|Appears in||Dungeon Keeper|
|Preceded By||Blaise End|
|Followed By||Skybird Trill|
Mistle is the 19th level in Dungeon Keeper.
The defining feature of Mistle is a cool-looking ancient dungeon you get to claim for your own 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 Dungeon or the Blue Dungeon is captured, there is no way to train creatures on this map. The Blue Dungeon Heart is the map objective.
Mistle's ruler is Sir Jeffrey.
- * 10 added to pool by scripted event
** 1 added to pool by scripted event
- * 10 added to pool by scripted event
|Red Keeper (Human)|
|Starting Forces|| 4 Level 5 Imps,|
4 Level 10 Imps
| May Attract
| May Create or Summon
|| Traps & Doors
|Starting Forces|| 4 Level 3 Imps,|
2 Level 10 Imps
| May Attract
| May Create or Summon
|| Traps & Doors
- Dungeon Specials
- Unclaimed Dungeon for Red Keeper
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 all 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 this would only benefit the enemy Keeper as he would immediately scavenge them.
In order of appearance:
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 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.
Grouped by sealed area:
|4 4 4|
| 3 3 3 3 3 3 |
6 6 6 6 6 6 6 6
7 7 7 7 7 7 7 7
- Party "P1"
- Party "P2"
- 2 2 2 - 1500 gold
- These appear over top of a Protect Monster spellbook in the big unclaimed cave just north of Red Dungeon.
- Party "P3"
- Party "P4"
Defeating the Blue Keeper is the only objective for this level. He is far away and has practically no drive to attack Red. If he is walled into his section of the map, he can't attack. He can defend himself handily, however.
The Blue Keeper 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).
A weakness of Wisel's gigantic gold reserve is that it typically removes an AI Keeper's incentive to dig out Gold Seams. He might well ignore the 5 Gem slabs, with a whopping 14 open faces, located north of his domain, leaving it up for grabs.
It is possible to completely wall off the Blue Keeper right at the start of the game. Simply possess your highest level Imp, break through the door and defeat the Fairy. Then proceed to dig near the enemy Keepers Dungeon while at the same time reinforcing the ground. Then simply dig around his dungeon in a tight rectangle and once you reach the unbreakable wall, cancel the possession and pick up all of your Imps and drop them one by one on each wall to reinforce the "cage", while also summoning as many Imps as you can afford to quicken this process before the enemy Keeper starts expanding and breaks into your tunnel.
Once the Blue Keeper is fully walled off, you can complete the level at your own relaxed pace, while having access to 2 Gem Seams in total. With 800,000 gold the Blue Keeper will still prove to be a strong and annoying opponent, due to the constant Scavenging he performs, however being cut off from his only Gem Seam he will run short of gold once you've cleared the rest of the regular Dungeon and the White Dungeon, making the final fight against him a tiny bit easier and less of a grind.
Carefully build up a side of converted Heroes by pushing East and then North from your domain. With the Training Room completing your kit here, Red Dungeon can be as strong as it could be anywhere. Against a defensive Keeper with a Skeleton obsession, the battle is then yours to lose.
Other inventive ways of clearing the map exist. It is possible, for instance, to completely remove Blue's army by beating him in a scavenging battle for Skeletons. There are also judicious ways to employ the Boulder Traps found at the end of the southeast gauntlet. With the handy Guard Post trick, a tunnel can be constructed drawing the Heroes into a full-scale conflict with Blue.
Perhaps the quickest way to win is to scoff at orthodoxy and summon a big army of Level 2 Horned Reapers. Every creature that enters through red's portal is, after all, an ingredient for this summon. The more, the merrier.
This level seems to script more background mechanics than levels ordinarily do; many of the events seem redundant with Dungeon Keeper's default rules & 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 the 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.
- 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."
|"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."|
|— The Mentor, Intro|
|"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|
- 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.
- The official guide book claims that this level has a Locate Hidden World.
- 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\.
|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|
|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?|
|GOOD13.WAV||BAD14.WAV||Being together, in a mass grave|
|GOOD14.WAV||BAD15.WAV||Sleepy farms got "developed"|
|GOOD16.WAV||BAD17.WAV||No more flowers|
|GOOD18.WAV||BAD19.WAV||A great battle|
|GOOD20.WAV||BAD20.WAV||Skybird Trill named|
- The names for this level in other languages are as follows:
|Chinese||世外桃源 / 大鸫国|
- ↑ Prima's Official Guide To Dungeon Keeper Gold Edition. p. 214. 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.