Home | Creatures | Heroes | Traps | Spells | Rooms | Levels 1-10 | levels 11-20 | Deeper Levels | Hints
The Dungeon Heart | The Portal | Treasure Room | Lair | Hatchery | Library | Training Room | Bridge | Guardpost | Workshop | Barracks | Prison | Torture Chamber | Temple | Graveyard | Scavenger Room
The Heart is you in the game. If it is destroyed, you lose the level and your selfrespect. But you don't have to panic at the first enemy fly to wander upto your heart and start attackiing it, the heart has 30000 hit points so will last a little while. But the heart does heal slowly so don't let it happen to much or to often. As a precaution, most Keepers place traps around their hearts, an alarm trap will summon all your creatures in range to the Heart and attack any enemy. All your creatures head to the heart when they first appear, so it is worth placing the heart between the portal and the lair if time is of the essensce. Of your minions, the Dark Mistress, Troll, Skeleton and Vampire are all smart enough to recognise the importance of the Heart and will attack your enemies on sight, the other may be distracted. Most levels require you to destroy the rival Keepers heart so it is worth bearing that mind.
The Portal
The
portal is the usual way for creatures to enter your dungeon. Industructible it
maybe but you need to protect it from roaming (and room claiming) imps. It is
your best source of creatures. If you can claim more than one portal, you will
increase the rate that creatures enter your dungeon.
The Essential Rooms
The Tresure Room.
This isn't that important at
the beginning, so you can ignore the Majordomo's warning that you need a tresure
room or a larger tresure room, because your Imps will run round and collect any
gold not stored in the tresure room, and taking it to the treasure room, while
simutaniously smelting it and turning it into coins.
Room Sizes: 1 Tile (with Training Room) attracts Demon
Spawn, 25 Tiles (with Lair) attracts Dragons.
Lair
Your creatures sleeping quarters, this is the first place they
go to (after the Dungeon Heart). It is worth buliding two lairs to keep some
creatures seperate. Your lairs should be quite large as some creatures take more
space than normal (Bile Demons take two tiles and Dragons take a massive four
tiles each). Lairs are not essential to getting crestures but to keep them
happy, you have to bulid one. If you drop a creature in a lair, it is forced to
set up home there, so you can keep the peace between different creatures. Once a
creature has set up home in a lair, all creatures of the same type also goto the
same lair, as long as it still has room.
Room sizes: 1 tile attracts Beetle, 9
tiles attracts Spiders (with Hatchery), Vampires (with Graveyard- see the
Creatures section for details) and Tentacles (with Temple- see creatures section
for details), 15 tiles attracts Dragons (with Treasure Room) and 25 tiles
attracts Bile Demons (with Hatchery).
Hatchery
The Hatchery produces chickens, the staple diet of all creatures
in the dungeon. You can slap chickens (they die), possess chickens (they wander
at random), pick them up and drop them (if you drop them on creatures they eat
them- see Hints and Tips, drop them in a prison and watch the fight).
Room Sizes: 9 tiles attracts Spiders (with lair) and 25
tiles attracts Bile Demons (with lair).
The Library
The Library is the research centre of your dungeon. You need
to bulid the library big enough to fit all the spells you can get on any level,
bigger if possible to allow more researchers. If you lose the library you lose
the spells you have reserched so defend it well. Also the researchers can become
stressed and attack any non-researcher who enter, so bulid it away from the main
routes of travel in your dungeon.
Room Size: 9 tiles attracts Warlocks.
Training Room
To increase your creatures experience and make them better
at what they do, pop them in a training room. But this costs money, so you
should make sure you can afford it or put locked doors on the entrances to
control who trains when. When creatures have trained to level 10, they have
reached the highest they can go, except Demon Spawn and Thieves.
Room Sizes: 1 Tile
attracts Demon Spawn (with Tresure Room), 9 Tiles attract Orcs (with Barracks)
The Other Rooms
Bridge
The bridge is a safe way to cross water and
lava. Place them adjacent to terretory you already own and your creatures will
traverse the bridge on the way to other parts of the map. To claim land on the
far side of water or lava also requires a bridge, because you can only claim
land that is next to your terriotory. By placing and selling bridges, it is
possible to separate enemy from others in their group and kill them seperatly.
The bridge doesn't attract creatures.
