outnumbered to
attack an enemy Keeper before the Heroes can destroy you.
Liabilities
1 Sentry Trap 3 Thieves (2,3), 6 8 Elven Archers (all 4)
Elven Archers Wizards (4,4,8)
2 Spike Trap (4,5,5,5,6,6,6), Knights (4,5,5),
3 Gas Trap Guards (3,3,3,3,3,4), Dwarves (4,4,6)
Wizards (4,4,5), Guards (4,5,6,6,6)
4 Fear Trap Knights (3,4,5) Giants (4,4,4,4)
1 Imps (1,1,1,1) Dwarves (5,6,7)
7 Thieves (2,2)
2 Eleven Archer (2)
4 Thief (2), Dwarf (1)
8 Giant (2)
w/ Sentry Trap 5 Elven Archer (1)
1 Giants (2,2,3), Guard (3) 8 Elven Archer (3), 9 Dwarf (1),
Wizards (3,2) Thief (1), Giants (3,1) Elven Archer (1)
7 Elven Archers (2,2), 9 Giants (2,3), Wizard (3), 10 Giant (1), Dwarf (1)
Wizard (1) Guards (2,4),
Elven Archers (2)
8 Guards (1,2), Dwarf (1)
To the north of your dungeon is a broken seam of gold. This is where you’re going to build
your killing ground. The goal is to make a place so deadly that even a large incursion of
enemy Heroes will be stymied by it, giving you breathing time. Command your workers to
mine out this area and fill it with Spike Traps, Barricades and Sentry Traps. This little play-
ground will protect your Dungeon Heart whilst your minions are attacking Asmodeus.
Additionally, claim the second Portal as early as you can to ensure you get the full comple-
ment of creatures. Slow creatures, particularly Bile Demons, will only slow you down —
ensure that plenty of Mistresses and other fleet-footed creatures populate your dungeon.
You can expect to be attacked from the left and right by Heroes flooding from Hero Gates.
Whilst useful to convert (especially Giants who make excellent manufacturers in your
Workshop), these will need to be closed down, else eventually they will overwhelm you.
Keep an eye on the clock, as you will not remain undiscovered for long.
Closing down the Hero Gates is a prime opportunity to Possess a creature and lead your
troops yourself, if that’s the sort of thing that appeals to you. It’ll be a fight, that’s for certain,
but nothing you can’t handle. Send in your shock troops first, then send in your ranged-
weapon fighters. Drop them at the right distance, so they use their weapons to the maximum
advantage. Make sure your Imps remain motivated to claim all the territory around the
Gates, because that’s the real purpose of the whole battle — claim all the land around each
Gate to destroy it.
To the east and west of Asmodeus, defenses are weak spots, neither reinforced nor claimed;
these provide an excellent opportunity to avoid the wellcrafted walls of Asmodeus’ dun-
geon. Mine the last section of rock that separates your dungeon from the Heroes, and place
the Call to Arms by the weak point in Asmodeus’ dungeon; drop a few Imps at there as well,
and instruct them to dig north into the rock. After only a little while they will enter a cav-
ern that allows you to skip most of Asmodeus’ dungeon. Cast Tremor to weaken his walls
and instruct your Imps to dig through the now weakened rock. Asmodeus’s dungeon is now
exposed so place the Call to Arms at his Heart. Meanwhile, your creatures will be trying to
break through the Heroes lines trying to reach the Call to Arms. They will need some help
— heal them as much as possible to ensure that they are at their best when they reach
Asmodeus’s dungeon.
The Heroes, having seen their siege broken, will attempt to attack Asmodeus themselves.
Thus you must destroy his Dungeon Heart before the Heroes do, and quick enough before
further Heroes can destroy your own Dungeon Heart.
2 3 3
2 1
2 2
5 2 2
5 2 3 3 4 1 3
5 3
1 2 2 2
1 3 3 Gems
3 2
3
4 3 5
3 2
3 6
1 2
3 2 3 2
1 1
2 3 4 7 4 3 2
3 1 1 8
2 3 2
Sparklydell has been invaded by a host of Keepers, and thus you have four evil rivals for the Portal
Gem. They are fighting amongst themselves and some will fall to others, but you will have to
destroy at least two of them yourself. Prepare to battle on islands surrounded by a sea of lava. The
Gem is on an island which is inaccessible until only one Keeper survives.
This map indicates your location when you have chosen Model A (by selecting the South Arrow
when you are in your Campaign Map Room). You arrive in possession of the Heart to the west.
If you select the Middle Arrow, you follow Model B, and arrive in possession of the Heart marked
with a White 5 (on the map above). Your initial minions are the four Imps marked by the White 5.
If you select the North Arrow, you follow Model C, and arrive in possession of the Dungeon Heart
marked with a White 7 (above). You don’t get all six Salamanders in this case, but you do get two
Mistresses (2,3) and three Salamanders (1,2,3), along with your four Imps.
In your absence, the five Keepers have these holdings: Kronos holds the Heart where Plan A begins,
Belial holds the Heart where Plan B begins, Drako holds the Heart where Plan C begins, Morgana
holds the Heart just northeast of Drako, and Raksha holds the Heart at the northeast of the realm.
Assets
1 4 Imps (all 1) 1 Make Happy
2 Salamander (10) 2 Mana Boost
3 Mistress (3; only in B) 3 Increase Level
Liabilities
1 Warlocks (1,1)
2 4 Imps (1), Mistresses (2,2,2,3,3,4,4)
3 Mistresses (2,2,2,3,3,4,4)
4 Bile Demons (3,3,3,4,4,4)
5 4 Imps (all 1)
6 4 Imps (all 1), Goblins (1,1,1,2,2,2)
7 4 Imps (all 1), Salamanders (3,3,3,4,4,4)
8 Mistresses (3,3), Salamander (4)
1 Boulder Trap
2 Sentry Trap
3 Gas Trap New Assets
4 Trigger Trap
Boulder Trap
5 Spike Trap
Trigger Trap
Steel Door
Of course, those interlopers are going to be trying to make inroads on your own territory,
so make sure to defend your dungeon against invasion by placing a judicious mix of traps
and doors around it. Sentry Traps are an old favorite, but since they drain mana it makes
sense to place each one carefully — places most likely to be attacked or that you want to
defend — and use Spike and Gas Traps widely, especially along corridors. Your newly
researched Boulder and Trigger Traps allow you to plan your defenses well, but remember
that Boulder Traps will damage your own creatures as well as the enemy. They are best used
as offensive traps, since you can build them at the edge of enemy territory, then slap them
to set them off when a good number of enemy creatures are in sight. Trigger Traps can be
coupled with Sentry Traps to take out even high-level foes.
Keep an eye on the mini-map: you can tell by the color of the Portals which Keeper they
belong to. Drako (green) will eventually defeat one of his neighbors and take the Portal —
most likely it will be Morgana (yellow) to fall to his forces, though it may be your near
neighbor Belial (blue). In the latter case, watch out for an attack by Drako.
Once you’ve got 20 creatures and most of them have reached Level 4, it’s time to make your
move.
However, be aware that Raksha has mined her territory with traps: if you lose too many
creatures to them you could be in real trouble. If you don’t happen to have a high-level
Salamander, you could always dig a path along the south side of Raksha’s territory until you
can tunnel into her southern cavern … that’s where a Level 10 Neutral Salamander has his
home. It’s a good way in, and if you convert the neutral Salamander, you’ve more than made
up for the hassle. Watch out that you don’t get into a scrap with Drako on the way though
— you’re not ready for him until you’ve taken over at least one other territory — so if you
encounter his territory it’s best to bridge around it.
Once you’ve defeated Raksha and taken her rooms and Portals, you can strike south from
her Dungeon Heart. Take Drako’s Portal and then work down to his Dungeon Heart.
Finally, you may or may not have to deal with Belial (depending on whether Drako has
killed him) — but you should be able to manage him without any real problems by now.
Once your creatures are well trained and you are ready for some action, Kronos is a good choice. He has
only one Portal and no really high-level creatures. Order your miners to dig out the gold in the northwest
corner of your caverns, and make a strike for Kronos’ Dungeon Heart.
