Overlord Dungeon Guide

Austen La Place (AKA Shadows Heir)

Version 1.0                                                    
                              
Version History - 

1.0 - First submission
1.2 - Reader strategies added
1.4 - Added sites allowed to host, more strats

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|              - Table of Contents -                    |
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---Introduction      --------------------           [INT]
----Achievements     --------------------          [ACH]
-----The Equipment   --------------------         [EQUIP]
-----The Groups      --------------------        [GRP]
------The Battles    --------------------       [BTL]
-------Farming       --------------------      [FARM]
--------Credits      --------------------     [CRED]
---------Legal       --------------------    [LEG]
----------Contact    --------------------   [CON]  

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|               - Introduction [INT] -                  |
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Overlord, a fun game that tends to get on ones nerves from time to time.  
It is populated by all manner of creatures, and most of them will end up 
in your dungeon after you kill them.  The dungeon is an interesting place, 
primarily because its challanges tend to see-saw from the pitifully simple 
to the absurdly difficult without any real warning.  This FAQ is designed 
to help counter the unpredictability of the dungeon, and explain how to 
master its various denizens.

Dungeon Basics - 

You can take any minions you have unlocked.
You don't have access to your spells, melee only.
Your health is restored at the end of each fight.
Minion deaths/equipment is permanent.
You keep all gold / lifeforce you aquire.

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|                - Acheivements [ACH] -                 |
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The following Acheivements can be earned by following this FAQ:
=====================
Dungeon Dabbler     |  15
Dungeon Overlord    |  30
Ultimate Steel      |  10
Ultimate Durium     |  20
Ultimate Arcanium   |  40
Minion Harvester    |  10
Amass Minions       |  10
Minion Hoarder      |  15
Minion Multitude    |  40
=====================
Total               |  190

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|                  - Equipment [EQUIP] -                |
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I'd recommend Arcanium (Duh) but if you don't have that, then Durium will
do fine, or even Steel if your feeling gutsy.  Helm doesn't matter nearly 
as much as armor.  Most of the good enemies appear after you get Durium 
anyway.  For weapons, go with a Mace, you'll need the damage boost.

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|            -Minion Equipment [Subsection] -           |
O-------------------------------------------------------O

I didn't really think about equipping my minions in this, because I had
already upgraded my blues and browns through Rose.  Note that the Beer 
Kettle gives all your minions a permenant boost as well, and if your 
going evil then Velvet will upgrade your reds and greens, which for the 
purpose of this guide is probably superior.

Fortunately, Evnev8 was not so lax in this area, and has submitted his 
plan for a well-equipped horde.

Crates and barrels and things drop items as you play, but you have to 
load out of an area and back in to get them to respawn, which takes some 
time.  In the dungeon, as soon as you mop up a horde, you can immediately 
jump into another battle - just like harvesting lifeforce. 

--- After Mellow Hills

The Halfling Cooks drop good items for their stage in the game, but the 
first great battle is the Zombie horde. The second is the Dwarven Warrior.
Anytime I lost minions (especially browns) I'd come here and get fresh
ones geared back up in no time. I noticed you mentioned melee is a
mistake with zombies, but I actually think it is the best.

Since your FAQ is a dungeon guide, and you already mention lifeforce 
farming, I think it would be incomplete not to mention this usefullness
as well.

-- After Heaven's Peak

The thing I do for Zombies is like fishing. Park your reds and blues
and sweep your greens and browns just close enough to lure a gaggle of
the corpses out, pull them back to you and rush them with the browns and
greens. As soon as all of your melee minions are engaged, get in there
and start wacking. You have to keep a watchful eye out because if you see
a minion go down, get over to it so that your blues can rush in and pick
up the body safely. 

They drop so many minion items it isn't funny. Of course, an army of
reds works wonders here too, but I think it is the Brown and Green
minions that benefit from the drops the most. With fresh minions, you can
probably safely pull out 10-12 zombies without things getting out of hand.
But once you've gotten a good amount of Browns beefed up, you can pull more
without any worries.

