Dungeon Keeper 2
Sometimes it’s really good to be really badPublished by Bullfrog
So, you’re tired of being the nice guy. You are sick of killing the evil wizard who kidnapped the lovely princess and is forcing her to marry his homely-as-a-hermaphrodite-troll son. You want a change. You want to be the bad guy doing all the nasty things. Well, you’ve come to the right place.
Dungeon Keeper 2, like its predecessor, puts you in command of building a dungeon and killing good guys and other bad guys. There is even a great campaign that slowly introduces you to all the rooms, traps, and spells at your disposal. However, the first thing you should do is play the first My Pet Dungeon map. These maps allow you to build dungeons and only deal with heroes when you are completely ready for them. The maps also tell you in great detail exactly what each creature, trap, and room does for you. Finally, it makes it really easy to capture and covert heroes so you can see what their strengths and weaknesses are as well.
After you play through that, you should be familiar what everything does. However, there are a few things you can do to maximize their efficiency and usefulness.
The Rooms
The most important rooms in your dungeon are the lair and hatchery. These are must-have rooms since your creatures need a place to rest and they need food. Otherwise, they get mad and leave. Each square of a lair can hold one creature. A portal can summon fifteen creatures. Right away, that means your first lair should be 3x5 to house all those creatures. Hatcheries can be any size at all, but if you build them 3x3, they will get a chicken coop that launches eggs into nearby rooms. Put the 3x3 hatchery in the same room as the 3x5 lair, and your lair will be filled with chickens making it very easy for your creatures to eat right before heading to bed. It is also a good idea to put small lairs and hatcheries in your other rooms so that the creatures who use those rooms do not have to travel far to get from bed to work.
The library and training room are the next most important rooms. The library allows warlocks to enter your dungeon, gives those warlocks a place to research new spells, and the imps will also drag any special items you find. Once a special is in the library, you can activate it from the spells tab. The training room is a must have in any dungeon where it is available since it allows your creatures to reach level 4 which is the point where most of them add abilities.
The treasure allows you to store extra gold. However, that is only useful if you are mining gold or gem seams that are not near your dungeon heart. Otherwise, you can simply flood your current gold storage by picking up loose gold as your imps dig up gold they cannot put anywhere and manually dropping it into a treasury or your dungeon heart. The gold will not be added to your reserves, but as you spend gold from your normal reserves, the loose gold you moved will automatically be added back in.
The last two significant rooms that are common in the campaign are the prison and the torture chamber. The prison holds any enemies you defeat until they either die and become skeletons or until you toss them into the torture chamber or combat pit. Although it is rare to capture more than half a dozen heroes, a large prison supports more skeletons, so building unusually large prisons isn’t a bad idea if you can afford it. The torture chamber allows prisoners to be interrogated, converted, and most of all, it allows the very useful mistress to come to your dungeon. If you want to convert rather than interrogate a prisoner, you either need to heal them or feed them. Healing is much faster.
Finally, although it is only available in the last few of the campaign maps, the temple is a very useful room. First, it allows dark angels to enter your dungeon who become the most powerful minions you have. It also works as a creature converter.
- 2 salamanders produce 1 mistress
- 2 vampires produce 1 bile demon
- 2 black nights produce 1 vampire
- 2 warlocks produce 1 goblin
- 2 skeletons produce 1 dark elf
- 2 trolls produce 1 warlock
- 2 bile demons produce 1 rogue
- 2 rogues produce 1 salamander
- 2 dark elves produce 1 troll
- 2 mistress gets you in trouble (why would you ever get rid of them anyway?)
The Creatures
Imps are the backbone of your dungeon. They do all the real work. They are also a great source of early mana. Simply pick them up and drop them in the dungeon heart. Your first four imps are generated mana-free by the heart, so they will come back automatically and you get to keep the mana generated when they got tossed.
The goblin and skeletons will likely be the bulk of your army. They are also your best bet for dropping on enemies first since they recover the fastest from being stunned. The warlock is your prime researcher. They are good as support troops in a fight, although you want to drop them behind other minions since they are easily taken down in direct fighting. At high levels, they will even heal your other troops during the fight making them great candidates for extended time in the combat pit The troll and bile demon are okay fighters, but their most usefulness is in the workshop where they will produce your traps and doors. The salamander is a good multi-purpose fighter since at level four they get a fireball attack to go with their bite. The dark elf is probably the best support fighter with two ranged attacks at level four. The vampire is another very multi-purpose fighter, especially at higher levels since it has a wide array of attack types, including the ability to raise the dead.
