Dungeon Keeper Walkthrough :
This walkthrough for Dungeon Keeper [PC] has been posted at 06 Aug 2010 by JOE12 and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up JOE12 and share this with your freinds. And most important we have 3 other walkthroughs for Dungeon Keeper, read them all!
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Walkthrough - FAQ/Walkthrough____ __ __ __ __ ____ _____ ______ __ __ / __ | / / / / / | / / / __/ / ___/ / __ / / | / / / /_/ / / /_/ / / /||/ / / /_// / _/_ / /_/ / / /||/ / /_____/ /_____/ /_/ |__/ |___/ /____/ /_____/ /_/ |__/ __ __ ________ ________ _______ ________ _______ / / / / / ______/ / _____/ / ___ / / _____/ / ___ / / /_/ / / /_ / /_ / /__/ / / /_ / /__/ / / / / / / / / _____/ / / / __/ / /| | / __/ / __/ / / / __/ / /| | / / | | / /____ / /____ / / / /____ / / | | /_/ |_| /_______/ /_______/ /_/ /_______/ /_/ |_| ================================== Game: Dungeon Keeper Platform: Windows PC (95+) Version: 1.1 Last Updated: 1 June 2008 Written by: Iron Knuckle Type: FAQ/Walkthrough GameFAQ status: 99% ================================== ================= Table of Contents ================= Version Updates FAQ Controls Game options Keyboard shortcuts Creatures Heroes Rooms Spells Doors and Traps Walkthrough 1. Eversmile (Tutorial) 2. Cosyton (Tutorial) 3. Waterdream Warm (Tutorial) 4. Flowerhat (Tutorial) 5. Lushmeadow-on-Down (Tutorial) 6. Snuggledell 7. Wishvale 8. Tickle 9. Moonbrush Wood 10. Nevergrim 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 Appendix A: Statistics tables Heroes & Creatures Creature spells Appendix B: Secret bonus stages Secret 1 Secret 2 Secret 3 Secret 4 Secret 5 Secret 6 (Full Moon) Appendix C: Multiplayer Appendix D: Bugs, Glitches and Stuff Credits Copyrights E-mail, Questions and Contributions Unfinished business ===================================================================== Version updates ===================================================================== 03 January, 2008: First start on the walkthrough, after owning this game for about 8 years now. Haven't played it in quite a while, though. 10 January, 2008: Completed the descriptions for all levels, now to add the bonuses and other sections. 13 January, 2008: Finished all spell/room/creature descriptions and added walkthrough for all the bonus stages for as far as they are playable. Still need to clear a few more loose ends. 18 January, 2008 - v1.0: [first public release] Final check-ups and corrections. This should be it for this game... I might try out the deeper dungeons, but I'm not sure whether anybody would read about it. 01 June, 2008 - v1.1: Added the patch link. It goes to zip file containing the updated data for the appropriate levels: http://yaworg.googlepages.com/dungeonkeeper ===================================================================== Controls ===================================================================== The controls of this game are very easy. You can move the cursor around with the mouse and click with left mouse button (abbreviated as LMB) on certain parts to select rooms/spells/traps and creatures. Hover the cursor over a specific part to get information about that topic. Control panel --------------------------------------------------------------------- The left pane shows your dungeon view with the four wind directions relative to the degree of rotation you applied to the map. This way you can always find north. The dotted line always points back to your Dungeon heart which makes it easier for you to locate it. Around the map you have five options: -The Map icon which shows you the overall map for the land -The letter "C" which toggles computer assistance -The letter "Q" to see some options and to quit the game -Plus(+) and Minus(-) signs to zoom in and out on the mini-map The panel below it contains five tabbed panels with their own uses: Info tab (Question mark) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - At the top there are two options: Imprison and Flee. Click on the options to toggle them (they start blinking if active). Of course you need to have a Prison before you can set the Imprison option. Just below the remaining time to the next payday is shown. When the gauge is completely filled you need to pay out your creatures. The total amount is shown in red numbers in the center. Another two gauges are shown below this tab, these are the research and manufacture times. Theses represent the progress on completing new spells and traps/doors. Below that four tabs are shown; one for each active Keeper in the region (if available). Next to the color it shows the number of rooms and the number of creatures that Keeper has. However remember to not count the safety in numbers... The very bottom of the tab shows a "?" query options. Click on it to turn your cursor into a "?" shape. If you click on a creature friend or foe you'll learn some additional information about it. The game now automatically tracks every movement of this creature to keep the screen centerized around it. Room tab - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - These are the rooms you can build. Any raised icon means that the room has already been