Campaign Walkthrough
Welcome, aspiring Keeper, to the dark heart of the Dungeon Keeper campaign! This section will guide you through each treacherous level, offering specific strategies, identifying key items, and helping you crush the forces of good. Remember, patience and a healthy dose of cruelty are your best allies.
Level 1: The First Steps
This introductory level serves as your training ground. Focus on understanding the core mechanics.
- Objective: Destroy the Hero Gate and eliminate all heroes.
- Initial Setup: You start with a small Dungeon Heart, a few Imps, and a modest gold vein.
- Strategy:
- Digging & Gold: Immediately instruct your Imps to dig out the gold veins directly adjacent to your Dungeon Heart. Gold is paramount for building rooms and attracting creatures.
- Hatchery: Your first priority is a Hatchery. Place it near your Dungeon Heart. This will attract Bile Demons, which are excellent early-game tanks.
- Lair: Next, build a Lair to house your creatures. Ensure it's large enough for your initial recruits.
- Training Room: Once you have a few creatures, construct a Training Room. Leveling up your creatures is crucial for their effectiveness in combat.
- Reinforcements: Heroes will periodically emerge from the Hero Gate located to the north-east. Position your strongest creatures near this entrance.
- Destroying the Gate: Once your creatures are sufficiently leveled (aim for at least Level 3-4), direct them to attack and destroy the Hero Gate.
- Final Cleanup: After the gate is gone, systematically hunt down any remaining heroes on the map. Use the "Scout" spell if you're having trouble locating them.
- Important Items:
- Gold Veins: Abundant in the starting area.
- Hero Gate: Located in the north-east corner of the map.
Level 2: The Goblin's Gambit
This level introduces more complex dungeon layouts and the need for strategic room placement.
- Objective: Conquer the rival Keeper's Dungeon Heart.
- Initial Setup: You begin with a decent starting area and access to a few new room types.
- Strategy:
- Expand & Fortify: Quickly expand your dungeon to secure more gold and gem veins. Dig a perimeter around your Dungeon Heart and consider placing Reinforced Walls to deter early enemy incursions.
- Library & Research: Build a Library as soon as possible. Researching spells like Heal and Speed will significantly aid your creatures in combat.
- Bridge Building: There's a chasm separating your starting area from the rival Keeper's dungeon. You'll need to research and build Bridges to cross it. Identify strategic crossing points.
- Recruiting Goblins: This level often features a significant number of Goblins. While not the strongest, their numbers can be overwhelming. Consider building a Guard Post near your bridgehead to defend against their rushes.
- Scouting Ahead: Use the Scout spell to get a clear picture of the enemy's dungeon layout and defenses before launching a full assault. Look for their Dungeon Heart and any strong creature concentrations.
- Offensive Push: Once your creatures are well-trained and you have access to key spells, launch a coordinated attack across your bridge. Focus fire on the enemy's Dungeon Heart. Use Possess on a strong creature to directly control it during the assault.
- Important Items:
- Gem Veins: Located in the deeper parts of the map, providing a steady income.
- Rival Keeper's Dungeon Heart: Typically well-defended, often found in the opposing corner of the map.
Level 3: The Wizard's Tower
Prepare for magical resistance and powerful hero units in this challenging level.
- Objective: Destroy the Wizard's Tower and eliminate the powerful Wizard hero.
- Initial Setup: You'll find yourself in a more confined starting area, with immediate threats from hero patrols.
- Strategy:
- Defensive Posture: Prioritize strong defenses early on. Heroes, including the formidable Wizard, will be more aggressive. Build a Guard Post and staff it with your strongest creatures near any exposed dungeon entrances.
- Torture Chamber: Construct a Torture Chamber to convert captured heroes into powerful creatures like Dark Mistresses or Warlocks. The Wizard, if captured, can be a game-changer.
- Temple: A Temple can be useful for attracting Imps or even converting captured heroes if you lack a Torture Chamber.
- The Wizard's Tower: The Wizard's Tower is heavily fortified and often surrounded by magical traps. Research Lightning and Boulder spells to soften up its defenses from a distance.
- Anti-Magic Strategy: The Wizard is a potent spellcaster. Consider recruiting creatures with magic resistance, such as Horned Reapers (if available) or well-trained Bile Demons. Use the Speed spell to close the distance quickly and prevent the Wizard from casting too many spells.
- Target the Wizard: Once you breach the tower's defenses, focus all your creature's attacks on the Wizard. He is the primary threat. Once he falls, the remaining heroes will be much easier to deal with.
- Important Items:
- Wizard's Tower: The central objective, heavily guarded.
- Wizard Hero: A powerful spellcaster, often found within or near his tower.
- Traps: Be wary of various hero traps surrounding the Wizard's Tower. Use Imps to disarm them or simply absorb the damage with expendable creatures.