Post by Tené on Jul 24, 2008 7:19:48 GMT 10
Well, long after the wave of LPs that started up after FE started hers, I’ve decided to produce one of my own.
I’ve elected to take you through one of my all-time favourite games; Dungeon Keeper. Sadly, since the original game operates at such a low resolution I can’t actually get screenshots from it (they all come out with incorrect colours) I’m playing through its sequel. There really should have been a third part, but sadly the greatest game series ever never went beyond two.
Our objective in this game is to take over the world and spread mindless, glorious evil. In order to claim the surface world, we will require the twenty Portal Gems which allow us to access the sunlit land of the heroes. We have a great ally in the incredible Horned Reaper, known to his friends as Horny, or at least would be if any of his friends survive. We are also guided by a Mentor, who is never seen but always heard. You will come to either love him or hate him. For the sake of this LP I won’t be including most of his lines, since they consist almost entirely of game help. I will, however, copy out his briefing before each chapter.
Text in italics is out of character, simply to tell you game mechanics and the like.
So, without further ado, let’s play...
Dungeon Keeper 2.
Chapter I: “Warcry”
The time has come to begin my evil campaign. Upon consulting my mentor, we decided that the best place to start would be...
Smilesville.
“Welcome, Keeper. Before you lies a happy and carefree realm. The local champion Lord Antonius holds the first portal gem you require. Learn how to construct a dungeon, and build up your forces so that you can crush Lord Antonius to wipe the smile from his face.”
I have established my Dungeon Heart in the south of the region.
This is the nexus of my power; it draws mana from the land and sustains all of my magic, including my imp workers. Without it, I can do nothing in the world, so it is imperative that I defend it.
If your dungeon heart is destroyed, you lose the game.
Now that that is done, the first thing I will need is gold. I instructed my imps to mine out a nearby seam of the metal.
They are very fast workers, and managed to carve out the seam in seconds, providing me with three thousand gold pieces. It was still not enough, though, so I had them mine out more.
With twelve thousand pieces in my stores, I had the imps then claim the space in the tunnels to mark out my territory and extend the dungeon.
Claiming a tile allows you to act on it – place rooms or traps, drop creatures, and so on. On unclaimed territory you can only drop imps and cast a select few spells. On enemy territory you cannot act at all save for three spells.
Imps are useless in combat, so I need more powerful creatures to conquer the realm. To that end, I sought a portal.
Portals are your source of minions. All creatures come in through them. Your first portal will provide up to fifteen creatures. The type of creatures that come through depend on what rooms you have - certain rooms will attract certain creatures.
Very shortly after claiming the portal, a goblin came through to join me. It clearly liked what it saw, so it stayed in the dungeon to serve me.
While imps need only mana to sustain them, more natural creatures like the goblin have needs that must be catered to. The first is shelter; all creatures need a home. I had my imps carve out a room, and in that I lay out a lair.
Note here the room panel at the bottom. At the moment, I can only use two rooms, but this number will increase later on.
My goblin was pleased, and set up his own space within the lair. Goblins like simple camp-beds, so that is what he constructed.
Another need to satisfy was hunger. My creatures must be fed. For this, dungeon architects of old came up with the Hatchery, which is now the standard canteen for dungeons everywhere.
Here, plump, juicy chickens are born, grow, and get eaten by all minions. When tending to hordes of merciless killers, there is no need to consider a vegetarian option.
Time passed. Word of my dungeon got around. More goblins came to join my cause, and my numbers grew.
This is the Creature panel. It shows you how many of each type of creature are in your dungeon. With the buttons at the sides it can also tell you what they are doing and how happy they are. The picture isn't very clear, but I have five goblins.
But word of my dungeon reached not only the ears of potential employees.
Dwarfs! They tunnel through into my dungeon, tearing down the walls that bounded it. This was what my goblins are here for. They swarm the dwarfs, making short work of them. After rifling through their possessions for petty cash, they are left to rot.
Following this invasion, I feel that I should strike at Lord Antonius while the iron is hot. I instruct my imps to mine north toward his stronghold...
...and run across a strange artefact. I open the box, and some kind of magic spreads throughout my dungeon.
I find that all of my goblins are now stronger.
In every level, secrets such as this are hidden. This one raises the level of every creature by 1; others have different effects.
Finally, we tunnel through to Antonius’ keep.
“Away with you, Keeper! You shall not taint Smilesville with your evil ways!”
He was expecting us! No matter. The goblins swarm him. He puts up a fight, but he has no hope against eight goblins attacking from all sides.
After a short battle, Antonius falls to his death in the dirt. As the goblins disperse back to their lairs, the Horned Reaper appears. He approaches the corpse of Lord Antonius, and collects from him the first portal gem.