build. If you still need to research the specific room it will appear as a "?". Do research in the Library to discover this room. The bottom-right icon is reserved for the selling icon. Click on it to change your cursor to a "$" icon. Now you can sell any rooms in your possession on the map. Spell tab - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Similar to the rooms tab, all spells are shown which have been researched so far. "?"s depict spells which still need to be researched. Manufacture tab - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - In the same manner this tab shows the traps and doors together in one tab. The traps are displayed in the two topmost rows whereas the doors are shown in the third row. Again, the "$" icon can be used to sell the doors and traps, but only selling traps pays out some money. Creature tab - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - All your creatures are displayed here by on-of-three activities. Left are the idle creatures, the center shows the working creatures and the rightmost column shows the currently fighting creatures. Click on the number to select any creatures from that activity (right click makes the view change to that creature). Also clicking on the icon picks up the creature with the highest level of experience for that type. Options menu --------------------------------------------------------------------- Pressing the "Q" in the top left corner or hitting "Esc" will bring up this small menu. From left to right you can: -Load game -Save game -Set visual options -Set sound options -Set computer assistance -Quit game Load and Save game - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - These two options speak from themselves. Pick any save file (out of 8) and save the current data so you can resume playing from here at any moment in time afterwards. Set visual options - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This option lets you set a few options so you can tweak the game's performance. The game should be able to run under the best settings without slow down on any machine build after 1997 so it should work fine. Basically the five options are: Shadows - Set how many shadows can be cast on a single object (between 0 to 4) View distance - Set how much is visible on the dungeon map Field of view - Allow rotation in steps 90 degrees or smoothly Wall height - Raise/lower walls to make the creatures stand out better Gamma correction - Change brightness of the dungeon view from dark to light Set sound options - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The sound options let you change the volume of the BGM music and the Special effects, sounds and voice-over (SFX) independently. Set computer assistance - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - I never use computer assistance since it's more a nuisance than a help. But if you really wish to try there's four different types from left to right: Red - Aggresive Builds rooms / uses spells & traps / tries to attack Yellow - Defensive Builds rooms / uses spells & traps / never tries to attack Green - Construction Can only build rooms Blue - Movement Can only slap and move creatures Click on the "c" near the map radar to activate the computer assistance and see what happens. Quit game - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Select the trashcan to quit the game and return to the overworld view. Press "Esc" here too to return to the main options screen. Shortcut keys --------------------------------------------------------------------- Key combination Effect ------------------ ---------------------------------------- Alt + R Switch between 8 bit & 16 bit resolution , ^, v Move view of dungeon map / Move creature (FPV) Shift + , ^, v Move view in one direction but faster Ctrl + > or < Rotate dungeon view Ctrl + ^ or v Zoom in / out on the dungeon map Ctrl + 0..9 Select marker 0..9 on map Shift + 0..9 Go to marker 0..9 on map A Go to annoyed creature F Go to fight M Go to overview map P Pause game Esc Brings up Options panel 1 Select Information panel 2 Select Rooms panel 3 Select Spells panel 4 Select Manufacture panel 5 Select Creature panel Room Shortcut key combination -------------- ------------------------ Barracks B Bridge Shift + B Graveyard G Guardpost Shift + G Hatchery Shift + H Heart H Lair Shift + L Library L Prison Shift + P Scavenger S Temple Ctrl + T Torture Room Alt + T Treasure room T Training room Shift + T Workshop W ===================================================================== Creatures ===================================================================== Using the in-game query feature in the "?" tab you can learn quite a lot about the statistics of a certain creature, but it's much easier to open the "creature.txt" file in the Keeper directory to view all the values in a table format. Using knowledge of both I've made this section where all creatures in the game are described. All values are for creatures of level 1 and the data is extracted from the Creatures.txt file enclosed in your Keeper game directory. To calculate the values for the higher levels take the following percentage for the corresponding level (only HP, STR, SKL, DEX