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 Dungeon Keeper

Dungeon Keeper

     ____     __  __   __   __   ____    _____   ______   __   __
    / __ |   / / / /  /  | / /  / __/   / ___/  / __  /  /  | / /
   / /_/ /  / /_/ /  / /||/ /  / /_//  / _/_   / /_/ /  / /||/ /
  /_____/  /_____/  /_/ |__/   |___/  /____/  /_____/  /_/ |__/

      __   __   ________   ________   _______   ________   _______
     / /  / /  / ______/  /  _____/  / ___  /  /  _____/  / ___  /
    / /_/ /   / /_       /  /_      / /__/ /  /  /_      / /__/ /
   /    /    /    /     /    /     / _____/  /    /     /    __/
  / /| |    /  __/     /  __/     / /       /  __/     / /| |
 / / | |   /  /____   /  /____   / /       /  /____   / / | |
/_/  |_|  /_______/  /_______/  /_/       /_______/  /_/  |_|

 Game:           Dungeon Keeper
 Platform:       Windows PC (95+)
 Version:        1.1
 Last Updated:   8 August 2010
 Written by:     Iron Knuckle
 Type:           FAQ/Walkthrough
 GameFAQ status:  99%

Table of Contents

  Version Updates


    Game options
    Keyboard shortcuts





  Doors and Traps

   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



  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:

8 August, 2010 - v1.11:
 Reader Xiaopang found a Transfer creature dungeon special in level 7
that I had missed! It also turns out that doors do sell for the 
proper gold, but the number doesn't appear on-screen.


 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 

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 

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 

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
 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


 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 

     level     %
     -----   ---
         1   100
         2   135
         3   170
         4   205
         5   240
         6   275
         7   310
         8   345
         9   380
        10   415

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

 -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 

 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.

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

 -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:            -


 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

 -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.

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

 -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.

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:            -

 -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

 -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

 -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.

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

 -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.

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

 -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)

 -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

 -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.

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

 -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

 -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.

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

 -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.

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)
 -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

 -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 

 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...


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

 -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 

 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

 -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.

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

 -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.

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:            -

 -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.

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

 -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 

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

 -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.

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:  -
 LCK:      40    Heal         (5)    Slaps to kill:  8
 SKL:     244    Invisible    (6)    Eat #chickens:  1
 DEX:     290    Guided Missile(7)   Lair Size:      1
 Reward:  236    Rebound      (8)    Job: Doing research
                 Meteor       (9)
                 Freeze      (10)

 -Immune to poisonous gas
 -Flying creature
 -Great researcher
 -Weakest creature of all (can be killed with 1 "Lightning" spell)
 -Can be deadly in groups in long distance battles

 If you can convert one of these they may seem pretty weak, and they 
are, but Fairies are good researchers and if you drop a few of them 
in the back of a battle they can do some serious damage on your 
opponents, but at close range they're completely hopeless. I once had 
a single level 10 Vampire against two level 5 Fairies and a level 10 
Fairy. The Vampire lost.., so this shows that Fairies can be 
dangerous, but only when the enemy can't get close to them. It only 
takes few hits to knock out a Fairy.

Witch                       (also referred to as Priestess sometimes)
Lvl 10 stats    Abilities           Other
-------------   -----------------   ---------------------------------
 HP:     1245    Attack       (1)    Training Cost: 16
 ATK:      83    Fly          (2)    Scavenge Cost: 20
 ARM:      20    Poison cloud (3)    Natural enemy:  -
 LCK:       6    Rebound      (4)    Slaps to kill: 20
 SKL:     124    Whirlwind    (5)    Eat #chickens:  2
 DEX:     332    Lightning    (7)    Lair Size:      1
 Reward:  311    Heal         (8)    Job: Doing research
                 Guided Missile(9)
                 Hailstorm   (10)

 -Fly ability (level 2 and up)
 -Reasonable researcher/scavenger

 Like her male counter-part the Wizard this creature excels at using 
spells just like the Fairy, but she's a bit stronger than her. Still 
she's pretty weak and can be defeated easily if attacked by more than 
one creature. If she's above level 5 use some Bile Demons as they are 
too heavy to be blown away by the whirlwind attack.

Lvl 10 stats    Abilities           Other
-------------   -----------------   ---------------------------------
 HP:     1452    Attack       (1)    Training Cost: 30
 ATK:      83    Missile      (1)    Scavenge Cost: 20
 ARM:      15    Fireball     (3)    Natural enemy:  -
 LCK:       5    Rebound      (5)    Slaps to kill: 17
 SKL:     124    Heal         (5)    Eat #chickens:  2
 DEX:     415    Freeze       (6)    Lair Size:      1
 Reward:  518    Hailstorm    (7)    Job: Doing research
                 Drain        (8)
                 Slow         (9)
                 Meteor      (10)

 -Immune to poisonous gas
 -Top notch researcher, better than the Warlock
 -Good scavenger
 -Cannot manufacture
 -Drives any non Wizard/Warlock out of the Library

 If possible you should get some Wizards to do your research. They're 
the best researchers amongst all creatures. However just Wizards are 
almost carbon-copies of the Warlock painted blue instead of purple. 
Their statistics and traits are so similar that they can be 
considered as the same. A Wizard is just as arrogant as it's dark 
counter part so take care and prevent any riots if their numbers 

Lvl 10 stats    Abilities           Other
-------------   -----------------   ---------------------------------
 HP:     1348    Attack       (1)    Training Cost: 12
 ATK:     166    Heal         (2)    Scavenge Cost: 15
 ARM:      20    Protect      (3)    Natural enemy:  -
 LCK:      30    Slow         (4)    Slaps to kill: 25
 SKL:     332    Missile      (5)    Eat #chickens:  2
 DEX:     332    Drain        (7)    Lair Size:      1
 Reward:  311    Hailstorm    (9)    Job: Doing research

 -A more balanced fighter and spell caster
 -Reasonable researchers and scavengers
 -Slow moving
 -Loves to be in and around the Temple

 Some consider him the religious and sacred counterpart of the 
Vampire, but one-on-one a Vampire should be able to win the battle on 
the same height. Otherwise Monks can be serious problems as the 
highest level versions learn Word-of-Power which packs a serious 
punch to all surrounding creatures. Converting one of these might be 
a wise decision as they are quite good in battle (more balanced 
trade-off between power and spells than all the previous heroes) and 
have relatively little costs attached to them.

Samurai                         (also referred to as Ninja sometimes)
Lvl 10 stats    Abilities           Other
-------------   -----------------   ---------------------------------
 HP:     2905    Attack       (1)    Training Cost: 50
 ATK:     332    Sight        (5)    Scavenge Cost: 30
 ARM:      60    Lightning    (6)    Natural enemy: Dark Mistress
 LCK:      20    Speed        (7)    Slaps to kill: 50
 SKL:     290    Freeze       (9)    Eat #chickens:  3
 DEX:     373                        Lair Size:      1
 Reward:  809                        Job:     Training

 -One of the best creatures in the game
 -Excellent trainer
 -Good at all types of jobs

 The legendary Samurai are pretty rare in the single player game, but 
they are not to be taken too lightly. for levels 1 to 5 a Samurai 
possesses no skills other than his sword, but if he levels up any 
further he learns two long range spells and can also speed up his 

 Samurai are good at any kind of job, but there is only one problem 
which you need to sort out. Dark Mistresses and Samurai following the 
code of the bushido cannot live together in one lair. They are both 
fierce warriors and therefore you don't want to lose either of them. 
Again, split their lairs and everything will work out fine.

Knight               (also referred to as Lord of the Land sometimes)
Lvl 10 stats    Abilities           Other
-------------   -----------------   ---------------------------------
 HP:     2905    Attack       (1)    Training Cost: 40
 ATK:     332    Sight        (4)    Scavenge Cost: 30
 ARM:     100    Lightning    (7)    Natural enemy:  -
 LCK:      10                        Slaps to kill: 40
 SKL:     294                        Eat #chickens:  3
 DEX:     290                        Lair Size:      1
 Reward: 2241                        Job:            -

 -Good fighter
 -Doesn't excel in any job
 -Cannot Scavenge (it does cost money; but no Knights get attracted)

 This guy is pretty expensive considering what he has to offer. A 
good figher, but unlike what others think the Knight is by far not 
the Reaper's equal. Knights are only half as strong and have much 
less HP, even their ability to heal themselves doesn't make up for 
that. In any case only convert the lord of the land if you need to 
take out the other Keeper as it is a solid warrior capable of doing 
quite some damage for you.

Lvl 10 stats    Abilities            Other
-------------   ------------------   --------------------------------
 HP:    12450    Attack        (1)    Training Cost: 100
 ATK:     622    Protect       (2)    Scavenge Cost: 50
 ARM:     120    Heal          (4)    Natural enemy:  -
 LCK:      20    Freeze        (6)    Slaps to kill: 40
 SKL:     456    Drain         (7)    Eat #chickens:  3
 DEX:     747    Guided Missile(8)    Lair Size:      1
 Reward: 4980    Invisibility  (9)    Job:            -
 -One-on-one unmatched in combat against any creature
 -Physical strength is equal to the Horned Reaper
 -Ability to take out small armies single handedly
 -Excellent trainer
 -Good Researcher
 -Cannot Scavenge (it does cost money; but no Avatars get attracted)

 The final boss of the game appears only as level 10 in the last 
single player level of the game. The avatar is dubbed the walking 
tank or the one man army. With an nearly endless supply of health 
this creature is capable of slaying entire groups of your creatures 
if you don't take care.

 With the Protect and Heal in his possession it will take even longer 
to slay him. Then you imprison him, but you need to cast the "Heal" 
spell literary thirty to forty times at it's highest level to 
completely heal this adversary. Then put him in the Torture room and 
wait... After a while he'll change side and choose for you. Now you 
have the most powerful creature in your possession. He may cost 
nearly 5000 gold per payday, but he's worth an entire army. You have 
almost nothing to fear except boulder traps maybe... 


Treasure Room
Cost per tile:    50
Research value: 1000
Shortcut key:      T
Creatures attracted:
 Demon Spawn, Dragon

 The treasure room is like the Lair and Hatchery one of the primary 
and essential rooms in your dungeon. Without one you cannot function 
properly (unless you start out with a gigantic amount of cash in the 
beginning). Usually available right from the start the Treasure room 
stores all the gold you find in the level. Increasing the efficiency 
of this room makes it possible to store more and more money on a 
single tile. As treasure heaps up larger piles of wealth become 

 Make sure to build treasure rooms close towards gold seams or gem 
blocks as your Imps spend too much time walking around with the money 
they claim otherwise. In some cases having multiple treasure rooms 
can be very handy if you are digging in a completely different corner 
of the map. On the other you also need to place it close to where 
your creatures reside as you don't want them walking all over the 
place when it is payday. Large Treasure rooms also attract Dragons 
and Demon Spawns in particular.

Cost per tile:   100
Research value: 1000
Shortcut key: Shift + L
Creatures attracted:
 Beetle, Bile Demon, Dragon, Spider, Tentacle, Vampire 

 Without a lair all of your creatures grow unhappy rather quick. The 
Lair is the resorting place of tired out creatures who regenerate 
their energy by sleeping. Although all homes build in the Lair take 
up at one tile each creature claims a distinct number of tiles in the 
entire Lair. For most creatures this value is one, but certain big 
creatures like Dragons take up 4 tiles. In some of the levels you 
need to construct two separate Lairs as certain creatures will not 
live together in the same shared lair. The following types of 
creatures should always be kept apart:

            Fly         <->  Spider
            Hell hound  <->  Demon Spawn
            Warlock     <->  Vampire
            Skeleton    <->  Bile Demon
            Samurai     <->  Dark Mistress 

The easiest way to do this is by building two separate lairs and 
plunging either type in its own distinct lair. This way they build 
their homes won't cause any rivalry.

Cost per tile:   150
Research value: 1000
Shortcut key: Shift + H
Creatures attracted:
 Bile Demon, Spider

 A Hatchery is required to feed you minions. After building it little 
eggs rise from the ground, they break freeing a small, yellow, pluche 
chicken. They wander around aiminglessly and die rather quick if they 
are taken outside of the Hatchery.

 You creatures need to eat otherwise they lose energy by starvation. 
Another thing to note is that certain creatures can get particularly 
unhappy, when no Hatchery is available or when it is too small. The 
Bile Demon is one example of this. Most creatures digest at most one 
or two chicken per visit, but again the Bile Demon eats a stagger 6 
pieces of poultry before it is satisfied. You can imagine that a 
small group of these creatures is a serious drain on your food supply.

 Another reason to build a large Hatchery is that you can effectively 
heal your imprisoned heroes with the chickens. This is much cheaper 
than the "Heal" spell, but it does require some patience as a 
chickens only heal little health. Also, when a victim is tortured 
feeding him/her makes sure the tortured creature doesn't die too 

Training room
Cost per tile:   150
Research value: 1000
Shortcut key: Shift + T
Creatures attracted:
 Demon Spawn, Orc

 Although, combat is twice as effective to reach get your creatures 
to reach higher levels a Training room is essential in most levels. 
Using this room you can train any of your creatures (including Imps) 
to the maximum of level 10. training however costs quite a lot of 
money and if you can only afford little money to spend you may want 
to keep most of your creatures outside of this room. Therefore it is 
often a good idea to build some doors to the entrances of the 
Training rooms. If you lock these none of your creatures can spend 
your money in here.

 Lastly, if your dungeon has any weak parts it might be best to build 
either a Workshop or this Training room in the vicinity as any 
breaches will immediately be noticed by the working creatures in 
those places.

Cost per tile:   200
Research value: 1000 (researching the Library is usually never done)
Shortcut key:      L
Creatures attracted:

 The Library is place where creatures can be put to work to research 
new spells for you to use or the more advanced rooms that can build 
afterwards. Warlocks are automatically attracted to doing research 
and if you have any Warlocks with a level greater than 1 they will 
open fire on any creature who is not a Wizard/Warlock that trespasses 
the Library. Hence you should either not train your Warlocks too 
early or build the Library in a quiet area away from your other 

 Each room or spell has its own Research value, when this many 
research points have been reached the spell/room becomes available to 
you. The more advanced the item you are researching the more research 
points are required to research it. The "Destroy Walls" spell costs a 
whopping 750,000 points and therefore it takes ages to get this spell. 
The order in which the spells/rooms are researched is fixed in a 
predefined order, even though some spells take longer to research 
than the consecutive ones:

     1 Create Imp     (usually available)
     2 Treasure Room  (usually available)
     3 Lair           (usually available)
     4 Hatchery       (usually available)
     5 Training Room  (usually available)
     6 Library        (usually available)
     7 Sight of Evil
     8 Bridge 
     9 Speed 
    10 Must Obey 
    11 Guard Post 
    12 Call-to-Arms 
    13 Workshop 
    14 Conceal Monster 
    15 Barracks 
    16 Hold Audience 
    17 Prison 
    18 Cave In
    19 Torture Chamber 
    20 Heal 
    21 Temple 
    22 Lightning 
    23 Graveyard 
    24 Protect 
    25 Scavenger Room 
    26 Chicken 
    27 Disease 
    28 Armageddon
    29 Destroy Walls

To speed up the research either have the highest leveled creatures 
research or have Dragons/Wizards/Warlocks/Fairies doing this job as 
they are most able of all creatures (the hero Wizard in particular).

Cost per tile:    30
Research value: 4600
Shortcut key: Shift + B
Creatures attracted:

 The bridge can be a valuable asset as it allows your minions to 
traverse more easily through water and it also allows them to move 
over lava. One of the strategies you could try with bridges on lava 
is building one to your enemy and as soon as they reach the center 
start selling the bridge this way they take a lot of damage before 
reaching safeland.

Guard Post
Cost per tile:    50
Research value: 6700
Shortcut key: Shift + G
Creatures attracted:

 I don't use Guard posts very often, but Orcs have a natural habit of 
commanding these positions. If placed tactically your 
magic/projectile users can take out distant enemies using one of 
these. As they attack anything on sight.

Cost per tile:   200
Research value: 9000
Shortcut key:      W
Creatures attracted:

 Workshops are the ideal and only locations where you can build and 
manufacture the traps and doors that can be set up in your dungeon. 
Similar to the research in the Library it takes a certain amount of 
Manufacture time to construct a trap or door. Not only does the size 
of the Workshop influence the efficiency, but it also influences 
which items can be built:

     Trap type       Size (in tiles)
     -------------   ----
     Alarm              1
     Poison Gas        10
     Lightning         13
     Lava              17
     Word-of-Power     21
     Boulder           17

     Door type       Size (in tiles)
     -------------   ----
     Wooden            10
     Braced            13
     Iron              17
     Magic             21 

 Trolls are by far the most proficient manufacturers, but other 
creatures like Bile Demons, Orcs and the red haired Dwarfs have good 
manufacturing skills as well.

Cost per tile:    125
Research value: 12000
Shortcut key:       B
Creatures attracted:

 Barracks serve for two purposes: 1. They are required for attracting 
the very handy working slaves called the Orcs. 2. Barracks can be 
used to group your creatures. Place all the creatures you want to 
assign to the group in the Barracks then "Posses" the leading 
creature and all the other creatures in the Barracks will follow you 
around. They do so until they either die or when you retract the 
"Posses" spell. In the latter case they will resume doing what they 
initially did. Also notice that natural enemies will never form 
groups together and the Horned Reaper won't do group work either.

Cost per tile:    225
Research value: 20000
Shortcut key: Shift + P
Creatures attracted:
 -, but can get you Skeletons

 This room is used to keep all the vile creatures and imprisoned 
heroes. Heroes can only be imprisoned if you set the "Imprison" 
option under the "?" in the left pane menu. You can also place one of 
your own creatures here so they can't do any harm to anybody. While a 
creature is here he cannot go out to the Hatchery an they cannot be 
scavenged by hostile keepers as well. During the time they spend here 
they start moaning every now and then, which causes them to lose 
health over time.

 Certain creatures like Spiders like to taunt the creatures inside 
the Prison. They do so by applying their Freeze spells on them for 
fun. Next to that when a humanoid creature dies there is a chance 
that a Skeleton may raise from the remains. Also if the creature was 
carrying any money with him it will be released the moment he/dies. 
Small Prisons can also be the cause of an outbreak when there are too 
many creatures inside of it. This may lead to prisoners escaping, 
which is usually a bad thing.

 You can also feed them chickens or drop the chicken inside the 
Prison to watch the inhabitants fighting over the little delicacies. 
When heroes or hostile creatures have been dragged to the Prison by 
the Imps you can pick them up with your Keeper hand and drop them at 
any location. Usually you want to put the creature in the Torture 
room so that it can be subdued to torture for various reasons as 
spelled out below.

Torture room
Cost per tile:    350
Research value: 20000
Shortcut key: Alt + T
Creatures attracted:
 Dark Mistress, Ghosts may appear from dead torture victims

 Even without a Prison the Torture room can be essential to construct. 
It does not only attract the Dark Mistress to your dungeon, but can 
also be used to torture your own minions. You may want to do this 
with, say Warlocks, as torturing one creature of that type makes all 
the other creatures of that type work 25% harder. This is the same 
effect as slapping them. You have to take care that when a certain 
pain threshold is crossed the creature's health depletes rather 
quickly. During the torture the creature doesn't get any salary out 
from payday.

 Torturing a Hero may result in two things. For one thing, it might 
reveal some information about the enemy dungeon. This will always be 
showing the location of the enemy's dungeon heart. The view expands 
each time more information is claimed. Secondly, if a creature is 
subdued to torture for a long enough period without dying it will 
convert to your side. This can be done for any creature, but certain 
creatures need more time to be mentally 'broken'. If the creature 
doesn't survive the pain, it will die and return as a Ghost who has 
the same level of experience as the original host of the body had. 
Ghosts have only poor combat skills, and therefore you should only 
let the weakest creatures die.

 The time it requires to break the enemy depends on the type of 
creature (Thieves have a really low threshold for pain, whereas 
Samurai are more resistant), the efficiency of the room and whether 
the "Speed" spell has been cast. Yes, you can cast this spell on 
enemy creatures too once they're in your possession.