Earlier on, before you get your blues, this is still a cake walk, but you
have to be active in controlling your minions and shouldn't enter the fight
as your reds will be following you. Stack up on mostly browns and 5 reds.
In the opening of the match select just your browns and play the fishing 
game.When the Zombies get close enough for your reds to start chucking, 
sic your browns on them. 

As soon as the last brown is engaged, call them all back. When they all get
back to you, rush em out again. Trust me, you won't lose any browns this way
and the Zombies will be toast in no time. I use this hit and run method to
deal with most melee monsters in the game, as armored browns really don't
start dying unless you leave them engaged too long. Works well against the 
Halfling Cooks too if you haven't gotten to the zombies yet.

--- After Golden Hills

The dwarven warriors drop the best gear before you get to the desert. Stack
up browns, about 10 blues, and 5 greens. If you get close enough, you can
pull the front five of the Dwarven Warriors off and lure them back. As soon
as they get close enough, rush them with the Browns and greens, just like
with the Zombies. (The greens automatically position themselves to jump on
their backs). 

Getting over to the fallen ones is so important here, because if you don't,
the splash damage of the Dwarves will knock your blue minions over. Of course,
this method works best if you have atleast a Durium weapon. I find it is 
better to buy a sword and pump all your minions into the extra fire and
physical damage, since it attacks faster, the dwarves can't be knocked back,
and clumped foes tend to distribute the heavy blow damage. 

(Actually, this is why the sword is my favorite weapon since anything worth 
worrying about can't be knocked back anyway...) This method will kill the 
dwarves quickly and you will have a small army running around with Double Axes
and little birdie helms in no time. Of course this becomes pointless when you
reach the desert, but works wonders finishing the dwarven level and up until
you minions start to get their desert gear.

Kudos to him for typing all of that and being nice enough to send it to me.

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|                  - The Groups [GRP] -                 |
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The Dungeon is not a complicated place really, you only need two different
groups of minions to lay waste to everything in it with minimal loss of 
life.  Of course, you'll be doing most of the grunt work, but these groups 
will make it much easier.  I've put the projections at 30 minions max, as 
that is what I used to beat them.  If you have more, just up the reds or 
greens.

The Ranged Group -  

Red Minions x25 
Blue Minions x5

This group will waste about 3/4 of the dungeon with no problems.  When 
the fight begins, just waypoint them slightly back from the middle of 
the dungeon and lure your enemies to them.  Stay in front of them and 
be a damage sponge while hacking away at your foes, and they'll end up 
killing about as many as you do.  On some matches, they'll kill all of 
them, without your assistance in the least.  The blues are there to make 
sure you still have 30 in event that one or two enemies get by you and 
start slaughtering your minions, as the Reds are the second weakest in 
the game.

The Melee Group - 

Brown x10
Green x20

The 25% or so of the dungeon that the Ranged won't get is mostly the 
nasty enemies like trolls and rock giants and rabid unicorns and 
whatnot.  Greens waste these with their sneak, the browns are there
for distraction.  When the fight begins, waypoint the greens off to 
the side and keep your browns close.  Lure your enemies by the greens,
and attack when they do to quickly kill the opponent.  This group will
take a lot of casualties, unfortunately, given their up close and 
personal combat style, so be prepared to replace them.

Ars Arcanium - Solo

If you have maxed out Arcanium equipment, you don't need minions at 
all.  Most of the fights can be done with no problems, and the few
that prove harder I've pointed out.  

---Submitted by Evnev8

Balanced - 

15 Browns
5 reds
5 blues
5 greens

I up the browns and blues as I get more minions. 

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|                - The Battles [BTL] -                  |
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For you convience, I've marked these B1-B33 as well as labling them.

B1 - Battler Beetle

Group to use - Ranged

Difficulty - 2/5

First Encountered - Castle Spree

Waypoint your group to the middle and engage the beetles as you 
see fit.  Make sure you lure them into the Red's firing range, 
they'll make your life much easier.

