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11: Hearth | 12: Elf's Dance | 13 Buffy Oak | 14: Sleepiburgh | 15: Woodly Rhyme | 16: Tulipscent | 17: Mirthshire | 18: Blaise End | 19: Mistle | 20: Skybird Trill

Level 11: Hearth
The Heroes want you dead and don't care how many of themselves die in the process. First things to do are start claiming the four corridors, the further up you can claim, the easier it is to kill the heroes. Just to the west of your dungeon is a small room. There are two Increase Level Specials and a Boulder trap. Break down the door and set of the boulder trap. Once the trap has destroyed itself, claim the room and the Specials. You will need them. Mark all the gold in the realm for digging and set Your Imps to minig it. Now for your creatures. Once you have researched Speed Creature and Heal, you don,t need to research any more, so send them to the training room. By this time the heroes should be attacking. Drop creatures on the heroes as far up the corridors as possible, concentrate on one corridor at a time with all your creatures. Use the Increase Level Specials if fights take to long. Cast Speed Creature and Heal on creatures, and once they have won, drag them to the next fight. Keep busy, collect the gold that the heroes drop and explore around the winding tunnel next to your library. In the top right corner you will find an Increase Level Special, Top left and bottom left corners are Resurrect Creature Specials and bottom right is a transfer creature special. After the first wave, you should train, train, train. Try to get your creature up to level 4 for when the last wave comes.

Level 12: Elf's Dance
To the east and west are rival keepers, to the south, 25 heroes and a graveyard. Bulid your dungeon big, there is a lot of competition for the local resources. Bulid treasure rooms close to the gold and mine as much as possible. As soon as you think you can take out the 25 heores, head south and break down one of the doors and kill the heroes. Dig around the gold and into the graveyard to get the three vampires, and possibly stock up the graveyard with the bodies of fallen heroes. There are a few more heroes that you can take out in a cavern just east of the graveyard. Also east of the graveyard is an Increase Level Special, and west a Resurrect Creature Special and in the long corridor a Transfer Creature Special. To destroy the Keeper to the West, you can sneek in behind his land and have a big fight or, more dirtily, have an imp claim territory into his land and use your Disease spell on the first creature to spot him, weakening your opponents minions before launching your attack. You'll then have more bodies for the graveyard, and once you have claimed down to the gem square, alot more money. Once that keeper has been killed, move aganist the other, with your imps claiming territory backed up by a call to arms spell so any of his creatures that attack are jumped on immediatly. It can take time but should not be to hard.

Level 13: Buffy Oak.
You want more Imps than you start with, at least twelve (three for each side of the Gem block). Dig out at least one wall to place a lair by the lava and try to get a fly first. Possess it and fly around the lava to get the four unaligned dragons. Dig out the gold to the north of your Dungeon. Although you have a Gem block, Imps can dig gold faster than gems. As soon as you have researched the bridge, cross the lava and start claiming tiles. Seed this land with traps and dig out the gold at either end, revealing an Increase Level to the west and an Reveal Map to the east. It is then a simple matter of buliding up your forces and then storming the opposing Dungeons one at a time. You can also use spells like Disease to weaken your opponents before hand. Don't bulid to big a Training Room, you don't want to be spending more than your Imps can dig from the Gems. There is a Transfer Creature Special at the back of the gold to the south centre.

Level 14: Sleepiburgh.
Dig straight up until you are just below the gold (leave at least one tile thick) and fortify that wall. Dig around the impenertrable rock to east and west of your Heart upto the furhterest corners, were your rivals can enter. Fortify the walls at both those places. With two Gem blocks to the south west, you won't run out of money and can happily bulid your dungeon and train your creatures to your Hearts content. Once you have got as many creatures as are going to appear, dig into the south eastern corner, being wary of the boulder trap, and claim the Workshop, level 10 Troll and level 1 Horned Reaper there. While all this is going on, your rivals should be happily killing each others minions. Once you have a good force of well trained creatures, storm your rivals dungeons and destroy them. Once they are out of the way go north and kill the heroes there (One is a level 8 wizard) take the temples and kill the Lord of the Land when he arrives. There is a Transfer Creature Special to the north west, inside the little rectangle of inpenetrable rock, although one of your rivals may have found it and placed it in it's dungeons library.