and Wage increase with a level up) and round it down to the nearest integer: level % ----- --- 1 100 2 135 3 170 4 205 5 240 6 275 7 310 8 345 9 380 10 415 ----------- Imp --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------ ----------------- ---------------------------------- HP: 311 Dig (1) Training Cost: 10 ATK: 20 Attack (1) Scavenge Cost: - ARM: 5 Speed (3) Natural enemy: - LCK: 0 Teleport (10) Slaps to kill: 20 SKL: 20 Eat #chickens: - DEX: 249 Lair Size: - Reward: 0 Job: many, see below Traits ------ -Generated by "Create Imp" -Can dig earth/gold/gems, claim Tiles/Rooms, fortify walls, and many more jobs The weakest type of creatures with little to no fighting abilities, yet they are the most important creatures for your survival as a Keeper. Imps can be generated by casting the "Create Imp" spell which is usually always available from the start of the level. The first Imp you generate costs 150 gold and each additional one costs 150 more, so don't make too many of them. They are very important because they do all kinds of works for you like digging gold, claiming tiles and rooms, arming traps, transporting dead/knocked out heroes and reinforcing your dungeon walls. They are generated slaves and therefore you can slap them as much as you like and they will never complain. Use this in your advantage; like any creature slapped Imps work 25% faster. So hit them every now and then to motivate them. Imps will never attack always fleeing from battle, unless the enemy is also an Imp or when the Dungeon heart is under attack; Imps protect the Heart at all costs. The special abilities of the Imp are as mentioned above the "speed" spell which becomes available from level 3 and the "teleport" spell. In some cases training Imps to level three (or using "Level up" dungeon specials) can be handy as "speed" Imps move twice as fast as they normally would and the spell is recasted before it wears out, meaning that they are permanently under it's influence. There's no need to get train them any higher than this. Yes, "teleport" is a faster transportation, but like all creatures level 10 Imp's "speed" ability lasts only for a few seconds. Sometimes it can be handy to manually cast the "Invisibility" spell on them, when they're claiming tiles in hostile territory as enemy creatures can't spot them. Another quirk about the Imps is that sacrificing them in the Temple fountain makes them much cheaper to produce quadraticly. That is, if you sacrifice 'x' Imps you can generate the first 'x' Imps for 150 gold and the 'x + 1'th for 300! Using this tactic you can truly treat them as cannon fodder in case you're in a hazardous environment. Fly --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------ ----------------- ---------------------------------- HP: 622 Attack (1) Training Cost: 5 ATK: 41 Sight (5) Scavenge Cost: 4 ARM: 10 Speed (8) Natural enemy: Spider LCK: 15 Slaps to kill: 8 SKL: 124 Eat #chickens: 1 DEX: 209 Lair Size: 1 Reward: 20 Job: Explore Dungeon Traits ------ -Flying creature -Extremely cheap, but only a bit stronger than an Imp, actually -Explores unmapped parts of dungeon The First creature you'll come across in the game. Flies are very weak and are hardly of any use later on in the game. If you'd get a Fly in the later levels slap (nearly) to death and put in the Torture/Graveyard for a stronger undead creature. The Fly however never seems to get irritated so he's easy to please at all time. Another tactic with the Fly for later levels is that you can infect him with "Disease" and have him fly off towards your opponent. He'll get killed no doubt, but if your enemy doesn't have a Temple then, he's going to loose all his creatures because of the infection. If there are some Spiders in the neighborhood keep them away from the flies as they will attack each other head on, when forced to share the same lair. You could not interfere and let the better of the two win which is the Spider (unless it a level 10 Fly against level 1 Spider). But dead bodies can annoy your creatures quite a lot so better remove the Fly from your dungeon. Beetle (sometimes referred to as Bug) --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------ ----------------- ---------------------------------- HP: 1037 Attack (1) Training Cost: 8 ATK: 103 Freeze (7) Scavenge Cost: 8 ARM: 25 Natural enemy: - LCK: 3 Slaps to kill: 22 SKL: 166 Eat #chickens: 1 DEX: 228 Lair Size: 1 Reward: 74 Job: - Traits ------ - Also appearing in the first level the Beetle is quite a bit stronger than the Fly. Beetles however have only little abilities and should only be trained if no better creatures are available. Otherwise put them in Torture/Graveyard for a better undead. Demon Spawn --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------ ----------------- ---------------------------------- HP: 1348 Attack (1) Training Cost: 15 ATK: 207 Missile (4) Scavenge Cost: 16 ARM: 40 Heal (7) Natural enemy: Hellhound LCK: 8 Slaps to kill: 30 SKL: 207 Eat #chickens: 2 DEX: 207 Lair Size: 1 Reward: 207 Job: Training Traits ------ -Immune to lava -Becomes a level 5 Dragon when it surpasses level 11. However the Demon Spawn's max level has been capped to 10 for