Cost per tile:    350
Research value: 25000
Shortcut key:  Ctrl + T
Creatures attracted:
 Tentacle (still difficult to attract),
 also sacrifices can give you interesting creatures

 Temples are quite important assets later on in the game. Not only 
can you use them for sacrifices and keeping the Horned Reaper (and 
any creature except the Vampire) happy, but they can also be used to 
cure 'diseased' or 'chickenfied' creatures. Apart from those 
advantages putting a creature in the Temple will make them immune to 
scavenging for ~1.5 minutes. The sacrifice list goes as following:

 Sacrifice       Result
 --------------- ----------------------------------------------------
 Imp             Cost of generating more Imps decreases dramatically
 2x Fly          Current research completed (handy for "break walls")
 2x Beetle       Current manufacture Workshop completed
 3x Spider       Receive a Bile Demon
 Beetle + Spider Receive a Dark Mistress
 Fly + Spider    Receive a Warlock
 Bile Demon +   \
  Troll +       |Receive a Horned Reaper
  Dark Mistress /
  - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 Ghost           All chickens die
 Vampire         Disease spreads amongst all your creatures
 2x Bile Demon   All creatures turn into chickens

As you can see you'd better not sacrifice any undeads or else you're 
in trouble. The received creatures have a level depending on what the 
levels of the sacrificed beings are. It's not quite the average of 
the two/three, but it does look like there's a connection between 
these experience levels. 

Cost per tile:    300
Research value: 25000
Shortcut key:       G
Creatures attracted:
 -, but Vampires are raised from it.

 One of the final rooms you'll research is the Graveyard. Use this to 
remove dead bodies loitering around in your dungeon or put the slain 
heroes to rest where their bodies lie and rot. After 10 bodies have 
decomposed a Vampire will transcend from the graves working for your 
side. To speed the decomposition process up get out a Hell hound and 
make him walk around the Graveyard. He starts to lift his leg and 
pees on the dead increasing the speed at which the bodies decompose. 
Even if you're not out for Vampires in particular a Graveyard might 
be wise to build as dead friends seriously sadden and annoy all of 
your creatures, but the Horned Reaper and the Vampire himself.

Scavenger room
Cost per tile:    750
Research value: 27500
Shortcut key:       S
Creatures attracted:
 Hell hound,
 and many indirectly via scavenging

 The last room is also by far the most expensive one to build. Make 
sure you have enough gold reserves when building it and also 
afterwards as scavenging costs gold. The scavenger room can be used 
to attract more creatures even after you reach the maximal limitation 
of creatures which can be attracted by Portals for that level. If a 
Vampire, who automatically scavenges by default, is present in the 
Scavenger room the rate at which monsters enter your dungeon 
increases by 50% giving you a serious edge over your opponents.

 Also you can put down any creature into the scavenger room and 
they'll start walking around trying to scavenge other creatures on 
the map, but they can only scavenge creatures of their own type. The 
more and the higher leveled creatures of the same type are scavenging 
the greater your chances are another creature of that type will join 
you. First the creatures of the lowest level are attracted and 
afterwards then the stronger versions. Note that scavenging works on 
_any_ aligned creature on the map; this includes neutral creatures as 

 If the creature can also be attracted via a Portal even more copies 
may appear even after all creatures on the map are already in your 
army. Finally, if all the creatures that can be attracted via the 
Portal are also exhausted it no longer costs gold to attract. Use 
this guideline to see whether attracting creatures still serves a 
purpose. One more note: The Knight and Avatar cannot scavenge any 
companions even if they are present on the map. Therefore you should 
never waste money on them scavenging.


Cost:           0
Location:       On any of your creatures
Research value: - (always available)
Chant:          "Create new internal"

 This unique ability in this game allows you to take over the body of 
any of the creatures in your dungeon. "Posses" doesn't cost you a 
penny and can be very useful if you need to do certain specific tasks 
yourself (e.g. like leading the group in the Barracks). You have full 
control over the creature using the mouse to turn and the arrow keys 
to walk. Use digits 0-9 to control any of the spells this creature 
has, if available. Yes, you can even use spells 7,8,9 and 0 (10) 
which are hidden from the initial sight. Just press the digit to make 
select them. Click with the mouse to apply the skill and see what 
happens. After a little while everything feels comfortable. Press the 
right mouse button to return to your overall view, thus releasing the 
creature of the mind control.

 Notice that the programmers added cool effects to the view. To make 
it appear even more realistic that you actually posses the creature 
certain effects are applied. Flies have a broken sight, just like 
most of the lower life forms. Dogs (i.e. the Hell hound) can only see 
black and white and the Vampire sees everything in red. In some cases 
possessing creatures can be useful to disarm traps (like with Dragons 
or Bile Demons).

Create Imp
Cost:           150 + 150 * (number of Imps - sacrificed Imps)
Research value: 1000
Location:       Only your tiles
Chant:          "Impus Neetum"

 The most valuable spell of them all is usually available straight 
away. Use it to create an infinite supply of slaves called: the Imps. 
Take note that the spell becomes progressively more expensive each 
time used. In order to get large groups of Imps cheaply sacrifice all 
your Imps this will drop the price of the Imps more than it normally 
would. If you sacrifice all 4 Imps then constructing the next 4 Imps 
only costs 4 * 150 = 600 instead of 150 + 300 + 450 + 600 = 1900 and 
the difference only becomes bigger with larger quantities. A true 

Cost:           50, 60, 70, 80, 90, 100, 110, 120, 130
Research value: 3800
Location:       Anywhere
Chant:          "Octus Diablos"

 This spell lets you view an arbitrary location on the map and it 
reveals anything in that area. The longer you keep the mouse button 
pressed the more expensive the spell becomes, but also the larger the 
area of you view expands. You can use certain spells like "Lightning" 
while using this spell, but you cannot cast the Chicken or Disease 
spells with sight. The chant also means literary "Devil's Eye" in 

Cost:           100, 200, 300, 400, 500, 600, 700, 800, 900
Research value: 5700
Locations:      On any of your creatures
Chant:          "Accelerate"

 This spell doubles the speed at which your creatures move. This the 
"Speed" has the same effect as the Speed ability that some of your 
minions have. So you can't apply both of them. If you consider that 
slapping your creature makes them move 25% faster, then combining 
that with "Speed" means that they move at an incredible 250%! If the 
creature is too arrogant to be slapped then have the "Must Obey" 
spell active or torture one of his mates to achieve the same effect. 

Must obey
Cost:           25 / second
Research value: 6000
Location:       N/A (applies to any of your creatures on the map)
Chant:          "Slavee"

 A very expensive spell, but it can be useful under the right 
conditions. What it does is the following:

 -Makes your creatures move at 125% (same speed as slapping)
 -Forces them to work; they will never sleep in their lairs
 -It prevents creatures from deploying bad behavior when annoyed
  (but they still get annoyed nonetheless)

 So, if your Imps are digging Gems and you need your jobs to be done 
fast cast the spell. It is going to be quite effective, but if you 
just had a big battle you may want to turn it off. Otherwise your 
creatures cannot go to rest and replenish their energy.

Cost:           1,2,3,4,5,6,7,8 / second; 0 if cast on own tile
Research value: 7400
Location:       Any visible tile
Chant:          "Aggresum actractus"

 This spell can be used to put a flag pole down which will attract 
any nearby creatures. They will ignore their works and heed for the 
call. Using this spell you can guide your creatures effectively 
through new territory, however casting the spell on ground that 
hasn't been claimed as yours costs a lot of money.

 If the call range is maximized Teleporting creatures such as the 
Vampire and the Dark Mistress automatically jump towards the location. 
This can be very beneficial if you wish to attack the Dungeon heart 
straight away after revealing its location. Oddly enough an AI 
controlled Keeper can pinpoint your Dungeon heart and put down the 
flag without him ever exploring that area. This way the CPU can cheat 
by having the teleporting creatures simply jump to that position on 
the map. This lead to silly/unexpected situations when playing 
Skybird Trill.

Cost: 100, 200, 300, 400, 500, 600, 700, 800, 900
Research value: 9400
Locations:      On any of your creatures
Chant:          "Vapous"

 The invisibility spell doesn't seem to work as I hoped it would. The 
manual says that the spell works as long as you don't attack the 
enemy. However I tried to "posses" such a creature but Heroes just 
attacked me head on...
 Applying it to any of your creatures in Dungeon view doesn't have a 
good effect either as creatures always attack (there's no "Suppress 
attack" option). The only situation of which I can think of using 
this spell is when an Imp needs to claim enemy territory from under 
their noses. Imps don't attack at all and so they continue claiming 
area as long as the opposition don't spot him. 

Hold Audience
Cost:            1000
Research value: 11000
Location:       Anywhere, your view jumps back to the Dungeon heart
Chant:          -

 This spell calls all your creatures back to your Dungeon heart. 
Otherwise nothing happens. An audience is only useful if there is a 
direct treat to your Dungeon heart.

Cost: 1000, 1200, 1400, 1600, 1800, 2000, 2200, 2400, 2600
Research value: 25000
Locations:      Any visible tile ("Sight" included)
Chant:          "Petrundeos"

 I never use this spell either. "Lightning" is not only much more 
effective, but this spell also damages your creatures too. Basically, 
the spell causes many small rocks to drop down on the location you 
applied "Cave-in". Most of the time the creatures simply move out of 
the spell's reach and they're safe. The manual says that it can be 
used to turn water or lava into solid ground, but even after spending 
50,000 gold on this spell in a test setup it still didn't work for a 
single tile...

 The only use for this spell is in the "Crush the Imp" bonus levels. 
Just get all your Imps into one small room and lock the door. Apply 
the spell at its highest level and kill all the Imps to win the bonus, 
but other than that I never made use of it.

Cost: 300, 400, 500, 600, 700, 800, 900, 1000, 1100
Research value: 14000
Location:       Any creature, who's health is not completely filled
Chant:          "Vitae"

 I bet you want to get this spell asap, its much better than 
restoring health with chicken and it is not that expensive except 
when you need to fully heal an Avatar. This spell has a very peculiar 
behavior as it heals the following amount of health points (the 
smallest base unit for measuring health) depending on the strength 

        Cost   Heals Increase (both in health points)
        ----   ----  --------
         300     80         -
         400    120        40
         500    160        40
         600    190        30
         700    220        30
         800    270        50
         900    290        20
        1000    340        50
        1100    500       160(!)

As noticeable the gap between the costs of 1000 and 1100 is 
tremendous so always go for that additional 100 gold when maximizing 
this spell. Furthermore, the spell's power doesn't increase linearly 
which is pretty odd in my opinion.

Cost: 600, 1200, 1300, 1700, 1800, 2000, 2200, 2400, 3000
Research value: 15000
Location:       Any visible tile ("sight" included)
Chant:          "Electrundeos"

 A great spell, use it at maximum charge to have an instant enemy Imp 
killing spell at your disposal. Also this spell is best to use in 
melee as it won't harm your own creatures. On all but the highest 
level the Lightning bolt is not that special, but that very last bit 
adds so much more charge to this attack. You should only use 
completely charged shots otherwise they drain your money way too 
rapidly. Use this spell also to weaken incoming enemies. They are 
much easier to defeat for your (possibly) weaker minions.

Cost: 100, 200, 300, 400, 500, 600, 700, 800, 900
Research value: 15000
Location:       Any creature under your control
Chant:          "Sanctus"

 Similar to the Protect spell as owned by certain high leveled 
creatures this spell will lessen any damage from incoming attacks by 
25%. Most of the time you don't really need it, but certain battles 
especially longer ones give you a clear benefit when this spell is 
used. The increase in power makes the spell last longer (up to about 
~1 minute at most).

Cost: 1200, 1300, 1400, 1500, 1600, 1700, 1800, 1900, 3000
Research value: 20000
Location:       On any creature that stands on one of your tiles
Chant:          "Tica"

 The "Chicken" spell can be very useful against tough enemies. It 
turns them into pacifistic chicken during the battle who will flee 
towards the closest hatchery. If the 'chicken' is eaten the original 
creature dies. You may notice the vast increase for the last upgrade, 
but it's worth it as the spell lasts nearly twice as long when maxed 
out. Also "Tica" is Latin for chicken.

Cost: 7000, 7200, 7400, 7600, 7800, 8000, 8200, 8400, 9000
Research value: 20000
Location:       On any creature that stands on one of your tiles
Chant:          "Mortiis"

 Like the Chicken spell this attack is more subtle than any direct 
attack. The "Disease" spell gradually inflicts damage on any creature 
that comes in contact with the victim on whom it was cast. This can 
work in both ways for you. Suppose you send out a diseased fly. He'll 
surely die when meeting more than a few Imps, but before dying he is 
going to spread the plague amongst all of your opponents creatures. 
If he hasn't build a large enough Temple to cleanse his creatures 
they will all perish sooner or later.

 On the other hand if one of your creatures gets contaminated you 
quickly need to move any creatures infested with an animation of 
flies to the Temple otherwise they shall die just as well! An 
expensive spell, but in some situations it just might work out...

Cost:            60000 (can't be charged)
Research value: 100000
Location:       -
Chant:          "Inume hastum mortis viserum nussey"

 An expensive spell which asks for a confirmation before it's being 
cast. This spell brings upon the apocalypse by assembling all 
creatures on the map to your Dungeon heart for an all decisive battle. 
After being cast the dreadful chant can be heard around the entire 
map. All enemy Keepers receive a warning and a countdown timer starts 
to tick showing the remaining time until Judgment is there. Once the 
timer reaches 0 all your creatures are sent to the Dungeon heart just 
one second before all the other creatures on the entire map appear. 
During the Armageddon you cannot hold any of your creatures using 
your hand so beware of the consequences. Casting this spell may give 
you an advantage being in your home stretch, but if you fail your 
dungeon is doomed. That is, if all creatures of any side dies the 
Heart of that Keeper is automatically destroyed (not counting Imps).

 I did notice some 'gaps' that can prevent the spell from working as 
it is supposed to be. For one thing, Chickens don't heed the call so 
casting "Chicken" on any of your creatures keeps them safe from being 
attracted. Secondly, during the Armageddon new creatures may appear 
from Portals this way it could be the case that even though you 
completely defeat all the troops of a Keeper the Heart is still not 
obliterated. The entire purpose of the Armageddon is calling upon the 
final battle, so basically this works quite counter productive 

Destroy Walls
Cost: 10000, 12000, 14000, 16000, 18000, 20000, 22000, 24000, 26000
Research value: 750000(!)
Location:       Any earth tiles, except impenetrable rock
Chant:          "Pinitins yajetee"

 This spell costs a tremendous amount of time to research, and the 
results are not that pleasing at all IMO. Anyway, in certain cases 
you may wish to break through certain sections of reinforced wall. To 
do so you need this spell and at least 10000 gold. Cast the spell on 
an enemy reinforced tile to turn it into normal earth again, then 
your Imps can dig through it before your rival re-reinforces the wall 
again. If you use it at maximum charge an area of 2x3 is not only 
weakened but also excavated completely. 

Dungeon Specials

 There's eight types of Dungeon specials to be found in the game. 
Here follows a short description for each type and its purpose.

Reveal map
 This will show you the entire map as if you explored every single 
tile already. If hostile Imps dig through gold then the resulting 
area becomes shrouded again, because the game turns those areas black 
by default. It can be handy to locate all interesting parts on the 
map or to use "Lightning" without needing "Sight" to pinpoint the 

Resurrect creature
 This special simply allows you to get back any creature that died or 
was sacrificed in the temple fountain. It even shows the level of the 
creature so you can pick the strongest one among them all.

Transfer creature
 Only used in single player campaign. This special allows you to take 
1 single creature with you to the next level you enter (including 
bonus games). If this special is used twice then the last use will 
overwrite the first. There is a consecutive chain of these specials 
in from level 7 (Wishvale) to level 16 (TulipScent) allowing you to 
take a single creature along with you for 10 levels. The transfer 
creature is also found in the bonus games as a high leveled creatures 
is your reward for playing them.

Steal hero
 Bewitches any hero on the map, if none present a level 1 Archer or 
Thief is summoned instead. Naturally, you can't claim Knights and 
Avatars using this item.

Multiply creatures
 Does what it says, it creates duplicates of any of your creatures 
including the Imps. This special is found in levels 16 and 17, but I 
haven't really used them in my strategies. Double the amount of work 
force, but it also doubles your burden in terms of cost...

Increase level
 Blesses your creatures by increasing their experience levels by one 
You'd better save a few of these for later occasions. Training at 
higher levels becomes gradually more tedious. Also if you can find 
more than one of these don't use them too shortly after each other or 
the second special's effects will not be executed. Lastly, if you 
have two and have a large number of Imps digging for gems you may 
want to utilize it to give your Imps the power of Speed permanently.

Make safe
 Fortifies your dungeon by reinforcing every single square of soil 
that touches one of your tiles (includes bridges). Level 15 has a 
plethora of this specials to occlude your view from the real bonuses. 
See if you can sort them out.

Locate Hidden Realm
 This special unlocks one of the secret bonus stages in the game. 
There's 5 of these plus the "Moon" secret level. A flag with a "?" 
will appear on the map allowing you to choose it. Oddly, enough there 
are only 4 of these specials to be found in the game.

 Many references I've seen say the specials are located in levels: 8, 
9, 14, 15 and 17. But 14 (Sleepiburgh) doesn't have any "Locate 
Hidden Realm" special that I know of. I checked it in the editor and 
none can be found. Maybe there was a small mistake by the programmers 
that erased the special from the level. I suppose was to be hidden on 
the opposite side of the "Transfer Creature" as it is hard to find 
and there are some open unclaimed tiles around there...

Doors and Traps

 All doors share the same properties, so I can explain them straight 
away. Each type of door is progressively stronger and more resist to 
enemy attacks before it breaches. You can use the door to separate 
rooms or to keep you opponents out of the area for a little while. 
Putting a trap just in front of an door or behind (Boulder!) can be a 
very strategic thing to do. Hover over the door with your cursor to 
lock it by clicking on it. If it succeeded a small key is depicted 
over the door signifying that none of your creatures will (attempt) 
to pass through it. This can be useful for restricting creatures not 
to go into certain areas at your command. Just one thing I need to 
put out, somehow doors have sale values yet I've never seen a gold 
value appear when I sell them. This is a glitch. Keeping track of
the actual gold counter shows how much they are actually worth.

Wooden Door
Workshop size required: 10 tiles
Manufacture time: 18000
Strength: 400
Selling value: 250 (doesn't show as a number on-screen)

Braced Door
Workshop size required: 13 tiles
Manufacture time: 24000
Strength: 750
Selling value: 500 (doesn't show as a number on-screen)

Iron Door
Workshop size required: 17 tiles
Manufacture time: 26000
Strength: 1500
Selling value: 750 (doesn't show as a number on-screen)

Magic Door
Workshop size required: 21 tiles
Manufacture time: 50000
Strength: 3000
Selling value: 1500 (doesn't show as a number on-screen)

 Traps are very interesting when placed properly, but you only 
use/need them if you are on the defensive play (like in Hearth).

Alarm Trap
Workshop size:        -
Manufacture time: 18000
Times used:          12
Selling value:      250

 The alarm trap doesn't do any damage, but it notifies you of any 
type of intrusions. A siren goes off as soon as a hostile creature 
stand on the tile in question.

Poisonous Trap
Workshop size:       10
Manufacture time: 20000
Times used:           5
Selling value:      350

 Poisonous traps act the same as the level 2 Bile Demon's Poison gas 
attack. Some poisonous clouds are spread killing any weak Imp nearly 
instantaneously. Like the creature attack this trap will damage your 
creatures too. Certain creatures are immune to the attack like the 
Bile Demon again. Use those to deactivate the trap if your opponents 
use it on you.

Lightning Trap
Workshop size:       13
Manufacture time: 20000
Times used:           8
Selling value:      500

 Even more effective than the Poisonous gas trap this trap has 8 
shots and it can do quite a lot of damage to any type of creature. It 
doesn't damage your creatures which makes it even better. To disarm 
one yourself take out a high leveled Dragon with the Heal ability. 
Then step over the trap and use Heal to restore the minimal damage he 
sustains. I also noticed that when you step around the corner the 
lightning that is emitted from trap cannot hit you. This lets you 
take even less damage.

Lava Trap
Workshop size:       17
Manufacture time: 20000
Times used:           1
Selling value:      750

 Lava traps will only work once, but can be very essential creating 
gaps changing solid land into lava. When placed strategically they 
can ward of many creatures, except the flying types and those who are 
immune to lava. 

Boulder Trap
Workshop size:       17
Manufacture time: 25000
Times used:           1
Selling value:     1000

 Truly, the most deadly of all traps it can kill any creature, even 
the Avatar, in a single hit. The Boulder trap is triggered when a 
creature gets too close. The Boulder automatically rolls towards the 
victim who triggered it. Boulder traps can remain active for long 
times if you leave them rolling around. If 6 or more creatures are 
squished by it, it should dissolve. Just like it does when it rolls 
into water or lava. Placing them in long corridors makes them very 
efficient, but take care not to get any of your creatures between the 
enemy and the boulder or else they suffer the same fate.