Rogues and fireflies are explores. They can fight a bit, but it is generally not their strong suit. Fireflies can cross any terrain, and they move fast enough to avoid fights. Rogues can cloak which will keep enemy creatures from attacking them, but it doesn’t help with traps until they are disarmed.
Your best fighters are the black knight, mistress, and dark angel in that order. The black knight is great for absorbing the brunt of enemy attacks while dealing out some fairly heavy damage. They are also a great choice for possession when you need traps and doors cleared out. The mistress is fairly weak at levels one to three, but at level four, she gains the very useful lighting attack. This attack not only does damage, but it stuns her target making them very vulnerable to any other attackers. Finally, the dark angel has the best attack and defense of any minion, and at high levels, they even have the ability to create an instant skeleton army to aid them.
The Spells and Traps
Most of the spells are fairly straightforward. Summon imp, create gold, heal, and chicken do exactly what they say the do. Upgraded, summon imp creates level four imps and create gold produces 2000 instead of 1000 gold. Thunderbolt is your basic direct damage spell. It does a little bit of damage, but its best use is stunning the target while your minions pound them. This is especially useful any time your are trying to slow down a creature. Inferno is the other direct damage spell, but although it looks pretty, it doesn’t do enough to justify the mana cost.
Sight of evil is your scout spell. It reveals areas that are still in the fog of war. It is an incredibly good idea to cast this spell before you dig anywhere ever. Possession allows you to take direct control over one of your creatures. You can also group other creatures with them. This is usually only necessary when you need to clear out traps and doors in a dungeon. Turncoat is your best defense against invasions. Simply cast it on the strongest enemy invader and they will turn and attack their friends. This generally halts the invasion until the traitor is killed or kills all his companions. That usually gives you plenty of time to rally your own defenses.
Call to arms is a great spell when you are ready to wipe out your enemies. Cast it on a room, and your creatures will make a beeline for that room and kill anything bad in it, including lords and dungeon hearts. It is usually not a good idea to use it for other attacks though since it causes your minions to forget their normal roles in combat.
The traps available to you serve only to slow your enemies down. Even level one creatures can usually destroy a single trap, and building enough traps to actually kill them is way too much of a mana drain. That being said, sentry traps are a good idea for any place where enemy imps might show up since it will chase them off. Lighting traps are a good choice for stunning their targets while your minions finish them off. However, lighting traps require 25 mana just to sit idle, so it is not a good idea to build a lot of them. Fear traps are useful for keeping low level creatures out of your dungeon, and for giving high level creatures something to beat on for the few moments it takes you to summon your creatures to dispatch them. Freeze is the best choice for halting enemies since it leaves them totally vulnerable for quite a while.
One fun trap combination is alternating wooden doors and boulders traps making a “hall of doom”. The enemy creatures break down the door that set off a boulder trap that squishes them. If they survive that to knock down the next door, they get re-squished. You can even drop your support troops behind the doors to blast them while the pancakes keep slogging down the hall.
The Campaign
This is where you get to put all your toys to the test. As you work through the campaign, you will be given access to more and more of the goodies. This makes it fairly easy to become familiar with all the rooms without too steep of a learning curve.
Smilesville
This is the first of the four tutorial levels in the campaign. It is meant to familiarize you with building the lair and hatchery. Simply follow the instructions, and you’ll have no problem finishing this map.
Sing Song
This level adds the library and training room to your dungeon toys. Again, just follow the instructions and it is no problem. If you save up 200,000 mana and have your warlocks upgrade your thunderbolt, you can blast Lord Darius as soon as he steps foot on your tiles.
Ramshackle
You will now have access to the workshop, the wooden door, and the sentry trap. Build a simple dungeon, then build a handful of sentry traps in the open area that will be uncovered after the dwarves dig into your land. Wait until your creatures are trained to level four, then mine out all the gold. Lord Avaricious will charge out and your creatures can easily overwhelm him.