the missions up to Moonbrush Wood. These creatures are strong fighters considering how cheap they are to maintain. They only require a Training room (and the money to keep them trained). If the level script allows it they continue on with training and turn into a fine level 5 Dragon, once they reach level 11. Next to that their immunity to lava makes them good for attacking lone islands filled with distant enemies. Even though, they are not as strong as the later creatures you'll come across Demon spawns are quite good and can research / manufacture / scavenge better than most of the other low level creatures. Keep them separated from Hell hounds however as they fight each other to the death, if they share the same lair. Just build two separate lairs from them or make sure they not both of them are resting at the same time. Spider --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------ ----------------- ---------------------------------- HP: 1660 Attack (1) Training Cost: 18 ATK: 166 Slow (2) Scavenge Cost: 12 ARM: 30 Freeze (4) Natural enemy: Fly LCK: 3 Hail storm (8) Slaps to kill: 24 SKL: 207 Eat #chickens: 2 DEX: 249 Lair Size: 1 Reward: 103 Job: Freeze prisoners Traits ------ -Once it has reached level 4 it will try to mess around with the prisoners by freezing them. They really enjoy doing this. Spider are not that common in the single player mode. They make their first appearance in Flowerhat during the missions and can be attracted in few of the levels afterwards. Spiders naturally hunt down Flies and they'll do so in this game as well, if they both share the same lair. When this happens kick the Fly out as it is inferior to the Spider in every possible way (apart from being fastest creature around that is). Spiders can do better than average in the Workshops, but otherwise they have no real tasks at which they excel. Tentacle --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------ ----------------- ---------------------------------- HP: 2905 Attack (1) Training Cost: 14 ATK: 207 Freeze (5) Scavenge Cost: 8 ARM: 50 Natural enemy: - LCK: 3 Slaps to kill: 40 SKL: 207 Eat #chickens: 1 DEX: 269 Lair Size: 1 Reward: 186 Job: - Traits ------ -Gains experience while sleeping if Lair is build next to water -Hard to attract, appears very rarely. A Temple or hitting water might increase your chances. -Is one of the strongest non-humanoid creatures -Has extremely poor healing rate. When they sleep they energy is replenished at an really slow pace His statistics look like those of an upgraded Beetle, and in fact it is to some degree. They're very cheap, but has quite a lot of HP and can fight just as well as one of your average fighters such as a Skeleton or a Troll. The only downside of using them in battle is that they need a lot of time to recover afterwards and they are just as slow as the slug called Giant. They can do some scavenging, but other than that their skills are mediocre. Also when Tentacles get annoyed they might join your enemy instead. Tentacles can appear in most level from 16 and onwards, but they hardly do. In 19 and 20 you'll come across some good Tentacles which need persuasion before they join you. Troll (sometimes referred to as Goblin) --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------ ----------------- ---------------------------------- HP: 1867 Attack (1) Training Cost: 12 ATK: 166 Speed (4) Scavenge Cost: 18 ARM: 35 Fireball (7) Natural enemy: - LCK: 10 Grenade (10) Slaps to kill: 25 SKL: 207 Eat #chickens: 3 DEX: 207 Lair Size: 1 Reward: 207 Job: Workshop Traits ------ -Cannot do Research -Top notch manufacturer -Poor fighter Trolls are weak, when compared to the Tentacle and the Spider, but they can be very useful. Their Workshop skills are unmatched, especially after they reach level 4 as they can work continuously under influence of "Speed". On the highest levels they do posses some spells, but they die rather easily on the battle field. You'd better have them work for some Traps and Doors. To get some profit back sell the traps. This way you can easily make up for their timely wage. Hell hound --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------ ----------------- ---------------------------------- HP: 1867 Attack (1) Training Cost: 14 ATK: 228 Speed (3) Scavenge Cost: 16 ARM: 35 Flame breath (5) Natural enemy: Demon Spawn LCK: 8 Slaps to kill: 40 SKL: 207 Eat #chickens: 3 DEX: 290 Lair Size: 1 Reward: 278 Job: Seek out the enemy on map Traits ------ -Immune to lava -Quick and nimble creature -Speeds up dead body decomposition in the graveyard by pissing on the dead -After reaching level 5 they prefer using Flame breath over their normal attack. Attracted by building a Scavenger room the Hell hounds posses training and scavenging skills. When you don't make them do anything a Hell hound walks around the dungeon and seeks out the enemy with its noses (he has two heads). As mentioned with the Demon Spawn keep these two creatures apart if they need to sleep, but otherwise there should be no trouble with them. Like Flies they explore the region, but these dogs do so more aggressively and they can kill some of the weaker creatures. Hell Hounds however do not posses