|Appears in||Dungeon Keeper|
|Followed By||Elves' Dance|
|Number of Other Keepers||0|
"Hearth" is the 11th level in Dungeon Keeper.
Hearth is a Tower Defense map. The Heroes from the world above mean business, and they seem to have your pre-built dungeon surrounded. Minions need to be managed with speed and care to be kept alive here.
The structure of the match is this: within 90 seconds or so, Hero Parties will steadily enter from all four sides and attack. There is a long first wave of low-grade parties, dangerous through numbers, followed by a short breather and a final showdown against the Lord of the Land and his allies.
- Portal Speed: 400 Turns
- Creature Pool:
- See next section
|Red Keeper (Human)|
|Starting Forces|| 4 Imps|
2 Demon Spawns
2 Bile Demons
| May Attract
| May Create or Summon
|| Traps & Doors
The opposition in Hearth comes entirely through scripted events (extensive references to in-game Turns, time units which run 18-20 per second, follow). At the start, a hidden clock begins ticking, and will trigger the release of the following Hero Parties bent on attacking the dungeon.
The moment the heroes above have been vanquished, you are sent a congratulatory message, and another hidden timer begins ticking. When 3000 turns have elapsed, the break is over, a new message comes up expressing hopes that you aren't AFK, and the following three unique Hero Parties warp in.
This section attempts to cover some points of interest without railroading any one strategy. The gist of this match is easy enough to summarize: keep an eye on the overhead map while moving and micromanaging your creatures, constantly. There is not much in the way of expansion to do with a pre-fab dungeon nestled in impenetrable rock. But the creatures need to train, defend, and recover, getting from one job to another correctly and quickly. The Imps usually need babysitting as well.
- Every Hero that enters this realm is carrying 1500 cash on his person, which is dropped on death. One might not need to create more imps beyond the first four because of this. Claiming all dirt and territory is highly recommended; Imps' job AI prevents them carting random gold pots to the treasure room until all accessible territory is claimed.
- Transferred Creature
- A top transfer, say, from Moonbrush Wood where we had our pick of both Good and Evil-aligned minions, will be able to handle one front at a time; your ordinary minions on this level will basically fill in the gaps as manufacturers and reserve-fighters. A great crutch for anyone either unable or unwilling to deal with the initial struggle for survival.
- Increase Levels
- Make a point of visiting the small cave outside the training room, perhaps by possessing an expendable creature like a Demon Spawn to knock down its door and trigger the Boulder trap. A third Increase Level is in fairly easy reach. Tunnel out to the water from the library and build a bridge to capture it.
- Bile Demons
- Loading the training room with Bile Demons is a solid approach to any level. A handful of 4's and 5's can handle everything here.
- Barracks are, most unusually, pre-researched here. It may be useful to immediately lay a slab to attract some Orcs. They don't need micromanagement on this level. They train by default, hit hard in a fight, and when injured, they retreat and heal in the lair... and then get back to training.
- Controversial creatures: very tough, but expensive on this impoverished map and unable to deal much damage. To switch them on and off at the portal, sell 1 Treasure slab.
- This room warrants a decision. The default 5x5 workshop products are nothing to write home about, and if you do not intend to use the workshop, it can be sold, possibly for more training space. Expanding the workshop instead allows creation of very powerful equipment, which can hold parties off for a very long time (Magic Door), halt them indefinitely (Lava Trap), or slay them outright (Boulder). The catch is that they take a long time to produce and deployment can expose your imps to danger.
- Briefing Text
- "If lands had legs this one would be on its knees. Its desperate inhabitants are preparing a full scale attack on your dungeon. It will be an ideal opportunity to practise unspeakable evil on a massive scale. Go for it, master."
These two messages are triggered in this realm despite previous availability of the items.
- Chicken spell is researched
- "You have discovered a devastating magical power. Target it against a creature to transform a fearsome monster into a clucking chicken. Marvellous.
- A Magic Door is produced
- "You have created a Magic Door. These are almost impregnable to all but magical attacks. I recommend sealing off your Treasure Room or Dungeon Heart."
- First waves defeated, new timer starts
- "Your annihilation of the first wave has met with the approval of a pack of demons from the fifth plane of hell. Train your creatures and prepare for another battle. You're attracting quite an audience."
- (This message erroneously suggests that you receive new creatures.)
- Final wave arrives
- "The enemy are upon us. I'm just telling you in case you were having a doze."
- Player defeats Lord of the Land
- "All the heroes are dead, which is as it should be. This land and all its spoils are yours. May I suggest that you waste everything?"
|"Hearth. Family life is the reason these serfs seem so confident and cheerful. Their unruffled existences would make even a Terror Dog throw up its breakfast of half-chewed champions."|
|— The Mentor, Intro|
|"Ruiniana. Not a soul stirs here now. Even the rats are afraid to come out of the drains to feast on the dead. You really outdid yourself here, Master. It's a pity that destruction is so easy."|
|— Canon Outro|
- This realm's outtro speech file, BAD11.WAV, makes more sense if renamed to BAD10.WAV to correspond with Nevergrim. Snuggledell's outro file, BAD06.WAV (Ruiniana), makes more sense renamed to 11 to match up with Hearth. These files are in the game subdirectory \SOUND\ATLAS\.