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. 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
- Portal Speed: 500 Turns
- Creature Pool:
Hound 50 Bile Demon 40 Dragon 40 Warlock 40 Troll 40 Dark Mistress 40
- Specials
- Transfer Creature - far northwest Gold seam
- Neutral Assets
- Workshop - southeast corner
- (Level 10) - in his workshop
- (Level 1) - hidden behind workshop
- Three Portals - in Red, Blue, and Green territory
- Six Temples - Patterned in heroes' chamber, center north end
- Scavenger Room - Patterned in heroes' chamber, center north end
Red Keeper (Human) | |||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Creature Limit | 20 | ||||||||||||||||||||||||||
Starting Gold | 3000 | ||||||||||||||||||||||||||
Starting Forces | 4 Imps | ||||||||||||||||||||||||||
May Attract
| |||||||||||||||||||||||||||
May Create or Summon
| |||||||||||||||||||||||||||
Rooms
| |||||||||||||||||||||||||||
Spells
|
Traps & Doors
|
Blue Keeper | |||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Creature Limit | 22 | ||||||||||||||||
Starting Gold | 7500 | ||||||||||||||||
Starting Forces | 8 Imps | ||||||||||||||||
May Attract
| |||||||||||||||||
May Create or Summon
| |||||||||||||||||
Rooms
| |||||||||||||||||
Spells
|
No Doors or Traps |
Green Keeper | |||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Creature Limit | 22 | ||||||||||||||||
Starting Gold | 7500 | ||||||||||||||||
Starting Forces | 8 Imps | ||||||||||||||||
May Attract
| |||||||||||||||||
May Create or Summon
| |||||||||||||||||
Rooms
| |||||||||||||||||
Spells
|
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 (Level 2) x6 - sealed corridor
- Wizard (Level 8) x5 - sealed chamber north of the Thieves
- Knight (Level 10) - Enters through Hero Gate
- Giant (Level 7) x4 - accompanying the Knight
Challenges
Unlike Buffy Oak, Red has a lower creature limit than Blue & 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 Mistresses 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.
- 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, 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 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 |
"Mormondflack. 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."" |
— Cannonical Outro |
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.
- This is the ninth realm where Outro sound bytes in the shipped game appear to be out-of-sync with the Intro. These files are in the directory KEEPER\SOUND\ATLAS\ and can be renamed to properly match the Intros.
- BAD15.WAV → BAD14.WAV - "Mormondflack" should correspond with Sleepiburgh (14)
- BAD14.WAV → BAD13.WAV - "Herelyn's Down" should correspond with Buffy Oak (13)