With three Portals (you will, of course, claim the neutral one to your northeast Portal), you will soon be
ready to assault Drako. Don’t underestimate him, he a tough one. Use Stone Bridge to get your creatures
to his Dungeon Heart quickly, and make sure to neutralize his traps before they can do too much dam-
age. Drako has several high-level creatures that will make excellent converts if you can only capture them.
When you’re against Drako, be fairly free with Healing your creatures.
Once you’ve taken Drako’s land you will also be able to claim the land that Drako has taken from the fee-
ble Morgana. This will give you an excellent platform to strike directly at Raksha’s Dungeon Heart,
bypassing all Morgana’s traps. Don’t forget to explore a bit … there’s a Level 10 Salamander that would be
prudent to add to your forces.
Finish your conquest the old-fashioned way — with brute force and no quarter.
It will take some time. However, while your fighters are hammering on her Dungeon Heart, you can start
building up your own dungeon. Place a Lair in the empty space to the west of your Dungeon Heart, and
get your Imps digging out some more rooms so you can start recruiting a better class of creature. Time is
of the essence … you will not have long before you yourself are attacked by a greedy neighbor.
Once Morgana is taking a dirt nap, you can start building up in earnest. Get your creatures trained and
recruit a strong and balanced force. Set your Imps to work on the Gem block and your money problems
will be over. Tunnel north from there to recruit the Neutral Level 10 Salamander, who will be a most valu-
able minion.
Get some traps up just in case, especially on the north side of your dungeon, since that’s where Raksha
(purple) will attack from.
By the time Raksha attacks you should be reasonably well prepared with a good strong force. Hold her off
and make sure to capture her best creatures, and then begin a drive towards her Dungeon Heart. Stone
Bridges will allow you to bypass most of her traps and break straight through to her Heart. Keep Healing
your creatures and you should be able to destroy her.
After this epic battle, you should be able to move in on Belial and finally across to Kronos (green) with-
out too much trouble.
1 1 3 2
3
1 3
2 3 3
2
3
3 2
1
4
1 1 1 5
3
4
4
1
1 5 1 6
5
1
6
10
7 9 10
3 3
1
6
8
11
2
9
SCAVENGE AT
GOLDENGLADE
A defeated Hero keep separates the two Keepers. The Gem is on the
Keeper.
Assets
1 4 Imps (all 1) 7 Skeletons (1,1,1) 2 Make Unhappy
2 Skeletons (1,2) 8 Skeletons (1,2,2) 3 Stun Imps
3 Skeleton (3) 9 Skeleton (1) 4 Make Safe
4 Skeleton (2) 10 Skeleton (5) 5 Heal All
5 Skeletons (1,3) 11 Skeletons (2,3) 6 Increase Gold
6 Skeleton (2) 1 Increase Level
Liabilities
1 4 Imps (all 1) 7 Dwarves (1,1,2,2,3)
2 Mistress (4) 8 Dwarves (1,1,1,2,2)
3 Dark Elf (4) 9 Dwarves (1,1,1,1,2,2)
4 Warlock (4) 10 5 Dwarves (all 1) New Assets
5 Guards (4,4,4,4) 1 Sentry Trap
Dwarves (2,3,3,3) Trigger Trap
2 Boulder Trap
6 Guards (2,2,3,3) Boulder Trap
3 Spike Trap
Steel Door
1 Dwarves (3,4) 1 Dwarves (3,3)
1 Dwarves (2,4)
Your first order of business is to find out what is available in the neighborhood. To this end
you can either randomly explore, or else go the omniscient route and simply dig directly to
the west and claim the three neutral Skeletons there. It’s not much, but it’s a start. The
Skeletons will be enough to ward off the first wave of Dwarves, which you can expect to
come around in short order.
Set your Imps to work claiming the Graveyard so the Dwarves’ bodies don’t go to waste.
(Remember it takes five bodies to make one Vampire.)
Meanwhile, allocate some Imp resources to build a Prison. Since your actual goal is to make
Vampires, you won’t want to be taking too many Heroes prisoner: dead bodies are actually a
bit more valuable here. The Prison is, however, quite useful as a Skeleton pen. Skeletons tend
to wander and stir up trouble around here, and if you drop them in the prison, you know
where they are. Oh, and don’t forget to lock the Prison door, otherwise bodies will be taken
here rather than the Graveyard. Vampires are the goal: they’re much tougher than Skeletons.
Don’t even bother with converting Dwarves … they’re next to useless here. Just kill ‘em and
plant them in the Cemetery.
Directly after the Prison, start work on a Lair, Hatchery and Library. The Library will keep
the Vampires happy … and although terror is an excellent managerial tool in keeping pro-
duction high, job satisfaction is what keeps them around. Next on your list should be a
Training Room — just to help everyone along. Once you have a Training Room, drop your
Skeletons in for as long as it takes to get them up to Level 4. Since they can’t get higher than
that on mere practice, pick any Level 4 Skeletons out of the Training Room and drop them
back into the Prison until you need them.
Once you’ve got those offices finished, do some more excavation and dig a little farther out
to the other caves near you. There you’ll find yet more neutral Skeletons, which you can
recruit and either Train or imprison. Another Dwarf attack will probably happen while
you’re doing this — just send your Skeletons and any Vampires to deal with them.
1) Dig north up the left-hand side of this realm. This is a medium-dangerous run, but inter-
esting. This area has a few Specials to offer to the cause, and a fair number of neutral
Skeletons. Even better, you’ll be slaughtering all the Dwarves you find and dragging them
to the Graveyard. When you’ve cleared out the side, you’ll simply launch a full-scale siege
on either the back or the front entrance to Malachai’s dungeon. This is good for Keepers
who prefer to have a large army at their backs.
2) Mine out the right-hand side of the realm. It’s a bit less exciting than the previous option,
definitely more cloak-and-dagger. For one thing, there are fewer Skeletons and Specials,
and not quite as many Dwarves. The good part is that there is an interesting secret passage
into Malachai’s dungeon. Look into your soul and decide if you’re feeling devious, and how
confident you are in your abilities without overwhelming numbers.
3) Charge straight up the center of the realm. Without a doubt, this is the most straight-
forward, sword-in-your-face scenario. This is where there are Heroes to be killed and lots
of them, which is good for experience and fairly useful for stocking up the Graveyard, but
can be dangerous to your oh-so-important headcount. Heroes really hurt. You’ll also find
extra rooms in which to build, a higher-level neutral Skeleton in the Graveyard, and a vari-
ety of ways into Malachai’s dungeon.
Whichever option you choose, you must make the choice of whether to destroy the Hero
Gate. This deserves a little though: the constant attacks are more than a little annoying,
especially because you have no way to build traps. On the other hand, if you kill the Hero
Gate, you’ve shut down your best source of new minions. You don’t have a Portal of your
own, so you have to depend on finding neutral creatures or making your own — which is
either conversion (which doesn’t give you fighters strong enough to overcome your oppo-
sition), Skeleton-creation (much more effective, but takes a long time and gives you only a
Level 1 Skeleton) or growing Vampires (which takes a long time and a lot of bodies). If you
kill the Hero Gate, though, your personnel have a much longer life expectancy.
If you do decide to take out the Hero Gate, then probably the best route would be directly
attacking the castle, ransacking it of all useful loot and using the bodies of those who lurk
there as fodder for the Undead. Train up the creatures as high as possible, then dig out the
route to Malachai’s Portal. Simultaneously attack on all three fronts at once: front, back and
secret.
Kill everyone and then make yourself at home among the corpses. You’ve got to admit
there’s a rewarding feeling of satisfaction in a job well done.
6
2
3
2
1 3 1
8
2
3
2
7
N
Gems
Vampires more experienced than Level 1 will not die when killed but
resurrect themselves a level lower than before — unless slain by a
Monk, whose sacred knowledge and skills will ensure a lasting death
for the Undead. You faced an attack by a powerful Keeper who has
nothing but high-level Vampires in his service. Unless you can find a
way to slay the Vampires quickly, their number and their ability to rein-
carnate will ensure that you are overwhelmed.
Liabilities
1 Monks (2,2,3,3), Vampire (2)
2 Wizard (4), Dwarves (4,6), Giant (2)
2 Sentry Trap
4 Freeze Trap
5 Boulder Trap
Meanwhile, mine all of the gold you can. You’re going to need it. When you can, build a
Prison and Torture Chamber close to each other. Also, of course, build a Library and
Workshop.
