FAQ/Walkthrough by falsehead

Version: 1.0 | Updated: 01/25/04 | Printable Version

********************* DUNGEON KEEPER 2: FAQ/WALKTHRU ********************

                   PC Strategy Game; released 1999 UK

                  FAQ/WALKTHRU (Version 1.0) 24/01/2004

Author - falsehead (Sophie Cheshire). Contact me at falsehead@aol.com

Copyright stuff; this is (c) Sophie Cheshire. If you wish to use this FAQ on
your website, feel free to do so under the following conditions. a) You email
me first and let me know where it will be appearing and b) you do not alter the
content in anyway (if you need to change the formatting slightly for display
purposes that's OK).

This guide may NOT be used as part of a restricted Pay-to-Enter website or in
print unless you are prepared to pay me for its inclusion.

If I find out that any part of this FAQ has been lifted and used without credit
to me, especially if you use it to earn money, then I will be annoyed. I didn't
type all this up for the good of my health you know.

********************************* CONTENTS *****************************


a) Installation and Patch versions
b) The Controls
c) The Mentor

a) Excavation and Building
b) Cash, Mana, (Marvellous)
c) Using the Hand of Evil
d) First Person Mode
e) Combat

a) Room List
b) Planning Dungeon Layouts
c) Room configurations for Elite Creatures (ver 1.61 - 1.7)

a) Creature List
b) Creature Comparison table

a) Hero (pah!) List
b) Hero Comparison Table

a) Researching Spells and Accumulating Mana
b) Spell List
c) Magic Items

a) Doors
b) Traps

a) Warcry
b) Enchantments
c) Greed
d) Snipers
e) Fear
f) Besieged
g) Rout
h) Caverns
i) Aftermath
j) Ambush
k) Smashing
l) Carnage
m) Scavenge
n) Conversion
o) Reap
p) Storm
q) Crusade
r) Creep
s) Angelic
t) Brotherhood
u) Interception
v) Regicide

a) Golf
b) Duckshoot
c) Maze
d) Bowling

a) Liberty
b) Discovery
c) Bottleneck
d) Recruits
e) Furnace
f) Masterpiece
g) Torment

a) Ver 1.51
b) Ver 1.61
c) Ver 1.70

*************************** 1) INTRODUCTION *****************************

INTRODUCTION - Well I am doing it and no one can stop me, ahahahah!!! Yes
Dungeon Keeper 2 is one of my favourite games of all time and I have decided to
write the definitive FAQ.  Within this document you will find pretty much all
the information you will need to play the game and play it well.  I have
included the list of controls and guide to the interface for those who may have
lost manuals and also a guide at the end to the various patches available for
the game.  The rest is my guide to the various rooms and creatures, building
strategy and a walkthrough of the main single player campaign mode.

Dungeon Keeper 2 is the sequel to the original Dungeon Keeper game that was
created by the same people who brought us such strategy classics as Theme Park
and Populous.  Although Dungeon Keeper was a great game in it's own right, it
was criticised by some for lacking focus.  Missions were simply a case of
building a big dungeon and overpowering the enemy.  Dungeon Keeper 2 is
everything you could ask for in an update, adding a coherent and challenging
Mission based campaign mode as well as large "Pet Dungeons" to play around in. 
With its array of great characters, wicked sense of humour and extreme
flexibility, it really is the best strategy game ever made!

This guide was written using both the original unpatched version of the game
and also the patched version 1.7.  Anyone with any version of the game
shouldn't have difficulty following this; any new items are labelled as such to
avoid confusion.

So please enjoy this FAQ and this fabulous game!


REVISIONS - (24/01/2004).

I sweated blood over this!  The ultimate Dungeon Keeper 2 guide and I am damn
proud of it.  There are a few little extras I plan to add, but this is as it
stands everything you need to know to play the game and more.  Just to keep in
with the humour of the game, I've written it in the style of the in-game
mentor.  I think it works!

*************** 2) GETTING YOUR REIGN OF TERROR STARTED *****************

Welcome Keeper, we have heard great things about you and are eager to see how
you will measure up to the challenge of enforcing the rule of evil.  But before
we begin you must face perhaps your greatest challenge, getting the game to run
on your PC.


Only the Dark Lord himself could have come up with such infernal architecture
as exists within the modern Personal Computer.  You may find yourself with a
computer that far outstrips the requirements and yet.. refuses to run the game
stably.  Ah well, the devil works in mysterious ways.

To run the game effectively your computer requires the following minimum

Windows 95 or 98
Pentium 166 MHz (or equivalent)
32MB free system RAM
285MB Hard Drive Space
4 x CD ROM
2MB Video Card

It is recommended for efficient running that you actually have the following or

Pentium II - 266 MHz (or equivalent)
64MB free hardware system RAM
660 hard drive space
8 x CD ROM Drive
Supported 16MB 3D Accelerator

Once the game is installed, graphics and sound options can be toggled in-game. 
However before you begin, it is a good idea to install any patches you want to
the game first.


Well because installing the patches at a later date can sometimes affect your
save game data.  It is recommended that you periodically back-up your save game
directory as this can sometimes be affected if you have to Uninstall then
Re-Install the game for any reason.

There are several patches available for the game with the final one being Patch
1.7. If you check your version of the game CD you may find the patches included
with some of the budget re-release versions (for example one EA compilation
version has patch 1.51 included).  It is recommended that you install patch 1.7
if you can get it, this can be downloaded off the ea-Europe site.  This
contains all the tweaks and additions added in prior patches and also offers
the following major changes:

- New character, the Maiden of the Nest
- Improved Elite Creatures
- New traps and levels
- Better support for 3D accelerated graphics

Download from: http://dk2.ea-europe.com/

A full patch history is included at the end of this guide.  The main things you
must bear in mind is that to successfully install patch 1.7 after you have
begun a game, you should uninstall then reinstall the game.  If you have save
data that uses an older patch version then it is likely that your save data
will become unusable, so it is better to install the patch before you begin a


So Keeper you have the game up and running, but now you face another problem. 
You have no manual.  Maybe you lost it, maybe you purchased the game
second-hand and it was not present, perhaps you have the budget version and
cannot get hold of Adobe Acrobat to read the manual off the CD (which you
probably lost anyway).  I am sure that evil though you are you didn't download
this game using a P2P file-sharing service...

Whatever the reason, here is the full list of controls.


Scroll Up  - Arrow Key UP
Scroll Down - Arrow Key DOWN
Scroll Left - Arrow Key LEFT
Scroll Right - Arrow Key RIGHT
Zoom In - HOME or CTRL+ Arrow Key UP
Zoom Out - END or CTRL+ Arrow Key DOWN
Speed Scroll - Key and SHIFT
Rotate View Left - DELETE or CTRL+ Arrow Key LEFT
Rotate View Right - PG DN or CTRL+ Arrow Key RIGHT
Pause + Options - ESC
Take Screen Shot - PRINT SCREEN
Pick up Objects (Not creatures) - PAGE UP
Send Multiplayer messages - TAB
Increase Ambient Light =
Decrease Ambient Light -
Camera Isometric - F1
Camera Top Down - F2
Camera Oblique - F3
User Camera 1 - F4
User Camera 2 - F5
User Camera 3 - F6
Ally Window - A
Zoom to next fight - F
Toggle GUI - G
Zoom To Dungeon Heart - H
Toggle Player Information - I
Map - M
Zoom To Portal - P
Camera Mouse Rotate  - X + MOUSE LEFT/ RIGHT
Camera Mouse Zoom - Z + MOUSE UP/ DOWN
Increase Gamma - SHIFT + .
Decrease Gamma - SHIFT + ,
Roll Right (Free Camera / Set User Camera) - CTRL + DELETE
Pitch Down (Free Camera / Set User Camera) - CTRL + END
Pitch Up (Free Camera / Set User Camera) - CTRL + HOME
Roll Left (Free Camera / Set User Camera) - CTRL + INSERT
Yaw Right (Free Camera / Set User Camera) - CTRL + PG DN
Yaw Left (Free Camera / Set User Camera) - CTRL + PG UP
Pick High Level Creature - CTRL + . + Click on Creature portrait
Pick Low Level Creature - CTRL + , + Click on Creature portrait
Quick Load - CTRL + L
Restart Level - CTRL + R
Quick Save - CTRL + S


Pick Lock/ Disarm/ Jailbreak - NUM 0
Fire - SPACE
Creep - CTRL
Possessed Melee Select - 1
Possessed Spell Select 1 - 2
Possessed Spell Select 2 - 3
Possessed Spell Select 3 - 4
Possessed Primary Ability - 5
Possessed Secondary Ability - 6
Possessed Group Select - 7
Remove From Group - CTRL + G

In Possessed mode you actually need to hold down the relevant key then left
click the mouse to make your selection in some cases.  For example, making up a
group of possessed creatures, you must hold down 7 to get a highlight on the
creature you wish to add then left click to get it to follow you.

The screen layout seems complex, but soon becomes easy to understand.  Across
the top of the screen you will find your Dungeon Heart health icon, your
current Mana reserves, the $ payday metre, your stored gold and a scrolling
information panel.

In the bottom right left corner is the map of the dungeon, as you excavate more
lands it turns red.  Lava is marked in dark red, unclaimed and enemy land as
grey.  Rival Keepers territory is blue/green/purple/yellow.  Portals are a
flashing dot and the various circles marked on the map are the radius of
influence from certain rooms. You can click on the map to move quickly to
another area.  Around the map are four icons: ? is the query icon, $ allows you
to select areas of rooms to sell off, the PC icon takes you to the Option Menu
and the Magnifying Glass zooms in and out of your dungeon.

Next to this are your room, spell and creature management panels. The Imps
panel stays permanently displayed.  From top to bottom it shows, total number
of imps, number of imps idle, number of imps busy, number of imps fighting.
Left click on the imps panel to pick up imps quickly.

The creature symbol allows you to view the creature panel.  This shows how many
and what type of creatures you have in your dungeon.  Left click on them to
quickly pick them up, right click to just move the dungeon view to where they
are. Click on the Jobs icon to quickly see who is engaged in what activities. 
Click the Fighting Panel to see who is engaged in combat or guarding the
Dungeon. Click on moods to quickly find out who is unhappy and restore their
good mood.

The Rooms Panel gives you the rooms currently available to build.  Select the
room then drag out the blueprint in an excavated and claimed area of land.  If
the frame turns red, it means it costs to much to build right now, so go get
more gold!

The Workshop Panel gives you the current selection of Doors and Traps you can
build.  Once you have selected an item and dropped to blueprint onto the
dungeon, you need to get workers into the workshop to build them.  Once the
panel is closed you can track the building of items as a sort of clock hand
moves around the Workshop icon, to find out which item, open the workshop panel
and see which has the clockhand moving around it.

Spells, like the Workshop icon this can be used to monitor the progress of
spell research and upgrades.  Here you also select spells to cast as long s you
have the Mana available to do so.

Next to these panel icons and above the panel they open is the message panel. 
Here information and alerts from your Mentor will appear in written form. Right
click to get rid of them quickly.  If you are attacked by an enemy then a
battle icon will appear at the far right of the bottom area.  Right click on it
to quickly zoom to the battle.

Finally in Campaign Mode only there is the HORNY icon.  Horny is the demon who
appears to collect Portal Gems at the end of each campaign level.  If you find
a bonus level then at the end of the current level a quarter of the Horny
Talisman will fill in. Finding a piece gives you the ability to summon Horny in
the next realm.


As you play the game Keeper, the stentorian tones of the Mentor will guide you
on your way.  He is my brother and is just as keen as I to see you succeed in
your endeavours.   As your dungeons become bigger and more complex he will be
most helpful in alerting you to any problems that occur.  He will notify you if
a creature has become angry or unhappy.  He will tell you if you require bigger
rooms, he will let you know when spells have been researched and when items
have been finished in the workshop.  He will let you know if you are under
attack, or if your creatures are rebelling.  Although these notifications also
appear on the message panels, its saves valuable time hearing them from him
rather than clicking on the panels.

Sometimes you need to use your judgement as to how you follow his advice.  He
may tell you a room is too small, but if you have multiple rooms of that type,
you can ignore his advice.  Just make sure access to the rooms is easy.  If he
tells you a creature is unhappy because it hasn't been paid, check the payday
timer at the top.  If it is past halfway you can leave the creature alone, it
will be paid soon.  If payday is just gone and creatures are still unhappy,
check the locations of your treasuries, in larger dungeons your imps maybe
dumping gold in far-flung treasuries while the ones near your main areas are
empty.  Listening to your Mentor is a useful way of finding these things out.

(And sometimes he likes to have a little joke with you to.  He'll even suggest
you get some sleep if you play too late into the night and if you pause the
game for a while, prepare for sarcasm!)

It is of course up to you what actions you take, but ignoring his advice and
warnings can result in problems as you become overwhelmed with demands, fights
and forget to check on things like training, spell research and workshop
activity.  Your Mentor is an important part of your micro-management, not just
a tutorial function!

******************* 3) THE BASICS OF BEING EVIL *************************

Now Keeper, its time to familiarise yourself with the basics of the game.

The first Campaign Mode levels introduce rooms, creatures and spells to you
slowly and your mentor will give you pointers on control and combat.

If you combine this with playing around in My Pet Dungeon Mode as you progress
through campaign mode, you can experiment with different styled maps and
practise combat in a safe environment, as it becomes progressively harder in
Campaign Mode.

This is just a basic overview, more detailed information of the various
Creatures, Hero's, Security, Gold, Mana and Rooms are found in the in-depth


You begin most dungeons with just your dungeon heart and four Imps.  Imps are
your magical servants, they need no food, or rest.  But they do require Mana to
keep them going.  Imps excavate rock, reinforce walls and most importantly
claim land for you.  Once a tile of land is claimed as yours, you can build on
it and it will also generate 1 point of mana for your mana reserves every turn.
 Your Dungeon Heart is your most important area.  It acts as a treasury,
storing a maximum of 16,000 Gold and if it is destroyed, then that is the end
of your dungeon.  You should make your dungeon heart well fortified with doors
and traps.

Using the Hand of Evil you can select areas to excavate.  If rock has a gold or
gem seam imps will prioritise the collection of that over anything else.  You
should start by excavating fairly small room shapes connected by tunnels ready
to start laying down your network of rooms.  No creatures will appear until you
claim a Portal, these are often buried in nearby rock, but you can tell where
they are usually by a black square shadow marked in the rock.  If you wish to
spend sometime storing gold and building rooms wait and do so before you break
into that area and claim the portal.

Once the first portal is claimed it will support a maximum of 15 creatures,
further portals will allow another five each.  So if you have three portals you
can have 25 creatures through.  If one dies, another creature will come to
replace it, but will never rise above 25.  This obviously excludes skeletons,
vampires and captured Heroes, who do not arrive via a Portal.  You should also
watch for Hero Portals, if you are in campaign mode these are used for attacks
against you.

When you excavate you will find various kinds of terrain to cope with.

- Soft Rock, easily dug through by your imps
- Bedrock, thick rock you cannot dig through and nor can enemies, use it to
make natural borders to your dungeon.
- Gold Seam, shiny gold running through the rock.  Your imps will collect the
gold and run back to put it in the treasury.
- Gem Seam, usually just once square marked with multicoloured blobs.  These
can be mined infinitely for cash.  However, your imps prioritise the collection
of wealth over everything except defending the dungeon heart.  If your imps
aren't doing their other jobs, make sure you deselect the gem seam for a while!
- Water, will slow your creatures down a bit, but only vampires cannot cross
it.  Build wooden bridges across it to make traversing easier.
- Lava, only passable by Salamanders and Giants.  Use Stone Bridges to cross
permanently or wooden bridges for a quick crossing (they burn up).
- Enemy Territory, usually marked in grey.  Disarm any traps nearby so the Imps
can claim the land safely for you.

Each map will present a different dungeon building approach but a general rule
is you should keep lairs fairly small and spread out across the dungeon so
creatures can bed down near where they want to work.  Place plenty of
hatcheries about the places so they don't get unhappy and have to walk too far
for food.  The same with treasuries, if your dungeon is going to sprawl, make
sure you keep the central treasuries well stocked to prevent creatures not
being able to get their wages.  If the level is not a timed one and Gold isn't
to tight to mention, always add a casino to keep them very happy.

Also try and keep your rooms enclosed within rock walls with doorways, rather
than on open ground.  Install doors in the doorways as soon as you can, even a
lowly wooden door increases your creature's sense of security and makes them

Don't be too eager to excavate and claim territory over and above building
rooms.  You may runs into a Hero Gate and find yourself dreadfully unprepared. 
Create more Imps right from the start.  Add at least one more straightaway and
another five when you have the mana.  Keep them out of danger and they will
level up and become mega-efficient. If you are nearing the end of the level and
don't need as many imps anymore drop them into the dungeon heart to reclaim
half their original mana cost.


Speaking of mana, Keeper, Let me now tell you about this and the other thing
you need to keep your dungeon running well.  Gold.

Mana is your source of power for all magical things. In the top left corner of
the screen is your current Mana levels (number in blue).  Each square of land
you claim will generate 1 Mana point per turn.  If you claim a Mana Vault
(looks like green smoking tiles), these will add 100 Mana each turn.  If you
have built a Temple, you can get your creatures to pray there to add more mana.

Casting spells and maintaining Imps drain mana.  Some powerful spells can take
off 50,000 mana, and as you can only store 200,000 maximum its pays not to get
too trigger-happy with spells.  If you decided you don't need as many imps
anymore, drop any superfluous ones into the Dungeon Heart.  You'll save mana by
not having to keep them alive and also get a mana boost of half the Imps mana

Gold can be acquired through mining the finite seams of yellow or the permanent
Gem seams.  You can hold as much gold as you have treasury space to keep it in.
 If you run out of space the gold will be left lying there, you can collect it
later when you have space though, it won't disappear.

As you get creatures into your dungeon, they will need paying.  The payday
timer is located at the top of the screen and the gold moving round its rim is
the countdown to the next payment date.  The amount that you will lose will
flash briefly in blue, make sure it doesn't take you into the red, or your
creatures will get angry.  It also costs money to train creatures in the
Training Room, but you really can't get around that.

Casino's can be used to recycle your gold through, if you "rig" the casino, you
will make money back off your creatures, but they won't be as happy.  If a
creature wins the casino Jackpot but is unable to collect, they will also get
mad.  If money is running low, collect up all your Imps and drop them in a
treasury, they may have gold they haven't deposited yet.  As an emergency
measure you can sacrifice Mana to make gold with the handy "Create Gold" spell,
or sell off rooms using the $ option in the bottom left of the screen near the
aerial map.

If you become bankrupted, your creatures will leave your dungeon rather
quickly; so effective cash management is vital, not every level has an infinite
Gem seam to mine in it.


The hand of evil is YOUR hand Keeper.  This is you way of keeping control of
your dungeon and its minions.  As well as acting like a normal mouse pointer,
it has several modes and actions that can be discerned visually:

- If the hand is not engaged in anything, it will be open and will restlessly
move its fingers.
- If you pass it over something and left click it will pick that creature or
gold up.  If it has a creature you will see it dangling from your finger.  You
can pick up more than one at a time.  If it holds gold, it will cup itself. 
Left click to drop the gold/creature again.
- If you pass the hand over a creature you can right click to slap them.
- If a pickaxe appears in the hand this is an area you can tag blue for your
imps to excavate.
- If you have selected something from the control panel, like a spell, or room,
or trap etc the finger will point.  Drag and/or drop then left click to
activate or right click to deselect. The action icon appears by the hand, if
there is a red line through it, the action cannot be performed in that place.

With the hand you interact with your creatures in two ways.  Picking them up is
useful for quickly moving them to Lairs, Hatcheries and Treasuries if they are
moaning about lack or sleep/food/cash.  You can also drop them into an area to
do work, e.g. Research in the Library or Training in the Training Room (there
is no guarantee they will always do it then though!).

You can also drop creatures near to enemies, but be warned, there is a "stun"
effect when they land and they make take damage if dropped too close to a foe.
You can also use the hand to pick up imprisoned enemies and drop them in the
torture devices or in the combat pit.

Slapping is the other way to interact with them.  This is best reserved for
your imps, as your other denizens may get angry from your abuse and leave. 
Imps however will squeak and work harder with the odd slap.  The exception is
the Dark Mistress; she positively loves a damn good "right clicking". Be
careful as well with your imps, too much sadistic slapping may kill them.  Take
it out on a chicken instead; they explode in a bloody mess of feathers when
slapped (mwahahaha).

Creatures normally work at 80% efficiency.  Slapping (once) will add 10% to
that as will dropping the creature where you wish it to be working.


Once your Warlocks have researched the Possession Spell you can cast this upon
a creature to see through their eyes.  Using the mouse to look around and the
cursor keys to move about you can stroll through your dungeon and admire your
handiwork close up.

It also has a more important function, possessing certain creatures can be
tactically useful, some have special abilities you can use while in control of
them.  Dark Elves have the ability to snipe enemies from long distances; you
can use this to quickly take out enemies from far away.  A Rogue can cloak
himself and you can use him to infiltrate enemy dungeons, he can then pick the
locks of enemy prisons and release any captured creatures inside.  You can also
use the Rogue to scout out land unseen and you can use the Troll to spot and
disarm those invisible enemy traps. Possessing a Vampire gives you access to a
wider range of spells to cast, even possessing a Dark Mistress while you
interrogate a prisoner will make them capitulate faster.

While in Possession Mode you can also group together a gang of creatures and
lead them into battle.  This is useful if you have only low-level creatures at
your disposal.  Under your direct command they become much braver and will not
flee battle.  Battle can become chaotic though, and takes some getting used to.
 It is recommended that you spend time practising with Possession Mode in My
Pet Dungeon; this will make life much easier for you when it comes time to use
it in your evil Campaign!

Possessing is a great way of getting the most out of your dungeon. If you are
in a quiet period, it's nice to wander around watching your creatures having
fun in the Casino or cheering on a fight in the combat pit.  They may be
disgusting hell-spawn, but Keeper, they are YOUR disgusting hell-spawn.  Be
proud of them!


Combat can be a pretty chaotic affair. As you have no direct control over your
forces (unless you have someone under possession) you need to put some planning
into how you approach your fights.  Each creature has a different fighting type
and functions better or worse in certain situations.  You also cannot expect
creatures to fight against overwhelming odds; most of them (except for the Dark
Mistress and skeleton) will flee if they are outnumbered.  The four types are:

- BLITZER.  These are your shock troops, these are the ones who charge the
enemy and fight quickly and viciously.  Dark Angels and Dark Mistresses fall
into this category as do the mindless skeletons and the tough Vampires.
- BLOCKER.  These are creatures that provide the next line of attack if enemies
get through the Blitzers and also provide a wall of defence.  These include the
slow but strong Bile Demons and Trolls, and the powerful Dark Knights.
- FLANKERS.  These are weaker creatures that function better in groups. They
will attack from the sides supporting the Blitzers, and overwhelming the enemy
through their numbers.  Goblins and Salamanders fall into this category.
- SUPPORT. These are the physically weak creatures that should be kept out of
close combat. They specialise in distance attacks, Warlocks with their spells
and Dark Elves with their arrows make the best support.

The Rogue and the Firefly are categorised as Flankers but really should be kept
out of combat.  Their specialities lie elsewhere.

So when planning combat first make sure your creatures have trained and
levelled up as much as you can afford or have time to do. Try and send as many
in as you can, force of numbers gives your creatures more confidence and more
fearful creatures such as Goblins will be less likely to flee when the Lord of
the Land appears. Use common sense and don't drop a load of Warlocks on the
front line and then be surprised when they are hacked to pieces.

