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Submitted by System on 09/03/2006, 09:50. Print file.
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9) HIDDEN LAND


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

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a) DOORS
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1) WOODEN DOOR
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!).

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2) BRACED DOOR
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.

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3) STEEL DOOR
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.

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4) MAGIC DOOR
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.

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5) SECRET DOOR
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.

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6) BARRICADE
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.

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b) TRAPS
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1) SENTRY TRAP
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.
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2) FEAR TRAP
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!

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3) ALARM TRAP
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.

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4) GUARD POST
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.

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5) SPIKE TRAP
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.

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6) TRIGGER TRAP
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.

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7) BOULDER TRAP
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!


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8) FREEZE TRAP
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.

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9) LIGHTNING TRAP
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.

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10) FIREBURST
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.

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

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a) "WARCRY" - Smilesville
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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!

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