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~ROOMS~
The most important thing in you dungeon is its rooms. To gain any minions at all you must build the room/rooms that attracts them. The following guide will tell you witch creature needs witch room and give you some info about all the rooms and there use, cost and so on...
Read the following guide if you are intrested in knowing more about the roooms you can build in your dungeon:
Notice! the () after certain rooms stands for the minimum size the creature will need to be attracted. For an example: Temple (5x5) means that the creature only will be attracted by a 5x5 (25) tiles or larger Temple...Attracts(good cre) - 'the good cre' stands for both the ordinarry 'Good Creatures' and the 'Mercenary Creatures'...Evil Creatures are attracted by the 'Portal', Good Creatures by the 'Hero Gate' and the Mercenary Creatures by the 'Mercenary Portal'...
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Room: Dungeon Heart Cost: N/A Attracts (evil cre): N/A Attracts (good cre): N/A Minimum recomended size: 5x5 tiles |
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Description: By far the most important object in the Dungeon, without the Dungeon Heart you would be nothing. Its protection is paramount if you are to taint the world with your own brand of evil. This is the centre of the dungeon. It holds all of your mana supply, and is an essential room for the survival of the Keeper. Should the Dungeon Heart be destroyed, then the game will be lost. The Dungeon Heart also works as a storing place for gold but can only handle a smal amount of it ($16 000).
In the middle of the heart you can drop down your imps, this will "sell" them (for mana) witch is good if you are in desperate need of mana but got lots of imps... The games main mission is to destroy the opponent/opponents Dungeon heart. When you destroy a enemy Heart you will gain his/hers stored mana and that keeper will be vanished from the land... |
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Room: Treasury Cost: 200 gold/tiles Attracts (evil cre): none Attracts (good cre): none Minimum recomended size: 1x1 tiles |
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| Description: Perhaps your minions' favourite room, this is while your treasure hordes are stored, all neatly lined in chests and pots. The Imps ensure that everything here is kept in order, with mined gold being accumulated here. On pay day this is where your minions head to in order to pick up their pay packets, woe betide the Keeper who doesn't have sufficient funds to pay his creatures... |
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| Description: The Lair is the resting point for the denizens of the dungeon. When a creature first arrives in the dungeon, it will make its way to the most appropriate Lair, and make its home. Each creature has a separate 'bed' that it will return to, to heal itself of injuries, and to rest when it is tired.
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Room: Hatchery Cost: 300 gold/tiles Attracts (evil cre): Bile Demon (5x5) if you also got a lair (3x3) and a Workshop (3x3) Attracts (good cre): Giant (5x5) if you also got a lair (3x3) and a Workshop (3x3) Minimum recomended size: 3x3 tiles |
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Description: Chickens. The hatchery's sole role in your dungeon is to produce chickens for your minions consumption. Filled with coops, chickens are produced all through the night, ready for any Troll who is working late at the Workshop. This room produces the sustenance that your creatures need to survive. Whenever a creature is hungry, they will make a trip to the hatchery to eat their fill of chickens.
Hatchery, lair and Treasury are the basic rooms that you always will need in order to give your minions food and shelter... The rooms you also will need (in order to have a chance of winning) are: library(to get knowledge about new spells and rooms) and traning room (to increase you minions skills and powers...) |
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Description: The Training room offers state-of-the-art facilities for your creatures to improve themselves through simulated combat. In this room, your creatures hone their fighting skills. Working with the dummies and targets available, creatures will increase their experience level. Creatures can only train to experience/skill level 4 in the training room, for more skills they have to fight in real battles or gain it in the combat pit... |
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Room: Combat Pit Cost: 750 gold/tiles Attracts (evil cre): Black Knight (also attracted in combination with the Torture Chamber) Attracts (good cre): Knight (also attracted in combination with the Torture Chamber) Minimum recomended size: 5x5 tiles |
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Description: The Combat Pit continues the role of the Training Room, that of improving fighting prowess among the denizens of the Dungeon. The pit also provides cheap and violent entertainment for the rest of your minions who clamber around the sides to watch creatures fight each other in a no-holds-barred gladiatorial contest. The Combat Pit trains you creatures more rapid than the training room but you will need many imps that can carry away the creatures to the
lair when they are knocked down by there opponent/opponents. You can also heal the creatures to make the battle last longer... Experience/skill level 7 is the most you can train you minions to here, after that the creatures can only gain more skills in real battle or if the keeper finds a "Increase level Gift". The Battle Pit is recomended to build as fast as you can when you start a game because it attracts one of the best and strongest creatures, the Black Knight, who you will need in you quest to destroy all enemys and conquer the realm... |
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Room: Temple Cost: 3000 gold/tiles Attracts (evil cre): Dark Angel (5x5 - attracts two) and the Maiden if you also got a library Attracts (good cre): Fairy (5x5 - attracts two) Minimum recomended size: 5x5 tiles |
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Description: This is the dungeon's room of worship, where homage is paid to the Old, Dark Gods. Any creature placed in the temple gains extra happiness. The Keeper can sacrifice creatures, gold, and objects to the gods in return for dungeon specials and extra creatures. Different mixes of things dropped into the Temple will create a thousand and one different effects, some good, some bad, and some downright indifferent. When creatures prays in the Temple your mana level will increase, so if you need mana you can always drop down one or two creatures in the temple (On the sides! otherwise if you drop them into the water in the middle you will sacrifice them...) Build a Temple as soon as you can afford it to attract the Dark Angel, and make sure that you build it as close to the lair as possible (the Angel likes to sleep close to it)
1 Temple (5x5) can only attract 2 Angels so in order to get all 32 angels you will need 16 Temples (1 Temple - 5x5 - cost 75 000 in gold)--> 16*75 000=1 200 000! So you will need a lot of gold in you dungeon to get them all...