any great fighting skills and therefore you should not spend too much time on them in case you can afford better creatures. Ghost --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------ ----------------- ---------------------------------- HP: 830 Attack (1) Training Cost: 20 ATK: 83 Rebound (1) Scavenge Cost: 10 ARM: 20 Invisibility (3) Natural enemy: - LCK: 10 Whirlwind (6) Slaps to kill: - SKL: 249 Drain (8) Eat #chickens: - DEX: 373 Lair Size: 1 Reward: 83 Job: Moaning in the Temple Traits ------ -Flying creature -Immune to poisonous gas -Cannot be killed by slapping -Doesn't need to eat -Doesn't leave a body/carcass when killed, instead it dissolves -Can spot invisible creatures -Is supposed to be able to move through locked doors (this feature doesn't seem to work on my game, however) -Can only be attained by torturing a creature to death and maintains the experience level of the original creature. Ghost are very specific creatures. They are incredibly weak in battle (they are only better than Flies and Beetles), and yet they posses skills none of the other creatures have like seeing invisible enemies. Ghosts tend to swarm around the Temple fountain doing nothing. Because Ghosts are spirits they do not need to eat and they cannot be slapped to death. Ghosts are also better than average in the Library, but other than that they hardly have any uses. Skeleton --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------ ----------------- ---------------------------------- HP: 2075 Attack (1) Training Cost: 20 ATK: 228 Protect (5) Scavenge Cost: 15 ARM: 20 Lightning (10) Natural enemy: Bile Demon LCK: 2 Slaps to kill: 20 SKL: 207 Eat #chickens: - DEX: 290 Lair Size: 1 Reward: 290 Job: Training Traits ------ -Immune to poisonous gas -Doesn't need to eat -Excellent trainers -Can only be attained (under normal circumstances) by having a humanoid creature die in Prison. Skeletons normally only appear when you leave a captured humanoid creature to die inside the Prison. Skeletons are not very expensive to maintain and have reasonable fighting skills although they take damage very easily. Because they are excellent trainers they can reach level 10 rather quick as opposed to most other creatures who need to spend an eternity in the Training room to get that far. Warlock (sometimes referred to as Sorceror) --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------ ------------------ --------------------------------- HP: 1452 Attack (1) Training Cost: 30 ATK: 83 Fireball (2) Scavenge Cost: 25 ARM: 15 Heal (3) Natural enemy: Vampire LCK: 6 Meteor (4) Slaps to kill: 17 SKL: 124 Invisibility (5) Eat #chickens: 3 DEX: 415 Guided Missile(6) Lair Size: 1 Reward: 498 Sight (7) Job: Research spells in Library Whirlwind (8) Word of Power (9) Traits ------ -Great researchers and scavenger -Cannot Manufacture -Arrogant creature, gets annoyed easily -Gains (little) experience from sleeping next to a treasure room -Warlocks of level 2+ will drive out any non-Warlock/Wizard creatures from the Library while researching. Even Imps who just pass by. -Large groups of Warlocks can incite revolts spreading unhappiness in your dungeon. In the earlier levels Warlocks are essential for your research and high leveled Warlocks can research the quickest. But this comes at a cost. As soon as a Warlock hits level 2 he'll use his Fireball attack to remove any non-worthy researcher from the Library. They even cast it against Horned Reapers who may get aggravated by it. If Warlocks get angry you may want them to walk around the Temple fountain or give them some gold (quantity doesn't matter). Furthermore Warlocks with a high level are among the best long ranged fighter in your arsenal. The hero Witches, Wizards and Fairies are easier to maintain and have similar long range attacks, but are often harder to attain. After level six you may not need to train the Warlocks anymore. Wind and Sight are not that useful IMO, then again Word-of-Power(10) has quite some potential for the shorter range. In the later levels Warlocks may often come in conflict with Vampires. Usually I would take out the Warlocks one-by-one slapping them to death on the graveyard to receive another Vampire from their left-overs. That usually sorts out the differences, but it may not be ideal in any situation. Dark Mistress --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------ ------------------ --------------------------------- HP: 2905 Attack (1) Training Cost: 24 ATK: 249 Lightning (6) Scavenge Cost: 25 ARM: 50 Speed (7) Natural enemy: Samurai LCK: 20 Drain (9) Slaps to kill: 50 SKL: 290 Teleport (10) Eat #chickens: 3 DEX: 290 Lair Size: 1 Reward: 363 Job: Torture themselves Traits ------ -Easy to keep happy; just give a slap with your hand -Automatically teleports to your Call-to-Arms flag on level 10 First appearing in level 6 (Snuggledell) these peculiar creatures need a specific treatment to keep them satisfied. It's quite easy actually. Mistresses desire to feel pain and therefore slapping them makes them quite happy indeed. They usually visit the Torture room if one is available. As you may notice by the abilities, Dark Mistress gain a lot in the later levels. If you