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Nevergrim
DK1 MAP00010
Statistics
Appears in Dungeon Keeper
Level Number 10
Preceded By Moonbrush Wood
Followed By Hearth
Number of Other Keepers 1


Nevergrim is the tenth level in Dungeon Keeper.

Nevergrim is a memorable piece of underworld topography. Open lava and spacious, snowy landmasses dominate the region, and the only solid walls in the entire level are those surrounding the two Dungeon Hearts.

The openness seems to clarify matters for the usually-benighted Blue Keeper, for this opponent is likely to connect to your territory and launch an invasion as soon as he can.

A number of formal introductions are made here: the Scavenger Room, the Keeper Spells Cave-In and Chicken, the Dragon (though in the previous mission Dragons could be obtained via training Demon Spawn past level 10) and Hellhound (who actually first appeared as a neutral in Tickle), and (rather unnecessarily) the Lava Trap, Boulder, and Magic Door.


BreakdownEdit

  • Portal Speed: 600 Turns
  • Creature Pool:
Warlock-icon Warlock     20
Hound-icon Hound 20
Dark-mistress-icon Mistress 15
Dragon-icon Dragon 12
Orc-icon Orc 12
Bile-demon-icon Bile Demon 10
  • Neutrals
Portal - one for each keeper
Dragon-icon Level 1, x4 - roaming, north and south lava
Fly-icon Level 1, x4 - locked in center gold seam
  • Specials
Increase Level - on land, east edge
Increase Level - on land, west edge
Transfer Creature - near Blue dungeon heart

Red Keeper (Human)
Creature Limit 25
Starting Gold 6000
Starting Forces 4 Imps (Level 1)
May Attract
        Warlock-icon Bile-demon-icon Dragon-icon  
Orc-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 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  
CaveIn Icon Small Heal Icon Small Trap Lightning Small ProtectMonster Icon Small
Chicken Icon Small Disease Icon Small    
Traps & Doors
Trap Alarm Small Trap Gas Small Trap Lightning Small Trap Lava Small
Trap Boulder Small  
Door Wooden Small Door Braced Small Door Iron Small Door Magic Small
Blue Keeper
Creature Limit 20
Starting Gold 16000
Starting Forces 5 Imps (Level 1)
May Attract
        Warlock-icon Bile-demon-icon Dragon-icon  
Orc-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 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  
CaveIn Icon Small Heal Icon Small Trap Lightning Small ProtectMonster Icon Small
Chicken Icon Small Disease Icon Small    
Traps & Doors
Trap Alarm Small Trap Gas Small Trap Lightning Small Trap Lava Small
Trap Boulder Small  
Door Wooden Small Door Braced Small Door Iron Small Door Magic Small

Blue KeeperEdit

With its excellent candidate pool and great wealth, the previous realm usually allows players the opportunity to Transfer a top-tier minion into this realm and stomp the Blue Keeper with ill grace.

Reloaded and played-out as intended, though, Nevergrim may catch people by surprise.

There is an onus on Red to shift gears and work as fast as possible here. The main objectives should be to get a large and efficient Training Room going, train a mixed force of whatever creatures come through the portal, and then to secure the two Increase Level specials at opposite ends of the map's equator.

The Blue Keeper here runs the most aggressive/pragmatic AI, and what's more, there are no particularly weak creatures to attract that hog up his training space. This keeper is likely to field a force equal in strength to Red unless the player does everything he does, but better.

Hints
  • The Workshop is unnecessary. Not only are there no corridors through which to funnel traffic through doors and traps, but there aren't even any Trolls in the creature pool.
  • The Scavenger Room is something of a time sink on this level. The only decent scavengers here, Warlocks and Dragons, will swarm in anyway.
  • Surrounding a room with Guard Posts will maximize its Efficiency. This is something to consider seriously in a realm without walls. Efficiency in a Training Room is quite literal: creatures will train faster for the same amount of money.

MessagesEdit

Briefing Text
"Elsewhere in this fiery realm you have a rival Keeper to contend with. I advise extreme antisocial behaviour on your part."
Scavenger Room
"Your tireless librarians have researched the Scavenger Room. Creatures placed within a Scavenger Room will lure their kin from other dungeons and the outside world, into your domain."
Cave-In
"With typical brilliance, you have researched the Cave-In spell. Use it to block off passages and repair dungeon breaches. Interestingly, the rockfall will crush to death any creatures caught beneath it."
Dragon
"Your great wealth has bought the loyalty of a passing Dragon. They are fickle creatures. Keep your eye on this one."
Hellhound
"A Hell Hound has been lured to your domain by your Scavenger Room."
Boulder Trap
"You have a manufactured a Boulder Trap. Place it in a corridor and howl deliriously as it rumbles inexorably towards unwary trespassers."
(But where are the corridors?)
Player defeats Blue Keeper
"Notch up another victory, most malicious one. You have another land to add to your dismal collection."

Sound BytesEdit

"Nevergrim. Unable to see the bad side of anyone, these folk could benefit from a swinging sword to the back of the neck, or possibly a Lightning spell in the throat. Such possibilities never cross their happy minds."
— The Mentor, Intro
"Rivalmark. A kingdom fit for a Dungeon Keeper of your standards, Sire. The blackened hulks of the houses welcome you, and the overgrounders prostrate themselves... mainly because we've killed them."
— Canon Outro


TriviaEdit

  • This realm's outtro speech file, BAD10.WAV, makes more sense if renamed to BAD09.WAV to correspond with Moonbrush Wood. Hearth's outro file, BAD11.WAV (Rivalmark), makes more sense renamed to 10 to match up with Nevergrim. 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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