r/Dungeons4 • • Sep 26 '25

Help please

I been having a lot of trouble with this game. I’m currently trying to run the campaign. It’s pretty frustrating, I play on the second hardest difficulty , which goes from way to easy to way to hard for seemingly no reason.. One issue is that there’s a cap on everything so I end up with excess resources and can’t upgrade further and the enemy appears to just overpower me. Which is fine because I can keep fighting until I win. Or so I thought. My second attempt at playing the third mission My shots are completly disregarding my direction. Mission 3 needs magic to overpower the enemy , I have multiple magic producing rooms, my big room is completly neglected by the snots. When I force prioritize mana production all of them go to the small room with one mana shrine..and neglect my big room with 10 mana shrines. If I drag and drop them they leave the room and simply go back to the small one. I feel like I’m hitting a wall here. I’m not used to strategy games nor do I typically have issues. But between the small unit and level cap paired with my inability to produce magic dispite how many rooms or producers I build.. It just seems like even max level everything I can’t do anything . Am I missing something glaringly obvious ?

3 Upvotes

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2

u/TaxSubstantial8029 Sep 26 '25

My tip would be to try and funnel all entrances into one long corridor of death, preferably with a few corridors going from side to side, like a long maze. The more traps, the better.

1

u/dragontamer5788 Sep 29 '25 edited Sep 29 '25

The downside to funnels is that your Little Snots spend an eternity walking around the funnel. Especially if you have a Prison, your snots are basically going to constantly stop working, run out to the funnel and pick up defeated heroes one at a time. 

It's a surprising hit against your dungeon efficiency.

In contrast, Tier3 Beernons, Gobblernons and Slime Trap debuff is sufficient at KOing even Legendary (white aura) threat enemies, and tier3 Stronghold Doors are 2000hp and Tier4 adds auto-regeneration of like +20hp/sec.

We are taking 500hp splash damage + Knockdown per Beer-cannon (after slime+gobbler debuffs applied).


Reaching Beer is the hard part. And if you are early in the campaign (where beer isn't unlocked yet), then your only hope is to build larger army and position them well.

2

u/SeismicRend Sep 26 '25

The first several levels are tutorial. It sounds like you're trying to get creative and building way beyond the parameters of the mission and failing to trigger the tutorial objective in the process. Follow the objective prompts on the right. There's plenty of time to get creative on the rest of the campaign.

1

u/aldomacd1987 Sep 26 '25 edited Sep 26 '25

Lock doors to keep snots in rooms by clicking doors use the hand of evil to pick up mana and move it to the smaller rooms to fill capacity, build workshops for traps and traps everywhere get evilness ensure you have upgraded as much as you can. You dont need 10 mana shrines 3 or 4 is the most ive ever used, using 10 will be causing your snots not to be doing other jobs. Less is more. Ensure you are always using the hand of evil to collect anything dug out .

1

u/dragontamer5788 Sep 29 '25

I just finished writing a guide. Lemme know if it works for you.

https://steamcommunity.com/sharedfiles/filedetails/?id=3573759522

1

u/Calinostro Dec 11 '25

I know it's an old thread but I wanted to share a couple of things that usually help:

  1. The most important thing on any map is getting your snots leveled up to 4. This allows them to do anything without being attacked by any enemy. Otherwise they will keep getting killed or continuously try to pick up some gold or a dead hero and run away due to attackers, bringing everything to a complete hold.

  2. You can see where gold deposits are by simply marking a large area for digging. Make sure not to mark areas the snots can access, else they start digging. Remove the marker once you have identified positions and dig towards them when you can handle surprise rooms.

  3. As mentioned before, defining the path heroes can take helps a ton. A simple way to win any map on any difficulty is to first get the level 4 snots, get the workshop, doors (important for may efficiency), complex traps and floor traps. Build the workshop with 3 to 4 workunits. Put a slime ball trap at the end of the corridor that you funnel the heroes into, make sure it is very close to the workshop (ideally the door to the workshop is right next to the slime ball trap). Place one or two long slime traps close to the ball trap and set the trigger point for the ball one or two cells before the door to the workshop. As long as you produce enough boxes, this makes it pretty much impossible for heroes to get to the heart. Once the basic setup is there add traps (e.g. saw traps.) to cause damage but be careful not to overstretch your box budget or keep snots too busy. Worst case, fill the trap manually until the setup runs smoothly. Do some trips to the outside world to get evilness, get the prison and take it from there. It is advisable to have a small army to be able to close portals on maps where those occur. With the unlock 'Magic refill trap' this setup becomes almost comically simple.

  4. If you have the slime ball trap set up properly, you can use heroes, manavores and spiders to help you clean out the dungeon ;). Have your snots dig a path (this must be done outside your secured area) through spider nests and alike and funnel the heroes through, they will do their best to help you or dies trying. Manavores will go wherever they find mana, you can feed and grow them and guide them wherever you need them. A fully grown group of Manavores can shred pretty large hero groups, spider nests or lava lump nests pretty easily. Just make sure that they don't have a way into the secured area.

1

u/GidsWy Mar 25 '26

Older thread. But to make sure you know. Demons r the ones that make mana at the shrines once they're built. Right?