It starts off with a battle inside your dungeon, which tells you what to expect from this map. Many parties will spawn right inside your dungeon, so expect imps to die by the dozen. They aren't strong usually, but they spawn often and will wear you down. Some parties will come from outside, adding more threats to look out for.
Gold is also quite limited, so that's another issue. You can't build bridges, prison, temple and scavenging room. Rushing the torture chamber is a must as you're limited to 5 dragons and 5 biles, the rest being weak garbage. Trolls and orcs are useful too, for the workshop economy.
The other two keepers aren't a threat. Yellow hides in the norh west with tentacles, and green hides behind a magic door in the south east. Attacking him as soon as possible is a good idea as he can research far more spells than you, especially must obey. But he can be tough to deal with.
Spamming vampires isn't a good idea as gold is too limited. But you'll need some firepower to defeat the usual OP Knight in the end. Killing both Green and Yellow triggers tunnellers who will open the way to the Hero Heart.
Key on this map is speed as you can easily be killed by constant waves of heroes. Mining gold, research Torture room to attract mistresses was key to success. You will get many spiders and Beetles but there is no temple on map sadly to make more mistreses. In the end you face buffed Lord of the Land. There are also two Keepers but they dont have imps and both can be easily killed.
> [!NOTE]
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> [!TIP]
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> [!IMPORTANT]
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> [!WARNING]
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> [!CAUTION]
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Probably DzjeeAr's toughest map.
It starts off with a battle inside your dungeon, which tells you what to expect from this map. Many parties will spawn right inside your dungeon, so expect imps to die by the dozen. They aren't strong usually, but they spawn often and will wear you down. Some parties will come from outside, adding more threats to look out for.
Gold is also quite limited, so that's another issue. You can't build bridges, prison, temple and scavenging room. Rushing the torture chamber is a must as you're limited to 5 dragons and 5 biles, the rest being weak garbage. Trolls and orcs are useful too, for the workshop economy.
The other two keepers aren't a threat. Yellow hides in the norh west with tentacles, and green hides behind a magic door in the south east. Attacking him as soon as possible is a good idea as he can research far more spells than you, especially must obey. But he can be tough to deal with.
Spamming vampires isn't a good idea as gold is too limited. But you'll need some firepower to defeat the usual OP Knight in the end. Killing both Green and Yellow triggers tunnellers who will open the way to the Hero Heart.
3/5, 4/5 difficulty.
Key on this map is speed as you can easily be killed by constant waves of heroes. Mining gold, research Torture room to attract mistresses was key to success. You will get many spiders and Beetles but there is no temple on map sadly to make more mistreses. In the end you face buffed Lord of the Land. There are also two Keepers but they dont have imps and both can be easily killed.