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Mistle
DK1 MAP00019
Statistics
Appears in Dungeon Keeper
Level Number 19
Preceded By Blaise End
Followed By Skybird Trill
Number of Other Keepers 1


Mistle is the 19th level in Dungeon Keeper.

The defining feature of Mistle is a cool-looking ancient dungeon you get to claim for your own at the beginning. It can be surmised from the game files that its previous occupants held themselves in defiance of Wisel, the local Blue Keeper. The reason for their downfall, however, becomes obvious in moments: they had no Training Room.

Until either the White Dungeon or the Blue Dungeon is captured, there is no way to train creatures on this map. The Blue Dungeon Heart is the map objective.


ContentEdit

  • Portal Speed: 500 Turns
  • Creature Pool:
Skeleton-icon Skeleton     20
Spider-icon Spider 10
Demon-spawn-icon Demon Spawn 10*
Troll-icon Troll 6**
Dark-mistress-icon Mistress 2
Warlock-icon Warlock 1**
Bile-demon-icon Bile Demon 1**
* 10 added to pool by scripted event
** 1 added to pool by scripted event
Red Keeper (Human)
Creature Limit 30
Starting Gold 10,000
Starting Forces 4 Level 5 Imps,
4 Level 10 Imps
May Attract
          Bile-demon-icon   Troll-icon
  Dark-mistress-icon            
May Create or Summon
Imp-icon       Skeleton-icon   Vampire-icon Horned-reaper-icon
Rooms
Treasure Room Icon Small Lair Icon Small Hatchery Icon Small  
Library Icon Small Bridge Icon Small Guard Post Icon Small Workshop 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 HoldAudience Icon Small
       
       
Traps & Doors
Trap Alarm Small Trap Gas Small Trap Lightning Small  
  Trap Word Small
Door Wooden Small Door Braced Small Door Iron Small Door Magic Small
Blue Keeper
Creature Limit 32
Starting Gold 800,000
Starting Forces 4 Level 3 Imps,
2 Level 10 Imps
May Attract
    Spider-icon   Warlock-icon      
        Skeleton-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 Workshop 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 HoldAudience Icon Small
CaveIn Icon Small Heal Icon Small Trap Lightning Small ProtectMonster Icon Small
       
Traps & Doors
Trap Alarm Small Trap Gas Small Trap Lightning Small  
  Trap Word Small
Door Wooden Small Door Braced Small Door Iron Small Door Magic Small


  • Dungeon Specials
Resurrect Creature - in a hidden pocket of water to the east of your Dungeon Heart
Resurrect Creature - through a trapped corridor in the southeast gauntlet
Steal Hero - north of Red Dungeon in watery cavern, guarded
  • Unclaimed Dungeon for Red Keeper
Treasure Room
Lair x6
Hatchery x2
Library
Workshop
Prison
Torture Chamber
Temple
Graveyard
Vampire-icon4

Southeast GauntletEdit

FoesEdit

The bottom-east exit of the newly-claimed Red Dungeon leads to a series of caverns containing mid-level foes. Red Keeper alone has access to this area. Because the creature pool for the player is very limited, and it is impossible to train creatures in any case, we are meant to work our way through this area first and capture all the creatures, heroes, and loot therein, building the strength needed against the White Dungeon to the north. The heroes should not left in prison to become skeletons as this would only benefit the enemy keeper as he would immediately scavenge them.

In order of appearance:

Tentacle-icon5   Tentacle-icon5   Tentacle-icon5      
Watery cavern.
Archer-icon4   Archer-icon4   Archer-icon4   Archer-icon4   Archer-icon4   Archer-icon4  
Camping one-tile islands in a fiery cavern.
Fairy-icon4   Fairy-icon4   Fairy-icon4   Fairy-icon4  
Guarding a Lightning spellbook in the next room. And they've read it cover to cover.
Archer-icon4   Wizard-icon5   Wizard-icon5   Wizard-icon5   Wizard-icon5  
Camping more one-tile islands in another fiery cavern.
Monk-icon3   Monk-icon3   Monk-icon3   Monk-icon3   Monk-icon2  
Guarding a Prison and Gem Seam.

TreasureEdit

Gem Seam - 4 slabs with 4 open faces, located at the end
Trap Lightning Small Lightning Strike - sealed room guarded by Fairies
Dragon-icon Dragon Level 4, x2 - trapped corridor
Prison - trapped corridor
Trap Boulder Small Boulder Trap - with the Gems

White DungeonEdit

The White Dungeon should not be attempted with just the first couple of slobs that come in through the Portal. The army of well-trained soldiers in place near the Training Rooms are the chief threat in this region. Archers in this group might lure attackers towards the White Heart, causing the Lord of the Land and his samurai warriors to crash in and join the fray.

