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Wishvale is the 7th level in Dungeon Keeper.

This level features an ongoing battle between the heroes of the realm and a blue Keeper. The briefing text touts Red as a third-party opportunist and encourages the player to wrest control of the map from the survivor. A helpful ring of lava and impenetrable rock protects you and your gold seams from early assault. Bridging the lava causes the heroes to perceive a path to your dungeon.

The mission objectives are to destroy Blue's Dungeon Heart and either kill or capture the Lord of the Land (Lady Catherine[1]), and both need to be fulfilled.


Breakdown[]

Warlock     30
Fly 20
Beetle 20
Spider 20
Demon Spawn 20
Troll 20
Dark Mistress 20
Orc 10
Bile Demon 10
  • Neutral Assets
Portal - north of Heart
  • Specials
Increase Level - Hero fortress, north
Resurrect Creature - Hero fortress, center
Resurrect Creature - Hero fortress, south
Transfer Creature - far west-south-west
  • Heroes
See next section


Red Keeper (Human)
Creature Limit 25
Starting Gold 3000
Starting Forces 4 Imps (Level 1)
May Attract
 
           
May Create or Summon
         
Rooms
 
   
Spells
     
   
       
Traps & Doors
   
   
   
Blue Keeper
Creature Limit 20
Starting Gold 7500
Starting Forces 4 Imps (Level 1)
May Attract
 
             
May Create or Summon
             
Rooms
   
   
Spells
     
   
       
Traps & Doors
   
   
   


Events[]

Wandering Heroes[]

(1) (1) (1) (1)   (1) (1) (1) - tunnels
(1) - south tunnels

Visiting Orc[]

A level 2 Orc, the first of his kind in the official campaign, joins the player's side at the Portal (though not through the Portal) when the player has attracted five minions.

Raging Battle[]

Under certain conditions, hero parties start pouring into the region, and a protracted battle will commence, with either Red or Blue as the target. These parties may only join the fray during the first 20,000 turns of the match. Additionally, there must be five or fewer heroes currently on the prowl. This latter condition means that some of the level 1 heroes wandering the corridors in the beginning need to be slain before the war parties can arrive. The war parties will respawn on timers whenever, again, fewer than five heroes remain alive. The earlier the war is set in motion and the faster the parties are eliminated, the more heroes might actually turn up on the map.

There are several approaches to this situation.

  • If the Keeper lays a Bridge, he will attract the full brunt of the heroes' assault, but there are tangible rewards for this in the shape of combat training and many bags of gold.
  • Just turtling on the island for twenty minutes or so will result in only the Lord of the Land's party making an appearance.
  • It's possible to race a possessed imp across the moat in and tunnel a path for the heroes to take to the Blue Dungeon, who may end up being destroyed by the heroes.

Groups[]

  • Hero Party "ICHI"
(2) (2) (2) (2)
This party appears, and reappears, every 2000 turns (~110 seconds) at the North Gate for the first 20,000 turns of the match, whenever there are 5 or fewer Heroes in play. It attacks the nearest accessible Keeper (remember your Lava moat?) and may stop by his Treasure Room to make a withdrawal.
  • Hero Party "NI"
(2) (2) (2)
This party respawns every 4000 turns (<4 minutes) at the Center Gate under the same conditions as above. It attacks the nearest accessible Keeper.
  • Hero Party "SAN"
(2) (2) (2)
This party respawns every 7500 turns (~7 minutes) at the South Gate under the same conditions as above. It attacks the nearest accessible Keeper.
  • Hero Party "YON"
(2) (2) (2)
This party spawns every 10,000 turns (~9 minutes) at the Center Gate under the same conditions as above, so it is unlikely to show up more than once, if that. It attacks the nearest accessible Keeper.
  • Hero Party "GO"
(2) (2) (2)
This party spawns every 15,000 turns (~14 minutes) at the North Gate under the same conditions as above, so it will show up only once, if that. It attacks the nearest accessible Keeper.
  • Hero Party "KNIGHT"
(2) (2) (4)
Triggered when there are exactly zero Heroes present on the level, and only after the 20,000-turn timer has run down, this is the only party that spawns without fail, and defeating the Knight is one of the two necessary conditions for winning this map. It appears at the Center Gate and attacks the nearest accessible Keeper.

Hero Fortress[]

The heroes' base in this region has a north, south, and central complex. The north and south entrances each have a Hero gate, a stash of 4500 gold, and a Dungeon Special (Increase Level N, Resurrect S).

Wishvale HeroFort 608px

Center Gate and traps.