It’s a good idea to build an entire area solely for the converted Heroes (Lair, Hatchery, etc.),
as you shall be relying on these greatly. This will ensure that they do not become angry by
working and mingling with your own creatures, whom they hate even after conversion.
Take your Level 3 or 4 Goblins and send them out through the northern exit of your dun-
geon. Command them to destroy the door separating your dungeon from the Monks. Make
sure they allow the Monks to wander onto your land before attacking them because it is vital
that you capture them (you can’t capture them on their own territory) and put them in your
Prison. Torture them until they “see the dark” and join you.
Meanwhile, take some time to look after your finances. Send your Imps out and mine the
individual blocks of gold that line the path leading south. (The holes in the rock made by
mining the individual blocks of gold now form alcoves, perfect for placing Sentry Traps.)
From the Portal you’ll see a seam of gold heading east … follow this until you find a large
deposit containing a gem block. This will take care of any monetary problems you might
encounter.
Vampires are extremely unwilling to cross water, and if forced to will take considerable dam-
age. There are two routes leading from Malleus’s dungeon to yours, one across land, the
other across bridges. It’s a good idea to take both routes, but then sell the bridges. By destroy-
ing the bridges, you control where the invasion will occur … and it will all be Vampire-
friendly. More than that, you can then trap and barricade this route, which can only help. In
fact, Barricades are an absolute must.
There is something important about the Gates, though. The easternmost Hero Gate has a
single piece of ordinary rock making up one part of the wall. By mining this and following
it through the solid rock, you will reach the back of the Hero Battery. Two doors lead off
this chamber: don’t go into the one to the north yet. The one to the east leads to a Hero
Treasury containing not only another Gem block but also the Hidden Land special for this
realm. Ha!
Following the path that leads from the Monk Maker will take you to a Hero Gate from
which the annoying patrols have come. Close this Hero Gate down and prepare to besiege
the Monastery. Numerous high-level Monks reside here, and if captured quickly they can
be turned before Malleus launches his attack. To the southwest of the Monastery lies a Hero
Battery — it’s nearly impossible to destroy it, it’s actually best to just leave it alone. There
are some elves nearby that, while not your allies, are more than happy to attack Malleus’s
Vampiric Hordes. Let them.
By the time Malleus launches his attack, there should be only one route for his Vampires
to follow, and that should be well defended. If you’ve done that, you’re on the path to vic-
tory. You’ll notice the Vampires move quickly — far quicker in fact than your Monks, so be
prepared to use Thunderbolt to slow them down long enough for your Monks to fall upon
them. Don’t forget to practice your newly researched Turncoat spell.
Once the Vampires have been killed, Malleus’s Heart will be exposed, but be warned he has
saved a few of his minions for its defense. That’s not a problem … just a few Monks should
be more than enough to seal your victory.
2
2
1 1
2 2
1 1 1 1 1 1
2
1 1
5 5 2
4 6
5
1
1
5 5
2 3
7
3
1
You’ll need to find and hold the mana vaults. Only these will give you
enough mana to fulfill your quest.
Assets
1 3 Imps (all 1) 3 Make Happy
2 Salamanders (1,4) 4 Reveal Map
1 Increase Level 5 Mana Vault
2 Heal All
Liabilities
1 Lord Tiberius (7), Guards (1,1,1)
2 Giants (1,1), Wizards (1,1,), Guards (1,2,2,2)
3 Elven Archers (3,3,3)
4 Guards (1,1)
5 Elven Archer (1)
6 Guards (1,1)
7 Dwarf (1)
1 Sentry Trap
New Assets
2 Alarm Trap Summon Horny spell
Nevertheless, this pestiferous land is very short of gold, and your business plans will have
to focus on that fact. This means no unnecessary building, and judicious use of fortified
walls to provide the furniture that you usually only get with wide open spaces. It also means
being a bit picky about who you accept into your employ (a Skeleton is always a good bud-
get brawler), and being quick to sack anything you have too many of, or that doesn’t suit
your current business goals.
Putting this philosophy into action, you’ll need to build up a very basic dungeon. Very basic.
Start off with just a Lair, Hatchery and a Workshop. (For minimum effective sizes, look at
The Art and Science of Dungeon Design, page 72.) Try not to build a Training Room, as this
will deplete your gold too much. Dig out the gold near the Portal, and build a Prison and a
3x1 Torture Chamber against solid rock or fortified wall to get yourself a torture wheel. It’s
okay to scrimp as long as your captives still scream — that’s a good rule of thumb.
Unfortunately there is one little catch … more of a snag really … don’t dig to the east. Yes,
it’s true that every Keeper’s heart yearns to conquer and destroy every inch of space … but
this will lead you into an indestructible Hero Gate that will leave you prone to attacks at this
early, vulnerable stage. If prudence is annoying, just weight it against ignominious defeat. If
the Hero Gate is left alone, you will not be invaded. If you really feel you must raze every-
thing in your path, at least try to put this off until you’ve got the monster-power to handle
the invasion forces.
Instead, dig north through the gold (you should have been doing this anyway), and build
traps along the narrow passage. Paranoia is as effective a character trait as viciousness and
cunning, and twice as important. As you suspected, a party of shining, well-intentioned
Heroes will attack, but unless you’ve been neglecting your duties, they’ll be so battered by
your traps that your creatures should be able to knock them senseless with a minimum of
fuss. Imprison and convert as many Heroes as you can. Cheap labor is a good thing. If you
can afford a separate Lair, that’s good; if not, don’t pamper the starch-pressed crybabies.
No time for back-patting, though. Press ever onwards, stopping long enough to put a
Boulder Trap along the corridor to protect yourself. (It’s that prudent paranoia thing again.)
Once in the central section, bridge to the Sentry Traps and get your creatures to attack
them. It’ll be painful and carnage will be terrible, but with the mana from the two vaults
you should be able to keep your fighters healed enough to make it through okay. Once
you’ve gotten those traps taken down, your path is pretty clear. It’s not a bad idea to go get
the Specials to the west, but you can keep going north, in the direction of Lord Tiberius.
Truth to tell, you don’t really need to take out the second Hero Gate to the east, but you
will be able to claim two more Mana Vaults and stop all Hero attacks. That’s worth some-
thing, if only to get that feeling of accomplishment. Also, going to this area will allow you
to dig south and find more gold and the neutral Salamanders. Neutral Salamanders are one
of the happy things in a D.K.’s career. Just be sure you keep them happy.
Once you have enough mana to cast Summon Horny, he will let you know. You should try
to wait until you have maximum mana (200,000) before you cast him, as this will make
him stay longer. Once you feel ready, cast his Summons to the north, towards Lord
Tiberius. As he progresses, keep your Imps busy claiming the land behind him, enabling
you to drop your creatures down to help him. Yes, sometimes even Horny can use an extra
hand or twenty.
Once Horny has battled everyone, he should find Lord Tiberius. Sit back, and savor the
carnage. You earned it.
5
Realm 15A only
(from North Arrow)
2
1A
3A 3B 1
7 6
1
4
1 2 Realm 15B only
2 1 5 (from South Arrow)
3A 1 1
1 1 3 1 1
1 1 3 2 1
3 1 2 1B
1 2 Gems
1 1 4 5 1
3B 1
2 1 3 1
1 1
5
4
7 1
4
4 6
7
6
7
4
5
1
7
Assets
1A 1B 4 Imps 7 Skeletons (1,1)
2 Salamanders (1,1) 1 Make Safe
3A Good: Guards (4,4,4,4), 2 Mana Boost
Evil: Black Knights
(1,2,3,3,3,4,4,5,6,7) 3 Heal All
Liabilities
1 Fairy (8)
2 Fairies (4,4,6,7)
3A Guards (5,5)
Fairies (2,3,3,3,3,3,3,3,4,4,4,4,4,4,5,6,6,6,7,7,7,7,7,7,8,8,9) New Assets
Knights (2,3,3,4,4,5,6)
Elven Archers (4,5,5,6,6,7) None
3B Fairies (1, 2, 3,3,3,3,3, 3,3,3,3,3, 4,4,4,4,4, 4,4,4,4,4, 4,4,
5,5,5,5,5, 5, 6,6,6,6,6, 6,6,6,6,6, 6,6, 7,7,7,7,7, 7,7,7, 8,8,8,8, 9)
Knights (3,3, 4,4,4,4,4, 4,4,4, 5,5, 6, 7,7,7)
Monks (3,5,5,6,7,7,8)
Crack the whip and get those Imps moving: it’s digging and polishing time. You need to
claim all the territory to Prison 3 as fast as you can. This is mostly a precautionary measure
that you’re familiar with … and thus you understand that while actual tunneling speed is
most important, it’s really helpful if you can stop those little diggers from breaking through
any time you see a reason to believe they’re about to go through a last line of bricks. That’s
when you stop them and send them to help their brethren make the rough corridor fit for
your domain. Anyway, back to the work at hand. You’ll pass a Mana Vault on the way, and
while that’s definitely worth a detour to claim the vault and the mana therein, you can do
that just fine with one Imp. Give the Imp a fighter-escort if you think it’s necessary. Give it
a slap if you think it’s fun.
