The Barracks are a room type in Dungeon Keeper.
The Barracks are introduced by an Orc Warlord as a means of grouping creatures.
Barracks enable players to group creatures and then take control of one to guide them around dungeons. To do this, you have to pick up all the creatures you want in your group and drop them onto a Barracks room. The creatures stay in the room until you Possess one of them, after which you act as the group’s leader and they follow you wherever you go. If you do not possess a creature, the creature with the most experience is considered the leader and the others will follow it.
Some creatures will not group together. Creatures that dislike each other by default, such as Spiders and Flies, refuse to group with each other. Horned Reapers refuse to group with anyone at all. Once the creature is released from possession, the group disbands and the creatures go back to their normal jobs.
The Barracks are notoriously unreliable, so don't be disheartened if you cannot get it to work. Possessing the highest level creature in the group may help. In KeeperFX this is fixed. Some Keepers build a Barracks only to attract Orcs.
- Despite its position on the Toolbar, the Barracks are researched after the Workshop, and before the Prison and Torture Chamber.
- In Dungeon Keeper no party can exceed eight creatures, so a maximum of seven creatures will follow you.
- ↑ Prima's Official Guide To Dungeon Keeper Gold Edition. p. 108. Prima Publishing. 1998. ISBN 978-0-7615-1581-4.
| ||Barracks / Bridge / Dungeon Heart / Graveyard / Guard Post / Hatchery / Lair / Library / Portal / Prison / Scavenger Room / Temple / Torture Chamber / Training Room / Treasure Room / Workshop|
| ||Casino / Combat Pit / Dungeon Heart / Graveyard / Guard Room / Hatchery / Hero Gate / Lair / Library / Mercenary Portal / Portal / Prison / Stone Bridge / Torture Chamber / Training Room / Treasury / Unholy Temple / Wooden Bridge / Workshop|
| ||Dragon Chamber / Infirmary / Kitchen / Crypt / Hive / Tomb / Summoning Chamber / Parlour|