TABLE OF CONTENTS:
1. Dungeon Rooms
2. Monsters
3. Heroes
4. Spells
5. Doors
6. Training
7. Prisoners
8. Vandalizing
9. Traps
10. Levels/Secrets
11. Common Problems
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1. Dungeon Rooms:
Dungeon Heart: Your life Force,
if this goes, you are destroyed. (Can take a lot of hits)
Costs: NIL
Portal Room: Summons monster
from outside to join your dungeon. (Must have lair)
Costs: NIL
Bridge: Allows passage across
lava, and makes aquatic travel easier.
Costs: 30 GP
Guard Post: Enemies placed
on Guard Posts will stay there and guard the remote area.
Costs: 50 GP
Treasure Room: Stores gold
for you to spend, and to pay your monsters.
Costs: 50 GP
Lair: You must build lairs
so your monsters can live in your dungeon.
Costs: 100 GP
Barracks- Allows monsters
to form specific parties. (believed to be unfinished in this version)
Costs: 150 GP
Hatchery: Breeds chickens
for your monsters to munch on when they get hungry.
Costs: 150 GP
Training Room: Trains Monsters
to gain levels, costs additional money to train (see Training)
Costs: 150 GP attracts: demon spawn.
Library: Allows spells and
additional buildings to be researched.
Costs: 200 GP attracts warlocks
Workshop: Allows doors and
traps to be made by your minions.
Costs: 200 GP attracts trolls
Temple: Allows monsters to
be sacrificed to the gods, and makes your monsters feel more
. content when resting there.
Costs: 300 GP
Graveyard: Dead monsters go
here to eventually be made into vampires.
Costs: 300 GP creates vampires.
Prison: Allows enemies and minions to be locked away and turned to your
side. (see Prisoners)
Costs: 300 GP
Torture Chamber: Torture your
monsters to make an example, or enemies to turn over info or service.
Costs: 350 GP
Scavenger room: Attracts more
monsters of a certain type when that monster is put in this room.
Costs: 750 GP
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2. Monsters:
Imp: Your basic all purpose laborer. Carves
out your dungeon, mines gold, carries bodies, traps, and reinforces dungeon.
Powers: (1)Dig/Claim (2)Attack (3)Speed
Monster (4)Teleport
Fly: A weak fighter, but a very handy scout.
Powers: (1)Attack (2)Sight of Evil
Beetle: A stronger fighter than the fly,
can take some hits before dying.
Powers: (1)Attack
Spider: An even stronger fighter than the
Beetle.
Powers: (1)Attack (2)Slow (3)Web Hold
Hell Hound: A fast runner, good fighter,
and can walk over lava.
Powers: (1)Attack (2)Speed Monster (3)Flame
Troll: A fairly poor fighter, but is good
at tinkering in the workshop.
Powers: (1)Attack (2)Speed Monster (3)Flame
Orc: A very good warrior, especially at
higher levels.
Powers: (1)Attack (2)Speed Monster (3)Protection
(4)Heal
Skeleton: Not as good as the orc, but a
little faster.
Powers: (1)Attack (2)Protection (3)Lightning
Ghost: Created from tortured vitums, a floating
warrior.
Powers: (1)Attack (2)Invisiblity (3)Reflect
(4)Tempest (5)Fire Lightning
Demon Spawn: A trainer by nature, can walk
unharmed over lava, and is good at attacking.
Powers: (1)Attack (2)Red Bomb (3)Squeel
Bomb
Bile Demon: A tinker and a VERY good warrior,
A bit on the slow side.
Powers: (1)Attack (2)Breath of Poison (3)Fart
of Death (4)Squeel Bomb
Warlock: An incredible spell caster, horrible
at speed and fighting.
Powers: (1)Attack (2)Fireball (3)Heal (4)Meteor
(5)Invisibility (6)Red Bomb (7)Sight of Evil (8)Tempest (9)Word of Power
Mistress: The Dark Mistress
likes to torture
and is very good at fighting.
Powers: (1)Attack (2)Lightning (3)Speed
Monster (4)Fire Lightning (5)Teleport
Dragon: One of the toughest creatures in
the game, a good fighter, great mage, and can take a . great deal of hits.
Powers: (1)Flame (2)Heal (3)Squeel Bomb
(4)Meteor (5)Word of Power
Vampire: A Viscous Fighter, and skilled
spell caster, a real benefit to any Dungeon Keeper.
Powers: (1)Attack (2)Fly (3)Slow (4)Teleport
(5)Heal (6)Fire Lightning (7)Protection (8)Tempest
Horned Demon: An incredibly powerful and
fast monster, but can also be very temperamental.
Powers: (1)Attack (2)Speed Monster
Tentacle: A dangerous creature, no additional
information...