For detailed descriptions of how to sacrifice creatures/spells/items in the temple read the Sacrifice guide |
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Room: Workshop Cost: 600 gold/tiles Attracts (evil cre): Troll, Bile Demon (3x3) if you also got a Lair (3x3) and a Hatchery (5x5) Attracts (good cre): Giant (3x3) if you also got a Lair (3x3) and a Hatchery (5x5) Minimum recomended size: 5x5 tiles |
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Description: All of the Doors, Traps, and Guard Posts that adorn your dungeon will have been made from this room. Any creatures that are put in this room will toil to produce as much of this essential dungeon furniture as possible. Your Imps will then take the objects to their relevant places in the dungeon. In order to build a door or trap; open the "Traps & door" menu (marked with a hammer")
then choose a trap/door to build and click on the place you want to build it on. Your Trolls and Bile demons now starts the construction of the item (only if you got a workshop), if they don't starts on the work just drop them down in the workshop... When the item is completed one of you imps will take it to the place you earlier marked to build it on and activate it... Traps and doors are very good to build around the dungeon in order of making enemy attacts less effective and more difficult. You can always build "Fear Traps" in your tunnels to stop enemy imps from taking over your land and scare them away... (Read more about doors and traps in the 'Traps' section) |
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Room: Casino Cost: 750 gold/tiles Attracts (evil cre): Rogue Attracts (good cre): Thief Minimum recomended size: 3x3 tiles |
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| Description: A sin-bin of drunkenness, debauchery and outrageous wagers, the Casino provides rest and relaxation for your hard-working creatures. More importantly, it siphons back their over generous wages with some heavily fixed gambling games. There's no better way to cheer up your lackeys, than giving them a place to unwind at the end of a hard day's mauling and killing. Very occasionally one of your creatures will hit the jackpot and amid the sound of klaxons and flashing coloured lights will be showered with gold. If you manage to get to the Casino before the creature leaves, a slap of the Hand of Evil will spill gold from the winner and you can even mug them on their way back home. But don't let your other lackeys know the game is rigged or it'll cause great unhappiness. |
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Room: Graveyard Cost: 2000 gold/tiles Attracts (evil cre): Vampire (requires a certain number of corpses) Attracts (good cre): Monk Minimum recomended size: 3x3 tiles |
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Description: Dead bodies of creatures fallen in combat are brought here to fester. Left to rot in unmarked graves, the gory offering soon attracts the attention of a Vampire. How many dead bodys that is needed to attract the vampire is different depending on witch dead creatures you put into the ground... When the vampire arrives he arrives in the chest (in the middle of the Graveyard) and you recive a message about his arrival. IMPORTANT! pick him up from the chest right away because sometimes he can't rise from it himself, you must help him, if not he will die... |
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Description: The screams of long dead heroes can still be heard echoing around the walls of this room. This is where creatures and humans are shown the error of their ways. They are shown how much easier life would be if they merely do your bidding. Enemy creatures held in the torture chamber, will either die and reveal information, or convert to your side. In order to convert enemy creatures, first let you imps bring unconscious enemy creatures to the prison, then take them in your hand (the Hand of Evil) and drop them into the Torture Chamber. Make sure to heal them or feed them with chickens so they don't die. Some creatures takes very long time to convert, so make sure to keep them alive during that time or they will just die on you...
