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Nevergrim is the tenth level in Dungeon Keeper.

Nevergrim is a memorable piece of underworld topography. Open lava and spacious, snowy landmasses dominate the region, and the only solid walls in the entire level are those surrounding the two Dungeon Hearts.

The openness seems to clarify matters for the usually-benighted Blue Keeper, for this opponent is likely to connect to your territory and launch an invasion as soon as he can.

The ruler of Nevergrim is Lord Healey,[1] but he and his stalwarts are mysteriously absent from this level.


Breakdown[]

  • Portal Speed: 600 Turns
  • Creature Pool:
Warlock-icon Warlock     20
Hound-icon Hound 20
Dark-mistress-icon Dark Mistress 15
Dragon-icon Dragon 12
Orc-icon Orc 12
Bile-demon-icon Bile Demon 10
  • Neutrals
Portal Icon Small Portal - one for each keeper
Dragon-icon Level 1, x4 - roaming, north and south lava
Fly-icon Level 1, x4 - locked in center gold seam
  • Specials
Increase Level - on land, east edge
Increase Level - on land, west edge
Transfer Creature - near Blue dungeon heart


Red Keeper (Human)
Creature Limit 25
Starting Gold 6000
Starting Forces 4 Imps (Level 1)
May Attract
        Warlock-icon Bile-demon-icon Dragon-icon  
Orc-icon Dark-mistress-icon   Hound-icon        
May Create or Summon
Imp-icon       Skeleton-icon Ghost-icon Vampire-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
  CallToArms Icon Small ConcealMonster Icon Small  
CaveIn Icon Small Heal Icon Small Trap Lightning Small ProtectMonster Icon Small
Chicken Icon Small Disease Icon Small    
Traps & Doors
Trap Alarm Small Trap Gas Small Trap Lightning Small Trap Lava Small
Trap Boulder Small  
Door Wooden Small Door Braced Small Door Iron Small Door Magic Small
Blue Keeper
Creature Limit 20
Starting Gold 16000
Starting Forces 5 Imps (Level 1)
May Attract
        Warlock-icon Bile-demon-icon Dragon-icon  
Orc-icon Dark-mistress-icon   Hound-icon        
May Create or Summon
Imp-icon           Vampire-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
  CallToArms Icon Small ConcealMonster Icon Small  
CaveIn Icon Small Heal Icon Small Trap Lightning Small ProtectMonster Icon Small
Chicken Icon Small Disease Icon Small    
Traps & Doors
Trap Alarm Small Trap Gas Small Trap Lightning Small Trap Lava Small
Trap Boulder Small  
Door Wooden Small Door Braced Small Door Iron Small Door Magic Small

Blue Keeper[]

Rushing[]

Moonbrush Wood had some doughty Creature and Hero classes; therefore, players commonly Possess a Transfered level 10 follower and stomp their way directly over to the Blue Keeper's Dungeon Heart, ending this match quickly.

Even if working only with the level's natives, it is still possible to execute a rush: dump all Imps near the Portal closest to the Blue Keeper and race to claim the nearby neutral Dragon from the west lava; using him, burn down the blue Heart with the fully-automatic Flame Breath you get during possession.

Building[]

If Blue Keeper is left untroubled, he runs a remarkably effective operation in Nevergrim. He has the most aggressive/pragmatic AI, and there are no particularly weak creatures in the pool that hog up his creature limit and training space. This Keeper is likely to field a force equal in strength to Red unless the player does everything he does, but faster. As is customary, Blue is likely to start issuing taunts and building bridges towards Red once he reaches his creature limit of 20. Make sure to obtain the two Increase Levels before that time.

  • The Guard Post is especially useful for increasing the efficiency of rooms— and particularly the Training Room— in this realm without walls.
  • The Workshop is unnecessary. There are no corridors for its products to be deployed in, no Trolls in the creature pool, and no time for a workshop economy to even pay for the Workshop before a victor is decided. The room would be only for players who hang around before moving on to the next level.

New Dungeon Features[]

A number of formal introductions are made here: the Scavenger Room, the Keeper Spells Cave-In and Chicken, the Dragon (though in the previous mission Dragons could be obtained via training Demon Spawn past level 10) and Hellhound (who actually first appeared as a neutral in Tickle). There are some new Workshop products made available: the Lava Trap, Boulder Trap, and Magic Door, which should all prove to be entirely useless in this wide-open region.

Messages[]

Briefing Text
"Elsewhere in this fiery realm you have a rival Keeper to contend with. I advise extreme antisocial behaviour on your part."
Scavenger Room
"Your tireless librarians have researched the Scavenger Room. Creatures placed within a Scavenger Room will lure their kin from other dungeons and the outside world, into your domain."
Cave-In
"With typical brilliance, you have researched the Cave-In spell. Use it to block off passages and repair dungeon breaches. Interestingly, the rockfall will crush to death any creatures caught beneath it."
Dragon
"Your great wealth has bought the loyalty of a passing Dragon. They are fickle creatures. Keep your eye on this one."
Hellhound
"A Hell Hound has been lured to your domain by your Scavenger Room."
Boulder Trap
"You have a manufactured a Boulder Trap. Place it in a corridor and howl deliriously as it rumbles inexorably towards unwary trespassers."
(But where are the corridors?)
Player defeats Blue Keeper
"Notch up another victory, most malicious one. You have another land to add to your dismal collection."

Sound Bytes[]

"Nevergrim. Unable to see the bad side of anyone, these folk could benefit from a swinging sword to the back of the neck, or possibly a Lightning spell in the throat. Such possibilities never cross their happy minds."
— The Mentor, Intro
"Rivalmark. A kingdom fit for a Dungeon Keeper of your standards, Sire. The blackened hulks of the houses welcome you, and the overgrounders prostrate themselves... mainly because we've killed them."
— Canon Outro


Trivia[]

  • This realm's outtro speech file, BAD10.WAV, makes more sense if renamed to BAD09.WAV to correspond with Moonbrush Wood. Hearth's outro file, BAD11.WAV (Rivalmark), makes more sense renamed to 10 to match up with Nevergrim. These files are in the game subdirectory \SOUND\ATLAS\.
  • Lord Healey may be a reference to Mark Healey, the game's lead artist.
  • The names for this level in other languages are as follows:
Translations: Nevergrim
Language Translation
French Toujouraville
Italian Mai Severo
German Nimmerbös
Dutch Zonnevang
Polish Niesmuta
Czech
Swedish JÄMTSNÄLL
Russian Невергрим
Japanese ネバーグリム
Chinese 无忧小城 / 永乐国

Gallery[]

References[]

  1. 1.0 1.1 Prima's Official Guide To Dungeon Keeper Gold Edition. pp. 178-181. Prima Publishing. (1998). ISBN 978-0-7615-1581-4.
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