Shady Grove
This is the final of the tutorial levels. You get the spell possession, but it isn’t all that useful or necessary on the map. Build up a simple dungeon and then tunnel north. Capture the guard room and then the hero portals (remember, completely surround them with your tiles). Tunnel around to Ludwig’s fortress. Gather up all your creatures and then let them loose as close to Ludwig as possible. You will probably have to keep gathering up your critters to keep them heading towards him, but he isn’t that strong, and neither are any of the heroes he has with him.
Elmshadow
Start out building your dungeon working south. There is a prison to the south, and you’ll need to capture it in order to get skeletons. Once you have it, grab the skeletons and toss them in your training room. There will be heroes straggling into your dungeon from the water around the prison, but they are pretty much cannon fodder. Remember to build wooden bridges under any heroes who die in the water so they can be tossed into prison for conversion into skeletons.
As soon as you have maxxed out your skeletons and have them all trained to level four. Gather them all together near Constantine’s fortress, possess one, and then group the rest. Lead them across and take out the fear traps. Charge into the fortress and make a bee line for the Lord Constantine. Kill him before his creatures can rush into to help.
Sweetwater
There are two variations of this map. In “Besieged” you have to kill Lord Ironhelm who is hiding in his fortress. In “Rout”, you have to keep him from escaping.
“Besieged” is the easier of the two maps since you don’t have to worry about Ironhelm getting away. The map is supposed to be a frontal assault. However, frontal assaults against heavily defended fortress are silly when there are two nice paths that bypass all that. They run along the east and west edges of the map. Build up your forces and secure both paths. They have guards and traps, so you’ll have to drop forces in to help the imps when they run into trouble. Once you have both paths done and your creatures to level four, drop all your creatures by one of the doors at the end of the tunnels you secured. They will break in the door and start attacking the heroes inside. Use your piece of the Horny Talisman to bring the big red machine in and watch him clear a path to Lord Ironhelm.
“Rout” is a bit trickier since Ironhelm will take off for his hero gate as soon as he takes any damage at all. This means you need to set up an ambush for him at that gate. Of course, you need to find that gate first, or better yet, interrogate prisoners until one of them (usually the second interrogation) tells you where it is. Build up your forces and get them trained. Work towards capturing the room with the hero gate in it. It lies to the north, you’ll have to tunnel and capture bridges to get there. Then, drop fighters at the door to break it down and destroy the cannons (possessing the group doesn’t hurt). When you have everything set, get your creatures into the gate room, and summon Horny to flush out Ironhelm. He’ll take off and run into your ambush. It is a good idea to help stop him by dropping thunderbolts on his head as soon as he hits your tiles. Make sure to space out the thunderbolts so he stays down as long as possible before you run out of mana.
Emberglow
Immediately grab your imps and toss them into the dungeon heart. This not only gives you the initial mana boost, but it keeps them from leading the giant running into your dungeon heart. Instead, he casually strolls in. By the time he arrives, though, you should have a couple goblins and enough mana to stop him.
After he is gone, build a small lair to hold your minions until you have time to claim all the existing rooms from the dead keeper, and build a decent sized prison to make skeletons. You will have to deal with a few other giants while capturing the dungeon, but they aren’t much of a challenge and they look good once you get the meat off their bones. As you expand, you will come upon lava, but because you don’t have the stone bridge, you’ll need to build a wooden bridge, then drop an imp on the bridge to claim the land on the other side before the bridge burns up.. After you have claimed tiles on the other side, you can just drop your creatures there. You will also come upon a wizard on the far side of a lava river. Build the bridge, and drop your fighters and an imp. The fighters will occupy and kill the wizard while the imp claims the tiles you need to avoid building another bridge. Continue expanding until you reach Sigmund’s fortress. Drop all your critters at the door and let them rush in. It’ll be brutal, but even if you lose, Sigmund won’t counterattack, and you can just rebuild your army with creatures from the portal to attack again.
Snapdragon
First, build a stone bridge to the lair and kill the dwarves. As soon as it is claimed, dig out the gold near your dungeon heart that leads into the hatchery. Again, kill the heroes there and wait for it to be claimed. Next, finish building the stone bridge to the portal, and drop your entire army at the door in (you’ll need them all), they will kill all the creatures at the portal and in the room beyond when the alarm summons the other heroes. Continue on with the room by room expansion through the rest of the dungeon, making sure to let your creatures rest before assaulting the next room.