--- Submitted by Zing Freelancer

I use to fight them with 10 browns (Or more if possibel, 15 
is best) 10 greens and 10 blues. Firs when I come before I hit 
the middle I place my blues on guard and then right in front of 
the greens and in front of the browns. You should have browns 
selected as they usually mess up their formation and won't fight 
properly. So you need to recall them and replace guard marker.

What I do then is to pull 10-12 of beetles into my browns and 
then do a quick sweep. Greens will jump from behind and help 
as well. Be careful as if beetles attack you before you they hit 
browns greens will jump out and attack, then you have to help out 
as many might die... After you do so 2-3 times you can call all 
back and just send them to finish the rest of beetles remaining 
and then lets this small evil creatures collect life force for you. 
Works totaly on all types of beetles. However, I would approach 
Magma beetles with caution.

B2 - Bloody Unicorn

Group to use - Melee

Difficulty - 3.5/5

First Encountered - Evernight

Size - 6 (Six)

Ugh.  I hate these things.  Waypoint your greens to the side, and 
wait for their charge.  Hopefully it will miss you and the greens, 
but if you have to make a choice, the browns are fodder.  The 
unicorns are very good at close combat, and while they aren't hard 
hitters it does add up.

B3 - Boulder Beast

Group to Use - Melee

Difficulty - 4/5

First Encountered - Golden Hills (Pass)

Size - 6 (Six)

Since you only had to deal with one of these at a time before, the 
advent of six staring you in the face will probably be a surprise.  
Don't panic, if you do, you die.  Waypoint the greens near the 
entrance, and then get of the way, at least two will be coming for 
you.  Try to kill these before the others notice you, and don't go
to far into the arena.  

If all six come after you, melee as fast as 
you can and stay away from your greens.  Invisibility won't stop 
the beasts roll, and if you lose the greens it will get much more
difficult.

B4 - Dazzler Beetle

Group to use - Ranged

Difficulty - 2/5

First Encountered - Evernight

More beetles.  Waypoint your group to the middle and engage them
as you see fit.  Make sure you lure them into the Red's firing 
range, they'll make your life much easier.

B5 - Dwarf Bomber

Group to use - Solo

Difficulty - 0/5

First Encountered - Golden Hills (Pass)

Size - 5 (Five)

These guys are cake.  Your up against five of them, and all they do is 
throw bombs.  One at a time.  Make with the whacking. 

B6 - Dwarf Crossbowman

Group to use - Melee

Difficulty - 3/5

First Encountered - Golden Hills

I thought these guys used guns, but whatever.  They fire rather fast
firey projectiles at you that hurt quite a bit.  Ranged is suicide on 
these guys, use your browns to distract a few of them while waypointing 
your greens behind the main line.  Then help them as best you can.  
Try to corner them, they don't shoot when their running and are very
weak physically.

B7 - Dwarf Miner

Group to use - Ranged

Difficulty - 2/5

First Encountered - Golden Hills

These are the basic dwarfs with pickaxes you killed by the hundreds
in Golden Hills.  They hurt a bit, and theres a lot of them, but the 
only thing you should worry about is that they tend to go for your 
minions first, and Reds are weak to everything.  Kill them before 
you have a lot of dead fire throwers.

B8 - Dwarf Warrior

Group to use - Ranged

Difficulty - 2/5

First Encountered - Golden Hills

These guys are the bigger dwarfs wielding large axes.  They don't 
pose any more of a challange then thier lesser kin either.  Lure one
line into the Reds range, then finish them off.  Rinse and repeat.

B9 - Flamer Dwarf

Group to use - Solo

Difficulty - 3.5/5

First Encountered - Golden Hills

Size - 10 (Ten)

In another wierd difficulty spike, the dungeon throws out ten
of these guys at once, which makes rushing them impossible.  
Fortunately, they are incredibly stupid.  