Pay attention to training, when you can access a combat pit, do use it, as many
creatures effectiveness rises dramatically with the jump to level 5.  For
example the Dark Mistress will acquire more spells making her even more awesome!

Use your spells to support your creatures, Lightning Bolt is weak but can drop
armoured foes to the ground allowing your weaker Flankers to pile in and attack
them.  Healing also helps tip the scales in your favour, but don't get to click
happy, it can drain your mana reserves quickly.  You can see how injured a
creature is by the petals left on their mood/health flower, if they get knocked
down to two petals, heal them NOW!  Once they are at one petal they will be
incapacitated and if an Imp doesn't take them away to rest up, they will die.

So then most importantly make sure you drop Imps into the combat field
regularly, they will rush in and drag any injured foes into the Prison, and
also will take away the fallen bodies of your creatures, if they get them back
to their lair quickly enough, it will recover to fight another day.

Creatures level up to four maximum in the Training room, then they can go up to
level eight in the Combat Pit.  They can only attain level nine and ten via
level up items and combat with enemies.  To check up on their progress zoom in
so you can see a "clock-hand" moving round their health flower.  This shows you
how much further they have to go until they attain the next level.  Once a
creature is level eight it will not fight anymore in the Combat Pit nor will
others attack it.

Spells like Call to Arms allow you to quickly muster your forces in one place,
and if you have fortified your dungeon with traps these can provide extra
support.  Once again Keeper, it is recommended to experiment in My Pet Dungeon
Mode, here you can trigger Hero invasions whenever you wish and plan tactics
around a variety of terrain and situations.  With practice and some thought you
can build a truly terrifying combat force out of even the lowliest collection
of Goblins, Skeletons and Warlocks, the Lord of the land will stand no chance
when Dark Knights and Mistresses start flocking to your cause!

*********************** 4) BUILD A BETTER DUNGEON ***********************

Now Keeper, we have quickly covered the basics of the game, now it is time to
go into depth.  First we shall look at the various rooms you can build and how
to get the best from each of them, including in the final section the layouts
you must follow to attract the Elite Creatures to your dungeon (for those of
you with versions 1.61 and 1.7).  In this and following sections I have listed
for your convenience a shortened three-letter code for each room, which is then
used in the layout grids.  Onward!



Your Dungeon Heart is the lynchpin of every nefarious kingdom you construct. 
It's health is depicted by the small heart icon at the top of the screen, if it
should come under attack its health will drop until it is destroyed, which
means you have failed the level.  So you must keep it well protected, even your
Imps will battle to protect your Dungeon Heart sacrificing themselves to keep
it safe, ah such loyalty Keeper, it makes your rotten heart glow...

Your Dungeon Heart also acts a treasury and will store up to 16,000 Gold
Pieces. It also gives your surrounding creatures a boost in confidence, the
threat factor of attacking enemies will be reduced once they enter your Dungeon
Hearts sphere of influence that is marked on the map by a circle radiating

If you need a quick Mana boost you can also pick up and drop Imps back inside
and you'll get half their original Mana cost back.  As soon as you can do so,
fortify your Heart with heavy doors and traps, it is recommended you DON'T
excavate out the walls around it, but leave access via doorways only so you can
defend it more effectively.


2) LAIR (Code: LAI)
Cost: 300 per tile
Attracts: Firefly
          Goblin (minimum 5 tiles)
          Bile Demon (minimum 9 tiles)
Minimum recommended size: 1x1 Tile

Every creature that wanders into your Dungeon and into your service needs a
place to sleep, a place where they can call home... ahhh. Creatures only
require one tile to make a lair upon, although to make keeping track of your
creatures easier it is better to build larger lairs and group them together. 
Because Lairs can be any size it is better to place them in strips next to
other rooms rather than excavate specific squares. For example when you build a
library a strip down one side of three - four lairs can provide a nice resting
place for your Warlocks close to their preferred workplace.

Or you can build small Lair and hatchery rooms just "off" a larger room if you
wish to maximise wall space; e.g.


Keeping Lairs close to Hatcheries is generally recommended, as creatures often
want to sleep after they have eaten. Creatures will tend to head for the Lair
closest to the Portal the arrive in, so if you wish to have certain creatures
bed down in certain places, grab them and drop them onto the Lair tile and they
will happily make a new home.


Cost: 300 per tile
Attracts: Bile Demon (minimum 3x3 tiles)
Min recommended size: 3x3 tiles

Hatcheries can be as small as one tile and will still generate chickens for
your hungry minions to eat, but it is recommended you make them at least 3x3
tiles.  This will make a coop appear in the middle and chickens will be
replenished much faster.  You should make hatcheries small, but plentiful if
your dungeon starts to grow to a large size.  You will find getting hungry and
not being able to get to a hatchery fast enough is a sure way to put a creature
in a bad mood.

You can also use chickens to heal dungeon denizens either before you get the
Heal Spell or to save on Mana.  Drop an injured creature in the Hatchery and it
will eat and recover some health before retiring to its Lair to lick its wounds
and recover fully.

You can also use chickens to keep your captured enemies alive in Prison and in
the Torture Chamber.  Simply left-click to pick up as many chickens as you wish
and then hold them over the pathetic Hero in question, right click to keep
dropping them down and they will hungrily eat them until they crack.

(There is also the mystery of the coop, if you possess a creature and wander
into a Hatchery with a Coop, watch it closely.  It will begin to rock from side
to side, then feathers will fly, then a door will open and an egg will be fired
out of it... but what is inside? It is a mystery O Keeper!)


Cost: 200 per tile
Attracts: Nothing
Min recommended size: 1x1 tile

Now your creatures have a place to rest and food to eat, but they also need
paying, and you need moolah to build more rooms and defences.  There are all
those lovely seams of gold to be mined, so you need to build a treasury to
store it in.  It tends to be a good idea to keep Treasuries easy to access and
in the middle of large groups of rooms.  Multiple doorways are recommended. 
Basically your creatures hate to be kept waiting when they have to get their
pay, it may seem insecure, but it is better than having your minions become
angry due to lack of cash.

Because Imps prioritise the collection of money above everything except
protecting the Dungeon Heart it's a good idea not to make your treasuries too
far out of the way, as they will waste a lot of time then running back and
forth to store gold.  A good idea is to make one fairly large treasury near to
your Dungeon heart, and then if your Dungeon begins to extend a long way, add
smaller, outlying treasuries to make sure your more far-flung creatures can
reach payment.


Cost: 500 per tile
Attracts: Salamander
Min recommended size: 3x 3 tiles

So we now have cash, food and rest covered.  Time to stop pampering those
fiends and get them working, right Keeper?!  So we need to train them, and for
this we require, a Training Room.

To maximise the efficiency of your Training Room, ensure it has walls. For
every three tiles of wall-space you have, you will add another training target,
thus increasing the amount of creatures that can train at once. Creatures can
train up to a maximum of level 4 in the Training Room, after that they can only
gain levels in actual combat, via battles or the Combat Pit.

It costs 20 Gold per turn to train a creature up, but it is recommended you do
so as much as you can afford.  Level 4 creatures make far more formidable
combatants than Level 1 ones.  Some creatures will train themselves happily
without you having to give them friendly encouragement (like dropping them in
and locking the door!).  Salamanders and Dark Knights will train themselves up
without being coerced.  Other creatures will concentrate on priorities first,
for example, Warlocks prefer to be researching spells, Dark Mistresses prefer
to be interrogating prisoners, Trolls prefer to be toiling in the Workshop and
Rogues prefer to be off exploring or gambling.

However a bit of slapping and dropping in the room should get it through to
them that you require them to level up, NOW! But use your sense, the more
Warlocks you have researching, the faster you get your spells.  If you have
traps and doors under construction, then you really should leave the Trolls
working at that. Interrogations and conversion don't require a Dark Mistress,
but they happen a lot faster with her "personal" touch, and do you really want
your Rogue in battle?  He may be better left scouting new territory.

So you see Keeper, you need trained minions, but plan access wisely.  Let the
Salamanders, Dark Elves, Goblins and Skeletons train up first, then when they
are done, it should be time to let some Warlocks, Bile Demons and Mistresses
loose in there.  Once everyone has reached level 4 and if you have no plans to
extend your forces with new skeletons or captured Heroes, then sell the
Training Room.


6) LIBRARY (Code: LIB)
Cost: 600 per tile
Attracts: Warlock
Min recommended size: 3x3 tiles

Your magic spells need to be researched Keeper and a Library is vital to the
operation of your Dungeon.  It will quickly attract the Warlock into your realm
and his preference is for research so you will not need to coerce him into it. 
Like the Training Room, it is best if you can have the room surrounded by
walls.  Wallspace generates more shelves and you can store more researched
spells in there. A nice size for a Library is 4x5 tile.  This is pretty big but
the more Warlocks you can cram in researching, the faster you get your spells!

Its best to keep your Library to the back of your Dungeon, this is because any
magical items discovered by your Imps will be stored there and you don't want
enemies capturing those. Warlocks will most likely be your primary researchers.
 If you can capture an enemy wizard early on you can add him, but give him a
small library of his own as he and the Warlocks will hate working together. 
Dark Angels, Vampires and The Maiden also like to research and are the best at
it, but you will probably have done all your spell research by the time they
deign to enter your Dungeon.


Cost: 600 per tile
Attracts: Troll
          Bile Demon (minimum 3x3 tiles)
Min recommended size: 5x5 tiles

As your Dungeons expand, they will need protection. For this a Workshop will be
yours to create Traps and Doors in. A Workshop should be at least 4x5 or 5x5
and again it should be walled to increase worker capacity and storage space.
Once a workshop is available the Workshop Icon appears on the panel.  Click on
it to open up the range of items you can build.

Bile Demons and Trolls are your best manufacturers. Both will happily work away
creating traps and doors, other creatures like Goblins can be induced to help
out, but it's best to leave the Trolls as your major workers, giving the Bile
Demons time off to train up for battle.

Building and running and effective Workshop is a complex business and is
covered in more depth in the section on Dungeon Design.


Cost: 600 per tile
Attracts: Dark Elf
Min recommended size: 1x1 tile

An important room in some dungeons and not in others.  If your dungeon has
sprawled along way out from its centre it's a good idea to put a Guard Room or
two along the further reaches.  Each tile supports one guard, so create it as
big or as small as you need.  A 3x3 guardroom is good idea and it has a decent
sphere of "alertness", this is a ring of influence that if enemies stumble into
will raise an alarm and bring nearby guards running.

A nice way to set up a Guard Room is to place a few lairs and a Hatchery next
to it and even a few treasury tiles with cash on them.  This way your Guards
can stay focused on patrolling and won't need to go all the way back to the
central dungeon area.  If you add doors, you can use this to lock down
creatures until they are ready for battle then use possession to lead them on a
raid into enemy territory.

If you are playing My Pet Dungeon then this room becomes less important, but
experiment with building them and seeing how the Guards react to invasions. 
Any creature can be dropped on a Guard Room and most will then perform Guard
duties.  Dark Elves perform this as their preferred duty. Salamanders can also
be useful guards once they are done in the Training Room and you have no Combat
Pit to level them up further.  Skeletons also make good guards as they don't
require food, sleep or pay.


9) PRISON (Code: PRI)
Cost: 750 per tile
Attracts: Skeletons
Min recommended size: 5x5 tiles

Well Keeper, your minions are fed, rested, paid and have work to occupy
themselves.  But sometimes those sickeningly righteous forces of good want to
spoil your smooth running of things.  Once you have smited them, you need to
give them your best accommodation.  So what better than a dank prison full of
rats and bones?

You may not require such a big prison as a 5x5 one, a 5x4 one is often big
enough.  Once an enemy has had its health reduced to one petal on its health
metre your imps will drag it away and place it in the dungeon.  What happens
next depends on what you want out of the following.

Do you want more skeletons?  Then let them die quickly and they will rise again
as Skeleton fighters on your side. Do you have a Graveyard and need a Vampire? 
Take them straight to the Torture Room and quickly have them tortured to death,
then the imps will dump them in the graveyard and mulch them down for Vampire
fodder.  Finally if you wish to convert them to your side, heal them first in
prison either with a spell or a chicken, then take them to the torture room
until their puny will breaks.

If you want to prevent Imps putting prisoners in a particular prison, click on
the door bar to lock it down.  This makes no difference to the security of the
prison, it's just to keep Imps out if you want them to take enemies to another
prison, or let them die and become Graveyard fodder.  You can manually drop
more creatures in the prison until it reaches over capacity, but you may suffer
a jailbreak, so it's not recommended.

When a creature dies and rises as a skeleton you may have to remove it manually
if you are playing the original unpatched version of the game.  Later patches
improved the skeletons ability to walk out of the prison, with 1.7 they will
leave straight away.  They need no lairs either, just keep them away from Bile


Cost: 1500
Attracts: Dark Mistress
Min recommended size: 3x3 tiles

If you don't leave your enemies to rot in prison then you can leave them in the
loving clawed hands of the Dark Mistress.  It is here you can either torture
enemies to death to gain map information and corpses for the graveyard or you
can convert enemies to join your dark cause.

When you build a torture chamber maximize its capacity by keeping it walled. 
This will give you extra torture devices on the walls.  You'll get an electric
chair and some wall wheels in a small chamber, make it larger and a horizontal
wheel is added as well.

To begin torture pick up the unfortunate from the prison and make sure the
torture device is highlighted when you drop him down.  If they miss they will
be free to start attacking again and your creatures will swiftly crush him and
send him back to prison. Now once they are in a device, they will wail and
scream.  Place a Mistress nearby to speed the process up.  If your Mistresses
"client" is weak and unhealed they will die quickly and reveal map information.
 If you have a graveyard the Imps will take their pathetic corpses away to rot
down for Vampire life force.

If you want an enemy to join your side, then heal them either before you place
them in the chamber or as soon as they are strapped down.  Keep an eye on their
health and if it drops to two petals heal them again with spells or chickens. 
The weedier the enemy the quicker it will convert. Dwarfs and Wizards break the
fastest; Giants, Knights and Royal Guards take the longest.  But they will
break, everyone breaks... eventually.


11) COMBAT PIT (Code: COM)
Cost: 750
Attracts: Black Knight
Min recommended size: 5x5 tiles

Now its time to let your creatures get their hands and claws bloody with some
one-on-one combat.  This allows them to rise up to level 8.  To get to levels 9
and 10 you must engage in battles with the enemy.

If you keep heroes or enemy creatures alive in your prison you can use them as
fodder for your minions in the pit.  Drop an enemy in with one of yours and
they will fight until one is knocked out. You can also pit your own creatures
against each other.  If you drop multiple creatures in they will only fight in
pairs. As they knock out one foe they turn on the next until only one is left

It is a good idea to keep an eye on group fights in the pit.  As creatures are
knocked out they are left near dead by the side of the pit, if an Imp doesn't
rush in and drag them to their lair they may die.  The same goes for enemy
fighters used, they need rushing off back to prison.

If you are trying to level up one particular creature, keep healing them so
they can keep fighting. Once they reach level 8 and above a creature will not
engage in battle within the pit.  Take time out to possess a nearby creature
and watch the fight up close, make the Imps fetch popcorn now!


12) CASINO (Code: CAS)
Cost: 750 per tile
Attracts: Rogue
Min recommended size: 3x 3

You've been working those dungeon denizens hard Keeper.  After a hard day
toiling, researching, patrolling and training everyone needs to kick back for a
drink and a gamble.  So if your dungeon is flourishing and you have gold to
spare, install a Casino. Make it a decent size as your creatures will want to
use it a lot if they have no work or training left to do and they get narked if
they can't get a table space.

You can make the Casino generous or rigged by clicking on the payout lever in
the middle of the room.  Rigged Casinos can make you more money, but your
creatures will be unhappier.  Keep it generous if you can, happy creatures are
loyal creatures.  Occasionally someone will hit the jackpot, I suggest Keeper
you rush over there and possess a creature to enjoy the party!

If you want to retrieve some of the winnings pick up the lucky creature, take
him/her somewhere private and slap it about until it drops some of the cash. 
Cruel, but at least no one else saw you.  Only do this if you are strapped for
gold though, otherwise let them enjoy their winnings, the Lord of the Land may
kill them soon and they can't take it with them.


Cost: 2000 per tile
Attracts: Vampire
Min recommended size: 3x3 tiles

A pricey room and one you may not always want to have, this depends on how much
use you find Vampires in your battle strategy.  One 3x3 graveyard will create
and support one Vampire, make it bigger and more graves will appear, creating
and sustaining more of these Undead fighters.

Each time an enemy dies your Imps should drag the corpse to the graveyard.  The
more threatening and powerful the enemy was, the more lifeforce it will
generate and the faster a Vampire will rise.  So a dead dwarf will contribute
little, but a dead Knight or Giant will create a large amount.

Once a dead body has been placed in the Graveyard it cannot be resurrected with
the "Raise Dead" spell or a Special Item.  It is gone for good.


14) TEMPLE (Code: TEM)
Cost: 3000 per tile
Attracts: Dark Angel
Min recommended size: 5x5 tiles

A hugely expensive room, especially when you factor in that it must be at least
25 tiles in size.  But once you have access to it, build one, you will attract
the most awesome fighter in the game, second only to Horny in sheer naked
power, the terror it causes and incredible coolness.  Temples = Dark Angels and
you can't skimp on construction.

Making it 5x5 means a large hand will appear in the middle, here you can drop
in creatures as sacrifices to your Dark Gods.  Certain combinations create the
following gifts back from them (sacrifices must be done in the listed order,
remember when you select creatures to drop, the last you clicked on will be the
first dropped, so to sacrifice the Bile Demon, Dark Elf and Mistress, pick them
up in reverse order).

GIFT               1st SACRIFICE       2nd SACRIFICE    3rd SACRIFICE

Imp                Black Knight       Warlock         Firefly
Goblin             Warlock            Warlock         N/A
Troll              Dark Elf           Dark Elf        N/A
Warlock            Troll              Troll           N/A
Salamander         Rogue              Rogue           N/A
Dark Elf           Skeleton           Skeleton        Firefly
Bile Demon         Vampire            Vampire         N/A
Mistress           Salamander         Salamander      N/A
Skeleton           Mistress           Mistress        N/A
Rogue              Bile Demon         Bile Demon      N/A
Black Knight       Guard              Mistress        N/A
Vampire            Black Knight       Black Knight    N/A

Receive Imps       Bile Demon         Dark Elf        Mistress
Make Safe          Dwarf              Dwarf           Mistress
Increase Mana      Monk               Monk            Monk
Increase Gold      Thief              Thief           Thief

Once a Temple is built, your creatures will go and pray at it.  Warlocks and
converted Wizards seem especially keen to pledge their unholy piety in this
way.  Don't discourage them, praying quickly adds nice amounts of mana to your
mana reserves and quickly gets you back up to a full tank of it.. (do you store
Mana in a tank Keeper?  Perhaps I am not as all knowing as I think I am).


Cost: 200 per tile

This is a useful and cheap way of extending your dungeons influence.  Although
most of your creatures will cross water, they prefer a bridge to speed things
up, so if water is featuring heavily in the level, make sure you build plenty
of access ways.  Also if a magical item is floating in water your Imps won't go
and collect it unless you build a bridgeway to it.  And although imps will mine
out land and gold on islands, you need to connect them to your nearest claimed
land to get them to carry on and claim the island land.

If friends or foe die in the water, Imps won't collect them there either, if
you can, quickly build a bride pathway under their bodies so they can be
retrieved. You can also use Wooden Bridges for temporary access over lava,
although they will begin to burn up.  If you need to build quick emergency
causeways for retrieving bodies or magic items, sell the bridges straight
afterwards if you wish.


Cost: 500 per tile

More expensive that the Wooden Bridge, so it should only be used to cross Lava.
 You can use the Stone Bridge tactically against the enemies in Campaign Mode. 
If they cross a Stone Bridge you built over Lava you can quickly sell the
bridge from under their feet sending them tumbling into the lava for extra
damage, ho ho ho!  Just beware of Rival Keepers, they will claim the Bridge
first with their Imps so that tactic won't work.


As you progress through campaign mode, rooms will be made available to you
gradually.  So in won't be until the final missions that you will have to worry
about making space for large Temples and Combat Pits.  The most important rooms
of any Dungeon are the three you get quickly.  The Lair, Hatchery and Treasure
Room.  Keeping your creatures happy means keeping them fed, rested and paid,
these rooms rank above all other and dungeons should be constructed with easy
access to these places.

Each creature only needs one square to make a Lair upon.  So unlike other rooms
which require square or rectangular construction to be most effective, you can
strip Lairs anywhere.  It is often a good idea to place a few lairs nearby to a
room where you wish creatures to work to make them happiest. For example
stripping some lairs down the side of a Library and having all your Warlocks
bed down there.  Another nice idea is exacting a hatchery sized room, creating
the hatchery and laying down some lairs and some treasury strips.  With all
their favourite things together you will find your creatures becoming less

The Workshop can also be designed to be more efficient.  First excavate a nice
sized square or rectangle of ground, make sure it has room for a 3x3 hatchery
and some lairs. E.g.


Now make sure it has only one doorway and create a door, then lock it.  Now
your any Trolls and Bile Demons you place inside can be locked in to create
traps and doors at speed.  With food, sleeping quarters and cash on hand, they
won't get angry.  Just make sure when you have finished needed traps and doors,
you let them out, or they will get angry. Also you'll have to quickly unlock it
to allow the Imps to get in and take the created items away.

You can do something similar with Warlocks and the Library, but Warlocks are
better at applying themselves to their chosen speciality and will usually
research your spells quickly and without coercion.

When excavating rooms, the thing you need to bear in mind is that certain rooms
like the Training Room, Library, Torture Chamber and Casino will have more
spaces available in them if you reinforce the walls.  This allows more items to
be installed in the room, useful if you can only construct small rooms.

You should always try and keep you Dungeons compact.  Clump your rooms around
the Dungeon Heart and connect them with long passageways full of traps and
doors.  You will need to sprawl out in some areas.  Just create Guardroom
Outposts to defend your borders.  To keep your far-flung guards happy, make
sure you give them lairs, a hatchery and some cash in store to make them most

When you begin to acquire converted creatures, it's a good idea to give them as
much of a "mini" dungeon as you can.  If you have space, create lairs, a
hatchery, a training room and keep this locked off and stocked with cash for
pay-day.  This minimizes contact between the fallen heroes and your evil
minions and stops bad feeling arising.  If space is at a premium, at the very
least clump your converted troops into their own block of lairs, but don't be
surprised to hear the Mentor informing you that creatures are becoming unhappy
in the company of creatures they hate.

The best way to practice designing Dungeons is in the My Pet Dungeon Mode. It
is worth playing through to unlock all the Dungeons as they take place across a
variety of terrain and you can experience building a dungeon in a larva filled
level or one full of twisting seams of undiggable rock.  Taking time out here
to see how best to layout rooms and how best to defend against attack will reap
dividends as you progress through your Campaign to unlock the Portal to


If you are playing patched versions 1.6 or 1.7 you can attract Elite versions
of each creature into your dungeon by building a specific configuration of
rooms.  There is only one Elite per species and if they are killed in battle
they are lost for the rest of that level.  They are stronger, more efficient
and better in battle than their normal counterparts and some have a slightly
different physical appearance.

However, these creatures don't show up in Campaign mode.  Whereas building the
relevant room in My Pet Dungeon or Skirmish mode brings the Elite in right
away, in Campaign Mode they are not available.  Some Elites can be found as
neutral creatures such as Knud in "Fluttershine" and Zachariah in "Regicide". 
But otherwise they are for My Pet Dungeon, Skirmish and Multiplayer modes only.