Silverstream
You have to stop Lord Voss who will try to run along the river from the east to the west. Fortunately, like most good guys, he’s pretty thick between the ears so this is a fairly straightforward task. There is even a nice gem seam just east of the existing treasure. Once you dig it out, you’ll have plenty of gold to build a nasty ambush site.
As you build up your dungeon, you’ll notice that there is dirt to be tunneled out that creates a small path towards the west. Clear this path and it will fork, one to the river, and once continuing on farther south. Clear the path to the river first, and then build a bridge across and clear the dirt on the far shore. This will give you the bottom of your ambush site. Complete it by putting a fear trap next to the water and a couple sentry traps on both shores as well. The trap set-up will stall Lord Voss’s allies when he runs by. Next, build the bridge back to the south guard island and use your army to clear it out. Sell off the guard room on the island, and fill it with barricades. You can even clear out the land at the back of the island in order to place sentry traps. Finally, connect both the bottom and top with solid bridges to make sure you have plenty of space to drop creatures and cast spells. Once completed, your ambush is ready. Lord Voss will try to run through the barricades rather than around the island, and you can thunderbolt him on your bridge
If you have time, you can take the other guard post even farther west, but it isn’t necessary. You will at least have to build a bridge down to it since Lord Voss will stop there unless you lure him out or have already captured it.
Woodsong
This is the first truly challenging map (and probably the hardest map of all). You have to kill keeper Asmodeus without getting killed by the hero forces between you and him. First, build up a dungeon, and as soon as you have half a dozen creatures, start tunneling west along the bedrock. You will hit water. Build a bridge across the water and let your imps claim the land. You will almost certainly have to kill off at least one hero invasion, but it is small and made up of low level heros. Your imps will find a door, and probably be attacked by heroes behind the door. Drop all your creatures in front of it and let them clear out the room. Once that room is captured, drop your heroes by the door in the south wall and let them break it down. There is the first of four hero gates you need to neutralize to stop the constant invasions that will distract you from getting at Asmodeus.
Just to the north of your new treasury is a gem seam, but you’ll have to go around the bedrock to get it. Tunnel if necessary to the river north of the bedrock and build a bridge across it. Your imps will claim all the land around the gem seam. This is a great place to build a treasury. North of the gem seam is another door with another treasury in front of another hero gate. Repeat the process used to clear the first one to clear this one. Once you finish this side, repeat the exact same process on the map east of your dungeon heart.
Once those four gates are cleared, tunnel north from your dungeon and you’ll hit another portal. Secure this and the outcropping of land that is north of it. It is probably a good idea to build a door and some traps on that outcropping just to stop wandering heroes.
Take time to build up your creatures and get ready for the attack on Asmodeus. It is probably a good idea to possess a firefly and go scout out around his dungeon as much as possible, especially the land to the east of his dungeon since this is the easiest way to attack. While you are scouting, have your workshop fill the path do your dungeon heart with doors. When you attack Asmodeus, the heroes will be alerted to your presence and will send an overwhelming force to take you out.
Before the clock runs out, you need to attack. Do not attack the hero fortresses. You will be way outnumbered. Instead, sneak past them by building a bridge east from the outcropping of land north of your second portal, and then north running right along side of the east hero fortress. Stop the bridge just before the existing bridge that connect the two fortresses. Look for heroes on the bridge and once it is clear, finish your bridge, grab an imp and have him claim that bridge. Immediately finish building your bridge along the fortress to just offshore of Asmodeus’s dungeon (do not connect it to shore). If there is an existing tunnel into Asmodeus’s treasury, you can cast call to arms, grab all your creatures from the creature tab, and drop them on the bridge where they will rush along side the east wall of his dungeon and into the treasury. If not, have your imps make one.
After your army gets to the treasury, summon Horny and then cast sight of evil to the southwest of the treasury. This will uncover Asmodeus’s dungeon heart. Before the sight of evil wears off, cast call to arms on his heart. As soon as your creatures get to the heart, the hero armies will pour out of the fortresses and attack both of you. Your doors will slow them down long enough to protect you, and the forces that attack Asmodeus will take some of the heat off of your army while you destroy his dungeon heart.
Sparkleydell
There are three variations of this map. One, you are in a well-defended area with weak keepers all around. Two, you are in an area with plenty of space, but stronger enemies. Three, you have no portal, but you have good creatures who are more than capable of stealing a portal for you. No matter which you choose, the name of the game is still kill the other guys.
