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Belial is a level in The Deeper Dungeons expansion of Dungeon Keeper.

This is the expansion pack's finale, though indexed in the middle as level 92; Red's adversaries here consist entirely of Heroes, with the Avatar himself taking to field. Defeating the Avatar and destroying the white Dungeon Heart are both required for victory.

Breakdown[]

Fly 20
Beetle 20
Spider 20
Bile Demon 20
Warlock 20
Dragon 20
Troll 20
Orc 20
Dark Mistress 20
Tentacle 20
Vampire 20
Hound 20
Red Keeper (Human)
Creature Limit 20
Starting Gold 15000
Starting Forces 6 Level 4 Imps
May Attract
 
     
May Create or Summon
   
Rooms
 
 
   
Spells
 
   
 
       
Traps & Doors
   


Areas[]

Red Keeper[]

In Belial, the Keeper owns a 15-tile Hatchery and will never be able to build another. There are capturable ones out in hostile territory. For that matter, even the Portal just behind the south wall is in hostile territory.

An error in the retail map's script (an unclosed if statement around the victory condition) causes some of Belial's events and messages to fail. Claiming a Workshop, Prison, or Scavenger Room is supposed to make them instantly available for construction, but this does not happen. The Workshop is researchable. A Prison can be claimed. Though, as a Scavenger Room in particular is missing from the Library queue and not among the white dungeon's assets, neither the room nor the 20 Hounds in the Creature Pool will show up in this realm.


Tunneller Parties[]

Starting at the first Payday, Tunneller Parties will make ingress and attempt to breach Red. The true challenge in Belial is less the food shortage and more the woes brought-about by simply claiming the Portal. The Portal forcibly connects the Keeper to a porous neutral dungeon to the south. Almost invariably, this grey dungeon will be compromised by enemy Tunnellers and provide a path for the White side to launch a general attack.

  • Party "WAITA"
(1) (5) (5) (5) (5) (5) (5) - 4700 gold - This party appears in one of the white dungeon Lairs at Turn 10,000.
  • Party "WAITB"
(1) (6) (6) (6) (6) (7) (7) - 5700 gold - This party appears in one of the white dungeon lairs at 25,000t.
  • Party "WAITC"
(1) (7) (7) (7) (7) (8) (8) - 9800 gold - Heavy spellcaster group, white dungeon lair; 30,000t.
  • Party "WAITD"
(1) (6) (6) (6) (6) (6) (6) - 6000 gold - Melee group, white dungeon lair; 35,000t.


Neutral South Dungeon[]

Crucially, the neutral dungeon south of the Red Heart has the only Portal on the map. Also at the front end are a Workshop and some initial allies. The bottommost corridors of the complex lead to a four-faced Gem Seam isolated by Lava. From there, the lava extends out to the far SE white dungeon, a Prison dungeon, and even more gems.

Securing this neutral dungeon for gem mining and further exploration is very difficult. Exploring it leads to pop-in parties, consisting of around 35 foes, and the fast little Imps will prioritize aggressively claiming tiles (triggering the release of these parties) before fortifying existing walls. There are also the aforementioned Tunneller parties out there trying to connect this dungeon with the main white fortress. Hero Tunnellers cannot dig through neutral Reinforced Walls, but several white-aligned walls in this large place are considerable weak spots.

Quickly expanding the Workshop to produce Lava Traps is just about the only way to seal the neutral dungeon's points of entry.

Neutral Assets
Wandering Heroes
  • (4) (2) (1) (1) (1)
  • (6) (6) (6) (4) (4) (4) (4)

These Thieves and Giants perceive a path to the red heart directly after Red gains access to the Portal, and attack. More specifically, they will get to work on the heavy Iron and Magic Doors standing in their way. The Giants deep inside may end up flattened by the neutral dungeon's Boulder Traps, and Red having no ado with them is purely up to chance.

Parties
These will pop in as Red makes progress through the neutral dungeon.
  • Party "ONE"
(4) (2) (2) - 1750 gold - 2 copies, plus a random (5) with 750 gold
  • Party "TWO"
(4) (3) (4) (2) - 2650 gold - 2 copies
  • Party "THREE"
(5) (5) (4) (3) - 3600 gold - 1 copy; Gold stealers
  • Party "FOUR"
(4) (4) (3) (2) (2) - 3750 gold - 2 copies, plus a ronin (5) with 650 gold
  • Party "FIVE"
(4) (4) (4) (4) (4) - 4500 gold - 1 copy


Southeast Outpost[]

This isolated white dungeon contains a big Hatchery and useful prisoners.

