Originally Posted by
DragonsLover
Last level of Post Ancient Keeper campaign
Dig is my favorite post-AK level. It's rather slow, so probably isn't everyone's cup of tea, but I like levels which unfold slowly and require thorough preparation and careful execution. Vampires - my favorite creatures - are the key to this level's final assault, but a couple of warlocks are needed to survive through the beginning. I won't talk about trivial things like claiming rooms etc. I only outline the truly relevant bits.
Spoiler
So, I start out by possessing a warlock and killing enough of the other warlocks to create two vampires. I train at least 1 vampire to level 2 and the remaining warlocks to level 4 by hitting my own creatures in possession mode. It's been years since I last played, so I hope I remember right. Then I fly a vampire over the lava and hero guard post to the white dungeon trying not to kill any heroes, but sometimes it is unavoidable. When the path is clear I destroy the door leading towards my (red) dungeon and trigger the lava trap that is behind the door. Now I can dig to the white dungeon and claim some rooms in there. Before I can do that, there will be a small wave of heroes coming to get me. They can easily defeat my low level creatures, so the trick is to take advantage of the shape of my dungeon. When a melee AI-creature is attacked by ranged creatures (warlocks), it will turn back home unless it can quickly get to the attackers. Now in this case they'd have to go around the central lava pool, which is too long a way for them so they prefer to turn back. While they are walking back, they do not defend themselves, so I drop my two vampires on them to hack away and train freely. Now I feed my warlocks before the heroes come back and the whole process repeats. It doesn't take too many round trips like this to kill the heroes and make more vampires. Now I can take over a few rooms in the white fortress, but I DO NOT break the doors to the hatchery and lairs yet. Instead I go around and dig to the second lava pool, claim the workshop with the 2 trolls and build a new bigger graveyard above it. My vampires scavenge a couple of level 10 vampires and now I have means to deal with the heroes. I do not remember exactly when, but there is an attack of 3 (?) horned reapers (or were they hidden by the gems?) and in the original game reapers are no match for high level vampires. May not be quite so easy in KeeperFX. Regardless, I deal with the heroes and make vampires. Now there are some heroes on the other side of the white fortress, I blow them in small groups into my dungeon with a vampire. When they are dead I claim the white fortress entirely. Now I'm safe until the next phase and it's up to me when I start it. I train my imps to level 3 in possession mode and dig gems. Pay my high level vampires by hand. Then I slap a low level vampire and let him fight another one to conserve money. This is also the only way to train before claiming the training rooms during the next phase. I also sell the doors that my trolls make. There are several winding paths to the next hero fortress. I open one and make creative use of doors and boulders to kill the heroes. There's a lot of them, so it is quite difficult to get their bodies to the graveyard in time, but it's doable. Otherwise the second hero fortress is pretty straightforward, but there is a boulder trick that is required to destroy some of the white guard post in order to claim the fortress. The new vampires can be trained in the training rooms now, though care must be taken not to run out of money. Before the grand finale I claim my last soldier and use the multiply creatures bonus. Then I assault the final hero fortress. This last battle has always turned out pretty epic, and I have also lost it a few times. But if managed to create enough vampires, it is usually a win. Again may not be quite so in KeeperFX.
Well, I guess this is all I remember; hope it helps.
Ta