Word-of-Power Trap
Workshop size:       21
Manufacture time: 20000
Times used:           3
Selling value:      750

 The Word-of-Power is a strong trap, but on its own it's pretty 
pathetic. That is, you can disarm it with a level 1 Warlock who has 
pretty much only little help. The true power of this trap is deployed 
when large groups come along. The trap does 200 damage to any enemy 
creature within two tiles range the moment it is triggered. This way 
the trap can do a lot of damage by hitting anything that gets near it. 
Unfortunately, it can only be set off thrice before you need to 
reload it with another charge.


1. Eversmile
Intro & outro

Eversmile - Set in the realm of joy, the people of Eversmile are 
plagued only by aching facial muscles, and not anthrax as we had 
hoped. Eversmile is a disgusting land of good humour and polite 

Brana Hawk - War and anthrax have taken to this land likes fleas to a 
rat. The region is, thanks to your unstinting efforts, now a major 

Initial Gold:      2500
Initial creatures: 3x Imp (1)
Max creatures:     7 (excludes Imps)
Creatures       Rooms           Spells          Traps / Doors
-------------   -------------   -------------   ------------------
Beetle          Treasure room   Posses          -
Fly             Lair            Create Imp

 Heroes: 2x Tunneller Dwarf(1), Knight(1)

 Under the assumption that you know the controls of the game only the 
most important tasks are described here. If you need help consult the 
Controls section or read the incoming messages during this tutorial 
level. We start out this first tutorial level (marked by the T on the 
flag) in the most basic situation one can imagine. We only have three 
Imps and a Dungeon heart at our disposal.

 The first most important task is digging out the 9 tiles of gold 
seam to the east of your Dungeon heart. Select the tiles with the 
mouse and your Imps will automatically start digging. It takes a 
little while for them to dig through gold or reinforced walls, but 
ordinary walls will crumble after one hit. Slap them to make them 
work harder, it's a good way of motivating your minions. After 
excavating the tiles pick up one Imp, drop him on the closest claimed 
tile (marked by a red dot which indicates you claimed that area) and 
he'll start claiming the new territory right away. If you don't do 
this manually the Imps wander around doing nothing before they decide 
to claim the land for you. Pick up and collect the gold if you please, 
but it's easier to build a square 3x3 treasure room on these 9 tiles 
as this is easy and you (or your Imps) don't need to carry the gold 
all around. Another thing is that you should always build in squares 
or rectangles as it is the best way to increase the efficiency too 
the highest level. This is shown by the grey bar in the center.

 A new room should become available pretty soon after building the 
treasure room. It will be blinking to bring it up to your attention. 
This is the "Lair". You can build a 3x3 room in the inlet to the 
other side of the Heart. Maybe, you should dig out one row/column of 
this room to expand the room to twelve tiles. More than that is not 
required for this level, as you can only have upto 7 creatures at 
most. Now have your imps work their way to the north and claim the 
portal (this can be done only after you create a claimed path of 
tiles towards it). Not much later the very first creature will enter 
your domain. This is a giant swamp Fly who will build himself a small 
nest in the area marked as Lair. Try to control him using the 
"Posses" spell to see the world through its broken raster eyes. *_* 
You can also try this spell out on one of your Imps to dig or claim 
tiles (just swing the pickaxe) by selecting '1' and clicking. In this 
state you cannot reinforce walls, however. The only way to force your 
Imps to do this is by picking them up and dropping one down against a 
normal wall section. They automatically start hugging it to barricade 

 Anyway, after a little while the new Hatchery room becomes available, 
when the first Bug is attracted to your group. Just dig out a room to 
the south of your Dungeon heart and build a small (4x3) Hatchery 
where infant cuccos hatch through eggs that emanate from the floor. 
About at the same time the first opposition appears on the map. There 
are two Tunneller dwarfs heading towards your direction. Since there 
is nothing else to do around here why don't you dig towards them, 
when the Imps meet up with the Dwarf pick up some bugs and start the 
battle against the Tunneller dwarf. Three Bugs vs. one Dwarf should 
be an easy victory for you. If needed feed your creatures some 
chickens from the Hatchery to restore their health. The "Create Imp" 
spell is now available too, but you don't need more Imps on this 
level... Unless you've been too fond of the slapping technique that 
was just mentioned.

 After beating him he'll drop 200 gold and the Flies start scouting 
the area. Naturally, they bump into the other Tunneller and they 
probably lose the battle (if you set the "Flee" option they might 
survive by running away..., as if you care). Claim all the new land 
with the Imps and kill the other Dwarf with a small squadron of Bugs. 
Few moments later the Lord of the Land approaches. This is a tuned-
down level 1 Knight, who is somewhat tougher than the Tunnellers you 
just met. Get out all your Bugs and have them fight the Knight 
simultaneously to beat him. And congratulations you defeated the 
first lord in this country. Only 19 more to go. ^_^

2. Cosyton (Tutorial)
Intro & Outro:

Cozyton - A hideous sham of a town, in which the prosperous citizens 
have no gripes or moans. Sadly, even the children are happy and 
secure. This is because they aren't punished for non-existant 

Darkhana - The surviving citizens have more on their plates than a 
Demon Spawn with three dead adventurers to munch. Not that many 
citizens have survived, as such.

Initial Gold:      2500
Initial creatures: 3x Imp (1)
Max creatures:     14
Creatures       Rooms           Spells          Traps / Doors
-------------   -------------   -------------   ------------------
Beetle          Treasure room   Posses          -
Demon Spawn     Lair            Create Imp      -
Fly             Hatchery
                Training room

 Heroes: 2x Tunneller(1), 3x Dwarf(1), 3x Thief(1), Knight(1)

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 Note: normally when a Demon Spawn trains to level 10, he continues 
on training and becomes a level 5 Dragon. In the single player the 
Demon Spawn's maximum level is capped to 10 until Moonbrush Wood. 
Unfortunately, by the time you reach that level the game gives you 
Dragons via the normal way...
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

 This level introduces you to the Training room and the Demon Spawn 
who is attracted to it. However, the heroes of this realm as such 
push-overs that you only need the training room for attracting a few 
of these small reptiles. First create a few Imps until you have 8 of 
them, usually having 8 Imps is the best as this enables you to carry 
all of them in your hand at the same time. Dig out towards the 
eastern gold seam and then head straight to the southern gold for a 
secret. At the end of this miniature seam is an unclaimed treasure 
room with some gold in it. Claim it, and you won't need to build 
another Treasure room. Next use the gaps created by the other 
squarish seams to build a 4x4 (or something like that) Lair and 
Hatchery. The large gold block to the west can be used for a nice 
Training room, which becomes available after a Demon Spawn is 
attracted through the Portal.

 After you get either 2 Demon Spawns or when one of your Flies 
located the Hero's Door (a vague mirror shape) to the south some 
opposition will appear on the map. There are two spots from which 
they will originate. From the far eastern end there's a small alcove 
where a Tunneller Dwarf and a Thief enter, and from the south another 
party of a Tunneller and a Dwarf will appear. You don't need to wait 
from them to dig to you, just dig towards them and attack them with 
your Demon Spawns. A few level 2 or 3 creatures can easily beat the 
crap out of them.

 Not much later (a still down-tuned, but less than in the previous 
level) the Knight appears all by itself from the Hero's Door to the 
south. Once it gets to your territory, just dump all of your Spawns 
on him and you're done. Another easy victory! :P

3. Waterdream Warm (Tutorial)
Intro & Outro:

WaterDream Warm - A region of pointless frolicking and endless 
pleasure. No one here understands the true meaning of suffering and 

Withersdread - This place now has a proper name because of what you 
did here, there is a healthy disrespect for life, and you'll be 
amused to hear that cannibalism has gained a strong foothold amongst 
the ragged inhabitants.

Initial Gold:      3000
Initial creatures: 4x Imp (1)
Max creatures:     8, becomes 12 after building a Research room
Creatures       Rooms           Spells          Traps / Doors
-------------   -------------   -------------   ------------------
Beetle          Treasure room   Posses          -
Demon Spawn     Lair            Create Imp      -
Fly             Hatchery        Speed
Warlock         Training room

 Heroes: 3x Tunneller(1), 3x Dwarf(1), 3x Thief(1), 2x Archer(1),

 Another level which is pretty easy. First off, dig out the gold 
around you before creating a Treasure room. This will enable your 
Imps to continue on digging continuously. Rather than walking back to 
the Treasure room after collecting ~500 gold. Next dig towards the 
Portal and to the far west. There's a very unnatural inlet around 
here which is worth exploring for its secrets. At the end there is an 
unclaimed Training room with 2 neutral Skeletons who'll join your 
liege for free.

 Quickly, build the Treasure room, Lair, Hatchery and drop the 
Skeletons into the newly acquired Training room to make them stronger. 
Not soon after a Warlock will be attracted to your dungeon. And so 
the Library becomes available to you to build. Make a small room, say 
3x3 and put the Warlocks in it along with the high level Skeletons. 
You should be able to research the "Speed-up" spell very easily. This 
spell is a very nice one as it is much more effective than slapping 
your creatures. Next to that it lasts much longer (hold the mouse 
down to increase the effect/duration of the spell), but it also comes 
at a higher cost. One note about Warlocks and Libraries here. If a 
Warlock becomes level 2 or higher he will use his Fireball skill to 
repel any non-Warlock creatures from the Library. This is not a good 
thing, because usually having a multitude of creatures in the Library 
is better than having a few level 2+ Warlocks in it, even if the 
Warlocks have a better research value.

 Now that your dungeon is up and running start excavating the gold 
around the Portal as the training schedule is not a cheap one. After 
a short while Heroes will appear on the map. Better dig towards them 
and get out a welcome committee in your hand, which can be dropped 
down as soon as the Imps make contact. Again, the opposition consists 
only of level 1 Heroes. <_< The newly introduced Archer is only good 
at long distances, but since this level is about melee it won't be 
too hard to defeat them.

 Again, you have to wait a few moments and 6 more Heroes including 
the (down-tuned, but almost normal) level 1 Knight. They enter via 
the same entrances as the previous wave so pick up your highest 
leveled warriors and place them all on the battle field. After a 
short, but nice battle it should be an easy victory for you. Claim 
the pots of gold near the Hero's gate and exit the level by pressing 
" " (the space-bar).

4. Flowerhat (Tutorial)
Intro & Outro:

Flowerhat - Polite bartering has lead to extreme compassion and a 
sense of contentment in this area. Not even a thick skinned troll 
could survive the understanding and help these scummy people could 

Firemore - There's a burning mess where once a pretty village stood. 
truely you've achieved a significant improvement in the area, even 
the poisonous smoke smells sweet.

Initial Gold:      3000
Initial creatures: 4x Imp (1)
Max creatures:     20
Creatures       Rooms           Spells          Traps / Doors
-------------   -------------   -------------   ------------------
Beetle          Treasure room   Posses          Poisonous gas
Demon Spawn     Lair            Create Imp      Wooden door
Fly             Hatchery        Speed
Troll           Training room   Call-to-Arms
Warlock         Library         Heal

Dungeon Special
Level up (2x)
Steal Hero
Transfer Creature

  Archer, Barbarian, Dwarf, Thief, Knight

 There are some gems at the bottom of this area meaning infinite 
wealth for you. This makes this level a little boring as you can just 
keep on training your creatures to level 10 and build large 10x20 
rooms if you really want to. Also the entire bottom part of the map 
can be claimed without encountering any adversaries. To the north 
you'll find some archers, but after those there are some slightly 
stronger adversaries so don't rush out too soon.

 Since you can live in luxury in this level and therefore you may 
wish to train your Imps to level 3. They learn the "Speed" ability 
which makes them work more than thrice as efficient. Anyway, dig out 
some large room to the east and west, and build a large treasure room 
around the gems (after digging out all gold). Then construct the 
rooms and claim the Portal. Have some Imps digging while you train 
the others and have the rest either train or study in the respective 

 After a while you get the ability to build a Bridge and Workshop as 
well as the "Call-to-Arms" and "Heal" spells. These latter will 
provide in valuable in the battles later on. Be sure to raise its 
efficiency by holding down the mouse for better effects. Money is of 
no concern in this realm. Use the workshop to attract some Trolls 
which are medium fighters. You can use Doors in the passage ways 
between rooms to increase their efficiency, otherwise the traps serve 
no purpose here other than selling. This because you are the 
attacking party not the defending party.

 Once your creatures have surpassed level 3 or 4 head north, take out 
the archers around here (Demon Spawns can walk over lava, making them 
most suitable for this). And build a bridge on the lava, but NOT to 
the north! Instead follow the bottom eastern wall and you'll find a 
"?"-box. This is a Dungeon special! This particular one can increase 
the level of all of your creatures by 1. Because training creatures 
takes gradually longer with each level you shouldn't use it too early 
on. Then again, your creatures are already on level 3 or four by now, 
meaning that it is the right time to use this special anyway.

 Now build a bridge to the north and challenge the adversaries around 
here. They appear in large numbers instantaneously once you get too 
close to one of the doors. So beware... If they are all defeated use 
your Imps to claim the entire area and work your way to the top. 
Notice that the eastern inlets contain "Steal Hero" and another 
"Level up" Specials.. You'd better claim those! 

 To the far north you can hear the Heart of their dungeon beating. 
Get out a party of your stronger creatures and go for the Heart. When 
you attack it, more heroes appear and this includes an (non down-
tuned) level 3 Knight. He's quite stronger that the previous Knights, 
but you should be able to beat him. Cast "Speed" and "Heal" to 
improve the situation and their Heart should be gone relatively 

 But wait, don't press " " yet. There's an area behind the Heart. Dig 
towards it to find 3 Spiders (2 of level 2 and one of level 7) next 
to a "Transfer Creature" Special. You'd better make use of this. If 
you transport the right creature to the next level you can get a very 
cheap victory as I'll explain in the next level. ;) Personally, a 
level 8 or 9 Spawn would be best to transport. Warlocks are too 
expensive to keep early on and are too weak in fights.

5. Lushmeadow-on-Down (Tutorial)
Intro & Outro: 

Lushmeadow-on-Down - The bloody axes of war and famine have so far 
bypassed this quiet backwater, leaving the inhabitants totally 
unaware of the purpose of real agony and loss. Unbearably, most die 
of old age.

Knife - The streets run with the blood of the slain. Screams of pain 
and the howls of anguish rip the night air like a vengeful siren song. 
This really is somewhere you can take the kids for a weekend.

Initial Gold:      3000
Initial creatures: 4x Imp (1) + "transfer from last"
Max creatures:     25
Creatures       Rooms           Spells          Traps / Doors
-------------   -------------   -------------   ------------------
Beetle          Treasure room   Posses          Poisonous gas
Bile Demon$     Lair            Create Imp      Wooden door
Demon Spawn     Hatchery        Sight
Fly             Training room   Speed
Spider          Library         Call-to-Arms
Troll^          Bridge          Heal
Warlock         Guardpost^      

Dungeon Special
Resurrect Creature
Level up

^ = only available to you
$ = Bile Demon can only be attracted if you find one on the map

 Blue Keeper: 
  Initial Gold: 3000
  Initial creatures: 4x Imp (1)
  Max creatures:     25

 This will be the battle against your very first computer controlled 
Keeper. The CPU has some oddities (especially if you're playing the 
original unpatched DK) which might evident during play. I've noticed 
that CPUs can sometimes act very awkward like spending all money on 
Workshops and not digging out for gold/gems even though they are 
often gifted with close range gems (not in this particular level, but 
it did happen).

 Hogging to the current spot and waiting for the enemy to come 
towards you (or running out of gold) is not a good idea. So make it 
fast. First of all, dig straight to the north! There's a Bile Demon 
and two Spiders imprisoned in the neutral Prison in the center. As 
soon as they are within your sight they choose to join you. Claim 
them while you can! You just need to pick them up so they can cross 
the lava gap.

 If you transferred a high level creature from the previous level you 
could try a "blitz-krieg" strategy by building a research asap, 
obtaining a bridge and building it to the top. Then an Imp can pass 
the lava and dig towards the hostile Keeper. The CPU almost always 
digs to the gold to the far south (just above the prison). Often this 
means that you do not even need to dig. If you're fast the enemy 
doesn't have any defenses other than Imps and their 1 Fly meaning 
that your creatures can easily take out the Keeper's heart without 
opposition. Also, you'll come across the Keeper's Portal. If one of 
your Imps can claim that on the way you have instant victory!

 Otherwise you can still try the same tactic, but you may need some 
training. Fortunately, there's a Level-up Dungeon special to the far 
east side of the map on an isle in the lava. Similarly, there's a 
Resurrect special on the other side. Get to those while researching 
the bridge and attack the Keeper to win the battle. 

6. Snuggledell
Intro & Outro: 

Snugglebell - The folk of Snugglebell worship the common rabbit. 
Floppy eared bunnies are encouraged to hop around the fields 
surrounding the hamlet, bringing happiness, love, and more bunnies to 
the entire area.

Ruiniena - Not a soul stirs here now, even the rats are afraid to 
come out of the drains and feast on the dead. You really outdid 
yourself here master, it's a pity the destruction was so easy.

Initial Gold:      2000
Initial creatures: 4x Imp (1) 
Max creatures:     30
Creatures       Rooms           Spells          Traps / Doors
-------------   -------------   -------------   ------------------
Beetle          Treasure room   Posses          Poisonous gas
Bile Demon$     Lair            Create Imp      Lightning
Dark Mistress   Hatchery        Sight           Wooden door
Demon Spawn     Training room   Speed           Braced door
Fly             Library         Call-to-Arms
Spider          Bridge          Invisibility
Troll           Guardpost       Heal
Warlock         Workshop        Lightning    
                Torture room

Dungeon Special
Fortify walls
Level up
Transfer creature

 Blue Keeper: 
  Initial Gold:      14500
  Initial creatures: 4x Imp (1)
  Max creatures:     25
  4x Fairy (1)

 The Computer player on this level acts particularly strange. In some 
cases it just does nothing all the time making a victory a little too 
easy. As in most cases don't hog to just your own part of the map, 
but explore it after you attract a few creatures. Four level 1 Fairy 
will be flying around here. They're very easy to defeat with any non-
Imp creatures. 

 Once they're gone you'd better posses one of your Imps and enter the 
small "eye"-shaped structure in the center. Dig out the two normal 
soils squares to find a neutral torture room with three Dark 
Mistresses inside. These are superb fighters and if you slap these 
they will actually become happy. With all of this done build (if you 
haven't done so) a Library and use the highest leveled creatures to 
research the bridge.

 Upon completing the Bridges' research build one to the torture 
chamber, and also build a small treasure room next to it so it 
becomes much easier to claim the gold surrounding it. Then continue 
on building the bridge to the south and fight the Keeper guiding your 
group using the Call-to-Arms spell. You should have enough money to 
get to its Heart. In case your opponent has fortified all of his 
walls go via the southern passage (there is a gap in the wall here, 
which the programmers placed here to make it able for you to enter 
his domain). Take out the heart and you're done.

 Also if you have a bit more patience locate the "Make Safe" and 
"Transfer Creature" Dungeon specials in the eastern two inlets, and 
the "Level up" special in the top western inlet. The latter spell 
should give you an edge over your adversary. For the next realm a 
level 9 Mistress should do quite well. ;)

7. Wishvale
Intro & Outro:

Wishvale - This region of dreaming underlings is ruled by the 
beautiful lady Catherine. She is kind, and fair, and doesn't imprison 
or torture her subjects, for some reason...

Steep Scythe - Everyone has been put to the sword, and we've made an 
enormous magic carpet out of the thousands of bunnies that swarmed 
here. Your minions will feast on their tiny remains for weeks. Truely 
a majestic victory.
  (notice that Steep Scythe dialog fits better with Snuggledell, but
   it's placed here; program error!)

Initial Gold:      3000
Initial creatures: 4x Imp (1) + transferred creature
Max creatures:     25
Creatures       Rooms           Spells          Traps / Doors
-------------   -------------   -------------   ------------------
Beetle          Treasure room   Posses          Poisonous gas
Bile Demon      Lair            Create Imp      Lightning
Dark Mistress   Hatchery        Sight           Wooden door
Demon Spawn     Training room   Speed           Braced door
Fly             Library         Call-to-Arms
Orc             Bridge          Invisibility
Spider          Guardpost       Heal
Troll           Workshop        Lightning
Warlock         Barracks        
                Torture room

Dungeon Special
Resurrect Creature(2x)
Level up
Transfer Creature

 Blue Keeper: 
  Initial Gold:      7500
  Initial creatures: 4x Imp (1)
  Max creatures:     20
  Archer, Barbarian, Dwarf, Giant, Knight, Thief, Wizard

 In this level you need to take care of both the blue Keeper to the 
west and the Heroes' dungeon to the east. Personally, I find it 
easier to take care of the Heroes' place first. This allows you to 
get more Heroes to converge to your cause using the prison and 
torture chambers.

