Dungeon Keeper level 1: Eversmile.

Difficulty: Very easy.

Portal max: 7 creatures.

Starting forces: 3 Imps (1st level).

Starting gold: 2500.

Possible minions: Fly, Beetle.

Rooms: Treasure Room, Lair, Hatchery.

Spells: Create Imp, Possess Creature.

Doors/Traps: None.

Enemies: 1st-level Heroes - 2 Tunnellers, 1 Knight (Lord of the Land.)

    What a lousy start. Here you are, intending to take on the entire world at once. You want to get ready to fight your way right to the top, and topple the great Avatar himself. So you build a dungeon, and paste up all the notices with promises of great rewards for all those who will follow you. And what do you get? A handful of flies and beetles...

    Look on the bright side, Keeper. It could still be your day after all. You'll just have to prove your worth to all those demons, dragons, vampires and orcs out there who don't want to join you just yet. And that means starting small, taking out the minor realms of goodness and light first. Eversmile makes a good starting point: it is a long time since the Earl of this realm has donned his armour for real battle (a more pitiful apology for a Knight it would be hard to find) and he has no real standing army at his back either. In fact, all you have to do is follow the instructions to win here...

    The first priority is to actually have the funds to pay the creatures: they don't work for love, they want shiny things. Preferably yellow shiny things... So build a Treasure Room in that little 3x3 room to your west, then mine out the gold to the east of your Heart. (Remember, you have to actually dig through the wall of your own dungeon to get to the actual gold. D'OH!)

    Next, you'll want somewhere for creatures to live. You will now be able to lay down a Lair in the area where the gold used to be, once you've claimed the land where it used to be.

    At last, you're ready to attract some actual creatures. Dig over to the Portal (the flashing unclaimed area to the north: the location of all unclaimed Portals is always known to all Keepers.) If you have no Portal, you cannot normally gain any creature: you will encounter exceptions to this rule later, but not in this realm.

    Your first minion will be a giant mutant Fly - you haven't done enough to impress the dragons or demons in this world yet (in fact, none have come near this realm for a very long time, so they aren't even watching...) so the Fly will just have to do.

    Flies are great explorers, as you will eventually find out. However, they’re total wimps in combat: besides, exploration isn't a serious problem in this realm. Right now, you're faced with a more mundane matter: now you have creatures, and can pay them, but can you feed them? The answer is a Hatchery full of chickens: dig out another 3x3 area (one to the south of your Heart will do), and build a Hatchery in that.

    You will soon be rewarded by the presence of another type of minion: a giant Beetle, who also requires little except a single place to sleep, and some food every so often. Like the Fly, he isn’t worth much against tough opposition, but in this realm he’s the best fighter you’re going to get. In fact, if you get too many flies you may want to toss some back into the portal in the hope of getting more beetles to do your fighting for you.

    Set your imps to fortifying walls around your dungeon, by dropping them next to a piece of earth which walls your dungeon and letting them work at it for a minute. Any dumb Tunneller Dwarf can dig through earth, but they can't come through a properly-built wall. You should also by now have learned to create more imps than the three you started with, by use of a magic spell.

    At some point, a couple of mining Tunneller Dwarves will come visiting, mainly because they’re wondering where the gold seam that used to be here has gone (although, strangely, Tunnellers cannot actually dig through gold, as you will later find out.) If they hit your fortified walls and cannot dig through them, they will tunnel around until they can get in - it is possible to wall them out completely, but pointless as you will have to eventually let them in anyway. Tunnellers are wimps: drop your Beetles on them, followed by the Flies, and they will fall quickly. (Watch the fights very carefully: if one of your Imps comes under attack, pick him out of the way fast.)

    At this point, the Lord of the Land will become somewhat perturbed at the disappearance of the two Tunnellers. Is evil threatening to spring up underneath his unguarded realm? Unfortunately he has no other heroes on his side to investigate, so he must come himself, and alone. (I told you this realm wasn't well defended.) Drop all your creatures on him at once, Beetles first: they should kill him fairly easily, giving you your first victory.

(Note: No creature can be attacked in melee by more than 4 creatures: if you drop all seven of your creatures in this realm on one enemy, the three last to be dropped will simply mill around aimlessly near the fighting, until they get a chance to join in.)