| Dungeon Keeper Creature Guide Imp: the most important of the creatures train them to 3rd level if you can but any higher is a waste of cash unless you intend to go all the way to 10th level. Fly: the scout, he uncovers any are you need exploring but keep an eye on him because they usually get into trouble easily and aren�t strong enough to take care of them selves. The fly is also useful for temple sacrifice. Beetle: the most useless and unimportant of your creatures they just make a weak fighting force for beginning levels and are also temple sacrifices. Spider: Slightly stronger than the beetle and just as useless, it is very annoying because it constantly starts fights with the fly and won�t let up until I waste my resources and make them there own private room. Other than its freeze spell it doesn�t have much going for it. It is the last of the most expendable sacrifice ingredients. An interesting thing is that they freeze prisoners for fun. Demon spawn: this is the first stronger fighter but you shouldn�t rely on them solely unless you have a whole horde of level tens. They immediately go to the training room because they have no other use and if they continue to train after 10th level they eventually become Dragons. Warlock: the pencil neck nerds of your dungeon, they research constantly and are very good at it. Train them well because they make good backup fighters. Warlocks are fussy creatures and shoot fireballs at imps and any other creatures that pass through their library that have no business being there. They will also occasionally instigate rebellions, go figure. Troll: this creature is almost useless as a fighter but amazing at production, keep them in the workshop and don�t bother to train them unless you need to have them as a fighting force. They are one ingredient to making a Horned Reaper. Skeleton: The original cheep, expendable fighter, they are amassed by humans dying of starvation in your prison so if you want one don�t feed your prisoners or slap them if they have one health. Skeletons are good fighters so send them right in to battle. They are the other choice to Ghost so have an equal amount of each. Bile Demon: These slow moving, slow-minded blobs of fat have two uses, production and fighting. These creatures will move to the work shop so you have to throw them in the training room your self, prioritizes because they make very strong fighters when in large numbers and making traps should be a secondary concern. A very important thing to remember is that Bile Demons use excessive gas bombs and fart attacks in battle so don�t send in any other creatures to fight along side them because they�ll be vulnerable too. |
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