The defining feature of Mistle is an ancient dungeon the player can claim at the beginning. It can be surmised from the game files that its previous occupants held themselves in defiance of Wisel, the local blue Keeper. The reason for their downfall, however, becomes obvious in moments: they had no Training Room.
Until either the white or blue dungeon is captured, there is no way to train creatures on this map. The destruction of Blue's Dungeon Heart is the map objective. Defeating the white dungeon and the Lord of Mistle, Sir Jeffrey[1], is optional.
The bottom-east exit of the newly-claimed red dungeon leads to a series of caverns containing mid-level foes. Red Keeper alone has access to this area. Because the creature pool for the player is very limited, and it is impossible to train creatures in any case, we are meant to work our way through this area first and capture the creatures, heroes, and loot therein, building the strength needed against the white dungeon to the north. The heroes should not be left in Prison to become Skeletons, as the enemy Keeper will scavenge skeletons.
In order of appearance:
Watery cavern.
Camping one-tile islands in a fiery cavern.
Guarding a Lightning spellbook in the next room. And they've read it cover to cover.
Camping more one-tile islands in another fiery cavern.
Guarding a Prison and Gem Seam.
Treasure[]
Gem seam - 4 slabs with 4 open faces, located at the end
The white dungeon should not be attempted with just the first couple of slobs that come in through the Portal. The army of well-trained soldiers in place near the Training Rooms are the chief threat in this region. Archers in this group might lure attackers towards the white Dungeon Heart, causing the Lord of the Land and his Samurai warriors to crash in and join the fray.
There is a tunnel of water between the red and white dungeons. Should the fighting get too hot, remember the old trick of throwing down a Guard Post slab against the water, making the bank too steep to traverse.
Wanderers[]
Grouped by sealed area:
Sealed tunnels and caves immediately north of Red Dungeon
Holding White Dungeon
Groups[]
Party "P1"
- carrying 1500 gold
The Lord of the Land's personal "party" spawns in company with two copies of "P4", if a creature gets close to the White Dungeon Heart.
Party "P2"
- 1500 gold
These appear over top of a Protect Monster spellbook in the big unclaimed cave just north of the red dungeon.
Party "P3"
- 2000 gold
Thieves that drop in around a hero gate located to the left and up from the "P2" Wizards. They seek the Treasure Room.
Party "P4"
- 4500 gold
Two copies of this party appear simultaneously, one in each of the rooms closest to the White Dungeon Heart, to aid the Lord of the Land.
Blue Keeper Wisel starts with a claimed Portal, Treasure Room, Lair, Training Room, Prison, and Scavenger Room. He attracts Skeletons, trains them furiously to level 10, and tasks them with scavenging, possibly manufacturing, and the defense of the dungeon. To accomplish this, he needs but to dip lightly into his cash reserve of 800,000 gold (he is said to have been well-entrenched in this realm).
The weakness of this opponent is that his gigantic gold reserve typically removes the AI's incentive to dig out gold seams, seek control of neutral places, and attack Red. In fact, Blue might well ignore the five gem slabs to the north of his domain.
Hints[]
A new Treasure Room should be built adjacent to any Gem seams. Nevertheless, keep the original Treasure Room in operation to prevent creatures from trying to hike to the other end of the map on payday.
It is possible to dig toward the Blue Keeper's region early, wall him in, and capture the 14 open gem faces (!) intended for him. Red's Vampire can overcome the Heroes en route with the aid of some expendable friends and the Heal spell obtained in the room with the Hero Gate (the spawn point of P3 as described above).
Most of the Hero classes north of the Red Dungeon can be scavenged.
It is possible to challenge Blue in a scavenging battle for Skeletons. Winning this utterly cripples the Blue Keeper.
The only creatures that come through the Portal happen to be the very ones needed for a Horned Reaper. A force of untrained Reapers can be a viable party to destroy the Blue Dungeon.
Events[]
This level seems to script more background mechanics than levels ordinarily do; many of the events seem redundant with Dungeon Keeper's default rules and behavior.
When a Treasure Room, Lair, Prison, Torture Chamber, Temple, or Graveyard is captured, the room is made available to all players. These events occur, most assuredly, in the beginning as the player claims the prefab dungeon. Prior to this, all rooms are merely researchable "Question Marks" on the Rooms panel.
When a Hatchery is captured, it is made available to all players. A single Bile Demon instance is also added to the creature pool; this creature is available to Red only.
When a Library is captured, it is made available to all players. A single Warlock instance is added to the creature pool, available to Blue.
When a Workshop is captured, it is made available to all players. The number of Trolls in the creature pool goes up from 5 to 6. Trolls are only available to Red.
When a Training Room is captured (only possible from the smoldering wreckage of either the White or the Blue Dungeon), it is made available to all players. Ten Demon Spawns are added to the Creature Pool, available to Red.
