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Rooms in Dungeon Keeper 2

A view of some Rooms in Dungeon Keeper 2

Rooms are the basis for successful dungeon management as they attract creatures and serve some special purposes.

Dungeon Keeper[]

Pre-existing rooms[]

Buildable rooms[]

Originally, rooms could only be built one tile at a time, which can be very tedious; players must individually click on each and every single tile of the room they wished to build. It was not until later versions of KeeperFX that the ability to specify a blueprint for an entire room was introduced. KeeperFX 0.5 and later feature the Dungeon Keeper 2-style ability to create blueprints by holding the left mouse button and dragging the cursor. Unlike Dungeon Keeper 2, however, the room is built in rows in the direction the blueprint was dragged in from the northern perspective. Rooms whose blueprints were created via a hotkey are always built (from the northern perspective) left-to-right, top-to-bottom (that is, west to east, north to south).

Room efficiency[]

See also Room Flags#Efficiency

Room efficiency is a concept unique to DK1 (in DK2 it is represented by the number of widgets only, as described below). A room's efficiency determines both its speed and capacity. An efficient Training Room, for example, can train many units at the same time, and trains them a lot faster than an inefficient Training Room would. Efficiency rewards building rooms in confined, walled spaces instead of open planned dungeons. The increased walking distance the walls cause between different rooms is more than made up for by the reduced sizes of the needed rooms and increased work speed the efficiency provides. Room tiles of a different type, dirt path, claimed path, water, and lava provide no efficiency. Earth, impenetrable rock, gold seams, and gem seams provide low efficiency. Room tiles of the same type, reinforced walls (if they belong to the same player as the room), and doors provide high efficiency. As such, a room of any size (unless it's too rectangular) filled with tiles of a single type surrounded only by doors and reinforced walls will always be at 100% efficiency. Having larger rooms can tolerate more border tiles with low or no efficiency. Some rooms require at least a 3x3 section to be of practical use (so they can contain a needed widget).

The official strategy guide claims that square shapes are more efficient than irregular shapes.[1]

Guard Posts and Bridges also provide high efficiency to neighboring tiles. This makes it unwise to use doors for room efficiency as they sell for more gold than Guard Post tiles. In fact, the most efficient dungeon would be one without any internal walls and just Guard Posts separating the rooms. In later versions of KeeperFX this is not the case since Bridges and Guard Posts no longer provide efficiency to neighboring rooms.

Stats[]

Comparison Table: Rooms
  Room   Cost (per tile)     Health     Attracts  
Treasure Room 50 100 Demon Spawn
Dragon
Lair 100 200 Beetle
Vampire
Spider
Tentacle
Dragon
Bile Demon
Hatchery 125 350 Spider
Bile Demon
Training Room 150 1250 Demon Spawn
Orc
Skeleton
Library 200 320 Warlock
DruidFX
Bridge 30 100 None
Guard Post 50 4000 DruidFX
Workshop 200 900 Troll
Prison 225 600 Skeleton
Torture Chamber 350 100 Dark Mistress
Ghost
Barracks 125 350 Orc
Temple 350 1000 Horned Reaper
Tentacle
Graveyard 300 350 Vampire
Scavenger Room 750 1000 Hound
Dungeon Heart N/A 30000 None
Portal N/A 4000 None

[2]

Trivia[]

  • As with trap placement, placing a room slab permanently destroys certain decoration[Note 1] (such as statues) on the tile. Flambeaux are a strange matter: whether they're destroyed permanently depends on placement, and the rules for flambeau restoration on selling seem to be different for rooms to traps.

Gallery[]

Early content[]

  • Unknown
  • Grave (?)
  • Unknown

Dungeon Keeper 2[]

Pre-existing rooms[]

  • Dungeon Heart - the main room of your dungeon. Once destroyed, you are put to rest.
  • Hero Gate - the great gate heroes from the surface get to the dungeon through. While you can't create one, you can destroy one by claiming all the 12 tiles of the surrounding terrain.
  • Mercenary Portal - the portal hero mercenaries come from. Used only in skirmish and network games.
  • Portal - the room the attracted creatures come and leave through.

