Last Updated on by Samuel Franklin
This Dungeons 3 walkthrough video guide will help players conquer every campaign level including comprehensive level specific strategies to beat the game on Hellish difficulty and unlock all achievements (3 each per mission).
Mission Quick Reference Links:
Mission 1, Mission 2, Mission 3, Mission 4, Mission 5, Mission 6, Mission 7, Mission 8, Mission 9, Mission 10, Mission 11, Mission 12, Mission 13, Mission 14, Mission 15, Mission 16, Mission 17, Mission 18, Mission 19, Mission 20.
Level 1: The Shadow of Absolute Evil
A straight forward level with a long introduction story cutscene, this level requires players to avoid light sources through possession and manually activating Thalya’s Fire Bomb ability on the hero groups at the end to earn that specific achievement.
Level 2: Twistram in Ruins
Your first dungeon in that relies on using the horde effectively to form an army. Ensuring a good balance of Orcs to Naga (I recommend 2 Orcs to a single Naga) is the only requirement to finish this level and obtain the corresponding achievements.
Level 3: The Gehenna Stones
With additional troop variety available players can now use the powerful Imps for damage in their army. Tactics wise players should avoid taking any of the stones until they have a decent army as Thalya requires defending while converting them. With the stones unlocked the destructive magic ability makes this level easy as it inflicts serious damage and can defeat some enemies in a single cast.
Level 4: The Ashspring Swamplands
With two dungeon entrances players can change the routes to be longer and separated if you are struggling with hero attacks. Focus on taking the graveyards early to significantly reduce the challenge of this map and this is also key to the achievement as using these graveyard minions constantly can slowly soften the hero defences for your final assault.
Level 5: The Battle of Steelsmith
While the hammers on this level can deal direct damage to your Dungeon Heart this is not usually a threat unless your progress is slow. Each time you destroy a hammer players have to destroy another until you reach the end base and with increasing damage you’ll need a large army and the portal spell to retreat as necessary.
Level 6: The End of Burgers’ End
Avoid the central city at all costs as the heroes there are too powerful to fight directly. The portal spell is once again invaluable to move your force around the map but players should also consider creating two separate balanced armies to fight different deliveries. To acquire the achievements for this level make sure you activate the logs to cut off short pathways and favour Gob-O-Bots in your army for speed and area of effect.
Level 7: The Crossing
Avoid opening the northern dungeon entrance until you’ve progressed significantly and dug out a lengthy path to prevent this quick attack route. Taking advantage of the first 8 minutes of night time is also critical in this map to acquire evilness and clear the nearby hero camps. For the achievement defeat the heroes during night but don’t destroy the camps until daytime.
Level 8: The Prince of Hell
The first of several confrontations with Yaina during the campaign with only a single dungeon entrance here. Players are also introduced to the prison in this level which can provide significant evilness generation when built at scale. Players can earn some free imps and a succubus that are not available until the next campaign level by listening to the narrator and carefully sacrificing the right prisoners into the pit as well to make this level easier.
Level 9: The Storming of Dollaran
In this campaign level players will not be able use Thalya which does hamper your early game progress as she is powerful in combat. Players should ensure they maximise the use of the new demon arachnid and always keep a few creatures at base to exit out of the dungeon entrance if Crowley is pushed back. Note that the diamond on this level has limited sides to mine so you’ll want to maintain some other gold locations at all times to ensure a steady flow of gold to progress.
Level 10: The End of Yaina Overproud
Annoyingly Yaina summons Arcane Tears that can destroy underground rooms and can disrupt your room efficiency. Thankfully these events are timed so you can have your army within your base as needed and quickly fix any rooms where this occurs as a first priority to ensure your dungeon operations remain stable. Otherwise this level requires a fairly normal strategy although the final fight needs careful creature control to avoid the high damage and stalling tactics employed by Yaina. For this reason I recommend avoiding Horde on this level as if you lose them to the final fight you’ll be severely weakened compared to Demons or Undead that can return to the fight with time.
Level 11: Once upon a Catapult
Another campaign level with low diamond income due to only two accessible sides that needs to be planned for by adding additional gold sources. The biggest threat is the high level roaming hero patrol that spawns around half way into this campaign level and should be avoided until you have sufficient strength to limit casualties. Once you have a single catapult claimed you can use this to snipe hero camps and even the final base with ease.
Level 12: The Hungry, Hungry Ogre
Your first introduction to the durable Ogre that offers great area of effect damage and health to your army. Building a brewery early is important to ensuring you have the necessary beer to convince the Ogre to fight for you at each stage. Pairing this with exploration of the map you’ll find a number of underground rooms with beer. Given map progression is tied to giving the Ogre beer you are in complete control of the challenge pacing so take the time to build up an army. You’ll likely be starved for evilness because of this though so invest in a prison and spend it carefully.
Level 13: Ups and Downs
A difficult level in comparison to your challenges so far players will want to quickly grab the diamond behind the hero portal to ensure gold is not an issue. With your resources sorted this level comes down to managing the flood mechanic and its recommend you clear the map before starting to poison the water sources and only start this after a flood disappears to maximise your available time.
Level 14: The Titan of Alphaas
A mission where Thalya cannot die for players to beat this level but she is also a key part of your damage in overworld as your other fighters are primarily focused on absorbing damage rather than dishing it out. You’ll need to focus on leading with your orcs in every battle and ensuring they receive healing during and between each fight. Exploration is also an important step to bolstering your forces with new fighters like the vampire who can heal their own wounds and the lich mage for a deadly slowing effect. After you’ve explored all the map the final battle is just a matter of time until your victory.
Level 15: I am your Father
With the goal to summon the Absolute Evil you start with a prison for heroes that can then be scarified. Digging quickly to the south-east of the dungeon entrance is a fantastic strategy as it offers you a diamond vein and has no monsters defending it. With this in hand you can build a large base rapidly to keep your forces satisfied with their various needs. In order to better deal with the three hero gates you can connect paths between them to slow down the advance and create a single pathway for traps.
Level 16: Baptism in Fire
Players will be introduced to the Grave Golem on this level as he comes to the rescue when the end of Thalya seems near. Similar to The Titan of Alphaas you need to keep Thalya alive so positioning your forces in a smart manner is the challenge on this level and is otherwise heavily scripted from start to end.
Level 17: Light and Shadow
A campaign level where gold income will be a problem due to the limited diamond vein mining sides although this is somewhat offset by the starting prison that means higher Evilness generation. Ensure you always have a few gold locations on your radar at any time to account for this. Beyond that this level gives you a reasonable amount of time to build up your forces with your limit being the hour countdown before Thalya’s time runs out.
Level 18: Two Sides of the Medal
From here on all the levels have multiple diamond veins so gold income will not be a concern. Taking the obelisk early is a smart move allowing you to use the power to quickly expand throughout the overworld and they are sparsely defended in comparison to the hero strongholds. While there are many camps to overtake the high income of gold and evilness you can acquire on this level means a consistent investment in new creatures that makes this a simple challenge.
Level 19: A Disturbance in the Force
With the goal to acquire all the titans this is a longer level than most as it will take time to acquire the necessary resources while also investing in your army. To speed up the process you can focus on pathways of research that result in unlocking titans without too much impact on your army strength (although make sure you still grab the magic portal spell). Players can defeat the entire map except for the final army camp before having to sacrifice the golems so keep that in mind.
Level 20: Everything has an End
The final level of Dungeons 3 (until you buy the DLC) which has an abundance of diamond available to upgrade your army. By now you should have your preferred army setup so focus on building this and supporting them with the necessary rooms and research as you slowly move through the overworld for one last time.