Welcome the Black Knight into your band of miserable monsters, and head back for home.
Return to your Dungeon Heart. Don’t take the time to try any interior decorating, just send
your Imps digging south. You’ll find Knud the Mad Troll, who may or may not be enjoying
his life of solitude, no matter what he says, and recruit him. If Mad Troll can’t be happy with
you, what’s the world coming to? He’ll be useful in your Workshop, and that’s what’s impor-
tant, anyway — you need traps, and he’s the Troll for the job. You know what they say: “A
corridor without traps is just a Hero Highway,” and should be avoided whenever possible.
This next breakout will take a bit of finesse to do right, although it can be done quite hand-
ily with simple brute force. Keep an eye out for the Guards of Prison 2. The best time to
break in is when they begin to head to Prison 4. Have your Imps dig on your command.
With luck, you’ll be able to claim the Prison before you’re discovered, or if that’s not possi-
ble, lure them onto your claimed territory before you kill them … then claim the Prison.
Now another Black Knight and unlimited wealth are yours! Gold at last! Now that you have
resources, use Knud to start cranking out traps and barricades back on your home turf, and
command the Black Knights already under your command to rescue the rest of their kin from
Prison 1. Remember, when you command what traps should be used in setting up your dun-
geon defense, that your own people will likely need to go down those corridors themselves.
Only place those traps that are lethal to your own kind in places where you’re pretty sure they
won’t wander.
By this time the secret of your presence is no longer a secret. Fairies and other assorted Heroes
will begin to attack, coming out of the castle like a swarm of angry bees. Let them buzz … if
you’ve already established your traps and Barricades, your Dungeon Heart will be as safe as you
can make it. If fighters get past you and head toward your Heart, make sure that someone goes
to finish them off after the Traps knock the holier-than-thou look off their faces. It shouldn’t
take much backup power at all.
Push forward at a slow pace, claiming the rooms one by one. Go ahead and assign each claimed
room a use so your creatures don’t have to trek so far away to get fed, get rest, get paid, etc. Also
important would be a Prison/Torture Chamber. Meanwhile, try to kill/capture your enemies on
your own territory whenever possible, so that your new Prison and Torture Chamber are put to
immediate use. One would like to think that the nearby screams of their comrades would incite
the Fairies & Friends into foolish actions, but there has been no documented evidence of this
to date.
Now it is down to the wire. The best method to take with a cowardly Realm Lord is to be quick
and decisive. If he gets enough time to call in reinforcements, you’ll be in the midst of a major
battle right when victory seemed most sure. Get in, gut him, get gem. If you think there’s going
to be any trouble doing it quickly, try to have an Imp claim enough land that you can drop in
reinforcements as quickly as possible. The Heroes have access through numerous secret doors
into Lord Volstag’s room, and you’ll be surrounded before you can say “Curses.”
After you have that under control, leave most of your Imps to do the tidying up, but take a few and the
bulk of your fighting force and head to the southern Portal closest to you. This one has two Fairies guard-
ing it … and these can come as a real shock even if you’re expecting them! Kill them both, take care of
your creatures and then take a short breather.
Invest in a Combat Pit as soon as you can afford one at this point. That it will attract Black Knights is rea-
son enough to spend the time and money. The added bonus, that it can train your troops up to Level 8
without needing actual combat time, is equally valuable.
Once you’ve got that underway, send your miners out to the north and south to the Portals that are far-
ther out. Claim territory as you go, because you can expect to encounter some random Fairies, just flut-
tering around for the exercise or whatever it is that Fairies flutter for. Kill or capture them, and then poke
around and claim the Mana Vaults and neutral rooms as you come to them. All this time you should be
claiming the Portals and doing general housekeeping. Housekeeping means putting in traps and doors
and barricades and what have you, because once you crack that fortress, you’re going to have a Fairy flood
on your hands. There should be no passageway going to the castle that isn’t one long death walk.
Now to the attack … if you’re thinking of just knocking down the front door and barging in like malev-
olent missionaries, think again. Do not attack through the main entrance, attack from the sides and avoid
the main Fairy army for now.
The textbook flank attack is to avoid the rounded rooms that are directly to the north and south of the
main entrance and aim your legions instead for the square rooms that are to the west of them. Nice and
out of the way, where they’re not expecting a full force attack. Once there kill the Heroes within and get
your Imps claiming as fast as they can (being careful of any doors — they’re Spike Trapped).
Next, head around to the western side of the castle killing all who dare oppose you. Claim the western
Hero gates and use main force to smash down the Magic Door that blocks your way to Lord Volstag’s
chamber. Now only the Lord and his few remaining knights remain between you and the Gem. (Yes, yes,
you could take an easier and much more boring route, claiming the tile at the front of the secret route and
then attacking only from the western side of the fortress, avoiding all contact with those Heroes that await
you in the east. But then that looks an awful lot like either cowardice or mercy … and we wouldn’t want
that. Of course not.)
Time for the sinister laugh again … remember to use the diaphragm for projection.
Gems 1
2
2 3
2 4
1
4
2 3 3
1 4 1
5 1 3 6 3 1 7
1 2
5 8
6 3 7
4 1
8 9 4
2 14 2
3 3 12 1
11
13
4 8
10 5 6
4
3 3
7
15
5
1
2
1
1
This realm requires a great deal of patience and stealth … strong oppo-
nents vastly outnumber you. Only the Secret Door will protect you
from the Heroes whose castle you must take piece by piece without the
Lord’s Knowledge.
Assets
1 4 Imps (all 5) 7 Salamanders (3,3,3)
2 Vampire (5) 8 Warlock (3)
3 Troll (5) 1 Make Safe
4 Bile Demon (3), 2 Increase Level
Black Knight (4)
3 Mana Boost
5 Goblin (3)
4 Mana Vault
6 Mistress (3) New Assets
Liabilities Secret Door
1 Guards (4,4,5,5) 10 Wizard (4)
Lightning Trap
2 Thief (3,3,4) 11 Thieves (4,5)
3 Knight (4,5,6) 12 Dwarf (3)
Create Gold spell
4 8 Dwarves (all 6) 13 Elven Archer (4)
5 Wizards (6,6), Dwarf (5), 14 Guards (3,4)
Elven Archer (5)
15 Fairies (3,5)
6 2 Fairies, 2 Wizards,
2 Guards, 2 Giants
1 Sentry Trap
(all 6); Lord Pureheart (9) 2 Alarm Trap
7 Monks (4,4,4,7) 4 Lightning Trap
8 Wizards (4,5) 5 Gas Trap
9 Wizards (5,6) 6 Boulder Trap
First off, lock the door. By ensuring that the Wooden Door to the north of your dungeon is
locked, you will keep any errant Imps from wandering into view and causing an alarm to go
up. Keep them busy, instead — command them to mine out the two areas of rock and gold
and put down a Lair and Hatchery. Remember the old dungeon adage “An Imp in the hand
is worth two in the bush” — Imps do not become angry when picked up, so this is the best
way of ensuring that they do only what you tell them to do. Have them mine out the lone
bit of solid rock, and then onward to the Workshop. Therein are two neutral Trolls who will
prove to be invaluable.