have a Mistress in service be sure to train her to at least 7. Finally, the Samurai is a sworn enemy of the Dark Mistress and vice versa. They're both great warriors therefore you should build two separate lairs and keep their lairs in different rooms. Otherwise they can work together pretty well. Orc --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------ ------------------ --------------------------------- HP: 2905 Attack (1) Training Cost: 15 ATK: 269 Speed (5) Scavenge Cost: 20 ARM: 60 Protect (7) Natural enemy: - LCK: 12 Grenade (9) Slaps to kill: 40 SKL: 269 Eat #chickens: 2 DEX: 249 Lair Size: 1 Reward: 394 Job: Training / Guard Traits ------ -Cannot research -Does a decent job in the workshop -Automatically walks to any guard posts -Has least amount of fear among living creatures -Inspires group morale in Barracks, except for Horned Reapers Once Orcs reach level 7 they have both the Speed and Protect available. This makes these creatures strong warriors and also good addition to your army. They will automatically start training, until they reach level 10. After that they take jobs for guard post, but you can also put them to work in the Workshops. Orcs do not ask for much and you actually have to put some effort into it to make them angry (i.e. Orcs are pleased very easily). Bile Demon --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------ ------------------ --------------------------------- HP: 4980 Attack (1) Training Cost: 38 ATK: 332 Poison cloud (2) Scavenge Cost: 30 ARM: 60 Flatulence (4) Natural enemy: Skeleton LCK: 5 Grenade (7) Slaps to kill: - SKL: 124 Eat #chickens: 6(!) DEX: 166 Lair Size: 2 Reward: 406 Job: Manufacture in Workshop Traits ------ -Immune to poisonous gas -Immune to Whirlwind -Has a lot of HP -Decent manufacturer Bile demons are very tough; they cannot be killed by slapping, they are resistant to poisonous gas and they have a combination of many HP and good Armor. Compared to some of the creatures below they are also not that expensive to pay, but they do require large Hatcheries as a single Bile Demon can eat as many as 6 chickens in one go. Skeletons are enemies with the Bile Demons, perhaps because one is extremely fat and the others are utmost skinny. In any case you'd better separate their lairs as well. The Flatulence attack is a fart similar to the poison cloud, the only difference is that Flatulence will not harm any friendly creatures. When Bile Demons grow to level 10 they sure look very big and intimidating, indeed. Another interesting fact about these demons is that their gigantic weight has made them immune to the whirlwind attack. This may come in handy when fighting Witches and the like. Dragon --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------- ------------------ -------------------------------- HP: 3735 Flame breath (1) Training Cost: 40 ATK: 373 Heal (2) Scavenge Cost: 35 ARM: 90 Grenade (4) Natural enemy: - LCK: 18 Meteor (7) Slaps to kill: - SKL: 207 Word-of-Power(10) Eat #chickens: 4 DEX: 249 Lair Size: 4 Reward: 1473 Job: Researching spells Traits ------ -Immune to lava -Gains experience from sleeping next to lava -Slow moving, but best armor of the creatures -Cannot imprison opponent, because it does not have a physical 'Attack' option. -Great Trainers/Researchers/Scavengers -Very idle creatures who get angry when not paid (they might steal your money) They can best be described in battle as slow moving tanks which a versatile range of attacks and the ability to heal oneself. Dragons are great to use when disarming traps (except boulders), because of their high defense and the immunity to lava. Getting your dragons to high levels early on can surely benefit your dungeon as they can do nearly anything. But as you noticed by the reward they come for the right price. Also their home costs you four tiles of lair you just constructed, so if you plan to attract Dragons make sure to build a big Lair preferably next to lava. Although, it should be noted that the experience they gain from sleeping next to lava is hardly noticeable at all. Vampire --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------- ------------------ -------------------------------- HP: 3320 Attack (1) Training Cost: 50 ATK: 290 Fly (2) Scavenge Cost: 25 ARM: 30 Slow (3) Natural enemy: Warlock LCK: 25 Teleport (4) Slaps to kill: 60 SKL: 332 Heal (5) Eat #chickens: 2 DEX: 332 Drain (6) Lair Size: 2 Reward: 3112 Protect (7) Job: Scavenging Whirlwind (8) Word-of-Power(10) Traits ------ -Immune to poisonous gas -Fly ability (from level 2 onwards) -Immortal from level 3 onwards. If killed returns to its lair, and experience drops one level. -Top notch scavenger -Great trainer/researcher -Cannot manufacture -Can be generated infinitely many (see below) Vampires are by far the strongest undead and also possible one of the best creatures in the game. When a Vampire's level raises over 3 it becomes immortal. Thus a level 10 Vampire is also a level 9, 8, 7, 6, 5, 4, 3 Vampire. Although his ability will vanish when his level drops below the required points. However if the "flee" option is active a level 4+ Vampire will simply teleport to his lair when his energy is nearly depleted