Sleepiburgh is the 14th level in Dungeon Keeper.
The dark corridors of Sleepiburgh are contested by two allied local Keepers and a cadre of Heroes. The player's sole objective is to kill or capture the Lord of the Land (Thane Seamus[1]). The briefing text advises that only he and his companions stand against the Red Keeper here, but the Portals elsewhere on the map immediately give lie to that. Still, the green and blue dungeons seem to exist only to complicate matters.
There are severe restrictions on Red's available creatures and hardware; nevertheless, it is possible to wall the foes off and work through the difficulties in a calm setting.
Temple x6 - Patterned in heroes' chamber, center north end
Scavenger Room - Patterned in heroes' chamber, center north end
Red Keeper (Human)
Creature Limit
20
Starting Gold
3000
Starting Forces
4 Imps
May Attract
May Create or Summon
Rooms
Spells
Traps & Doors
Blue Keeper
Creature Limit
22
Starting Gold
7500
Starting Forces
8 Imps
May Attract
May Create or Summon
Rooms
Spells
No Doors or Traps
Green Keeper
Creature Limit
22
Starting Gold
7500
Starting Forces
8 Imps
May Attract
May Create or Summon
Rooms
Spells
No Doors or Traps
Heroes[]
The heroes occupy a small temple-complex at the center north end of the realm. The Lord of the Land appears through a Hero Gate in their sealed chamber when all the Wizards have been slain or converted. When he meets his fate (even at the hand of the enemy Keepers!) the map is won.
- sealed corridor
- sealed chamber north of the Thieves
- Enters through Hero Gate
- accompanying the Knight
Challenges[]
Unlike Buffy Oak, Red has a lower creature limit than Blue and Green this time. The player initially has access only to Warlocks, whereas these rivals have access to ample quantities of Dragons and Bile Demons, and both of which can flatten Warlocks. A Barracks can be researched and built, but it won't draw any Orcs. The Workshop cannot be researched.
Even if the neutral Workshop is captured and the Torture Chamber built, and Trolls and Mistress start coming in through the portal, there are no Bile Demons for the Red side to complete the Horned Reaper recipe.
The Keepers are a serious threat if the player challenges them for the gold seams during the period when they are attracting these superior creatures and training them. With Gems present, there is no real reason to do this. Blue is running a more expansionist AI than Green, and may penetrate neglected spots in Red's walls.
Hints[]
In theory, the level can be completed by going AFK for a few hours. The enemy Keepers will gain the Gem seams, and despite the vast distance to their Treasure Rooms, may be able to retain a moderate force indefinitely. But there is no guarantee that they will bridge the hero position and, if they do, defeat the Wizards or the Knight's group.
Holding territory and staying alive gets very hard if a confrontation occurs outside the player's own terms. Wall off the Gem tiles, and build up strength in isolation— whatever form this strength eventually takes— and things are far more relaxed. There are several chokepoints that can be fortified to establish territory. All players can eventually research Destroy Walls, but the computer players appear indifferent towards using the spell.
The Level 10 Troll's workshop, warded by a Boulder Trap, may be worth a visit. What he has been doing in there and why he keeps a Horned Reaper locked in his closet isn't clear (though it is claimed that the Workshop is abandoned and implied that the Horned Reaper had been left behind when its workers last had a party[2]), but claiming the Workshop denies the other Keepers the ability to produce any traps and doors. It enables further Workshops to be constructed and Trolls to enter through the Portal.
A simple way to fulfill the mission objective is to wall off the Gems, research Lightning Strike, and use the Sight of Evil spell to get a bead on the Heroes for it. When the Wizards are down, the Knight enters their chamber through a Gate, ready to be zapped.
A similar approach is to use Cave-In. The creatures in this room always return to the center of the northernmost wall when damaged. By dropping caveins on the Heroes to chase them to that spot, and then dropping multiple cave-ins on that spot when they return to it, will clear the room in a matter of seconds.
A simple way to clear the map entirely is to wall off the Gems and max out an army of Skeletons, with their own Lightning spells, out of the remains of the Warlocks that enter the dungeon. Other plans might involve Mistresses or Vampires.
A Wizard transferred from a much earlier stage can Scavenge the powerful clutch of Level 8 Wizards. A transferred Bile Demon is also an extremely useful Scavenger here. As always, any strong transfer can go solo and hammer into at least one keeper early, but this more changes how the map is played than make it easier.
Events[]
Briefing Text
"Only the Lord of this Land stands between you and hectares of desolation and woe. I bet you can't wait to meet him."
Player researches Chicken
"You can't swing a cat for Dungeon Keepers fighting over the destiny of this region. It should fall to you to settle the disagreement once and for all."
