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In at least one Dungeon Keeper prototype, this level is level 20 and called Skybird Trill. However, the fact that it has a Transfer Creature special means it cannot have been intended to be the final level; indeed, remnants of this level are left over in the retail game in the subtile format (.flg) as level 19.

The objective is to defeat the three enemy Keepers, and there is again no appearance or mention of the Avatar. Money is very tight; each player starts with a somewhat limited quantity of gold (and due to a scripting error, Yellow starts with no gold at all), Gold Seams are scarce, and there are no Gem Seams. You likely will not be able to train creatures to high levels. In another Dungeon Keeper prototype, this was level 21. Strangely enough, this level is covered in some copies of the official guide book.[1]

A fixed up version of this level is included in Dungeon Keeper FX as Skybird Trill 32.

Breakdown[]

Keepers[]

  • Portal Speed: 1000 Turns
  • Creature Pool:
Fly 15
Beetle 15
Spider 20
Troll 45
Demon Spawn 45
Hound 15
Warlock 25
Dark Mistress 25
Bile Demon 27
Dragon 20
Vampire 15
Orc 45
Red Keeper (Human)
Creature Limit 70
Starting Gold 12,500
Starting Forces 8 level 1 Imps
May Attract
       
May Create or Summon
     
Rooms
Spells
Traps & Doors
 
Blue Keeper
Creature Limit 50
Starting Gold 12,500
Starting Forces 6 level 1 Imps
May Attract
       
May Create or Summon
     
Rooms
Spells
Traps & Doors
 
Green Keeper
Creature Limit 50
Starting Gold 12,500
Starting Forces 6 level 1 Imps
May Attract
       
May Create or Summon
     
Rooms
Spells
Traps & Doors
 
Yellow Keeper
Starting Gold 0 (original)
12,500 (KeeperFX)
Starting Forces 6 level 1 Imps
May Attract
       
May Create or Summon
     
Rooms
Spells
Traps & Doors
 


The Bridge is not immediately available to Blue, Green, and Yellow. Blue receives it after 20000 game turns, Green after 40000, and Yellow after 60000.

Dungeon Specials[]

Spell Books[]

  •  Disease - Bottom left corner of the centre pool of water.
  •  Destroy Walls - Bottom right corner of the centre pool of water.

Neutral Assets[]

  • Treasure Room - East of Red's dungeon. Reaching this will trigger a party of Mountain Dwarves entering the room beyond the door, another one after 5000 turns, and a party of two level 8 Thieves at the Treasure Room, who will try to steal your spell books.
  • Library - In the room beyond that Treasure Room.
  • 3 level 3 Wizards and 3 level 3 Warlocks - In the same room.
  • Graveyard - Near Blue's dungeon. Reaching the adjacent room will cause a party of four level 7 Archers to enter through the Hero Gate nearby.
  • Hatchery with 2 level 3 Bile Demons - Southwest of Red's dungeon.

Wandering Heroes[]

References[]

  1. Bullfrog's Official Guide To Dungeon Keeper. pp. 214-217. Prima Publishing. (1997). ISBN 978-0-7615-0714-7.