Do not let the Imps mine into the castle, as the Heroes who patrol the castle’s corridors will
notice them, and concentrate on destroying you and your dungeon. Claim the Workshops
— you’ll find several Secret Door crates in the Workshops. These will be enough to keep
you going for a while. Take one and immediately seal any dungeon entrances that Heroes
might possibly stumble across.
You will now need to recruit some of the local talent. Gnashing his fangs in Prison is a
Goblin, which you can reach from the eastern Workshop through a passage dug through
ordinary stone … there’s one that snakes its way through the impenetrable rock. When you
dig up to the Prison stay alert: the Prisons are patrolled by Guards. If they see you, they will
hunt you down and you probably don’t have the ability to take them on yet. (Sight of Evil
proves a very useful method of keeping your eye on things.) Claim the cell and replace the
Wooden Door with a Secret Door. Lock the door.
From this first prison, mine east to reach a second cell containing a Mistress. Repeat this
process until all of the cells are yours. Don’t get careless … you cannot afford to be reckless
and have a do-gooder poking his nose into your affairs, so always replace the Wooden Doors
on the cells with Secret Doors. Once this is done, this area is secure and can be used for
whatever purpose you desire, so long as the Secret Doors remain locked.
Gold will probably have been fairly scarce up to now, but now you can fix that. To the north
of your Workshop lie two Hero Treasuries. Wait for the Hero patrols to go past before
launching an assault and claiming the rooms. An alarm may be raised, but as long as the
patrols are nowhere near at the time, your new-found creatures should take care of any
Heroes they find. Use the gold to finance a Torture Chamber so no good Hero goes to waste.
Notice that there are channels of ordinary rock and lava skirting the exterior of the castle,
which provide a safe route between rooms. Follow these and capture the Graveyard and the
Combat Pit — with these you can recruit some truly powerful creatures.
If you ever feel in doubt, wait: there is no time constraint. If your creatures get into a fight
it is best to pull them all out — enemy reinforcements will soon arrive and you may be
faced with a battle that you cannot win. Furthermore, you can only afford to be spotted a
few times before Lord Pureheart grows suspicious and calls in extra patrols.
When you complete your circuit of the castle, you’ll find a Portal. Claim this, and slap a
Secret Door on it. Take your time — mine out the rock to the north and allow your min-
ions to build Lairs in this new area. Your dungeon should now be complete and you will be
able to train your creatures to a sufficient level to slay Lord Pureheart who resides deep
within his fragile, compromised castle. When you’re ready, flood the corridors and leave no
one alive.
5
1
1 1
1
2 5 5
1 1 1 1 2
1 1
7
1 1
6 6
1
6 1
2 2
2 2
1 1
Gems
6
5 1 1 5 3
6 4
2 6
1 5
3 1
2
Liabilities
1 Sentry Trap 4 Spike Trap
ANGELIC MOONSHINE
Essentially this realm can be described as a King of the Hill realm —
you have to gain control of the Centre Ground, hold it, and kill as many
Heroes as you can, all the while keeping the other Keepers from killing
too many of either the Heroes (whom you need yourself) or your own
creatures.
Assets
1 6 Imps (all 1) 3 Make Safe
2 Salamanders (3,3) Reveal Map
3 Skeletons (4,4)
4
5 Make Happy
New Assets
Temple
1 Increase Level 6 Mana Vault
2 Mana Boost
Dark Angel
Liabilities
1 4 Imps (all 1) 1 Royal Guards (4,4)
Dwarves (2,4),
2 Mistresses (6,6,7), Wizard (6), Thief (4),
Warlocks (6,7), Elven Archer (3),
Bile Demons (7,8)
1 3 Wizards (all 7),
Monk (5) Knight (6), Thief (5),
Black Knights (6,7)
1 Royal Guards (2,6), Guard (8), Monks (6,8)
3 Black Knights (7,7,7) Wizard (3), Monk (4), 1 Thief (5,6), Guard (6,3),
4 Vampires (6,7,8,8,8) Dwarves (3,3), Thief (2), Monk (8), Knight (6),
Mistresses (7,7,8,8), Elven Archer (3) Royal Guard (7),
Black Knights (8), 1 Royal Guards (6,6), Wizards (7)
Bile Demons (7,8) Thieves (3,5), Guard (3), 1 Monks (8,8,8),
5 Wizard (6), Elven Archers (4,4), Elven Archers (6,7,8),
Royal Guard (6), Wizard (6) Royal Guard (7),
Elven Archer (8) 1 Thief (7), Wizard (6), Knight (10)
6 30 Dark Angels (all 10) Elven Archer (5), 1 Monks (7,8), Knight (7),
Royal Guards (5,6), Wizard (5), Giant (6),
7 5 Royal Guards (all 8) Monk (8), Dwarf (7) Elven Archer (5,5)
Tunnel to the east and west to reach the Portals, and direct your Imps to carve out a series
of 5x5 chambers around each Portal. Mine all of the gold as quickly as you can (having a
Treasury nearby is useful), and create all of the Imps you can. A good goal is to have a sep-
arate mini-dungeon around each Portal to minimize the amount of time your creatures
spend wandering around. Rooms such as a large Combat Pit and Training Room serve well
on one side, whilst your Library and Workshop can be constructed at the other. Each sepa-
rate dungeon will obviously need their own Lair, Hatchery and Treasury.
On the other hand, you’ll only need one Prison, Torture Chamber and Graveyard, so you can
build these closer to your Dungeon Heart, but remember … these rooms are for converting
the enemy Keepers’ creatures, not the Heroes. Heroes must be killed: blood and death are
the only things that attract Dark Angels.
Do not forget to construct a killing ground, full of traps and barricades, near every entrance
to your dungeon. You have to fight a battle on more than one front, and you’ll lose just as
quickly if the enemy Keepers convert your creatures than if they kill the Heroes first.
In the interest of speed, take note of the two Mana Vaults that lie to the north of the south-
eastern Portal. With this extra mana you can create many more Imps … and more Imps
mean bringing your dungeon to its maximum efficiency more quickly. In addition, north of
the southwestern Portal lie two gem blocks, which will fund your endeavors. Be sure to keep
these areas as safe as possible with traps, etc.
Meanwhile, you should be keeping your goals firmly in mind. You’re in luck, because at each
corner of the Temple complex you’ll find a Guard Room containing numerous Heroes.
Slaughter these as soon as possible, and you will gain an advantage over the other Keepers.
Every bit counts. But take note: these Heroes are inevitably at a higher level than your crea-
tures, and they’ll be very difficult to kill. You’re going to need to cheat before you can be
assured of your troops … you’re going to have to “pre-damage” them as much as possible.
Therefore, in front of your dungeon, construct Boulder Traps that can be slapped into the
Temple complex to soften up any marauding Good guys. Any time your rivals gain an upper
hand in the race to kill twenty Heroes, this same boulder-slapping technique can be used to
keep their creatures to a minimum.
Remember your goals, and don’t lose track of the priorities. Kill Guards, keep Keepers from
killing Guards, keep Keepers from killing you. Don’t spend too much time fighting the
enemy Keepers unless they are engaged in fighting the Heroes.
Once twenty Heroes have been slain by your minions, the Dark Angels shall be yours.
Essentially, once you get these, you’ve won. Allow them to establish homes in your Lair and
then put them to work. Their power is immense and they should be able to take the rival
Keepers on their own, although the sheer carnage of letting all your creatures wreak havoc
is heart warming. Combine your forces and lead assaults on the Hearts of the enemy
Keepers which the Dark Angels have revealed, and another Portal Gem will be yours.
2 3
1
4
Gems
4
2 4 2
1 2 1 1 1
1
1 1 1
4 1 1 1 1
3 1 1 1 1
1 3 3 1
1 3 1
Gems
1 1
1 1 1
CHERRY BLOSSOM
The Master Keeper has allied 2 other Keepers against you. All 3 must
die, but systematic destruction is not always the best way. Sometimes
chaotic carnage is called for.
