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Another Dungeon

Created by Deethe
Category Campaign
Rating 4.4 / 5 • 15 ratings
Difficulty 4.93 / 5 • 15 ratings
Original creation date 2010-11-08
Submission date 2023-06-01
Last updated 2026-01-07
Min. game version KeeperFX 0.4.9 Build 2762
Filesize 1.31MiB
Downloads 1768
File Mirrors Filesize Downloads Date
another_dungeon.zip #1 1.31MiB 473 2026-01-07
another_dungeon.zip #1 1.33MiB 825 2024-05-19
another_dungeon.zip #1 1.31MiB 478 2023-06-01
Description

Maps: 26 (20 campaign levels + 5 secrets + moon)

Another Dungeon is a campaign made in Japan, with more story focus. The story takes place in the same world as the original campaign, but years later. The difficulty is aimed to be slightly harder than the Deeper Dungeon levels, and the player is not expected to know tricks or bugs to win.

Can be played in English, Chinese and Japanese.

Installation Instructions

Extract the archive into the KeeperFX game directory.

Comments

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Is level 14 a troll or something? It's impossible to beat. Your only options are either open up your dungeon and get relentlessly attacked by an already big army the AI Keeper has, or stay confined in your dungeon with no other path to uncover. I don't get it.

AncientWay 🇫🇷 • Edited

A possible strategy is to kill yellow quickly. It requires some map knowledge.

At start, rush the 2 neutral creatures on left and right and build 2 treasure rooms to start getting gold + lair and library (library is needed to get invisibility ASAP). You also need to get the Make Safe bonus box to wall against yellow on left and right in early.

At the same time, start digging top left into top middle to be able to breach the yellow keeper on his gold vein and gems when you are ready.

Once you get invisibility, breach the yellow, kill most of his imps in possession without triggering any fight (long range gas spells with the bile demon, or projectiles from the archer), to prevent lightning strike and disease from yellow.

Once most imps are dead, drop 3 lvl 3 imps with invisibility to claim the portal and the treasure room. It has to be done several times because yellow has ghosts, countering the invisibility; you also start getting creatures from this portal which creates fights and lightning strikes which will kill your imps with the aoe.

And you also have to cope sometimes with disease.

In addition, white parties are spawning, so while pushing yellow, you need barbarians training, and temple researched to get cheap imps and anticipate all of them getting killed somehow.

Once yellow is gone, the rest of the map should be pretty easy against heroes.

There may be another strategy involving walling off completely yellow in early game and let him live his own life. I have yet to test it. I may record a playthough of one of those strategies later today.

I tried several times to attack him quickly, like in less than a minute i'm already at his gems and shooting in possession but he always comes on top. He has too many imps and ghosts behind claiming my areas and 9 times out of 10 i just die from lighting strikes.

There has to be a way to beat this without a luck based, rush cheese. Otherwise it's just bad design.

Right now i'm at a playthrough where i'm completely walled off but got an imp outside from a dirt corner before that so i managed to get the two creatures left and right and also manually mine most of the gold there. So now i'm in my small dungeon with 2 level 10 creatures, a ton of money, a couple of spells and a workshop producing infinite money. Not sure how to progress from there.

AncientWay 🇫🇷 • Edited

A very early kill is also a viable strategy, relying 100% on possession, which is why I didn't mention it first. You can rush to get the archer, then breach yellow and spam missiles until everyone is dead.

What I proposed was to wait invisibility before breaching, so that you can claim his dungeon bit after bit with invisible imps, while killing all his imps by funelling them into your own breach.

This is not luck based. But I can't say if the full walling off strategy is easier, I haven't tried it yet.

It's ok to be stuck on a challenging map, this campaign is not the easiest one after all.

I finally managed to beat this... Barely.

Even rushing the yellow keeper is not enough because if you focus on him for the first few minutes, the white keeper (yes, he has imps as well who dig and breach you) will destroy you instead with his undead waves.

