Here's the list of your rooms, I hope you are sattisfied with
your "small" demands.
Room
type: |
Specifications: |
Dungeon Heart |
No, this is not an ordinary
heart, like the one in your body, unless you're a skeleton or ghost or
anything else without a heart. But it does however, carry the same function
as a human heart. Once it's ruined, you're dead. The heart is the key room
to all the keepers, it must be protected much as possible from villany
such as the heroes, lord of the land, or any other enemy keepers. Guard
it with your life, or you must suffer the consequenses.
There are two easy ways to protect your heart
if it's a 911 emergency. There are two different spells avaliable
for this, but they'll not be for you to use yet. You see, the one spell,
it brings ALL of your creatures to the dungeon heart. All of them, except
the Imps. This way, if your heart is attacked by any enemy, or a horde
of enemies, then you should use the 'Hold assembly' spell. This drops all
monsters to your heart. But remember, this will also take monsters away
from any other important rooms that you may want to keep for your strategy.
The other spell, the 'Armageddon' spell,
is a huge spell you'd better be careful with. Once it's set, you'll see
a huge war right at your Dungeon Heart. It'll take each and every hero
or enemy creature, and bring themto your dungeon heart. It will aslo bring
your own heroes for protection, if you get the idea.
So the heart is the most important room you've
got. Loose it, and loose the game, that's the whole idea. |
Bridge |
Not much for starters,
but the bridge isn't to be left out for that long before you actually really
need it. It's great whenever you meet water and lava that you cannon claim.
So what do you do? You build a bridge, that's what you do. Once the bridge
is set, you own the territory you built it on. If you find a special
package of anything in it, but it's in the middle of the water, so what
do you do to get it? You know you have to claim the area to get what's
on it. You build a bridge from one of your claimed points and all the way
until the bridge is under the special package. Now you can take it and
use it. Even though the bridge is cheap, it can still be taken by the enemy
just as an ordinary room. Use i wisely. You cannot buil on the bridge. |
Portal Room |
The portal room is an
interesting place. You can't live without it, that's the old saying and
that's the way it's gonna be. All creatures that comes to your dungeon
comes through the Portal. So in order to defend or attack the enemy, you
must claim a portal room. These are flashing on your map screen, showing
that they are independent. You make it claimed by you, or you won't have
any monsters. Be aware, that if you get a portal, you should also build
a lair quickly as possible, because, your creatures cannot sleep without
this. The only creature that doesn't come through the portals, are hidden
creatures somewhere in the realm, or you trusty Imps. The more portal rooms
you get, the more creatures will you recieve. Don't lose one, it's almost
as important as the Heart, but if you lose this one, you can claim it back. |
Treasure Room |
Another very important
facility to be sure that you have. All Imps dig for gold or gems, depending
on your orders. But where does the gold or other valueables take place?
Are they just lying around, but still belongs to you? Sertainly not. They
do lie around, but they're lying in one place, called the treasure room.
The more gold you have the bigger the room, and you must expand it often,
if you carry that much fortune with you. From here your creatures can get
their money on the payday. If you cannot pay, your monsters will leave
you. It's easy to see if a treasure room is full or not, because all the
gold, gems and others will lie visible to you can they will take space,
so you cannot avoid seing this. |
Temple |
The temple is a place
where you worship the gods of evil. These are not easy to pleace, so be
careful what you frop into the pool of the temple. The sacrifice must not
be an enemy prisonner, and definitly not a chicken, tossing a chicken into
the pool will erase all chickens on your hatcheries, but they'll grow.
The best thing to offer the gods are Imps. Imps that belongs to you. The
gods does not bother even if you drop a lord of the land in the pool, because
this is not a loss to you at all. You're treating the gods as a trashcan
for heroes then, and this is to be avoided. However, when a creature gets
annoyed, is under a spell or has a terrible vitality left after battle,
the temple is the place to come to be cured from magic, restore life and
get happy once more. The Horned Reaper often goes here on a visit, and
he gets really fast annoyed, trust me. |
Graveyard |
What's a graveyard
you ask? Where dead people are buried. What does dead creatures do for
any good, you ask? When a fighter creature that has died in battle is taken
to the graveyard, it will rot and go underground. After a while, he will
arise once more, but not as the same creature, but as a vampire. The vampires
are fast, and pretty good fighters, but they are a threat to the Warlocks,
make sure you keep those two races separated, or you'll loose creatures
you could've needed for battle against the computer or multiplayer game.
The graveyard doens't need to be that big, because the vampires leaves
that horrible place very fast, and heading to the scavenging room. |
Hatchery |
This is where yout
creatures gets their food supplies, this is where they feed themselves
and make them happy. Be aware that the Horned Reaper will require lots
of food, and so will the other creatures, so you should make this at least
21 bricks large, or even larger to make sure you have what your creature
demands. You can also pick up one of the chickens or maybe eight, then
drop them off at the lair, so your monsters won't have to go all the way
to the hatchery for their supplies. Build the hatchery near to the lair,
that'll pay off later in the game.
Another cool thing is to slap the chickens
so they gets squeezed and splats in the air with feather flying around.