 First try and excavate all the safe areas with gold around you, and 
build up a small dungeon with the essential rooms. You can safely dig 
without breaking any walls in eastern direction for 4 tiles, western 
direction 3 tiles, northern direction up to the top most tile of the 
Portal, and southern direction is safe as no heroes appear here. Take 
care that you can easily run out of money here so don't wait too long 
or build too much/large. If you transferred a good creature from the 
previous realm have him/her do research in the Library.

 Once you have bridge parts and maybe even a prison break, save game, 
and break through the western wall. It's the easiest way to surprise 
a few heroes, unless the blue Keeper has claimed to much of this 
areas. Follow the path on the other side of the lava and take out the 
lone hero behind the door. Now dig to the south here and you'll find 
another lone hero. Kill him too and start claiming all the territory 
here, before breaking the locked door. Place some traps along the 
newly claimed corridor to deter outsiders.

 If you feel ready to push on to the east, take a few high leveled 
characters to break the said door. Your opposition will consist of a 
multitude of level 1 and 2 characters and in the end a level 4 Knight. 
Not too bad at all, however the area where the Knight appears has two 
lightning traps which may cause peril to your Imps if they try to 
claim it. Just disable the traps by getting hit (use a character who 
can use "heal" and trigger the trap, until its depleted. Otherwise it 
should be easy to claim all the golden pots from the Heroes' dungeon.

For the blue Keeper's dungeon, it should not be too difficult. 
There's little gold on this level so he can't train his creatures to 
high levels as well. Besides you use "Sight" in conjunction with a 
well placed maxed-out "Lightning" strike every now and then you can 
kill many of his Imps. Meaning that the Keeper will spend most of his 
money on generating Imps. ;)

 Dig through the northern passage and you'll find a way to reach the 
Keeper if he fortified all of his walls. This way you can easily find 
a path to his heart. Destroy it, and this land is yours. Just one 
note: If you put the Knight in prison and exit the land before 
converting him you get to see an additional scene after you press the 
" ". Here there are 9 doors to choose from which you hear the type of 
torture behind them. A nice addition. ^_^

8. Tickle
Intro & Outro:

Tickle - Blissfully unaware of the damage protracted war can wreak on 
their idyllic cluster of homesteads, the villagers of Tickle are pure 
of heart, and unblemished of face and neck.

Panic Intrisica - A weeping, wizened crone presides over this ruined 
empty land now. Once she was beautiful. Now she'd make you want to 
vomit. The improvement is impressive.
  (Again, notice the after narration fits with the previous level)

Initial Gold:      9000
Initial creatures: 4x Imp (level 1) + transferred creature
Max creatures:     30
Creatures       Rooms           Spells          Traps / Doors
-------------   -------------   -------------   ------------------
Bile Demon      Treasure room   Posses          Poisonous gas
Dark Mistress   Lair            Create Imp      Lightning
Demon Spawn     Hatchery        Sight           Wooden door
Fly             Training room   Speed           Braced door
Orc             Library         Call-to-Arms    Steel door
Troll           Bridge          Cave-in
Warlock         Guardpost       Invisibility
                Workshop        Heal
                Barracks        Lightning
                Prison          Protect
                Torture room

Dungeon Special
Locate hidden realm
Level up
Transfer creature

 Blue Keeper: 
  Initial Gold:      9000
  Initial creatures: 4x Imp (level 1)
  Max creatures:     27
  Archer, Barbarian, Fairy, Knight, Monk

The easiest way to beat this level is by another "blitz-krieg" on the 
hostile Keeper. Beating the heroes afterwards is such a breeze, but 
you do need to do some training as a group of 7 level 5 Barbarians 
will be part of those. Instead of building a home and claiming the 
portal head to the east immediately! Notice the strange arrangement 
of gold around the wall around there. You can even hear footsteps 
behind them... Dig through the gold to find some Demon Spawns, but 
more importantly a level 7 Hellhound.

 Hellhounds can walk over lava with no effort. Now you may ask what 
I'm going for and that I shall explain. The blue Keeper has an open 
section near its dungeon heart, that is any creature able of walking 
on fire can reach the dungeon heart quite easily. This early in 
combat the enemy Keeper has no troops, therefore your Hellhound can 
easily finish the job once he gets near the Heart. Hence "Posses" him, 
get used to the B&W view, follow the western wall, and you should 
find the said section near the Heart. It may be a bit confusing, but 
it's really not that bad. Again, crush the Keeper with his 1 Fly and 
you can expand your reach quite a bit.

 Before expanding please note that there are 4 level 3 Fairies to the 
northwest of your Dungeon heart. They may seem like push-over like 
last time round, but don't forget that these mystical creatures are 
excellent with spells in the long range. Do not attack them until you 
have some magic casters yourself. Apart from that build some nice 
rooms and good library for research. Also you may want to keep the 
Hellhounds and the Demon spawns apart; they don't like each other. 
Get your Imps to the gems of your enemy's keeper asap and money is no 
longer a concern. 

 Once you researched the Temple you may wish to construct one (at 
least 3x3 in size) and throw a Bile Demon, Dark Mistress and a Troll 
into the fountain. Doing so will please the gods who reward you with 
a Horned Reaper who's level is the average of the three rounded down. 
Also sacrifice all your Imps and their _relative_ cost becomes much 
cheaper (e.g. normally the 8th Imp costs 1250, but after sacrificing 
a few the 8th Imp costs only 150!). Remember these tricks as they can 
help you in some of the later levels. The other sacrifices are of 
little use imo.

 Finishing the Fairies and Barbarians is each after which a Knight, 
Monk and Archer appear. These are even easier than those Barbarians, 
so quickly press " " to cont.., wait, there's an important Dungeon 
special in this land. In the north-east corner there's a "Activate 
Hidden Realm" special in the center of the three inlets. Work you way 
towards that place and be careful about the poisonous traps and the 
boulder traps. Poison can easily be nullified by Bile Demons who are 
immune to it. The Boulders should be avoided at all costs; it 
litterary crushes anything! Once the special is in reach activate it 
and leave the realm with " ".

9. Moonbrush wood
Intro & Outro:

Moonbrush Wood - A forest town with a welcoming population. Demons 
and the legions of Hell could ride in, and would probably be offered 
cheap lodgings and a night of good cheer in a warm cozy tavern.

Neverdorf - Once a flourishing homestead, now it's a stinking hole in 
the ground. It will be years before even the hardiest weed grows here 
again. War on the other hand is in full blossom.

Initial Gold:      5000
Initial creatures: 6x Imp (1) + transferred creature
Max creatures:     20
Creatures       Rooms           Spells          Traps / Doors
-------------   -------------   -------------   ------------------
Bile Demon      Treasure room   Posses          Poisonous gas
Dark Mistress   Lair            Create Imp      Lightning
Demon Spawn     Hatchery        Sight           Wooden door
Fly             Training room   Speed           Braced door
Orc             Library         Call-to-Arms    Steel door
Spider          Bridge          Cave-in         
Troll           Guardpost       Invisibility    
Warlock         Workshop        Heal            
                Barracks        Lightning
                Prison          Protect
                Torture room    Disease

Dungeon Special
Locate hidden realm
Level up (2x)
Transfer creature
Resurrect Creature (2x)
Fortify Walls

  Archer, Barbarian, Giant, Knight, Monk, Samurai, Thief, Vampire,
  Witch, Wizard

 No active Hero attacks and gems to your east means that you can play 
like a hog this level similar to the situation in Flowerhat. So, just 
take your time, work you way to the gems, build a treasure room, some 
other large template squarish rooms and start building all types of 
rooms. The path to the south-west leads to a small maze. You'd better 
not proceed to that too quickly as there is a boulder trap here. It 
kills all of your Imps if you don't take care.

 As mentioned before you can train the Demon Spawns to level 11 to 
transform them into a level 5 Dragon. Take note that the main weapon 
of a dragon (flame breath) disallows you to imprison your victims. 
The flame breath always kills the opponent even if the Imprison 
option is turned on.

 To the north of your Portal dig through the center earth tile to 
find a hidden Temple and three additional rooms containing: Dark 
Mistress, Bile Demon and a Troll. If you read the last level's 
description you know what this set up mean: It's Horned Reaper time. 
Again, if hear "Your creatures are getting angry" quickly pick up the 
Reaper and place him _around_ the Temple fountain. The moaning will 
cheer him up making him happy again. It's always best to leave him 
there when he's not researching/training/fighting.

 After completing most research you can build a graveyard. This is 
good thing as it allows you to generate Vampires from the dead bodies 
that result from battle (or by your slapping). By my equation 1 
Vampire > 3 Warlocks and also because Vampires and Warlocks don't mix 
I use the following strategy. Pick up one Warlock, place him in the 
Graveyard, slap him to death, get an Imp to lay his body to rot, and 
rinse and repeat. You should have enough Warlocks to get at least 1 
Vampire. Train him and once he transcends level 3 he'll become 
immortal (e.g. when a level 10 Vampire is killed he resurrects in his 
coffin as a level 9 Vampire). They're great researchers and fighters, 
but they come at a high price.

 Another thing that is new in the research is the "Disease" spell. 
Frankly, this spell is not as useful as it seems. Aye, it can kill 
even the strongest creatures over time (a victim will be covered in 
flies if the spell is active), but it can only be used on your own 
territory. By the time you claim the tiles of the heroes you might as 
well fight them 1-on-1. It's much easier. Also the spell can also 
affect your monsters too. The only way to clear them is by placing 
them around the Temple fountain. This will purify their bodies, 
although Vampires get annoyed by Temples.

 The south eastern path is best explored in first-person view, so 
"Posses" an Imp and claim all the tiles. The Boulder trap is hidden 
in a side branch (in the 2x3 room on the map), so you can reach the 
end of the labyrinth without having to wait. You come across 
"Transfer creature" special along the way. At the end there are some 
gems and a "Level up" special. The gems here are hardly useful 
considering that you can't build a reasonable treasure room here.

 To attack you enemies you can best start by digging upwards from the 
Portal. Build a bridge to the top and take out all the level 3 
enemies here. Then notice the symmetry of this level and work your 
way around clockwise by building bridge sections between the "?" 
shaped signs. Once all four sides are done break open the sealed 
doors one by one. Inside there's always a level 7 Witch & Wizard and 
a level 5 Giant. Get out some Bile Demons + Horned Reaper and attack 
them. The Bile Demons are so heavy that they're immune to the 
"whirlwind" spell which makes them very suitable for fighting these 
magical opposition. Other creatures get thrown away by it (very 
effective to use yourself with a high level Vampire ;) ).

 Once all 4 Wizards are out the Knight appears in the central square 
(there a good level 7 Vampire here too). Before breaking open this 
center you may wish to use the "Sight" plus "Lightning" spell to take 
out some of the weaker opposition. Only the Knight and Vampire will 
remain as they are too strong to be dealt with this way. Break open 
the gold, get your troops together a fight him. Fortunately, the good 
Vampire doesn't have home so he won't be resurrected.

 You've conquered this realm, but wait, don't just leave yet. At the 
top you may have noticed the infinite cave-in (doesn't do any damage) 
near a magical door. Behind it is a special which leads to another 
secret bonus game. To get to this special try the following. Build a 
bridge, take it out of commission except for the tile that is against 
the ledge. Put one Bile demon here, "possess" him, walk around 
disabling the poison traps. Once they're all gone, get an Imp and 
claim all tiles, get some of your strongest Bile demons together and 
put them in front of the door. Beware once they break through a 
boulder will try and kill them. Quickly, pick them up before the 
boulder gets them! If you sold most of the bridge parts the boulder 
ends up in lava and is destroyed instantaneously. Now, get a high 
leveled Demon Spawn or Dragon (they can heal and have tough armor) 
and enter the inlet. Their armors should be able to withstand the 
Lightning traps to some degree. "Posses" them walk over the traps and 
heal if health drops below 40%. Exit the creature and use the "Heal" 
spell on him. Rinse and repeat a few times and the traps are disabled, 
now your Imp can safely claim all the land and the Special is yours.

 Before leaving you may want to use the 2 Level up specials in 
conjunction with the Transfer creature. Personally, a Horned Reaper 
or a Vampire will do best for the next level. Not a Dragon, because 
we need someone to traverse the lava quickly.

10. Nevergrim
Intro & Outro:

Nevergrim - Unable to see the bad side of anyone, these folk could 
benefit from a swinging sword to the back of the neck, or possibly a 
lightning spell in the throat. Such possibilities never cross their 
happy minds.

Grimsforth - The legions of Hell have been through here at your 
bidding. They've altered the appearance of the place as you would 
wish Master. Now we breath the heavy perfume of toxins wherever we 

Initial Gold:      6000
Initial creatures: 4x Imp (1) + transferred creature
Max creatures:     25
Creatures       Rooms           Spells          Traps / Doors
-------------   -------------   -------------   ------------------
Bile Demon      Treasure room   Posses          Alarm
Dark Mistress   Lair            Create Imp      Poisonous gas
Dragon          Hatchery        Sight           Lightning
Hell Hound      Training room   Speed           Lava
Orc             Library         Call-to-Arms    Boulder
Warlock         Bridge          Cave-in         Wooden door
                Guardpost       Invisibility    Braced door
                Workshop        Heal            Steel door
                Barracks        Lightning       Magic door
                Prison          Protect
                Torture room    Chicken 
                Temple          Disease
                Scavenger room

Dungeon Special
Level up(2x)
Transfer creature

 Blue keeper:
  Initial Gold:      16000
  Initial creatures: 4x Imp (1)
  Max creatures:     20

 A very peculiar level... There's not much to dig around here. 
Everything is out and open. Gold is limited too, and there are 
several neutral creatures walking around. Two Dragons on both your 
side and your adversary's part. To the east of you is also a neutral 
scavenger room. It can be used to 'steal' enemies from your opponent, 
or vice versa when they have researched it. At a whopping 750 gold 
per tile be sure not to build such a room naively!

 If you transferred a Vampire/Horned Reaper, "posses" it and fly/walk 
over the lava and attack your enemy with his mighty four Flies... 
While your superior creature is fighting, build up a Library and such 
to research the Bridge. Afterwards explore to find the dungeon 
specials. You can also research the other traps/doors/spells. From 
this level on you can research everything, but the last two spells. 
You'd better transfer a strong creature to the next level as you'll 
be doing some serious fighting there. Yes, retransferring the same 
monster might be a good idea. 

11. Hearth
Intro & Outro:

Hearth - Family life is the reason these serfs feel so confident and 
cheerful. Their unruffled existence would make even a terror dog 
throw up it's breakfast of half-chewed champions.

Rivalmark - A Kingdom fit for a Dungeon Keeper of your standards, 
Sire. The Blackened Hulks of the houses welcome you, and the 
overgrounders prostrate themselves, Mainly because we've killed 

Initial Gold:      10000
Initial creatures: 4x Imp, 3x Troll, 2x Bile Demon, 2x Demon Spawn
                   + transferred creature
Max creatures:     30
Creatures       Rooms           Spells          Traps / Doors
-------------   -------------   -------------   ------------------
Bile Demon      Treasure room   Posses          Alarm
Dark Mistress   Lair            Create Imp      Poisonous gas
Demon Spawn     Hatchery        Sight           Lightning
Dragon          Training room   Speed           Lava
Hell Hound      Library         Call-to-Arms    Boulder
Orc             Bridge          Hold Audience   Word-of-Power
Troll           Guardpost       Cave-in         Wooden door
Warlock         Workshop        Invisibility    Braced door
                Barracks        Heal            Steel door
                Prison          Lightning       Magic door
                Torture room    Protect
                Temple          Chicken  
                Graveyard       Disease
                Scavenger room

Dungeon Special
Level up(3x)
Transfer creature

  Archer, Barbarian, Fairy, Giant, Knight, Monk, Witch, Wizard

 Time is short on this level. After a minute or so there will be 
nearly continuous waves of heroes appearing in each of the four 
corners of the map. You have 10000 gold, but don't use it all up 
right away. There's very little usable gold to mine and you need the 
money later on. This is also a reason not to create any new Imps; 
you'll only need the four you have.

 Use the "P" function to pause the game when things heat up. This way 
you can evaluate your next step, and you can look around on the map 
to see which part needs the most attention. This way you can also 
claim the dropped pots of gold very easily. Just unpause momentarily 
to pick them up.

 First off, put the transferred high level creature in the Library 
and have your Bile Demons and Demon Spawns in the Training room so 
they reach at least level 2. Pick up one Imp and have dig through the 
mysterious corridor in the north-west corner, then build a bridge toe 
the far NW corner to find a Level up special. Don't trigger it just 
yet. Have another Imp claim the white tiles to the west of your 
dungeon. There's a Steel door here and behind it is a Boulder trap 
and 2 Level up specials. Trigger it, wait for it to break apart, and 
get to those specials. Now that your creatures should be on level 3 
these specials boost your creatures to level 6 already. Trolls and 
Imps will accelerate because of this! Using that your creatures can 
withstand the first few waves of enemies without effort.

 In the meanwhile, dig out the tiles next to the work shop and expand 
the room. This allows you to build some of the strongest traps and 
doors. Place it in either west or east wing as that's were the final 
enemies will originate from. If it's a lava trap you're lucky. 
Because most heroes can't cross it, meaning that you need to worry 
about those goons. Also you may wish to expand the library by digging 
out the northern wall. This way the doors remain intact and the room 
can be expanded too.

 Also don't drop your high leveled creature into the battle by 
himself, there are many magic users and they might slow down or even 
freeze your character. You need to attack them in groups. After all 
the waves are depleted the Knight (all between level 6 and 8) 
approaches. Just drop all of your best Demon Spawns/Dragons/Bile 
Demons on them and fight to the last end. They drop a lot of money so 
don't be too conservative with magic here.

12. Elves' Dance
Intro & Outro:

Elf's Dance - A village set inside a giant fairy ring. A weak kind of 
magic provides the dwellers with all their hearts could desire. 
Embarrassingly, most simply wish for peace, happiness, and a long 
untroubled life.

Dragon Thyne - We've set fire to this place. It's still burning with 
a fierce unnatural intensity, so we can't get anywhere near it. But 
we're sure you'll love it, once it's cooled down a bit.

Initial Gold:      3000
Initial creatures: 4x Imp (1) + transferred creature
Max creatures:     30
Creatures       Rooms           Spells          Traps / Doors
-------------   -------------   -------------   ------------------
Beetle          Treasure room   Posses          Poisonous gas
Bile Demon      Lair            Create Imp      Lava
Dark Mistress   Hatchery        Sight           Boulder
Demon Spawn     Training room   Speed           Wooden door
Dragon          Library         Call-to-Arms    Braced door
Fly             Bridge^         Cave-in         Steel door
Hell Hound      Guardpost       Heal   
Orc             Barracks        Invisibility
Troll           Prison          Lightning
Warlock         Torture room    Protect
                Graveyard       Disease
                Scavenger room

^ = bridge only available to you

Dungeon Special
Level up
Transfer creature

 Blue and Green keepers are allied
 Blue keeper:
  Initial Gold:      6000
  Initial creatures: 4x Imp (1)
  Max creatures:     15
 Green keeper:
  Initial Gold:      6000
  Initial creatures: 3x Imp (1)
  Max creatures:     15
  9x Barbarian, 4x Fairy, 4x Giant, 6x Monk, 4x Wizard (all level 1)

 If you transferred a high level creature another 'blitz-krieg' will 
work wonders. ^_^ Dig out below the door and "posses" the creature 
and walk down south. Break open either left/right door and follow the 
corridor to the end. Take out the Heart and do the same for the other 
Keeper. Now continue on south and break another locked doorway. 
Behind it is a plethora of level 1 heroes. Kill them and you're done 
(mind you that there are a few hidden behind the gold on the east 

 In the event that you play this without such a transfer you may need 
to take things at a slightly slower pace. But you should still act as 
quick as possible. The keepers here are very fond of building 
scavenger rooms here and attracting additional creatures that way. 
They might even lure a few of your creatures there. The computer 
however will not attempt to attack you soon, because they will not 
break open locked doors of their own dungeon. Therefore the green 
Keeper won't attack you at all as there are no openings from him to 
get past. But still you need to attack them and before they get the 
"disease" or "chicken" spells or else you're in for it... 

