Cost
per tile: 50
Health per
tile: 100
Monster
Attracts: RoomSize:
Also Needs:
Dragon
25 tiles
Lair
Demon Spawn 25 Tiles
Training
This is what
being a dungeon keeper is all about:- the money! Your Treasure Room will
not only be the place where you keep your bankroll, it will be the first
room invading Heroes will seek out.
Except
for the gold that you start the level with, gold must be in your treasure
room in order for you to spend it. Generally, either you or your imps have
to place the gold in a treasure room in order for it to "count". If an
invading hero dies and drops gold in your treasure room, you still must
pick it up and drop it to add it to your total gold.
The
placement of your Treasure Room is extremely important. You want it to
be accessible to your creatures on payday, as close as possible to the
gold you are mining so your Imps don't have to carry it very far. One helpful
technique is to build a Treasure Room right by the gold you are mining,
then transfer the gold to your main Treasure Room by hand. It's a little
extra work, but you'll accumulate riches much faster.
Never
have your Imps mine for gems while there's still gold to be had. Gems take
a great deal longer to mine, so you should save them for when you need
them.
When mining
gems, build a Treasure Room as close as you possibly can to where your
Imps are working, and cast Speed Creature on the miners (or make sure
they are level three or higher).
A final note
on the Treasure Room: You can use your gold to make annoyed creatures a
bit happier. Hit "T" to jump to the Treasure Room, grab a handful of gold,
then hit "A" to jump to an annoyed minion. Drop the gold on him and he'll
be temporarily satisfied.
Lair:
Cost per tile: 100
Health per tile: 200
Monster
Attracts:
Size Needed:
Also Needs:
Beetle
1tile
None
Bile Demon
25 tiles
Hatchery
Dragon
15 tiles
Treasure Room
Spider
9 tiles
Hatchery
Tentacle
9 tiles
Temple
Vampire
9 tiles
Graveyard
The location
and size of the lair is most important for keeping your minions happy.
Make
sure it's big, and that you have two or three if necessary. By building
numerous lairs, where the majority of fighting among your minions will
occur, you an keep Natural Enemies apart.
When placing
lairs, it's a good indea to consider the path that invaders must take to
reach your Dungeon Heart, and make sure that they have to pass thru at
least one large lair. That way, any resting creatures can act as
guards while they rest.
You can assign
a creature to a given lair by dropping him into the lair where you
want him to sleep. This is especially helpful with Horned Reapers and Vampires,
both of which can get a little testy when near others. Your lair should
also be big, probably bigger than seems necessary. Breathing room keeps
your creatures happy, and an overcrowded lair can lead to some rampant
dissatisfaction. As a rule, your minions require only one tile for a sleeping
area. The exceptions are Dragons (two tiles), Bile Demons (four tiles),
and Giants (two tiles). Imps don't sleep, and therefore don't need
any lair space.