If they break into your dungeon, you canīasically consider yourself dead. Secondly, that up to three parties of high-level tunnelling heroes will appear in the realm,Īll in the same place - a small room to the west. One, and the long north-south one up to the central room between your two Reapers' quarters. Had the chance to build replacements, and start claiming your corridors - the long east-west There are two serious problems with the "hard" way to win:įirstly, that the enemy will eventually beat down your two Magic doors, probably before you've
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That there will be no further hero drops, no more heroes will appear on the map except You destroy the enemy Heart early, then you have officially won the level: this means Orcs on the way: he may win, or he may lose.
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Known at start: Basic Five, Bridge, Guard Post.Ĭan research: All others - Speed Creature, Call to Arms, Conceal Creature, Hold Audience, Cave-In, Heal, Lightning, Protect Creature, Chicken, Disease, Armageddon, Destroy Walls.Ĭan be manufactured: Iron, Magic Doors: Alarm, Gas, Word of Power Traps. You can attract: Bile Demon (up to 2), Troll (up to 8), Orc, Skeleton, Tentacle.Įnemy can attract: Bile Demon (up to 2), Orc, Dragon, Warlock, Dark Mistress, Hellhound. Starting forces: 8 Imps, 1 Warlock, 2 Horned Reapers (all 1st level)Įnemy's starting forces: 7 Imps (1st level), 2 Orcs (8th level), 1 Vampire (2nd level). Your choice, depending on who you transferred from the previous realm. Dungeon Keeper Level 16: Tulipscent Dungeon Keeper level 16: Tulipscent.ĭifficulty: Medium but EXTREMELY risky, or punishingly hard but less risky.