Player researches Destroy Walls
"So, now you have a spell that turns fortified walls to dust. It's expensive to cast and it's also possible that your enemies possess the same magic power. This could still turn out to be one of those days."
Lord of the Land defeated
"Your continued success makes me sick. Thank you, your wickedness."
Sound Bytes[]
"Sleepiburgh. A settlement in the fertile farmland near the mountains. Nothing ever happens here, apart from some good deeds and the odd exchange of kindhearted greetings... a disgusting pit of Hades, in other words."
"Mormondflach. We have developed this area. It is now a breeding ground for our legions of Beetles and Flies. To think it was once pointless farmland providing food for the weak population which lived there in so-called "peace.""
— Canon Outtro
New Game Plus[]
In the New Game+ version of Sleepiburgh, the player loses access to the Bridge (and thus the Transfer Creature special) if they get too close to the gems in the southwest, as this triggers an Action Point.
Trivia[]
The map shares some features of Skybird Trill, the final campaign level, in that the player can mine unlimited wealth, and the enemies cannot; and that furthermore, killing the enemy Keepers is not even necessary. KeeperFX increases the difficulty of these levels.
The message for researching Chicken, "You can't swing a cat..." was probably meant to be the initial message posted for the level. The message intimates that Blue and Green are fighting one another, but they aren't.
This realm's outtro speech file, BAD14.WAV, makes more sense if renamed to BAD13.WAV to correspond with the previous realm Buffy Oak. Woodly Rhyme's outro file, BAD15.WAV (Mormondflach), makes more sense renamed to 14 to correspond with Sleepiburgh. These files are in the game subdirectory \SOUND\ATLAS\.
Mismatched OC soundbytes
Intro
Matching File
Reasoning
GOOD01.WAV
BAD01.WAV
Anthrax
GOOD02.WAV
BAD02.WAV
Mention of Demon Spawn
GOOD03.WAV
BAD03.WAV
Inhabitants' altered viewpoints
GOOD04.WAV
BAD18.WAV
Mention of Trolls
GOOD05.WAV
BAD05.WAV
The quietude broken by screams
GOOD06.WAV
BAD07.WAV
What became of the bunnies
GOOD07.WAV
BAD08.WAV
Lady Catherine
GOOD08.WAV
BAD09.WAV
War arrived
GOOD09.WAV
BAD10.WAV
The legions of Hell rode in
GOOD10.WAV
BAD11.WAV
Inhabitants' violent death
GOOD11.WAV
BAD06.WAV
Feeding on the dead?
GOOD12.WAV
BAD13.WAV
Fairy ring
GOOD13.WAV
BAD14.WAV
Being together, in a mass grave
GOOD14.WAV
BAD15.WAV
Sleepy farms got "developed"
GOOD15.WAV
BAD16.WAV
Undead massacre
GOOD16.WAV
BAD17.WAV
No more flowers
GOOD17.WAV
BAD12.WAV
Razed completely
GOOD18.WAV
BAD19.WAV
A great battle
GOOD19.WAV
BAD04.WAV
Poisonous fumes
GOOD20.WAV
BAD20.WAV
Skybird Trill named
The names for this level in other languages are as follows:
Translations: Sleepiburgh
Language
Translation
French
Hann Nuys Moortell
Italian
Borgo Dormiente
German
Pennburg
Dutch
Slaapburg
Polish
Śpiochowice
Czech
Spánkov
Swedish
SOVLANDA
Russian
Слипиберг
Japanese
スリーピーバラ
Chinese
寂静城堡 / 睡眠城
The Dungeon Keeper Premium guide book erroneously spells this level スリーピーバーグ,[4] which is pronounced (roughly) Sleepi-berg, not Sleepi-burgh/borough.
Sleepiburgh's depiction in the level map seems to tie in with the Mentor's description of it as farmland.
Gallery[]
Original map
KeeperFX map with extra gem faces
Troll's Workshop
References[]
↑ 1.01.1Prima's Official Guide To Dungeon Keeper Gold Edition. pp. 194-197.
Prima Publishing. (1998).
ISBN 978-0-7615-1581-4.
↑Prima's Official Guide To Dungeon Keeper Gold Edition. p. 196. Prima Publishing. 1998. ISBN 978-0-7615-1581-4.
↑Prima's Official Guide To Dungeon Keeper Gold Edition.
p. 138.
Prima Publishing. (1998).
ISBN 978-0-7615-1581-4.
↑ダンジョンキーパープレミアム勇者撃退ガイド. (in Japanese)).
p. 74.
Tokyo:
NTT Publishing. (1998).
ISBN 978-4-87188-897-4..