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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.


Breakdown[]

Hound-icon Hound     50
Bile-demon-icon Bile Demon 40
Dragon-icon Dragon 40
Warlock-icon Warlock 40
Troll-icon Troll 40
Dark-mistress-icon Dark Mistress 40
  • Specials
Transfer Creature - far northwest Gold seam (Left side of Lava, end of the dirt in Keeper FX)
  • Neutral Assets
Workshop Icon Small Workshop - southeast corner
Troll-icon Troll (Level 10) - in his Workshop
Horned-reaper-icon Horned Reaper (Level 1) - hidden behind Workshop
Portal Icon Small Portal x3 - in Red, Blue, and Green territory
Temple Icon Small Temple x6 - Patterned in heroes' chamber, center north end
ScavengerRoom Icon Small Scavenger Room - Patterned in heroes' chamber, center north end


Red Keeper (Human)
Creature Limit 20
Starting Gold 3000
Starting Forces 4 Imps
May Attract
        Warlock-icon     Troll-icon
  Dark-mistress-icon   Hound-icon        
May Create or Summon
Imp-icon       Skeleton-icon Ghost-icon Vampire-icon  
Rooms
Treasure Room Icon Small Lair Icon Small Hatchery Icon Small Training Room Icon Small
Library Icon Small Bridge Icon Small Guard Post Icon Small  
Prison Icon Small Torture Room Icon Small Barracks Icon Small Temple Icon Small
Graveyard Icon Small ScavengerRoom Icon Small
Spells
Possession Icon Small CreateImp Icon Small SightofEvil Icon Small SpeedMonster Icon Small
  CallToArms Icon Small ConcealMonster Icon Small  
CaveIn Icon Small Heal Icon Small Trap Lightning Small ProtectMonster Icon Small
Chicken Icon Small Disease Icon Small   DestroyWalls Icon Small
Traps & Doors
Trap Alarm Small Trap Gas Small   Trap Lava Small
Trap Boulder Small  
Door Wooden Small Door Braced Small Door Iron Small Door Magic Small
Blue Keeper
Creature Limit 22
Starting Gold 7500
Starting Forces 8 Imps
May Attract
        Warlock-icon Bile-demon-icon Dragon-icon Troll-icon
  Dark-mistress-icon   Hound-icon        
May Create or Summon
Imp-icon           Vampire-icon  
Rooms
Treasure Room Icon Small Lair Icon Small Hatchery Icon Small Training Room Icon Small
Library Icon Small Bridge Icon Small Guard Post Icon Small  
Prison Icon Small Torture Room Icon Small Barracks Icon Small Temple Icon Small
Graveyard Icon Small ScavengerRoom Icon Small
Spells
Possession Icon Small CreateImp Icon Small SightofEvil Icon Small SpeedMonster Icon Small
  CallToArms Icon Small ConcealMonster Icon Small  
CaveIn Icon Small Heal Icon Small Trap Lightning Small ProtectMonster Icon Small
Chicken Icon Small Disease Icon Small   DestroyWalls Icon Small
No Doors or Traps
Green Keeper
Creature Limit 22
Starting Gold 7500
Starting Forces 8 Imps
May Attract
        Warlock-icon Bile-demon-icon Dragon-icon Troll-icon
  Dark-mistress-icon   Hound-icon        
May Create or Summon
Imp-icon           Vampire-icon  
Rooms
Treasure Room Icon Small Lair Icon Small Hatchery Icon Small Training Room Icon Small
Library Icon Small Bridge Icon Small Guard Post Icon Small  
Prison Icon Small Torture Room Icon Small Barracks Icon Small Temple Icon Small
Graveyard Icon Small ScavengerRoom Icon Small
Spells
Possession Icon Small CreateImp Icon Small SightofEvil Icon Small SpeedMonster Icon Small
  CallToArms Icon Small ConcealMonster Icon Small  
CaveIn Icon Small Heal Icon Small Trap Lightning Small ProtectMonster Icon Small
Chicken Icon Small Disease Icon Small   DestroyWalls Icon Small
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.

Thief-icon (2) Thief-icon (2) Thief-icon (2) Thief-icon (2) Thief-icon (2) Thief-icon (2) - sealed corridor
Wizard-icon (8) Wizard-icon (8) Wizard-icon (8) Wizard-icon (8) Wizard-icon (8) - sealed chamber north of the Thieves
Knight-icon (10) - Enters through Hero Gate
Giant-icon (7) Giant-icon (7) Giant-icon (7) Giant-icon (7) - 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.
Sleepiburgh Routes
  • 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."
— The Mentor, Intro
"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


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.
  • The official guide book claims that this level has a Locate Hidden World.[3]
  • 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\.
  • 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.

Gallery[]

References[]

  1. 1.0 1.1 Prima's Official Guide To Dungeon Keeper Gold Edition. pp. 194-197. Prima Publishing. (1998). ISBN 978-0-7615-1581-4.
  2. Prima's Official Guide To Dungeon Keeper Gold Edition. p. 196. Prima Publishing. 1998. ISBN 978-0-7615-1581-4.
  3. Prima's Official Guide To Dungeon Keeper Gold Edition. p. 138. Prima Publishing. (1998). ISBN 978-0-7615-1581-4.
  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..
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