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Room: Prison Cost: 750 gold/tiles Attracts (evil cre): Skeleton (when inprisoned creatures dies they resurrect as skeletons) Attracts (good cre): none Minimum recomended size: 5x5 tiles |
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Description: The Prison is where the unconscious bodies of the enemy are taken to be held against their will. Beware though, for an over-crowded Prison stands a chance of a 'jail break' occurring... Always try to take as many prisoners as you can. If you capture a powerful creature you should try to convert him in the Torture Chamber or if it's just a weak one, starve him until he dies and becomes a skeleton... Skeletons is not very strong creatures but in many numbers they can have a devastating effect on the enemy troops. One important thing about skeletons is that they doesn't eat nor sleep so they can't heal themselves after a battle like ordinary creatures can. The only way they can regain there powers is if you heal them or if you take the "Heal All" -spell... |
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Room: Library Cost: 600 gold/tiles Attracts (evil cre): Warlock and the Maiden if you also got a Temple Attracts (good cre): Wizard Minimum recomended size: 3x3 tiles |
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Description: This room is filled with books of Arcane lore, books of Forbidden knowledge and Spell scrolls that would turn a man insane. Protect this room so that the more intelligent of your creatures can glean useful information, such as spells, from its corners to aid you with your plans. Not only Warlocks like to read, the Dark Angel also likes to read and research new spells, traps and rooms... A library is often good to have because you must have some spells in order to attack the enemy. "Heal", "Call To Army" and "Sight Of Evil" is the most important ones. You often begins with at least the "Create Imp" and the "Possession" spells but if not it's really important to build a Library right away because you will never last with only 4 imps! |
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Room: Guard Room Cost: 600 gold/tiles Attracts (evil cre): Dark Elf Attracts (good cre): Elven Archer Minimum recomended size: 1x1 tiles |
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| Description: This room is the ideal place to put creatures when you want to defend the outer reaches of your dungeon. Any creature put in the Guard Room will remain there unless hungry or in need of paying. |
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Room: Wooden Bridge Cost: 200 gold/tiles Attracts (evil cre): none Attracts (good cre): none Minimum recomended size: 1x1 tiles |
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| Description: Wooden Bridges are built to allow your land-locked creatures easy passage over areas of Water or Lava in order to spread their wickedness everywhere. Unfortunately they have a limited life span when placed in Lava (the wood burns up after a while.) If you are going to build a bridge over lava never use the wooden bridge, use the stone bridge instead... |
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Room: Stone Bridge Cost: 500 gold/tiles Attracts (evil cre): none Attracts (good cre): none Minimum recomended size: 1x1 tiles |
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| Description: A more durable version of the Wooden Bridge, the Stone Bridge allows you to spread your evil empire to those areas that would otherwise be free from your tainted touch. Hostile enviroments such as lava and water, need no longer be barriers against your expansion plans, as this simple contruction allows all of your minions to spread their vile antics to all... |
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Room: Portal Cost: N/A Creatures attracted: Evil creatures (witch one depends on your dungeon and its rooms) Minimum recomended size: 3x3 tiles |
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Description: This is the gateway to your underground kingdom. From this room, monsters are drawn to do your bidding, and become one of the many creatures under your command. The type of creatures that are available to come through your Portal, are decided by the type and size of the rooms that you have. Both in singel- and multiplayer-games you should ALWAYS try to conquer one or more portals right away (if you don't allready got one) otherwise you will be weak and an easy pray for the other keepers... If you don't want to keep a creature you can always just drop him into the portal, this will give him the sack and he will not return to your dungeon again... Use this function all the time and just keep the strong and the needed creatures! Never be satisfied by the creatures you get in the beginning, always try to gain better... |
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Room: Hero Gate Cost: N/A Creatures attracted: Good Creatures (Heroes) (witch one depends on your dungeon and its rooms) Minimum recomended size: 3x3 tiles |
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Description: These Portals allow you to get hero creatures in the levels that support them (Siege, for an example). The good creatures will enter your dungeon from the Hero Gate in the same way your other creatures enter from the ordinary Portal... This Portal will attract Good Creatures NOT Mercenary Creatures to your Dungeon, but they will still obey your command... |
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Room: Mercenary Portal (only in v1.71) Cost: N/A Creatures attracted: Mercenary creatures - "evil heroes" (witch one depends on your dungeon and its rooms) Minimum recomended size: 3x3 tiles |
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Description: These Portals allow you to get mercenary creatures in the levels that support them (Frosty's Realm, Frosty's Lair and Frosty's Castle). Works like an ordinary portal but attracts heroes instead of the common evil creatures... These creatures maybe look like good heroes but are everything but good. They are as evil as all other of your minions... You can make out the different between a good hero and a evil one by the color of its clothing (evil heroes got red details/parts on there cloths...) |
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