Dungeon Keeper Wiki
Advertisement
'Your Library is still not functional; you must enlarge it!' - The Mentor (DK2)
This article is more than a stub, but still needs expansion. You can help by adding to it.
This page has no images.
Please upload an image and put the file on this page. Go to Special:Withoutimages to see more pages that don't have images.

Dungeons are the setting of the Dungeon Keeper games. They comprise rooms, which provide functionality such as creature accommodation and places for them to work, for various purposes, and terrain, such as walls to be dug out (by Imps, the dungeon's labour force) to expand the dungeon, and gold seams to fund the dungeon (it costs a great deal of gold to run and maintain a dungeon). Dungeons are populated by creatures, who perform the non-trivial work such as researching spells and manufacturing traps and doors, which are used for dungeon defence. Keepers run dungeons, hence the name Dungeon Keeper.

Often, players must defend their dungeons from heroes, who seek to destroy evil, but may also face other Keepers as adversaries.

Dungeon Keeper[]

In the first Dungeon Keeper, dungeons' appearances can vary considerably, ranging from a standard theme, to ancient, to hiemal. Visual verisimilitude is provided in the form of furniture and decorations such as barrels and potion bottles. Flambeaux are omnipresent, and water drips from the ceiling onto water terrain. There is little auditory verisimilitude unless the game is run with a Sound Blaster AWE32 or AWE64, which enable the use of SoundFont technology to provide atmospheric sounds such as screaming and door creaking; however, the dungeon's make-up has no effect on these sounds.

Dungeon Keeper 2[]

In Dungeon Keeper 2, dungeons are more verisimilitudinous, due to the game being in 3D and having greater detail, such as animals in the dungeon. Like the first Dungeon Keeper, flambeaux are ubiquitous, though less conspicuous. Object within rooms are interacted with, such as Training Room posts, as opposed to being there merely for decoration, and, in the Casino, even wall objects (the alcove barrels) can be interacted with. There is auditory dungeon ambience without the need for SoundFonts, and the game's support for Environmental Audio Extensions provides even more auditory verisimilitude.

However, there is no variety in their appearances; they always have the same theme, though the appearance of the coats of arms on walls varies by level.

Advertisement