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1998-02-05
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WIZZARD`s Power Words to DUNGEON KEEPER v1.1
============================================
Here are my Power Words for the long-awaited game
>> DUNGEON KEEPER <<
Well, this game has nearly nothing to do with a
classical roleplayer-game like Dungeon Master or
Ultima Underworld (my sisters & me had a nice time
in those dungeons ;-) exept the story. It is more
a realtime-strategy-game with some real new &
interesting ideas. And realtime is the right word.
You have to be fast & you've got to know what and
where everything happens. In many cases you can`t
direct your monsters like in Warcraft II ("attack
this" or "stand there"), but you can direct them
though your planning.
- Money: don`t underestimate the importance of
getting enough gold or better: jewels (infinite
supply of money). When you find some rocks with
jewels, dig them free form all sides, click them
all & put many imps next to them. Up to three
imps can work at the same time on one side of
a rock. Money problems solved - better than any
credit card ;-)
- You can control your imps by exactly placing
on certain places. For example if you want an imp
to mark your dungeon at a special place, put him
at the last marked point. Or put him directly next
to a place where you want him to dig. So you can
choose what to be done first - time is important
in this game.
- You like to have many Wizards for fights & for
fast research. So build a BIG library at the
beginning. Happy FUL IR!
- Put the demon lizard in the library - it can
do research, too.
- After the first levels it is more difficult
to find gold near your main complex. Your imps
have to walk long way to bring it to your treasure
chambers. So build some treasure chambers next to
the far-away-gold rocks. In solo-player a good
option, but in multi-player you have to look
that no player steals your gold. And to prevent all
your monsters running through the whole dungeon at
the payday you should from time to time take some
money to your treasure chamber next to your
fitness center.
- While you continue training your creatures they
get more & more "Hit Points" and sometimes after
gaining some levels they can transform to a higher
life form. The demon spawn gets after the 10. level
a dragon.
- Using spells in battle is interesting when you've
enough money. To use them more exacly and faster
open the battle window (the sword of the info-icons).
When you hold down the left mouse button during
a spell, it gets more powerful & more expensive
as well.
- If you've got a Pentium 133 or better, you should
try the SVGA Modus (activate with ALT-R): 32 Meg`s
or more bring fast & good gfx.
- From time to time some of your monsters like to
walk around and attack the enemy on their own (for
example the flies who are good explorers of new
territory). If you get this there-is-a-fight-message
(you don`t want) you can just take them fast to
another location with the monster menu. This
works good to save imps which are working near
enemy territory and get attacked.
- Traps: nice to have them - bad to run into them.
The best way to get rid of enemy traps is to send
some imps into them (one after another: buy new
imps AFTER the trap is destroyed). The trap looses
finally it`s charges.
- Traps II: You want to enter a room with enemies.
Open the door first, remove the attacker. If
possible you should put some traps on the way
leading out of the enemies room. Then take a wizard,
put him before the room. Uuuuiii, the alarm goes.
Let them fight a bit, then take him & put him more
into the direction of the traps. The enemies will
follow and run into the traps.
- To find all your monsters: right-click them
several times in the monster menu. The computer
switches from monster to monster and shows its
location to you.
- Heal your most important monsters after a fight
with a spell or better: give them chicken.
- To use the training or research more effectively
you should build at least some ChickenMcnuggets and
treasure cambers next to the training room or the
library. Then your monsters don't have to walk long
distances when they get hungry.
- Specials: you don`t have to use them at the time
you find them. Your imps will carry them to your
library, many times it is better to use them later.
- The temple: they're good at rising the morale
(angry creatures calm down, meditate ;-) If you`ve
at least nine squares of temple and build it near
water, a tentacle might join your party.
- The temple II: when sacrificing several imps,
they get much cheaper to buy! Do that, it`s a power
trick!
- Talking about sacrifice: a fly & spider: you get a
worlock, beetle & spider: a dark mistress for free,
beetle & bettle: manufacturing completed, fly & fly:
research completed (use it later in the longer
research topics). Don't sacrifice undead creatures
or even chicken.
- Even dead creatures can serve
your plans, put imps nearby after the fight, then
bring them to the graveyrad. And after some time,
you`ll get a vampire, one of the strongest fighters,
treat him with respect (don`t slap him). To get more
of them you can get a prisoner, put him into a small
empty room, lock with a strong door and add some
imps. They'll be killed soon, remove the hero to
the prison and let your imps bring away the dead
imps to the graveyard (better build it nearby).
Soon you'll have a nice legion of vampires. They
should get their own training ground, because
they like to fight the worlocks/magicians. You
can place a hellhound on a graveyard to get
vampires faster.
- If your monsters are training (& using money
when you don't have enough) just isolate the
fitness center with a locked door. But when your
creature get bored, they might fight each other.
- With the combination of prison and torture chamber
you can get new fighters on your side. When your
creatures don't kill the enemies (swich on the
prison-symbol in the Info-menu), the imps will
bring them to your prison (place them nearby
after fight). Heal or feed the prisoners (or
they will die and become a skeleton for your army:
not the best fighter). When in good condition you
can bring the prisoners to the torture chamber.
Sometimes they`ll tell you some secrets... You
can heal them during this procedure & shure after
some time they`ll join you. This is escpecially
interesting when you have inprisoned a strong magician.
- Warping into creatures: a nice thing - not only
because of the feeling walking through your own
dungeon. When you control a creature, it`s more
effective in a fight. If you have the time to do
it. If you like to walk through your dungeon
without the control menu hit the TAB-Key.
- Barracks: (wrong translation in the German version:
it means "Kaserne" not "Braracken", hehe) Here you
can form a troop out of a group of monsters.
Let some monsters walk in it (two swords appear
over their heads), one will become the leader
with the crown, the monsters will follow him
wherever he goes.
- Mistress - they like to be beaten, really.
To attract some of them, you need a big torture
chamber. SM in virtual reality ...
- If you need many creatures at a special place,
put there a "call to arms"-spell. To cancel that
spell click it three times with the left button.
- The Horned Reaper is one of the best fighters
in this game - and of course hard to get. You
can try to sacrifice a dark mistress, a bile
demon and a troll to get him. But it is difficult
to control. If it gets angry, just give him some
money (drop over it), and he`ll be in good mood again.
And now, enter your Dungeon, Keeper - with new
knowledge you can win!
Christian Wizzard == chrish@uni-muenster.de