To aid you in this task of dungeon-crafting, you will control a cadre of magical imps. These bug-eyed, hunched creatures will dig out the rock, mine gold, and build walls and specialized rooms. Should they not work hard or fast enough for you, you have the option to backhand them with a good slap to remind them that, yes, you are indeed watching.
As is always the case, wanton evil rarely goes unchallenged, and so you can count on your growing dungeon running into the overly clean forces of good. You'll encounter dwarves, fighters, giants, and heroes, all of whom will want to penetrate your dungeon heart and kill the foul, pulsing thing. As a keeper, you must be loyal to your minions, and you will employ their services and talents to make things very nasty for the forces of good. You will create deadly traps, research powerful spells, build a torture chamber and prison, and create other welcome mats for your polished, shiny visitors.
At times, you will also feel the limits of your god-like keeper powers - your minions are their own masters, after all, and won't always conform to your direct wishes. At times like these, can posses a creature, that is, sink into its skin for a time, and roam your dungeon as one of its own. From here, you can battle, dig, cast spells, and even recruit a strike team to battle the invading forces.
You can also research your own litany of powerful spells, from thunderbolts to healing. When you have grown quite strong, you may even choose to summon the horned reaper (or "Horny," to his pals) to stomp with hoofprints of fire, as he seeks out your enemies. All of this, good keeper, will be yours to experience as you struggle from land to land to liberate the portal gems from the gnarled hand of good. May the foul stench of evil be strong with you!
Next: Single-play variations
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