Assets
1 Mistresses (1,1) 1 Increase Level
2 Mistresses (1,1) 2 Mana Boost New Assets
3 Skeletons (1,1,1,1) 3 Make Safe Fireburst
4 Dark Elf (6) 4 Reveal Map
5 Salamanders (1,1,1) 5 Make Happy
6 Mana Vault
Liabilities
1 Fairies (1,1,3,3,4,4,5) 2 Dwarves (5,6),
1
Monks (4,5),
Sentry Trap Knights (4,5),
2
Spike Trap 2 Dwarf (6), Knight (5),
3
Freeze Trap Elven Archers (5,6,6)
4
Fireburst Trap 2 Royal Guards (4,4),
Knight (6)
1 Elven Archers (2,2,3)
1 2 Claimed Mana Vaults
1 Royal Guards (4,4),
Knight (6)
The first targets for your acquisition are whatever’s in the neighborhood. You could set your
eye on any or all of the nearest rooms, which include a Portal, a neutral Prison and a Torture
Chamber. Sequence is not necessarily important, although that order is as good as any. A
Training Room is a good thing to make, as you can start increasing your creatures’ experi-
ence, and will also be ready in the event you find any Salamanders.
When you have a few creatures, claim the second Portal. It is next to a Hero Gate. You can
expect a few Hero parties of Elven Archers to arrive periodically, and probably an elite unit
of a higher-level Knight and a couple of Royal Guard before the Gate collapses.
Recruit the neutral Salamanders (good thing you have a Training Room, yes?) and bridge
across their lava expanse to the entrance to the small Hero fort. Expect heavy resistance from
the Warriors there. If you can sneak in and claim the first chamber before you’re attacked, it
will certainly help matters. Not only can you place traps to your heart’s content — as many
as you can conveniently fit, anyway — but you can provide instant backup and healing
where necessary. Don’t forget to convert them.
Claim as much of the fort as is convenient, and then dig through the eastern wall of the fort
into the watery area populated by Fairies. Vanquish them, and then bridge to and claim the
neutral Temple.
Dig to the gems and build a Treasury close by. That’s always a happy thing! Meanwhile,
explore as much of the river as possible. Time is now on your side … you’ve got an infinite
supply of money and enough rooms to be attracting all sorts of mighty minions. Crack your
knuckles and get to work exploring the possibilities of the four possible breach points into
the “Dons” territory.
Keep in mind that you only have to kill Nemesis — the Keeper in the center — he is the one
who holds the Gem. There are several ways to take the enemy Keepers, and it’s worth tak-
ing the time … just keep your ultimate goal in mind. Training Rooms are good enough for
doing preliminary work, but Combat Pits are almost necessary for you to actually tackle
Nemesis at the end.
On Fabian’s destruction, his father and brother will move in to attack. This is actually quite
good news. It is obvious to any tactician that the more creatures sent on away-missions to
attack you, the less there are guarding their respective dungeons.
Claim all of Fabian’s rooms and give your creatures time to rest and recuperate. When
they’re all feeling refreshed and ready to rumble, it’s time to launch an attack into the side
of Nemesis’s dungeon.
Bridge to his westernmost Barricades and drop a few creatures down to break through —
as soon as they are destroyed, drop some Imps in and command them to dig through. Your
goal is to cast Tremor. You can also cast whatever else seems appropriate and affordable,
but get at least one Tremor in to rattle him around a bit.
Once Nemesis’s walls are breached, place Call to Arms on his Dungeon Heart and drop
creatures as close as possible. The overall effect is even more deadly if you can place them
so they arrive at roughly the same time. This may sound easy, but don’t forget that while
you are doing this, both Nemesis and Faust (if he’s still around) will be attacking your
troops. To ensure an easier victory, try leading a Black Knight and a few other Grouped
creatures straight to Nemesis’s Heart while your other creatures fight off his forces. Don’t
forget to use that Heal spell … that can mean the difference between a successful battle.
If you have the mana for a summons, Horny is always a welcome arrival at this point.
3
11
5
2 1
6
1 8
1
1
7
BUTTERSCOTCH
INTERCEPTION
King Reginald has sent his three sons to patrol this land and report any
threat. Between them they hold the secret of the Portal Gem. Be wary:
if any Prince is injured, they will all attempt to flee the realm through
Hero Gates, and if any of them either escapes your clutches or dies
before revealing his secret, you will be unable to locate the Gem.
Assets
1 4 Imps (all 1) 1 Increase Level
2 Black Knight (10) 2 Reveal Map
Liabilities
1 Giants (3,3,5,5) 1 Prince Tristan (6),
Wizard (6),
New Assets
2 Giants (4,5,5) Royal Guard (5), None
3 Giants (4,4,5) Elven Archers (5,6)
4 Elven Archers (1,1,1) 2 Prince Felix (6),
Giant (6),
5 Guards (3,3,4) Royal Guards (5,6),
6 Guards (4,4,5,5) Elven Archer (5)
7 Guard (4)
4 Prince Balder (5),
Fairies (4,5,7),
8 Fairies (1,1,1,2) Royal Guard (6),
Elven Archer (4)
9 Guards (2,3,3)
First off, you start off in a dungeon that already has plenty of space ready-dug and claimed
by your industrious Imps, including a Prison, Torture Chamber and Treasury. That’s an
excellent beginning. It’s entirely up to your own inclinations when to bridge over to the
Portal at the center of your dungeon. It really doesn’t matter much, as long as you get to
work mining gold and building your choice of rooms first.
However, be warned that as soon as you open up your dungeon to the lava that surrounds
you on three sides, a group of Fairies will attack you. That’s going to hurt, so make sure
you’ve got some strong fighters first. In fact, it’s a good idea to go introduce yourself to the
neutral Level 10 Black Knight who resides to the west.
Your absolute, number one, no-jokes-about-it priority is to not lay a finger on any of the
three Princes until you are sure that you are completely ready to stop them from escaping.
Unfortunately, you’ve got a band of blood-thirsty, trouble-making leg-breakers working for
you, so it’s not a bad idea to sack all your Fireflies (you don’t need random exploration
around here) and to lock all the other creatures in your dungeon to prevent them from start-
ing anything when you’re not looking. That’s what they do, and it would be disastrous under
the circumstances.
Meanwhile, now that your creatures are happily training and eating and sleeping or what
have you, send an Imp out to collect the Specials. Keep your eye on this creature. All you want
is the Specials, not a chance encounter with one of the skittish Princes. The Specials in the
lava that surrounds your dungeon are all Increase Levels; these are obviously very useful.
The Giants to the north are guarding a Reveal Map special — this is invaluable for watching
the movements of all those Princes. Information is the key word here. Omniscience is one
of those really, really useful skills.
Take a look at your dungeon. Ignore your brute squads and death dealers for the moment
and look at your manual laborers. Doors and bridges are going to play a large role in the
upcoming battles. Do you have a good supply of strong doors? Do you have a lot of Imps
ready to put things in place? Do you have enough money to build Stone Bridges wherever
you want? That’s what you need to concentrate on right now.
When you’re ready, carefully send out some Imps, and make sure they do only what you
want them to do.
Now turn your attention to the other two Princes, Felix and Tristran. You’ve got two main
choices here — attack them both at the same time (preferably at the point where their
patrols intersect) and hope that you can bring them both down, or cut them off from their
Hero Gates. There are a variety of ways this can be accomplished.
For instance, you could lure them out onto spurs of your own Stone Bridges, and then sell
back enough to cut them off from the Hero Gates. That’s always satisfying. You could also
block their routes with locked Secret Doors. Trapped like rats in a box, they’ll no longer be
able to find their way to the Hero Gates.
Once you’ve got them all trapped, you can move on to the next stage. Send out an army of
Imps to stand by, drop a fighter in with each Prince, and allow him to knock each one out.
Then set your Imps to work building any necessary connecting bridges, and don’t forget to
unlatch any locked doors. Drop an Imp on each one to drag them back to your Prison. The
fun is just beginning.
Now torture them with tender care and lots of Heal spells, and the secret of the Portal Gem
will be yours. Note that once a Prince has converted to your side, he has told you all he
knows and if he dies after that (say at the hands of his brother) it will be no loss to you.