 In this case you may wish to take out the heroes south first. With a 
few higher leveled creatures you should be able to beat the crap out 
of all those level 1 heroes. They also provide nice attributions to 
your army. As well as the three neutral Vampires in the hidden 
graveyard at the bottom. Also dig east and west here to find a Level 
up and Resurrect creature specials. Use the first special to gain an 
edge of your competitors!

 After you're done retransfer your high level creature using the 
special to the north of the Resurrection one, once again.

13. Buffy Oak
Intro & Outro:

Buffy Oak - A small location, where the people simply sit around and 
enjoy each other's company. They talk, laugh, and sing without ever 
arguing, drawing daggers, and dying in a gurgling rush of blood. Yuch, 
a truly bizarre place.

Carn Forge - The Fairy ring lies smashed, and the folk have fled to 
the hills. Our vampires are out hunting them down as we speak. Rest 
assured, we'll be dragging them back soon, my lord.

Initial Gold:      3000
Initial creatures: 4x Imp (1) + transferred creature
Max creatures:     30
Creatures       Rooms           Spells          Traps / Doors
-------------   -------------   -------------   ------------------
Bile Demon      Treasure room   Posses          Alarm
Dark Mistress   Lair            Create Imp      Poisonous gas
Dragon          Hatchery        Sight           Lava
Fly             Training room   Speed           Lightning
Hell hound      Library         Cave-in         Wooden door
Orc             Bridge          Call-to-Arms    Braced door
Troll           Guard post      Heal            Steel door
                Workshop        Invisibility    Magic door
                Barracks        Lightning
                Prison          Protect
                Torture room    Audience
                Temple          Disease
                Graveyard       Chicken
                Scavenger room^

^ = Scavenger room is only available to you!

Dungeon Special
Level up
Reveal map
Transfer creature

 Blue and Green keepers are allied
 Blue keeper:
  Initial Gold:      10000
  Initial creatures: 4x Imp(1)
  Max creatures:     14
 Green keeper:
  Initial Gold:      10000
  Initial creatures: 3x Imp(1), Imp(3), Dragon(7)
  Max creatures:     14
 Blitz-krieg is possible with the transferred creature, but it's a 
bit harder here. The green Keeper (who has a claimed portal, and is 
therefore invisible on the map) has a high level dragon and an Imp 
which can accelerate so you need to take that one out first. Problem 
is you can't reach the dungeon; you must excavate a path to it. To do 
that you need an Imp across the lava, which would require a bridge... 
However notice that in the bottom right corner of your dungeon there 
is only a gap of one tile between 'shore'. If you "posses" the Imp 
you can cross it, taking only limited damage. You may even come 
across one of the four neutral Dragons (level 1) around here.

 Now dig downwards, until you reach a small open area. Dig down here 
between the gold seams towards the bottom. The green Keeper is to the 
east of the blue Keeper who can be recognized by the open Portal. 
Once you struck the keeper quickly get the Imp out (or let him die) 
and walk through the corridor using your high level creature (better 
get him while the game is paused with "P"). Take out the Dungeon 
Heart and apply the same tactic for the blue Keeper.

 Another way would be to research the Bridge and get ashore asap. 
Then claim most parts of the northern gold. Fortify your dungeon and 
build a reasonable Scavenger room to steal your opponents' minions, 
because your enemies cannot build a Scavenger room and you have gems 
and they don't. Once their resources are depleted take out your 
troops and go for an all out battle.

 There are three specials in this level. The two alcoves surrounded 
by gold in the center contain Level up and Reveal Map specials, but 
they are surrounded by Lava / Poison traps respectively. Lastly, the 
Transfer creature is hidden in the central bottommost tile in the 
central gold seam. The next level can use the same transferred 
creature once again.

14. Sleepiburgh
Intro & Outro:

Sleepibrugh - A settlement in the fertile farmland near the mountains. 
Nothing ever happens here, apart from some good deeds and the odd 
exchange of kind-hearted greetings. A disgusting pit of Hades in 
other words.

Herelyns Down - The people enjoyed each other's company so much. that 
they'll be together forever now. We've thrown them all into a big pit 
and piled tons of rocks on top of them. A fitting end, We'll trust 
you'll agree.

Initial Gold:      3000
Initial creatures: 4x Imp (1) + transferred creature
Max creatures:     20
Creatures       Rooms           Spells          Traps / Doors
-------------   -------------   -------------   ------------------
Bile Demon$     Treasure room   Posses          Alarm
Dark Mistress   Lair            Create Imp      Poisonous gas
Dragon$         Hatchery        Sight           Lava
Hell hound      Training room   Speed           Lightning
Troll           Library         Cave-in         Boulder
Warlock         Bridge          Call-to-Arms    Wooden door
                Guard post      Heal            Braced door
                Workshop        Invisibility    Steel door
                Barracks        Lightning       Magic door
                Prison          Protect
                Torture room    Audience
                Temple          Disease
                Graveyard       Chicken
                Scavenger room  Destroy Walls

Dungeon Special
Transfer creature

 $ = only available to both of your opponents

 Blue and Green keepers are allied
 Blue keeper:
  Initial Gold:      7500
  Initial creatures: 8x Imp (1)
  Max creatures:     22
 Green keeper:
  Initial Gold:      7500
  Initial creatures: 8x Imp (1)
  Max creatures:     22
  Thief, Wizard, Knight

 Hmmm... you know, you don't need to defeat the two Keepers here to 
beat the level. You can just hog and fortify all your walls. The 
"Destroy Walls" spell is available, but it takes AGES to research. 
Instead just mine for gold using the gems, use "Sight" combined with 
"Lightning" to kill all the Hero opposition to the far north. Wait 
for the level 10 Lord of the Land to appear, and repeat the process. 
Several maximum charged shots should take him out. Easy. ^_^

 The other strategy could be to fortify the dungeon at critical parts 
and wait for your rival Keepers to drain out of gold. Act like a 
turtle; do 'nothing' and wait for your opponents to wear themselves 
out! There's only two gem segments and those are close within your 
reach. So, when you start the level look at the map and pause the 
game. Notice the shape there's impenetrable rock on both side along 
the entire width near the center. Except for four spots (two to the 
left, a larger section below the gold in the center and another spot 
in the far right. If you can fortify those parts and the keepers 
can't bother you until they get "Break walls" spell, but if you act 
properly they'll never get that far. >:D.

 There are other interesting features about this level too. The far 
south-east corner contains a complete workshop with a level 10 Troll. 
Just beware of the Boulder trap around here... Also behind the steel 
door is a level 1 Horned Reaper. For as long as you don't have a 
Temple keep him happy by rewarding him with a little money every now 
and then (even the smallest amount of gold is enough, but you have to 
give him something).

 In any case build a big Library, ditto Treasure room and Training 
room and attract as many creatures as possible. After the Graveyard 
becomes available kill some of the Warlocks by slapping them and get 
Vampires in return, much better and stronger too. Have everybody 
except the Reaper scavenge and the number of attracted creatures will 
increase dramatically. There's a lot of Hellhounds that can be 
attracted so get to work, but you must be the first to scavenge or 
else you'll get scavenged yourself! Note however that on my play I 
only got two Mistresses and 1 Hell hound no matter how much I 
scavenged... But still it works wonders to steal their high leveled 
Warlocks from under their noses.

 Next, hit the enemy Imps with lightning bolts using "Sight" and 
"Lightning" can be very draining to your opponents money flow. If you 
have some Vampire scavenging the Vampires created by enemy's Imp 
corpses will aid you as well. ^_^ Determine with "Sight" how strong 
your opponents are and when you're ready to attack, do so via either 
of the four passage ways. Attacking the left Keeper would be a bit 
easier. You can take him on from both sides (there's two gaps in the 
left wall section). The cpu only counters attacks on one spot so if 
your initial attack in on the right he retaliates there and you can 
sneak in some creatures or Imps to destroy and claim his dungeon. 
Once this keeper is gone, the other Keeper will fall easily. After 
that taking out the heroes is easy as pie. Note that on my play the 
blue Keeper did nothing; e.g. he had 0 chambers and 0 creatures all 
the time...

 Once you're done locate the "Transport creature" special in the 
bottom right corner of the top left squarish room. Again, transport a 
good creature as it will become very handy in the next level. I would 
like to point out that money is limited in the beginning of the level 
so perhaps transporting the Horned Reaper is not so good. A captured 
and trained Bile Demon from the enemy Keepers would be great.

15. Woodly Rhyme
Intro & Outro:

Woodly Rhyme - A village of such obscene contentment, it's criminal 
that a horde of undead vigilantes haven't massacred every soul in the 
place. If there's any justice, this will soon happen, my lord.

Mormonflack - We've developed this area; it is now a breeding ground 
for our legions of Beetles and Flies. To think that it was once 
pointless farmland providing food for the weak population that lived 
there in so-called peace.

Initial Gold:      7500
Initial creatures: 8x Imp (1) + transferred creature
Max creatures:     40
Creatures       Rooms           Spells          Traps / Doors
-------------   -------------   -------------   ------------------
Dark Mistress   Treasure room   Posses          Alarm
Dragon          Lair            Create Imp      Poisonous gas
Hell hound      Hatchery        Sight           Lava
Troll           Training room   Speed           Lightning
Vampire         Library         Cave-in         Boulder
Warlock         Bridge          Call-to-Arms    Wooden door
                Guard post      Heal            Braced door
                Workshop        Invisibility    Steel door
                Barracks        Lightning       Magic door
                Prison          Protect
                Torture room    Audience
                Temple          Disease
                Graveyard       Chicken
                Scavenger room  Armageddon
                                Destroy Walls
Dungeon Special
Level up
Resurrect Creature 
Transfer Creature

 Blue and Green keepers are NOT allied
 Blue keeper:
  Initial Gold:      7500
  Initial creatures: 7x Imp (1)
  Max creatures:     35
 Green keeper:
  Initial Gold:      7500
  Initial creatures: 4x Imp (1)
  Max creatures:     35
  Archer, Dwarf, Knight, Samurai, Witch, Wizard

 Applying blitz-krieg here is I think not a good idea. There are two 
Keepers and in the center there is a strong group of heroes who will 
attack you, when you get near their structure. A multitude of level 
10 characters is too much even for a Horned Reaper. The spell casters 
among them can freeze your high level character, leaving him open as 
a vulnerable target. You need to assemble a group of warriors here if 
you wish to win.

 As with the previous level chances are big the blue Keeper gets 
stuck, and we can use his failing to our advantage. But before 
anything serious can be done the ability to build bridges is needed. 
Start out as you normally would, but be careful not to hit water, yet. 
Use "Sight" to find out which directions are safe. There's some pots 
of gold to the direct south-west, a Bile Demon in a neutral prison to 
the far north-east and some heroes, neutral creatures, traps and 
dungeon specials near the center. The marked + in the center is 
actually a Word-of-Power trap that is assigned to your dungeon (must 
be a mistake by the programmers...).

 Pay close attention to the chamber/creature counter in the "?" tab. 
If either one of the Keeper is on zero after you researched the 
bridge you might have an opening here to take over that part of the 
map. Still be careful as you do not want to trigger the heroes in the 
central structure. If it is the blue Keeper dig south to the far west 
side of the level and before you hit the water put a door (any type 
will do) and lock it. Now have one Imp take out the last segment, 
claim the tile and pick the Imp up as we don't want him to go off 
wandering to the trigger heroes at this moment. Build a bridge to the 
other side and sell all but the tile at the bottom or also claim the 
prison with the gold pots. Then have the Imp dig down a small section, 
claim the tiles here, set another door here and lock it. There, now 
we are safe. Put down some Imps down under and excavate all the 
ground around the gold so a Treasure room can be build here. And 
start claiming the much easier gems rather than those we had before. 
If the Imps decide to break through their walls have your creatures 
take out the Heart without any effort (their one Fly is nonexistent 
in this level). Otherwise train/research a bit more.

 If you think you're strong enough to withstand a reasonable 
opposition of heroes venture on towards the center and break the door 
to find the lord of the land with two Samurais (all level 10). If you 
pass certain event points there may be more Heroes around. Slaughter 
/ capture them and try to claim as much of the area as possible. If 
the green Keeper hasn't broken through the barrier, seal him off by 
building a bridge to the far east and fortifying all segments. This 
way he can't get out for quite some time.

 After all Heroes are annihilated you can try to examinate the 
central building as there are lots of dungeon specials here. Note 
that 23 of them are "Fortify" spells whereas there are only one 
"Level up" and "Resurrect creature" specials around. These are 
located in back of the 'special' room. The easiest way to explore 
this part is by sacrificing several Imps in the fountain and having 
another group take all the damage from the traps, constantly creating 
new Imps for only 150 gold. This way you can get through the traps 
using them as cheap cannon fodder and you might even end up with a 
Vampire or two if you have a Graveyard.

 For the last keeper (or both if the blue Keeper didn't get stuck) 
you might want to use "Armageddon" and place many lightning traps at 
your Dungeon heart. This way your troops have the advantage, 
otherwise just dig him out with the "Destroy Walls" spell.

 Now, before leaving this level I _strongly_ recommend you transfer a 
strong creature to the next level, this because Tulipscent is a 
bloody mess without a strong fighter. You could summon a Horned 
Reaper and transfer him with the Special hidden in the far south 
inlet. Dig out the single block of earth, disable the poison traps, 
break the door, avoid the Boulder at all costs, and claim the special 
from behind it.

16. TulipScent
Intro & Outro:

Tulipscent - Flowers are on display on every building in this area. 
The poisonous stink of these feted blooms will stick in the throats 
and noses of every right-thinking villains that comes within four 
leagues of the place.

Hasimlock - Vampires have sucked the life out of everyone here. They 
poisoned the well, and smeared dung on all the door handles as a joke. 
Not a sophisticated sense of humor these undead bloodsuckers.

Initial Gold:      27500
Initial creatures: 8x Imp (1), Warlock (1), 2x Horned Reaper (1) +
                   transferred creature
Max creatures:     17
Creatures       Rooms           Spells          Traps / Doors
-------------   -------------   -------------   ------------------
Bile Demon      Treasure room   Posses          Alarm
Dark Mistress$  Lair            Create Imp      Poisonous gas
Dragon$         Hatchery        Sight           Word-of-Power
Hell hound$     Training room   Speed           Steel door
Orc             Library         Must Obey       Magic door
Skeleton^       Bridge          Cave-in 
Tentacle^       Guard post      Call-to-Arms
Troll^          Workshop        Heal
Warlock$        Barracks        Invisibility
                Prison          Audience
                Torture room    Lightning
                Temple          Protect
                Graveyard       Disease
                Scavenger room  Chicken
                                Destroy Walls
Dungeon Special
Resurrect Creature
Double Creatures
Transfer Creature

$ = only available to your opponent
^ = only available to you

 Blue keeper:
  Initial Gold:      33500
  Initial creatures: 4x Imp (1), 2x Orc (7), Vampire (2)
  Max creatures:     17
  Archer, Barbarian, Dwarf, Giant, Samurai, Thief, Tunneller, Witch,

 This is probably one of the hardest levels in the game. Without a 
Creature transfer from Woodly Rhyme or the secret bonus games it will 
be quite hard to beat this level. But I've noticed that it can be 
done. Because of the difficulties and also because of the oddities 
I'll explain this level thoroughly, because I read the level script 
for it:

 -You can only attract Trolls, Orcs, Bile Demons, Tentacles and
  Skeletons. How meager...

 -The enemy Keeper can attract all, but Trolls, Tentacles and
  Skeletons. Basically, he has the best pick.

 -There are only 2 Bile Demons and 8 Trolls for the entire level!
  Even more meager! This means you can only get a plenty supply of

 -Tentacles are nearly impossible to attract, hence this is why your
  creatures are so limited. But this has an advantage too as we will

 -The level is set up in such a way that your enemy and you are only
  separated by two Magic doors. Fortunately, the enemy keeper doesn't
  bother with those for quite a while.

 -Your enemy starts out with two level 8 Orcs and a level 2 Vampire.
  Meaning that a blitz-krieg by just rushing to his dungeon with a
  high level transfer may not work out properly..., but you can try.

 -The neutral Portal to the east is guarded by Hero Doors from all
  four sides. Naturally, heroes poor into the level from each one if
  you get close to the Portal. Therefore leave the Portal it hardly
  does any good.

 -As soon as the level begins start researching and have you Reapers
  train. But DO NOT research the "Invisibility" spell yet. If you get
  "Invisibility" a party of level 7~9 Samurai, Wizard, Barbarian and
  Giant appear in the level heading for your dungeon!
  (see below for counter measures)

 -If you get 17+ creatures (the normal limit for this level) another
  copy of this party will attack your dungeon. This time not even
  your traps can help you out!

 -But when your enemy has both 17+ creatures and the "Invisibility"
  spell another copy of this party will also appear there, but they
  attack your opponent!

 -"Sight" is available right from the start. Make use of it for the
  digging tasks as described below.

 -Look at the level map and dig to the far west horizontally, just
  between the gold seams. Leave 6 or 5 spaces from the wall open and
  investigate with "Sight" where the 3x3 square of dug out, unclaimed
  land is. If you dig out _around_ this square and fortify all three
  walls (the back wall is against the impenetrable rock surrounding
  this level) the above mentioned elite party cannot attack you! Why?
  That spot is their entry point and Tunneller dwarfs can't dig
  through solid fortified walls. Now it's safe for you to expand and
  research. This is a must in order to complete the level!

 -To the far north-west there's a structure surrounded by the gold. 
  In here are the "Double Creature" and "Chicken" special/spell. The 
  Samurai and Witch in the first room always die, because the 
  Lightning trap in this level is neutral meaning that it will attack 
  not only you but the heroes too! Anyway, after building a door
  place it in the corridor to the elite entry point as mentioned
  above, and dig north to find this structure. Then you know it's
  location, seal the door and train first... Breaking through the
  braced doors will send down 3 level 6 Barbarians. Your Reapers can
  beat them, but not on level 1. After that there's two boulder 
  traps, but if you act carefully you can snag away both goodies from
  here. ^_^

 -To the east there's a structure with some level 4 Archers. Once
  your Reapers reach level 4 they should be able to defeat those. Or
  maybe you wish to wait until you've got the Prison and Torture
  rooms. You can use some additional troops on this level. There's
  also a Wizard around here, after converting he can help your
  Warlock with research. Anyway, at the end of the structure there's
  a hidden Poisonous gas trap and behind it is a "Resurrect
  Creatures" special. If one of your creatures dies you can bring him
  back... Mind you that some Thieves appear too when this point is
  crossed. No matter thieves are wimpy fighters.

 -After fortifying the elite heroes' entry point it is safe to dig
  into the water to the north of the level. This allows you to
  explore some parts of the level, and it may attract the chances of
  getting a Tentacle to join. Also dig around the water line so you
  can claim the area, then near the far east end dig south, until
  you're at the same height as the portal. Go west here and fortify
  the wall. This way the enemy Keeper can't claim too much area, but
  this only works early on in the level.

 -As with fortifying the east the west can also be fortified. Again,
  from the elite heroes' entry point dig south through the gold until
  you're at the same height as with the gems. Dig a horizontal
  corridor here, until you hit a white Hero wall. If you fortify this
  part too, you've made sure the enemy keeper can't get out for quite
  a while.

 -The gems in the open are hard to get early on. It's protected by
  several dwarfs, a witch, 7 Barbarians, 2 Boulder traps, and once
  you reach the gems more heroes come through the Hero door around
  here. This location may be interesting after defeat your opponent
  as the "Transfer Creature" spell is here.

 -The money in the Reaper's private treasure room is a fake. Try to
  pick it up and it dissolves. The programmers made hollow copies of
  gold piles here. It's quite useless. XD

 -The script of this level also contains a tutorial message about the
  Lava trap, but the funny thing is that you can't build one. XD XD

 -You can also use the "Must Obey" spell in this level, although I
  find only little use in it. It costs 25 gold per second and the
  only thing it does is making your Imps (and possibly your other
  creatures) work at the speed at which they do after they get
  slapped, but now it's permanently. I suppose it would be useful
  after you get to the open gem tile in near the center of the level. 
  - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

 With all this information in mind start the level, you may want a 
trial run to explore all the areas of the map first. With 27500 gold 
and direct access to one tile of gems you can build quite a lot. 
First off, sell the Treasure rooms; they contain no real gold. Sell 
the Lair and Training room on the east side, and sell the Hatchery on 
the west side. Dig out the rooms to make them larger and expand the 
current exists Lair/Hatchery/Training rooms, until their efficiency 
is good. The Hatchery better be large as this saves you money on the 
"Heal" spell, when you get heroes in your prison later on.

