Revenge of the Lord, v1.00

Changes from 0.99:
- all bugs found fixed	
- difficulty for earlier levels reduced

"The kingdom of Dominus is ancient, its royalty tracing its lineage to the first Avatar himself. Today, your inheritance is all but destroyed by vile monsters from the underworld, and you are backed into the corner at Dwarfton. The city of hard-working folk is under siege, and it seems all but impossible to repel the invaders. In desperation, you perform a mystical ritual, found in the moldy tome spirited from your ancestors' library during your flight from evil. At the price of your humanity, it bestows great powers of omniscience upon you, allowing you to direct your subjects with superb ease. 

The evil keepers will suffer, as you pursue Revenge of the Lord."

A "good keeper" campaign, 9 levels + two secret levels. For obvious reasons (beyond purely mechanical ease of balancing the maps) you normally get no functional prison, no functional torture chamber (barring some capturable slabs to unlock Samurai as per KeeperFX-defined attractions), and of course no graveyard. ...That doesn't mean the AI keepers don't get these rooms, though (Vampires in particular are pure evil). Scavenger room is buildable, but isn't all that useful with maps having few neutral/heroic creatures to scavenge and Witches are infamous for Wind/Gas poorly interacting combo despite their relatively high DPS. Bridge building is limited at 1 slab, since the Attack Rooms AI for some reason will target a bridge if it sees one (...was that ever reported as a bug, btw? Since it is one)... and to prevent walling in at liquid corners.

The campaign was designed for KeeperFX, unofficial 4.6. Difficulty level is somewhere along the lines of "harder than original DK/DD but easier than AK"; it's impossible to wall in for one reason or another on most levels, there are no gems until the latter half of level and even then their mining triggers more attackers, and half the time you don't even get to design the dungeon layout (4 of 9 levels start with pre-dug dungeon with the remaining map taken up by enemies). All of your enemies are always allied. Transfer creature specials are present, winning without them is possible but may be more challenging. The final level might be the most challenging, especially if you feed the AI with corpses and let it build up an army of vampires.

There should be no puzzles using true exploits here. And I did make sure to patch the walls with impenetrable rock when necessary.

There is a file containing mentor scripts, but they're not voiced because 1) there's only 1 terrible voice actor easily available for me - myself (and I'm severely rusty at spoken English) and 2) they're still subject to change.

SPOLERS AHEAD















Dwarfton
A starting level. Obviously, very simple - you don't mind getting pummeled by Dark Mistresses, Hounds, and undead using thiefs, dwarves, monks and fairies, do you? 
Tips: 
- In all fairness, Boulder Traps solve most problems here; use long narrow corridors and that 2-tile wide one in the middle. If you experience problems with imps running wild, lock doors.
- Keep training fairies and thiefs->knights, while mid-leveled dwarves stay in workshop (they're low-maintenance so that's OK). 
- Capture Libraries and Temples and don't get them destroyed. W
- Whenever you're short on gold, don't be greedy for easy gold to the east and press north-west instead; always sell non-boulder traps.
- don't rush the enemy Dungeon Heart without solving one or two side-quests. Thirty creatures is plenty.

Sparkleforest
You get an 'option' to wall in with dirt-cheap dwarves, archers and fairies here, using Make Safe, and try subsisting on 350g traps. But expect full-blown Orcapocalypse once you get out, for they'll keep spawning all the same and 60-creatures waves can't be stopped. If you go for gold outside your starting area, you get a breach. Take too long without attacking, and the hordes will overwhelm you.
Tips: 
- Imps will invade shortly; ensure they don't break some walls you like.
- The enemy rooms - blue, green, yellow and Hero/Good - support various bug/troll/bile demon parties; taking over Barracks shuts down the other rooms of similiar color outright. 
- Abuse Conceal to take over territory; there are no detectors here and only doors can stop you. 
- Dig around some, there are a few boxes and heroes hidden.

Abbeystone
Similiar to Sparkleforest, but this time it's AI ally who bears the brunt of first attacks, which start almost immediately. Coming late to the party turns out worse than in Sparkleforest, though, because attackers are many. Map is straightforward enough.
Tips: 
- don't get a breach until you're told to,
- take over the closest Hero/Good rooms swiftly unless you like permanent onslaught with no pauses.
- Do try to find the special boxes. The last few aren't necessary, except for Locate Hidden Realm that is.
- Use traps to avoid fighting and eradicate sneaky Warlocks. The endless tide here is the most diverse you'll meet.

Widerwilds
First "vs keeper" map, the AI however lacks library and is thus comparatively harmless. On the other hand, he's got more creatures (some archers, mostly Barbarians with superior training, and Giants who die to ranged attacks) and a Hero/Good monster fortress starts sending attackers after a while.
Tips: 
- Use Secret Level 1. You'll need the help.
- Look out for objective description. Do try to wall in, since the enemy is stronger with barbarians comprising most of the army (they train FAST). 
- Shut down Hero/Good attacks ASAP, by taking over rooms. 
- Attack green when he's low on creatures, after dealing with yet another Hero/Good wave (most likely, north-eastern portal room and/or lairs over there). 
- Green may well die on its own because he gets some Hero/Good attackers once in a while.
- There isn't a Transfer creature here.