Guard Post
If you
place creatures in a guard post, it remains there, on look out duties, unless it
needs sleep or food. Creatures with a natural tendancy, such as Orcs, will go to
empty guard posts automatically and watch for invaders. If hit by a boulder a
guard post is destroyed. Creatures in water cannot climb from water onto a guard
post adjanuct to water so it can be used as a barricade. Each creature on the
guard post takes up one square. The Guard Post doesn't attract any creatures.
Workshop
All your traps and doors are are bulit in the Workshop. Each
item bulit takes up one tile so bulid big if you intend to make alot of traps.
Also, some traps and doors require a workshop of a certain size before they can
be bulit. When you place a trap, your imps will run to the workshop and drag the
required trap to the place you chose, so the workshop should be easily
accessabile. See traps for details of traps and doors.
Room Size: 1 tile attracts Troll
Barracks
You can group creatures in a barracks room, each creature taking
up one square. Possessing one of the creatures makes you the leader and the
group will follow you until you leave the creature. I have never heard of anyone
doing this successfully yet and would appreciate anyone who has dropping me a
line.Lair enemys don't group together, and horned reapers don't group with
anyone, even if they're in charge.
Room Size: 1 tile attracts Orcs
(with Training room)
Prison
Put your
captured heroes in here and any troublesome creatures. Just drop your own
creatures in to a prison but to imprison heroes and enemy ceatures you have to
have your imps drag the inconscious enemy to the prison. Click to get the
information panel on the Control Panel and click the Imprison button. Each
prisoner in the prison takes up one square and if it gets overcrowded the
prisoners can escape. They can also escape if you bulid a prison next to an
enemy prison. While in a prison, creatures are free from the influence of
sacvenger rooms. Prisoners can not get food so, to keep them alive you must feed
them chickens (or cast heal on them) and the prisoners will fight over the
chicken. You can pick up any prisoner and drop them in torture chambers and
other prisons as well as the rest of the dungeon. This room doen't attract
creatures but humanoid prisoners who stave to death can come back as skeletons.
Torture Chamber
You can torture your own creatures in the torture
chamber, just pick them up and drop them in the torture chamber. While in the
torture chamber, their wages are cut in half and all creatures of the same type
work twenty-five percent faster. Torturing two of the same type of creatures
doesn't give any extra bonus. If a creature is tortured to death, all of the
same creatures in your dungeon will become annoyed. A Keepers Must Obey
spell stops the accumulation of annoyance.Captured enemy can also be dropped in
the torture chamber. There is a chance that they will reveal portions of the map
to you, but, far more useful, they can be converted. A creature that dies under
torture can come back as a Ghost, or it is possible to convert them to your
side. All creatures can be converted, just heal them with the Heal spell while
they are on the torture table. Some creatures take longer than others.You can
only torture the same number of creatures as there are torture tables. Dark
Mistresses will go to the torture chamber for entertainment.
Room Sizes: 9 tiles attracts Dark Misstresses, you can also
get ghosts from victems who die.
Temple
Creatures go to the temple to become happy. You can scarifice
creatures in the temple well. If you drop a dieseased or chickened creature in
the temple (but not the well) they are healed. Vampires do not like the temple
and try to avoid it. If you place a creature in the temple, it and two of its
companions are protected from scavenging by the enemy. When you remove the
creature from the temple, it is protected for awhile but its two companions are
not. For details of Scarifices see Hints page.
The Temple doesn't attract creatures
directly but increases the chance of a Tentacle entering your dungeon.
Graveyard
Dead bodies littering your dungeon give it a lived in feeling
but make your creatures unhappy. Imps drag the dead bodies to the graveyard, as
long as there is enough space. Each dead body takes up one space until it
decomposes. Once enough bodies have decomposed, a Vampire appears (normally
after 10 bodies). Hellhounds speed up the decomposition of the bodies.
Graveyards are uneffected by room efficency.
Room Size: 9 tiles attracts Vampires (with Lair)
Scavenger Room
The scavenger room allows you to head-hunt enemy creatures
and convert them to you side. Drop a creature in the scavenger room and it will,
starting with the lowest level creature of its own type before working its way
up and on to other creatures. This costs money. Putting more of the same type of
creatures in the room increases the chance of scavenging that creature. A
Vampire also increases the chance of scavenging creatures. Each creature in the
room takes up one tile.
Room Size: 9 tiles attracts
Hellhound
top