Head the side of the arena (either one works fine) and approach
the first dwarf until he shoots fire at you.  You'll know this
by its distinctive vacuum sound.  Back out of its range and note
the distance you need to be to trigger it.  

Now stay just outside that line and the silly dwarf will attempt 
to waddle towards you.  Keep stepping back in time to its' 
movements until its away from it's companions, then activate the 
flames.  As soon as their done, rush in and deal him three sharp 
whacks, which will set off his canister and make him pop like a 
festive firecracker.

Repeat this for the other dwarfs, and yes, it's going to take a 
while.  Keep in mind that the arena floor is not an even surface,
so you need to note the range at which the dwarf starts waddling,
not the range the flames go.  Failure to do so will end up with
you getting roasted once the dwarf crests a hill you didn't 
notice.

--- Submitted by Kresselack

I had 40 reds and 10 greens. (Probably don't need that many reds 
with you, and browns can work instead of/with greens)  At first I
was pulling the dwarves out one by one like in the guide, except I 
used reds instead of my overlord since they are immune to fire. 
I killed two of them that way, then started thinking of how you are 
supposed to beat them. 

I had just fought the ones in the arcanium mines, so it dawned on me
that I could guard marker my reds and move them all behind the dwarf 
line, which made all the dwarves attack them, to no avail of course.

All you need to do then is move in with greens/overlord/browns and 
start picking off the dwarves once they start firing. When you get one 
down, you probably need to run/call them back since at least one dwarf 
seemed to focus on me/my minions after his flame salvo ended,  but he 
will go back to the reds when you get out of range.

--- Submitted by Evnev8

Create a small army of red minions. Seriously, it can be 5.. When the 
match starts, sweep your reds around the back of the flamers and once 
you have all of their attention, plant them there. 

This is where you walk up behind them and start pounding out a calypso 
tune on their backs. They will just keep torching your Red Minions, who 
will keep laughing and taunting them with harmless little fireballs. 
Keep on your toes though, not only to move away from the exlposions, 
but also because occassionally, one will decide it wants to turn back to you. 

Simply move away. When his fire dies out, he'll turn right back to the reds. 
They will all be dead in no time.

--- Submitted by Freaky Tiger

Here's a great way of dealing with the flamethrower dwarves - send one red 
minion forward right into the center of the dwarves, putting it on a guard 
marker.  They'll try to light his ass up but being fire minions they are 
immune to this attack.  Most (but crucially, not all of) the dwarves will 
mainly face inwards in the direction of the lone red minion, forever flaming
it but doing no damage.

This allowins you the option of sending some browns and greens down the side 
of the arena and onto the backs of the dwarves.  After getting a few good 
blows in, some of the nearer dwarves will turn around and waste your 
browns / greens, but the idea here is just to whittle away at their health.  

Its best to send single minions at a time to do this - they'll knock off 
about a third to a half of a dwarf's health before being toasted - and its 
important to keep attacking the same dwarf so as to reduce their numbers.  

Note that after killing your minion, all dwarves will then refocus their
attacks on the lone red, and so you send another minion to attack.

B10 - Fallen Knight

Group to use - Ranged

Difficulty - 2/5

First Encountered - Heaven's Peak (City)

The good Sir William's retainers (NOT the cultists, their later).  
They aren't much of a threat, though they tend to go for your 
minions before you.  Show them their error.

B11 - Forest Troll

Group to use - Melee

Difficulty - 5/5

First Encountered - Evernight

Size - 8 (Eight) (Nice mis-leading name, no? >_<)

You remember the trolls of Evernight?  Big bastards, favored the paint?
Never had to face more than 2?  The game pits you against 8 here, 
and they all rush you at once.  Not fun.  Waypoint your greens to the 
side, and stay near them until the trolls get there, then attack any 
troll the greens do.  You WILL lose minions, as the trolls here are 
overly fond of their "belly flop" move, which squishes all minions on 
their back (WTF?), but hopefully you'll end up with one or two trolls 
left when your minions bite the dust, which you can easily solo.