So you need to rush to the yellow keeper in less than a minute so he won't wall off, make sure you have a training room/lair and the portal so you can have some barbarians to fend off the white keeper, make sure you manually wall off a certain part the yellow keeper breaches very early, make sure you use the make safe special at the correct time so the white keeper doesn't also breach the corridor you made to rush yellow and also be able to have some gold for the barbarians to train... all while you shoot yellow's imps like a maniac so he won't be able to advance until he gets completely broke and can't produce any more imps.

That's how i managed to beat it. That was all in a few chaotic minutes, trying to multitask everything super fast and save scumming every time i got a move right and i still barely managed. After yellow stopped having imps, the rest of the mission was easy, if yellow isn't stopped early, it's impossible.

Overall, this was the hardest and least enjoyable mission i ever played in Dungeon Keeper. I don't think there's any other way to beat this but i will be happy if i'm proven wrong.

AncientWay 🇫🇷 • Edited

Congrats! Not a troll level then :)

According to players who experienced that map years ago, the yellow keeper was much less aggressive. The overall idea of the map was to make you fight a lot against yellow, and the more creatures you lose, the stronger are the hero waves sent on you.

But in the last years, fix after fix, the AI became much more aggressive and efficient, which can break the balance on some maps and create difficulty spikes.

I haven't taken time to record yet, but that's on my todo list, like several other hard maps. Just not playing the game much. I don't know if conventional approaches would work against the yellow keeper. But invisibility rush (aka not breaching yellow in the first minute) is viable. Walling off yellow entirely is theoretically doable too.

I will reply to your comment once I publish a playthrough of the map with the invisibility rush option.

I tried walling off yellow but he uses bridges in the lava area soon enough. In order to claim any of the portals and be able to claim the hero area to finish the mission, you absolutely have to breach your dungeon and expose yourself to the lava area.

I also tried using invisible imps to claim anything but he has 3 million imps (under must obey and slaps as always) and they reclaim anything i claim after a few seconds. I did try to fight him this way in the lava area but he is too fast, too relentless and has the army to push. Even with full focus it's hard enough to defend this but you can't focus because there's also the white keeper who attacks you at the same time.

Yeah i think you are right, the AI fixes probably messed up the difficulty balance of the map. I imagine it was still hard enough before so now it feels impossible without cheesing early. But if you manage to do it differently, my hats off to you.

If you don't rush with the archer as fast as possible, he walls off his gems area and you can't breach. Let alone waiting for the invisibility spell, it will be too late by then. At least that's what my plays shown.

If you ever record a non-rush-cheese playthrough of this i'd like to watch it. There's only one video of someone rushing with the archer but i'm really curious to see the intended way of beating this because i just don't see it.

Some levels were easier and some levels were very hard, but in overall it was very hard.

splitt 🇵🇱

The campaign is very fun and challenging, but I cannot complete level 14 (playing on KeeperFX 1.3). I was unable to cheese the yellow Keeper — he was spamming the Lightning spell. Turtling is also impossible; the AI was too good and relentless at building bridges. Any tips?

splitt 🇵🇱

I have finally finished this level. Yellow kepper must be attacked as soon as possible, even without builder trap. I focused just on killing imps and claiming portal. Next build training room, lair and train some barbarians. Kill yellow and then slowly take other portals.

This campaign is fun if you like really difficult challenges. Its also absolutely diabolical.

I 100% do not think some maps are possible to beat without possession grenade shenanigans. On one level I spent 20 hours over 2 weeks continually getting smashed, before building a bridge behind the enemy base. Using a steal hero - and getting lucky by stealing a level 10 horned reaper. Even then, I had to use creative possession with an imp to dig from inside the enemy keepers base to some good heros so they were fighting and I could possess the reaper and backdoor their heart.

I'm only 12 levels in and it's a masterpiece already!

Pablogo 🇪🇸 • Edited

I only was able to complete 18 out of 20 campaign levels, alongside "Revenge of the lord" this is the hardest campaign i ever played. I felt level difficuly was uneven; some of them were fairly easy, while other levels were insanely hard, almost artificially. While playing against enemy keepers, some times they'll be able to destroy fortified walls, which makes being fast and agressive from the start pretty pointless in some specific levels. At the last level, he has not just 4 level 10 creatures from the start, but level 10 imps. Even if you kill those imps, he will invoke level 10 imps over again. Also, he is in possession of all the spells since the very beginning of the level. After trying to succeed near 20 times, i finally gave up.