Powers: (1)Attack (2)Freeze
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3. Heroes:
Wizard- Equal to the warlock in spell abilities,
a little faster though.
Powers: (1)Attack (2)Red Bomb (3)Fireball
(4)Reflect (5)Heal (6)Freeze (7)Ice Storm (8)Fire Lightning (9)Slow (0)Meteor
Giant- Possibly the strongest character
in the game, aside from the Lord of the Realm
Powers: (1)Attack (2)Speed Monster
Priestess- A superb spell caster, that can
move fairly fast.
Powers: (1)Attack (2)Fly (3)Poison Cloud
(4)Reflect (5)Tempest (6)Lightning (7)Heal (8)Red Bomb
Barbarian- A very strong fighter, almost
as powerful as the giant.
Powers: (1)Attack (2)Protection
Tunneler- A stout fighter, also can do some
of the chores of an imp (carry bodies, and such)
Powers: (1)Attack (2)Protection
Fairy- A weak fighter but an advanced
spell caster,
also can move/fly fairly fast.
Powers: (1)Attack (2)Fire Lightning (3)Lightning
(4)Heal (5)Invisible (6)Red Bomb (7)Reflect (8)Meteor (9)Freeze
Monk- A good fighter and
spell caster.
Powers: (1)Attack (2)Heal (3)Protection
(4)Slow (5)Red Bomb (6)Fire Lightning
Ninja- An excellent warrior and good
spell caster along with being fast, very deadly.
Powers: (1)Attack (2)Sight of Evil (3)Lightning
(4)Speed Monster (5)Freeze
Archer- A terrible fighter, but excellent
at range.
Powers: (1)Attack (2)Arrows (3)Red Bomb
(4)Speed Monster
Thief- An average fighter, fairly fast.
Powers: (1)Attack (2)Speed Monster
Mountain Dwarf- A good fighter, fairly strong
(he's short too. Call him stubby, it ticks him off ;)
Powers: (1)Attack (2)Protection
Lord of the Realm- The Mega Hero. This guy
is equivalent to a horned reaper without the attitude.
Powers: (1)Attack (2)Reflect (3)Heal
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4. Spells:
Possess Monster- Take control of one of
your monsters, and see the world as he sees it.
Cost: 0 GP
Summon Imp- Creates an imp to work for you
by digging, mining, carrying bodies and traps etc.
Cost, depends upon how many imps you control.
The more imps, the more GP you must pay.
Call to Arms- Summon monsters to a specific
spot and move them to where ever.
Cost: 0 GP, or 10 GP per second if banner
is on enemy territory.
Must Obey- Forces a creature to do your
evil bidding.
Costs: 25 GP
Sight of Evil- See a small, unknown area
of map for a limited time.
Cost: 50 GP
Conceal Creature- Hides a creature from
enemy sight.
Cost: 100 GP
Protect Monster- Protects one of your creatures
by giving it a stronger armor.
Cost: 100 GP
Speed Monster- Accelerate a monster's actions:
run, work, attack, etc.
Cost 100 GP
Heal- Heals one of your creatures, does
not always heal to maximum.
Cost: 300 GP
Lightning- Cast lightning upon an enemy
creature, and do significant damage.
Cost: 600 GP
Hold Audience- Bring all your monsters back
to your Dungeon Heart.
Cost: 1000 GP
Cave In- Make the ceiling fall on enemies
and cause significant damage upon them.
Cost: 1000 GP
Chicken- Turn an enemy creature into a chicken
for a limited time.
Cost: 1200 GP
Disease- Cast a harmful plague upon enemies.
Cost: 7000 GP
Destroy Wall- Make a fortified wall a regular
wall for a few seconds.
Cost: 10000 GP
Armageddon- Summon all the creatures in
the land to fight it out at your Dungeon Heart.
Cost: 60000 GP
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5. Doors/Traps:
Wooden Door- A weak door, but serves it's
purpose.
Sell For: 250 GP
Barred Door- A stronger version of the wooden
door.
Sell For: 500 GP
Iron Door- A very strong door that can take
many hits before going down.
Sell For: 750 GP
Magic Door- Practically
invincible to physical
attacks, but vulnerable to magic attacks.
Sell For: 1500
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6. Training
The art of training should be taken with great care, for many times, you run out of money, due to training. At first, you should not over-crowd the Training Room. First put in The warlocks, because a dagger wielding mage is close to useless. The MOST IMPORTANT thing to remember when training is to rotate the crowd. Make sure all your monsters get a chance to train during the level, or their careers in war will be a short lived one. A good point to stop training is around level 4 or 5. After that, switch off and let the other monsters have a go at it. Another important thing to remember, especially when you have your dungeon all set up, and have some time to kill, is to smack your monsters while they train, to speed them up. Just be sure you have enough gold for training, because without gold, your monsters decide snoozing is more fun.
