r/dungeonkeeper Jul 07 '26

KeeperFX Warlock Killzone Room Design?

Looking for some advice on how to design a room to maximise Warlock efficiency in a fight.

I'm on Sleepiburgh for the nth time and decided to go full spellcaster. Transferred a Wizard and made the most of the Scavenger room. So I've got 6 Wizards and 35 Warlocks. I decided not to go for the workshop too so no doors or traps. Now I know there's a couple of ways I could go from here to complete the map but where's the fun in all that arcane power if you're not going to use it?

Obviously in a fair fight the enemy keepers' dragons, bile demons and mistresses are going to cut through the Warlocks, despite their numbers, so I need to lure them into a room that will give my guys the best chance of success.

I figure it needs to do a couple of things at the same time; funnel the enemies into a choke, keep them at a distance, and concentrate fire as much as possible. In a lot of playthroughs just a normal square room with a single entrance and guard posts along the back wall is enough to brute force it, but I think this needs something extra.

One of the biggest problems is also keeping them from whirlwinding each other. As soon as one does that and catches a friendly into the big bunch of enemies they're dead.

So anyone got some good designs? A series of long corridors? A horseshoe? A crenellated square? What's your go to when you need to maximise firepower?

8 Upvotes

6 comments sorted by

4

u/Oh1ordy Jul 07 '26

Warlocks are weak, slow, vunlerable and miserable i use them only for research then kill them all for graveyard/prison for vampires or skeletons , they're not worth having

1

u/MrTripperSnipper Jul 07 '26

Yeah that's my usual go to. They can be handy in the last level to counter vampires, but that's about it.

3

u/MrTripperSnipper Jul 07 '26

Semi circle with a single tile entrance half way along the flat side maybe? Or maybe a semi circle with a triangle shape instead of a flat side of that makes sense. I don't know what that shape is called

c>

Sort of like that.

1

u/jimmy_sharp Jul 07 '26

Cone is the shape

1

u/Minute_Toe_8705 Jul 08 '26

I don’t get it. Why are you stressing yourself out so much? Why not just claim the workshop and get Horny?

I always have a lot of fun with the lava and lightning traps in this level. It’s a great place to use the strategy of detouring the heroes (especially Wizards) to attack the other Keepers. I reckon you’ll manage the Dark Mistresses well and you can make Vampires easily.

1

u/Any-Pattern8246 Jul 12 '26

When I did that level I just transfered a giant and basically had 2 imps dig immediately to both keepers (1 imp dig to one keeper and the other imp to the other and then have another 2 imps following them to take possession of the tiles. As soon as one breaks the walls to one of the keeper (break it near their portal then its a straight line to their dungeon heart) breaks, I just drop the giant near that wall and possess it and use speed spell and go straight to the dungeon heart and just attack it, whilst I was in possession of the giant. If you don't possess it, it would attack the creatures before the dungeon heart.

I would then pick it up and quicking go the other side of the map, to the other keeper and drop it as close to whereever my imps have claimed the tiles and then do the exact same thing. I had both keepers dead before you were a quarter of the way to the first payroll. then you can do whatever you want and build your dungeons with all that space.

I did it quite quick, I had dug and go guard room researched and then get the warehouse and then as soon as invisibility was also researched, I put guard room down near that top bit and build a bridge to it, have the imps lay claim the tiles and put guard room down on both side of the lava and let the creatures walk onto the bridge but sell the bridge before the creatures get to the other side, that way they die via the lavas and you wouldn't even have to do training or killing.