Silverstream
| Silverstream | |
|---|---|
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| Details | |
| Realm | 9 |
| In-game title | Ambush |
| Category | Campaign |
| Lord / Guardian | Lord Voss |
| Objectives | |
| Main | Ensnare Lord Voss as he crosses this land |
| Sub | Commandeer the heroes’ outposts along the dyke |
| Preceded by | Snapdragon |
| Succeeded by | Woodsong |
| Assets | |
| Creatures | Mistress (5) |
| Specials | Heal All, Increase Level, Make Safe, Receive Imps Mana Boost |
| New Assets | |
| Creatures | Bile Demon, Guard Post, Knights (4,4,4,4) |
| Specials | Braced Door |
| Liabilities | |
| Creatures | Guard Post, Guards (1,1,1,1), Guards (1,1,1,1,2,2,2,2), Guards (2,2) |
| Enemies | Lord Voss (5) |
| Specials | Sentry Trap |
Silverstream. My spies tell me Lord Voss is attempting to escape past us through this realm. Stop him quickly and decisively before he gains too much support and turns the tables on you.
A Hero Party carries the Gem across the map, picking up A reinforcements along the way. Ambush them. S
This realm is all about speed and pacing yourself. Through careful and rational creation of a good, solid dungeon, you will triumph over the forces of Good in Silverstream.
Business Model
First you want to get the basics covered. Do you have a Lair? Hatchery? Library? Are they all up and in working order? Good. Once your basics are up and running, you can start off building some of your secondary rooms. If you’ve been paying attention, you know that the next most important thing in a realm like this is to build a Prison. You’re going to be fighting, and it’s a sad waste to have to kill enemies who, were they snug behind sturdy steel bars, might at the very least rot away and become loyal Skeletons. Definitely get that underway. Meanwhile, start your Imps digging both to the east and west. To the east lies a neutral Torture Chamber, and you’ve got to admit that’s always an advantage … in combination with the Prison it makes a sinister ensemble. The westward-digging Imps are, in fact, preparing for an attack on the second outpost. Here’s a secret — there’s a patch of diggable rock alongside some impenetrable rock (near the neutral Torture Chamber) that actually is supporting the solid-looking but weak impenetrable rock. Dig out what you can by commanding the Imps to dig a 3x1 Torture Chamber into the wall. This will cause the nearby impenetrable rock to collapse, giving a neutral path to the 3x3 Chamber and a neutral Mistress. Make sure she feels welcome, and claim all the territory your Imps can get to. Turn it all in to one large Torture Chamber, the better to win friends and influence people later. Now it’s time to get ready to invite guests over. Take some time and do it right. Despite the common misconceptions about the unhallowed Armies of Darkness, it’s a rare situation where you actually have enough minions to completely overpower the massed forces of Sweetness and Light. By this time, the happy people of Harmonia are aware of the blight spreading throughout the land, and they’ve got a bit of an attitude about it. You’ve noticed that you don’t sneak up on them while they’re singing happy songs and dancing around in group hugs. No, they’re all armed to the teeth and pretty snarly about invasion forces of Evil digging around in the bedrock.
So what you need to do is this: dig out all the rock except the last block leading to the middle outpost. As you dig, get your people busy placing traps all the way down the corridor. In case you haven’t tried it, you can throw a vicious little one-two punch with a Gas Trap placed in front of a few Sentries. The plan is to lure the Guards onto your territory, where they’ll have to face your defenses before taking on your fighters. Once you have a favorable layout of traps, you can dig out that last block, Bridge to the closest wall of the Guard Room and dig through it. They’ll answer your friendly knock, you can be sure. Don’t try to face them there, but let the Guards chase your Imps into your traps. Then, of course, capture their bodies and convert them to your cause. Don’t miss an opportunity to use their own against them. It’s one of those little occupational perks that gives a Dungeon Keeper the warm fuzzies. When you’ve taken care of business thus far, claim the rest of the second Guard Room and fortify it with Barricades, Sentry Traps, Gas Traps, etc. Move on to the third Guard Room, luring any opposition you meet back into your death-trap killing ground. Repeat this for the third Guard Room, but this time be wary of the extra traps that surround it. They’re getting tricky, so you’ll need to be careful. In fact, you should place only a few traps on this Guard Room, as a precautionary measure, since you’ll actually be trying to stop him at Guard Room 2. You do understand that if a trap or barricade is destroyed in the course of a battle, you’ll need to build it up again before heading out to stir up more warriors? You don’t want to leave a hole in your defenses when a little extra time will repair the cracks. As you breach Guard Room 3, Voss, the Lord of the Land will be notified, and like the good ruler he is, will arm himself and lead the attack personally. Let him come to you, all the way through to the Barricades at Guard Room 2. Whatever you do, don’tbuild Bridges between the Outposts and then try to Thunderbolt him. He’s a bit nervous, and if he sees that kind of firepower, he’ll start running and won’t stop. Which may not be a stupid reaction, but it is definitely inconvenient when it comes to going through his pockets looking for Portal Gems. When the Lord reaches Guard Room 2, he’ll try and smash his way through any barricades that are in his way. If you’ve prepared properly he’ll be taking fire the entire time he’s battering the Barricades, which has got to hurt. Once he gets a distance into the Guard Room, drop creatures behind him so as he has nowhere to run. Let your minions shred him, and then take the prize.