Elite Goblin: GRUBB
3x3 lair with 1 hatchery in each corner



Elite Firefly: BZZZT
3x3 hatchery with 1 lair in each corner



Elite Troll: KNUD
5x5 workshop with 1 lair in each corner



Elite Salamander: FURNACE
5x5 training room with 1 lair in each corner



Elite Warlock: ALMERIC
5x5 library with 1 lair in each corner



Elite Dark Elf: ZENOBIA
3x3 guard room surrounded by 5x5 training room



Elite Bile Demon: BLOZ
5x5 hatchery surrounded by 7x7 workshop.



Elite Rogue: GERVAISE
5x5 casino with 1 treasury in each corner



Elite Dark Mistress: DOMINIQUE
3x3 prison surrounded by 5x5 torture chamber



Elite Skeleton: BANE
5x5 prison with 1 treasury in each corner


(Bane seems to have some brains; he will set up a Lair and will collect wages
on payday!)


Elite Black Knight: KALEB
5x5 combat pit surrounded by 7x7 training room



Two 3x3 graveyards with northeast/southwest corners overlapping, surrounded by
7x7 library



Elite Dark Angel: ZACHARIAH
5x5 Temple with a strip of 7 squares of Treasury down the East side, 7 squares
of Training Room down the West side. Strip of 5 Lair on the North edge and 5
Torture Chamber on the South Edge


********************* 5) THE UNGRATEFUL DENIZENS ************************

Well we have talked long enough about constructing your Dungeon, time I think
Keeper to find out all there is to know in detail about the various creatures
we have mentioned. Here then is a list of each creature, for each one you will
find information on what attracts them to your dungeon, how they fight and what
they use, what skills they learn, their preferred job in your Dungeon and how
to get the best from them in Possession Mode.  Onward!!

(Note: Special Skills are those only available when you possess that creature,
they will not use them in the normal course of battle etc)


1) IMP

Your Imp is the poor oppressed, down trodden cog that keeps the machinery of
your dungeon running.  They only need mana to exist and never need food, sleep
or paying (now if only all creatures were like that).  They level up by working
rather than fighting.  Level 8 and above Imps are a precious commodity as they
can caste Haste on themselves and quickly teleport around your dungeon to new
jobs.  For that reason, keep them safe from enemy traps and ambushes, as they
will fall in a few strikes from an enemy.

Slap them to increase their work speed and don't be afraid to keep picking them
up and dropping them into new areas to get on with territory claiming or into
battle to collect injured bodies.  They don't suffer from drop stun and can
move at an incredible rate making it tough for enemies to hurt them if they are
battling your main forces.

You create more Imps with the Create Imp spell and the upgraded version of the
spell creates a faster, smarter level 4 Imp.  Depending on the dungeon size
you'll need to create more than the four you begin with.  Ten is a good number
for a medium dungeon; fifteen - twenty maximum for a sprawling one if you can
afford the Mana drain.  Only in My Pet Dungeon Mode will you get to play with
hordes above twenty-five, where mana is plentiful and enemies are not.  Drop an
Imp back into the Dungeon Heart if you need to downsize your workforce and
you'll get a Mana boost back as well.


Attracted by: Lair
Job Class: Scout
Combat Style: Flanker
Likes: Scouting through the Fog of war
Dislikes: Combat
Hates: Nothing

Firefly's are useful in some dungeons and not in others.  They only ever seem
to turn up one at a time, and like to spend their time cruising around
exploring.  How useful this is depends on the territory you are in.  In some
places you don't want the firefly drawing attention to you too soon, in others
you may welcome the quick uncovering of territory.  They aren't much use in
battle, but it may be worth training them up so enemy traps don't instantly
kill them.  They can obviously pass over lava and water so can make useful
scouts to possess for forays across difficult territory.  As residents of the
dungeon they don't seem to get unhappy or angry very often so you can bed them
down anywhere.


Attracted by: Lair (minimum 5 tiles)
Job Class: Fighter
Combat Style: Flanker
Likes: Training and Gambling
Dislikes: Research and Manufacturing
Hates: Nothing

The humble goblin will be a useful fighter in your early campaigns, but later
on you will want to attract the more powerful Salamanders and Trolls in their
places.  They are cowardly on their own, but in groups can overwhelm a knight
and their great speed means they can rain blows down upon a foe with great
ferocity. They tend to be easy to keep happy, as long as they have somewhere to
eat and sleep nearby they won't grumble.  They will train without too much fuss
and once trained up like to hang about in the Casino.


Attracted by: Library
Job Class: Thinker
Combat Style: Support
Spells: Fireball, Firebomb, Heal Creature
Likes: Research
Dislikes: Manufacturing
Hates: Converted Wizards

Warlocks are a great asset early in the game.  These diabolical wizards
research all your spells for you, so as soon as the Library becomes available
you will start attracting them to your dungeon. They are physically quite weak
and will flee if outnumbered, they should be kept to the back of your fighting
forces using their ranged fire spells and healing support magic. Once they have
finished researching, get them in the training room to level them up.  Their
ability to heal in battle is very useful.  They can get tetchy and unhappy if
they have no work to do and have no Casino to take their mind off things. 
However they seem to like a few gold pieces being dropped their way if they
begin to get unhappy, just make sure they always get paid on pay day, or they
will mutiny.


Attracted by: Workshop
Job Class: Worker
Combat Style: Blocker
Special Skill: Spot and Disarm Trap
Likes: Manufacturing
Dislikes: Research
Hates: Converted Giants

Once the workshop becomes available, the Troll will arrive to join your ranks. 
If you are planning on having a dungeon fitted out with many traps and doors,
then build a large workshop and try and attract at least three.  This will
greatly speed up production times.  Trolls are fairly easy going, as long as
they have work to do, and don't have to walk too far for food and sleep you
will have no problems with them. In battle they are rather slow, but their
hammer packs quite a punch.  You should line them up with the Bile Demons to
create a solid defensive wall.


Attracted by: Training Room
Job Class: Fighter
Combat Style: Flanker
Spells: Fireball
Immunity: Lava
Likes: Training and Gambling, Lairs near to Lava
Dislikes: Research and Manufacturing
Hates: Nothing

The Salamander is a useful beast right up to the end of the game.  Tougher than
goblins, they can walk on lava and have a ranged projectile attack. Build a
training room, preferable near some lava and scatter some lairs about for the
best Salamander conditions.  They will happily train up to level 4 without
needing prompting to do so.  Once they have done so, they tend to go off and
perform guard duties or even help out your Imps with mining. If you have a
Casino they tend to gravitate towards that.  They have no particular
antipathies towards other creatures; however, they get unhappy quickly if they
are not paid on time.

In battle, a group of them can be quite formidable as they have good speed and
can bring down tough enemies with the right back-up. Exploit their ability to
traverse lava safely by using them to take out enemy gun-emplacements and
traps.  Once they reach about level 7 their bravery seems to shoot through the
roof and I have personally witnessed one Salamander destroy most of the cannons
protecting King Reginald's fortress, with just some support healing from the
Keepers hand of Evil to help him out!


Attracted by: Guard Room
Job Class: Fighter
Combat Style: Support
Spells: Knives, Guided Bolt
Special Skill: Sniper
Likes: Patrolling/Guarding
Dislikes: Research and Manufacturing
Hates: Converted Eleven Archers and Dwarves

Dark Elves are creatures that again can be of more use in some dungeons than
others.  If you have a large sprawling dungeon then it is useful to create
guard outposts at the edges and have Dark Elves patrolling your boundaries. 
With their long-range bow attacks they can injure any invading force and raise
the alarm before you are overwhelmed.  Their sniper skills are also useful in
some campaign missions when you possess them. If you are planning a small
dungeon with a powerful offensive rather than defensive force, the Dark Elf may
not be as much use to you.  As long as you have no converted Elves or Dwarves
about they are usually fine.


Attracted by: Torture Chamber
Job Class: Fighter
Combat Style: Blitzer
Spells: Lightening, Freeze, Hailstorm
Immunity: Fear
Likes: Pain, Torturing "clients", more pain, Training/Combat and er.. pain
Dislikes: Anything that doesn't involve pain
Hates: Converted Fairies and lack of pain

Aah, a vision of loveliness to liven up your fetid environs.  The Dark Mistress
is a woman of many skills.  Once a torture chamber becomes available, she will
arrive.  If she has no clients to service, she and any other Mistresses will
spend time enjoying the equipment themselves.  The Mistress has very little
fear and will charge enemies even if outnumbered.  So be careful as sometimes
her enthusiasm for pain may end up getting her killed.  Once you have them,
train them up as their formidable close combat skills are complemented by a
useful array of ranged spells.  Mistresses also strike fear into weaker enemy
hearts and two or three make a potent attack force on any groups of lowly
thieves, elves or dwarves.  Mistresses hate Fairies with a passion and seem to
take great delight carving them up first.  Never put a converted fairy near a
Mistress.. you'll quickly make her unhappy and you don't want that do you?


Attracted by: Lair, Hatchery (minimum 5x5 tiles), Workshop (minimum 3x3 tiles)
Job Class: Fighter
Combat Style: Blocker
Spells: Gas Cloud, Gas Missile
Special Skill: Dwarf Chucking
Immunity: Poison
Likes: Eating, Training, Manufacturing
Dislikes: Research, being hungry
Hates: Skeletons

Attract one of these stinking lumps into your Dungeon and expect to hear the
words "A Bile Demon has become unhappy because he has no food" a lot. The Bile
Demon is the toughest creature in the game, with the ability to take more
damage than even a Black Knight or Dark Angel.  He is however a slow beast, but
packs quite a punch with his horny clubs. They are a very valuable resource so
they should be quickly bedded down by the 5x5 hatchery and Workshop you built
to attract them.  They work efficiently alongside Trolls manufacturing traps
and doors, but are not quite as reliable as they often wander off to eat.. all
the time.

Make sure they spend time training up in the training room and combat pit, they
are very lazy when it comes levelling up and need a bit of a slap every now and
then to get them out of the Hatchery and out of bed.  However, they provide an
awesome defensive wall.  If you are assembling a strike force, the Bile Demons
should stay at the back and any enemies who break through the front will
suddenly find a wall of red blubber blocking their path.  At higher levels,
their Gas based attacks can also cause panic and confusion amongst weaker
creatures. Just keep them away from skeletons, they HATE them and will often
lash out at them if nearby.

He may have a face not even a mother could love, but Keeper, he will be one of
your strongest and most useful fighters right up until you get the Black
Knights and Dark Angels, so put up with his moaning.  He is worth the trouble.


Attracted by: Lair, Casino (minimum 3x3 tiles)
Job Class: Scout
Combat Style: Flanker
Spells: Make Invisible
Special Skill: Cloak, Pick Lock
Likes: Exploring, Gold and Gambling
Dislikes: Research and Manufacturing
Hates: Nothing

The Rogue is an intriguing character. Like the Firefly its unlikely more than
one will turn up into your dungeon at any one time.  He can be very useful in
some instances and less in others.  His major use is his ability to cloak
himself on enemy terrain (that's rival keepers rather than Hero territory).  If
you possess him you can explore rival dungeons with almost impunity and pick
the locks of the Prisons to release any captured comrades.  This can make him a
hugely tactical choice and can spice up skirmish and multiplayer mode no end.

In Campaign Mode he becomes less useful as his skill do not seem to work on
Hero's land, but there are a few levels such as the Keeper melee at Sparklydell
or Asmodeous at Woodsong that can use his talents.  He is also reasonably fast
and strong and if he needs to fight he will and is far superior to his
counterpart the Thief. He will spend most of his time exploring the outer
reaches of your realm and gambling in the Casino, he appears to have no special


Attracted by: Prison
Job Class: Fighter
Combat Style: Blitzer
Immunity: Fear
Likes: Patrolling/Guarding
Dislikes: Nothing (but unsuited to anything else but training and guarding)
Hates: Nothing

Skeletons have many great strengths but also great weaknesses.  You create
skeletons by allowing enemies to die in your dungeon.  Some weaker ones like
Dwarves and Thieves don't always resurrect as skeletons, but those that do
provide you with a valuable soldier.

Skeletons have no fear whatsoever.  They are not put off by fear traps, nor by
overwhelming odds.  If they see a distant enemy they will charge at them
screaming in delight, making them great for instigating battles and drawing out
enemy forces.  They are fast and reasonably strong and also cause fear en masse
in weaker enemies.

However, they are fragile and can't take a lot of hits.  If their health flower
is depleted to nothing they shatter and cannot be dragged off to a Lair to
recover.  They are gone for good.  They cannot rest up or eat to regain health,
they must be cured using the Heal Spell. They cannot be placed in the Combat
Pit without great care as they will be lost if they are allowed to shatter.

But, on the upside Keeper, they cost nothing to create, don't need lairs, don't
need food and don't need paying!  They make ideal guards as they will stick at
their posts and not leave to sleep or collect wages.  Just keep them away from
Bile Demons, they hate skeletons and will attack them.


Attracted by: Graveyard
Job Class: Thinker
Combat Style: Blitzer
Spells: Slow, Drain, Raise Dead
Special Skills: a) Turn into Bat, b) Hypnotise Enemy
Weakness: Cannot go through water
Likes: Research
Dislikes: Manufacturing
Hates: Converted Monks

Creating a Vampire requires one of the more expensive rooms in the Dungeon and
lots of enemy corpses to feed them with. To let an enemy turn into a corpse,
either lock the Prison so your Imps cannot store people inside, or just torture
enemies to death and the bodies will go "squish" and your Imps will drag them
off and leave them in the Graveyard.  Soon, vampires will begin to rise.  Train
up vampires quickly as if they are killed they will resurrect back in the
graveyard minus a level.  If a Vampire is at level one and dies he is gone for

Vampires like to research and are better at it than your Warlocks.  Once they
have nothing to research, they will get grumpy so make sure you put a casino in
for them. They are also fanatical about praying, if you have a Temple in your
Dungeon your Vampires will spend most of the time praying to the Dark Gods (and
generating lots of mana in the process!).

Vampires are great in battle, they are very fast and though not incredibly
strong have a range of useful magic including he ability to raise any dead
bodies nearby up into skeletons.  These skeletons only have a limited time
though and if not destroyed before it runs out, collapse back into bones. 
Hypnotise enemy can be used in Possession mode and works like the Turncoat
spell, temporarily confusing an enemy.  Drain takes away enemy health and gives
it to the vampire, Slow.. well slows enemies down or nullifies someone with
Haste cast on them.

Monks are the worst threat to a Vampire. Monks can exorcise Vampires and
prevent them from resurrecting whatever level they are at.  It goes without
saying that any converted Monks you have will make your vampires unhappy in the


Attracted by: Combat Pit
Job Class: Fighter
Combat Style: Blitzer
Likes: Training, Combat
Dislikes: Anything not to do with fighting
Hates: Converted Knights and Royal Guards

These bruisers need to be thought of as big babies.  Thick, needy, petulant,
but worth the hassle in the long run. These Knights have superb strength and
their heavy armour gives them sizable resistance to enemy blows. However, they
get bored and irritable without combat to keep them occupied so make sure they
are regularly fed and always paid on time as they can rebel at the drop of a
helmet.  Keep them away from converted Goodly Knights or they'll start a
punch-up and that means having to sling one or both in prison for a while to
sort them out.

Train them up to level four then drop them in the Combat Pit to get them to
level 8 as soon as you can.  Then make sure you have a large casino they can go
and get drunk in while you finish preparations for battle.  They have no
special skills or magic attacks, they are pure brawler.  But they can also be
quite cowardly.  Don't expect a couple of them to take on a large group of
enemies, they'll run like girls.  They work best charging forward with
Mistresses and Skeletons ahead, and Bile Demons, Warlocks and Salamanders
behind.  Then you'll see them carve a bloody swathe to the Lord of the Land.


Attracted by: Temple and Library
Job Class: Thinker
Combat Style: Blocker
Spells: Web shooter
Likes: Research
Dislikes: Manufacturing
Hates: Nothing

The Maiden is only available in version 1.7 and is not in the Campaign Mode. 
This terrifying creature is a mixture of woman and spider and although not
hugely strong, strikes incredible fear into almost all enemies. She likes to
research in the Library if it hasn't all been done.  Otherwise she will hang
out in the Casino.  She seems to have no particular antipathies.  The Mentor
will not announce her arrival in your Dungeon, but her distinctive sneeze and
laugh will alert you to her appearance.

In battle she should be back with the Bile Demons, her mid-range spells provide
useful support and if people do break through your Blitzers, she will give them
pause for thought with her frightening appearance.


Attracted by: Temple (minimum 5x5 tiles)
Job Class: Fighter
Combat Style: Blitzer
Spells: Disruption, Hailstorm, Raise Skeleton Army
Immunity: Fear
Likes: Research, Training and Combat
Dislikes: Manufacturing
Hates: Converted Monks and Fairies

The most powerful creature you can attract, the Dark Angel is worth the expense
of building a 5x5 temple.  The temple must be that big to produce a Hand.  Each
Hand supports two Dark Angels.  If you wish to attract more, then you must
build more 5x5 temples.

Although they have only a medium amount of endurance, they are insanely strong
and reasonably fast. They will be at the forefront of any attack party you make
and their strong presence strikes fear into enemies and boost morale of your
own creatures fighting alongside. Their powerful spells of Disruption,
Hailstorm and raise Skeleton Army (raises 3 level 1 skeletons) add to their
awesomeness even further.

Once attracted to your Dungeon they settle in relatively well.  Lairs near the
Temple make them feel comfortable and a nice big hatchery close by is advised.
They like to research in the Library and are the best researchers in the game,
but if this has been done they like to train and fight in the Combat Pit,
before going to the Casino for a drink and a flutter.

They are also excellent to possess as a group leader, weak creatures flee from
you and you can kill most with a couple of sword thrusts.  If ever you needed
to feel the power, getting inside one of these beings heads is the way to do it.


16) THE HORNED REAPER (aka Horny)

Horny can be summoned early in the game in any level after one in which you
found a part of the Horny talisman (which is a special box unlocking a secret
level).  He doesn't cost Mana to summon in that instance but has a 75 second
time limit.  Horny will try and take the shortest route to either the Lord of
the Land or the Dungeon Heart so try and summon him as close as possible
otherwise he may march off on a long time wasting detour.

With his scythe and stun projectile he is pretty much unstoppable and cannot be
killed just slowed down.  Once you have the power to summon him at any time
later in the game, it requires 100,000 mana to summon him, and then your mana
will deplete to keep him sustained until you run out or dismiss him.  He can be
dismissed with one slap from the Hand of Evil.


This table just gives a quick overview of the creatures at your disposal; it
also includes Speed and Threat. Threat covers how effective that creature is in
striking fear into the hearts of opponents.  Dark Angels naturally being the
highest and Imps the lowest.  Speed covers how quickly a creature can move
about and how quickly it can attack.   These attributes are rated out of ten.


Imp         Scout     Low     8-10     1     Non-Combat   Haste Self, Teleport
Firefly     Scout     Low      8       1      Flanker     None
Goblin      Fighter   Low      6       2      Flanker     None
Warlock     Thinker   Low      5       2      Support     Fireball, Firebomb
                                                          Heal Self
Dark Elf    Fighter   Low      5       2      Support     knives, Guided Bolt
Salamander  Fighter   Low      5       3      Flanker     Spit Fire
Troll       Worker    Low      4       2      Blocker     Spot/Disarm Trap
Skeleton    Fighter   Low      5       3      Blitzer     None
Rogue       Scout    Medium    6       4      Flanker     Invisible, Cloak
                                                          Pick Lock
Mistress    Fighter  Medium    6       5      Blitzer     Lighting, Freeze
Vampire     Thinker  Medium    8       6      Blitzer     Slow, Drain, Raise
                                                          Dead, Turn into Bat
                                                          Hypnotise Enemy
Bile Demon  Fighter  V.High    2       7      Blocker     Gas Cloud, Gas
                                                          Missile, Dwarf
Dark Knight Fighter  High      4       8      Blocker     None
Maiden*     Thinker Medium     5       8      Blocker     Web Shooter
Dark Angel  Fighter Medium     7       9      Blitzer     Firebomb, Hailstorm
                                                          Disruption, Raise
                                                          Skeleton Army

*The Maiden of the Nest is only available in the 1.7 patched version of Dungeon
Keeper 2 and does not appear in Campaign Mode.

Also each creature (except the Maiden) has an Elite member, these are stronger,
faster, braver and more threatening than their normal counterparts, these are
also found only in patch versions 1.61 and 1.7.

Use the speed and threat ratings to plan your best attack strategies.  If you
check a Hero's speed and threat you can judge who is best to take them on. 
Remember that bravery AND threat increases with numbers.  A single Goblin is
not frightening, but many will intimidate lesser Heroes such as Elven Archers. 
A single Goblin will be scared of a Knight or Guard with a high threat rating,
but backed up by superior numbers and with allies such as Dark knights and Dark
Angels nearby they will not flee the fight.

******************* 6) THE WEEDY FORCES OF GOOD *************************

So we have covered your potential minions and what a fine body of men, women,
demi-humans and foul gassing lumps they are.  Now it's time to turn to the more
distasteful subject of the Goodly Heroes.  Yes with their brightly polished
armour and smug self-righteousness these so-called heroes will storm into your
beautifully constructed dungeon and try and destroy you.  There are three ways
to deal with these pathetic beings.  You can imprison them and let them rot and
die, they will then rise as skeletons ready to do your bidding.  You can
imprison them, then torture them until they die, then sling them in a graveyard
to make life-force compost to raise a Vampire.

Finally and perhaps most evilly you can torture them until they join you and
become part of your underworld army (this is covered in the Torture Chamber
section in Room Types). So in the following list you will find out how best to
attack each type, whether you should recruit them or mulch them and I have
listed their skills, likes, dislikes etc so you can compare them easily to
their darker counterparts.  Hold your nose Keeper; it's time to check out the
forces ranged against you.


Job Class: Scout
Fighting Style: Flanker
Likes: Digging Rock
Dislikes: All your evil minions, Research, Combat
Hates: Dark Elves, Bile Demons

Pathetic little creatures.  The Heroes equivalent of Imps.  Weak, annoying and
they hardly ever rise as skeletons when imprisoned.  They are no challenge for
any of your creatures in a fight and should tortured for information and left
to feed vampires in the graveyard.


Job Class: Fighter
Fighting Style: Support
Special Skills: Sniper
Likes: Patrolling/Guarding
Dislikes: All your evil minions, Research, Manufacturing
Hates: Dark Elves

These creatures offer nothing over your Dark Elves. They are weaker, slower and
have fewer skills.  They are easily crushed in battle and are best off used to
create skeletons or feed Vampires.


Job Class: Thinker
Fighting Style: Support
Spells: Heal, Fireball, Firebomb
Likes: Research
Dislikes: All your evil minions, Manufacturing
Hates: Warlocks

Wizards are about equal to Warlocks and indeed are a little more efficient when
it comes to researching and upgrading spells. In some realms you may acquire a
converted Wizard before a Warlock turns up so use them to research quickly.  If
you have Warlocks around, its best to not recruit a Wizard as they rile each
other up very quickly and you may have a rebellion on your hands.  If you
decided not to convert them, let them become skeletons.


Job Class: Scout
Fighting Style: Flanker
Spells:  Lightning
Likes: Scouting
Dislikes: All your evil minions, Manufacturing
Hates: Dark Mistresses, Vampires, Dark Angels

Swift and armed with a long-range lightning spell the fairy is not a
recommended addition.  Although she can fly, her presence in your Dungeon
aggravates too many much better creatures. She has little endurance and falls
quickly in battle.  She doesn't always rise as a skeleton, but makes a good
source of vampire food.


