Impire Game
Guide (English Version)
How to
quick start your dungeon?
Do the usual stuff to start food
production—don’t forget to assign an imp to the facilities! Then build nursery
room and kitchen and other stuff you could afford but try to build at least
another store room—very important for progress.
Send one squad out on raid continuously for
materials and once for treasure for that first 10 points to unlock second
squad. Also on later stage when you have the runes, doing raids is a quick step
to get 4 squads by upgrading the runes (by getting DEC points) for an extra
squad making the max of 5. Best time to send them on raid is just after you
fight a hero attack, you’ll get four or five raids or even more before the next
ladder warning.
Materials are the most important stuff to
gather while mushrooms will increase over time if you leave the imps to do
their job…so remember to always conjure max imps to serve your dungeon.
Treasures are only needed to increase squad numbers, max needed is 150 treasure
so you just need to build 3 treasure pit max, no more.
Get that training room ready—you need it to
lvl your squad to lvl 2 because by upgrading not only unit but also squad level
you’ll get more bonus for the whole squad! Also when you are able, don’t forget
to upgrade their armour and weapons…a reason why you need to send your squad on
constant raid for materials.
In squad control tab remember to set at
least 2-3 squad with patrol preference. Why? Because when they see those pesky
ladders they will automatically attack it also when you teleport them near a
ladder you don’t need to waste time ordering them to attack. Then leave 1 or 2
squad near entrance to fight the incoming heroes.
Need to feed your minions? Well maybe some
people prefer to build more kitchen but using a Hater mascot goes a long way to
maintain your minions aggressiveness level. At least those whose on patrol
should use Hater mascot so that they won’t take up more time for feeding.
Also place extra minions without squad near
entrance to beef up defence…every little extra claws would help. Don’t forget
to train individual squadless minion to lvl 2 and upgrade their equipments…and
from time to time feed them…they’ll be invaluable to replenish damaged squad.
Just final reminder about squad…place a
priest in them as healer…they’ll last longer and able to survive against
stronger enemy.
Combat?
Don’t forget, use squads not individual
minions…the squad bonus is so important that it’s the very core of Impire
combat system. Multiple squads with different mix and match would also add many
different effects like one squad could resist fear, one could stun, the other
could reduce armour…so on and so forth.
The ultimate technique for battle are
summed in three words…teleport, teleport, teleport!
Need to destroy an enemy? Teleport next to
them one by one, better send all five squads at once…losing a squad member to a
strong hero is a damaging effect to the squad on a long run…it takes time to
get your minion to lvl 3 with fully upgraded equipments. Remember, don’t just
teleport in at one spot, no need to be honourable at all and just come at them
from all sides like a true demon that you are!
In trouble? Watch over the health of your squad
(either by pressing spacebar or monitoring them in the squad management window)
and if they are in danger of dying teleport them far away or just behind
another squad to take them out of the heat and not becoming the target of
heroes but could still help with the fight. Also if your main attack squad is
too few in number, never hesitate to call up all your squad to teleport into
battle.
Use Bjal-Abbadon to the fullest! He is your
strongest fighter! Best use Bjal to explore and when attacked by heroes, teleport
in your squads. Don’t use your squad to follow him around because:
- They are better use for patrol or waiting turn to feed.
- If enemy sees them first they’ll become attack targets and might get killed.
- Worst they might attract a large group of enemies and got destroyed before you could teleport them out…it takes time to teleport two squad and Bjal out of trouble.
- If Bjal on his own he could easily escape trouble or respawn if dead…same as reason 3 because squad members could block his way to attack or flee.
Another technique I use is to use
Bjal-Abbadon to lure enemy to the bulk of my squads waiting behind. When the
enemy is chasing Bjal they will come one by one and easily defeated…sneaky
don’t you think?
Finally if you are far away from base and
your need to replace squad members…due to death or discovering new monster
type…just replace them in squad management window and then teleport them at any
location, the full squad and new member will appear…no need to walk around like
pathetic mortal human.
On the squad management window, you could
change the preference for each squads and a few things you should remember:
- Patrol order ensures that squad will aggressively attack any enemy or objects.
- Follow Bjal-Abbadon order is not so good in my opinion especially when exploring enemy location. You might attract enemy patrol and endanger everyone. I takes time to teleport everyone away…better let Bjal explore alone and teleport in squads as needed.
- There’s a box shaped button…I think it’s the choice of what to do with heroes you’ve defeated…turn them material, ransom them for gold, use them for training, or just throw them into the extractor for extra DEC points and dungeon level.
Important
Buildings
Nursery & Kitchen (& Dive): The
most important thing you need to build.
Storeroom: you need about five to keep just
enough surplus materials to keep you going without going constantly on raid all
the time and for emergency.
Treasure pit: max 3…no more no less.
Training: as soon as possible…lvl 2 minion
or squad got better chance at survival.
Workshop: important when you can afford to
pay for minion upgrades…important nonetheless.
Things you
should beware?
Better destroy those stairs and face hero
attacks at the entrance because if not they’ll damage the room and might kill
off a few imps…that will waste your time to repair and replace…and dangerous if
it’s a vital room like a nursery or kitchen…and you might forget to reassign
imps to that room.
When summoning new imps if Bjal-Abbadon is
near the entrance, remember to order the idle imps to move to another room. If
not they’ll stay there and when heroes attack they’ll be first to die. Get them
out of harms way and why not while you are at it, conjure some chicken bombs.
They are better than traps because they move around and doesn’t need a workshop,
besides there’s a limit on how much traps you could make so better a flexible
moving chicken and a stationary one.
Boxes and chest…be careful when opening any
of them in your dungeon. They could spawn some deadly monsters…so you better
got all your squads ready for a fight…fully upgraded and at least at lvl 2.
Don’t say I don’t warn you…
When sending your squad on a raid take note
of the number of skulls on the raid location icons…sending a squad with lvl 1
unit to a two skulls location is a sure way to get some or all of them
killed…but it could also allow your minion and squad to gain quick exp. Best
just send squads at similar lvl to the number of skulls on the icon…that way
you’ll get better rewards and safer for your squads.
Torch Puzzle Clue
(For Whom the Cowbell
Tolls):
I’ve
had problems with remembering the clues from this mission...really thinking of
killing Oscar for this...but anyway after going through it again copied them
for your convinience:
Blue is to the leftish of red, but not in the
middle.
Red is not nextish to green, but is to the leftish
nextish to yellow.
Yellow is neither first nor lastish.
Purple is nextish to only one torch, the blue one.
Green is somewhere rightish of red... I mean
redish.