Dungeon Keeper Manual

 

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


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