Level 15: Woodly Rhyme.
Be careful in your expansion. To the south is water and 2 Level 10 Samurai and a Level 10 Knight (the Lord of the Land). In fact, don't expand your dungeon until you have researched Sight of Evil Spell, and use this to make sure you don't dig into water. In fact, there is a chance that you can complete this level without leaving your dungeon. If your rivals dig into the water, they will probably die. You should concentrate on training your forces up, there is enough gold locally to support your creatures up to 7 th or 8th level. Before breaking out into the lake that surrounds your dungeon, you should beware that you will trigger an attack from the hero castle in the centre. Only break out once you are ready to move the heroes out of their fortress. The gold filled cavern to the east contains a Level 6 Bile Demon and the Hero fortress contains 4 unaligned ghosts and 6 unaligned Skeletons, all just waiting to join a dungeon. The Fortress also contains a Number of specials (26 in fact) Unfortunatly, 23 of them are make safe specials, but there are two Increase Levels and a Locate Hidden World special as well. To the far west is a small prison, and down the south west tunnel at the bottom, is a Transfer Creature special.Having cleared out the hero fortress you should have no real problem dealing with the rival keepers, especially if you have been converting all the heroes you come across. It should just be a case of storming the rivals dungeons one after the other although, if you feel confident, you could cast Armaggedon to finish the level in style.

Level 16: Tulipscent
Bulid your library, lair, hatchery and workshop first, and explain the concept of other duties as required to your creatures. Put the Reapers to work in the library. Set your imps to mining the gold and the gems. Very early on, you need to protect yourself from wandering heroes, they come from the west, so dig out to the gold spur and across to the other gold and reinforce the walls along the west side, this will trap the heroes until you choose to deal with them. Cast Must Obey spell as soon as you get it, and don't run out of money. The long corridor connecting your dungeon to your rivals need to be trapped as soon as possible, with boulder traps behind doors for best effect. (note; if you have installed the AI patch this is far more important as your rival is  mor elikely to lanch an attack on you.) Once secured, head for the 2 wizards and 4 archers to the east of your dungeon to claim the resurrect creature special and the Transfer creature special and turn to chicken spell to the north west guarded by a level 10 Samurai and level 9 witch (careful, but if you capture and convert them, useful). Entering the Hero fortress to the south east triggers an attack by heroes from within and give you an extra portal. If you have been training your creatures well, by this point you should be ready to kill your rival. His heart is just through the two corridors to the south but be careful, he can have some high level creatures including Vampires. Of other intrest on this level is the second hero fortress guarded by dwarfs, barbarians and a witch with a few boulder traps just to the north west of your rivals dungeon, it only contains a transfer creature special (you can't use two) and a gem square (probably redundant by now), but if your the perfectionist you'll want to know.

level 17: Mirthshire
The Heroes know you're here, and they want you dead. Try to dig out to the gold to the far east and dig a one tile corridor around it and fortify the walls, and also corridors around the portal nearest you (with out entering it) connecting to the two gold seams nearest you. If you can fortify a good area around your dungeon then you are sitting pretty. using the gold you have secured, concentrate on training your forces, you want hard hitting combat creatures, Bile Demons, Dragons and Dark Mistresses are best. There Are seven waves of heroes plus a few wandering around. Do not dig through the gold closest to you (always leave one square thick to act as walls) until you are ready to deal with the resulting attacks. Once you are ready (or have run out gold) gather your creatures by the gold to the west of you with the Call to Arms spell and break through the middle of the gold. There are six dwarves there and a Multiply Creature Special.. You want the special, possess an Imp to get it if nessercery. Once used, just sit back and enjoy the fight as your minions kill the heroes as and when they arrive at your breach. Items of intrest on this level are (northwest) Small hero fortress with traps, Fairies and a Make Safe special, (north) second portal, treasure room and prison with two level 6 Archers waiting to join your dungeon, (northeast) Treasure room with boulder trap protection, (southeast) two hero archers and an increase level and south west a locate hidden world and hero fortress with a treasure room. Also, due west, in the gold is a Gem square.
I have seen this level done with just a single annoyed level 10 Horned Reaper from a hidden realm, I wouldn't recomend it, but it was very funny.

Level 18: Blaise End
Forget the portal in the centre, you can't get it with out Destroy Walls. Seal yourself in as fast as possible, digging east and west to the impenertrable rock and north to the break in the inner circle. By digging carefully you can include the gold seams in the inner circle inside your fortifications and get the creatures there (2 skeletons, a giant to the west, 2 spiders to the east). There is some water to the east of your dungeon with 2 Tentacles willing two join your dungeon. Once reinforced, you can start your dungeon expansion, inside the safe areas. Concentrate on getting as many creatures trained to a decent level before you run out of money and then break into the the centre of the circle, killing or capturing as many heroes as possible.. Inside the small hero fortress is a Steal Hero special. Now go north. You Need to get to the gems at the entrance to the Hero Fortress proper, once you can set your imps to work on the Gems you can take a small breather. Your imps will attempt to get to the back of the gems, freeing more heroes in the process. It is worth getting around the back and killing the heroes there. Once thats been done, bulid a treasure room there. Now you can explore the local area. Middle east of the realm is a prison with 3 Bile Demons in it and a room with invisible Archers. North of the prison are 2 level 8 Faries and the Lightning Strike Spell.. West of the realm is a workshop, a steal Hero special and some heroes. Inside the hero fortress are (to the east) some boulder traps, an Increase Level special (hidden behind a wall)Some heroes the destroy walls spell Behind a door, some more heroes which should lead you back to the gems. Outside the Fortress (but still to the east) are more heroes and a resurrect creature special. Outside the fortress to the west are some heroes, then some wizards (be warned, high level warning) guarding a reveal map special (over the lava) and a dragon (behind a wall at the top). Following the tunnels inside the fortress to the west you come across two prisons (one with a vampire and one with some skeletons, the skeletons are your enemies) and a treasure room. There is also a Resurrect creature special.. You could go through the trapped corridors to get to the Dungeon Heart, but with destroy walls it is probably easier to go straight through a wall into the Heart Room. Bewarned  that the Heart is guarded by some invisible creatures as well as the usual traps. Once the heart is destroyed the level is complete.

