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Pladitz is the sixth level in The Deeper Dungeons expansion of Dungeon Keeper.

Description[]

In Pladitz, the Deeper Dungeons expansion starts taking a small break from the flurry of complicated levels and gives you a small breath.

In Pladitz, the player takes control of a pre-dug dungeon, with six rooms, all fortified, and a reinforced wall to the gold seams. All around you is a huge lake, and digging out is a death trap to begin with. Most of the level consists of diving head first into many, many rooms filled with heroes.

Once the white dungeon is cleared, a relatively anticlimactic blue Keeper awaits destruction.

Breakdown[]

Red Keeper (Human)
Creature Limit 13
Starting Gold 35000
Starting Forces 6 Imps
May Attract
 
           
May Create or Summon
   
Rooms
 
   
Spells
 
   
     
   
Traps & Doors
   
 
 
Blue Keeper
Creature Limit 25
Starting Gold 15000
Starting Forces 6 Imps, 4 Mistresses
May Attract
 
           
May Create or Summon
Rooms
 
Spells
 
   
   
     
Traps & Doors
   
 
 


Walkthrough[]

Once you've trained enough creatures and feel safe enough, or pressured by the dwindling money, a neutral path is ready to be claimed right next to the center-left room of your dungeon.

The path is going to catch your Imps' attention, so be careful not to lose many Imps. Digging outside will attract the attention of the roaming mountain dwarf bands, and if Imps stray too close to the many hero caverns, enemies will pour out of the unlocked doors.

A neutral path leads to a maze-like white dungeon filled with enemies.

A small relief of income awaits in the top left, once again, decently protected. To the left, a small cave leads to a small choke point which leads to a white labyrinth filled with many heroes, a Boulder Trap and neutral creatures. A small combat later, you may claim 2 faces of gem seam.

After the first ocean is cleared, there are a couple of ways to dig, though all of them lead to the huge outpost filled with 24 (yes, 24) Barbarians, all of which are going to immediately attack you as soon as you dig into their territory.

A single tunnel leads to a lava outpost filled with Archers and Wizards. Once you crawl through the white dungeon, filled with enemies, neutral creatures, Boulder Traps, ambushes and a heavily guarded white Dungeon Heart, a neutral creature awaits to the left, as well as 8 Gem faces, and a well hidden white outpost to the far left. Most of the area is walled off by impenetrable rock, and one would be wise to instantly wall off the blue Keeper from the outside world, training until you feel ready, then annihilating him.

References[]

  1. Prima's Official Guide To Dungeon Keeper Gold Edition. pp. 272-275. Prima Publishing. (1998). ISBN 978-0-7615-1581-4.
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