B12 - Ghost Elves

-- Submitted by Freaky Tiger

Looking at your list I can see I'm missing the ghost elves on my own
dungeon list.  That's probably because I played straight through on
my first attempt trying to get the 0% corruption achievement, so I've
never actually attacked one.  Might be worth mentioning that in your
guide.

Freaky Tiger makes a good point here.  The ghost elves in Evernight
can be safely attacked at any point in the Mother Goddess Temple
without any fear of corruption gain.  You only have to kill one, but
wiping them all out makes moving around much easier.

Group to use - As many blues as you can summon

Difficulty - 2.5/5

First Encountered - Evernight (Mother Goddess Temple)

This is the only group you can't solo, because only blue minions
can affect the ghost elves.  You can't do a thing in this fight,
so just mass blues and rush the Elves.  You should get them 
easily.

B13 - Halfling Cook

Group to use - Ranged

Difficulty - 2/5

First Encountered - Mellow Hills

A bit of a breather.  The halflings, in general, suck, and the cooks 
are the best of their sad army.  The Reds will handle crowd control, 
so you can mix it up as you see fit.  Just don't let them get to 
close.

B14 - Halfling Rocktlobber

Group to use - Melee

Difficulty - 1.5/5

First Encountered - Mellow Hills

Their attacks hurt a bit, so just rush them with your minions for 
a quick victory.

B15 - Halfling Spearman

Group to use - Ranged

Difficulty - 1.5/5

First Encountered - Mellow Hills

They have a bad habit of standing at attention while your minions
set them on fire.  Take advantage of this.

B16 - Halfling Swordman

Group to use - Ranged

Difficulty - 1/5

First Encountered - Mellow Hills

You really don't need minions for these guys, but bring ranged for
insurance.  They die by the dozen.

B17 - Hulking Toad

Group to use - Ranged

Difficulty - 1/5

First Encountered - Evernight

These guys are a joke.  A single salvo from the Reds toasts one,
so just lure them in one by one.

B18 - Magma Beetle

Group to use - Ranged

Difficulty - 2/5

First Encountered - Castle Spree

More beetles.  Waypoint your group to the middle and engage them
as you see fit.  Make sure you lure them into the Red's firing 
range, they'll make your life much easier.

B19 - Puff Beetle

Group to use - Ranged

Difficulty - 2/5

First Encountered - Evernight

More beetles.  Waypoint your group to the middle and engage them
as you see fit.  Make sure you lure them into the Red's firing 
range, they'll make your life much easier.

B20 - Red Priest

Group to use - Solo

Difficulty - 0/5

First Encountered - Halfway to Heaven Inn (Heaven's Peak)

Size - 5 (Five)

You don't need help for this.  It's the stupid cultists.  Go crazy.

B21 - Rock Giant

Group to use - As many greens as you can summon

Difficulty - 3/5

First Encountered - Golden Hills

Size - 6 (Six)

These guys are actually easier than the trolls, because they don't 
have a "death to minions" move.  Waypoint the greens near the wall 
and lure them in.  They'll probably all come at once, but since 
their so big they won't be able to attack you all at once.  Again, 
follow the greens to end the fight quickly.

B22 - Ruborian Fighter

Group to use - Ranged

Difficulty - 3/5

First Encountered - Castle Spree

These are the annoying looters that travel with Jewel and hang out
in the desert.  They wield two blades and generally make your life
difficult by wiping the floor with your minions.  Try not to let 
them do that here, they aren't good against your Mace.

B23 - Ruborian Bomber

Group to use - Ranged (Modified, see notes)

Difficulty - 2/5

First Encountered - Ruborian Desert

Just bring 30 Reds to this, as they're immune to the bombers
projectile attack while being able to damage them.  Sponge
for them if they get close, but the bombers are weaker than
the fighters and shouldn't give you much trouble.

