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Morkardar is the first level in The Deeper Dungeons expansion to Dungeon Keeper.

Description[]

Morkardar is the first level in Deeper Dungeons, and a worthy one, at that.[editorialising]

Morkardar is a lengthy map, where you'll have to face an enemy hero outpost, along with many tunnels filled with heroes, neutral creatures, rooms, Dungeon Specials, breaches, and an enemy Keeper.

Breakdown[]

Keepers[]

Vampire-icon Vampire 20
Troll-icon Troll 20
Hound-icon Hound 20
Warlock-icon Warlock 27
Dark-mistress-icon Dark Mistress 40
Bile-demon-icon Bile Demon 35
Dragon-icon Dragon 18
Orc-icon Orc 28
Red Keeper (Human)
Creature Limit 23
Starting Gold 10,000
Starting Forces 8 level 1 Imp-icon Imps
May Attract
        Warlock-icon Bile-demon-icon Dragon-icon Troll-icon
Orc-icon Dark-mistress-icon   Hound-icon     Vampire-icon  
May Create or Summon
Imp-icon       Skeleton-icon Ghost-icon Vampire-icon Horned-reaper-icon
Rooms
Treasure Room Icon Small Lair Icon Small Hatchery Icon Small Training Room Icon Small
Library Icon Small Bridge Icon Small Guard Post Icon Small Workshop Icon Small
Prison Icon Small Torture Room Icon Small Barracks Icon Small Temple Icon Small
Graveyard Icon Small ScavengerRoom Icon Small
Spells
Possession Icon Small CreateImp Icon Small SightofEvil Icon Small SpeedMonster Icon Small
Mustobey Icon Small CallToArms Icon Small ConcealMonster Icon Small HoldAudience Icon Small
CaveIn Icon Small Heal Icon Small Trap Lightning Small ProtectMonster Icon Small
Chicken Icon Small Disease Icon Small Armageddon Icon Small DestroyWalls Icon Small
Traps & Doors
Trap Alarm Small Trap Gas Small Trap Lightning Small  
Trap Boulder Small Trap Word Small
    Door Iron Small Door Magic Small
Blue Keeper
Creature Limit 35
Starting Gold 48,000
Starting Forces 5 level 1 and 1 level 10 Imp-icon Imps
May Attract
        Warlock-icon Bile-demon-icon Dragon-icon Troll-icon
Orc-icon Dark-mistress-icon   Hound-icon     Vampire-icon  
May Create or Summon
Imp-icon       Skeleton-icon Ghost-icon Vampire-icon Horned-reaper-icon
Rooms
Treasure Room Icon Small Lair Icon Small Hatchery Icon Small Training Room Icon Small
Library Icon Small Bridge Icon Small Guard Post Icon Small Workshop Icon Small
Prison Icon Small Torture Room Icon Small Barracks Icon Small Temple Icon Small
Graveyard Icon Small ScavengerRoom Icon Small
Spells
Possession Icon Small CreateImp Icon Small SightofEvil Icon Small SpeedMonster Icon Small
Mustobey Icon Small CallToArms Icon Small ConcealMonster Icon Small HoldAudience Icon Small
CaveIn Icon Small Heal Icon Small Trap Lightning Small ProtectMonster Icon Small
Chicken Icon Small Disease Icon Small Armageddon Icon Small DestroyWalls Icon Small
Traps & Doors
Trap Alarm Small Trap Gas Small Trap Lightning Small  
Trap Boulder Small Trap Word Small
    Door Iron Small Door Magic Small


Dungeon Specials[]

  • Reveal Map - In the north-west room past the booby-trapped dyke.
  • Resurrect Creature - On the eastern platform, surrounded by heroes and water.