Messages[]
Briefing Text
"The people of this realm speak of a Dungeon Keeper called Wisel, who is bound to get in your way. When he does, you will have to consign him to history. This will be no mean feat. Resources are scarce because of his activities."
Player digs out the Dirt tile east of Red domain
"It is rumoured that two Dragons are held captive somewhere east of here. Were you to find them and free them, they would make powerful servants."
Player enters the chamber in far bottom-right corner
"These Boulder Traps are ideal for crushing the foe but there are only three of them at your disposal, so use them wisely."
Player digs out the Dirt tile north of Red domain
"This region of the underworld is riddled with tunnels and many heroes explore their labyrinthine ways. No-one said being evil would be easy."
Player passes watery tunnel towards White Dungeon
"A tunnel to the north leads to the Lord of the Realm's domain. This gate is guarded well. It might be wise to direct the humans' attention towards your subterranean enemy."
Player acquires a Samurai
"Your evil has corrupted a Samurai Warrior, he has forsaken honour to join your cause. Should your minions suffer heavy casualties, this Warrior will even call upon his brothers in arms to offer assistance. How kind. How stupid!"
Blue Dungeon Heart destroyed
"Wisel is defeated. The land is yours to plunder and despoil for all eternity. Give 'em hell, master."
Sound Bytes[]
"Mistle. Light and airy, Mistle is a haven for those who love the peaceful countryside. The sort of people who won't like miles of sulfurous, stinking wasteland... and the screams of the damned, of course."
"Firemoor. There's a burning mess where once a pretty village stood. Clearly, you've achieved a significant improvement in the area. Even the poisonous smoke smells sweet."
— Canon Outro
Trivia[]
Red's research and minions are said to have been left in disarray by the activities of the enemy Keeper. And indeed, there are spells scattered through the region, and most assets have to be captured to be activated.
There are remarks in the script to the effect that the heroes received their Training Rooms and tuition from the blue Keeper and hope to curry favor with him by hunting down Red. However, White is hostile to Blue in-game.
The enemy Keeper's name was scrambled from Lewis to Wisel. Possibly a reference to a Mark Lewis, credited by Bullfrog.
This realm's outtro speech file makes more sense if renamed to BAD18.WAV to correspond with Blaise End. Flowerhat's corresponding file, BAD04.WAV (Firemoor), makes more sense renamed to 19 to match Mistle. These files are in the game subdirectory \SOUND\ATLAS\.
Mismatched OC soundbytes
Intro
Matching File
Reasoning
GOOD01.WAV
BAD01.WAV
Anthrax
GOOD02.WAV
BAD02.WAV
Mention of Demon Spawn
GOOD03.WAV
BAD03.WAV
Inhabitants' altered viewpoints
GOOD04.WAV
BAD18.WAV
Mention of Trolls
GOOD05.WAV
BAD05.WAV
The quietude broken by screams
GOOD06.WAV
BAD07.WAV
What became of the bunnies
GOOD07.WAV
BAD08.WAV
Lady Catherine
GOOD08.WAV
BAD09.WAV
War arrived
GOOD09.WAV
BAD10.WAV
The legions of Hell rode in
GOOD10.WAV
BAD11.WAV
Inhabitants' violent death
GOOD11.WAV
BAD06.WAV
Feeding on the dead?
GOOD12.WAV
BAD13.WAV
Fairy ring
GOOD13.WAV
BAD14.WAV
Being together, in a mass grave
GOOD14.WAV
BAD15.WAV
Sleepy farms got "developed"
GOOD15.WAV
BAD16.WAV
Undead massacre
GOOD16.WAV
BAD17.WAV
No more flowers
GOOD17.WAV
BAD12.WAV
Razed completely
GOOD18.WAV
BAD19.WAV
A great battle
GOOD19.WAV
BAD04.WAV
Poisonous fumes
GOOD20.WAV
BAD20.WAV
Skybird Trill named
The names for this level in other languages are as follows:
Translations: Mistle
Language
Translation
French
Bruhmm
Italian
Bruma
German
Dudenhöfen
Dutch
Eden
Polish
Miłościn
Czech
Jmelí
Swedish
MISTELBY
Russian
Мисл
Japanese
ミッスル
Chinese
世外桃源 / 大鸫国
Mistle's depiction in the level map ties in with the Mentor's assertion that it is countryside.
References[]
↑ 1.01.1Prima's Official Guide To Dungeon Keeper Gold Edition. pp. 214-217.
Prima Publishing. (1998).
ISBN 978-0-7615-1581-4.
↑Prima's Official Guide To Dungeon Keeper Gold Edition.
p. 138.
Prima Publishing. (1998).
ISBN 978-0-7615-1581-4.