Misty Bog
Undead crusade; the AI keeper uses mostly tentacles though, for the sake of not giving him 2500000 starting gold and several gem blocks. Skeletons supporting vampires are plenty deadly, and the enormous amounts of gold you'll mine out won't really help when both AI and skeletons come knocking.
Tips: 
- Use Secret Level 1. You'll need the help.
- Until you can fight 30ish level 10 Tentacles, try preventing the attack in the first place. 
- Knights 7 with Reflect are the best thing, fairies 7 and samurai 9 will do, monks and wizards are okay.
- Walling out with no landbridge is the goal; if you can afford building your own bridge to invade all the better.
- Mine out all the gold you can, starting with remote clusters to the north; your dream-team of knights and samurai will use up it all.
- AI keeper has a cap of 5 vampires, so it's not nigh unkillable; it's advised to kill him first, but the script can handle him dying last, too. 
- Scavenging will let you get several high-level neutral heroes scattered all across the map without fighting. Also, dig east from heart.
- You must capture a temple ASAP since imp mortality is ludicrous once AI starts fetching corpses.
- Before destroying Hero/Good heart, if possible go claim the Transfer and LHR boxes to the north-west.

Knights' Castle
Two AI keepers, both with barely dozen creatures, and a lot of Hero/Good Orcs and Dark Mistresses littering the place. Predesigned dungeon comes combined with pest infestation, you'll have to train creatures some to beat them. The wizards will come on 3rd portal capture, and killing both keepers or training up 5 Knights will grant you a Destroy Walls book to face the final challenge. 
Tips: 
- Use Transfer to get a knight 10. Otherwise, expect to be heavily outclassed.
- Don't open up empty neutral rooms which contain thiefs until much later. You don't need them filling up all samurai/monk slots.
- You must claim the neutral portal ASAP or you'll be stuck with no hatchery.
- Don't claim the Hero/Good territory mindlessly; you'll need to fortify walls instantly or risk a breach. Dig around the start for Make Safe.
- If you don't rush all four Hero/Good rooms at the portal, expect Hero/Good imps to make several messy breaches and risk fighting both keepers at once.
- For all the AI keepers get only 10 creatures, their lv 10 Mistresses+Orcs are surely a bother with Hero/Good support.
- Target imps which bother you with fairies and the like, preferably at your or neutral ground to avoid monster confrontation. 
- Killed keeper will cause Demonspawn packs to attack, also Workshops/Library will spawn more monsters. 
- Final battle requires full level 10 Knights or Samurai, and it'll take ALL THAT GOLD ON THE MAP to train them. Somewhat boring wait after intense combat.
- Scavenging isn't useful here, but the priestesses might be.

Hellspring
No AI keeper this time, but you face a never-ending torrent of Hero/Good creatures instead, with small library/workshop on top. Both Mistresses and lone Hornies will be attacking, teamed up.
Tips: 
- No point in walling in, you'll get no Workshop to sustain yourself that way. 
- Scavenging is highly useful, there are many neutral and several Hero/Good creatures including samurai.
- Scavenger rooms are best destroyed using CTA, to cut the hellhound attack rate by half. 
- No enemy keeper means you only need to watch out for fixed amount of attackers, even if mistresses/hornies. 
- Watch out for lv 10 Mistresses stealing your gold; don't place treasury away from some popular room like Training. Later, kill on spawn.
- Final fights might be tough even at 35+ heroes with 8 knights, then again they might be not.

Verminfeast
Despite description, not much of a hungry land; however, you'll find the virtually endless waves of SPIDERS, BUGS and even FLIES more exhausting because you don't get a training room to build, with only 21 slabs total.
Tips: 
- Transferred Knight pretty much ensures your safety, but it can't be everywhere. 
- Try to make your dungeon have a single entrance to invade. 
- Keep an eye on big Training room and Library to the east; a single room destroyer might be a cause for reload.
- You aren't actually limited in gold if you can protect imps running through tunnels and the blue doesn't claim his entire half of the map.
- There are five (!) Increase Level boxes scattered across the land - save them until you launch final attack after training everyone to level 5 - don't waste space on thiefs.
- Don't tangle with Blue needlessly once they have fully trained lv 10 troops; a prison will ruin your chances by imprisoning healing heroes, and producing skeletons on top
- It's advised to avoid capturing two of Increase Level boxes in rooms with blue walls until assault.
- There is a hidden Transfer Creature box requiring Destroy Walls to uncover; do this before you finish the game. If you fail at this, you could glitch a Word of Power creature through the wall.

Wickedridge
The last level. Probably the hardest, because it requires extensive micro to avoid fighting Blue too early.
Tips: 
- You get quite a bit of breathing room, as long as you don't breach something or mine too far. But without Transfer, you'll need to train up forces ASAP.
- You can recruit 7 wizards, 7 monks, 7 archers and 9 samurai, up to 7 knights (really 3-4); but expect everyone not self-healing to die in Blue combat. 
- Don't expect many thieves to show up, you share this pool with Blue. Priestesses and dwarves are not good period, fairies tend to get killed in Blue combat.
- Huge Workshop is a must; you're very likely to run out of gold before gems.
- You'll need a huge army you can't afford to defend from full-power attack waves. Once attacks start, go ahead and capture all the Hero/Good rooms to lower the spawn rate.
- Dark Mistresses and Horned Reapers won't ever stop, but lv 10 Bile Demons, Orcs, Demonspawns and Undead are obnoxious enough without ready access to gems. 
- It's possible to secure 3 gem faces without facing the Blue directly and get extra 30k gold, but you must immediately haste-fortify walls bordering the blue upon claim. 
- The lv 10 vampires are obnoxious so don't feed AI with imps if at all possible. Once you see first ones, put up doors and allow them to collect corpses at their leisure.
- Attackers carry a bit of gold with them, if you're broke it's a boon. Though honestly, chances to lose heroes are higher.
- Approaching the enemy Dungeon Heart triggers extra endless attack timer so don't lose all your heroes.
- You can research Disease; it's advisable to hoard gold, bait Blue to send troops, and cast maxpower disease, then wait before committing to attack.
- Blue uses Vampires, Biles, Dragons, Mistresses, plus loads of Orcs and Hell hounds. Only Wizards and Monks 10 have a chance at surviving melee.