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The Hatchery is a room in Dungeon Keeper, Dungeon Keeper 2, Dungeon Keeper Online, and Dungeon Keeper Mobile. It is needed for feeding most types of creatures.

Description[]

Hatcheries are one of the "basic five" rooms alongside the Treasure Room, Lair, Training Room, and Library.

Hatcheries generate Chickens. Chickens are mindless creatures that wander around, pecking at the floor for food, and explode in a puff of feathers if slapped.

When creatures are hungry, they enter the Hatchery and eat a chicken or two to fill themselves up and regain lost health.

Dungeon Keeper[]

It generates chickens, which all creatures apart from Imps and Skeletons eat to sustain themselves.

If you drop any creature in a hatchery, it will eat a chicken whether it is hungry or not. Creatures eat a lot, so make sure that your Hatchery is large enough to sustain your entire menagerie.

Trivia[]

  • Also known as the Garden in DK1's code.
  • In Dungeon Keeper, Chickens were originally mushrooms, and the Hatchery was a mushroom garden before it became a food pit.[1] This explains the room's original label in the code.

Dungeon Keeper 2[]

Alongside Imps, Skeletons, and possibly Stone Knights on modded levels, Dwarves and Vampires in Dungeon Keeper 2 also do not eat.

When dropped in a Hatchery, creatures only eat as much as their hunger requires. They tend to eat akk[clarification needed] when dropping chickens on them, but there isn't always an eating animation if their minds are dead set on doing something.

Tips[]

  • 1x1 rooms may feed most of your creature types if needed, except the ones that eat a lot.
  • An 5x5 example, or one 25 tile example, or twenty-five 1 tile examples are needed alongside at least a 1x3 Workshop to attract a Bile Demon through a Portal, if it is enabled on the level.
  • There are only central pseudo-widgets, and no wall appliances get generated on reinforced walls or impenetrable rock. You may build as many entrances and exits as you wish, though this room is better left as a sub-hub of your dungeon, because other alternative room choices offer security benefits which this may only tangentially provide.
    • Although the room has no wall appliances, it is best not to fully dig out all the surrounding walls because chickens may either bounce out in egg form effectively disabling them being used automatically as food unless they wander back inside, especially if their eggs bounce into lava, or they may just simply wander out where there are no walls, resulting in the same.

Bugs[]

  • If you build a large enough Hatchery, central chicken coops may eventually cease to show up. This is only a visual bug.
  • Depending on the game version, the underside of a chicken coop map lack a floor, when viewed from possessing a chicken.
  • When a Chicken gets eaten, its death fade camera may adopt a vision slit, like the Knight's.

Trivia[]

  • When there is combat in the room, Chicken feathers go up in a poof.
  • A Chicken Spell exists in the series, both for Keepers which they could actually use, and a cut creature spell showcased in cinematics used by crafty Warlocks. The spell turns creatures into Chickens. Creatures under the influence of the Chicken Spell tend to go to a Hatchery to add to the comedy of the situation, and the programming that makes this happen displays 'eating'. Unusual for a Skeleton, Vampire, Imp, Dwarf. They cannot be selected for eating in a Hatchery by creatures. Neither lone or possessed. They can be sacrificed. Some can be grouped, some cannot. The selection is seemingly so without logic or reason it is suspected to be a bug. When held in hand, they show their true form. When dropped they remain stunned. Creatures in Chicken form can be drop-fed Chickens. Cannot be cast on pit fighters. But once cast on someone outside, they may be thrown into the Pit. They will wander around in Chicken form like they'd want to pit fight, but won't actually do it. While in Chicken form they cannot participate in pit fighting. Both the subject and potential adversaries will wait until the effect wears off. Nor normal fighting, though they still make Imps flee if not Imps themselves. All things considered, prisoner creatures under the effects of the Chicken spell act relatively normal. They can even eat real Chickens to regain health.
  • In Dungeon Keeper 2, quite a few initial very early production screenshots show Hatcheries having tables, but either possibly at that phase they didn't figure out how creatures could use tables, or may have come to the conclusion that they would limit serving capacity too much thereby taking too much focus away from a core gameplay loop of creatures. In the table phase, Vampires and Skeletons seemingly still tried to eat. The floor was light sand brown, and the tables had dark brown patchwork tablecloths. Hatcheries had more robust columns, and relegated to the very corners of the room as opposed to how more 'in' they have been moved.
  • In Dungeon Keeper 2, there also exists a white feather poof effect just like the normal yellow one. At this point it is uncertain what this would have been used for since chickens were already yellow in the first game not yet really lending credence to a theory which would suggest they wanted white Chickens. Additionally, the white feathers could have been just the same effect for the same purpose before it itself was colored yellow, which we now know today.

Chickens[]

Sufficiently large Hatcheries will start to produce eggs (In Dungeon Keeper 2, for every 3x3 section of Hatchery you build, an egg-producing chicken coop will be created). The eggs will in turn hatch into edible chickens.

