Home | Creatures | Heroes | Traps | Spells | Rooms | Levels 1-10 | levels 11-20 | Deeper Levels | Hints
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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