meaning that it is nearly impossible to kill them. These undead can train very quick for the first few levels, but once they reach level 3 they need much more experience compared to the other creatures in order to ascend another level. Perhaps a side- effect from becoming immortal. Of all the things you should not do is putting them in the Temple. The sacred place will annoy them to no end, also slapping them or torturing may not be a good idea. Vampires also grow annoying when held in your hand for a long time. Another thing to consider is their hatred for Warlocks. Should the two share rooms kill the Warlock to get another Vampire imo. > :D To get a Vampire you first need to build a Graveyard and then you need about 8-10 dead bodies which need to be dragged to the Graveyard by your Imps. Once these have all decomposed a Vampire transcends from the graves. What you could do is making your Imps cheap by sacrificing them and then generating one, killing it and repeating this process to get 10 carcasses which are required for the Vampire. This way, albeit being a bit tedious, can give you an infinite amount of Vampires. Horned Reaper --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------- ----------------- --------------------------------- HP: 8300 Attack (1) Training Cost: 150 ATK: 622 Speed (5) Scavenge Cost: 30 ARM: 70 Slow (10) Natural enemy: - LCK: 30 Slaps to kill: 80 SKL: 290 Eat #chickens: 4 DEX: 644 Lair Size: 2 Reward: 3942 Job: Kill. Anything! Be it friend or foe Traits ------ -Immune to lava -Physically the strongest creature (equal to the Avatar and much stronger than the Knight) -Good at scavenging, otherwise performs poor in any job or task -Cannot manufacture -Cannot form groups in the Barracks -Extremely easy to annoy (never ever slap him or do bad things) -Goes psychotic, when angry kills anything in his path As noted by the list above Horned Reapers aren't good in any particular job. In fact if it wasn't for his incredible stamina and strength you're better off without them! Horned Reapers are only good for one thing: fighting. They can take out any creature/hero even at much higher levels in one-on-one combat. Things become more complicated, when the enemy attacks in groups. Horned Reapers don't have any magical protection or anything leaving them vulnerable to Freeze or his own rebounded Slow spell. To get hold of this killer machine you need to sacrifice these creatures in the Temple fountain (3x3 temple or bigger): 1 Bile Demon + 1 Dark Mistress + 1 Troll. The level of the returned Horny will be something like the average of the three, but this may differ a bit. As everybody knows Horned Reapers are annoyed by anything. Eating, researching, sleeping, doing nothing, picking them up while they're sleeping, being held in your Keeper hand for too long. There are only three things to my knowledge that will make a Horned Reaper happy: -Give him some money (only works if he's not yet psycho) -Let him walk around the Temple fountain (it takes time before they cool down) -Death; Have him fight or stand on dead creatures (it doesn't matter whether they are friends or foes) If you have a Temple simply place them there at all time, and the Reapers cause you no trouble at all. Simple! Otherwise you don't need to take any drastic measures like separating them like I hear so much about. They can live together with other monsters just any other creature, but you need to make sure to give them as little as 10 gold, when you hear the message: "Your creatures are getting angry!". If you give them any quantity of gold before they go psycho nothing will happen. It has always worked for me, so it should work for you too. Otherwise activate the "Must Obey" spell and the Reapers won't go berserk, but as soon as the spell is retracted and they are still annoyed they go psycho nonetheless! "Must Obey" only prevents them (or any other creature for that matter) from actually doing bad things. Furthermore, like said in the traits they're terrible at anything that doesn't involve fighting so you better keep your Bile Demon, Mistress and Troll, until research is completed. Sacrifice them afterwards, when they all reached high levels to get a high leveled Reaper in return. This is cheaper than having him train. Hornies cost 150 gold to train and they're slow at that, whereas the other three cost: 38 + 24 + 12 = 74 to train. The same can be said about the wage. Wait with the sacrifice, until you're almost ready to do combat. Also a "Resurrect Creature" special might allow you to get one of the original creatures back... ===================================================================== Heroes ===================================================================== Tunneller Dwarf (also referred to as Valley Dwarf) --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------- ----------------- --------------------------------- HP: 1425 Attack (1) Training Cost: 10 ATK: 166 Teleport (10) Scavenge Cost: 10 ARM: 30 Natural enemy: - LCK: 0 Slaps to kill: 30 SKL: 166 Eat #chickens: 2 DEX: 166 Lair Size: 1 Reward: 207 Job: See Imp Traits ------ -Cannot research -Behaves as an Imp when converted to your side -Has the dig ability, but you