B24 - Skull Boar

Group to use - Ranged

Difficulty - 2/5

First Encountered - Evernight

These are the big pig-men from Evernight that wield giant
hammers.  They are also much easier than they look.  Waypoint
your Red's in the center, and lure about 3 or 4 of them at a 
time to their firey doom.  When they get close enough to burn, 
run back and forth to make them do their immensely slow hammer
move.  You can whale on the them yourself from behind with
absolutely no risk.  

--- Submitted by Zing Freelancer

I used to pull 2-3 of them from the horde having my minions 
standing on guard at start, then when they are relatively long 
from the rest, I just walk to them and they will launch their 
attack, When they do it is question of timing. As fast as 
they start attacking you pull all your minions back and send 
them on this creatures when their hammers hit the ground. With 
3 Skull Boars you should manage to kill the last one just
before he starts a new attack.

They drop cool skull helmet and hammers, good for grinding red's 
and/or greens as well as browns.

B25 - Skull Rat

Group to use - Melee

Difficulty - 2.5/5

First Encountered - Evernight

The little archer bastards that liked popping out of the ground
in Evernight.  Only here, there's say, 30 of them.  This poses
problems because while they deal little damage 30 arrows 
still manages to hurt something fierce.  Send your minions 
in to deal with the main bit, then help them mop up.

B26 - Skull Stag

Group to use - Solo

Difficulty - 1/5

First Encountered - Evernight

Size - 5 (Five)

These are the wierd priest things from Evernight, and they
suck just as much here.  Solo this fight if you want.  One 
thing to watch out for is that they can resurrect others, so
keep hitting them until nothing moves.

B27 - Sluglet

Group to use - Solo

Difficulty - 0/5

First Encountered - Golden Hills

Size - 5 (Five)

In the weirdest dungeon switch ever, your pitted against five 
of the tiny slugs.  Solo this, then go to the next fight to 
discover WHY it's the weirdest.

B28 - Slug

Group to use - Solo

Difficulty - 5/5

First Encountered - Golden Hills (Glittering Mine)

Size - 10 (Ten)

When they say Slug, they mean the giant, three eyed monstrosity
you only had to face one at a time before (and two in Glittering 
Mine).  They pit you against ten here.  The trick is to get them
apart and whack it until it's brethren notice you by it.  You 
need to keep moving, because if they box you in your dead, and
as they are very big bastards they have an easy time of it in
this regard.

Typically, the majority will rush you while one or two stay in 
back just sitting there.  Go whack them.  Depending on how you
imbued your mace, one four hit combo (Yes, four, for some reason
the hitbox requires such nonsense if your locked on to the slug)
consisting of three normal swings and a power hit will knock off
roughly a quarter of the slugs health.  This is why you only want
to attack one slug at a time, because if you hit another slug on
the backswing the damage is distributed among them equally, and
they will sponge for each other.

You'll probably only get one combo on each slug before the others
move in to consume you, so stay light on your feet and find a new
one to whack.  This fight will take some time, but it gets easier
as you kill the fat bastards.  Keep in mind that when they die,
their bodies still block that space for a while longer, so don't
get trapped by a deflating sack of slime.

B29 - Succubus

Group to use - Ranged

Difficulty - 4.5/5

First Encountered - Heaven's Peak (Swamp)

Size - 5 (Five)

Ugh.  These ladies of the night suck more than one thing.  
Waypoint your group to the side and wait for the onslaught.
All five will probably try to gank you at once by getting a 
minion and running off to a corner to stomp on it.  This 
is unavoidable, just target one and bring it down as quick
as you can.  Melee if you can, but be aware that they have
some nasty close combat moves.

B30 - Troll

Group to use - Melee

Difficulty - 2/5

First Encountered - Slave Camp (Mellow Hills)

Size - 2 (Two) (WTF?!)

I don't know who decided that one troll encounter should 
have 8 trolls, and the other two, but he/she should not 
get a raise for a very long time.  This is cake compared
to the other battle, just rush them for an easy victory.