I’ve elected to take you through one of my all-time favourite games; Dungeon Keeper. Sadly, since the original game operates at such a low resolution I can’t actually get screenshots from it (they all come out with incorrect colours) I’m playing through its sequel. There really should have been a third part, but sadly the greatest game series ever never went beyond two.
Our objective in this game is to take over the world and spread mindless, glorious evil. In order to claim the surface world, we will require the twenty Portal Gems which allow us to access the sunlit land of the heroes. We have a great ally in the incredible Horned Reaper, known to his friends as Horny, or at least would be if any of his friends survive. We are also guided by a Mentor, who is never seen but always heard. You will come to either love him or hate him. For the sake of this LP I won’t be including most of his lines, since they consist almost entirely of game help. I will, however, copy out his briefing before each chapter.
Text in italics is out of character, simply to tell you game mechanics and the like.
So, without further ado, let’s play...
Dungeon Keeper 2.
Chapter I: “Warcry”
The time has come to begin my evil campaign. Upon consulting my mentor, we decided that the best place to start would be...
Smilesville.
“Welcome, Keeper. Before you lies a happy and carefree realm. The local champion Lord Antonius holds the first portal gem you require. Learn how to construct a dungeon, and build up your forces so that you can crush Lord Antonius to wipe the smile from his face.”
I have established my Dungeon Heart in the south of the region.
This is the nexus of my power; it draws mana from the land and sustains all of my magic, including my imp workers. Without it, I can do nothing in the world, so it is imperative that I defend it.
If your dungeon heart is destroyed, you lose the game.
Now that that is done, the first thing I will need is gold. I instructed my imps to mine out a nearby seam of the metal.
They are very fast workers, and managed to carve out the seam in seconds, providing me with three thousand gold pieces. It was still not enough, though, so I had them mine out more.
With twelve thousand pieces in my stores, I had the imps then claim the space in the tunnels to mark out my territory and extend the dungeon.
Claiming a tile allows you to act on it – place rooms or traps, drop creatures, and so on. On unclaimed territory you can only drop imps and cast a select few spells. On enemy territory you cannot act at all save for three spells.
Imps are useless in combat, so I need more powerful creatures to conquer the realm. To that end, I sought a portal.
Portals are your source of minions. All creatures come in through them. Your first portal will provide up to fifteen creatures. The type of creatures that come through depend on what rooms you have - certain rooms will attract certain creatures.
Very shortly after claiming the portal, a goblin came through to join me. It clearly liked what it saw, so it stayed in the dungeon to serve me.
While imps need only mana to sustain them, more natural creatures like the goblin have needs that must be catered to. The first is shelter; all creatures need a home. I had my imps carve out a room, and in that I lay out a lair.
Note here the room panel at the bottom. At the moment, I can only use two rooms, but this number will increase later on.
My goblin was pleased, and set up his own space within the lair. Goblins like simple camp-beds, so that is what he constructed.
Another need to satisfy was hunger. My creatures must be fed. For this, dungeon architects of old came up with the Hatchery, which is now the standard canteen for dungeons everywhere.
Here, plump, juicy chickens are born, grow, and get eaten by all minions. When tending to hordes of merciless killers, there is no need to consider a vegetarian option.
Time passed. Word of my dungeon got around. More goblins came to join my cause, and my numbers grew.
This is the Creature panel. It shows you how many of each type of creature are in your dungeon. With the buttons at the sides it can also tell you what they are doing and how happy they are. The picture isn't very clear, but I have five goblins.
But word of my dungeon reached not only the ears of potential employees.
Dwarfs! They tunnel through into my dungeon, tearing down the walls that bounded it. This was what my goblins are here for. They swarm the dwarfs, making short work of them. After rifling through their possessions for petty cash, they are left to rot.
Following this invasion, I feel that I should strike at Lord Antonius while the iron is hot. I instruct my imps to mine north toward his stronghold...
...and run across a strange artefact. I open the box, and some kind of magic spreads throughout my dungeon.
I find that all of my goblins are now stronger.
In every level, secrets such as this are hidden. This one raises the level of every creature by 1; others have different effects.
Finally, we tunnel through to Antonius’ keep.
“Away with you, Keeper! You shall not taint Smilesville with your evil ways!”
He was expecting us! No matter. The goblins swarm him. He puts up a fight, but he has no hope against eight goblins attacking from all sides.
After a short battle, Antonius falls to his death in the dirt. As the goblins disperse back to their lairs, the Horned Reaper appears. He approaches the corpse of Lord Antonius, and collects from him the first portal gem.