can't dig in First Person View The Tunneller Dwarf also called Mole sometimes is in overall the weakest member of the Heroes. His sole purpose is to dig passages towards your Dungeon. When breaching through your walls the heroes who follow along with him are free to attack, steal to their own heart's content. Tunnellers posses little fighting power, but it is still better than that of your Beetles and the like. During the first missions of the game the Tunnellers are tuned down a bit to make the fights easier to win. As noted in the traits Tunnellers have the bizarre behaviour of mimicking Imps when they get into your possession. They can do any job the Imp does, but you can't use these while "possessing" him. Also this 'Imp' is pretty strong and he does cost some money when it is payday. Dwarf (also referred to as Mountain Dwarf or DwarfA) --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------- ----------------- --------------------------------- HP: 2075 Attack (1) Training Cost: 5 ATK: 207 Protect (4) Scavenge Cost: 6 ARM: 40 Rebound (7) Natural enemy: - LCK: 2 Slaps to kill: 30 SKL: 124 Eat #chickens: 2 DEX: 228 Lair Size: 1 Reward: 145 Job: Manufacture in Workshop Traits ------ -Good at manufacturing Dwarfs posses no attack spells so they solely rely on close-range combat. However they are not that much stronger to their blonde Tunneller related cousins. Pretty easy to defeat and a nice addition for your workshop, but otherwise you might be better of with a Vampire or Skeleton. Archer --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------- ----------------- --------------------------------- HP: 1245 Attack (1) Training Cost: 8 ATK: 83 Arrow (1) Scavenge Cost: 8 ARM: 20 Guided Missile(4) Natural enemy: - LCK: 15 Speed (6) Slaps to kill: 30 SKL: 249 Slow (8) Eat #chickens: 2 DEX: 415 Lair Size: 1 Reward: 249 Job: Manufacture in Workshop Traits ------ -Reasonable at manufacturing -Great for putting on Guard posts stations -Terrible in close range combat Lightly armored with only medium strength the Archer is at it best from a distance. An individual arrow doesn't do much damage, but combined with Speed, Slow and the guided missile this adversary can cause a great deal of damage to his opponents. If converted they may get annoyed if the workshop is too small for him to work in. Thief --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------- ----------------- --------------------------------- HP: 1037 Attack (1) Training Cost: 12 ATK: 124 Speed (4) Scavenge Cost: 8 ARM: 20 Invisibility (8) Natural enemy: - LCK: 14 Rebound (10) Slaps to kill: 30 SKL: 332 Eat #chickens: 2 DEX: 498 Lair Size: 1 Reward: 236 Job: - Traits ------ -Mediocre but very stealthy fighter with Speed and Invisibility -Becomes a level 3 Knight if trained beyond level 10 -Often appointed to stealing gold from your dungeon Again, another weak fighter. He's stronger than the Archer, but left on its own a Spider or a Tentacle can easily finish him of. Fighting is not the best quality of this hero. The ability of mixing Speed with Invisibility of leads to cases where the Thief just wanders by your minions and steals money without you even knowing it. This might happen in level 18: Blaise End for example. Better get a ghost in your army as he can spot invisible creatures. If you have the chance to convert a Thief do so! He may look very weak, but once he transcends level 11 he becomes a fine level 3 Knight who is much better at fighting. Barbarian --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------- ----------------- --------------------------------- HP: 2905 Attack (1) Training Cost: 40 ATK: 249 Protect (6) Scavenge Cost: 18 ARM: 50 Natural enemy: - LCK: 10 Slaps to kill: 40 SKL: 294 Eat #chickens: 1 DEX: 290 Lair Size: 1 Reward: 394 Job: Training Traits ------ -Reasonable good at training -Cannot research The hammer wielding barbarian is a strong adversary who takes a lot of abuse before he falls down to the earth. Converting a Barbarian is an excellent choice as these creatures are pretty strong physical fighters. Giant --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------- ----------------- --------------------------------- HP: 2697 Attack (1) Training Cost: 35 ATK: 415 Speed (10) Scavenge Cost: 25 ARM: 60 Natural enemy: - LCK: 20 Slaps to kill: 40 SKL: 124 Eat #chickens: 3 DEX: 249 Lair Size: 2 Reward: 178 Job: Training Traits ------ -Third most powerful enemy after Horned Reaper and Avatar -Cannot research -Slowest hero Similar to the Barbarian, but more set to the extremes this creatures has more stamina and strength, but it is also slower and less skillful. Giants can be a good addition to your army, as their biggest shortcoming is resolved by their level 10 ability: Speed. But still his inability to use any type of magic can mean that he has a difficult time against any magic users. Fairy --------------------------------------------------------------------- Lvl 10 stats Abilities Other ------------- ----------------- --------------------------------- HP: 622 Attack (1) Training Cost: 4 ATK: 41 Drain (3) Scavenge Cost: 4 ARM: 10 Lightning (4) Natural enemy: - |
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