Though your creatures will go to a Hatchery and eat autonomously, chickens can be picked up and dropped on your creatures to directly feed them; they will gobble it whether they're hungry or not.

You may even possess chickens, but you have no direct control over their movement. Chickens can also be picked up and placed anywhere in your dungeon, although be warned that they will eventually die if they are not returned to a Hatchery. In Dungeon Keeper, possessed chickens cannot be eaten.

In Dungeon Keeper, Place a chicken in a Prison, and any creatures currently imprisoned will fight for the possession of the tasty morsel. To the victor the spoils...

In Dungeon Keeper 2, you can heal creatures in the Prison and Combat Pit with them.

Dungeon Keeper Online[]

In Dungeon Keeper Online, the Hatchery was known as the Chicken Coop,[2] and it uses the same icon as Dungeon Keeper 2. It was functionally identical to Dungeon Keeper and Dungeon Keeper 2.[3]

Dungeon Keeper Mobile[]

Despite its name and superficial resemblance to the huts seen in the Dungeon Keeper 2 version of the room, this room did not actually feed your minions.[4] Functionally, the only thing this room had in common with its previous incarnations is that it attracted (or, in this case, unlocked) the Bile Demon.

The more and higher-levelled your Hatcheries were, the higher your dungeon's population capacity was. Hatcheries also had a natural defence: the Eggshell Mortar. This dealt 3x3 area splash damage, so was effective against groups. Upgrading Hatcheries also boosted the health of the room, and raised the damage inflicted by the Eggshell Mortars.

Notes[]

  • Increased minion population by 5 per level up to level 10.
  • Unlocked the Bile Demon.
  • Bolstering increaseed minion health and this room's health.
  • Could have up to two Hatcheries, both available at Dungeon Heart level 2.
  • Bolstering increased minion health.

Stats[]

Defence Eggshell Mortar
Targets Ground
Damage Type Physical
Bile Demon

 Defenders

1
Attack Speed 3s
Attack Range 3 Tiles
Size 3x3

Upgrades[]

Level Damage Single Target DPS Health Minion Population Cap Build
Time
Build Cost
(Gold)
Max Bile Demon Training  Dungeon Heart Required
1 27 9 350 5 10m 1,000 Level 1 Level 2
2 38 13 550 10 30m 7,000 -
3 50 17 800 15 1h 9,000 -
4 65 22 1,350 20 6h 35k Level 2 Level 3
5 81 27 1,950 25 12h 91k Level 3 Level 4
6 90 30 2,900 30 1d 310k Level 4 Level 5
7 99 33 3,950 35 1d 12h 650k Level 5 Level 6
8 108 36 5,500 40 2d 740k Level 6  Level 7
9 117 39 6,600 45 2d 12h 1.7M Level 7  Level 8
10 126 42 7,750 50 3d 4.8M - Level 9
11 140 47 8,880 50 4d 13M Level 8 Level 11
12 156 52 9,750 50 5d 13.2M Level 9 Level 12
13 172 57 10,690 50 6d 13.4M - Level 13
14 185 62 11,810 50 7d 18M Level 10 Level 14
15 201 67 12,705 50 8d 30M Level 11 Level 17
16 215 72 13,805 50 9d 34M - Level 17
17 232 77 14,935 50 10d 38M Level 12 ?
18 248 83 16,075 50 11d 43M - ?
19 262 87 17,075 50 12d 48M Level 13 ?
20 278 93 18,260 50 13d 52M Level 14 ?
21 294 98 19,360 50 13d 52.1M Level 15 ?
22 308 103 20,540 50 13d 52.2M Level 16 ?
23 323 108 21,640 50 13d 55M Level 17 ?
24 337 112 ? 50 14d 61M Level 18 ?
25 353 ? 23,960 50 14d 64M ? ?
26 368 ? 25,060 50 14d 66M ? ?
27 383 ? 26,170 50 14d 68M ? ?
28 399 ? 27,295 50 16d 72M ? ?
29 414 ? 28,420 50 18d 76M ? ?
30 429 ? 29,540 50 20d 80M ? ?
31 444 ? ? 50 22d 82M ? ?
32 460 ? ? 50 24d 84M Level 22 ?
33 475 ? 32,910 50 26d 86M N/A ?
34 490 ? ? 50 28d 88M N/A ?
35 506 ? 35,156 50 30d 30M N/A Level 30

Note - Max level is 35

Gallery[]

References[]

  1. Dene Carter. (1996). Dungeon Keeper Resurrection Diary. pp. 3-5,17,37.
  2. 房屋与建筑 (Chinese). Retrieved on 15 April 2020.
  3. 建筑简介 地下城守护者地下城建筑与机关之建筑概述 (Chinese). dk.178.com (31 March 2012). Retrieved on 18 April 2020.
  4. Rick Lane (6 February 2014). Dungeon Keeper Review. bit-tech.net. Retrieved on 24 February 2024.