Neutral Assets[]

Spell Books[]

Trap Crates[]

Wandering Heroes[]

  • 4 level 3 Thief-icon Thieves and 3 level 2 Archer-icon Archers - In the cavern to the east of Red's dungeon.
  • 4 level 3 and 2 level 5 Samurai-icon Samurai - In the cavern to the west of Red's dungeon.
  • 3 level 5 Barbarian-icon Barbarians and 2 level 4 Wizard-icon Wizards - In the eastern room with the water.
  • 5 level 5 Fairy-icon Fairies - In the east dyke between the rooms.
  • 3 level 5 Fairy-icon Fairies - In the north-east room at the end of the dyke.
  • 4 level 6 Priestess-icon Priestesses - In the hero base to the west of the central river.
  • 5 level 5 Monk-icon Monks - In the room below them.
  • 4 level 7 Wizard-icon Wizards - In the cross-shaped area guarding the Lightning Strike spell book.

Walkthrough[]

If played passively enough, the enemy Keeper will take care of the hero outpost as well as the top neutral hero room, although doing so will give the Lightning Strike spell to the enemy Keeper, as well as lots of land.

To the right is a neutral Torture Chamber, with a Horned Reaper inside. It is possible to dig into this instantly, dig a tunnel to the enemy Keeper, possess the Reaper, and cheese the enemy Keeper in a matter of minutes.

Once you capture your Portal, a tunnel leads straight to a locked door, with plenty of Archers behind it, as well as the closest Gold Seams. On top of the gold, there's a locked white tunnel leading to a neutral Prison, filled with a party of neutral creatures waiting to be rescued: a Wizard, a Fairy, a Troll, a Skeleton, and a couple of Imps.

To the left is a dangerous cavern filled with a party of heroes, with 2 level 7 Neutral Warlocks as a reward.

On the left-most side of the map, there's a tunnel almost completely surrounded by Impenetrable Rock, filled with many invasions, traps, as well as many deadly hero bands roaming about, with only a Reveal Map special as a reward. This is mostly useless considering the danger of the heroes inside, you'll most likely be better off taking out the blue Keeper.

Other versions[]

Dungeon Keeper 2 Pickaxe Tag
To do:
Replace the still previews with animated ones.
17 May 1997 (as level 18 Blaise End) The Deeper Dungeons (18 September 1997) KeeperFX (2 May 2006)
Blaise End prototype map Morkardar preview DKLevels Morkardar Dungeon Keeper FX

An early version of this level appeared in at least two Dungeon Keeper prototypes as level 18 Blaise End. In addition to the differences seen above:

  • The Portal generation speed is 900 turns
  • Red and Blue have a creature limit of 45 and 50 respectively
  • Blue has to research Speed rather than it being available for him at the start
  • The Temple (rather than the Torture Chamber) immediately becomes available once one is claimed
  • The Treasure Room above the neutral Torture Chamber is neutral rather than hero-aligned. This is actually visible above (different shades of white), but easy to miss.
  • The heroes surrounding the platform in the east room with the water are neutral rather than hero-aligned, and one level lower.
  • There is an Increase Level instead of a Resurrect Creature in that room.
  • There are no Fairies in the west dyke or the north-west room.
  • There is a Locate Hidden World instead of a Reveal Map in that room. This is likely the infamous missing Locate Hidden World intended to be used to access Secret 5.
  • The starting objective is 'It appears you have a rival. Another Keeper believes he is more ruthless and evil than you. We shall soon see.'
  • In the hero Workshop to the south-east is a Boulder Trap crate and an actual Boulder trap. There is no Lightning Trap crate.
  • This version uses the snowy textures.
  • Where the Prison is in the final version is a large pool of water with a few Prison tiles. There's also no second Iron Door.
Final Prototype
Morkardar Prison area final Morkardar Prison area prototype

In KeeperFX, the hero-owned Treasure Room above the neutral Torture Chamber is changed back to neutral.

Gallery[]

References[]

  1. Prima's Official Guide To Dungeon Keeper Gold Edition. pp. 252-255. Prima Publishing. (1998). ISBN 978-0-7615-1581-4.
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