Job Class: Scout
Fighting Style: Flanker
Special Skills: Cloak
Likes: Stealing Gold, Gambling
Dislikes: All your evil minions, working
Hates: Nothing

The Thief is another character who offers much less than your evil equivalent
the Rogue.  Although you can acquire the Thief earlier, he is very weak and
cowardly.  He cannot take the punishment the Rogue can while out spying.  He
best left to become a skeleton though sometimes he will not rise as one.


Job Class: Thinker
Fighting Style: Flanker
Spells: Haste, Armour, Heal Self
Special Skills: Pray (Heals nearby friendly groups)
Likes: Research
Dislikes: All your evil minions
Hates: Vampires and Dark Angels

The Monk can be a powerful addition to your Ranks.  Although he is very slow,
he can heal a lot of surrounding creatures, raise their defence and even kill
Vampires so they cannot resurrect.  He can take a lot of punishment, although
he doesn't inflict too much in return, his real value lies in his support magic
and how skilled you are in exploiting that fact.

They can take a long time to convert in the Torture Chamber so keep an eye on
them, they may need healing more than once.  Once they join up, keep them away
from Dark Angels and Vampires.  If there is no research to be done they will
gravitate the Casino for a bout of debauchery (when they fall, they fall hard).


Job Class:
Fighting Style: Blocker
Likes: Training/Combat, Guard Duty
Dislikes: All your evil minions, Research, Manufacturing
Hates: Dark Mistresses

These bog standard soldiers can add valuable muscle to your often weak forces
early in the game. Slow, but well armoured they help bulk out your defensive
line in the early stages of campaign mode.  They can be intimidating to a few
Goblins and Warlocks so you need to overpower them with force of numbers. They
don't take too long to convert, and generally seem to be easy going.  Only the
Dark Mistress seems to bring back bad memories so keep them apart.  Otherwise
they train up and perform guard duty without too much coercion.


Job Class: Fighter
Fighting Style: Blocker
Special Skills: Dwarf chucking
Likes: Training/Combat
Dislikes: All your evil minions, Research, Manufacturing
Hates: Trolls

Giants feel like creatures who SHOULD be on your side, but have been duped
against you by those sickening Lords of the Land.  They are slow, but very
intimidating, so once again early on you will need to overpower these beefy
beasts with force of numbers, and try and ambush them one at a time. They seem
to take special pleasure in squishing your Imps so be careful.

They take some time to convert to your side, but once again provide valuable
defensive services early on when you lack the Bile Demon's fragrant charms.
They don't really like to do anything other than train up and raid the
hatchery's.  They seem to get on with pretty much all your evil minions, but
Trolls seem to be the only ones to rub them up the wrong way.  They remain
useful recruits right up to the end of Campaign Mode.

(Dwarf Chucking is a hilarious, if rather useless possession skill and its
worth keeping a Dwarf around to see it once).


Job Class: Fighter
Fighting Style: Blocker
Likes: Training/Combat
Dislikes: All your evil minions, Research, Manufacturing
Hates: Dark Knights, Goblins, Trolls

Knights appear quite early on in Campaign Mode and then don't reappear until
later in the game.  They tend to appear in the levels where you need to do a
bit of converting to beef up your army.  Although strong and well armoured they
are very slow.  A gang of Salamanders and Goblins raining quick blows upon one
can weaken him quickly.  Use your Lighting Spell as well to drop them to the
floor, this reduces their threat and makes your creatures bolder.

They take ages to convert, but once onside are almost as good as the Black
Knights you don't get for ages. However they are very grumbly and seem to get
testy about being around any of your creatures with a special hatred of Dark
Knights.  They tend to rebel if left angry for more than a minute or so, so
tend to their complaints quickly.  They may seem more trouble than they are
worth, but in the early campaigns, they are invaluable.


Job Class: Fighter
Fighting Style: Blocker
Likes: Training/Combat
Dislikes: All your evil minions, Research, Manufacturing
Hates: Dark Knights

These super-knights only appear at the very end of Campaign Mode.  Like normal
Knights they are slow but tough, so need to be ambushed and taken out by groups
of faster creatures if possible.  They take the longest time to convert and you
may need to heal them several times in the chamber.  However once onside they
are a good as Black Knights (maybe slightly better), but as with normal Knights
they don't settle well in your Dungeon and so try and tie up the Campaign level
before they start rebelling.


Here is a quick look up table collating the various information on each type of
Goodly Hero (yuk).  If you use this in conjunction with the creature comparison
table you can see who can be intimidated easily by the forces you have at your
disposal and those whom you need to watch out for and plan strategy against. 
Their threat effectiveness seems to stay the same once they come over to your


Dwarf    Scout      Low       7      1       Flanker    None
Archer   Fighter    Low       5      2       Support    Sniper
Wizard   Thinker    Low       4      2       Support    Fireball, Firebomb
Fairy    Scout      Low       7      3       Flanker    Fireburst
Thief    Scout     Medium     4      3       Flanker    Cloak
Monk     Thinker    High      4      3       Flanker    Heal Self, Armour,
                                                        Haste, Pray
Guard    Fighter   Medium     3      6       Blocker    None
Giant    Fighter    High      3      6       Blocker    Dwarf Chucking
Knight   Fighter    High      3      7       Blocker    None
Guard    Fighter    High      3      8       Blocker    None

You'll notice Keeper that although many of the forces of good have lots of
health they are in fact very slow. You can maximise the effectiveness of your
weaker, but faster troops against them by using the Thunderbolt spell to drop
them to the ground.

Royal Guards make superb recruits, fit to stand alongside your Dark Knights and
Angels.  Goodly Knights, Guards and Giants make useful additions to your
defensive line as well, the rest don't offer anything better than what your own
creatures have.  So they are best off mulched or skeletonfied.  The exception
is the Monk, he is unique and you may want to play around with him to see if
his excellent support magic offers you an edge you can't get from your own

Just remember, converted heroes annoy your evil denizens and these fallen
heroes are unhappy to be rubbing shoulders with the scum of the underworld. 
Check out the Dungeon design section for more detailed stuff on making areas to
keep converted Heroes happy in.

************************ 7) MAGIC and MANA ******************************

Using your hand of evil you can cast spells upon friend or foe.  A maximum of
200,000 points of mana can be stored in your Dungeon Heart and it is upon this
that you draw your magical energy.


Mana is the driving force behind your nefarious schemes.  Without Mana you
cannot maintain your Imp workforce, you cannot supply power to your traps and
you cannot cast spells.  With a maximum of 200, 000 to be stored, and some
spells taking 25-50,000 to be cast you cannot afford to rely on magic to get
you out of every tight spot.  But efficiently managed, you can keep generating
a steady supply from the following resources:

1) CLAIMED LAND - Every tile of land your Imps claim generates a small amount
of mana per turn.  The more tiles you claim, the bigger the cumulative effect. 
Room tiles do not generate any more Mana than normal floor tiles, so if you can
safely excavate a large area, but do not need to build more rooms, do so simply
to generate more mana for your hungry Dungeon Heart.

2) MANA VAULTS - Scattered about many levels are mysterious Mana Vaults.  These
are small craters that give of a blue smoke and will generate 100 Mana per turn
for each one you claim.  You MUST get your Imps to claim the Vault, simply
excavating around it is not enough.  If a Vault lies in water, build a bridge
to it to allow you Imps to do their thing.

3) INCREASE MANA - You may be lucky enough to excavate a magical item that can
give you an instant Mana Boost of several thousand.  Keep them stashed in your
library until you need to use them.

4) PRAYER - In the final levels you can build Temples and your creatures will
pray at them to generate nice quantities of Mana per turn.  The amount depends
on the creature, but Thinking types such as Warlocks generate more than
Fighters, such as Black Knights.  A converted creature will also generate twice
as much Mana, with converted Monks being one of the richest sources of Mana via

So long as you don't get too trigger-happy with your spell-casting finger, you
shouldn't have too much trouble managing your reserves.  If you are idle and
your Mana is dropping rather than rising, then you have more imps and traps
than your dungeons size can sustain.  So either get rid of some Imps or quickly
expand your territory.  You need to have Mana reserves that fill steadily after
every bout of spell casting to be able to mount any kind of effective offence
or defence.

There are two types of Spell in the game.  Keeper spells are the ones that
require research to learn and Mana from your reserves to cast.  Creature spells
are ones that are known and unique to the various creatures in the game.  These
will be used once the creature in question attains the level needed to use
them, with a few skills only accessible when you take possession of their puny

During Campaign Mode you will carry over any new spells you researched in the
previous realm to the next realm.  So make sure you hang about until you have
discovered all you can in that realm.  Once all available spells have been
researched in the Realm, your creatures will start researching upgrades.  Once
a spell is upgraded, it cost no more mana to cast and has a more profound
effect, so its worth keeping some Warlocks constantly researching to get the
best spells as quickly as possible.


Mana Cost: 1500 for the first time then +1500 each time its cast
(eg: cast first time for 1500 mana, then again for 3000, again for 4500 and so

Your most valuable spell.  This can be cast on any square of land your other
Imps have claimed. A squad of magical helpers are created at the wave of your
evil hand, and once this spell has been upgraded you will create Imps at level
4.  They do however consume Mana per turn to stay alive and if your mana drops
to zero, they will disappear.  If you need a quick mana boost, drop one in your
dungeon heart for half the original mana cost back into your reserves.


Mana Cost: 6000

A very useful spell early on in the game.  If enemies come onto your claimed
land you can strike them down with a Thunderbolt.  Although it does not do a
lot of damage, it can knock powerful enemies to the ground allowing your weaker
hordes to swarm on top of them before they can strike.  This is very useful
against invading armoured foes such as Knights and the Lord of the Land, with
judicious use of the Thunderbolt you can provide valuable support to your
troops and prevent the tin-clad fools form getting any hits in at all.  The
upgraded version hits a little harder.


Mana Cost: 500

Using this spell you can get inside the head of one of your minions.  If you
wish to scout out new areas you can do by taking control of any of your
creatures.  You will get a different view depending on whose head you are
inside, for example the Firefly looks through a pair or compound eyes, the
Salamander sees things with a red tinge.  You can activate special attacks
which are displayed at the top of the screen, and by pressing 7 then clicking
on creatures highlighted in pink you can have them join a group and lead them
in an attack.  Be warned though that being killed while inside the body of a
creature costs mana (and is quite disorientating to).


Mana Cost: 5000

Another very handy spell to support your creatures in a melee. If you see a
health flower depleting rapidly, cast heal to restore health to that particular
creature.  This can keep your creatures in battle much longer and it makes them
braver to, knowing their all-seeing Keeper is looking after them.


Mana Cost: 5000

Sight of Evil, reveals a temporary area of land through the Fog of War.  Keep
casting it around to check out which might be the best places to start mining
through.  The enhanced version reveals a much wider area.


Mana Cost: 10,000

As soon as you want to make an attack or respond to an invasion the best way to
martial your forces is to cast the Call to Arms spell.  This plants a banner on
the ground which all your minions will flock around, if you plant it correctly,
they should be ready grouped to take on invading forces.  Once you have no need
of the Banner, either slap it to get rid of it or right click on it on the
toolbar.  You can also left-click to pick the Banner up and move it, which will
save mana as you do not need to keep recasting it.


Mana Cost: 30,000

This spell is superb for speedily breaching enemy dungeons.  By casting this
you will weaken claimed enemy tiles and walls, destabilize doors and damage
traps.  You can even reduce some areas to dirt rock so your Imps can quickly
dig through and bust open an enemy fortress.  The upgraded version is more
destructive.  Although your Imps ignore it, it can frighten your own creatures
so it's best to cast it and wait for the effects to end before dropping your
creatures into attack.


Mana Cost: 20,000

A spell that some may find more useful than others.  When cast on an invading
enemy it confuses them into attacking their own side.  Cast on a knight this
can lead them to cutting a bloody swathe through their dwarf and elven foes
before they come to their senses and in the confusion you and your evil hordes
can mop up the rest.


Mana Cost: 15,000

This lets you sacrifice mana for gold, useful in some levels where gold can be
tight.  Level 1 drops 1500 gold, Level 2 drops 2000 gold ones. It can only be
cast on your own land.


Mana Cost: 50,000

The biggest and best of all your offensive spells.  This casts a large boiling
mass of flame that boils outwards trapping the unfortunates within its sphere
of influence and burning them as they try and flee.  Devastatingly damaging, it
can kill several weaker enemies at once.  The upgrade boils out even further. 
Be aware though that fire resistant creatures, Giants and Salamanders are
immune to this spell.


Mana Cost: 100,000

In the first ten or so Campaign Levels you can only draw on Horny's power by
collecting a part of the Horny Talisman.  Once you have the whole Talisman he
can be summoned when your Mana reserves reach 100,000.  He costs 100,000 mana
to summon, then after about 30 second he will begin to drain about 2000 mana
per turn. How long you can sustain him depends on how much Mana your dungeon
generates per turn.  Give him a slap to dismiss him before all your Mana is


Used by: Warlock/Wizard/Salamander

A long distance attack that fire a ball of burning flames at an enemy. 
Warlocks have access to this attack early on. The Salamanders fireball is more
powerful, and learned at a higher level.  They also gain a more powerful, firey
spit attack.


Used by: Dark Mistress/Fairy

A long range lightning bolt attack that can stun an enemy and damage them
severaly if they are standing in water.  One of the first ranged attacks the
Mistress learns and one that makes a charging group of them wonderful for
breaking up enemy attack formations.


Used by: Maiden, Mistress


Used by: Warlock/Monk

After he has gained a few levels, the Warlock can heal himself.  As he gets
stronger he can also heal other wounded creatures in the middle of battle. They
will tend to back off first to recover at a safe distance so it is best to let
them do so if you are bogged down managing the battle elsewhere.  The Monks
Pray is also a powerful healing skill as he will use it in the midst of a melee
and heal creatures across a larger radius.


Used by: Dark Elf

The Dark Elf can shoot from a distance with the powerful and very accurate
Guided Bolt.  As they get more experience, they can unleash a barrage of knives
which cause multiple wounds in the unfortunate recipient.


Used by: Bile Demon

At close range the Bile Demon lets out a vast green fart cloud of noxious fumes
which repel attackers and cause them damage. As they get stronger, they can
unleash their fart as a guided missile of stench damaging and disabling all
those in the vicinity when it explodes!


Used by: Monk

This skill raises the defence of a creature and allows it to take more
punishment in battle.


Used by: Vampire

Cumbersome heroes can be rendered almost immobile by the judicious use of the
Slow spell. Used by the vampire it can be very handy even just for cancelling
out the effects of Haste and enemy may have cast upon themselves.


Used by: Vampire

health is sucked out of a target with this skill and used to replenish that of
the Vampire by a similar amount.


Used by: Firefly

The Firefly doesn't have a lot to offer offensively, but trained up it can hold
its won if attacked while scouting if a blast of wind that stuns and opponent
giving the Firefly a chance to escape and report back.


Used by: Imp

It's a good idea to keep your Imps alive, as they reach level 4 and beyond they
learn better skills such as Haste, which allow them to perform their duties
much more efficiently.


Used by: Rogue

By cloaking himself, the Rogue can slip into enemy territories for a spot of
Scouting and Thieving.  But beware, cross an enemy Guardrooms sphere of
detection and he will be spotted.


Used by: Dark Mistress, Dark Angel

A powerful shower of Ice is rained down upon target, which if weak or weakened,
can be ripped into shreds by the assault.


Used by: Vampire

If there are dead bodies lying about the place that have not been taken to a
Graveyard, then the nearest vampire with this skill can temporarily raise them
back up as skeletons.  Their lifespan is only limited and will crumble to dust
after a short time


Used by: Dark Angel

Three level 1 Skeletons can be raised by the Dark Angel as many times as he
likes.  Although they are only level 1, they are enough to strike fear into the
hearts of lesser mortals, especially in the company of the ultimate Dark Angel


Used by: Dark Angel

A flesh peeling, skin-flaying blast of pure plasmatic energy, learned by
top-level Dark Angels.  The effect on enemies is much like having a Fireburst
trap set of in your face.  Nasty.


Used by: Imps

If you Imps have survived to levels 9-10 they can teleport about your Dungeon,
making them the ultimate in helpers.


While excavating new areas, you may be lucky enough to find special magic
items.  These are the secrets listed on the score table at the end of each
successfully completed level.  These tend to be found in far corners, often in
nooks and crannies of soft rook going into the bedrock.  If you have a library,
your Imps will drag the item back there for safe storage.  If you do not have a
library they will leave the item where it is.  As long as the imps have
actually claimed the item, you do not actually need to click on it to activate
it, the spell will be logged in your spell panel where you can quickly cast it
for an extra bonus amount of something useful.


****************** 8) PRACTICAL DUNGEON SECURITY ************************

Running an efficient Workshop is covered in the Build a Better Dungeon section
of this guide.  Many traps and door types become available to you as you play. 
The mark of a good keeper is how well you exploit these often overlooked
elements of your Dungeon campaign.


Gold Cost: 500

A weak door that doesn't offer much protection against enemy blows, but is
handy for controlling the movements of your own creatures, especially Imps.  It
can also be amusingly combined with the Boulder Trap for a devastating surprise
(the enemy will aim for the weakest door, so plonk some fake doorways with
lethal traps behind them!).


Gold Cost: 1000

A tougher door which is a good cheap way of providing inner dungeon security. 
It provides moderate defence and securing your outer rooms with this will make
your creatures feel happier and more secure.


Gold Cost: 1500

A very tough door, and one you should be using all around the entrance to your
Dungeon Heart and the doorways leading out of the dungeon.  Enemies have to
batter on this for a while to break it down, so combine it with Alarm Traps and
Guardposts to alert your defences.


Gold Cost: 6000

A door as tough as the steel one with the added bonus of spitting fireballs at
any attackers.  This of course comes at a price; they are very expensive.  They
are extremely useful though in dungeons where you have to fend off enemy Imps. 
They will repel low-level creatures and prevent them from trying to claim your
outlying territory.


Gold Cost: 3000

This door is cloaked to the enemy and is valuable in levels where you are
sneakily constructing a dungeon under the very nose of your rivals or enemies. 
It must be used sensibly though, if you are going through it and it opens in
front of an enemy, they will see it and be able to attack it.


Gold Cost: 400

Cheap and cheerful and brutally effective used correctly, the barricade slows
down enemy assaults and is excellent for blocking off those portals you cannot
disable.  Be aware that your own creatures cannot pass though it once it is
erected.  Fly creatures and projectile attacks can pass over.


Gold Cost: 1000
Mana Cost: 5 per turn, 250 to fire

A small cannon that fires a ball of energy at approaching enemies.  This is
useful when placed on the outer reaches of a dungeon as it will repel enemy
Imps and annoying dwarves trying to breach your dungeon.  It won't really scare
off anything bigger, so it is best combined with Alarm Traps etc.  That way you
have time to muster a defence while the enemy deals with the sentry traps.

Gold Cost: 750
Mana Cost: 5 per turn, 125 to fire

An extremely useful trap. This strikes fear into the hearts of all but the
toughest of Knights or largest groups of enemies.  Scattering a few of these
around your dungeon borders will massively slow up raiding parties as they try
and attack it from a distance, or wait until there are enough of them to
overcome its effects.  Its a good idea to place some Sentry, or Lightning Traps
behind a couple of these.  While the enemy vacillate about trying to pluck up
the courage to advance, you can zap them with the other traps!


Gold Cost: 500
Mana Cost: 5 per turn, 0 to fire

Alarm Traps work well placed outside outlying Hero Portals you can't disable. 
They save having to waste a Guardroom in an otherwise useless area and give you
a bit of a wake-up call to boot.


Gold Cost: 300
Mana Cost: N/A

If you have a large dungeon and limited resources you may not be able to
support lots of Guard rooms, so a Guardpost gives you some security for a
fraction of the cost.  If you check the map you'll see a circle radiating out
from the post.  That's the "sphere of detection" similar to the ones Guardrooms
have.  If intruders come within the circle, any nearby creatures will be
alerted and rush to fend them off.


Gold Cost: 750
Mana Cost: 5 per turn, 0 to fire

A superbly nasty trap.  When walked over by an enemy, a mass of spikes pops up
and causes quite a bit of damage.  Best placed in front of and just behind
doors for maximum effect.


Gold Cost: 300
Mana Cost: N/A

This is used to set up multiple trap activation.  It can only trigger a trap on
the next tile, so if you wish to set off a trap a distance away you need to set
up a line of trigger traps.  But by doing this you can link traps together and
have them all fire at once, for example laying several trigger traps in a cross
shape could allow you to have three lightning traps and a boulder trap all fire
together.  How useful you find the Trigger Trap depends on how fiendishly you
like to set your traps up.


Gold Cost: 1500
Mana Cost: 5 per turn, 0 to fire

If you have mined out long thin corridors leading into your dungeon, what
better way to great an intruder than with a giant boulder?  Once activated, the
Boulder will roll over the hapless enemy and carry on crushing all in its path
until it runs out of steam.  Beware, once activated, it will crush
indiscriminately, so pull any creature of yours out of the way quickly.  Best
placed behind a weak wooden door.  Knock Knock, "Who's there?" SPLAT!


Gold Cost: 1500
Mana Cost: 10 per turn, 250 to fire

Another trap that can seriously hamper enemy progress.  Crossing this trap will
result in the enemy being frozen to the spot for about 30 seconds.  During this
time your minions can merrily kick the crap out of them until they shatter into
a zillion icy shards.


Gold Cost: 3000
Mana Cost: 125 per turn, 375 to fire

These can be a serious annoyance and should be at the forefront of your dungeon
defences.  When an enemy get reasonably close, it sends out a long bolt of
lighting which will briefly stun them and do damage.  If the enemy is standing
in water at the time, the damaging effect will be much greater.


Gold Cost: 6000
Mana Cost: 10 per turn, 250 to fire

The super-dooper trap of all traps, this is actually better laid inside your
dungeon as part of your Dungeon Heart defences, as its trigger and effect range
can be small.  Once activated though it sends out a circle of flame make crispy
meat of enemy invaders.  Placing a lot of these in your Dungeon Heart room can
make last ditch defence all the more likely to succeed.

******************** 9) CAMPAIGN MODE WALKTHROUGH ***********************

So now Keeper you are finally ready to embark on your quest to bring your evil
to the land above.  Your mission is to collect one portal gem from each of the
20 Lords of the Land you must face. Once all twenty are collected, you, your
hordes and Horny can break into the upper world and spread terror wherever you
tread, hurrah!

One thing Keeper to bear in mind as you progress, if a new spell to research
appears in your spell panel as a "?", stay in the realm until it has been fully
researched and added to your spell list. If you defeat the Lord of the Land and
move on to the next realm before your Warlocks uncover its secrets it will need
to be fully researched again in the next realm thus wasting precious time.

You will also encounter Hero Portals while excavating your lands.  If you wish
to disable a Hero Portal, simply have your Imps claim all the land around it.
If the portal is surrounded by water, just surround it with a bridge.  This is
something you may want to spend time doing if you have Hero Portals to the rear
of your dungeon and are suffering niggling attack from the rear as you try and
concentrate on the front line.

a) "WARCRY" - Smilesville
Main Objective: Assault and Kill Lord Antonius
Sub Objectives: Build a 5x3 Lair
                Build a 3x3 Hatchery
Secrets: 1
New Creatures: Goblins
New Spells: N/A
New Rooms: Lair, Hatchery
New Traps/Doors: N/A

A small dungeon Keeper, and it is here you can begin to learn the basics of
Dungeon craft.  Your only minions will be the Goblin.  Weak on its own, but
once a few have arrived they find safety in numbers. Being thick-headed
creatures they can be dropped near an enemy and suffer little stun effect. 
Build a Lair and a Hatchery, claim the Portal and wait until a decent amount of
Goblins have turned up.

