In Kari-Mar, the expansion takes the difficulty up another significant notch, and you better be ready for a lengthy campaign. A handicap to your creature rotation doesn't help, neither does the single gem face, neither does the already pre-built yellow dungeon, nor the ENORMOUS bulk of gold readily available to him, as well as multiple gem faces for him.
The player starts out with two small rooms, right next to a big gold seam. The only neutral Portal leads to a small hero outpost, filled with low level heroes, leading to a *single* gem face and a neutral Workshop. The single gem face is your only, painfully slow, source of income after the big gold seam is exhausted.
Most of the map is walled off, leading to invasions, caverns, hero parties, hero outposts, a full-on castle to the left, a neutral Graveyard, and a death trap to the right. Maneuvering without encountering enemies is near impossible.
To the left, there's a neutral cavern, leading to a room filled with gold, as well as a Giant and two Samurai, and an open path to a barrage of Archers protecting a white castle.
Below the neutral portal, to the left and bottom, there are sneaky caverns with hero parties ready to attack a reckless Keeper.
To the left there's a huge cavern filled with Priestesses, Wizards, Archers, Barbarians, and death, leading to a labyrinthine white tunnel, filled with Lightning Traps, Poison Gas Traps, and Boulder Traps, as well as a chamber with high level Fairies and Samurai as a "reward".
There's a small neutral cavern filled with many Monks and Samurai barring the yellow Keeper from yourself, which would be a huge problem, but thankfully for us, digging straight right from there with a possessed Imp will uncover two Boulder Traps and crush the enemies inside. To the left of that, there are Knights and more enemies protecting a neutral Graveyard, as well as some gold seams. Good luck, Keeper. It won't be easy.
Breakdown[]
Red Keeper (Human)
Creature Limit
15
Starting Gold
15000
Starting Forces
4 Imps
May Attract
May Create or Summon
Rooms
Spells
Traps & Doors
Yellow Keeper
Creature Limit
40
Starting Gold
20000
Starting Forces
5 Imps
May Attract
May Create or Summon
Rooms
Spells
Traps & Doors
Trivia[]
The enemy Keeper is for some reason yellow in this level, as opposed to the usual blue for levels with only one enemy Keeper. It is also one of only three singleplayer levels in the Dungeon Keeper campaign and The Deeper Dungeons to feature a yellow Keeper (the other two being Belbata and Secret 6).
References[]
↑Prima's Official Guide To Dungeon Keeper Gold Edition. pp. 260-263.
Prima Publishing. (1998).
ISBN 978-0-7615-1581-4.