Level 19: Mistle
You break into a not so ancient and almost deserted dungeon and claim the rooms. There is  a vampire in the Graveyard. Dig out the gold and research to at least conceal Creature, then start exploring to the east. First up are three level 5 Tentacles, capture them and convert them. Then there are some Archers, Do the same to them (use an invisible imp to claim tiles), followed by some more archers (do the same). In the next room are Fairies (get them and the Lightning Strike spell) and then go on to the Wizards and Archers in the next room, but remember, wizards see concealed creatures. At the junction at the bottom, going east leads to some monks, some disappaering boulder traps you might be able to use and the gem square. Going west goes pass some traps (including a boulder trap) and into a prison with some monks (capture them) and a dragon and finally a ressurect creature. Let your creatures heal, convert any remaining heroes that need converting and bulid a scavenger room. Place your vampire and some archers in the scavenger room. When you start exploring north, You come across some faries, and then some wizards arrive. There is also a Protect Monster Spell here. To the west is a Heall spell and some theives, capture and convert the thieves and put them in the scaenger room. Go east and capture the barbariens, convert them and put them in the scavenger room and further west are some more barbariens, do the same. Also put the hero from the Steal Hero in the scavenger room. If you dig round the rock you will also come across another steal hero put him in your scavenger room. Reinforce the tunnel around to here to stop ypur rival breaking into you dungeon. To the north west is a Hero Fortress, There are lots of Heroes here, but if you wait long enough, your scavenger room will eventually empty the fortress of all except Giants. Now storm the Fortress, kill (or capture) the giants and then kill (or capture) the lord of the land and his companions when they arrive. There is a destroy wall spell behind the Heart. Reinforce the now captured fortress and turn it into a massive training room (you now have training rooms) and start training your minions. Once they have reached a high enough level (ie Level 10) go and storm your rivals dungeon. He normally has Spiders and skeletons, so beware of the spider freeze attack, but you should out number him at least two to one by then.

Level 20: Skybird Trill
Bulid your dungeon in your corner and dig out the gold. You will want some Dragons, so bulid a big Treasure room. Explore to the east, beyond the gold to find 4 Increase Level Specials and an abandoned hero fortress.. Once you think you could take out half a dozen level 10 heroes make a break for the hero fortress in the centre, capturing and converting the Tentacles in your way if nessercary. You can capture the entire hero fortress with a handful of imps, just beware of the traps. once you have found the Heroes heart and got the 4 flies and 4 beetles (temple fodder) you can kill the heart. This will release a level 10 witch and a level 10 reaper (both white) and a level 10 reaper (who will join your dungeon). Capture the Reaper if possible and convert it. Follow the tunnel around the back up to the prison where the Avatar resides. Save the Game. Attack the Avatar with your Dragons and Horned Reaper(s) and anything else that can go across lava. You need to get the avatar into your corridor so you can capture him. Capturing him is important. He must not die. Capture him. If he dies, use the save game. Once you have captured the Avatar, Keep him healthy in your prison. Use your Dragons and horned Reaper and any one else to go in the back way to your rivals dungeon heart (straight through the prison) and concentrate on killing the heart (possess a creature to do it personally if nessercary). Once your Rivals heart is destroyed that battle is over and his creatures will leave you alone. Now bulid some traps. Fill your dungeon with traps use big death traps like Lightning and Word of power Traps. Stick your Poison gas traps in the room where the Avatars dungeon heart was (fill it completely), use about 100 traps in total, throughout your dungeon. Now Torture the Avatar once he dies or is converted, he comes back. With lots of his freinds. The traps will reduce their numbers and health and make things easier for your minions.
Paint the world red with blood. Pave it with Skulls. Then go relax with a nice cup of tea.
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