Some Dwarves may break into your dungeon, you can see them off easily and your
Goblins will gain some valuable experience. Once the Dwarves have been
destroyed, dig a little further North and to the West (a thin tunnel of soft
rock in the Bedrock), there you will find a Magical Item which will give all
your minions enough experience to rise to the next level.

Soon Antonious will try and wipe your foul stain off the land, your Goblins
will swarm over him and soon he will lie defeated.  Horney will rise up and
claim his Portal Gem and so begins the reign of terror!

b) "ENCHANTMENTS" - Sing Song
Main Objective: Invade Lord Darius's Keep and Slay him
Sub Objectives: Build a Library and use Warlocks to research new spells.
                Train up creatures in the training room
Secrets: 1
New Creatures: Warlocks
New Spells: Create Imp, Lighting Bolt
New Rooms: Library, Training Room
New Traps/Doors: N/A

Now Keeper after your first triumph its time to start using the magical powers
at your disposal. Time to entice in some of those corrupt magical users, the
Warlock.  You can now build a Library and a Training Room, so do so.  Make the
Library big enough to hold 5-6 researchers and your two spells will be
discovered and upgraded quickly.  Remember don't finish the level until any
spells in the spell panel marked "?" have been discovered, or you will have to
waste time researching them again in the next realm.

Make sure your Training Room is walled so you create more wall targets.  Create
a couple of 3x3 hatcheries and strip Lairs.  Claim the Portal when you are
ready and soon Goblins and Warlocks will enter your Dungeon.  The Warlocks
should quickly gravitate to the Library and your spells should be acquired and
upgraded quickly.  While they research, have the Goblins train up to level 4,
then put the Warlocks to train up.  Use your new spell to create some more Imps
to excavate faster.

If you mine Northwards, you'll encounter some Dwarves, your tough little
Goblins should see them off fast.  You will be shown which tiles need to be
broken through to break into Lord Darius Keep.  Wait until you have a nicely
trained force of level 4 Goblins and Warlocks then break through.  Drop your
minions nearby and the Goblins will swarm the Lord, while the Warlocks fire off
their fireballs. Use your new Lighting Spell to attack the Lord.  He won't be
hurt but the Lighting stuns him for a second or two allowing your Goblins to
kick his head in.

Now when Darius lies broken and crushed, Horny will rise and strip him of his
Portal Gem and that is another Goodly Fool wiped out.

c) "GREED" - Ramshackle
Main Objective: Send greedy Lord Avaricious to his grave.
Sub Objectives: Mine out all the gold in the land to entice the Lord out of
                his Keep.
                Build Sentry Traps and Wooden Doors to defend your dungeon
Secrets: 1
New Creatures: Firefly, Troll
New Spells: N/A
New Rooms: Treasury, Workshop
New Traps/Doors: Sentry Trap, Wooden Door

Now Keeper, the next Lord of the land is a greedy fool. You must lure him out
by excavating all the gold near to his land.  First though build some Lairs and
Hatcheries, a Library for spell upgrades, and Training Room and a new room, the
Workshop.  This will bring the strong troll into your Dungeon.  They are keen
workers and once one is built you can begin to fortify your dungeon from attack.

Excavate the nearby Gold and store it in a small treasury.  Claim the Portal
when you are ready.  Don't be tempted to go for the gold seams running to close
to Avaricious Keep, he will burst out and attack, so wait until you have some
well trained creatures first.

You are shown a good place to set a Sentry Trap so follow the advice.  Watch
how the timer counts down until construction is finished.  If you are lucky to
get two Trolls building should be fast indeed.  You may want to try adding some
Wooden Doors, these are weak but make your creatures feel more secure.  As you
tunnel further North experiment with adding a few more sentry traps, they can
provide useful back-up.

Once your Troll is done, make sure it has got itself trained up as well as
everyone else.  A Firefly may decide to enter your dungeon at this point.  They
make useful scouts and it will uncover land for you as it cruises about.  Train
it if you like, at this point it can offer some threat against lowly Dwarves.

When you feel ready, tag all the gold around the enemy area.  Soon Avaricious
will come running out to stop you.  If you placed some Sentry Cannon near by
they should give him a nasty surprise.  Now just amass your force and overwhelm
him, using the Lighting Bolt to help out.

The love of Gold proves this Lords downfall; you can't take it with you Lord
Avaricious, especially not after Horny has tap-danced on your throat. 
Congratulations Keeper, another Portal Gem is yours.

d) "SNIPERS" - Shadygrove
Main Objective: Traverse the Moat of Lord Ludwig's Fort and wrestle the
                Portal Gem from him.
Sub Objectives: Find and claim the Guard Rooms
                Lead a charge of grouped creatures into Lord Ludwig's Fort
Secrets: 4
New Creatures: Dark Elf
New Spells: Possession
New Rooms: Guard Room
New Traps/Doors: N/A

Now Keeper a larger area for you to play around in and one with some danger
from all sides. If you dig North, West and East you will uncover Guard Rooms. 
The East and West one's face Hero Gates.  The North one faces an enemy door
behind which lies a second portal.  You best plan is to first as usual set up
some Lairs and Hatcheries.  Keep mining Gold so you can afford to build a
Library, Training Room and Workshop.  Once you have a nice snug little set of
these rooms set up, create some treasuries and claim the first Portal.

Dig East, West and North to uncover and claim the Guard Rooms there. This will
quickly attract the Dark Elves into your Dungeon.  They like to patrol, but
make sure they get some time in the training room. Your Warlocks will soon
research the new spell, Possession.  Practice possessing a creature and using
the number keys to select different attacks and group creatures with you (hold
7 then left click when the creature you want is highlighted).

Breaking though to the North Guard Room also exposes a lot of water and two
Hero Portals to the East and West.  If you excavate the rock to the East and
West of these Portals you will find two Magical Items that raise all your
minions by one level.  Don't use them now; wait until everyone has trained to
level 4.  Break through the door in front of the North Guard Room (drop
creatures in front and they will batter it down).  Inside are a few paltry
foes, crush them and claim the Portal.

There will be a few enemy incursions, but you should fight them off easily, put
Wooden Doors and Sentry Traps around your Dungeon Heart to make life harder for
them.  Once things have calmed down, spend time training up.  Now excavate
North and your Imps will break into the area with the entrance to Lord Ludwig's
Fort.  The Mentor will suggest you kill him from long-range with a Dark Elf. 
Before this however, your will see your Imps will keep trying to claim land and
getting shot at by the cannons.  Lock your Imps safely in a room for now so
they don't accidentally raise the alarm.

Now drop a Dark Elf on the nearest piece of claimed land and possess her. 
Press the INSERT key to go into Sniper Mode.  Walk forward slowly until the
Dwarf is highlighted as a target.  Now look at the top of the screen you will
see a Bow and an Arrow icon.  Press 2 to move to the Arrow. Now left click to
send an arrow flying into the Dwarf and knock him dead.  From here you can also
knock out the Cannons, or you may prefer to possess a Troll and go in close and
smash them to pieces quickly.

Now if you managed to kill the sentry and not raise the alarm, gather a force
together using the group possession (make sure you use the two level up items
displayed on the spell panel) and either beat down the door or barge right in. 
Ludwig has few left to protect him, so within minutes he should be crushed
under a barrage of hammerblows, arrows and fireballs.

Horny rises up and takes the Portal Gem from his lifeless body.  Shivering
behind a moat couldn't keep this Lord safe.  I hope not all Lords of the Land
are this cowardly Keeper, don't you?

e) "FEAR" - Elmshadow
Main Objective: Force your way into the Keep of cowardly Lord Constantine
                and destroy him.
Sub Objectives: Find and Claim the Prison
                Create Skeletons
Secrets: 6 (including part 1 of the Horny Talisman)
New Creatures: Skeleton
New Spells: None
New Rooms: Wooden Bridge, Prison
New Traps/Doors: None

Ah Keeper, it looks like we have yet another coward content to sit behind
defences. He uses the dastardly fear trap to keep enemies away and you will
find your creatures unable to go further until they are disabled.  But how can
this be done, well in this realm we will discover a creature unaffected by

Elmshadow is a large and sprawling land, and I would encourage you to excavate
as much as you can, for many magical items can be found tucked away in corners,
including the ability to access a secret level and summon Horny in the next
realm.  Set up your dungeon with Lairs, Hatcheries, a Library, Workshop and
Training Room and swiftly claim the Portal.  The Forces of good make regular
forays into your dungeon and you need to be prepared for them.

Soon your Imps will uncover and claim a Prison a little to the south.  You
should expect a raiding party soon of puny Thieves and Dwarves. Crush them and
now you will see the Imps drop their bodies off into the Prison to rot.  If a
creature falls into the water, build a wooden bridge underneath to allow the
Imps to reach them.

When the feeble Heroes have died, they will become skeletons.  They have no
fear which is good.. and bad.  As soon as they leave the Dungeon they will try
and destroy the two cannons nearby, and being only level one they will shatter
and be lost.  Possess a troll or Warlock and lead a few creatures over the
water to take out these annoyances and now your skeletons will be fine.  Drop
them in the training room to level up, then assign them Guard duty.

Excavate as much of your Dungeon as you like to collect the secret items then,
when you are ready to take on Lord Constantine, excavate the area nearby the
prison until you uncover a Fear Trap.  If your imps manage to claim tiles near
to it then you can drop the skeletons nearby and they will attack
automatically. If not, possess the skeleton (other creatures will reject your
possession if you make them go near the trap), and hack the trap down.

Carry on and this should entice out Constantine.  Muster all your Trolls,
Goblins, Dark Elves and Warlocks and attack him full on.  He has a large force,
but if you kill him, you do not need to worry about the rest.  Let him get onto
your territory and you can drop him with the Thunderbolt, allowing plenty of
battering to his armour-plated bonce to take place.

Soon Constantine will be rusting in the water and Horny will arrive to take his
Gem.  The only thing to fear around here Keeper is you and your cohorts!

f) "BESEIGED" - Sweetwater (a)
Main Objective:  Assault the castle in which Lord Iron Helm resides and crush
                 him utterly.
Sub Objectives: Capture and convert Lord Iron Helm's minions
                Try to locate the hidden passageways leading to Lord Iron
Secrets: 5
New Creatures: Dark Mistress
New Spells: Heal
New Rooms: Torture Chamber
New Traps/Doors: Barricade, Fear Trap

Your forces have been laying siege to Lord Iron Helm for a while now, time to
end this.  Yet he is well defended and shows no sign of budging and your forces
are not strong enough to take him head on.  Some tactics and cunning are
required Keeper to enlarge your forces as you have no portals to draw extra
troops from the netherworld.

So you will be pleased to hear that in this Realm you are now blessed with the
services of the Dark Mistress and her Torture Chamber.  Not only can you build
up and army of Undead skeletons, but also convert whimpering Heroes on your
racks and chairs of pain.

After a small amount of excavation south you'll see all the various entrances
to Lord Iron Helms castle, they are well guarded and you don't want to be
attacking them.  But place guards nearby and sentry traps as there will be
persistent incursions from his forces almost straight away. You want to uncover
some Map information so the first few thieves and wizards you capture,
interrogate them for info.  You should quickly reveal to the far southwest and
east some guard rooms and single cell prisons holding neutral creatures.  These
are what you need to be heading for.  To do this, excavate northeast and
northwest.  To the NE you will uncover a Hero gate.  Claim the area around it
and you'll see a thin tunnel of soft rock snaking south round the edge of the
map.  You can find something similar to the west as well.

Excavate them as far as you feel safe.  Wait until you have built up a nice
force of converted Knights and Guards.  To convert, strap them into the torture
devices and heal them, then leave them there until they join you.  You may need
to heal the Knights up as they are quite resistant to your ministrations.  If
you can convert around five knights and five guards and add about 6-7 skeletons
that is an awesome boost to your fighting forces.

Now excavate down those tunnels and break into the guardrooms and prisons at
the back of Iron Helms fort.  Claim the rooms and this gets you into the heart
of his territory.  Soon you break into the main area and its fight time. 
Quickly drop in as many forces as you can muster and if you want to totally
crush him, summon Horny (if you got the talisman secret last level).  If you
have plenty of Knights, skeletons and Mistresses at your disposal he will fall
in seconds.

Horny arrives for his next Gem and the land of Sweetwater is now minus its
Lord.  Very good Keeper, very good indeed.

g) "ROUT" - Sweetwater (b)
Main Objective: Intercept and kill Lord Iron Helm before he escapes through
                the Hero Gate
Sub Objectives: Capture wandering Heroes
                Interrogate the prisoners in the Torture Chamber to find Lord
                Iron Helm's Hero Gate.
Secrets: 11
New Creatures: None
New Spells: Heal
New Rooms: Torture Chamber
New Traps/Doors: Barricade, Fear Trap

Your forces have been laying siege to Lord Iron Helm for a while now, time to
end this.  The coward has decided to make a break for it and it will be your
job to catch and kill him before he makes it to his Hero Portal.

Your first task is to interrogate the Wizard languishing in your Prison.  he
will quickly reveal that Lord Iron Helm's base lies to the far north.  Our next
task is to build a dungeon and fighting forces as well as finding out where he
will try and escape to.

As you build up your dungeon you will find some more trolls and skeletons in
hidden rooms.  You'll also come across low-level guards and wizards in your
southern end.  Torture them to find out that the Portal is not very far to the
east of Iron Helms stronghold.  So you must dig your way up to the northeast
fairly quickly as a timer will begin to count down. Once it hits zero he will
make a run for it.

There is no Portal here so the Dark Mistress will join you in the next level. 
As time is short you may not want to spend time converting captured heroes,
either torture them to locate some of the many specials on the map, or let them
become a nice big skeleton army.

As you make your way up you'll find the Portal protected by two cannons and two
fear traps.  Use your skeletons to destroy them, then block off the portal with
lots of barricades and sentry traps.  Claim all the land up to the side door of
Iron Helm's place as you can then cast your magic on him.  Once the timer is up
he will try and flee.  Summon Horny to make quick work of him; you may need his
help as Iron Helm has a lot of level 3 knights accompanying him.  The
barricades should hold him if he managed to make a break for it and the rest of
your forces can pummel him while you floor him with Thunderbolts.

Horny arrives for his next Gem and the land of Sweetwater is now minus its
Lord.  Very good Keeper, very good indeed.

h) "CAVERNS" - Emberglow
Main Objective: Dispose of fiery tempered Lord Sigmund and his retinue of
                of Giants.
Sub Objectives: Traverse the Giants Caverns
                Be wary of the molten lava that course through this land
Secrets: 6 (including part 2 of Horny talisman)
New Creatures: Salamander
New Spells: Sight of Evil, Call to Arms
New Rooms: None
New Traps/Doors: None

Well Keeper, things are going well and now we have new terrain to deal with. 
Lord Sigmund resides within Caverns of lava, and your first task within this
unforgiving place is to fend of a marauding giant and begin taking over the
remains of your predecessor's dungeon.  Start excavating the nearby gold and
lay a couple of Lairs as soon as you can.  A Giant will soon come and attack
your Dungeon Heart, some Goblins and your Imps should be able to take him down,
though some may die in the process.

Nearby are a Workshop, Lair, Hatchery, Torture Chamber, Library, Training Room
and Treasury.  There are a few Giants roaming about, you may end up playing a
bit of cat and mouse with them as your Imps gradually claim the rooms. Excavate
the rock near the workshop to create a larger library and when you have claimed
the Lair, sell it and build a prison.  You want to start converting Giants as
soon as possible.  The fiery Salamander will also join you in this Realm. Like
the Giant he can cross Lava and will train himself happily up to level four
without prompting from you.  When trained, they sometimes join your Imps in
mining and collecting Gold. Truly a useful creature to have around.

Work your way North and capture and convert Giants as you meet them.  At least
5 or 6 will prove ample for your needs.  Also torture some to death to gain the
locations on the map of Sigmund's Fort; this is represented by two Hero Portals
which you should uncover via torture.  As usual excavate areas of long thin
soft rock in bedrock to uncover secrets.  There are a couple of cash injection
magic items and a level up lying about.  To locate the Horny talisman secret (A
New Land) you should build a wooden bridge going east from the small treasury
you claim and excavate the Rock going around and down from there.  You can also
use your new "Sight of Evil" spell to uncover areas for a short time.

Soon you'll stumble across a solitary wizard and the larger guardroom as you
head north.  Kill the wizard and storm the three doors of the guardroom.
Capture all the guards and convert them, they will make more valuable muscle.
Let the wizard become a skeleton.  Post some of your own creatures in the room
and begin to excavate east.  As you excavate you will need to keep building
wooden bridges for your imps to cross over.  When you need to batter down
doors, use your Salamanders and Giants as they can cross the lava when they
need to return to your main dungeon and won't get trapped and irritable. 
You'll keep running into wizards, capture them and make sure your imps can get
them back to the prison.  Let them rot into skeletons.

At some point you'll trigger a mini attack.  You'll hear Sigmund call out and a
force will pile out of a door and attack.  Quickly summon your troops by
clicking on the creature panel.  Although you have the "Call to Arms" spell,
too many of them cannot traverse lava.  If you have been converting Giants and
Guards and have a few trained up Salamanders you should have no problems
crushing this small force.  Capture and convert any you need, and let the rest
become your Undead cohorts.

When you reach those Hero Portals, have your Imps excavate all the way around. 
You'll see the Fort lies in the middle of a Lava Pool, with a door at the front
and back. The back door has one tile in front of it, so build a bridge and have
an imp claim it, this is very useful as you can drop your minions straight into
the fort now.  Make sure all your creatures are as trained as you need them to
be and use any level up specials you found.  Now build two bridges either end
of the fort and have a couple of giants batter the doors down simultaneously. 
Now as they crash the doors, drop as many as you can at the back and front to
assault Sigmund from both sides.  Despite all his cannons, he is not well
defended and he will quickly fall, sweet irony that it should be at the hands
of his own converted Giants.

Horny will rise up and collect the Gem and unlock the second secret land for
you.  You can summon him to in the next realm, as your Horny Talisman reaches
half completion.

i) "AFTERMATH" - Snapdragon
Main Objective: Take over Keeper Dante's abandoned dungeon and massacre
                Lord Titus
Sub Objectives: Find and claim all the scattered rooms
                Defeat the Guardian Wizards
Secrets: 10
New Creatures: Rogue
New Spells: None
New Rooms: Stone Bridge, Casino
New Traps/Doors: Gas Trap

You have impressed us so far Keeper, now let us see how you cope with a more
challenging task.  Keeper Dante allowed his Dungeon to be taken over by the
sickening Lord Titus.  How shameful.  Your task Keeper is to take three
Salamanders, two Mistresses and a Troll and uses this as a basis to build a
large army to smear that goodly fool into the ground.

Your first job is to methodically reclaim every abandoned room in the dungeon,
neutralise the Hero Portals and destroy or capture those left standing guard. 
Take a moment to move your hand around. You will see to the left of your
Dungeon Heart are many rooms, a Hatchery, Training Room, Casino, Prison, Guard
Room and Torture Chamber.  To the right there is a Workshop and a Library. 
There is also a Portal.  But do not claim the Portal just yet for you will set
off an alarm and the wizards and guards lurking behind it will destroy your
meagre, untrained forces.

First mine the small gold seam and claim the hatchery.  Kill the enemies and
now you have enough gold to build a bridge to the Lair. Claim the Lair and
ensure your six creatures have bedded down. Carry on left and grab the
Treasury.  Hopefully your six creatures have gained a level or two, so now you
should claim the Portal and destroy the Wizard in the water.  There is a fear
trap blocking your access to the Library and Workshop.  If you have both
Mistresses still you may be able to get them to disable it, if not you will
have to wait until you have claimed the Prison and got some skeletons.  Fear
not, you do not really require the help of Warlocks in this realm.  Concentrate
on excavating towards the Prison and Torture Chamber.

Once you have claimed the Casino a Rogue may join you.  His stealthy nature is
more suited to exploration than battle, but he is effective at attacking and
disabling traps and tends not to need encouraging to do so.  As you excavate
make sure you destroy all enemy traps and doors.  You disable a Hero Portal by
claiming the land around it.  If the Portal is in water, simply build a bridge
around it.  It will collapse in a smoking heap of rubble when neutralised.

As soon as you get the prison, start building a skeleton army.  Excavate to the
Torture Chamber and you will find three neutral mistresses enjoying themselves.
Just click on them to pick them up and pop them in your main dungeon, once they
contact one of your creatures they automatically join you.  Start capturing the
Giants that make regular attacks on you via your Casino.  If you can convert
enough of them and a few Guards as well, the Lord of the Land will stand no
chance.  If you can, convert around six giants for an awesome strike force.

You will soon notice that you can approach Lord Titus from three ways, the
front, and both sides.  Do not excavate near the area until you are ready to
attack. You can see the sphere of alertness as a white circle on the map.

Once you are ready, the left side seems the best way to attack him, break down
the nearby door and have the imps claim land as far up to the Fort as they can.
 Then drop your attack force down or cast "Call to Arms". He should have few
guards left now after all his attacks on you and should fall quickly.  If you
got the Horny Talisman in the previous realm, cast it on the closest piece of
claimed land, Horny will finish him spectacularly if your other minions haven't

Well done Keeper, Horny has the next Gem and you have atoned for Dante's
pathetic defeat.  Even the other Keepers in the land are watching you now...

j) "AMBUSH" - Silverstream
Main Objective: Ambush Lord Voss as he traverse the Realm, gem in hand.
Sub Objectives: Attempt to capture the Heroes outposts on the river
Secrets: 5
New Creatures: Bile Demon
New Spells: None
New Rooms: None
New Traps/Doors: None

A different kind of challenge here Keeper, and one that sees you up against the
clock. You have twenty minutes before the Lord Voss arrives from west and
traverses your land to the exit to the east.  There are three enemy guardrooms
along the river, one to the east and two to the west.  You begin will a small
dungeon in place, with lairs, hatcheries, treasury and a workshop. Almost
immediately a new creature will join you, the foul gassing Bile Demon.  This
blubbery lump is slow, but one of the toughest in the game.  Muster several and
you can create an impenetrable line of defence.  Juts make sure he is kept well
fed, and if he is not making items in your workshop have him train up.

Now, quickly excavate out space for a small prison, torture chamber, training
room and a few more lairs and treasury spaces and a library if you feel you
need the services of Warlocks.  You will find a gem seam that you can mine if
cash runs low in the gold seam near to the treasury you begin with.  Within
five minutes or so you should have attracted a good number of trolls,
mistresses and salamanders.

Observe the Guard Rooms to the east and west. Have your imps tunnel through the
bedrock and come out at the sides of the rooms.  Now capture the eastern one
first by building a wooden bridge to the side of the room and have the imps
breach the wall.  Now drop down your creatures and they should very quickly
overpower the guards.  Let some become skeletons and start converting others. 
If you can add four or five guards to your forces you will have no problems.

Quickly do the same for the western guardroom.  Now start your trolls and Bile
Demons working on traps and doors.  Fill the Guardrooms either side and your
dungeon with doors, sentry traps, barricades and anything else you feel you
need.  Lord Voss will try and break through your rooms rather than go around
them, what a fool he is.

Now depending on how fast you worked, you may wish to take the final and
furthest flung Guardroom as well. If you decide to do so, build a bridge to it
and breach it with your Imps, or lead a possessed group and break down the
doors.  You may want to concentrate on training your troops up and laying traps
with your final few minutes.  If you have two Guardrooms under control it is
unlikely Lord Voss will make it past your Dungeon.