Of course, this is a terrible waste or resorts, so be careful not to do
this often, but only to make sure you have a stabil hatchery. |
Barracks |
This facility isn't
that very useful. It does attract the Orcs to your dungeon, but isn't much
of a use. You see, if you drop, let's say eight creatures into the raised
level in the barracks, they will stay together as a group. You should
possess one of these creatures with the use of shift+mouseclick,
an then the other creatures you dropped in the barrack follow the one you
possessed. Wherever you go, the other seven will follow. It's not smart
to group vampires and warlock, or spiders and flies, they'll only start
a battle. To ungroup the group, you unpossess the creature you're in by
right-clicking with your mouse. Then the creatures will continue
their old jobs. |
Prison |
This is a great place
to have if you want skeletons on your side or torture them with the torture
chamber, either to convert them to your cause, or to make them ghosts on
your side. It's all up to you. Once you get a prison, you get it all. The
prison is an important part of your dungeon, and I mean it, cause you'll
need it. Think of it, you've just fought the land of the lord, and finally
you nailed him, but only with paralyzing. Then you can torture him and
make him come on your side. Of course I don't think he'll ever do such
a thing, I mean, he IS the lord of the land. But instead of killing them,
make them skeletons, ghosts or convert them to you. It's easy. The enemy
probably kill you instead of paralyze you, so when your creatures dies,
your Imps will come and collect the corpses and put them in the graveyard,
making them vampires. Easy, no? |
Lair |
The lair. This is also
one of the most important things to have in your dungeon. What is creatures
withouth sleep? They're annoyed creatures, who will probably leave your
dungeon and don't come back for a while unless you do some improvements.
You could've avoided that by making a bigger lair, and the creature could've
become many, but since you didn't ahve a large enough lair, the creature
left, and now you have to start all over again with that creature, beginning
with the low number of 1. All creatures make their homes in the lair, except
the Imps as usually. This is where they sleep and recover their life slowly
after battle, even if the temple is a better place to go to recover itself.
Oh, speaking of the temple, when you're putting a creature there, make
sure it doesn't fall in the pool, or you'll lost a creature, and who knows,
maybe the gods are unpleased with your gift. think about it. The
lair doesn't have to be that big, I think 30 or 40 bricks shoudl hold. |
Guard Post |
This little gizmo isn't
that much worthy actually, even if the name sounds groovy enough to belong
in Dungeon Keeper. Here's what it does: Place on or more bricks of the
guard posts, each brick will have a flag in the middle of it. Once you
drop a creature into the Guard post, the creature stays there, and attacks
any hostile movements nearby. But of course guards gets hungry and tired,
so they'll take a break after a while, but they return to their position
once again. There's only room for one creature at each brick. If you want
an amry to gather, then it's bether to use the "call to arms" spell, that
attracts creatures to this designated target area, |
Workshop |
Ah the workshop. Where
those who loves to work - work, easy as that. Tihs facility needs large
space, depending on what level you're on, and on how much of the traps
or doors that you've used. The more traps and doors you use, the more room
it will be in the workshop. But if you'd lieke to save the doors and traps
for later use, you'll need a bigger workshop, since they are stored in
that area, at the same time as they manufacture new doors and traps. My
favourite trap is the boulder rock. Once set off, you can slap it in the
direction you want, or slap it so it goes off without anyone triggering
it. The Bile Demons love to work at this area, and they work fast once
they get started. Make sure that some Bile Demons are at other places,
such as the lair or so, so they can shift between work and sleep and eat. |
Library |
Warlocks likes it in
this place. In fact, they are attracted by it. Dragons too work in the
library, even if they don't have arms, they study, isn't that weird? Not
in Dungeon Keeper. The library is the place where you search for new weaponry
and other and new attractions. All you start with, is Treasure room, lair,
hatchery, training room, and library to build. Once you built a library,
Warlcoks will come to study, and they bring new rooms for their master
and Dungeon Keeper. This little room also allows you to get new and better
spells to use in battle, so watch out whenever you get a new not seen before
spell, they could be useful, and/or fun. But as always, things do have
a price, so be wice when using spells, that's an advice from me to you,
from me to you... from me to you... from me to you... (From the movie:
"The hard way") |
Scavenger Room |
Wow, that just filled
up the space. Kewl. Now, this is a great room, I dunno what it does, but
it's great, since the vampires hang around here, and it attracts hounds.
I haven't written about the hound or the orc in the monster section, because
I don't have a picture of them, so that's why Im not writing about them.
The scavenger room is a set of eyes, I think it is to scavange for other
creatures or things, I dunno. Maybe you need a dracula to scavange after
hounds and lure them to your dungeon. Yeah, that's what it does, it lures
creatures down to your dungeon so you can get new and improved creatures
du either defend of offend with. |
Torture Chamber |
I had to remove the
bold for that one, or it'll fill up two whole lines. Well, whatever, who
cares anyway? This is the chamber I've been talking about, either to make
ghosts from torture victims when they die, or to convert them to your cause,
that means to make them work for you and fight for you without having further
regrets. There are many ways of torturing the creatures on. Like the thief.
It usually hits the thief with a hammer on the... eherm... special place,
so you can imagine how it hurts, you've probably got a football there or
something else. It does really hurt. So think of getting a rock hammer
hit there very hard, but just so you won't loose them, until you're dead.
This room is with alot of screams and torture(figures). The enemy prisonned
Imps are easy to convert to your cause. When it comes to dragons, they
usually give away information about its home-dungeon, but he won't be set
free for this little cause, no, no, no. |
Traning Room |
Alright, I guess this
is the last one, then I won't tell about any other rooms, cause there is
no other rooms to talk about. The training room is what you basicly start
with to attract trolls to work out in it. Later on, other creatures will
start training on them. This makes them better and they reach a higher
level too. It costs 15 gold for each time the creature learns something.
The training room must be at a minimum of 3x3 bricks in order of the "dummy"
lumber with the irons on it to appear. |