It was fun while it lasted tho, I recommend making haste from the beginning of every level and being aggressive. Pause the game as much as you need, dont be scared to slap all the way, and play in 1st person to win hard fights.

I just beat the last level - I can share how I did it if you want to give it another go:

|| Rush upwards to block the enemy keeper from going for the initial gold SW of their base, This is a luck based attempt as the computer player has varied reaction times. After you pass the temple you veer right and then up at the guardpost. You need to possess an imp to rush claiming. Immediately drop imps to reinforce the walls where the computer will dig. You need to then possess an imp and claim all the neutral npcs on the map.

Claim the library and start researching with the Wizard and Monk immediately before you even build a hatchery, you need to RUSH workshop. Build a large hatchery to start getting bile demons. make a large training room. clear out a GIANT space for a workshop. I sold my initial lair and made my entire heart a workshop eventually. build a smaller workshop and dump your samarai/giant/thief in there. I would save the game at this point because you need to get lucky with attracting trolls and bile demons. once you have at least 8 bile demons and trolls (train them to level 2) use the steal hero and the 2 increase levels.

At this point I've expanded to the SW GEMS and moved my treasury down there. Expand your workshop to allow literally every creature who will work in there to do so. You are going for lava trap. use the lava traps to block off the access points where the enemy keeper would move into your areas the more the better 2-3 rows thick is what you are aiming for to start. There should be a chokepoint above the temple, one near your portal, and one leading down to your gold. Once the enemy claims that area, you FINALLY have some room to breathe, the enemy didn't bridge rush me until about 20 minutes later. The enemy will scavenge trolls, bile demons, and orcs, so you need to keep one of each in the temple. You should have the small prison claimed and torture chamber researched now. put as many doors as you can between your base and the enemy keeper. Their Imps will get stuck on the door. You can capture them and convert them.

Unlimited Imps for them is how you win the map. Your goal is to have the imps die and convert to level 10 ghosts. I had about 35 ghosts. There are waves of neutral mistresses, hellhounds, orcs, and bile demons, you want to covert all of these. make sure your ghosts as well as every available body are in your workshop, your imps don't mine the gems fast enough so you need to sell doors in order to heal. Once the enemy gets a few vampires they no longer scavenge anything but vampires, so you can now start to build a mistress, ghost, and bile demon army. I stole a few of the enemy keepers dragons as well.

At the final battle I sold traps until I had about 250k in gold. I had 16 bile demons, 8 mistresses, 35 ghosts, the horned reaper, 3 dragons, 8 orcs, the wizard, monk and samurai all level 10. I would save often along the way because your horned reaper or mistresses can randomly teleport into the enemy base and die instantly to a boulder trap. The final fight you need to be careful of positioning, make sure your call to arms is within range but FAR back, so the enemies get pulled into you, not the other way around. a few word of powers from the enemy dragons will instantly kill every ghost, you want them sniping from the backlines while your bile demons and reaper tank. You need to charge up a max cast heal and spam it repeatedly I ran out of gold, meaning I cast it almost 200 times.

Regroup here, dont rush the enemy keeper immediately because when they die, you have multiple groups of avatars and skeletons come from every angle, you can only take a minute or two though because you dont want the enemy keeper to re-amass an army. Once the avatars spawn, you need to kill them as they are approaching group by group, if you wait for them all to get your heart it will be too many. The avatars weren't that hard because I had the bile demons and mistresses the lightning mopped them up. One of the hardest maps I've ever played! ||

Pablogo 🇪🇸

That sounds like a very solid strategy, thanks for the detailed explanation and tips. By reading your text I can feel you had a truly epic showdown and that you played with great proficiency. For now, i moved on from Dungeon Keeper, but at some point in the future I will try again playing this level, thanks!