Daka-Gorn is the 13th level in The Deeper Dungeons expansion of Dungeon Keeper.
This deeper dungeon presents an offensive foray into a vast, winding white dungeon, warded by traps, where over two hundred Heroes roam. Think of Daka-Gorn as a nightmarish reinvisioning of Flowerhat.
Breakdown[]
Red[]
- Portal Speed: 500 Turns
Creature Pool Warlock
20 Dark Mistress
20 Bile Demon
15 Dragon
10
Red Keeper (Human) | |||||||||||||||||
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Creature Limit | 10 | ||||||||||||||||
Starting Gold | 15000 | ||||||||||||||||
Starting Forces | 6 Level 3 Imps | ||||||||||||||||
May Attract
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May Create or Summon
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Rooms
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Spells
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No Doors or Traps |
Claimable Items[]
- Top
- Middle
- Increase Level
Treasure Room with 17,600 gold
Temple
- Resurrect Creature
Protect Monster
Heal
- Storerooms with 46,000 gold
- Bottom
- Steal Hero
- Make Safe
Treasure Room with 17,600 gold
Lightning Strike - secret Dirt Path compartment, south edge
- Increase Level - secret Dirt Path compartment, lower west edge
Treasure Room with 20,800 gold
- Storerooms with 12,500 gold
Wandering Heroes[] | ||
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Top | |
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Middle lava islands | |
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Middle dungeon | |
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Bottom lava islands | |
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Bottom dungeon | |
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White Dungeon Heart chamber | |
Ambush Parties[] | ||
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PARTY3 | Top cavern |
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PARTY2 | Middle dungeon west |
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PARTY4 | Middle dungeon east |
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PARTY5 | |
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PARTY6 | Middle dungeon |
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PARTY1 | Middle dungeon terminus |
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PARTY7 | Bottom dungeon east |
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PARTY11 | |
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PARTY12 | |
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PARTY13 | |
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PARTY15 | |
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PARTY8 | Bottom dungeon west |
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PARTY9 | |
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PARTY14 | |
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PARTY10 | Anteroom to heart |
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PARTY16 | White Dungeon Heart chamber |
Strategy[]
- Briefing Text
- "Beware Keeper. This realm is infested with the sickly goodness of heroes and fairies. Hunt them down and feed them their own entrails."
The single open Gem face, the low creature limit of 10, and the enemy's locked doors (preventing White from ever going on offense without your consent) all encourage you to prepare a small level 10 force to meet the opposition here. While the Hero parties and patrols are very fierce, the most troublesome obstacle to easy living in Daka-Gorn may be the traps.
Boulders lodged behind doors and around corners will flatten the entire squad if it's ordered to explore carelessly. It's best to retain at least one or two untrained creatures and explore the enemy dungeon under Possession; then, pull out when boulders are rolling and get the A-Team ready for battle if heroes are set loose.
The scores of Gas and Lightning Traps make it very difficult to capture the goodies secured in the enemy territory. There are Spells, Dungeon Specials, a Temple, and loaded Treasure Rooms, but reaching these things with Imps could be more trouble than they are worth. Level 10 Mistresses can Teleport between home and the battlefront at will— between them and some expendable boulder tourists, it's possible to attack the dungeon continuously, unneedful of disabling traps and capturing the place tile-by-tile.
There are Dirt Paths harboring enemies near the Portal and west Gold Seam. Breaching these without any creatures yet is likely to kill players' first attempt in Daka-Gorn.
Bugs[]
In the original script file for this map, the Orcs in the Creature Pool seem to have been switched haphazardly to Dragons, but availability to the player was not changed correctly, so the Dragons are unable to join through the Portal (and without Barracks in the research path, Orcs could never be attracted in the first place).
References[]
- ↑ Prima's Official Guide To Dungeon Keeper Gold Edition. pp. 300-303. Prima Publishing. (1998). ISBN 978-0-7615-1581-4.