B31 - White Priest

Group to use - Ranged

Difficulty - 1/5

First Encountered - Heaven's Peak (City)

Size - 5 (Five)

Like the Skull Stags (B25) these guys can resurrect
each other, and like the Skull Stags, they suck.  Solo.

B32 - Zombie

Group to use - Ranged

Difficulty - 2.5/5

First Encountered - Understreets

The arena is infested with about 40 zombies, so melee is
out.  Lure them to your Red's and watch the fire works.
Mop up any they miss.

B33 - Zombie Lord

Group to use - Melee

Difficulty - 3.5/5

First Encountered - Understreets

They like casting spells that wreak havoc on your minions,
so try to kill them quickly.  They aren't bad with a sword 
either.  Stronger than your average Zombie.

O-------------------------------------------------------O
|                 - Farming [FARM] -                    |
O-------------------------------------------------------O

If you have maxed out Arcanium Equipment, the dungeon is the
best place for farming lifeforce.  The four beetle battles
give 75 lifeforce each every time, and you can solo them
in about two minutes (though it will still take forever
to get the 10000 lifeforce acheivement >_<)  Here are the
beetles:

B1 - Battler Beetle - Brown Lifeforce x75

B4 - Dazzler Beetle - Blue Lifeforce x75

B18 - Magma Beetle - Red Lifeforce x75

B19 - Puff Beetle - Green Lifeforce x75

Note that if you just want to mass lifeforce, the brown 
beetles take roughly three hits to kill, as do the reds.
The green and blue beetles take two.

--- Submitted by Khaotik08

If you get as many reds as possible and sweep them to the 
second far right or far left pillar on the wall. Station 
them there and then pull in bugs a few at a time. the reds 
will take the outside bugs while you work on the inside ones. 
This way you can do it with just durium equip, (maxed out 
prefered).  When I do it like this, I can pull up to 10-12 
of the bugs, kill around 8 and the minions will get the others. 
Quick, easy and safer.

--- Submitted by Lord_Josmar

What I do when I am going to farm lifeforce is get 1/2 greens 
and 1/2 blues. Guard post the blues at the very enterance 
before moving then guard post the greens a little before the 
halfway point. Then lure the beetles to the invisible greens 
and if one of the greens die then a blue will run up grab it 
and bring it back to life.
 
p.s. It is also a good idea if you have an uneven minion cap 
to have more blues then greens. I havent tested this technique 
on anything else so I dont know how well it will fair.
O-------------------------------------------------------O
|                 - Credits [CRED] -                    |
O-------------------------------------------------------O

Freaky Tiger, Khaotik08, Kresselack and Evnev8 for pointing out 
that reds are immune to fire, and thus are very good against the 
flamer dwarfs.

Evnev8 for his massive minion equipment guide.

Freaky Tiger for pointing out that you can and should kill the 
ghost elves if your going for 0% corruption.

Khaotik08 for his farming strat.

Lord Josmer for his farming strat

Zing Freelancer for his strats on the Skull Boar and Beetles

Me, for typing this

GameFAQs, for allowing this sort of thing

Codemasters, for making a game I actually wanted to 
write a FAQ on

O-------------------------------------------------------O
|                  - Contact [CON] -                    |
O-------------------------------------------------------O

Want to help me out?  Think your strat is better?  
Want to host this guide?  

Shoot me an email at

shadowsheir@gmail.com

and I'll see whats up.  If your strategy works, I'll add it 
in here.

Note - I still haven't found any better stratagy for the Slugs [B27] 
beyond a solo run (Khaotic8 sent one, but either he's a genius or I'm 
bad with minion control, as the minion loss was just to great >_<).  

If you can make them die with less than 15 dead minions, 
I'd love to hear it.

O-------------------------------------------------------O
|                    - Legal [LEG] -                    |
O-------------------------------------------------------O

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This FAQ is copyrighted by Austen La Place 2007.