Dungeon Keeper - Room Guide --------------------------- by Elly Davistaken from Reality X's Dungeon Keeper Homepage http://www.reality-x.co.uk/dkhome.htm converted to text form: El Brutalo for El Brutalo's Cheat Compendium http://www.redbox.at/cheats/ Room Description $/Tile HP's Capacity Attracts Name per Tile (min. size) ------------------------------------------------------------------------------------------- Dungeon Your life force. Most important room 0 30000 Heart in your dungeon. Lose this and it's game up. Bridge Use to join territory over lava and 125 350 Orc(1) water. Portal Claim this room asap. Lowly creatures 0 4000 Room are easy to attract so as soon as you have the Portal room you will at least be attracting some form of creature, even if it is just flies. Remember flies are excellent for gathering information about the dungeon territory. Treasure Store gold here. Profitable room to 50 100 2250 Demon Spawn (1) Room attack in multiplayer. Gold Temple Sacrifice (carefully) creatures here to 350 1000 1 creature Horned Reaper (9) win or lose favour with the Gods or send unhappy creatures to help raise morale. Each creature in the temple takes up one square. Drop a creature that has been transformed into a chicken or is diseased onto the Temple and it will be cured. Grave- Dead creatures go here who will eventually 300 350 1 dead Vampire (30+) yard become vampires. Shape doesn't really creature matter with this room. One dead body per tile. Once the body fully decomposes the tile becomes available again. Once a certain amount of bodies have decomposed you will gain a Vampire. Hatchery Store chickens here to feed your hordes 150 350 Spider (9) and prisoners in an attempt to win them over to your side. If you place one of your minions in here it will eat whether it's hungry or not. Barracks Monsters form bands here. 125 350 Orc (1) Prison Store your prisoners here until you're 225 600 1 creature Skeleton (1) ready to cart them off to the torture chamber. One prisoner per tile. Lair Living quarters for your creatures. Watch 100 200 1 creature Beetle (1) over-crowding. Construct a separate Lair Vampire (9) for Warlocks. In an over-crowded Lair they Spider (9) will be unable to learn new spells. Tentacle (9) Guard Place creatures here to guard the 50 5000 1 creature Post immediate area, they will stay put unless otherwise ordered. Workshop Place for doors and traps to be built. 200 900 1 creature Trolls (1+) Make sure this is easily accessible from or object all parts of your dungeon as items (traps) are dragged from here to where they are to be set. If an enemy keeper captures your workshop he automatically attains all your traps and doors. Library Put creatures in here to research i.e 200 320 1 creature Warlock (9+) ghosts. Make sure there is enough room or spell for book shelve/s. Scavenger Used to attract other creatures to your 750 1000 1 creature Hellhound (9+) Room dungeon. If, for example you place a Vampire in here and there are no other Vampires on the map, it raises your Portal attraction by half, thus increasing the creatures who enter your Dungeon. This room I think is a subtle dig by Bullfrog at Scavenger - software developers who promised untold riches to folk in order to get them to join their company and then went bust. tut tut. Torture Torture enemies in here to persuade them 350 1000 1 creature Dark Mistress (9+) Chamber to join your cause or even your own Ghost (1+) monsters to encourage them to craft that much harder. Has to be large enough to hold a table. Training Put your creatures in here to gain 150 1250 1 creature Demon Spawn (1) Room experience, learning spells. Attracts: In the Attracts Creature column is the name of the Creature that is attracted by that type of room. However, all creatures require the room to be a certain size before they consider it worth their while coming to your Dungeon. The smallest number (1) means that as soon as you put that kind of room tile down, along will come that creature. For some however, there is a randomness. Take a Warlock. It needs a Library of at least 9 tiles, (3x3) before it will consider coming. However, if you make a huge library (8x8) there is more chance of getting a Warlock and you will also get more of them. For monsters without an +, then you do not increase the chance. For example, a Vampire needs a Lair of 9 tiles to come, but you won't have more chance of luring a Vampire even if you made the Lair huge. Size of rooms. Certain creatures require a minimum room size, if it is too small it will not attract any creatures. Make sure that the rooms have space for objects such as shelves in the library etc. Efficient rooms. Creating rooms that run at 100% efficiency can be achieved by ensuring you have reinforced walls and keep the room as square as possible. Do not make rooms that are strips apart from Graveyards.