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'Your Library is still not functional; you must enlarge it!' - The Mentor (DK2)
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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 and hundreds of heroes. Think of Daka-Gorn as a nightmarish revision of Flowerhat.

Breakdown[]

Warlock-icon Warlock 20
Dark-mistress-icon Dark Mistress 20
Bile-demon-icon Bile Demon 15
Dragon-icon Dragon 10
Red Keeper (Human)
Creature Limit 10
Starting Gold 15000
Starting Forces 6 Level 3 Imps
May Attract
        Warlock-icon Bile-demon-icon Dragon-icon  
  Dark-mistress-icon            
May Create or Summon
Imp-icon         Ghost-icon    
Rooms
Treasure Room Icon Small Lair Icon Small Hatchery Icon Small Training Room Icon Small
Library Icon Small   Guard Post Icon Small  
  Torture Room Icon Small    
   
Spells
Possession Icon Small CreateImp Icon Small   SpeedMonster Icon Small
Mustobey Icon Small CallToArms Icon Small    
CaveIn Icon Small      
Chicken Icon Small      
No Doors or Traps


Strategy[]

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 serious hindrance 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 without needing to capture it.

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[]

  1. Prima's Official Guide To Dungeon Keeper Gold Edition. pp. 300-303. Prima Publishing. (1998). ISBN 978-0-7615-1581-4.
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