As soon as the level starts, start building a basic dungeon and start scouting with the sight evil spell. You are looking for the weakest nieghbor. Once you find him, attack. Do not wait for your army to get all buff, just go get ‘em. It is also very useful to attack via their portal so you can claim it during the fighting. This will limit their reinforcements and give them to you. It is probably even a good idea to cast call to arms on the far side of that portal until you have secured some of the rooms beyond or have decimated the first enemy’s army. As soon as you can, move your forces and destroy the dungeon heart.
After your first enemy falls, rest up, train up, and scout out the next target. This time, though, go straight for the heart. You will most likely have overwhelming forces for the second attack. Once you have your second or third portal, there is no doubt you can easily overrun the rest of your enemies.
Goldenglade
Time to play with the undead, and nothing but the undead. You will not have a portal on this map, so you need some other way to come up with an army. Fortunately, there are skeletons stashed all around. Start out by digging to the west of your dungeon heart. You should uncover two rooms with skeletons in them. There is a third room to the south of your heart as well. Build a small training room and a moderate sized prison. Train your skeletons up to level four and then tunnel east. You will run into one more room of skeletons, and more importantly, a graveyard.
After you capture the graveyard, heroes will start wandering in from the fortress to the north of the graveyard. Let them. There are no hero gates, so they will eventually all die. It is much easier to kill them piecemeal than attempt an assault on the fortress. Keep in mind that you do not want to convert all your foes into skeletons. After a wave or two of heroes has been captured, lock the prison and let the heroes die. Your imps will carry their cute little corpses to the graveyard where they will attract vampires.
You will need to build a lair and hatchery for the vampires. Once you get a decent force built up, break down the door to the hero fortress and claim it. You’ll want to take charge since there are plenty of traps lying around. There is also an open wall in the north where Malachai has set up cannons. Taking them out is a good idea as well so your imps can finish claiming all of the fort.
After you finish claiming the fort, possess a creature and break down the door to Malachai’s dungeon. As soon as the door is gone, scamper out of the way of the boulder that will come rolling at you (this is why you don’t want to send your army to break the door down). When that obstacle is clear, build the bridge into his dungeon so your vampires can get across the water, cast call to evil in the back of the dungeon, and then gather up all your critters and send them happily scampering to the heart.
Fluttershine
There are two variations of this land. You either build up your forces and assault in “Storm”, or you have to rescue a bunch of black knights and then assault in “Crusade”. “Storm” is very straightforward and by now, should be no problem. Just build your dungeon, strengthen your forces and attack. “Crusade” takes a bit more thought (not much) since you have no portal and will have to rescue and capture an army before attacking.
First, drop a dozen or so imps into your dungeon heart to quickly build up enough mana to use sight of evil a few times in order to scout out the area to the east. You’ll see a bunch of different prisons. Avoid the prison with the three black knights and the three level 4 guards in it. You have no army, and the guards would have no problem overrunning your tiny little imps (unless of course you imp drop your way to 200,000 mana and can summon Horny right away. However, that is really boring…). So, build a lair and hatchery and then tunnel into the other prisons while the level 2 guards that patrol them are out of the room. Once you get the other knights rested up, dig into the final prison, kill the guards with your rescued knights and finish claiming the prison complex including the combat pit. Sell one of the small prisons and expand the room it is in. Turn this room into a training area for the soon-be-skeleton guards that are sitting in your other prisons.
Train up your forces, lure a few other heroes out of the fortress to join your skeletons, train them all to level four. Then, summon Horny, grab your creatures, cast call to arms on the bad lord, and watch the carnage.
Stonekeep
Being sneaky and patient are all that are required to win the level. First, dig out the land around your dungeon heart in order to build a hatchery and lair. Once they are complete, dig into the two workshops that are near your dungeon heart. Replace the doors to your workshops with secret doors and lock them. This will keep out the nosy heroes.
To the east, there is a prison complex with quite a few more creatures for you to have join your army. You will need to be careful as you capture the prisons not be seen by the patrolling heroes. It is also a good idea to build a secret door in the tunnel that leads from your dungeon to the prisons. At the first sign of trouble, grab all your creatures, lock the door, and drop them inside. You might also want to consider selling one of your prisons in order to build a torture chamber. Finally, be careful when replacing doors since there is an alarm in the hallway in the corner of the fortress that will attract lots of unwanted attention.