The Central area is dangerous; there are two Lightning Traps set along the path through the room, and Imps are drawn to these things like magnets. When the area is accessible but unclaimed, they forsake other jobs in favor of bashing the Iron Doors guarding this room, seemingly in hopes of being liquidated en masse by the traps. This area holds the center gate, another Resurrect Creature, and a great hoard of 30,000 gold.

Blue Keeper[]

The blue Keeper here is a bit of a creampuff with a small Training Room and a tendency to run a limited operation on 4x4 rooms. His primary AI settings may or may not interfere with the developers' desired commands that he periodically check for nearby gold, tunnels, and points of cautious attack (in that order).

Basically this Keeper is more likely to wall himself off than attack either the player or the heroes, and the player is encouraged to capture the blue Dungeon in a reasonable time frame, if only to guard against such an eventuality. Defeating Blue is one of the two necessary conditions for winning this map.

Nevertheless, Blue has a wealthier situation than Red, and what he fails to spend in his small Training Room he is likely to throw directly at you in the form of Lightning Strikes when you attack. If you attract lots of strong minions and aim too high in training them, you will run out of money and may have to resort to a "workshop economy" to cover paydays and spells.

New Dungeon Features[]

This realm introduces the Barracks and the tough, reliable Orc. A new class of opposing hero, the Wizard, is likely to make an appearance.

Messages[]

Briefing Text
"It appears you have arrived in the middle of a raging battle. Perhaps it would be wise to stay out of the way until you are strong enough to eliminate both sides."
Orc arrives and joins the player
"An Orc warlord joins you and brings with him the plans for building a Barracks. In this room you can form creatures into teams."
Knight arrives
"I think I hear the clanking of plate armour. Yes, the Lord of the Land has finally roused himself from the fireside to find out where all his loyal servants have gone."
All heroes vanquished, and Blue Keeper is still alive
"You have turned local heroes into something of an endangered species, now make the enemy Dungeon Keeper extinct."
Player defeats Blue Keeper and the Lord of the Land
"You have prevailed, Keeper. The bodies of your enemies litter the most forlorn alcoves of your domain, in tribute to their futile efforts to keep you at bay."

Sound Bytes[]

"Wishvale. This region of dreaming underlings is ruled by the beautiful Lady Catherine. She is kind, and fair, and doesn't imprison or torture her subjects, for some reason..."
— The Mentor, Intro
"Panic Intrisica. A weeping, wizened crone presides over this ruined empty land now. Once she was beautiful. Now she'd want to make you vomit. The improvement is impressive."
— Canon Outro


Trivia[]

  • The map script numbers the hero parties, "ICHI", "NI", "SAN", "YON", and "GO" in Japanese (for , , , , and respectively). It did not appear to impress any Samurai units enough for them to lend their strength in this realm's defense.
  • The newly-arrived Barracks room is very much in the spirit of this level, since it forms its occupants into a party with the properties of the numerous hero parties encountered here.
  • This realm's outtro speech file, BAD07.WAV, makes more sense if renamed to BAD06.WAV to correspond with Snuggledell. Tickle's outro file, BAD08.WAV (Panic Intrinsica), makes more sense renamed to 07 to match up with Wishvale. These files are in the game subdirectory \SOUND\ATLAS\.
  • The names for this level in other languages are as follows:
Translations: Wishvale
Language Translation
French Vallon d'Édeyzihr
Italian Valle Dei Desideri
German Traumtal
Dutch Wensvallei
Polish Wymarzenice
Czech
Swedish ÖNSKEDALEN
Russian Вишвейл
Japanese ウィッシュベイル
Chinese 愿望溪谷 / 愿谷国

Other Versions[]

To do:
Replace these with animated previews.
9 May 1997 Prototype 23 May 1997 Prototype Retail KeeperFX

The most noticeable differences between the 9 May prototype and later versions (including the 23 May prototype) are the lack of doors in the corridors and the fact that Blue has a Gem Seam in the prototype. The prototype's script is mostly the same as the final version, though Blue only starts with 3000 gold and there are fewer checks and processes for the AI.

KeeperFX adds another water patch to Blue's area. This was done to make sure it's possible to get to Blue, as AI changes caused him to wall himself in much more often than he did in the retail game.

Map images in the official guide book are of the 9 May 1997 prototype version rather than the final retail version.

New Game Plus[]

In the New Game+ version of Wishvale, the Transfer Creature special is removed, replaced by a Destroy Walls spellbook.

Gallery[]

References[]

  1. 1.0 1.1 Prima's Official Guide To Dungeon Keeper Gold Edition. pp. 166-169. Prima Publishing. (1998). ISBN 978-0-7615-1581-4.
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