Wandering Heroes
  • (4) (4) (4) (4) - exterior path
  • (2) (2) (2) (2) (2) (2) (2) (2) (2) (2) (2) (2) (2) (2) (2) (2) - interior
Parties
  • Party "SIX"
(4) (4) (4) (4) (4) - 2500 gold - Spawns in the interior, 250t delay, after it is breached
Neutral Assets
  • Hatchery - size 26
  • (7) (7) (7) (6) (3) - "prison" cells
  • (6) - south end
  • Two  Boulder Trap trap crates


White Prison[]

There are no ambush parties in the white prison area. If Red's own territory has been secured against the Tunnellers, they sometimes meander through this place's fortified walls and connect it to the main white dungeon. Red's objective here is to visit the Prison; the discovery is supposed to instantly research the room and make it available for placement. Unfortunately, a scripting error causes this reward to be withheld until the Avatar and white heart are destroyed.

Wandering Heroes
  • (5) (5) (5) (5) (5)
  • (6) (6) (6) (6) (6)
Assets
  • Prison (white)
  • (4) (4) (4) (4) - in prison


Gem Cluster, east end[]


Main White Dungeon[]

This fortress nearly empties itself out if Red's territory becomes accessible. When Red destroys the inner  Magic Door directly under the white heart, a final showdown begins.

West end
  • (5) (5) (3) (3) (3) - chamber with pool
  • (10) - a big barbarian professor guarding an Increase Level
  • (4) (3) (3) (4) (3) (3) (4) (4) (4) (4) (4) (4) (4) (4) (4) (4) - other interior guards
  •  Heal
  • (5) (5) - these are enemies, hero-side
Middle
  • (6) (6) (5) (5) (4) (4) (4) (4) - another chamber with a pool
  • Hatchery - 35 tiles
Top
Parties
  • Party "WAITD"
(6) (6) (6) (6) (6) (6) - 6000 gold - appears in a lair when the inner door is breached; formerly a Tunneller party, it now returns without a Tunneller
  • Party"DEFENDER"
(6) (6) (6) (6) (6) - 9000 gold - appears in a lair when the inner door is breached
  • Party "THREE"
(5) (5) (4) (3) - 3600 gold - appears in the neutral dungeon when the inner door is breached
  • Party "WAITC"
(7) (7) (7) (7) (8) (8) - 9800 gold - 650 turns after the inner door is breached, this party appears in the neutral dungeon
  • Party "KNIGHT"
(9) (9) (9) (9) (9) (9) - 6250 gold - 650 turns after the inner door is breached, this party enters through the Hero Gate west of the heart
  • Boss group - (10) (7) (7) (7) (7) (7) (7) (7) (7) - 132,000 gold
These heroes drop into a lava-bright corridor east of the heart 1000 turns after the inner door is breached. In the map script, the archer party DEFEND3, meant to double-spawn with them at both this location and the Hero Gate, was mistyped as WAIT3 (which is undefined), so the Avatar's ranged backup fails to appear in retail.


Messages[]

Briefing Text
"The Avatar is a wretched being, full of happiness and good cheer. Food is scarce in his land and the only Hatchery available is inside his dungeons. Destroy his mighty fortress and wipe the smile from his face before your creatures turn against you."
Player reaches door to SE outpost
"Decimate this outpost and send fear into the heart of the Avatar."
Player acquires a Vampire
"Entombed in stone by a cruel band of heroes, the Vampire you have rescued demands revenge for his imprisonment. His anger will make him a valuable asset to your army of evil."
The two messages above fail to appear.
Player breaches NE white dungeon
"The Avatar's castle is ripe for the taking. Train your forces well, Keeper. The ultimate battle awaits ..."
1min after Player breaches door S of white Heart
"The Avatar has massed an army of heroic Lords to confront you. Prepare to be attacked!"
White Avatar and Dungeon Heart destroyed
"Finally, you stand unchallenged. The world is yours to waste and despoil. I bet you have never felt so bad."

Trivia[]

Unused Parties
  • Party "DEFEND3"
(7) (7) (7) (7) - 4000 gold
  • Party "WAITE"
(9) (9) (9) (9) (9) (9) - 9000 gold - This party was meant to appear in a lair, backing up "DEFENDER" and "THREE" when the player bashes the inner door to the white heart. Instead of these fellows, another "WAITD" with mere level 6 samurai appears in the lair without its Tunneller.
  • Party "DEFEND4"
(7) (7) (7) (7) - 5000 gold - Supposed to appear alongside a copy of DEFENDER (a party seen in the final fight) in the White Dungeon's central Hero Gate, four-and-a-half paydays (45,000t) after Southeast Outpost is breached
  • Party "FINAL"
(10) (8) (8) (8) (8) - 8200 gold - ibid.
  • The name may be a reference to the Hebrew word originally meaning 'worthlessness', and later became a name for the Devil.[2]
  • Belial is also the name of a Keeper you may face in the Dungeon Keeper 2 level Carnage.
  • This is one of many levels where the designers took pains to limit the availability of Prison mechanics to the player. With 185 to 200 Heroes and Red's own forces, Belial is very close to the hard creature limit of 255.

References[]

  1. Prima's Official Guide To Dungeon Keeper Gold Edition. pp. 308-311. Prima Publishing. (1998). ISBN 978-0-7615-1581-4.
  2. Belial. Lexico. Retrieved on 3 November 2021.
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