There is a tunnel of water between the Red and White dungeons. Should the fighting get too hot, remember the old trick of throwing down a Guard Post slab against the water, making the bank too steep to traverse.

WanderersEdit

Grouped by sealed area:

Fairy-icon3      
Sealed tunnels and caves immediately north of Red Dungeon
Barbarian-icon4   Barbarian-icon4  
Barbarian-icon4   Barbarian-icon4  
Barbarian-icon4   Barbarian-icon4   Barbarian-icon4  
Archer-icon3   Archer-icon3   Archer-icon3   Archer-icon3   Archer-icon3   Archer-icon3  
Giant-icon6   Giant-icon6   Giant-icon6   Giant-icon6   Giant-icon6   Giant-icon6   Giant-icon6   Giant-icon6  
Thief-icon7   Thief-icon7   Thief-icon7   Thief-icon7   Thief-icon7   Thief-icon7   Thief-icon7   Thief-icon7  
Holding White Dungeon

GroupsEdit

  • Party "P1"
Knight-icon9 - carrying 1500 gold
The Lord of the Land's personal "party" spawns in company with two copies of "P4", if a creature gets close to the White Dungeon Heart.
  • Party "P2"
Wizard-icon2   Wizard-icon2   Wizard-icon2 - 1500 gold
These appear over top of a Protect spellbook in the big unclaimed cave just north of Red Dungeon.
  • Party "P3"
Thief-icon4   Thief-icon4   Thief-icon4   Thief-icon4 - 2000 gold
Thieves that drop in around a hero gate located to the left and up from the "P2" Wizards. They seek the Treasure Room.
  • Party "P4"
Samurai-icon6   Samurai-icon6   Samurai-icon6 - 4500 gold
Two copies of this party appear simultaneously, one in each of the rooms closest to the White Dungeon Heart, to aid the Lord of the Land.

TreasureEdit

Training Rooms
DestroyWalls Icon Small Destroy Walls
8500 gold
Heal Icon Small Heal - north of Red Dungeon in White-claimed area
ProtectMonster Icon Small Protect - north of Red Dungeon in unclaimed area

Blue DungeonEdit

Defeating the Blue Keeper is the only objective for this level. He is far away and has practically no drive to attack Red. If he is walled into his section of the map, he can't attack. He can defend himself handily, however.

The Blue Keeper starts with a claimed Portal, Treasure, Lair, Training Room, Prison, and Scavenger Room. He attracts Skeletons, trains them furiously to Level 10, and tasks them with Scavenging, possibly Manufacturing, and the defense of the dungeon. To accomplish this, he needs but to dip lightly into his cash reserve of 800,000 gold (he is said to have been well-entrenched in this realm).

A weakness of Wisel's gigantic gold reserve is that it typically removes an AI Keeper's incentive to dig out gold seams. He might well ignore the 5 Gem slabs, with a whopping 14 open faces, located north of his domain, leaving it up for grabs.

HintsEdit

Carefully build up a side of converted Heroes by pushing East and then North from your domain. With the Training Room completing your kit here, Red Dungeon can be as strong as it could be anywhere. Against a defensive Keeper with a Skeleton obsession, the battle is then yours to lose.

Other inventive ways of clearing the map exist. It is possible, for instance, to completely remove Blue's army by beating him in a scavenging battle for Skeletons. There are also judicious ways to employ the Boulder traps found at the end of the southeast gauntlet. With the handy Guard Post trick, a tunnel can be constructed drawing the Heroes into a full-scale conflict with Blue.

Perhaps the quickest way to win is to scoff at orthodoxy and summon a big army of Level 2 Horned Reapers. Every creature that enters through red's portal is, after all, an ingredient for this summon. The more, the merrier.

MAP00019 Solution

Baby Reapers, or the surviving ones at least


EventsEdit

This level seems to script more background mechanics than levels ordinarily do; many of the events seem redundant with Dungeon Keeper's default rules & behavior.

  • When a Treasure Room, Lair, Prison, Torture Chamber, Temple, or Graveyard is captured, the room is made available to all players. These events occur, most assuredly, in the beginning as the player claims the prefab dungeon. Prior to this, all rooms are merely researchable "Question Marks" on the Rooms panel.
  • When a Hatchery is captured, it is made available to all players. A single Bile Demon instance is also added the the creature pool; this creature is available to Red only.
  • When a Library is captured, it is made available to all players. A single Warlock instance is added to the creature pool, available to Blue.
  • When a Workshop is captured, it is made available to all players. The number of Trolls in the creature pool goes up from 5 to 6. Trolls are only available to Red.
  • When a Training Room is captured (only possible from the smoldering wreckage of either the White or the Blue Dungeon), it is made available to all players. Ten Demon Spawns are added to the Creature Pool, available to Red.