4 11 6
4
1
2
5
12
1
8
2
Assets
1 5 Imps (all 1) 1 Heal All, Mana Vault
2 Firefly (1) 2 Mana Vault
3 Salamanders (1,1,3)
Liabilities
1 Wizard, Knight, Guard 5 2 Sentry Traps
(all 3)
6 1 Sentry Trap
2 Guard, 2 Thieves (all 1)
7 Fear Trap
3 2 Elven Archers,
Monk, Wizard (all 8)
1 Knights (6,8),
Wizards (5,10),
New Assets
4
3 Guards (all 10) Elven Archers (4,8), None
5
Monks (4,8),
Guards (5,5), Fairy (7) Thieves (4,4),
6 Guard (5) Guards (3,3,5,5)
7 Stone Knights (10,10) 2 Knights, 2 Wizards,
2 Elven Archers, 5 Dwarf (1), Guard (1),
8 King Reginald, 2 Fairies, 2 Monks,
4 Wizards, Thieves (1,2),
4 Guards, 2 Thieves Elven Archer (1)
4 Royal Guards (all 10) (all 10)
9 3 Guards (all 10) 6 Dwarf (1),
3 Giants (all 8), Knights (3,3),
10 Guards (5,5), Fairy (7) 3 Fairies (all 6) Guards (2,2),
2 King Reginald (10), Elven Archer (3)
11 Knight (3),
Guards (2,2) Royal Guards (5,5,9,9), 7 Elven Archers (1,1),
Wizards (5,10,10) Thief (1), Knight (3)
12 Guards (1,1,1)
3 Giants (2,2,3,3,3,4,4,5) Thieves (1,1,2,3)
8
1 Lightning Trap 4 Dwarf (1), Knight (3),
2 Boulder Trap Wizard (3),
Guards (1,1),
3 Freeze Trap Elven Archer (3)
4 Spike Trap
Initially, expect to spend most of your time just surviving. There’s no reason to hold any-
thing back, and they know it. There are going to be waves of assaults, which you’ll have to
fight back, but you’re also going to have to fight forward, pushing the Heroes back until
you’re finally fighting near the Hero Gate, hoping against hope that your Imps will be able
to claim all the way around the Hero Gate before the next wave appears. Heal as many as
you can, but expect to lose many a brave Imp. Swear to avenge them or simply shrug them
off as acceptable losses. You’ll get your revenge as you sway whatever Heroes are unfortu-
nate enough to be captured and “persuaded” to see things your way.
Then turn your attention northwards, toward the next Hero Gate. As your Imps begin their
work, a party of Level 10 Guards will try to prevent you. Your minions will probably out-
number them, but will have considerably less experience. It will be a bloody battle, but with
your occasional intervention, your forces should emerge victorious.
Once you have disabled all the Hero Gates, slow your pace and consolidate your dungeon.
Try to ensure that it is as comfortable and accessible as possible, and that it is running
smoothly. Your search will now be to accumulate as much treasure as possible in order to
finance further expansion. What you need, obviously is a gem block. Sadly, there are none
convenient. Keep an eye on your finances, train your forces up as much as possible, and
place traps and barricades in preparation for an invasion. Boulder Traps are always a useful
choice, so make sure they’re in the mix. When your redecoration is complete, it’s time to
strike directly at the King.
Beware his traps! As you tunnel around both sides, be at least forewarned that they are aware
of the likelihood of an invasion, and have left defenses. Whenever faced with an enemy ter-
ritory that’s probably mined, dig a path down the side of the corridor to avoid any death-
traps. If that’s not possible, the best tactic is usually to Possess a low-level Imp and run down
the path.
Soon you’ll see the objective circle that is your target. There’s a very angry King on the other
side, and when you break down the walls, he and his warriors will charge your minions. You
can use this to your advantage — by picking up your Imps and placing them down the cor-
ridor a ways, and then — as the King gets closer — picking them up and dropping them
even farther. Eventually he will no longer be on his own land, but on yours. This eliminates
his ability to heal himself.
Of course, there is the more direct approach of taking your entire horde to the King’s fortress
for one grand battle, but that is more risky, and why be forthright when you can be conniving?
Meanwhile, you still have work to do, although there is not much of a time constraint upon you.
Place a Call to Arms in the King’s Chamber and let your minions swarm there. There will be
traps, there will be some casualties, but they will be minor compared to the much sought-after
final conclusion.
Now you will face the Stone Knights that are all that stand between you and the Lands of Light
above. These are the greatest enforcers for the cause of Good. They can withstand all your spells,
all your warriors, all your efforts to drive past them into the world you have rightfully won.
There is only one force strong enough to defeat them — only one slayer who can shatter the
rock upon which the gentle world above is depending. This moment calls for the great one him-
self, the demon scythe-man, a pestilential devil in humanoid form, the awe-inspiring … Horned
Reaper.
When Horny appears, the Stone Knights are doomed. Smashed into a thousand pieces, they’ll
leave the path open for you and your fledgling reign of terror. The Gem — The Final Gem —
will appear.
You are the victor — there is nothing left to hinder your progress in the conquest of all things.
Assets
1 Boulder Trap (Hole 1)
1 Boulder Trap (Hole 2)
1 Boulder Trap (Hole 3)
1 2
4 1 4
Liabilities
1 7 Wizards, 3 Elven Archers (all 1)
2 6 Wizards, 2 Elven Archers (all 1)
3 (In approximate order of appearance) Dwarf, Knight, Monk, Knight, Monk, Guard,
Guard, Knight, Thief, Thief, Knight, Thief, Monk, Guard, Knight, Dwarf, Guard,
Monk, Thief, Knight, Guard, Monk, Dwarf, Dwarf, Thief (all 1)
4 Knight (5)
DUCKSHOOT
The Heroes that walk past may be shot and killed, but this is not nec-
essary. After three minutes, the terrain around you will transform and
the Knights will come out to kill you, regardless of how many Heroes
you kill.
Aim to Win
It is not required that you slaughter the Heroes who walk past, but it is
a poor Servant of Darkness who could resist such satisfying carnage. If
you take on the challenge, beware — sneaking Heroes will attempt to
ambush you. Imagine!
The best way to score the most kills is to alternate between the two win-
dows. Some Heroes are tough enough that it will take two shots to kill
them, but the majority will fold with only one hit.
The duckshoot Heroes will not attack you, but watch out for the wan-
dering Wizards who will not hesitate to make you hot around the col-
lar, the sleeves, the shoes ….
To defeat the Knights that appear at the end, dodge and weave. Try not
to get close to one, or sandwiched by them. Fireballs are your friends.
You can switch to melee attacks if you are close enough, but really you
don’t want to be that close. Back off and switch back to Fireballs as fast
as you can. They should not prove too difficult, and once they’re van-
quished, sit back and enjoy the fruits of your labor.
2
1
2
2 2
2 2 2 2
Assets
1 Dark Angel (4) 2 Skeletons (3,3) 1 Sight of Evil
Liabilities
1 Wizard (1) 1 Boulder Trap 4 Sentry Trap
2 Wizards (1,1) 2 Trigger Trap 5 Freeze Trap
3 Knight (5) 3 Gas Trap
Be Amazed
This land is divided into nine challenges, and all must be overcome to
complete the goal of returning to your Dungeon Heart.
Section 1 — Trippy
The first section tests your sinister intelligence. You need to negotiate a
path through the lava. The problem is … the path keeps changing.
Along the paths you will find Trigger Traps, each of which will raise or
collapse a section of path. Follow these precise instructions to navigate
through this section:
From the start, take the first right and trip that switch. This will create
some paths that will allow you to walk through the two Trigger Traps
ahead.
Then take the first right. Back out, go north, and then take the next left.
Trip the switch in front of you, walk across the newly created paths, and
follow the path around.
The path heads south and then east. Ignore the path north for a
moment, proceed east and trip the switch in the dead end. Return back,
and proceed north up the path you just passed. As you go, do not take
the path to the east — this is a booby trap, and will only eat up your
time if you trip it. Instead, proceed north … avoiding the Trigger Trap
in your path. Walk around it, and continue going eastwards, and onto
the second section.
Section 7 — Be Bould
As you come around the corner, you will set off more Trigger Traps. This will
release eight boulders that will circle the room. Simply run through the middle of
them. At the far end there will be some Sentry Traps to greet you, and more on the
next path beyond them. Be careful — there is a nasty Freeze Trap just past the cen-
ter Sentry. Sidestep the Freeze Trap, avoiding the tile to its east, and go out
through the passageway.