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7. Prisoners
Capturing prisoners and having them change
sides and/or reveal info seems to be one of the more difficult tasks to
complete. The first step to making enemies change their sides is to build
a prison and a torture room. Then, go to the info panel on the far left
(the one with the Question Mark) and click on the imprison button. MAKE
SURE it is flashing. Then, get your guys to knock out the enemy
(a stunned enemy looks dead but has one
life above it's head) and your imps will carry them to the prison. If your
imps do not do this, just drag the imps to that spot and drop them on or
near the stunned enemies. After your prisoners are safely roaming around
your jail, pick up some chickens at your hatchery, and feed them. This
will give them life which is needed in the next step. Then you bring one
random prisoner to the torture room, and beat him or her senselessly until
they are down to their very last hit point. then release them back to the
jail for them to recuperate. Repeat this step as needed, and they will
eventually turn to your side, die and become a ghost/skeleton, or reveal
important information (map info) to you. Prisoner keeping can be very expensive
and time consuming sometimes, so it should only be performed if you have
extra time and money. Master this procedure, and you will find that you
have a lot more minions than enemies.
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8. Vandalizing
During the course of the game, you might
get messages saying "Your creatures are vandalizing your dungeon!" When
this happens, it means your own monsters are destroying your rooms. So
what this means is that your minions are bored, or a little upset. To fix
this annoying problem,
get your monsters to train in the training
room, put them in the prison, or torture them.. One of these will usually
cure your monsters of their insolence.
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9. Traps
Getting killed by enemy traps can by an
annoying event, and sometimes, even a very costly one. To get by traps, unfortunately, you are going to have to lose some creatures, but here is
the best way to get rid of them. After about 5 creatures have died due
to a certain trap, the trap usually run out of charges.
The best way to get rid of them, is to
take imps, or other creatures you don't care about, and drop them rite
next to it. This will kill the creature and eventually wear out the trap.
For Boulder Traps, my best advice is to posses a fast creature, and set
off the trap yourself, then run away. Boulders get destroyed in liquids,
so it might be a good idea to make a path
to a water or lava pit. Remember, boulders will kill in one hit, so I don't
recommend using a very good monster for this procedure. I've lost countless
guys to boulder traps, so it might also be a good idea to save the game
often, for you don't want to lose 10 powerful creatures to a
lousy trap.
Alarm Trap- Casts a call to arms spell at
the site of the trap, if triggered.
Sell For: 250
Poison Trap- Does a minor amount of damage
to creatures in the area.
Sell For: 500 GP
Lava Trap- Creates a Pool of Lava, where
the ground used to be.
Sell For: 500 GP
Lightning Trap- Does a good amount of damage
to any creature that walks through it.
Sell For: 750 GP
Word of Power Trap- Casts a circle of magical
force that causes extreme damage upon enemies.
Sell For: 750 GP
Boulder Trap- Drops a boulder that crushes
enemies that walk through it.
Sell For: 1000 GP
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10. Level Names and Secret Levels
Names of the different levels in Dungeon Keeper:
1. Eversmile | 2. Cogyton |
3. Waterdream Warm | 4. Flowerhat |
5. Lushmeadow-on-down | 6. Snuggledell |
7. Wighvale | 8. Tickle |
9. Monnbrush Wood | 10. Nevergrim |
11. Hearth | 12. Elf's Dance |
13. Buffy Oak | 14. Sleepiburgh |
15. Woodly Rhyme | 16. Tulipscent |
17. Mirthshire | 18. Blaise End |
19.Mistle | 20. Skybird Trill |
Hidden realms (bonus) found on 9th,15th,17th
and 18th.
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11. Common Problems
Q: Any Level: Every time I try to load up
this certain level, the game crashes, how do I continue playing?
A: Try switching to DOS mode, and continuing
your game, then save it and go back to Win95 mode.
Q: Level 1: That guy keeps telling me to
build a lair or hatchery but it doesn't give me that option, what do I
do?
A: I know that idiot keeps yelling "You
must build a lair for your creatures." To solve this all you have to do
is wait and the lair will appear.
Q: Level 7: Help! I need to destroy the
enemy, but his dungeon is completely sealed in by reinforced walls, how
do I destroy him?
A: To get inside those two dungeons, you
have to either get to his rooms early, before the imps seal it off, or
keep walking imps around until you see a break.
Q: How do I change the graphics into High
Resolution mode?
A: Hold down <ALT> then hit R. Then
look at the pretty graphics :)
Q: I know some monsters have more spells
when I possess them, but I can't access them, what do I do?
A: If you are controlling a monster with
more than 6 powers, then push 7,8,9 or 10 to access them. That should do
the trick.
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If you have any comments or questions, please feel free to e-mail me at: haytham9d@yahoo.com