MessagesEdit

Briefing Text
"The people of this realm speak of a Dungeon Keeper called Wisel, who is bound to get in your way. When he does, you will have to consign him to history. This will be no mean feat. Resources are scarce because of his activities."
Player digs out the Dirt tile east of Red domain
"It is rumoured that two Dragons are held captive somewhere east of here. Were you to find them and free them, they would make powerful servants."
Player enters the chamber in far bottom-right corner
"These Boulder Traps are ideal for crushing the foe but there are only three of them at your disposal, so use them wisely."
Player digs out the Dirt tile north of Red domain
"This region of the underworld is riddled with tunnels and many heroes explore their labyrinthine ways. No-one said being evil would be easy."
Player passes watery tunnel towards White Dungeon
"A tunnel to the north leads to the Lord of the Realm's domain. This gate is guarded well. It might be wise to direct the humans' attention towards your subterranean enemy."
Player acquires a Samurai
"Your evil has corrupted a Samurai Warrior, he has forsaken honour to join your cause. Should your minions suffer heavy casualties, this Warrior will even call upon his brothers in arms to offer assistance. How kind. How stupid!"
Blue Dungeon Heart destroyed
"Wisel is defeated. The land is yours to plunder and despoil for all eternity. Give 'em hell, master."

Sound BytesEdit

"Mistle. Light and airy, Mistle is a haven for those who love the peaceful countryside. The sort of people who won't like miles of sulfurous, stinking wasteland... and the screams of the damned, of course."
— The Mentor, Intro


"Firemoor. There's a burning mess where once a pretty village stood. Clearly, you've achieved a significant improvement in the area. Even the poisonous smoke smells sweet."
— Cannon Outro


TriviaEdit

  • Red's research and minions are said to have been left in disarray by the activities of the enemy Keeper. And indeed, there are spells scattered through the region, and most assets have to be captured to be activated.
  • There are remarks in the script to the effect that the Heroes received their Training Rooms and tuition from the Blue Keeper and hope to curry favor with him by hunting down Red. However, White is hostile to Blue in-game.
  • The enemy Keeper's name was scrambled from Lewis to Wisel. Possibly a reference to a Mark Lewis, credited by Bullfrog.
  • This realm's outtro speech file makes more sense if renamed to BAD18.WAV to correspond with Blaise End. Flowerhat's corresponding file, BAD04.WAV (Firemoor), makes more sense renamed to 19 to match Mistle. These files are in the game subdirectory \SOUND\ATLAS\.

GalleryEdit


Levels
Dk1iconDungeon Keeper
1.Eversmile / 2.Cosyton 3.Waterdream Warm / 4.Flowerhat / 5.Lushmeadow-on-Down / 6.Snuggledell / 7.Wishvale / 8.Tickle / 9.Moonbrush Wood / 10.Nevergrim / 11.Hearth / 12.Elves' Dance / 13.Buffy Oak / 14.Sleepiburgh / 15.Woodly Rhyme / 16.Tulipscent / 17.Mirthshire / 18.Blaise End / 19.Mistle / 20.Skybird Trill / S1.Secret 1 / S2.Secret 2 / S3.Secret 3 / S4.Secret 4 / S5.Secret 5 (Lost Level) / S6.Secret 6 (Full Moon Level)
Dk1iconThe Deeper Dungeons
1.Morkardar / 2.Korros Tor 3.Kari-Mar / 4.Belbata / 5.Caddis Fell / 6.Pladitz / 7.Abbadon / 8.Svatona / 9.Kanasko / 10.Netzcaro / 11.Batezek / 12.Benetzaron / 13.Daka-Gorn / 14.Dixaroc / 15.Belial
Dk1iconDK1 Multiplayer
Dk2iconDungeon Keeper 2
1.Warcry / 2.Enchantments 3.Greed / 4.Snipers / 5.Fear / 6a.Besieged / 6b.Rout / 7.Caverns / 8.Aftermath / 9.Ambush / 10.Smashing / 11a,b,c.Carnage / 12.Scavenge / 13.Conversion / 14.Reap / 15a.Storm / 15b.Crusade 16.Creep / 17.Angelic / 18.Brotherhood / 19.Interception / 20.Regicide / S1.Golf / S2.Duckshoot / S3.Maze / S4.Bowling / S5. Imp Invasion (Full Moon)
Dk2iconPet Dungeons
1.Liberty / 2.Discovery 3.Bottleneck / 4.Recruits / 5.Furnace / 6.Masterpiece / 7.Torment
Dk2iconDK2 Multiplayer
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