Once the twenty minutes is up, Lord Voss will appear with a small fighting
force.  If you did not capture the last guardroom, he will pause there to
collect the guards patrolling there.  As he moves towards your guardroom, drop
as many creatures as you have into there and when he sets foot upon your land,
cast Thunderbolt upon him.  There will be a short but (very) bloody battle and
he should fall without getting further than the guardroom.

If you didn't capture the western guardroom, the same tactics go for fighting
in your Dungeon.  It may be tougher as he will have more soldiers under his
command, but if you placed plenty of traps and recruited some skeletons that
should help thin things out.  As a last resort if all his minions are dead, he
will start to run very fast towards the exit.  For this reason it is a good
idea to fill the eastern guardroom with barricades and traps to bring him to a

Whatever your tactics, he will find it hard to run with broken legs.  Once he
lies bleeding on the ground, Horny will appear and the ninth gem is yours.

k) "SMASH" - Woodsong
Main Objective: Defeat Keeper Asmodeous and take the Gem from him.
Sub Objectives: Smash your way through Lord Ronin's lines to attack Keeper
                Seek out the weak spot in Asmodeous's defences
Secrets: 9 (including part 3 of the Horny Talisman)
New Creatures: None
New Spells: Tremor, Turncoat
New Rooms: None
New Traps/Doors: Braced Door, Spike Trap

Keeper, you are halfway there, but trouble is brewing.  Rival Keepers also vie
for the Portal Gems and the tenth has fallen into the hands of Keeper
Asmodeous.  To make matters worse between his dungeon and yours lie the forces
of Lord Ronin.  Ronin is mustering for an attack against you and Asmodeous, an
attack you will not survive, so it is imperative you defeat Asmodeous before
Ronin moves against you.  You have 45 minutes before Ronin will strike.  But do
not panic, it may seem impossible but the secret is knowing what to prioritise
and what to leave alone.

Before you begin, quickly check the lay of the land.  You will see that to the
North lies Asmodeous's Keep.  Between you and he lies a large body of water
with Ronin's forces to the east and west, joined by a bridge and patrolled by
elven archers and dwarves.  You will see to the southeast and west of you are
two hero portals and to the east and west two enemy occupied treasuries.  You
will be assaulted from all sides, almost from the start.

Now quickly excavate some gold and build the following before claiming the
portal.  A library, a Workshop big enough to hold at least five workers, a
training room with at least nine spaces, a prison and torture chamber big
enough to cater for around eight prisoners and four or five "clients".  Lay
lairs and Treasuries in strips where you have space, but build at least one 5x5
Hatchery to attract the Bile Demon.  Try and build as much of this as you can
afford before breaking through and claiming the portal.  Two Mistresses will
join you immediately, and having a large Hatchery and workshop set up means
trolls and Bile Demons will be through first and not lots of goblins.

You'll begin to suffer attacks from the southern hero portals almost straight
away.  Plus your dungeon will be breached from the north.  Capture and convert
as many giants and guards as you can, you need as much muscle as you can
muster.  Let the dwarves, elves and wizards become skeletons and keep them
training and defending.  Fill those long tunnel areas that the heroes are using
to invade your dungeon from with Braced doors and spike/gas traps. Fear Traps
also slow down those pesky dwarves and thieves.  If you have five workers in
your Workshop, you should be turning out items in around 20-30 seconds apiece. 
Once your dungeon has all the rooms you need and you have started to torture
captured enemies, excavate north, you will find a gem seam nearby and also
another Portal.  Claim the Portal, but don't excavate through into the main
body of water yet.

Make sure your dungeon is secure with plenty of traps placed in the tunnels
from the northern portal and make sure your Warlocks have researched the Tremor
spell.  Once the timer hits fifteen minutes left it's time to make your move.

The key here is to basically ignore Ronin's forces; you have not the time to
defeat them nor to spend destroying his defences before heroes come pouring
into the realm.  You must bypass him utterly.  To do this, build a bridge west
from where you broke through by the northern portal, then build the bridge
north until you hit Ronin's bridge. Now drop some Imps on the end of the bridge
and they will claim the bridge, you may need to drop a Mistress or two there to
kill of any patrolling Elves.

Now carry on building the bridge north until you hit a patch of unclaimed land
by Asmodeous's Keep.  Start excavating the rock and also very importantly claim
the nearby bridge and collect the secret item to get the third part of the
Horny Talisman. Excavate the rock as far as the enemies Lair, this allows the
quickest access to the enemies Dungeon Heart.  Use the Tremor spell to destroy
the fortifications and your imps can break through the now soft rock quickly. 
Now as they break into the lair, be ready to drop down your Mistresses and
skeletons, they will charge into the enemy dungeon and frighten away enemy imps
so you can quickly claim the lair.  Start dropping down Giants and Bile Demons
and Warlocks and hopefully they will charge the dungeon heart and destroy it.

If you have a force of at least four Bile Demons, four Giants, four Guards, six
Mistresses and assorted back-up Elves and Warlocks (at level 3-4 at least) you
should have the Dungeon Heart destroyed in seconds.  You may hear the Mentor
tell you that your own dungeon is under attack; it's a gamble you have to take.
Storm Asmodeous's Keep before yours is destroyed, as long as you do it before
the 45 minutes are up, your doors and traps should keep those pesky Hero
incursions away from your Dungeon heart.

Once Asmodeous's Dungeon Heart lies smoking in rubble and the blood of his
pathetic minions seeps into the ground, Horny will rise up and claim back the
tenth Portal Gem that is rightfully ours.  Halfway there Keeper!

l) "CARNAGE" - Sparklydell (a, b and c)
Main Objective: Kill all your rival Keepers
Sub Objectives: a) Build up a strong force quickly
                b) Hold of strong rivals while you deal with weaker ones
                c) Attack your neighbour before he can build up a fighting
New Creatures: None
New Spells: None
New Rooms: None
New Traps/Doors: Trigger Trap, Boulder Trap, Steel Door

Now Keeper, we have already seen off several rival Keepers for the privilege of
collecting the Portal Gems.  Now you will be pitched against five others
Keepers in competition for the eleventh.  Whoever comes out on top will be
deemed worthy of carrying on the quest. Kronos, Belial, Raksha, Morgana and
Draco stand against you here.  But fear not, they are not just in competition
with you, but also each other and whichever approach you take, this should be
used as part of your tactics.  There is some unpredictability in how the other
Keepers will react and the shape their dungeons will take, and this should be
born in mind when following the strategies below.

a) This starts you off in the strongest possible position.  You start with a
Portal nearby and gold to set up a small but efficient dungeon.  If you check
the map you will see Portals marked across it, each Portal represents the
locations on enemy dungeons so don't start expanding yet. Once you have a
decent force ready, you should excavate southeast and you will soon breach an
enemy dungeon.  If you took your time amassing a force, you may discover this
Dungeon Heart already under attack from another's forces, try and destroy it
first and then keep excavating anti-clockwise.

 As you take over dungeon rooms and claim their Portals your forces will grow. 
You may encounter stiffest opposition in the northeast dungeon amongst the
lava.  This Keeper will often cast Thunderbolt upon your creatures and will
capture and torture them.  However usually once you destroy this Keeper, you
should have won the Gem and Horny will arrive to declare you champion.


b) Decide to start from this position Keeper and you will face two weak
opponents on either side and one tricky one.  There is already land excavated
for you so quickly build the rooms you require, I advise a large workshop as
you will need to do some serious Dungeon Fortification and a decent sized
Prison and Torture Chamber as you will have much opportunity to expand your
forces via conversion.  Once you have some creatures in your dungeon trained up
its time to take pout the Keepers either side.  To the east and west are weak
Keepers whose Dungeons you should conquer easily.

You will hear that the Keeper to the North has defeated a rival Keeper be
careful you do not excavate too far and breach their walls too soon. Make great
use of the Sight of Evil spell to scout out where Dungeon Hearts are located
and the layout of the dungeons.  As you defeat the smaller Keepers, convert as
many good creatures as you can and create some skeletons to.  Fortify your
Dungeon Heart with many traps and metal doors.  As soon as the other Keeper
feels its time they will launch an attack on you.  You can use the Sight of
Evil to locate the Dungeon Heart and start using the Call to Arms spell to have
you troops gradually invade the others Dungeon.  Hopefully the traps and doors
will hold off attack from other sides enough for you to get to the final Heart
to crush.  Life can be made easier if you found the Horny Talisman piece in the
previous realm.  Summoning him within sight of the final Heart will speed
victory and see you awarded that precious Portal Gem.


c) The trickiest position to defend and attack from Keeper and a sizable
challenge. You begin with two Mistresses and three Salamaders.  Quickly dig
Northeast and you will find a Dungeon heart will little protection, just a
couple of Warlocks and some Imps.  Your Salamanders and Mistresses should
destroy the Heart while your Imps claim the hatchery and Lair.  Once this is
done you can claim the nearby portal and things are not as desperate as they

You'll find a small Library, with lots of space southeast to excavate.  Quickly
build up some gold reserves and excavate this area to build rooms.  Workshops
for traps and doors, and Prison and Torture chamber for adding to your numbers.
 Don't excavate too far North or West until you have attracted as many
creatures as you can and done some Dungeon fortification.  There is a powerful
Keeper to the North who may try and breach your Dungeon, so make sure you put
some nasty traps in his way.  If you can, quickly take on the Keeper to the
West, he is weaker and you can claim his rooms and Portal fairly easily.

You are likely though in this area to be under constant attack, keep calm and
remember to place Fear traps as you expand to keep those pesky rival Imps from
claiming your land to soon and make use of spike traps and heavy iron doors to
slow up incursions.  Keep healing creatures as they fight the incursions, if
you take care of them, they will level up and you may find that after a while
you have a handful of tough warriors who have made it to level 8 and over.

You should end up with just one tough opponent left, usually the Keeper to the
North.  If you can summon Horny to smash his Dungeon Heart life will be much
simpler. If not just use your Sight of Evil or interrogate captured creatures
to find the final Dungeon heart and be prepared for a large battle to take it
down.  Use the Call to Arms spell to keep your creatures grouped and forging
forward.  If you have managed to get some creatures to level 8 - 10 it should
be a lot more straightforward.  Once the final Rival is crushed, Horny rises to
award you the prized Portal Gem.

m) "SCAVENGER" - Goldenglade
Main Objective: Finish of Lord Brambles remaining forces and take the Portal
                Gem from Keeper Malachi
Sub Objectives: Amass an Army of Undead through exploration and resurrection
Secrets: 7
New Creatures: Vampire
New Spells: None
New Rooms: Graveyard
New Traps/Doors: None

A challenging level indeed Keeper as no Portal is available to you.  It is time
to make use of the newest addition to your hordes, the Vampire.  To get him you
need a graveyard, but do not build one.  If you excavate West you will soon
find a large one, one that can support 8 vampires.

First though take a look at the lie of the level. Directly North of you is what
remains of Lord Brambles Keep.  To the North of that is Malachi's Dungeon.  We
will ignore the Keep for now, the regular incursions of dwarves will provide
food to raise vampires from and a little later on there will be guards you can

To start with dig and excavate east, this releases some trapped skeletons who
join you, keep excavating the areas right to the bedrock until you have made
enough spaced to set up a training room.  As soon as you uncover and claim the
graveyard, incursions by dwarves will become frequent, they are at low levels
and your skeletons will kill them easily.  Without a prison, the Imps will wait
until their bodies die and then drag them to the graveyard.  Soon vampires will
start to rise.  If you have the cash, excavate the wall at the bottom of the
Graveyard and add another row, it will increase the number of vampires
supported to eleven. As they like to research, build them a small library,
where you can also store the magical items you will find.

Vampires do need Lairs so strip them near the library and training room,
slaughter enough dwarves and you should get your full eight+ soon.  When a
Vampire is killed it reincarnates back in the graveyard minus a level, so do
make sure they train as well, a level one Vampire is destroyed when killed. 
Vampires also get bored and like to gamble, a small casino should be built to
stop them sulking.

You should build a prison and Torture Chamber. Dwarves die in prison, but
capture and torture enemy guards to get them converted, you should be able to
get around five in attacks from the Keep and they provide valuable muscle.  Now
to acquire cash build bridges to get your imps to start excavating the land
East and West.  You want them to move up, excavating every nook and cranny for
gold.  Join the land up with bridges so they claim it and add more mana per
turn.  You should find all sorts of useful magical items, such as Stun Enemy
Imps, Make Enemies Unhappy, Restore Health x2 and Cash.

Once they reach the walls of Malachi's keep, stop and don't breach them.  Once
you have all the gold lying around in the rock, its time to storm Brambles
Keep.  It's a pretty easy job, you may lose some imps to the spike traps, but
once they are sprung your Vampires can take them out quickly, and the cannons
as well.  Break down all the doors and claim all the rooms.  Sell them off to
generate some more cash, you don't need them.

Now can you attack Malachi from the front, or side.  Through the side is
slightly faster as it takes you in nearer from his dungeon heart.  When you do
decide to attack, either bash down the door (front) or breach the walls,
(side).  Send your skeletons in first, they will frighten the weaker creatures.
 Use your Make Unhappy and Stun Imps specials if you have them.  Drop all your
imps in with the skeletons then add the Vampires, if you have all eight
vampires at level 4 then you have nothing to fear.  If they die, just click on
the creature panels to bring them back into the fray quickly.

You should start claiming rooms and be close to the Dungeon Heart.  Drop any
guards you converted in as well and to keep their minds on the job cast "Call
to Arms" right by the enemy heart.  Although his forces seem larger, your
Vampires terrify them and as they back off, your Guards and Skeletons can start
finishing them off and your imps carry on claiming the rooms.  Vampires are
strong too and soon the Dungeon Heart will fall under their blows.

Another challenger to you has been crushed and Horny rises up to claim the next
gem.  It's always good to see him enjoying himself.

n) "CONVERSION" - Cherish
Main Objective: Crush Keeper Malleus's Vampire Hordes and take the Gem from
Sub Objectives: Capture and convert the Monks of St. Cuthbert
                Use your converted Monks against Malleus's Undead Hordes
Secrets: 9
New Creatures: None
New Spells: Turncoat
New Rooms: None
New Traps/Doors: Freeze Trap

Now Keeper, a substantial challenge awaits you in this realm.  You begin with a
sizable area already excavated, some gold in your reserves and six goblins at
your disposal.  If you check the land you will see that to the east is a cross
shaped area, which houses the Abbey of St. Cuthbert the Thrice Martyred and a
collection of Monks.  Beyond that furthest to the east lies Malleus's Dungeon. 
Use your "Sight of Evil" spell to confirm its location.

However it is not just that small section of the Abbey that lies between you.
More or less the entire land between you and Malleus is filled with rooms and
Hero Portals.  Time will have to be expended neutralising those Portals and
taking over rooms, but this can work to your advantage.  Although it might be
tempting to amass a force and storm Malleus' Dungeon, you will find your forces
over stretched and demoralised by the time you reach his Dungeon.  No the key
tactic in this realm is patience...

First of all lay down some Lairs for your Goblins and create a Training Room.
Start training your goblins quickly, and excavating gold.  You will see a
Portal and a Hero Portal to the North and you should try and claim it as soon
as possible.  If you are unlucky an incursion may be sent through the Hero
Portal before you can neutralise it.  So excavate and claim it quickly and if
you can build a prison and torture chamber quickly to capture and convert the
Monk who lurks nearby.  If you cannot afford to yet, do not worry, many more
inhabit this realm.

Now build a large 5x5 hatchery, and a large Workshop, you will want to have
many Trolls and Bile Demons working away.  Add a big prison and torture chamber
if you haven't already and as soon as you can afford to, create a Graveyard big
enough to support at least eight Vampires.  If you keep excavating Northeast
along the line of bedrock from the Portal, you will stumble across a Gem seam,
so do not worry too much about cash.  Create a Library and Casino and you
should have a thriving dungeon up and running in no time.

Now Hero's will keep attacking so capture and covert the Monks, if you can get
around 5 or 6 that should be more than enough.  Add any giants and guards and
let the rest rot into skeletons or become food for vampires.  Put the converted
Heroes together in their own Lairs, they will mingle with your evil minions
reluctantly, but only sharing sleeping areas makes them really angry.

As you begin to excavate east you will start coming across heroes occupying
dungeon rooms.  One tactic you should use is once you have taken over the
wooden bridges and claimed land on the other side, SELL THE BRIDGES.  Vampires
cannot cross water and when Malleus sends his Vampire Hordes to invade, you
will reduce his options to get at your dungeon to one thin tunnel area. You
will see the bedrock just west of the Prison you uncover forms a thin tunnel,
which at one point widens with a column of bedrock in the middle.  Place two
Iron doors either side of the column then basically fill the area with spike
and freeze traps and the ever popular, Boulder Trap (behind a door for maximum

As you excavate and claim rooms, build small Guard posts and set Fear traps. 
When Malleus sends his forces to come for you he will attempt to claim your
land, removing the wooden bridges and laying Fear and Sentry traps will scupper
those plans.  Disable the two Hero Portals to the south of where you uncover a
Prison and Torture Chamber.  Now the enemy incursions will be less annoying. 
About now, Malleus should send his Vampires after you.  They will first take
over the cross shaped area with the Monks in.  I would suggest you don't try
and take over land that far along yet. Time to bed down in your Dungeon and

Once the Vampires and their converted Monks break through they should be
slaughtered by your fiendish array of traps.  The Monks will die quickly, the
Vampires are at level 8, and if you don't set your converted Monks on them,
they will return after being killed at level 7, then 6, then 5 etc.  Your
troops should make mincemeat of them, and keep crushing them as they return
until you have turned his mighty Undead army into dust.

Now you can methodically excavate Eastwards, keep laying Fear and Sentry traps
to repel those enemy Imps.  Once you have claimed the treasury, you should find
the fourth part of the Horny Talisman. Soon you will breach the walls of
Malleus's Dungeon.  More Vampires will attack, but a handful of them should be
no match for your large army.  Set your skeletons and Mistresses to charge in
and take out the cannons around the Dungeon Heart and then as many of your army
as you wish to crush his pathetic heart.

Soon it will be rubble, like his hopes of becoming the most powerful Keeper in
the land.  Horny arrives to claim the gem and now you have the ability to call
upon him when your Mana is sufficient.

o) "REAP" - Peachtree
Main Objective: Summon Horny and kill Lord Tiberius
Sub Objectives: Claim all the Mana Vaults
Secrets: 8
New Creatures: None
New Spells: None
New Rooms: None
New Traps/Doors: Magic Door

Horny is impressed with your work Keeper, but requires that you prove yourself
further to him.  Here is a land with only the barest minimum of resources and a
steady stream of enemies to combat.  To storm Lord Tiberius Keep, you will not
prevail without Horny's help, but you must first amass the mana to summon him.

Speed is of the essence in this realm Keeper, you will need to train your
creatures and storm the Keep before your reserves of gold run dry.  You will
need to make some hard choices when you begin, you must build some Lairs, a
hatchery, a Prison and a Training Room, but what other rooms should you build? 
A workshop will allow you to create traps to slow the assaults upon your
Dungeon Heart, but a Torture Chamber will attract the powerful Dark Mistress. 
You may wish to create a Library so your healing spells become more effective
the choice is yours. I recommend a small Workshop, a Training Room and a
Prison.  Once you have created initial fortifications you can sell the Workshop
for emergency cash.  The most important thing is to train your small army and
keep your numbers up with skeletons.  Also most enemies in this level have a
lot of cash on them, when they die in prison it is easier for your Imps to
retrieve and add to your store.

Build what you can afford, and create bridges to quickly excavate the gold
around the Portal. Do not dig to the East; you will only attract unwanted
attention.  You should quickly acquire some Salamanders and whatever other
creatures you built rooms for.  There is gold to the west but do not excavate
the last segment right away, it will attract attention.  Give your creatures a
few minutes to train up in the Training Room then excavate the last gold
segment.  You should expect an assault by level one archers, giants and monks. 
You should kill them and support your creatures by healing and casting Lighting
Bolt. Let them become skeletons as you have neither the time to spend torturing
them, nor the gold to pay their wages.

This will expose a long pathway that leads to a Magic Door, assaulting this
straight on will attract unwanted attention from the guards, so cunning is
required. Build a bridge through the narrow gap in the rock and breach the room
from the side; if you are lucky, your imps may be fast enough to claim the
tiles around the portal before the next wave of Heroes comes through.  Once
this is done, kill the guards and claim the guardroom and two mana vaults and
disable the magic door. If you have the cash, build another room here of
whatever you are lacking to attract more creatures.

Now quickly mine the gold down the passageway and if you wish, excavate the
area around it to find secrets and lay more tiles to generate mana.  Build
bridges to reach the single gold seams dotted about and sell the bridges when
you are done.  Soon you should reach an area defended by cannons. You now have
a choice.  If you break down the door and go east you can claim two more Mana
vaults and disable another Hero Portal.  If money is running very low and your
creatures are getting tetchy, try summoning Horny now.  He will wade into the
Keep northwards and slaughter most of the guards.  If your mana runs out before
he reaches Lord Tiberius, you shouldn't have to long to wait before it reaches
100,000 again.

With most of the Keep guards' dead, you can take out the cannons and build a
bridge over to the Keep.  Once your Imps have claimed a tile or two, drop all
your creatures into the Keep.  There will be deaths, but they should buy you
time until you can summon Horny again.  Now there is nothing stopping him and
he will quickly reach Tiberius.  A few swipes of the scythe and Tiberius lies
dead, his gem in Horny's scaly hand.

p) "CRUSADE" - Fluttershine (a)
Main Objective:  Kill Lord Volstang who resides in the Fairy Fortress
Sub Objectives: Rescued imprisoned Black Knights
                Storm Fairy Fortress
Secrets: 9
New Creatures: Black Knight
New Spells: None
New Rooms:  Combat Pit
New Traps/Doors: None

Lord Volstang has crushed the rebellious Knights and is garrisoned in the fairy
Fortress.  There are no portals to hand, and you begin with the ten Black
Knights stuck in enemy prisons. However things are not as desperate as they
seem.  Check out the prisons and you will see that only the closest one is
guarded heavily.  The rest have patrols going past, so excavate close by and
break through when a patrol has passed, this will give you time to claim the
Prisons and free the Black Knights inside.

Quickly lay down some lairs, hatcheries, a training room and a torture chamber.
 You can only add to your forces by conversion here so you need to get busy as
soon as you claim the first prison.  Don't take too long freeing the Black
Knights, the weaker ones may die in prison and the longer you take the angrier
they are when they come out.  You may have to crush a rebellion or two and
teach them a lesson in the Torture Chamber.

So as quickly as you can claim the outermost prisons and the Combat Pit, you
should have at least six Black Knights and a couple of converted guards fairly
quickly.  Once they are settled, free the final three Knights.  Make sure they
are all happy by making sure they are fed and paid.  A Casino is a useful
addition if you feel you can afford it as it helps the bad mood of the Black
Knights lift. Money can be tight here so start training up in the Combat Pit. 
Excavate North to uncover a Mana vault.  Excavate South and you'll find a
workshop with the Elite Troll Knud lurking inside.  With him in your dungeon
you can now add some fortifications.

You'll quickly hit bedrock to the South and North, with only one way forward, a
long bridge leading East into the Fairy Fortress.  Inside are two Hero Portals
and behind them waits Lord Volstang.  If you have the ability to summon Horny
this level can be made much easier.  Simply send Horny in with your troops to
slay most of the enemies around the Hero Portals, then have your Imps disable
them.  Wait until your mana has accumulated again and keep sending Horny in
until the Lord of the Land lies dead at his hooves.