 Unlock the doors of both Horny's place and keep your Warlock and 
Reapers in the same chamber. Like mentioned before Reapers can live 
together with other creatures; you just need to give them gold very 
now and then to keep them happy. So check on them every in a while 
and give them the smallest piles of gold you can find. Have all 3 
creatures train (as you do not wish to research too much, because of 
the said issues with the elite party).

 Next dig out space for a treasure room around the gems, and build a 
bridge on the water (this will make your Imps work more efficiently). 
dig to the far west and isolate the elite entry point. Better slap an 
Imp and "posses" him in order dig to there quickly. Once this is done 
you are safe for a little while. Check your Reapers, and continue 
with the next task. Build a Library for your Warlock, if he has 
attained a nice level like 3 or 4 start researching like mad.

 In the meanwhile dig into the water and head south on both the east 
and west wings. This can be done as you only need three Imps to keep 
the gem quarry occupied. Start fortifying the lower corridors, until 
everything is barricaded. By now the Workshop should be available, so 
build this room (which can be expanded if needed) of at least 4x5 
tiles. Check your Reapers again, and dig out additional rooms for the 
future researched rooms. Build the Barracks as soon as you can to 
attract some Orcs for training. Check your Reapers again, and if they 
reached level 4 or higher you can take on the Archers.

 Attack the weak heroes in the north east room (track them down with 
"Sight"), some Thieves enter the level here too, and after their 
victory either turn them into Skeletons or torture them for ghost or 
conversion. You should get at least the Wizard to change side. He can 
help the Warlock out with research. The Archers are expendable.

 Once your main troops reach level 4 send them out to the north-west 
structure and have them defeat the Barbarians. Two level 5 Hornies 
can do this all by themselves >:D. Claim the tiles and watch out for 
the boulder traps. Afterwards get the "Chicken" spell with it, you 
could take on your enemy right now. Any annoying creature can be 
turned into one making it easy for you to clobber the Heart.

 Otherwise, tease the elite heroes with some "Lightning" and kill, 
crush and capture them once they're heavily weakened. If these guys 
convert to your side and heal up you have a near guaranteed victory 
against your opponent! However make sure to check once you/your 
opponent gets near 17 creatures another group could appear...

 By now the level should be up and running properly. Scout out for 
the "Transfer creature" special near the gems and you're done. Great! 
In case the enemy Keeper plans to attack your doors just place a few 
more magic doors in the corridor, they should get his Imps busy for a 
long, long, long time. You can also blast them with "Lightning", it 
costs the Keeper a fortune construct new Imps. But when he gets a 
graveyard he'll have armies of Vampires, which isn't good either so 
take care. Hmm... It wasn't that bad, unless the enemy Keeper gets 
annoying early on, in that case you might wish to restart and try 

17. Mirthshire
Intro & Outro:

Mirthshire - Industrious citizens go about their daily lives with 
care, enthusiasm, and diligence. There is no crime, and everyone is 
working for the common good. It's a disaster of a place and deserves 

Demon's Dirth - The flowers lie trampled in the dirt, and their 
disgusting pong has been replaced by the smell of soiled armor, and 
the internal juices of those sliced to pieces by your servants. Quite 
an improvement, I trust you'll agree.

Initial Gold:      7500
Initial creatures: 7x Imp (1), Imp (10!) + transferred creature
Max creatures:     18
Creatures       Rooms           Spells          Traps / Doors
-------------   -------------   -------------   ------------------
Bile Demon      Treasure room   Posses          Alarm
Dark Mistress   Lair            Create Imp      Poisonous gas
Dragon          Hatchery        Speed           Lightning
Hell hound      Training room   Cave-in         Boulder
Orc             Library         Call-to-Arms    Word-of-Power
Tentacle        Bridge          Invisibility    Steel door
Troll           Guard post      Lightning       Magic door
Vampire         Workshop        Protect
Warlock         Barracks        Destroy Walls
                Torture room    
                Scavenger room

Dungeon Special
Resurrect Creature
Double Creatures
Fortify Dungeon
Locate Hidden Realm

  Archer, Barbarian, Dwarf, Fairy, Giant, Knight, Monk, Samurai,
  Thief, Tunneller, Witch, Wizard

 The idea of this level is that after a first quiet minute heroes 
keep on pouring into the level one after another, until the lord of 
the land approaches. In order to beat the level you only need to 
destroy the Knight, which appears after a fixed amount of time. His 
death is your goal and nothing else matters. Oddly enough, you start 
with a level 10 Imp for some reason...

 Instead of trying to win by conventional means you can beat the 
level with only a Creature transfer or even without that one. I've 
found a flaw in the level design here, when exploited makes the level 
quite easy to beat. But it does require patience. What you need to do 
is claim some of the gold without hitting an open area. "Sight" is 
non-available, but you can use the light emitted from your cursor to 
determine whether the land is safe (see "controls" for details).

 Tunnellers can dig through gold so claim all the gold except for the 
outer section, then build a library and have your creature research 
"Lightning". We're going to use this spell to kill the Knight outside 
our dungeon. Now you may ask what the use of this spell is without 
"Sight". Well, notice the portal to the north? There's unclaimed 
ground around. And it is common knowledge that you can drop an Imp on 
unclaimed soil. Do so and the view around the Portal expands! Using 
this you can have the Imp dig around exploring all the areas in this 
realm without causing a dungeon breach. Even better you can now 
strike with "Lightning" on all these parts. Quickly, dig through the 
entire realm so everything is exposed to your view before the heroes 
arrive (dig around in a circle and you should hit all the good parts; 
the Knight appears from the bottom left corner). Now, keep on 
researching with your single creature and wait for the lord. Blast 
him into oblivion with the power of "Lightning" and you're done. :D

 To conserve gold you'd better not claim the portal here. Or in case 
you don't have a creature transfer you may want to... Just throw any 
creatures that are not necessary back into the Portal. Also after the 
heroes arrive they might dig through the structure to the north of 
your dungeon. If this happens some neutral Archers are set free. If 
they see your Imp they'll join you. Use these as researchers to speed 
up the process.

 Afterwards you can still explore the level in a normal fashion. Just 
pick a quiet spot, dig out, and have your creatures attack the enemy 
in small groups (with or without helping out with "Lightning"). This 
way you can explore all of the charms in this level. But it is not 
necessary unless you want the "Locate Hidden World" special to the 

 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

 The alternative tactic is dividing the west and east halves. Take a 
look at this map (mind you; this map is not perfectly on scale):
|   ___ ____ ________      ^ ____ ___ ____           ____|B|____   |
|  | # |    |        |     ^|    |   |    |         |    |      |  |
|  |   . P  .   F  1 |     ^| T  . # . An |         | T  .    # |  |
|  |_._|____|________|     ^|____|_._|____|         |____|____._|  |
|   \  \                   ^^^    / \                      __/ \   |
|     \  \                   ^  _/___\                 ___/  __/   |
|       \  \________________ ^ |Portal|     __________/    _/      |
|         \____________     \^  /   \_    _/    __________/        |
|                      \____/^ |______|  |_____/                   |
|                 ___        ^                                     |
|                /   \       ^                     ______     _    |
|             __/   /        ^ _____              /      \   / $$  |
|$$          /     $$^^^^^^^^_|__ __|_            \__     \_/   $$ |
|$$         /  D  $$        | |     | |              \___       $$$|
|$$        |     $$         |    H    |                  \_____/$$$|
|$$        |   2 $$         |_|__ __|_|                          $$|
|$$        |     $$           |_____|        $__                 $$|
|$$         \     $$^^^                    $$$  \               $$$|
|            \____/   ^                    $$   /               $$$|
|               ____  ^                   $$\__/                $$ |
|             _/  _/  ^       ______      $$                   $$  |
|          __/  _/    ^      |Portal|    $$                        |
|        _/   _/      ^               __/  \_                      |
|    ___/    /        ^            __/       \___                  |
|  _/_.___.__\       ^^         __/      __      \__               |
| |  #  | #  |     ^^^       __/    ____/  \__      \      ______  |
| |_  __|_  _|  ^^^^    ____/   ___/          \___   \_   |      | |
|  _||____||_   ^  ____/  _____/                  \__  \  | Ag 4 | |
| |  B _     |  ^ /__.__ /                          _\./__|_.____| |
| |_,_|_|    |  ^ |     |                          |     |   |     |
| | T  _     |  ^ | 3#  |                          |  #  .   |     |
| |___| |____|  ^ |_____|                          |_____|___|     |

1 = Fortify Dungeon Special          An = 2x Neutral Archer (6)
2 = Double Creatures Special         Ag = 2x Good Archer (3)
3 = Locate Hidden World Special      B = Boulder Trap
4 = Increase Level Special           D = 5x Dwarf (3)
                                     F = 4x Fairy (5), Fairy (10)
. = Braced Door                      H = Your Dungeon Heart
, = Steel Door                       P = 6x Poison Trap
                                     T = Treasure room
# = Hero Portal Door
$ = Gold Seam
^ = Suggested part to fortify the western wall

 From the beginning of the level you have like 10 minutes before the 
initial attack from the Hero Door to the north of the Portal 
commences. In that time it is possible to dig to the northern portal 
and from there reach the impenetrable rock and fortify the western 
wall. Next dig west to the gold and fortify as well. Then head south 
(take care not to hit any gaps) towards dungeon special 3 and fortify 
the entire western wall as marked on the map by ^. Another thing to 
note that it might be wise to sell any claimed Treasure rooms. You'd 
better make a Treasure room near the eastern gold quarry.

 Now the lord of the land and all of the western cronies can't attack 
you, while you still hold large quantities of gold from the east. 
There may be some heroes barging in from the other portals, but with 
any kind of training you can defeat those. Then convert them to your 
cause and kill the eastern baddies to finish it off.

 Get the neutral Archers and you should be able to withstand the 
first few attacks without any trouble. Since the east is still open 
you might as well claim the gold from those chambers and the Level up 
special. The two good archers guarding it should be no match for your 
Archers. Build a training room and get your Dragons, Bile Demons and 
Dark Mistresses to training. Otherwise build a prison to raise some 
high level Skeletons only. You could invest in a graveyard, but the 
expensive Vampire needs much training and costs a lot of money. So it 
would be cheaper to get a Skeletal army here.

 One might also consider taking the north western quadrant into 
account, but the grouped Fairies and Poison traps are a pain to 
dispose of with only a few good fighters. Hey, for a change no 
"Transfer Creature" exists in this level.

18. Blaise End
Intro & Outro:

Blaise End - A place of joy and love. Nothing, the legends say, has 
ever spoiled the calm of Blaise End. So, when something does, it will 
be long overdue, and the inhabitants will thoroughly deserved it.

Valeneor - Nothing is left of this settlement apart from a stubborn 
stain on the ground. Our trolls are hard at work trying to erase this 
at the very moment. Then we'll spray acid over the entire locale.

Initial Gold:      10000
Initial creatures: 10x Imp (1)
Max creatures:     60
Creatures       Rooms           Spells          Traps / Doors
-------------   -------------   -------------   ------------------
Bile Demon      Treasure room   Posses          Alarm
Dark Mistress   Lair            Create Imp      Poisonous gas
Dragon          Hatchery        Sight           Lightning
Hell Hound      Training room   Speed           Boulder
Orc             Library         Call-to-Arms    Word-of-Power
Tentacle        Bridge          Heal            Wooden door
Troll           Guard post      Hold audience   Braced door
Vampire         Workshop        Invisibility    Steel door
Warlock         Barracks        Lightning       Magic door
                Prison          Protect
                Torture room
                Scavenger room

Dungeon Special
2x Steal Hero
Level Up
Resurrect Creature
Destroy Walls Spell
Lightning Spell
2x Poison Trap
Lightning Trap
Word-of-Power Trap
Boulder Trap

   Archer, Barbarian, Dwarf, Fairy, Giant, Knight, Monk, Samurai,
   Thief, Tunneller, Witch, Wizard

 Another Hero-opposition-only level. This level can be hard if you 
don't take care. Gold is the biggest issue, hence you'd better not 
make any big or reckless expenses. Otherwise you should be able to 
get through just fine. Just take care not to dig through certain 
parts (in the north) too early on. The message tells you that you 
have a certain time limit, but that's not entirely true. There is a 
time limit indeed, but you need to dig up at least 15,000 gold before 
these are triggered. After digging up 12,000 you'll get a warning and 
after getting 15000, 25000 and 35000 gold groups of heroes will 
travel to you dungeon. After the last wave the timing is also 

 As with Woodly Rhyme fortifying the Heroes' entry points can aid a 
lot to the strategy, but it's not easy in this level. Considering the 
situation where the fortification has to happen before excavating 15 
blocks of gold (1 block is 1024 gold), and also even after the 
fortification money is very scarce considering that you lots of 
training to get strong minions to do battle for you. Also the high 60 
Creature limit means that new minions keep on coming (almost) 
indefinitely). A special strategy is required here. I devised one 
which works pretty well, but it's very strict. There's three phases:

  1. Fortify the main hero entrances
  2. Attract & train creatures fight for the central area
  3. Lay siege on the Heroes' dungeon.

1. Fortify the main hero entrances
 You can claim the Portal or not, we're not going to build any rooms 
that could attract any of the creatures available apart from some 
Tentacles. Either way, dig to the north-east and you'll find two 
neutral Tentacles. It may very well be possible that you have never 
seen these creatures before. In short word tentacles are pretty 
strong for their feeble appearance, but they can't win you battles on 
their own. Next to that they are cheap to maintain. Anyway, there's 
no point in digging further upwards here as the area is blocked off 
by the fortification. Dig upwards to the center but keep as close to 
the gold as possible on both sides. You'll find several neutral 
creatures; 2 Spiders(2) on the east, 2 Skeletons(2) and a Giant(2) to 
the west. From the Spider's location head north, dig out the topmost 
gold block and go around the bend. Now dig south-east to find a 
locked braced door. Break it and three Bile Demons(4) add their 
powers to your army.

 These seven will make up your army for now. Train them a bit, no 
Library is needed yet as we can't really afford to build additional 
rooms or waste money on spells. Maybe, just a few tiles for the 
"Sight" spell. You can dig out a few (not more than 12) gold blocks 
and create a small Treasure room to keep your money. Large Treasure 
rooms are hardly required because gold is spread out so making 
multiple local rooms is better.

 Our first target are two level 5 Witches. If you think your troops 
are ready get them together. 10 against two should work out, if your 
monsters aren't too weak. Create a tunnel on the very west side of 
the area. Drop all minions on them, first the Giant and Bile Demons 
as they has most stamina; they'll be taking the hits from the wenches. 
Then drop the other creatures on them and fight them to the death. 
Once they're gone we're very close to expansion. But first claim the 
entire area, but do not break the eastern door open. Eight high 
leveled Archers are going to appear if you do.

 Dig further upwards via the left branch and carefully look out for a 
small 2x2 square gap. Fortify this place! That's one Hero door down; 
the other is located on the opposite side. Most of the bloody troops 
come from this place so we've got rid of that problem. As long as you 
keep them sealed of the reinforment troops won't come (they only 
appear after all dwarfs in this group have been annihilated!).

 In the right wing, you have access to the gold, but only dig out the 
two topmost blocks. From here dig straight up to find the second Hero 
door. This door cannot be fortified completely, so the Tunneller (and 
his group of three Thieves(2) and Archer(4)) whom appear here will 
eventually break into your dungeon... Hence it's better to claim 
these tiles. The attack group is weak and small so it's no problem. 
And now that the tiles have been claimed you can drop you creatures 
straight on them here.

 A little to the east of here there lures a hidden room with two 
Fairies(8) guarding the "Lightning" spell and a Poison gas trap. They 
have little stamina, but their spells are devastating on small groups, 
we'd better leave them for the moment.

2. Attract & train creatures fight for the central area
 Great, with the fortification of the Hero Door we can start 
expanding! From this moment on you should be able to claim the entire 
central area. Take out the Thieves in the center, claim the Portal, 
and get all the gold around here. Build a big Library, dig gold and 
get a large treasure room (25+ tiles) to attract Dragons. The 
expected wave appears very soon now, take them out and keep on 
training all your important troops. Don't break any doors right now. 
Get a Prison and (possibly) a Torture room. High leveled enemy troops, 
albeit being weak, make good cannon fodder later on.

 Now take out the door on the opposite side of the map. 6 Thieves(8) 
drop down here, but Thieves are easily disposed of, just makes sure 
you don't miss anyone as they can turn invisible. Once the Thieves 
are gone some Bile Demons in the Prison to the right become available 
to you. Claim and expand/sell the Prison. Enable imprisonment and 
break down the door on the west side to make 6 Archers(6) drop down. 
Imprison them for Skeletons or get them to convert to your side. Use 
these Archers to fight the Wizard just one room above where you 
initially fought the Archers. There's a dungeon special here next to 
the Boulder trap box. Also take out the Fairies to the north of the 
former Bile Demon jail and claim the "Lightning" spell.

 You'll quickly find out that your gold reserves will still be 
running low. Kick the door above the central portal and prepare for 
more Heroes; Archers, a few Barbarians, Archers and more Archers. You 
need speedy characters or magic users to get them effectively. Defeat 
all the goons for money and dead bodies (Vampires or Skeletons 
anyone), head north from here to reach the base of the Heroes' 

3. Lay siege on the Heroes' dungeon.
 You're money levels may be getting very low, but salvation is close 
by. There's three ways to go from here upward through the braced door, 
or left/right over the lava. First take out the Archers and the 
Thieves. Then claim all the tiles within your reach. You'll notice 
that the fortified wall against gems dissolves. Build a treasure hold 
here and start digging. Your gold problems should be solved by now. 

Before continuing on via the center passage it would be wise to take 
out an expendable creature here and examine the left passage outside 
the stronghold first. Watch out for the boulder and break the locked 
door. Get some troops assembled here with "Call-to-Arms" and head 
west. Some low-leveled Wizards appear here. Nothing special, break 
down the steel door to find some more traps. Wait a moment (~15 
seconds) and some Barbarians appear. Dispatch of these fools and head 
further west. Notice the inlet to the left there's a "Reveal map" 
special here and also some 8 Wizards(8) appear here. This is quite a 
'colorful' battle so be on guard. Once they're gone. Retract the call 
and get your creatures back to heal. Get an Imp and dig out the top 
right tile to find a hidden neutral level 6 Dragon. Reveal the map 
and it should become much easier to find all the secrets and heroes.

 Apply the same for the east wing to find 8x Archer(6,8)... How big 
is Blaise End's archer guild? <_< There's a "Destroy Walls" spell 
near-by. Get it to open the second portal, as if you need it. Anyway, 
work your way around the northern entrance and you'll eventually 
reach the gems from the other side. Once this happens it's nearly 
trivial to beat the level. Blast the wimpy Fairies near the heart out 
of this world using Just watch out for the Lightning traps. So get 
some high-leveled Dragons and guide them through, healing them when 
needed. Or avoid the traps using "Destroy Walls" to enter the Heart 
chamber via the easy route. End of story.

19. Mistle
Intro & Outro:

Mistle - Light and Airy. Mistle is a haven for those that love the 
peaceful countryside. The sort of people that won't like miles of 
sulfurous stinking wasteland and the screams of the damned, of course.

Darksword - A great battle has been won here. A bit one-sided, 
granted. Our Minions fought valiantly and now the day is ours. We've 
dealt with the survivors by the way. Properly.

Initial Gold:      3000
Initial creatures: 4x Imp(5), 4x Imp(10)
Max creatures:     30
Creatures       Rooms           Spells          Traps / Doors
-------------   -------------   -------------   ------------------
Bile Demon      Treasure room   Posses          Alarm
Dark Mistress   Lair            Create Imp      Poisonous gas
Demon Spawn     Hatchery        Sight           Lightning
Skeleton$       Library         Speed           Word-of-Power
Spider$         Bridge          Cave-in$        Wooden door
Troll           Guard post      Call-to-Arms    Braced door
Warlock         Workshop        Hold audience   Steel door
                Barracks        Invisibility    Magic door
                Prison          Heal$
                Torture room    Lightning$
                Temple          Protect$
                Scavenger room 

Dungeon Special
Boulder Trap Box
Heal Spell
Lightning Spell
Protect Spell
Destroy Walls spell
2x Steal Hero
2x Resurrect Creature

$ = Only available to your enemy Keeper

 Blue Keeper (Lewis):
  Initial Gold:      800000
  Initial creatures: 4x Imp (1)
  Max creatures:     32
   Archer, Barbarian, Dwarf, Fairy, Giant, Knight, Monk, Samurai,
   Thief, Witch, Wizard

 This level is scripted in such a way that you are prevented from 
getting more than a few creatures. Some of them only become available 
after claiming a specific type of room. However this level is mostly 
based on claiming premade neutral rooms. First of all, notice that 
your Imps are very high leveled so don't treat them too much like 
they were cannon fodder. These Imps know the speed spell which makes 
them thrice as effective and the level 10 Imps can even teleport.

