'Your Library is still not functional; you must enlarge it!' - The Mentor (DK2)
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"Sparklydell. Here in this land you finally face a challenge worthy of your dark skills. Keeper Morgana defeated Lord Brutus and was in turn challenged by the most fiendish enemy you have yet to face: the She-Devil Keeper known as Raksha. The land has since been invaded by more Keepers. This land is in chaos, with every Keeper fighting for himself. You must eradicate them all to claim your next Portal Gem. Choose your path, Keeper..."
Carnage is the 11th level of the Dungeon Keeper 2 campaign and is located in Sparklydell. There are three versions of this mission, from which the player can pick one. Each version has the red, blue, and green Keepers change their starting positions (the purple and yellow Keepers stay put), depicting different difficulty levels. Each version offers a more or less narrowed starting position to the player than the previous one. Unique for Dungeon Keeper 2's campaign, the player will face only rival Keepers; there are no heroes in this level.
In each version, the player has to fight against four other Keepers, which differ depending on which route you take:
A) Belial, Drako, Morgana and Raksha
B) Kronos, Drako, Morgana and Raksha
C) Belial, Kronos, Morgana and Raksha
All of them, except the yellow Keeper, are controlled by relatively aggressive AIs and will also tend to attack each other. Presumably, Sparklydell's Lord Brutus was slain by one of these Keepers prior to your arrival (according to an unused Mentor speech, it was Morgana).
Note: In some versions, at least two of the enemy players appear to be allied; their creatures neither attack each other nor do their Imps claim each other's territory.
"A fine choice Keeper, you begin in a well defended location, but your resources are limited. Swiftly assemble your minions and attack before the others grow too strong."
Utilise your new traps to deal as much damage as possible
Breakdown
Red Keeper (Human)
Creature Limit
45
Starting Gold
15000
Starting Forces
4 Imps
May Attract
May Create or Summon
Rooms
Spells
|
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Traps & Doors
Blue Keeper (Belial)
Creature Limit
45
Starting Gold
15000
Starting Forces
4 Imps, 6 Bile Demons
May Attract
May Create or Summon
Rooms
Spells
|
|
Traps & Doors
Green Keeper (Drako)
Creature Limit
45
Starting Gold
10000
Starting Forces
4 Imps, 7 Salamanders, 2 Mistresses
May Attract
May Create or Summon
Rooms
Spells
|
|
Traps & Doors
Yellow Keeper (Morgana)
Creature Limit
45
Starting Gold
15000
Starting Forces
4 Imps, 6 Goblins
May Attract
May Create or Summon
Rooms
Spells
|
|
Traps & Doors
Purple Keeper (Raksha)
Creature Limit
45
Starting Gold
15000
Starting Forces
4 Imps, 9 Mistresses, 2 Warlocks
May Attract
May Create or Summon
Rooms
Spells
|
|
Traps & Doors
Strategy
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"A most interesting decision you have made Keeper. You have access to a large amount of solid ground in which to expand. Use it well as I feel your enemies are greedily eyeing your great tracts of land."
Keep your stronger rivals at bay while you attend to the weaker ones
Utilise your new traps to deal as much damage as possible
Breakdown
Red Keeper (Human)
Creature Limit
45
Starting Gold
15000
Starting Forces
4 Imps
May Attract
May Create or Summon
Rooms
Spells
|
|
Traps & Doors
Blue Keeper (Kronos)
Creature Limit
45
Starting Gold
15000
Starting Forces
4 Imps, 10 Warlocks
May Attract
May Create or Summon
Rooms
Spells
|
|
Traps & Doors
Green Keeper (Drako)
Creature Limit
45
Starting Gold
15000
Starting Forces
4 Imps, 6 Salamanders
May Attract
May Create or Summon
Rooms
Spells
|
|
Traps & Doors
Yellow Keeper (Morgana)
Creature Limit
45
Starting Gold
15000
Starting Forces
4 Imps, 6 Goblins
May Attract
May Create or Summon
Rooms
Spells
|
|
Traps & Doors
Purple Keeper (Raksha)
Creature Limit
45
Starting Gold
15000
Starting Forces
4 Imps, 10 Mistresses, 2 Warlocks
May Attract
May Create or Summon
Rooms
Spells
|
|
Traps & Doors
Strategy
This variant puts you in a mostly excavated area of the map with lots of room to build many rooms and a good amount of starting gold deposits within the area. To the east, Drako is busy dealing with Morgana and eventually, he'll be battling Raksha. Your immediate threat is Kronos, who will soon end up tunneling into your dungeon from the west; despite him saying that he will train elite troops, he tends to invade before most of his forces are properly trained, so he is not particularly hard to defeat. After he is gone, you can take control of his dungeon and mine the gold west of his and then focus on fortifying and dealing with the remaining two keepers (by now, Morgana is either already dead or has turned the tables and killed Drako). They will likely be battling each other, so you may be able to chip away at their defenses and dungeon before striking the killing blow on their dungeon hearts.