If you wish to prevail without Horny, then make sure you have trained all your
Black Knights, Knights, Guards, and Giants up to level eight and your skeletons
to level four. If money is running short, build a bridge around the fortress,
hugging the bedrock either north or south and you'll find a gem seam around the
other side along with a nice large area to excavate for mana vaults and
specials.  However you defeat Volstang is immaterial as long as his Portal Gem
is yours.

q) "STORM" - Fluttershine (b)
Main Objective: Storm the Fairy Fortress and kill Lord Volstang
Sub Objectives: Build a Combat Pit to train your creatures
Secrets: 9
New Creatures: None
New Spells: None
New Rooms: Combat Pit
New Traps/Doors: None

After having resources so limited in the previous realm, you have plenty of
gold, gems and portals at your disposal in the fairy realm of Fluttershine. 
It's time to use your new room, the Combat Pit to train your minions to level
8.  Be aware that although you have access to the Combat Pit, you will not
attract Black Knights until the next realm, alas.

Start by building a nice large Dungeon with plenty of Lairs and Hatcheries. 
Install a large Combat Pit as well a big Prison and Torture Chamber.  You may
be laying siege to Volstang for sometime, so add a Casino.  There will be
plenty of hero incursions for you to crush so build a Graveyard to nurture
vampires in.  Excavating West will soon reveal the main entrance to Volstangs
fortress.  You can tell it is the main entrance as there is a Gem seam located
there.  Disable the sentry cannons to avoided your Imps being killed while
mining gems, but don't break down the door yet.

You will find a second portal close to your first, but also excavate north and
south as far as you can to locate a third and fourth portal.  Turn the fairies
into skeletons or torture them for map information then use them as wormfood.  
You should reveal some prisons with skeletons inside located behind the Fairy

Now you tactics depend on your confidence and the strength of your troops. Once
you have a good-sized army of minions you can storm the front of the castle and
summon Horny to help.  But you will be facing around 20 or 30 level 6-8
Knights, Monks and Fairies.  You may prevail, but you may want to tip the odds
more in your favour with some cunning.  It is up to you.

If you decide to take it slowly then build a wooden bridge around the side of
the fortress until you get to the back.  You can now take over the prisons and
release the skeletons.  Be careful though they will rush out and try and get
into the back of the fortress so make sure you send them to the Dungeon via
your Hand of Evil.

Now if you excavate northwards of the Prison/Combat pit area you will uncover
several mana wells and find several useful specials such as Level Up and
Increase Mana.  If you then head south you will find Elite Troll Knud and his
workshop!  Now to deplete the forces in the stronghold, peck away at them. 
Breach the south-western corner and you can take out several rooms of guards
without springing a full alert.  You can also capture Knights and take over
rooms inside giving you a base to work from.

When you feel ready, muster your forces out front, and drop some in the back. 
Attack him from two fronts and there should be a horrible bloody melee (which
is what we like).  Summon Horny to boost your minions spirits and watch him
carve a bloody path through fairies, knights and monks..  Soon Lord Volstang
lies dead and the next Gem is yours...

r) "CREEP" - Stonekeep
Main Objective:  Kill the unsuspecting Lord Pureheart
Sub Objectives: Stealthily build up your dungeon within Lord Purehearts walls
Secrets: 4
New Creatures: None
New Spells: Create Gold
New Rooms: None
New Traps/Doors: Lighting Trap, Secret Door

Another taxing mission Keeper, and another that is not for the impatient
amongst you.  You begin with limited resources and your task is to excavate and
take over the Keep room by room.  The most important thing on this level is to
keep your imps under control.  It is advisable to create a small locked room to
drop them in, then have just one excavate into a new area to avoid them all
rushing out and taking over tiles in front of the patrolling heroes. The second
thing is to make use of your Sight of Evil spell to watch for the patrols and
check which rooms are coming next.

First things first, you should take over the two workshops and create a couple
of laird and hatcheries.  Create a secret door just beyond the workshop
doorways and lock it.  You should carefully breakdown the other doors in the
workshops and claim the tiles, before placing Secret Doors and locking them.
This should be your strategy with each room, once you have claimed it, remove
the wooden doors and replace them with locked Secret doors. To lock a door
simply click on it.  Click again to unlock, this way you can prevent your imps
and creatures wandering into the corridors and attracting attention. 
Fortunately for you Lord Purehearts forces are quite stupid, if you pull your
forces out quickly with your hand of evil, they will often wander off and not
pursue you.

Now you need to expand your fighting forces.  So excavate as far east as you
can, you will come across some gold seams and three Salamanders lurking
in-front of the lava.  Now you have a decent strike force, it's time to claim
your first guarded rooms. To the right is a prison with a goblin in it and next
to that one with a Dark Mistress in it.  Claim these rooms first.  If a guard
spots you, pull your imps out with your hand of evil.

Once you have these rooms, enlarge the prison by excavating the room out a bit
more and sell the next one and place a small torture chamber inside.  Now you
will probably be running low on funds so, next go to the left and claim the
library.  Try and capture and convert the Wizard inside.  Once you have him he
will research the new spell "Create Gold", as you are taking things slowly
here, you can sacrifice mana for gold and keep your denizens happy.

You will find a Black Knight and a Warlock in the two other prisons. Claim
these and then you should begin making incursions into the main body of the
Keep.  Take over the central rooms, but sell them off.  You want to keep your
rooms in a rim around the centre, selling the middle rooms means more cash and
fewer areas needing defending.  If you work your way east again from the last
two prisons you will come across a graveyard.  Sell the outside edges but
obviously keep the one in the centre of the bedrock.  You will gain Vampire
here.  Sell off you prisons you don't need and make space for a Casino and
Combat pit.

You will probably tangle with various patrols as you replace the outer doors of
your dungeon and claim the interior rooms.  As per usual, keep the Knights and
Giants and use the rest for Vampire food and skeleton fodder.  This way you
should add bulk to your rather small forces.  Disable alarm traps as quickly as
you can, if you can destroy them before the patrol arrives you will be OK.

You will see two small guardrooms northwards, each one of these lies before two
hero portals.  Work your way through and disable all four portals.  You'll see
some water.  Use Sight of Evil to show Lord Pureheart lurking in the central
area. Once your forces are as trained up as much as you need, break through and
let your imps claim as far as they can.  Now, drop all your minions into the
area and take Pureheart out.  If you have Horny with you the fight will be over
in seconds.  But as long as you disabled the Hero Portals and killed his main
patrolling force, he should be a walkover without the Horned Reaper at your

Not noticing his Keep was shrinking and his forces were disappearing under his
nose, Pureheart is truly a fine example of the stupid royal nitwit.  Horny
claims the gem and we pass the three quarters mark.  So near Keeper!

s) "ANGELIC" - Moonshrine
Main Objective: Use Dark Angels to crush your rivals Harkon and Garrion
Sub Objectives: Kill 20 heroes on the Dark Angels Temple to gain their favour
                Capture if you can, the Temple and use its Unholy Power
New Creatures: Dark Angels
New Spells: None
New Rooms: Temple
New Traps/Doors: None

This is what we have been waiting for Keeper.  The Dark Gods now think you are
the one to complete the mission and gain the Portal to the land above.  But
they require one final demonstration of power before they will release their
feared Dark Angels into your service. You must kill 20 Hero's in this realm. 
So no prison should be built.  If a hero dies in prison or in the torture
chamber they will not count.  You can however build a graveyard, once the
heroes are dead, you can use them to make new Vampires.

You are also up against the sons of your only rival Keeper left, Nemesis. You
begin in the southern part of the realm.  The Dark Temple is to the north,
surrounded by four Hero guardrooms.  To the northwest and northeast are
Dungeons run keepers loyal to Nemesis, Garrion and Harkon.  They are weak and
foolish.  They send their troops at pathetic low levels to attack the heroes
right away and claim land up to your doorstep.  Never fear, they get
slaughtered, but it does mean the heroes will have attained level 8-10 by the
time you launch an offensive.

Worry not about that. First of all we have plenty of resources.  Nearby are two
portals.  Excavate left of the western Portal to locate two gem seams. 
Excavate North of the east portal to collect a very useful special item -
Reveal Map.  Use this to dispel all the fog of war.  Now you will see the
progress of the other dungeons and how dismally they have failed.

So build up a nice big dungeon.  A big Combat pit is recommended as you want
all trained up to level 8. Build every room you think you need bar a prison. 
If you wish to take captives later on, do so after you have filled the Dark
Angels requirements. Don't excavate much further north than your Dungeon heart
in case you accidentally break through right in front of the Heroes area which
is fortified with Magic doors and cannons.  Also imps from the other keepers
will try and get inside.  When you want to break through it is a good idea to
dig a long tunnel through the softrock near the eastern portal.  Fill it with
Magic doors and Fear traps to repel enemy imps and your dungeon is safe.  If
you come out near the gold seam, you can claim another special.

Spend time overlooking the Combat pit, you should have around four Black
knights to train up, plus Dark Mistresses, Trolls, Salamanders.  All creatures
should be taken up to level 8 then use any level up specials you have.  Once
your fighting force is ready to go, have your imps break through and start
quickly claiming tiles up to the heroes areas.  You can then send it your
troops, or if you wish to even things up even more, send Horny in first. He
will take out the first guardroom, them stomp up taking out cannons and doors
and any attackers before crashing into the Temple area and chasing down the
guards.  This should add about ten at least to your Hero killed total.

Then send your own troops in; it shouldn't be long before 20 heroes are killed.
Although they are at high levels, they are only thieves, archers and dwarves
mainly.  Your Black Knights, Vampires, Mistresses and Salamanders should make
short work of them if you levelled them up enough.  You may need to go back and
heal up before making a second foray if you didn't use Horny.

Once 20 are dead, you will be rewarded with ten Dark Angels at level 10.  Make
sure you have a nice set of lairs and a nice big hatchery ready for them!  Now
you should claim the temple.  Once claimed, claim all the bridges around it,
then sell the bridges to prevent those enemy imps claiming it back.

Now taking out the two Dungeons will be easy.  You can have your imps fight
running battles with the other imps to claim tiles up the dungeon.  But by far
the best way is to drop about five dark angels as near as you can then possess
one, group possess the other four and then simply stroll into the Keepers
dungeons and smash down the doors to their dungeons hearts.  Then, crush the
Heart. There are creatures in the dungeons but they flee from you.  Traps may
be an annoyance, but nothing can really hurt you.

Once both Hearts are rubble, Horny arrives and the seventeenth gem is ours. And
now in the final missions, you can draw on the awesome power of the dark angel
to help you out.

t) "BROTHERHOOD" - Cherry Blossom
Main Objective: Defeat Keeper Nemesis and his despicable cohorts
Sub Objectives: The lesser Keepers Faust and Fabius support Nemesis. Defeat
                Them first and use their resources.
Secrets: 5
New Creatures: None
New Spells: Firestorm
New Rooms: None
New Traps/Doors: Fireburst Trap

Patience is the key to success in this realm Keeper.  You must build and train
your forces to a high level before moving against the three Keepers ranged
against you.  Luckily for you, none of the three will make pre-emptive attacks
against you, so, as long as you do not breach their dungeons before you are
ready to fight, you can build and train at your leisure.

You begin with a couple of Dark Mistresses so excavate some Lairs and a nice
big hatchery.  There is a Portal very close by, but before you open it, spend
time accumulating wealth and placing rooms.  If you excavate to the East you
will find some water and Lava.  DO NO EXCAVATE down past the Lava yet.  This
will open a Hero Gate and you will be overwhelmed by level 6 and above heroes. 
So excavate down past the water to uncover three gem seams for infinite wealth,
lovely stuff.  Now you can go mad building a Combat Pit, Graveyard and Temple. 
Although you may not get a Dark Angel or Dark Knight these rooms are still
incredibly useful as you can train your minions to level 8 and also generate
much Mana per turn making creatures pray in the Temple.

Once you are ready, open the first Portal and begin training creatures and
researching the powerful Firestorm spell.  You should also fortify the path by
the lava eastwards with traps and door to make life easier when you breach the
Hero's lair there (use sight of evil to check it out). There is another Portal
to the West, and another Hero gate.  This only lets few some low level
creatures. I would recommend not imprisoning but allowing the killed Heroes to
feed vampires.  A force of 5 or 6 Vampires is highly recommended. Train up as
many creatures as you can to level 8 (take care with vampires in the combat
pit, keep healing them or they lose a level when K'OD).

When you have a strong force, breach the Hero gate area and let them mangle
themselves on the traps.  Feed as many as you wish to make Vampires, let others
become skeletons, I wouldn't waste time with conversions. If you claim the area
them build a bridge back around the top of the area you'll find another Temple.
 Claim it and sell it, it's in an awkward place.

You need to take out the two Keepers either side of Nemesis first. It doesn't
matter which you take out first, but you will need to build a long, long wooden
bridge snaking through the Hard Rock going East to get to the top wall of the
East Dungeon. Once you are at the top of the Dungeon, excavate and claim the
land the other side of the wall.  Then drop all your creatures on that claimed
area and cast call to arms by the enemies Dungeon Heart. Now use Tremor to help
your Imps quickly breach the walls and your amassed army should charge through
and attack the Dungeon Heart.  Once its dead, your Imps will claim the rest of
the Dungeon and you'll own another Portal as well.  Do this with both the side
dungeons, taking some time to training new recruits and heal up between attacks.

When you are ready to take on Nemesis your tactics will be pretty much the
same.  If you build a bridge out from one of the Guard Rooms in the West
Dungeon you will see an area by the wall of Nemesis's Dungeon with sentry
cannons and barricades on.  Destroy the cannons and barricades and build a one
or two square Guard room there and post a skeleton or Dark Elf to prevent the
enemy Imps reclaiming the squares.  When ready, as before, summon your
creatures and breach the wall.  Summoning Horny will make life extremely easy
and you should have the mana for it if you claimed all the enemy Mana Vaults
and have a Temple.

Nemesis's Dungeon Heart will soon be a pile of smoking rubble if you took your
time, trained and planned ahead.  Now only Royalty stand between you can the
final Portal Gems.  Keeper, we are in the End Game, don't lose your nerve now!

r) "INTERCEPTION" - Butterscotch
Main Objective:  Capture and Convert the three Princes
Sub Objectives: Prevent any of the Princes escaping, or the Gem will be lost
                None of the Princes must die before Conversion or the Gem
                will be lost
Secrets: 6
New Creatures: None
New Spells: None
New Rooms: None
New Traps/Doors: None

This can be a very tough level as you must capture the three Princes, Felix,
Balder and Tristram before they flee through one of the four Hero gates.  To
begin with you should build all the rooms you think you'll need and make sure
you get training up your creatures.  Excavate all the way around the circular
area to collect all the gold and also several level up items out on islands. 
To the North there are some Giants patrolling and the very handy Reveal Map
special. You really must get and use this or the level is almost impossible.

You should also be aware that to the West is a neutral Black Knight and a
Combat Pit, just contact him to have him join you.  Once your Dungeon is up and
running you should have revealed the Heroes area and the four portals.  With
some cunning you can make life much easier for yourself.  The bottom Portal is
only connected to the main area via a stone bridge. This also connects to
another island area with a Guard in it.  First of all build a stone bridge down
to the area with the portal. Very quickly claim the bridge and then sell it.
Voila Keeper, that is one Portal not accessible.  Now.  Build a stone bridge
around the Guard post island.  Wait for the Prince to pass through and quickly
sell the bridge that connects that island to the main area.  That's one Hero
trapped and ready to be picked off when you are ready.  DON'T get him yet
though as he will alert his brothers and they will escape.

Now you need to cut off the top two portals (one looks like steps going into a
cliff-face).  Do you remember the "Creep" mission?  Well this is much the same.
 Gradually claim land until you are passed the second Portal room.  Put in some
Secret doors and don't let the enemy see them opening.  This should cut the top
Princes patrol route right down and keep him much closer to his middle brother.
 Now if you look at the middle Portal you'll see there is some soft rock just
to the right of it.  If you extend a stone bridge from the second Portal you
claimed and go around then break through at that side, you can send your troops
in to ambush the two brothers as they try and escape through it.  You should
have a well-trained force of around 20 level 8 monsters at least, plus any
Vampires or skeletons you raised.

Now when the two Princes fall make sure you pluck them out of prison and strap
them down on the rack.  While they are being tortured, defeat the last Prince
and add him. Now keep healing them until they convert to your side.  This can
take a long time so get the Mistresses to help out. Once their puny spirits are
broken they will hand over the penultimate Gem and we are one step away from
facing the King and spreading misrule throughout the land!

s) "REGICIDE" - Heartland
Main Objective:  Kill King Reginald and open the gateway to the Sunlit Land
                 of the Heroes
Sub Objectives: Cot off the Heroes attack routes or you will be overwhelmed
Secrets: 1
New Creatures: None
New Spells: None
New Rooms: None
New Traps/Doors: None

This is it Keeper, the final showdown against King Reginald, and he will not be
an easy fight.  With an army of level ten wizards and knights at his command
you will need to do some serious training and trap setting to avoid being
overwhelmed by his superior strength.  But, I have faith in you and although
having made it this far you are probably not in need of my advice anymore, I am
nothing if not thorough and shall endeavour to give you the advice you need to
emerge triumphant in this realm.

This level can be split into two distinct experiences.  The first half of the
level sees you struggling to amass a fighting force while under constant attack
from low level heroes.  The second half will have you training your forces for
the final assault.  I would suggest Keeper that you very quickly build some
lairs, a hatchery and a Workshop while also collecting gold.  As you acquire
cash, spend it immediately, adding in a Prison, torture chamber and library as
soon as you can.  Then place a Training room and some treasuries and you should
have a few creatures setting up home already.  You'll very quickly be attacked
by heroes, support your creatures with thunderbolt and heal and you should have
a few skeletons quite quickly.  Also if you dig just to the southwest, you'll
find a couple of neutral Salamanders.

You'll have to keep excavating for gold and you'll quickly see that there are
four hero portals which you are being attacked from, plus one Hero gate by the
mana vault to the northwest.  You must disable these Portals, your Dungeon
won't be able to stand the repeated incursions while you try and build for the
big push.  Each Portal has a Treasury and Guardroom by it, as you claim the
land around the Portal you'll collapse them.  The Hero gate cannot be disabled,
but incursions through it are rare. If any Giants appear, convert them, they be
very useful later on.

At this point you should also be building a Graveyard, Temple and Combat Pit. 
Although this seems like a lot of cash, the Temple will replenish your Mana
quickly and you can fill your treasuries using the "Create Gold" spell.  There
is also a Gem seam found over the lava right in the northeast corner which you
can go looking for as soon s you feel it is safe to do so. You are likely to
find that even with the relevant rooms, Black Knights and Dark Angels will not
appear.  There isn't much you can do about the Dark Angel, but you can get
Black Knights easily by sacrificing a Dark Mistress and a captured Guard (see
Temple recipes in the room section). Mistresses will replace themselves via the
Portals (you can claim two more, one to the North west and the other to the
east) and Guards are plentiful, so you should do this early on to get a nice
Horde of tough, mean Knights.

Once the four Portals have been neutralised you can relax a bit. Your Imps have
most likely opened up the area with Reginald's Castle and are probably being
gunned down by cannons.  There is a sort of double-layer to the defences.  A
U-shaped defensive wall packed with cannons, traps and two Hero Portals. 
Beyond that is the Castle proper.  You can actually bypass the first line of
defence by digging around to the northeast and west, but its best to neutralise
and claim that whole area as it will allow your Imps to quickly drag the
wounded back to your dungeon and stop them constantly being shot at by cannons.
 So use Stone Bridges and Salamanders to destroy the outside cannons and break
through using Tremor.  Kill or capture everyone and destroy the portals.  You
now have a whole claimed area right on Reginald's doorstep!  Your Imps can now
access the Gem seam that is located right up in the Northeast corner more
safely, and limitless wealth is yours!

Now take time out to train, train, train! Try and get everyone to level 8 its
worth it.  Reginalds castle consists of a Main room with four Hero Portals and
two Hero gates with some guardrooms guarded by level 10 guards either side.  If
you are feeling sneaky you can try and take out the guards either side to cut
his fighting force down even more.  Then once you are ready amass your forces
and attack.  They are all very tough so Summon Horny, he will swing the odd in
your favour and Reginald will quickly be dead.  Mop up the remainders then
allow your creatures to rest and recuperate as in a few minutes time there will
an incursion of about ten level 10 heroes, and for there on they will keep
coming until you defeat the two Stone Lords in the corridor to the Surface.

Use the Heal All now if you need to speed things up and dump as many people as
you can into the Temple to get as much Mana as you can.  If you have a lot of
trolls, you may have time to sprinkle some spike traps etc round the Hero gates
before the incursion begins.  If you are careful you should have enough Mana to
summon Horny as soon as the Heroes appear, if not your creatures are hopefully
well trained enough to defeat the first wave and hold the two Lords at bay
until you can Summon Horny to kill them.  ONLY HORNY CAN FINISH THEM OFF!

Once Horny has struck down the final obstacle between you and the Portal, you
can sit back, relax and watch Horny walk out into the light...

Well done Keeper, you have proven your mastery of the Underworld with flair and
style.  The Dark Gods are pleased with you and we hope that you will continue
your reign of terror in similar style across the Overworld.  For now, I must
leave you, but I will return when needed to offer guidance and information.
Until then, farewell...

************************** 10) SECRET LEVELS ****************************

There are four secret levels which are unlocked each time you find a piece of
the Horny Talisman.  You can then play them by clicking on the relevant area on
the map.  They are basically mini-games to give your a breather from your
campaign of terror, but be warned they are actually more difficult and
frustrating than anything else in the game!


Secret found in: Fear
Aim of the Game: Play a three round game of Golf for relaxation

You have three Boulders which you slap into the Portals.  You only have ten
slaps and three minutes to do it in.  If the Boulder hits the walls to many
times, it crumbles.  The only way to do it is practice and move the angle you
view from around to change the direction you slap in.


Secret found in: Caverns
Aim of the Game' Shoot the Heroes in a Fairground Duckshoot

Simply roll up your Warlock sleeves and shoot as many of the Heroes as you can.
 Just watch out for Elves and Wizards, they'll shoot back at you.


Secret found in: Smashing
Aim of the Game: Make you way through the Booby-trapped Maze

You get to possess a Dark Angel for this little trip, sounds good right? 
Unfortunately the maze twists across lava, sections drop away and you are
harassed by Wizards blasting you from a far. Once you get to the end of the
maze there are six doors.  Open the correct one and you make it "home".  Open
one of the incorrect ones and you get crushed by a Boulder Trap.


Secret found in: Conversion
Aim of the Game: Kill the Dwarves with Boulders

You get to have some fun here with live skittles.  Once again you have to slap
the Boulders along thing pathways.  Before they crumble you should try and
crush as many Dwarves as possible.  As with the Golf game, keep twisting the
perspective to get your slaps aimed in the right directions.

************************ 11) MY PET DUNGEONS ****************************

My Pet Dungeon allows you work your way through a variety of Dungeons,
fulfilling sub-objectives to score points and move onto the next level.  Unlike
the Campaign levels, every room is available to you, but they are time
released, so you have to wait a while before you can build some of the later
rooms. My Pet Dungeon Mode should be played as you begin campaign mode as it
helps immensely in mastering the controls and things like group possession,
creature conversion, combat and resource management.  If you have spent some
time away from your Campaign, a quick blast through one of the Pet Dungeons
will bring it all flooding back!

a) "LIBERTY" - Dragos
Objective: Amass 10,000 points
Sub Objectives: Administer 50 slaps to your creatures
                Research all of your spells
Portals: 5

Ah, this is a Keeper's heaven (or should that be Hell?).  Five portals
supporting 40 creatures, lots of soft bedrock to tunnel into and two seams of
gems offering an infinite supply of wealth.  Keeper you will never have it so
good anywhere else, so use this opportunity to experiment with room layout,
battle and spell casting, in a gentle environment.