 Dig out the four tiles of earth to discover an entire new area. 
Claim all the rooms and find the level 4 Vampire walking around in 
the graveyard. Have him research right away, because there is no 
training room you'll have to stick to the level one creatures via 
your portal. A training room has to be claimed from the Heroes' 
dungeon. However you do receive a Torture room along with a Prison. 
So, instead of training high leveled creatures you need to make your 
opposition choose your side. But there's no "Heal" spell either so 
you need to feed them lots of chicken before starting to 
'interrogate' them.

 Anyway, my tactic would be to get a Troll, Bile Demon and Dark 
Mistress and sacrificing those for the Horned Reaper in the newly 
acquired Temple fountain. Great, even at level 1 this guy will do 
quite well. To get any one of the creatures back use the "Resurrect 
Creature" special that is found behind the wall to the south of the 
Temple (it's cleverly hidden under your nose). Make sure to activate 
the "Imprison" option and first head north. Dig out two tiles to find 
a lone Fairy(3) kill her in first person view. Have her come over to 
your side and put her in the Library too. Don't go up any further, as 
the forces are too strong for now. Head east to find 3 Tentacles(5) 
make sure not to get hit by their "freeze" spells. A Horned Reaper 
can slay these without effort if non frozen.

 Claim this area and have the Reaper continue on east. Take out the 
Archers, build bridges over the lava and put these heroes in the 
prison. Convert them all of these guys as well. Have your Horned 
Reaper rest in his lair. In case he gets angry just make him walk 
around the temple fountain. If you have the Scavenger room build one 
to make the Fairy/Archers scavenge their equivalents in this level. 
Once Reaper is ready for action take him out again to break the east 
most door. There can be at most three Fairies here, but it is very 
likely your Fairy scavenged one or two of them. Kill the remaining 
ones and also claim the "Lightning" spell which is lying around here.

 From here on you could try two possible routes. Following the 
northern passage and take out the Thieves/Wizards whom appear here or 
follow the path where you found the "Lightning" spell. Personally, 
I'd save and opt for the first option. Why? There's an interesting 
behaviour of the computer controlled Keeper in this level. Instead of 
mining gold he creates as new Workshops each time the old one is full. 
The place where he builds these is completely random. So if you head 
north it is actually possible to claim the tetroid shaped gem section 
from under his nose! I managed to do this on several occasions. So 
move your view to that part of the map and check out if you hear any 
noise or digging around this area if not. If not fortune may smile on 
you. ;) Otherwise I'd stick to the southern passage first (where you 
found the "Lightning" spell) and get the gems there. In that case 
skip the next paragraph.

 Okay, so the coast is clear near the top-right corner? Then try this 
strategy. Get your scavenged creatures and Horned Reaper together and 
claim the area behind the doorway. Like I said Thieves and Wizards 
appear here, but that's not a big issue for HR. Get the "Protect" and 
"Heal" spells from these rooms as well. Now there's 7 Barbarians(4) 
around here, but if you play it smart you only need to attack two of 
them. From the "Heal" spell dig east until you hit water. 2 
Barbarians will attack so take them out of commission (and have them 
scavenge the other Barbarians afterwards :P). Claim the area around 
here, but don't break any doors. dig a little around here until you 
can claim tiles east of the water. Fortify the bottom part around the 
"Steal Hero" special and dig north towards the impenetrable rock. 
From there go east and via the northern passage around the topmost 
gems. If you can fortify the entire area (which is quite possible) 
you have infinite wealth a plenty. Build a treasure room around the 
gems and start digging. From here on you can use the "Lightning" 
spell to weaken/defeat most enemies. Destroy the Heart of the Heroes 
dungeon, claim training room, find the "Destroy Walls" spell behind 
the Heart and get your troops assembled for the final attack on Lewis. 
The rest will be easy.

 In case your enemy rival did manage to find the gems at the top 
(most likely by coincidence; silly AI) continue along via the bottom 
passage and get the Wizards to join you. Carefully claim the tiles 
around here while avoiding the Boulder trap at the bottom. Break open 
the door on the west end to find a lonely Monk(3) along with two 
neutral Dragons(6). They'll help you out on the Monk. Convert him and 
break open the right door to find a few more Monks, kill them, and 
start digging these gems. Unfortunately, you can only build a 
miniature treasure room around here, but it's better than nothing.
 With the Reaper and the Dragons claim the northern passage bit by 
bit converting all enemies you come across. Get the "Heal" and 
"Protect" spells that are lying out in the open here. Also activate 
the "Steal Hero" special if you think the time is right to claim any 
of the heroes on the map (doesn't work on a Knight of course). Using 
the money from the gems cast a few "Lightning" bolts on the heroes 
and attack the northern passage. Casualties may be large, but once 
this area is claimed the Training room becomes available. On the 
other hand you could place the Boulder trap you found near the 
southern gems before the final door and have the heroes kill 
themselves if they try to attack you (unlike the message says there's 
only one trap).

 Train all creatures who will do the fighting for you, get the 
"Destroy Wall" spell (if necessary) and attack the dungeon via any  
side (south from the tetroid gem is the shortest). You'll notice the 
plethora of Workshops around here, some Spiders and Skeletons, and in 
the most southeastern part the Dungeon heart is waiting for you to 
destroy it. Take it out and the level is yours. On to the final 

20. Skybird Trill
Intro & Outro:

Skybird Trill - The Ultimate in cute. A frown in Skybird Trill brings 
all the townspeople to the sufferer's door with gifts of love, fine 
cheer, and eternal friendship. A place where nothing can ever go 
wrong, or so they fondly believe...

Donterror - The world of Skybird Trill is nothing more the charred 
wreck of a nightmare. We have won a furious vital victory, and you 
are ruler supreme over the whole world! What next Master?

Initial Gold:      20000
Initial creatures: 8x Imp(1)
Max creatures:     25
Creatures       Rooms           Spells          Traps / Doors
-------------   -------------   -------------   ------------------
Bile Demon      Treasure room   Posses          Poisonous gas
Dark Mistress$  Lair            Create Imp      Lightning
Dragon          Hatchery        Sight$          Boulder
Orc^            Training room   Speed           Word-of-Power
Troll           Library         Must obey       Steel door
Vampire$        Bridge*         Cave-in         Magic door
Warlock$        Guard post      Call-to-Arms    
                Workshop        Hold audience   
                Barracks        Invisibility
                Prison          Lightning
                Torture room    Heal
                Temple          Protect
                Graveyard       Chicken
                Scavenger room  Disease

Dungeon Special
5x Level up
Resurrect Creature

$ = Only available to enemy Keeper
^ = Only available to you
* = Bridge becomes available after defeating the Avatar

 Blue Keeper:
  Initial Gold:      2460000
  Initial creatures: 5x Imp(10), Vampire(10)
  Max creatures:     30
  Avatar, Barbarian, Dwarf, Fairy, Giant, Knight, Monk,
  Samurai, Thief, Tunneller, Witch, Wizard

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 The final level and thus a difficult challenge, however it depends 
on how you look at it. You don't need to annihilate the blue Keeper's 
dungeon to win the game, but it would be much better victory if you 
could. As it is the last level pick one of the bonus levels where you 
are rewarded with an Horned Reaper to start out the level much better. 
You can't get Dark Mistresses here, it's the only way to get Reapers. 
Also there's a neutral Horned Reaper and a good (as in hero) Horned 
Reaper in the level so if you scavenge or come across them you have 
three killer machines. The other bonus levels are either too 
difficult and the Vampire from the other crush the Imp level is going 
to get scavenged very soon after you start the level. Your opposition 
starts with a Scavenger room and a level 10 Vampire!

 Next in this level you'll encounter the final new creature that has 
not been exposed before. It is the so-called end boss of this game: 
the Avatar. This is basically an upgrade Knight, but he's not only 
equally strong as the Horned Reaper he is also very good with spells. 
The gigantic amounts of damage he can sustain mean that he is going 
to win a battle against two or three Horned Reapers(10) head on! 
You'd best beware. Again there's alot going on in this level so I've 
split it up in three phases.

Phase 1: Exploration
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 With or without Horny start out the level and notice the already 
existing corridor to the north. This is where the final attack will 
originate from so build some traps here, but perhaps no Boulders as 
capturing the Avatar and using him to solo attack the enemy Keeper is 
a cool thing to do. :D

 You can claim the entire area to the east, but don't head north. 
There's 8 Tentacles(10). You could try to kill them all with Horny, 
but it ain't easy as they constantly freeze him. Instead look at the 
"L" shaped impenetrable rock to the east. One tile below it is the 
highest part where it is safe to create a horizontal passage without 
breaking into the Tentacles' area. To the far east your Imps discover 
a new area with two Level up specials near the Gems. Break the door 
with Horned Reaper and collect two more Level ups in the back room! 
Also notice the four Hero Doors (two are to the south of the gem 
quarry). Make sure to keep an eye on them near the end...

 Start building big rooms for your future Bile Demons, Orcs, Trolls 
and Dragons to come. Naturally, place the Treasure room around the 
gems. Have your new creatures train a few levels and use the first 
two Level up specials (not too quickly after each other or the second 
one won't work!). With level 3 Imps the money flow should increase 
rapidly. Now break through into the Tentacles' area and imprison or 
kill them all. The Heroes' dungeon is filled with traps so don't 
enter it with massive amounts of troops. Instead have a strong 
creature break down the central door. Head north, then east and break 
the eastern most door to find a neutral Graveyard along with a 
neutral level 10 Horned Reaper.

 In the graveyard the north-eastern passage leads to a very small 
room between two doors. In here you'll find the good Horned 
Reaper(10) and a Witch(10). Imprison them and convert them to your 
cause. Don't follow the path after that as there are gigantic amounts 
of traps (boulder and lightning) around this tight corridor. The 
Avatar can be found on a lone island in a prison, but we can get to 
that much easier after destroying the Heart. Go towards the Heart 
just to find 4 Beetles(1) and 4 Flies(1). You may want to sacrifice 
these to complete research or have them get killed in the 
Prison/Torture chamber to get some less weak Ghosts in return. Like 
said before a graveyard won't be of any use here as Vampires only get 

Phase 2: Take out the Avatar
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 Once the Heart is destroyed the second mission is to kill the Avatar. 
When your creatures have trained some more use your the last two 
remaining Increase Level spells on all your creatures to get 
everybody level 9+. You'll be needing high levels as all opposition 
will be level 10 heroes.

 You can't build bridges so it is hard to battle him, but the problem 
can be resolved by taking a Witch/Ghost out, "Possessing" and using 
the Whirlwind technique on him (make sure to cast rebound as your 
creature is killed otherwise). You can either blow him towards your 
own ground or blow him to the other side. In the latter case the 
Avatar will destroy you enemies' dungeon heart, but most of the time 
your opponent has enough creatures to prevent the Avatar from 
destroying the Heart.

 The other way around, take out all your Horned Reapers, Orcs, 
Dragons and Bile Demons to destroy this one man army. It will take 
you a lot of time, but he can be defeated. Make sure not to 
accidentally kill him with Dragon's fire breath so get the Dragons 
out, when the Avatar is about to collapse. Convert him to your side!

Phase 3: The final stand
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 Either way, whether he defeats the enemy Keeper he has to be 
defeated in order for the final phase to begin. When he is killed (or 
converted) you'll receive a message that the Avatar is rebuilding his 
troops and is going to strike very soon. Notice all Hero Doors near 
your Treasure Room and where you found the 2nd set of Level ups. 
Several groups of Heroes will appear from these. Also like said 
before the Avatar and the Knight enter the level via the northern 
passage that leads straight to your Heart. Get troops and traps ready 
everywhere, then attack all targets. Again, after a long while the 
Avatar will be defeated (or instantaneously with a Boulder XD). You 
win the game.

 Now it wouldn't be a victory without destruction of the second 
Keeper. So go out with your Avatar(s) and attack him via the back 
door. Get some Horned Reapers in too and you should win. The battle 
is very fierce, but it should be fun. ^_^ Press " " to watch the 
ending animation. Back on the world map you can see the entire world 
in red. Just oh-so-much more appealing, ain't it? You can still play 
one of the secret bonus games afterwards, but the only thing this 
will do is that you receive a massive 5000+ score for the High Score 
table. Otherwise your done. Now replay the levels again from start or 
on to the Deeper Dungeons. "What next Master?"

                             THE END

Appendix A: Statistic tables

Creature Statistics
 This is a small comparison table which can be used to compare all 
the available creatures in the game with one and another. 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 

     level     %
     -----   ---
         1   100
         2   135
         3   170
         4   205
         5   240
         6   275
         7   310
         8   345
         9   380
        10   415

Yes, the increases are linear and exactly 35% is added with each 
level up. Hence a level 4 creature is twice as strong as its level 1 
cousin and a level 10 creatures is more than four times the original 
value. Taking into account all values you could compare certain 
creatures (e.g. a level 10 Fly is about the same as a level 1 Dwarf), 
but this excludes the additional abilities that a creature learns... 
The following attributes are displayed:

 HP:   Health Points
 STR:  Physical strength
 ARM:  Armour
 SKL:  Skill (referred to as Defense in the Creature.txt file)
 DEX   Dexterity
 LK:   Luck
 Wage: Payday value

 T/R/W/S: Training/Research/Workshop/Scavenger value (shows how good
          a creature is in that area; the higher value the better)

Name            HP STR ARM SKL DEX LK Wage T R W S Other
------------- ---- --- --- --- --- -- ---- - - - - ------------------
Beetle         250  25  25  40  55  3   18 1 1 1 1
Bile Demon    1200  80  60  30  40  5   98 2 1 3 1 gas, wind
Dragon         900  90  90  50  60 18  350 3 4 1 5 lava
Demon Spawn    325  50  40  50  70 18   70 2 2 2 2 lava
Fly            150  10  10  30  50 15    5 1 1 1 1 fly
Ghost          200  20  20  60  95 10   20 1 2 1 3 fly, gas
Hellhound      600  55  35  50  70  8   67 2 1 1 3 lava
Horned Reaper 2000 150  70  70 160 30  950 1 1 0 4 lava
Imp             75   5   5   5  60  0    0 1 0 0 0
Mistress       700  60  50  70  70 20  175 2 2 2 3
Orc            700  65  60  65  60 12   95 2 0 3 2  
Skeleton       500  55  20  50  70  2   70 4 1 1 1 gas
Spider         400  40  30  50  60  3   25 1 1 2 2
Troll          450  40  35  50  50 10   50 1 1 4 2
Tentacle       700  50  50  50  65  3   45 1 1 1 2
Vampire        800  70  30  80  80 25  750 4 3 1 8 gas
Warlock        350  20  15  30 100  6  120 2 4 1 5
------------- ---- --- --- --- --- -- ---- - - - - ------------------
Archer         300  20  20  60 100 15   60 1 2 2 2
Avatar        3000 150 100 110 180 20 1200 4 3 1 0
Barbarian      700  60  50  60  70 10   95 3 0 2 1
Dwarf          500  50  40  30  55  2   35 1 1 3 1
Fairy          150  10  10  30  70 40   59 1 4 1 1 fly
Giant          650 100  60  30  60 20   43 2 0 2 2
Knight         950  80 100  30 150 15  540 3 1 1 0
Monk           325  40  20  80  80 30   75 1 3 2 3
Samurai        700  80  60  70  90 20  195 4 2 2 3 
Thief          250  30  20  80 120 14   57 1 1 1 2 gas
Tunneller      350  40  30  40  40  0   50 1 0 1 1
Witch          300  20  20  30  80  6   75 2 3 1 3
Wizard         350  20  15  30 100  5  125 2 5 1 4 gas

fly  - flies/hovers by default
gas  - Immune to Poisonous gas
wind - Immune to Whirlwind attack

Creature Special Attacks
Attack         - Hit opponent physically
Arrow          - Hit opponent with an arrow from a distance
Chicken        - Not used
Dig            - Digs through earth
Disease        - Not used
Drain          - Drain 20 health points from target
Fireball       - Fires a fiery projectile (range 8 tiles)
Flamebreath    - Constant fire stream
Flatulence     - Same as Poison gas, but doesn't damage own creatures
Flight         - Allow creature to fly
Freeze         - Freeze victim but doesn't do damage (range 10 tiles)
Grenade        - Bouncing projectile <120 damage
Hailstorm      - Hits all creatures for <75 damage
Heal           - Restore 200 health points
Invisibility   - Turn invisible (AI sees always sees through this...)
Lightning      - Electic beam <20 damage (range 4 tiles)
Meteor         - Upgraded fireball, <100 damage (range 14 tiles)
Missile        - Reptile projectile, <20 damage (range 10 tiles)
Guided Missile - Guided Reptile projectile, <20 damage
Poison cloud   - Fill 5 tile radius with poisonous gas
Protect        - Decrease damage by 25% for a short time
Rebound        - Reflects incoming spell back at attacker
Sight          - Not used
Slow           - Halves target speed (range 14 tiles)
Speed          - Doubles targest speed
Teleport       - Jump to any position, in FPV sends back to Lair
                 (Imp goes to Dungeon Heart)
Whirlwind      - Blows away all creatures, except Bile Demons
Word-of-Power  - Does 200 damage to any enemy in 2 tiles radius 

Appendix B: Secret Bonus levels

There's six secret bonus stages to be found in Dungeon Keeper, 
however, only five of them are accessible due to what seems to be an 
error in level 14: Sleepiburgh. Also some of the bonus levels designs 
are pretty messed up. Certain doors which are supposed to be locked 
are left open and some levels miss a "Transfer Creature" special 
making the level a rather pointless exercise. Each dungeon special 
you find will unlock the bonus levels in consecutive order, but 
because you can only go through the levels in a single fixed order 
you can never unlock Secret 5. It is actually a good thing, because 
that level is almost as dull as the first one. A small overview:

 Level    Unlock in   Best Reward       Bugged
 -------- ----------- ----------------- ----------------------
 Secret 1 level 8*    Vampire(10)       No Creature Transfer
 Secret 2 level 9*    Vampire(10)       -
 Secret 3 level 15*   Horned Reaper(7)$ -
 Secret 4 level 17*   Witch(9)          -
 Secret 5 N/A         Dragon(8)         Inaccessible level
 Secret 6 Full moon   -                 No Creature Transfer &
          date                          No creature to transfer
 * = Provided that you find the all "Locate Hidden Realm" dungeon
 $ = Could argue; level 10 Hell Hound has better use in some cases 

Difficulty ranks between * and ***** with 6 stars denoting insane or 
unfair game play due to problems with the level design. My own 
experience tells that the bonuses are either incredibly easy or 
fiendishly difficult. Secrets 2,3 and 4 are well doable and you 
should definitely try them out. In Secret 3 one of my strategies is 
to slap the Horned Reaper abundantly, ever felt like doing that? >:) 
The other three bonus stages are hardly worth the effort (if at all 

 Since the game is easy to rescript I have edited the necessary 
levels myself to fix the problems and make them playable (including 
the missing "Locate Hidden Realm" bonus in Sleepiburgh). If there's 
enough interest I'll place a .zip file on the Internet so you can 
play the game as it is supposed to be. Also, Secrets 1 and 5 have 
become just a bit easier, so they're not as lame as they were 
before. :P

Secret 1

Game Time:  38000 (~40 minutes)
Goal:       Either one of the following conditions to win: 
             -Kill all heroes on the map
             -Move one of your creatures in the center of the gems
Spells:     "Posses"
Start Gold: 0
Reward:     Vampire(10) for each goal you clear
            (but no "Creature Transfer to apply it on) XD
Difficulty: ******
Initial Creatures:

 This level is not very funny at all. I've played it a few times, but 
never got to the end. Then after I got hold of the DK level editor I 
found out that even if you manage to win the level you cannot 
transfer any creatures meaning that the level is pointless. Why? 
There's no "Transfer Creature" special to be found in the entire 
level and even if there was one you need an Imp to claim the tile in 
order to use the special. So, basically I'm only going to give a 
synopisys of this terribly programmed bonus stage. I bet none of the 
programmers ever actually played it. 