1
1
1 1
1 1 1 1 1 1 1 1 1 1 1
Assets
1 Boulder Trap
Liabilities
1 Dwarf (1)
Oh, and if you use this tip, don’t be surprised if you find your Imps laugh-
ing at you.
1 1
1
Assets
1 Salamander (5)
Liabilities
1 16 Imps (all 1)
You only need to save two rooms from being taken over, so you have a
choice: either pick two rooms to focus on, or try to protect them all. If
you opt to protect them all — which is admittedly the safer method —
keep circling your dungeon. Whenever you see an Imp, hurt it, and
hurt it good. You need to keep circling to catch the little scamperers,
and also to protect your mana vaults. If you lose your mana, you lose
the juice that keeps your Possession spell powered.
You will be able to kill each Imp with one blow. Switch between melee
and ranged attacks so that you can attack twice as often (that is, make
a melee attack each time your ranged weapon is recharging).
After you defeat the first twelve, the next wave will enter, and in total,
you will need to make impmeat out of forty Imps. Good luck, and may
the claws be with you.
Realms
The multiplayer realms and Pet Dungeons
Trigger Hero Invasion
When you trigger a Hero Invasion, you’ll get
are exact opposites. While the Pet Dungeons
10 waves. The first wave will consist of Level
concentrate on the serene pleasures of
1 Heroes, the second wave of Level 2 Heroes,
design and organization, the multiplayer
and so forth. Each wave will have eight ran-
realms are designed to throw you into direct
dom Heroes in it (although each wave will
conflict with the enemy as quickly and sav-
always have at least one Dwarf, the better to
agely as possible. Although the strategic
dig to you). None of the hoity-toity charac-
basics that you learned while playing
ters will participate in these waves — no
through the campaign are vital to winning a
Lords of the Land, Kings, Princes or Stone
multiplayer realm, you must also build up
Knights.
your reaction time and cultivate that capaci-
ty to take risks which some have called
cojones.
Trigger Hero Attack
Your most important tool in building those
skills is the four Skirmish realms: Bottleneck A Hero Attack is just like a Hero Invasion,
(p. 248), Small (p. 259), Swiss Cheese (p. except you control the timing. You decide
261) and The Deep End (p. 262). Skirmish when each successive wave begins.
realms can be played multiplayer or as a sin-
gle player against the computer. Until you
can consistently beat all four Skirmish
Enemy Toolbox
realms playing against the computer, don’t You can get any of the regular Heroes from
even think of playing multiplayer against the Toolbox (but only the Heroes who
any opponent tougher than grandma or your appear in Hero Invasions). Each Hero you
little brother. pick might be any level (1 – 10), but you can
only have one Hero of each type on the loose
in your dungeon at a time.
1
1 1
1
1
1
2 3 3 2
2 2
1 1
Gems
Gems
1
1
1
1 1 1
ALCATRAZ
1 Increase Level
2 2 Fairies (3,3)
N
1 1 1 1
1
1
2
2
2 2
1 1
1 2
2
2
1 1
1
1
CAVERNS
1 4 Imps (all 1) 2 Prince Balder (1), Wizards (2,2),
9 Royal Guards (all 3)
2 Skeletons (1,1,1,1), Vampire (3)
1 Monks (2,2)
1 1
CLOVER
1 5 Imps (all 1)
1 Wizards (3,3), Knight (3)
1 1
Gems
1 1
2 2
GONZALEZ
1 4 Imps (all 1)
2 Black Knight (3)
2 Gems
1
HERO COVE 5 Imps (all 1) 2 Lightning Trap
2 Vampires (3,3) 1 3 Giants, 2 Wizards, Dwarf (all 3)
Gems Gems
1
3
1 2 2 1
2 3 5 4
7
1 1 4
4 1
2 2
2 4 2
4 4
1 2
3 4 3
5 5
6 6
5 6 5 6
6
6 6
1 1
3 4 5
1
HOPPING
5 Imps (all 1) 3 Chicken
3
5
Spike Trap
Lightning Trap
6
7
3 Giants (all 2)
5 Salams. (all 3)
3
3
6 R. Guards (all 5)
8 Wizs. (all 5)
4 8 Wizs. (all 5)
2 Vampires (2,2) 4 Possession 6 Sentry Trap 1 Knights (2,2)
E. Archers (3,3) 4 8 R. Guards
3 4 Dark Angels 5 Sight of Evil 1 Fairies (5,5,5) Dwarf (2) (all 5)
(all 5) Wizard (3)
6 Inferno 2 Fairies (5,5) 8 R. Guards
5
4 Skeleton (3) Knights (2,2) (all 5)
1 Fireburst 3 5 Salamanders (all 1) 2
1 Increase Level E. Archers (3,3)
2 Fear Trap 4 2 Wizards, Dwarf (2),
5 6 R. Guards,
2 Thunderbolt 4 Knights (all 4) Wizard (3) 2 Dwarves (all 5)
Gems
2 2
Gems
Lava
1
ISLANDS
1 5 Imps (all 1)
2 Salamanders (3,3)
1 1
KING
1
OF THE HILL
5 Imps (all 1) 1 8 Knights (all 3)
2 Evil Giants (2,2)
3 Dark Angels (5,5)
2 1 2 1 2
1
1 1
1
1
1 2
ONSLAUGHT
1 4 Imps (all 1) 1 5 Good Salamanders (all 5)
1 Destroy Walls 2 Dwarf (1)
2 Increase Level 1 Magic Door
4
2
2
Mana
Vault
4 4
2 2
4
1 1
PLATFORM
1 5 Imps (all 1) 3 Salamander (3)
2 Dark Angel (4) 4 Vampire (1)
Gems
3
2
1 2 3
1
Note that White Circle
Creatures belong to
one Dungeon Keeper, 4
Black Circle Creatures
belong to the other.
SIEGE
1 4 Imps (all 1) 1 4 Imps (1)
SMALL
1 4 Imps (all 1)
1 Increase Level
SPIRAL
1 5 Imps (all 1)
2
1
3
2 2
1 4 1
2 3
1
2
1 1
SWISS CHEESE
1 4 Imps (1) 4 Evil Giant (3)
2 Evil Dwarf (1) 1 Increase Level
3 2
Skeletons (1,1) Heal All
2 2
Gems
3
3
Gems
2 2
2 Imp (1)
3 Salamander (2)
2
1
1
1
2
1
2
1 2
1
3 3
3
3 4
3 3
5 3
3
3 3
1 4
2
1
1 2
1 1 2
1
2
1 5 Imps (all 1)
THE PASS 4
5
6 Giants (all 3)
Wizard (5),
Knights (3,3)
2
Wizards (3,3)
Dwarf (2)
Giants (2,2,2)
3 Destroy Walls Wizards (3,3)
2 Black Knights (3,3,3)
1 Boulder Trap
4 Reveal Map 3 Wizard, Dwarf,
3 Mistresses (2,2)
2 Sentry Trap
1 4 Giants (all 2) 6 Knights (all 5)
1 Increase Level 3 Lightning Trap
2 3 Dark Elves 4 Wizard, Dwarf,
2 Heal All (all 4) 6 Knights (all 5)
3
1
3
2
3
3
U-TURN
1 4 Imps (all 1) 1 Reveal Map
1 1
WARRENS
1 4 Imps (1)
1 Increase Level
1 1 2
1
Lava
3
Water
Gems
2
1
Lava Water
1
Secret Door 1
Gems
1
2 Mana Vault
2 Receive Imps
1 Knight, Dwarf, Giant, Wizard, Elven Archer, Thief, Monk, Fairy, Guard (all 1)
1 10 Knights (all 1)
2 3 4
5 8
Gems
6 9 Gems
1
7 10
11 12 13
1 1
1 1
2 2 2
1
2 2 2 2
4 4
6
Goblins (1,1)
Mistresses (1,1)
Bile Demons (1,1)
11
12
13
Black Knights (1,1)
Fireflies (1,1)
Salamanders (1,1)
1
Elven Archer, Fairy,
Guard, Royal Guard
(all 1)
8 Knights (all 1)
1 Fear Trap
7 Rogues (1,1) 1 Make Happy
2 Boulder Trap
Lava
1
1
1
2 2
Gems