The gem seams are found beyond the northern and southern portals and will
require bridges to reach them.  There are also several rooms to claim in the
Northwest, southeast and south-eastern corners.  Nine mana vaults are also
claimable in the northeast corner.

Your sub-objectives are easy to achieve, you only have to research the spells
once, you are not required to research the upgrades as well.  Administering 50
slaps is also straightforward, and ones aimed at your Imps also count towards
the score.  If your Warlocks are being tardy in researching, lock them in the
library to speed things up.  Once you have achieved the required score you can
move on or stay in the realm.  If you choose to stay on, you will need to exit
to the debriefing screen to carry on to the next Pet Dungeon.

Objective: Amass 15,000 points
Sub Objective: House 15 happy creatures
               Build 10 rooms
Portals: 1

This land offers you a rather complex network of water and lava, threaded with
islands of land you can claim and build on.  You need to work your way around
clockwise, excavating gold and building lairs and hatcheries as well as your
other rooms.  If you mine quickly you should start uncovering other rooms which
you can claim, rooms that also house neutral creatures.  These will join you as
soon as your imps make contact with them and you should have 15 happy creatures
fairly quickly, especially if you dig all the way around, past the Hero Portal
and uncover the Graveyard with three vampires in the southwest corner.

If you start running shirt of gold, relax, there are several gem seams behind
where the Hero Portal is which you can mine for infinite wealth.  This levels
objectives can be completed fairly quickly if you imps mine quickly around the
level.  But its may be worth staying on and expanding your dungeon, and
experimenting with defending areas that are not enclosed by walls.

c) "BOTTLENECK" - Djocasta
Objective: Amass 20,000 points
Sub Objective: Get one creature to level 8
               While in possession of a creature, group 5 others
Number of Portals: 2

This land Keeper, is bereft of infinite gem seams and some strange force has
disabled your "Create Gold" spell.  So although there is gold aplenty in seams
to the east and west, it is not infinite so perhaps a little care should be
taken.  Your best approach is to construct a great deal of your dungeon before
you decide to break open the first portal. Excavate plenty of gold and amass a
good stock in your treasuries.  Build lairs, hatcheries, a training room and
any other rooms your think you'll need.  Once the game has started offering you
the guardroom or wooden bridge, it's a good time to claim the first portal. 
This way your creatures won't be spending too much time hanging about waiting
to be paid as you wait for the Combat Pit to present itself.

The level shape is more egg-timer than Bottleneck.  Once you have excavated all
around the southern end, you can break through and build a bridge past the hero
gate to the next area.  There is another portal here and more gold seams, so
you really shouldn't start running short.  It's probably best not to build a
Casino though, jackpots can take an awful lot of cash from your reserves and
rigged casinos mostly just make your creatures grumpy.  The group possession
can be done quickly, as soon as your Warlocks have researched the spell.  Once
in possession of a creature, press the 7 key and then left click when a
creature is in your line of sight and highlighted in pink.  Once you have five
in a group you'll get your bonus points!

While you await the combat pit, you can also get experience for your creatures
by triggering a few Hero incursions.  This builds experience quickly, but of
course ensure high level creatures don't die.  Once you have the combat pit
available, drop your highest level creatures in.  You can keep healing them as
they fight, which allows them to fight on until they level up to 8.  Once done
so, you will get your bonus points and be able to access the next Pet Dungeon
when you choose to exit this one.

d) "RECRUITS" - Nasreem
Objective: Amass 25,000 points
Sub Objective: Get 24 Creatures
               Get 20 creatures to at least level 4
Portals: 0

A nice easy level this one.  Although you have no portals the creatures you
require are all nearby.  Break into the first set of rock you can access to
release the first two creatures.  Quickly build a lair in that area to house
your first recruits then build up a bit of cash by mining the gem seam nearby. 
There are many gem seams about the level, with four places at each corner of
the circle of rooms about your dungeon heart.  In fact once you have the
treasury, I recommended you turn every strip of path around the dungeon heart
into one to store a whopping 180,000 gold in a very easy place for all your
creatures to access.

With some money in the bank work your way around mining out the small rooms. 
As room become available, build them, including the Prison and torture chamber.
 If you excavate in the southern area you'll quickly uncover a cannons in the
south east and south west.  Build wooden bridges over and have your creatures
destroy them, excavate behind them to find Level Up specials.  If you excavate
directly east and west you'll find two Level UP specials sitting in the water,
build wooden bridges to collect them as well and save them for when you have 20
creatures to level up.

There are also some Fear Traps to the south so use the skeletons you uncovered
to disable them for access to another special.  You can also excavate and claim
two massive treasure rooms, which I would sell off and turn into a Graveyard
and a larger Library or Training room.  If you excavate North around the Hero
gate there are no more rooms, but a couple more Specials to find.  To get the
last few creatures to take your total to 24, trigger a hero invasion or just
pick up a few from the Hero pit and drop them into your dungeon to be quickly
crushed.  Then either imprisoned and turned to skeletons or used to make new
Vampires.  You should have 24 creatures at level 4 or above without any major
headaches and the next Pet Dungeon is now accessible.

e) "FURNACE" - Frimley
Objective: Amasss 30,000 points
Sub Objective: Build 10 Doors of any type
               Build 10 Traps of any type
Portals: 3

Another easy level here Keeper.  Although the terrain is full of lava and
tricky to negotiate, you have been blessed from the start with the Stone
Bridge.  Your main task here is to ensure you carefully excavate the areas,
while leaving places to build doors.  Even two columns on their own can be used
to hang a door between, you do not have to make square room shapes.  So begin
to build bridges and excavate rooms leaving plenty of places to fit doorways
in.  There is only one room that is vital here, the Workshop of course.  Build
any other rooms as you see fit.

Once the workshop is available, begin constructing doors and traps.  They do
not have to be ten different doors.  You can create ten wooden doors if you
like as long as the are put up and not destroyed.  The same with the traps, as
long as ten are placed and not destroyed you will accrue your Bonus points. 
There is a gem seam in the middle of the level for infinite wealth, you may
also want to experiment with trap and door combinations against enemy
incursions here to make things more interesting.  Once you are ready to move
on, the final Pet Dungeon awaits...

f) "MASTERPIECE" - Sanddar
Objective: Amass 25,000 points
Sub Objective: Build a Temple of at least 25 tiles in size
               Attract two Dark Angels
Portals: 3

Here Keeper you begin with all rooms available and all spells at level 1.  But
before you break one those portals, you may wish to accrue some wealth and
build some rooms in advance.  I suggest to take you Imps and excavate south
until you hit the large gem seam there.  Then you build up a massive treasury
and then start building rooms to attract the best creatures as soon as
possible.  Attracting the Dark Angels is the hardest part of this level, as
they are reluctant to come through even with a Temple erected in their honour. 
You can 100% guarantee getting one straight away if you construct the room
needed to attract the Elite dark Angel - Zachariah.


Build that room and he will come through as soon as you open the portal.  Then
it's a matter of potluck if the second one will arrive.  Even though a Temple
should support and attract two Dark Angels, it seems to help to build another
5x5 temple.  You may find that you have attracted all the creatures you can and
still no second angel.  Well in that case Keeper, you have to make the hard
decision to get rid of some lesser denizens.  You can sacrifice them in the
Temple for the speediest removal. Keep doing it and hopefully the second Dark
Angel will arrive to fill the new gap.

Other than that, enjoy the freedom of lots of cash and big rooms to build.  See
if you can get everyone up to level 10 by triggering Hero invasions regularly. 
When everything is up and running, possess a creature and take a stroll, kick
back and smell the Brimstone.  After learning your trade here Keeper, your
campaigns and skirmishes should become much easier!

g) "TORMENT" - Omelas (Patched Version Only)
Objective: Amass 25,000 points
Sub Objective: Claim the neutral Salamander
               Claim the neutral Dark Angel
Portals: 3

Although it sounds difficult Torment merely has a lot of hard bedrock to be
worked around.  You can quickly claim several prisons, with trolls, Bile
Demons, vampires, Fireflies and Mistresses inside.  As you excavate around
across the water you'll need to curve back around and up into the Northwest
corner to access the Lava where the Neutral Salamander is and also several gem

The Dark Angel is locked up in a room in the northwest corner. As you work your
way around beware enemy traps on small island areas. There are lighting traps
by the mana vault and two Fireburst traps on the small islands near the Hero
The only Tormenting thing about this map is that completing the sub-objectives
will not give you the full amount of points to beat the level.  Accumulate the
last 5000 or so points by killing Hero's and claiming as much land as you can.

************************** 12) PATCH HISTORY ****************************

This is included you so as you can confirm which patch you may be using and
whether or not you think it worth updating the patch. Most versions of DK2 come
with patch 1.51 included on the CD.  Patches 1.6 and 1.7 add new creatures but
have little in the way of bug fixes or tweaks.

All patches can be downloaded from: http://dk2.ea-europe.com/

If you have a game started in an early version it will usually not play in the
updated version, or it may restart you from the beginning of whichever level
you had got to.  However it is a good idea to back your various saves up
separately from the DK2 main files, if you need to reinstall the game to patch
or even unpatch it you can copy the save files back in and as long as they
match the version you saved in, they will be fine.

a) VER 1.51


This update does not fix all of the hardware configuration problems that we've
seen as addressing them is out of our control. We have found that memory
resident programs, overclocking and bad or outdated drivers account for 90% of
the problems we've seen. For more info, read the TroubleShooting guide in the
Support section of http://www.dungeonkeeper.com/

Gameplay tweaks and additions in Update 1.51

* 1024x768 resolution supported.
* Added 'No Mans Land' map. 2 player. Multiplayer and Skirmish.
* Added 'Circlet' map. 3 Player. Multiplayer and Skirmish.
* Added 'Patrol' map. 4 player. Multiplayer and Skirmish.
* Added 'Pressure' map. 3 player. Skirmish only.
* Added 'Torment' My Pet Dungeon level.
* Added 'Olympia' map. 4 player. Multiplayer and Skirmish. Also in Bonus Pack 1.
* "The battle in the Combat Pit is over" is played when only one creature
* Selecting "Quit" from the main menu now requests confirmation before quitting.
* "Your Library does not have enough storage" now played when there are more
spells to research but no more space.
* Added "Press Space to go to Debriefing Screen or Escape to continue" at end
of levels.
* Added a bunch more Temple Recipes.
* Added a check for 150MB disk space (necessary for swap files).
* Added a flower icon to the Hero Alarm Trap.
* Added a multi-line chat message window to MP.
* Added a multiplayer option that makes reinforced walls impenetrable to enemy
* Added a new cheat for gaining mana.
* Added a warning box if player is timing out in multiplayer lobby.
* Added a warning for when all players in MP don't have the map chosen.
* Added A3D audio support.
* Added better confirmation that a game has been saved.
* Added better lava balls.
* Added clearer alliance notification in the Allies window in MP.
* Added current values on slider bars.
* Added functionality in MP to let you chat once you have died.
* Added functionality that lets you play on in Single Player with the GUI
* Added 'Message To' functionality in the Allies window in MP.
* Added Mistress whip effect for Torture Chamber.
* Added notification of player's defeats in MP.
* Added the ability to have an allied end in multiplayer.
* Added the ability to wander the realm as a lost soul once after a multiplayer
* Added tooltip for MPD Level Selector.
* Added Torture flower icon.
* Added Total Evil Rating calculations and names.
* Adjusted Freeze Trap mana costs.
* All players can now see a thumbnail pic of the level in the MP lobby.
* Alliance information can now be heard by all players.
* Ally window in MP now shows who is allied to whom.
* Altered terrain slightly in Hopping.
* Altered the amount of damage Boulder now takes when hitting a creature.
* Altered the Knight's melee sounds.
* Attacking sleeping creatures in first person now wakes them up.
* Boulders now take damage when slapped.
* Campaign progress now not saved with MPD or Skirmish.
* Certain creatures now use the Temple when idle.
* Changed "New Campaign - Are You Sure?" to only display if a Campaign has
already started.
* Changed Combat Pit tooltip.
* Changed CPU player so that it uses the Combat Pit.
* Changed MPD Level Selector tooltip.
* Changed Library tooltip.
* Changed Monk's heal usage.
* Changed the eye-height of some creatures.
* Changed the highlight on the Hero Portcullis.
* Changed the highlight on the Fear Trap.
* Changed the Horny melee timing.
* Changed the 'Imps moving spellbook' tooltip.
* Coloured MP messages to differentiate between private, public and server
* Computer player can now be set in multiplayer games. Will not work properly
with all maps.
* Computer player now deals with neutral rooms better.
* Computer player stats revised to make some attack earlier.
* CRC checking of .exes to ensure that in multiplayer the .exes match for all
* Creatures show how much mana they are generating from prayer.
* Dark Elves now eat and sleep if they need to when patrolling.
* De-activated game functions when in chat e.g. Zoom/Rotate.
* Debriefing stats revised.
* Disallow Full-screen map while game is paused.
* Each Mana Vault now provides an increase to the maximum amount of Mana.
* Efficiency tooltips now rounded up.
* Ensured that creatures cannot get stuck in doors which are opening or closing.
* Ensured that creatures killed in the Torture Chamber contribute to debriefing
* Ensured that Imps only drag back unconscious bodies when there is one spare
floor tile.
* Environmental effects default to 'off' (for EAX environment compatible
* Creatures will no longer be targeted in First Person mode.
* Game settings now saved between games.
* Given creatures the ability to cast Heal/Armour/Invisibility on themselves,
if they have that spell.
* Hand now taken out of possession spell mode when coming out of possession.
* 'Heal' Creature Spells now slightly more powerful.
* Hero Lair texture is now easier on the eyes.
* Host quitting out of lobby will now automatically kick other players out of
that lobby.
* Imp priorities adjusted slightly.
* Imps now have their correct death effect in the Temple pool.
* Imps stats altered so that it's easier for them to reach level 10.
* Increased the health of MPD Hero Invasion Parties for higher levels.
* Increased the update rate of the full-screen map.
* Some Keeper Spells can now be cast into the Temple pool to contribute to
Temple Recipes.
* Lobby chat text now more legible against the background.
* Made Casino jackpot music only play for one player.
* Made chat textbox more responsive.
* Made Hi-Score Table easier to enter.
* Made Horny immune to freezing.
* Made it easier to distinguish between separate sub-objectives.
* Made rewarded creature from Temple Recipe appear at average level of
creatures dropped in pool.
* Magic Doors now only damaged by magic attacks.
* Mana from Prayer values tweaked for all creatures.
* More feedback when door is locked/unlocked.
* More silly speech implemented.
* MPD quicksave no longer writes over Campaign quicksave.
* Multiplayer lobby now shows IP Address of all machines.
* Now easier to get around traps in 1st person.
* Pay-day timer now starts when first creature joins your side.
* Player names now shown instead of Player 1, Player 2 etc.
* Players are now informed of players that have dropped out of a MP game.
* Reduced frequency of "There is nothing left to research" message.
* Reduced frequency of "Your Portals have attracted as many creatures as they
* Removed cheats in MP.
* Rooms, doors and traps cannot be set to researchable in MP game options.
* Some creatures now use the Casino when idle.
* Subtitles on Level 5 appear in a better place.
* The F3 camera option is not as zoomed in.
* The Mistress now trains more and is less obsessed with the Torture Chamber.
* Tidied up 2D Front End map sections.
* Tidied up Control Options in Front End Menu.
* Tidied up text in the chat window.
* Tweaked music scripting.
* When trying to join a game in Internet Dungeon Watch you now also get a
* Winner's name now at the top of a MP debriefing.
* You can now assign ESC key in game and Front End.

Fixes in Update 1.51

* After joining someone else's MP lobby, you no longer inherit their game
* After loading a saved game, correct debriefing speech now plays.
* Fixed a Multiplayer problem related to items dangling in the hand.
* Fixed a problem in MPD Level 3 involving Continual Invasion.
* Fixed a problem related to decomposing in the Graveyard.
* Fixed a problem where "Locate Hidden Land" special was appearing at the end
of  a Skirmish game.
* Fixed a problem where creatures sometimes cannot get picked up in MPD mode.
* Fixed a problem where creatures sometimes could not be dropped in MPD mode.
* Fixed a problem where flowers of creatures in Toolbox flash for no apparent
* Fixed a problem where movies don't show video on some CD drives.
* Fixed a problem where players were forced to replay completed missions.
* Fixed a problem where the first chicken to be picked up would be black.
* Fixed a problem where you could lose the spells you started with when taking
over an enemy Library.
* Fixed a problem where you couldn't view the "Cut 1" movie.
* Fixed a problem with MPD Levels 2-6 so that creatures can be dropped back
into the Toolbox.
* Fixed a problem with news update speech on map screen.
* Fixed a stalemate bug on Level 10.
* Fixed an Alt+Tab crash
* Fixed an out of sync problem between German and non-German versions involving
Elven Archer torture anim.
* Fixed an out of sync problem related to jailbreaks.
* Fixed an "invisible Imp" problem.
* Fixed Level 20 so that Hero Gates can be collapsed.
* Fixed problem in multiplayer where loading screen was not shown at some
* Fixed problem related to experience gained through destroying traps and
Dungeon Heart.
* Fixed problem that caused framerate drop when exposing the map in MP.
* Fixed problem where "Player Not Responding - Kick Player" message wasn't
clearing the thumbnail from the screen.
* Fixed problem where "Teach your prisoners a lesson - build them a Torture
Chamber" got played incorrectly.
* Fixed problem where "There is nothing more to research" got played
* Fixed problem where "You have my allegiance, Keeper" got played incorrectly.
* Fixed problem where being kicked from a lobby was taking a long time before
timing out.
* Fixed problem where creature spell 'Knives' were coming out in the wrong
* Fixed problem where creatures were shown in the full-screen map at the point
they were picked up from.
* Fixed problem where debriefing wouldn't show after continuing a MPD game.
* Fixed problem where fire sound would play indefinitely.
* Fixed problem where frozen creatures in possession won't animate when coming
out of possession mode.
* Fixed problem where Horny would sometimes get stuck on the way to the Portal
* Fixed problem where Imps weren't taking crates to blueprints.
* Fixed problem where it was possible to get idle CPU Keepers in Skirmish.
* Fixed problem where it was possible to get overlapping GUI windows.  	
* Fixed problem where Portal Gem was created in an incorrect place after a game
had been loaded.
* Fixed problem where rebelling creatures leaving the dungeon were getting
* Fixed problem where some walls weren't getting rendered when exiting
possession mode.
* Fixed problem with duplicated level objectives screenshots in mission
* Fixed problem with sound in movie player on Aureal cards.
* Fixed Voodoo and non-MMX machine config problem.
* Game installed to a path without spaces in now runs from the Autorun menu.
* High Score Table no longer displays "Level 20" after completing a Secret
* Temple created creatures now never get stuck in the pool.
* Valid video mode now set up for Matrox Millenium video card.

b) VER 1.61
Dungeon Keeper 2 Update 1.51 to 1.61


Elite creatures in Dungeon Keeper 2!

This version adds Elite creatures to Dungeon Keeper 2.  Elite creatures are
tougher, faster, stronger versions of their ordinary creature counterparts, and
add a deadly twist to any Multiplayer, Skirmish or My Pet Dungeon game.
However, attracting them in will not be easy, and you will need to discover
their particular preferences to draw them in.   As a clue, to attract the Elite
Mistress, build a 3x3 Prison surrounded by a Torture Chamber.
Good luck attracting in the others!

Other Changes in Version 1.61

In this version we have added the much requested functionality to replay
completed levels, as well as play levels that were not played when a choice was
given in the Campaign game.
c) VER 1.70


This version adds the Maiden and the Jack-In-The-Box Trap to Dungeon Keeper 2.
The Maiden is an awesome creature that spits webs and slays enemies. The Maiden
can be used in Skirmish and Multiplayer levels. The Jack-In-The-Box Trap
literally scares the life out of Imps and also damages enemy Dungeon Hearts.

This version has a fix for users of Environment Mapped Bump Mapping 'EMBM' -
please do not confuse this with other types of bump mapping that are not
supported. Currently, the Matrox G400 is the only card we are aware of that
fully supports 'EMBM'. Please ensure you are using the latest Matrox drivers
(Point your browser to 'www.matrox.com') if you wish to try this feature.  Use
the following commandlines '-enablebumpmapping' and '-enablebumpluminance'
to activate bump mapping on your G400. Please note 'EMBM' Bump Mapping is an
unsupported  feature and, as such, cannot be discussed by our technical support

'EMBM' BUMPMAPPING ON YOUR MACHINE. (For further information on commandlines
please consult the ReadMe.txt)

Installing this update on top of an earlier version of Dungeon Keeper 2 will
mean that the Uninstall function will not clear out all DK2 files. After using
the Uninstall option, you can safely delete the remaining DK2 files manually.
If you have installed to the default path these files will be located at
"C:\Program Files\Bullfrog\Dungeon Keeper 2\"

Gameplay tweaks and additions in this Update
* Added a new creature - 'The Maiden'.
* Added the 'Jack-In-The-Box' Trap.
* Added 'Frosty's Realm' a new 2 player map. Multiplayer and Skirmish 4 player
* Added 'Frosty's Lair' a new 3 player map. Multiplayer and Skirmish.
* Added 'Frosty's Castle' a new four player map. Multiplayer and Skirmish.
* Added 'Mercenary Portals' these Portals allow you to get hero creatures in
the levels that support them (Frosty's Castle, Frosty's Lair and Frosty's
* Added 'EMBM' Bump Mapping for G400's. This effect has been added onto Lava
and Water in
  the game.
* Added 'My Pet Dungeon 7' to the update.
* Added Windows 2000 support to DK2.
* Altered Balance of Elite Creatures so that the Elites are now much tougher.
* Altered AI on some skirmish maps to improve Keepers abilities.
* Fixed - Elite creatures are now not turned into their normal counterparts
after saving/loading.
* Fixed - You now do not become stuck if you press ESCAPE in first person.
* Fixed - Wizards do not fall into the Temple.
* Imps now disappear when their Mana reaches zero.
* Imps now perform better on Skirmish maps.
* Shrinking Princes problem on Level 19 fixed.
* Creatures in the combat pit now get hungry.
* Sniveller is not the only rating in multiplayer.
* It is now possible to have spaces in a savename when saving at the end of a
* You can now slap Horny again to cancel him once cast.

Feel free to email me about any aspect of this guide, any contributions you
would like to make will be fully credited if used and are more than welcome. 
Please inform me of any errors, typos etc so I can rectify them immediately
My email is falsehead@aol.com

(Blatant plug: check out my games website at www.kungfuhamster.cjb.net for
loads of info on Martial Arts, Beat 'em Ups, Kung Fu Movies and Pokemon!)

Also check out another site I write for http://www.thunderbolt.be

Big Thanks to CjayC, the cool bloke who runs GameFAQs.  You've given me the
opportunity to reach more people with my stuff than I ever could have alone!

Special thanks go out to: BillyKane, Magus747, Andy787, totalstuff and Pat
Uhler for being such a laugh, and giving me the push to actually start
contributing my own work back in the good old days of the DC board.

Thanks also to my homies in the Review and FAQ boards for continuing support
and being all round awesome dudes! asherdeus, Djskits, bloomer, sashanan,
ASchultz, MaxH, Vegita, Marc and Bobo The Clown Love yah all guys!

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