"You have chosen the most difficult path Keeper. There is no Portal available. To compensate, you have arrived with some of your strongest minions. It would be a terrible shame if another Keeper were to lose his Portal to your fell clutches. Attack quickly; surprise and slaughter are the means to obtaining this land’s Portal Gem."
Assault your neighbour before he can queer your pitch
Utilise your new traps to deal as much damage as possible
Breakdown
Red Keeper (Human)
Creature Limit
45
Starting Gold
15000
Starting Forces
4 Imps, 2 Mistresses, 3 Salamanders
May Attract
May Create or Summon
Rooms
Spells
|
|
Traps & Doors
Blue Keeper (Belial)
Creature Limit
45
Starting Gold
15000
Starting Forces
4 Imps, 6 Bile Demons
May Attract
May Create or Summon
Rooms
Spells
|
|
Traps & Doors
Green Keeper (Kronos)
Creature Limit
45
Starting Gold
15000
Starting Forces
4 Imps, 6 Warlocks
May Attract
May Create or Summon
Rooms
Spells
|
|
Traps & Doors
Yellow Keeper (Morgana)
Creature Limit
45
Starting Gold
15000
Starting Forces
4 Imps, 6 Goblins
May Attract
May Create or Summon
Rooms
Spells
|
|
Traps & Doors
Purple Keeper (Raksha)
Creature Limit
45
Starting Gold
15000
Starting Forces
4 Imps, 8 Mistresses, 2 Warlocks
May Attract
May Create or Summon
Rooms
Spells
|
|
Traps & Doors
Strategy
Although this variant of "Carnage" is described by the game to be the most difficult one, it is fairly easy to win. The initiating steps are of vital importance to gain an advantageous position, considering, that all enemies have more opportunities to expand their dungeons, while the player doesn't even begin the game with a Portal to claim. However, he employs a few Salamanders and Mistresses, all around level two and four. They will carry the player through the early game.
First of, any narrowed building space should be ignored for now. Instead, the player could carve a way to the northwest side of his Dungeon Heart. Morgana directly borders him, and is unprepared for assault. Although she owns a Portal, her starting creatures are few and untrained. A wise player takes advantage of this and straightly heads to the yellow Dungeon Heart, then taking over her tiny dungeon. The gold around his base keeps the player well supplied for now.
However, don't disband your Call to Arms flag, as there is no hesitation to be conducted yet! Raksha maintains by far the most developed dungeon of all Keepers on this plane, but has not gathered all her creatures. If the player gives her enough time, she will be almost unbeatable. Raksha borders the dungeon of the former yellow Keeper that now belongs to the player. A Stone Bridge should be built directly from the yellow's destroyed Dungeon Heart to the purple wall northwest. That is where the next, ripe heart is ready for harvest.
The player should ignore the fact that his forces are still in small size. The rush strategy proves to be absolutely valuable when encountering those two Keepers. As the purple Dungeon Heart is attacked directly after the yellow one has been destroyed, the player will face mediocre to almost no resistance at all. As soon as Raksha has fallen, the player can claim a huge dungeon for himself and has three Portals to muster his growing pool of creatures with (and there is even a fourth one ready to take by just digging a tunnel in the northwest corner).
The last two Keepers, Belial and Kronos, should be no problem at all. They feature tiny dungeons, few creatures, and are easy to overrun with your forces. There is no pressure any more. When the mission ends is now up to the player alone.
Tips[]
Selecting the C variant gives you the most personal freedom in pacing and the most chance to leech off all the other Keepers - at least as long as they don't randomly decide to attack each other.
Tested on the C variant, but probably true for all three: You can claim 1 Neutral Salamander on this level.
Trivia[]
The names of the enemy Keepers are possibly references to various mythological or historical people or beings:
Belial - Hebrew word that now refers to the Devil. Belial is also the name of a The Deeper Dungeons level, and is presumably a reference to the same being.
Raksha has an old darker claimed pathtileset, which all keepers had and used at some point during production. This is visible numerous times on development screenshots. Her tileset modernization, so to speak, was possibly overlooked.
The level(s) was misspelled 'Sparkleydell' by Scott Udell. (1998) Strategy Plus, Inc.
Notes[]
↑Seen if you edit one of these maps to include hero-owned reinforced walls.
↑Lord Brutus was defeated offscreen by Keeper Morgana.