 You start out with a Dragon (very slow when controlled) walk over 
the lava, break some doors, kills some enemies and find a Bile 
Demon(7). Walk around with the Bile Demon (slow as well), kill more 
enemies and find a Mistress. She's faster, but there's lots of 
boulders around here meaning that you need to walk around very 
carefully. Kill more enemies and find a level 8 Vampire in the prison 
to the north. Here's where I get stuck. The path to the west has some 
Monks, but it only leads to a dead end with an useable "Level up" 
special. So go east, you'll come across a lone neutral Giant(5). 
Walk/fly further south, break another door and you'll come across a 
very large group of heroes and Knight. This group is nearly 
unbeatable because there's so many of them attacking you all at the 
same time. But suppose you can beat those by some fluke, then you 
need to continue on and find some more high leveled creatures which 
are annoying as well. Then near the end where you find the area 
around the gems you encounter 8 level 8 Monks. That's insane. The 
only possible way I could think of to beat them is casting 
"Whirlwind" to push them all into the lava draining their energy at a 
fixed rate and keeping them there, until they die. Even with the lava 
damage it still takes some time to kill them. If you kill them all a 
level 10 Vampire appears, and if you enter that prescribed area a 
different level 10 Vampire appears.

 I suppose the only practical way to beat this level without cheating 
is getting to the Vampire and then blazing through the entire level 
towards the gems sustaining damage and using his Heal ability as you 
fly through it. But without "Transfer Creature" it's rather pointless 
to do that.

Secret 2

Game Time:  3300 (~4.5 minutes)
Goal:       Kill all your Imps
Spells:     "Posses", "Lightning"
Start Gold: 1200
Reward:     level 10 Vampire
Difficulty: *
 49x Imp(various)

 In the script referred to as the: "Slap the Imp" level. Although, 
you'll be doing little slapping as far as that is too tedious (and to 
RSI sensitive imo). There's more simple and intelligent ways to get 
the job done. An nice bonus level to get an easy Vampire, but I 
wonder what the "Lightning spell is used for... You can't damage your 
creatures with it.

 From the start move the cursor to the far west and dig out some of 
the tiles. You'll find three good Imps around here. Let them do 
battle; this number of Imps lost by this is only marginally. Get the 
8 most experienced Imps in your hand and have some others dig out the 
rocks to the north of these Imps who went good. Two Boulder traps 
appear here (that's the first time you'll be happy to see those :D). 
Quickly drop your high leveled Imps in front of it and get some more 
for the second trap. This way the strongest Imps have been 
obliterated from the lot. Now dig west to find a good Hell Hound(7).

 This dog will sniff out your Dungeon heart and attacks it pronto. 
Let him do so, and your Imps will defend the mother hoard at all 
costs. Meaning that they come back to the Heart without you having to 
anything for it. But wait, once all the Imps are gone more Imps 
appear! 10 level 10 Imps show up and you'd better pick some of them 
up... Imps may be weak, but 10 against 1 is too much, even for this 
Hell Hound. Let him tear the Imps apart one or two at a time. Once 
they've all been annihilated a Vampire mysteriously appears from the 
Heart. He should be able to take out the two headed dog with no 
effort. Congratulations, now use the "Transfer Creatures" spell next 
to the Heart to transport this guy to the next level.

Secret 3

Game Time:  2200 (~3 minutes)
Goal:       Kill all your Imps
Spells:     "Posses", "Cave-in", "Lightning"
Start Gold: 120000
Reward:     Hell Hound(10)^ or Horned Reaper(7)^ 
Difficulty: *
Initial Creatures:
 49x Imp(various)

 ^ = after applying 4x "Level up" special

 This level has some devious tricks to it, but if you keep your head 
cool all will work out. First of all, the game messages tell you to 
fry all your Imps using "Lightning", but this isn't going to work at 
all. I suppose this level was coded in an early stage of development 
when the "Lightning" spell still damaged your own creatures, but it 
no longer does... I've found two strategies and both work out very 
smoothly (e.g. no tedious slapping required), but before you leave 
the level make sure to read the paragraph at the bottom:

1. The big Cave-in
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 You can still hit them with "Cave-in" and this spell is cheaper to 
use. But now you think that spell will never cause enough damage to 
kill the Imps effectively. Well, it can do enough damage, if used 
properly. First of all, look at the map and find a smallest room with 
a door. Lock the door of this 3x3 room, now get all your Imps in this 
room. This may seem hard as just selecting Imps is very slow. To 
speed this up, select a lot of tiles to dig from near the north.

 Pick up 8 Imps using the ? tab and drop them down into the locked 
room. Because these Imps can't reach the digging area they become 
idle. Putting them in the left tab. Click on the working Imps tab and 
put another 8 into the small room. Rinse and repeat to get all your 
Imps in this mini-room. Select the "Cave-In" spell, max it out, and 
release the stone hailstorm by the powers from above. This easily 
kills off any of the Imps in the room as they can't flee to safer 
places. Keep on casting the spell over and over until all Imps are 
gone (if there's only two or three left; you'd better slap them). 
Congratulations; you won, please read the last paragraph of this 

2. Horny goes Psycho for the better cause
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 Notice the open area to the north? There's something going on there. 
Get your Imps there and dig out the entire area to find: 4 Level up 
special, 1 Creature Transfer special and a Horned Reaper(3) sealed of 
in the northern room. These areas can be claimed as the wall are not 
reinforced by any color. Now that you have a level 3 Horny, make him 
mad as hell. For this once you may slap Horny as much as you wish 
(not too much you don't want to kill him). >:D He'll go berserk and 
kills off all the Imps for you. In a single slash his scythe should 
be able to kill an Imp at any level. Please, slap him some more in 
case he calms down. You don't want that to happen, do you? Once all 
the Imps are gone you've won. Quickly get the Reaper who's as mad as 
a hornet in your hand and read the following section:

 Okay? All Imps are dead, now you receive a level 6 Hell Hound, a 
level 6 Imp and the ability to build Bridges... Go to the top of the 
area and claim the tiles around here to find some specials over the 
pits and use the bridges to build... hey, you can just dig around the 
earth to reach these specials without the bridges. XD I think the 
walls in this area were supposed to be fortified, but that didn't 
happen. Anyway, you'll see 4 Level up spells and a Transfer Creature, 
so you think a level 10 Hound is the best to get from this level? 
Well, dig north through the center to find a hidden lair with a level 
3 Horned Reaper (the same one as mentioned for the 2nd strat. Now use 
the level ups and Transfer the Horned Reaper. If you really want to 
select the Hound, but Horny will do much better at fighting.

Secret 4

Game Time:  4000 (<3 minutes)
Goal:       Get at least 2 creatures (Imps not included)
Spells:     "Posses", "Heal", "Conceal", "Protect", "Destroy Walls"
Start Gold: 12000
Reward:     Witch(9) 
Difficulty: **
Initial Creatures:
 Imp(1), Skeleton(4)

 A lot of spells on this short funny level, but I only needed to use 
"Heal" twice; in fact "Conceal" and "Destroy Walls" seem meaningless 
and superfluous. You start this level out completely built in from 
all sides, except the left. Use your single Imp to break single red 
reinforced wall open. Dig up 4 tiles around the wall, but go only 3 
tiles to the right. Otherwise you'll find an enemy Lightning trap 
directly north of your Heart which could kill both your Skeleton and 
Imp. Dig up one more tile to find a lava pit. "Posses" the Skeleton 
and look for the left door, take a single step over the lava 
diagonally to minimize damage, break the door, kill the Fairy(3) 
behind it and walk around to find another Fairy(3) on the opposite 
side. Use "Heal" from the magic tab if needed and "posses" again. 
Walk north past the two Archers(2) and you'll find a small 3x4 room 
with traps. Here's the lay-out:

                _| |_       L = Lightning trap  
               |L A a|      W = Word-of-Power trap
               |W l A|      A = Alarm Trap
               |W W A|
               |W A A|      l = Lightning trap (aligned to you)
                -| |-       a = Alarm trap (aligned to you)

You'd better stick to hugging the eastern wall as you won't take any 
damage from the Alarm traps. Also any Archers that follow you get 
killed by the Lightning trap placed in the center (it belongs to your 
dungeon). Keep heading north to find many corridors to the left and 
right. The only way to make it through here safely is walking towards 
the braced door straight ahead of you and breaking it so you can 
stand safely in the center tile between the two walls. There should 
be a single Archer here, but it gets killed by the Boulder traps you 
just set of as they all roll around in the same rectangular shape 
around you.

 Proceed further to the north (you're almost there) and observe the 
entire line of 7 Boulders dead ahead. The easiest and quickest way to 
avoid them is by triggering one of them, wait for it to get near you, 
side step next to it (triggers another boulder), and sidestep back to 
the previous place. Now walk to the center of the room and look at 
either of the two corridors to the West and East. Pick either one, 
doesn't matter which one, look left & right for any nearby Boulders 
and run into the corridor.

 Continue on to the north, kill the single Archer around here, look 
for a door near the top of the map. Walk up to it from the center to 
trigger a poisonous gas trap. Hehe, skeletons are undead and immune 
to gasses. This is your lucky day. The other two tiles have Lightning 
traps, you'd better not hit those. Break the door and take the right 
turn (left leads to a dead end with a Boulder). Break the door at the 
end to find two Imps and a level 9 Witch. Now you have two creatures 
meaning that you've conquered this land. Transport the Skeleton(4) or 
more preferably the Witch(9) using the Dungeon special at your own 

Secret 5

Game Time:  40000 (~28 minutes)
Goal:       Kill all Heroes
Spells:     "Posses"
Start Gold: 0
Reward:     - (you 'should' end up with a level 10 Dragon)
Difficulty: ******
Initial Creatures:
 Imp(10), Demon Spawn(1)

 Because this level can never be accessed, due to a missing "Locate 
Hidden Realm" dungeon special I never played this level, but 
observing it in the editor shows me that this level is more a 
nuisance than a bonus. I think the idea is to train your level 1 
Demon Spawn into a level 10 Dragon by fighting and applying numerous 
"Level up" dungeon specials on it. No additional enemies are 
triggered by hero doors or actions points, so clearing anything on 
the map should be sufficient.

 Anyway, it looks like you start out by forcing the Imp to work on 
digging gold from the gems for your 8 tile treasure room. Pick up the 
Demon Spawn and carry him to the wooden door the far north. Quickly, 
"Posses" him and break the door open to find 3 "Level up" specials. 
If you're too slow the Archers make short work of him. Once the door 
is broken get him back to his lair for some sleep and let the level 
10 Imp claim the tiles on which the specials are located.

 Now you have a level 4 Demon Spawn, one which can use the missile 
ability to attack distant enemies. Head west and kill the 2 
Samurai(1), walk further to the west, find & use another Level up 
special, look out for the Boulder near the bottom of the screen. 
Cross the lava and kill the 3 fiends. Behind the door is another 
level up and from that moment on you can also build bridges. Now you 
can claim the area up to the Hatchery, and further on the entire 
place is trapped. See all those gravestones? They're actually Word-
of-Power traps in disguise. Better walk around them. Ignore all the 
Archers and Wizards around here for now and watch out for the 3 
boulders coming right at you! Any further than this becomes be bit 
vague to me.

 It seems to be that there's only enough level ups to transform your 
level 1 Demon Spawn into a level 8 Dragon. Oddly, there are two 
"Transfer Creature" specials around, but I don't know whether the 
game allows you to transfer two creatures simultaneously (it could be 
the second one overwrites the first one).

Secret 6 (Full moon bonus)

Game Time:  20000 (~14 minutes)
Goal:       Mine 30001 gold within the time limit
Spells:     "Posses", "Create Imp", "Lightning"
Start Gold: 3000
Reward:     - (Bug I think, and no Ug the Barbarian... hmm Ug the B.)
Difficulty: *
Initial Creatures:

 This level is only accessible on dates when the date of your 
Windows(R) Operating System clock is set to that of a full moon. If 
you wish to play this defunct level see this website for any full 
moons up to 2010:

(set the date to 22-January 2008 also works :P). Set your Windows 
clock to any of those dates manually, and you'll see a flag with a 
white circle appear little to the SE of where Eversmile once was. 
Also a few days before/after the full moon the flag will appear 
transparently warning you about the upcoming/past event. Upon 
entering it you get to see the following objective text:

  "This region of the underworld will test your ability to traverse
   the network of caverns. Indeed, time is your enemy here. Defeat
   it and you will find where the legendary warrior, Ug the Barbarian
   is imprisoned. Ug will serve you well in the future."

 However, there is are no creatures on the map and according to the 
script no creatures (apart from Tunnellers and Dwarfs) will be added 
during game play. Furthermore there is no "Transfer creature" spell 
to be found either so that rules out the possibility of transporting 
any creature to the next realm. Also, Ug that is an odd name that 
I've never seen appear on any Barbarian's name plate in this game. 
Why of all creatures a Hero and also a Barbarian? Lately, I've been 
suspecting a programmer's prank rather than a "bug" to be at the core 
of this issue. Suppose we write his name as: "Ug the B.". Now, it 
almost seems a little too obvious to tweak this to "the Bug". Hmmm.. 
This all seems too coincidental. Lastly, this level can be played at 
any moment in the game, but only on a full moon. A full moon has 
often been the subject of strange events in folklore and is also 
associated with insanity sometimes, mind you. ;)

 For the level itself. It's pretty straightforward. During this 
mission all 4 Keepers (including you) have formed an alliance. The 
only opposition are some dwarfs which appear after subsequent amounts 
of gold have been dug up by all four Keepers cumulatively starting at 
20000. To make sure you survive the level, get some Imps out and dig 
to the southwest corner. Fortify the area around the portal here, 
because all adversaries originate from this and only this location. 
Now start digging gold like the other keepers. If you get more than 
30000 gold before time passes out you win the level. Press " " to 
continue... There's nothing else to do around here.

Appendix C: Multiplayer

 The game allows you to play multiplayer games, but I haven't tried 
this out before. So I know very little about this topic. There are 
three types of connections to choose between: Serial, Modem and IPX.

Appendix D: Bugs, Glitches and Stuff


You can find a patch for the below glitches right here:

Missing Secret level
 The game was programmed with 5 Secret bonus levels, but the fifth 
Secret was never playable. Oddly, many references show that the 
"Locate Hidden Realm" specials can be found in worlds: 8, 9, 14, 15 
and 17. However 14 clearly doesn't have this special. So I think the 
game was supposed to have this bonus here, but it didn't.

Narration disorder
 The narrator speaks about Bunnies in the 6th Intro and a beautiful 
lady Cathrine in the 7th. However, when completing the 7th level the 
narrator mentions a carpet made out of the dead bunnies, and in the 
8th level the same person speaks about a hideous person who was once 
beautiful. Exactly, the game stores the narration in the wrong order!
This continues on for all of the levels up to level 19.


Torture the Lord of the Land
 If you capture the lord of the land and keep him in your prison you 
can see an additional interrogation scene after completing the land. 
Here you can select from several doors where each door represents a 
different torture technique. To my knowledgge level 7 (Wishvale) is 
the only level where you can apply this trick as this level doesn't 
require you to explicitly kill/convert the Lord of the Land to beat 
the level.

Boot up messages - Ancient wisdoms of the dark
 Ever noticed one of those messages which pops up when you start 
playing the game. They're displayed on various occasions such as Full 
Moon dates and other peculiar dates which I don't know by heart. 
Here's a few of them and use the new wisdom in each wisely:

   When night does not give way to day,
   And children are too scared to play,
   Abandon hope, embrace despair,
   You're destined for my Dragon's lair

   If thou art bold and pure of heart,
   Come down here, be torn apart.

   Through my dungeon you may tread,
   But rest assured, you'll end up dead.

   If you find you lose it all,
   Why not play Theme Hospital?

   Armoured Knights who have true grit,
   Roast more quickly on a spit.

   Evil, malice, death, decay,
   I think you'll find they're here to stay.

   Evil, malice, death, decay,
   Just another working day.

   Evil, malice, death, decay,
   There really is no better way.

   Giant, Dwarf, Thief and Fairy,
   None of you are very scary.

   The denizens of your domain,
   Just cannot wait to kill again.

   The better creatures you employ,
   The greater carnage you enjoy.

   Hark! The Avatar's abroad,
   And I can smell a frightened Lord.

   Trespassers will meet their doom,
   In your dungeon's Torture Room.

   Though intruders' hearts be pure,
   They'll end up on your dungeon floor.

   Your tunnels will be dark and cold,
   And no place for a Knight of old,
   Even if he claims he's bold.

   The fools who enter your domain,
   Will never see the light again.

   Pain and anguish are your tools,
   To use upon intruding fools.

   When good guys head right for your treasure,
   Hunt and kill them at your leisure.

   Protect your gold and Dungeon Heart,
   And slap your minions till they fart.

   Use your creatures' fear of you.
   To make them do what you want them to.

   Wizard in your dungeon grim?
   A trap will make short work of him.

   When your creatures give you hell,
   Stick them in your Prison Cell.

   Torture is the crowning glory,
   Of your Dungeon Keeper story.

   You are the Keeper, chosen one,
   And being evil is great fun.

   When your troops are hunger-stricken,
   Your Hatchery has yummy chicken.

   Fill the Avatar with dread.
   Really make him wet the bed.

   Imps are the lifeblood of your dungeon.
   Like blood, they must be allowed to circulate.

   Feeling mean?
   Set your minions to imprison and when your cells are full,
   spend some time torturing...

   If your creatures get unhappy,
   slap some sense into them.
   They'll soon realise how lucky they are.

   The underworld is your domain and the adventurers
   come to steal it. Never show pity, even when the intruders
   are defenceless and pathetic.

   Compassion is the hallmark of the good Keeper. But good
   Keepers never win. Only evil ones.

   There's never a moment to waste.
   Already the bravest of the brave are queuing up to enter
   your dungeon. So stop reading this and get going.

   Build fast. You'll want the biggest possible welcoming committee
   ready for the intruders.

   Keep your Imps digging. There are always surprises to be found
   deep in the earth.

   He who controls the most gold controls the entire Underworld.

   Fear and lack of mercy are your greatest weapons.
   Use them wisely.

   Foolish is the Keeper who sells all his rooms and refuses to pay
   his creatures.

Boot up messages II - Happy birthday to you
 Playing the game on a peculiar date? Sometimes a Happy Birthday 
message appears out of the blue. Set you system time to it, and 
quiver in fear... One of the main artists has been added another 
year! I can only remember two of them. They're for the main 
programmer and the project leader:

 Peter Molyneux: May, 5th
 Simon Carter:   May, 3rd

Hidden in-game messages
 During game-play (anywhere within the actual game) hold down the 
left Shift button and enter:

                FECKOFF or SKESIS

 To see a weird hard-coded message bounce around the screen as long 
as you keep the shift down. The latter code also makes the advisor 
say something really weird. o_O


The credits go to:

  For creating this truly evil and terrific badly twisted game
  For putting this up the website

  For reading this FAQ

  As I enjoyed making this FAQ

  Found a missing Transfer Creature dungeon special in level #7

 Jack Rhys-Burgess:
  Told me doors do sell for gold, but the game doesn't show the


Iron Knuckle 2008 - 2010 (c)
 Nothing out of this walkthrough may be copied for use on own 
websites, or own profit. The following link is the only website on 
which my FAQ / walkthrough is available, if you wish to upload the 
FAQ to your own website please notify me before doing so. If I am 
interested enough I will grant permission for an additional upload.

Website locations

Other Interesting Links
 Full moon dates for the bonus game up to 2005 - 2010
 (at least the time I checked) 

 Repository with many DK downloads (official editor/patch and such)

 Game patch (fixes narration disorder, and bonus levels)

Total GameFAQ productions
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 Donkey Kong Country: 2 Diddy's Kong Quest Speed Guide
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 Jet Force Gemini                          In-depth; Capacity Crates 
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 Lufia 2: Rise of the Sinistrals           World Map 
 Monkey Island 3: Curse of Monkey Island   FAQ/Walkthrough
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E-mail, Questions and Contributions

If you want to ask / contribute / correct anything about this 
Walkthrough / FAQ about Dungeon Keeper, then please mail to 
knuckle_iron(at)hotmail(dot)com . Only send mail that has to do with 
this game. ALL OTHER MAIL WILL BE IGNORED. I don't mean to be rude, 
but this is a Gamefaq. Please, don't submit anything that has been 
done already in this FAQ. In the section below this you can see a 
list with examples of things that are incomplete.

Unfinished business

  - Any interesting new strategies worth mentioning
  - Any other problems or topics that I missed or goofed up about

                              - -= END =- -

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