To the west of your dungeon is a library. If you can sneak inside here and capture and convert the wizard, he’ll research create gold for you and then upgrade your spells. Again, replace the doors with secret doors and let the wizard go to work. Once you have the wizard, you can start imp dropping, casting create gold to keep your minions happy, and build up enough mana to cast Horny who will have no problem killing Lord Pureheart for you.
Moonshine
This one is easy. You have plenty of land and plenty of gold. Build up your dungeon, train your minions, and then kill twenty heroes. After the twentieth one dies, you get a handful of level ten dark angels. Possess one, group the rest, and clear out the entire hero area. Let your imps claim all the land and the very large temple and then have them tunnel into one of your enemies dungeons. Drop your dark angels into the fighting as soon as it starts and watch them walk over the silly keeper. Rinse and repeat on the other one.
Cherry Blossom
This is another fairly straightforward map. Start out building a normal dungeon. You have two nearby portals. Once you get a fairly decent trained force ready, assault the green keeper’s dungeon by tunneling into it. Nemesis won’t come out of his dungeon ever, and the brothers don’t help each other (although they will help Nemesis if you attempt a frontal assault on him) so this should not be a significant challenge.
After you have killed the green keeper, build a large lair in his dungeon as well as expanding the training rooms and hatchery. Then, transplant all your creatures to the new lair. This will make it easier for managing them since you will have three portals worth of creatures available to assault Nemesis.
The original entrance to your captured dungeon faced the side of Nemesis’s dungeon. There are a few barricades and sentry traps of his that cover this exit. Possess a fighter and go clear them all out. Then, order your imps to dig into the wall of his dungeon, and use tremor to speed things up. This will let Horny and the rest of your forces into Nemesis’s lair while keeping his other son too far away to help. Cast call to arms on the dungeon heart, summon Horny and just watch.
Butterscotch
The challenge of this map is capturing the princes before they can escape. This is harder than it sounds since they will call out warnings to each other if one of them is hit. The easiest way to accomplish this is to trap two of the brothers where they cannot get to a hero gate and then attack the third.
Once you build your dungeon, you will find out you are on an island surrounded by lava. Send a scout out to map as much of the dungeon as possible, but just run away from any fights. Once you reveal the map, you’ll notice two of the princes patrol the same area on the east side of the map, and the third patrols a route along the west side. This should make it pretty obvious which princes get trapped and which one gets attacked first.
To catch the two princes, first, pay attention to the little circle and arrows that tell you where they are. When they are away from the stone bridge and room to the east of your dungeon, build a stone bridge out there and capture that area. If the princes wander back over, grab all your creatures and haul them away before any fighting happens. After the land is captured, build stone bridges that twist around and are only one space wide. You can lure the princes onto these bridges by dropping imps on them as the pass by. The prince chases the imp, the imp runs away, and you quickly sell off both ends of the bridge, leaving the prince trapped by lava. After you capture those two, slowly work up and claim as much land of the patrol route of the third prince. You need to make sure you attack him on your tiles so your imps can grab him before he dies. Attack that prince and wait for his unconscious body to be hauled to your prison. Heal him and drop him into your torture chamber. Then, replace one end of one of your stone bridges and attack the next prince. Heal and start him on the conversion process. Repeat for the last prince and then keep healing the three of them until they finally give up and join you.
Heartland
This one starts out fairly straightforward, except that you will be attacked regularly until you can lay claim to all the hero gates outside of King Reginald’s castle. Just build up a decent force, and use freeze traps to slow the invasions down. The plus side of the constant attacks is that it is fairly easy to build up a decent amount of undead to supplement your forces. There are also mana vaults located all over this map. Claiming them will help immensely since you will need Horny, and by now, you should be familiar with the amount of mana he sucks from your reserve.
Once you have a fairly well trained and large force, attack Reginald. You will also want to summon Horny for this fight since the king is level ten and is guarded by additional level ten creatures. After you kill him, let your imps finish claiming the main room. You will notice two stone knights behind a unique hero gate. As soon as your imps claim the square in front of that gate, imp drop your way 100,000 mana quickly. Summon Horny as close to that gate as possible, and he’ll march in and take out the two stone knights for you.
You win and Horny stomps off into the sunlight.
by Xavori