'Your Library is still not functional; you must enlarge it!' - The Mentor (DK2)
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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 Creaturespecial 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.
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.
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.