Buildable rooms[]

  • Lair - the place to rest for creatures.
  • Hatchery - the source of food for creatures.
  • Library - all spell research happens here; spell books and artefacts stored here too.
  • Training Room - place to train creatures up to level 4.
  • Treasury - gold storage.
  • Workshop - the workers manufacture traps and doors here.
  • Casino - the gambling place used either for getting the creatures happy or for taking back their earnings.
  • Guard Room - the room where the creatures watch the area for upcoming enemies.
  • Wooden Bridge - the mean of connecting your territories across the water. Can be built upon the lava but ends up burning out. Useful to claim disconnected territories, to speed up water traversal, and to collect bodies.
  • Prison - keeps captives.
  • Torture Chamber - either forces captives to share some map information or turns them into Keepers' servants.
  • Stone Bridge - the lava-proof bridge.
  • Graveyard - corpse storage and Vampire generator.
  • Combat Pit - place to make creatures fight each other, gaining levels up to 8.
  • Unholy Temple - the most direct contact to gods.

Rooms blueprints can be created by holding the left mouse button and dragging the cursor. The room is built in the opposite direction to the one the blueprint was dragged in, which is rather strange for bridges, because it can mean that it is built starting from a tile that one cannot build on yet.

Rooms usability[]

Some rooms are only useful when they contain widgets. Typically, those widgets are placed in the inner part of the room spaced with one tile from the border (E.g. the 5x4 room will have 6 widgets occupying the inner 3x2 area of the room). Such widgets are found in the Library (shelves), Training Room (dummies), Workshop (utilities), Casino (gambling utilities), Prison (the fenced area), Torture Chamber (torture utilities), Graveyard (graves), Combat Pit (pit) and Unholy Temple (liquid).

Some rooms may also contain additional walled widgets. These are placed on walls and stone between two unused wall spaces in line (E.g. the 7 narrow tiles of wall would contain up to 3 widgets). Such rooms are Library, Training Room, Workshop, Casino and Torture Chamber.

The Unholy Temple and Graveyard both have additional nested widgets that are placed by the same rules inside the primary widgets of the room (one per room) (E.g. in 5x5 temple the liquid will cover the central 3x3 area with hand appearing in the center of it). Unlike the graves in the Graveyard, the sarcophagus does not contribute to or indicate the maximum number of Vampires able to be created.

Several rooms have pseudo widgets: hatches in Hatchery, tables/weapons in Guard Room and different walled pseudo widgets in every room except bridges. Those rooms as well as Lair, Treasury and bridges are functional regardless of their shape.

Stats[]

Comparison Table: Rooms
  Room   Cost (per tile)     Health     Attracts  
Treasury 200 1000 None
Lair 300 1000 Firefly
Goblin
Hatchery 300 1000 Bile Demon
Training Room 500 1000 Salamander
Library 600 1000 Warlock
Wooden Bridge 200 200 None
Stone Bridge 500 200 None
Guard Room 600 1000 Dark Elf
Workshop 600 1000 Troll
Bile Demon
Prison 750 1000 None
Torture Chamber 1500 1000 Mistress
Combat Pit 750 1000 Black Knight
Unholy Temple 3000 1000 Dark Angel
Graveyard 2000 1000 Vampire
Casino 750 1000 Rogue
Dungeon Heart -- 10000 None
Portal -- 1000 None

[3]

Early content[]

The earliest known rooms visually differ considerably from the final game. In fact, they bear little resemblance to the final game.

Trivia[]

  • The only rooms that need walls are: Library; Training Room; Torture Chamber; Casino and Workshop. That's 5 against 13!

Dungeon Keeper Online[]

In addition to the Treasury, Lair, Hatchery, Casino, Workshop, Library, Training Room, Temple, Prison, Torture Chamber, Graveyard, and Combat Pit, there are three new rooms:

Dungeon Keeper Mobile[]

What would your dungeon be without rooms? (Just an endless maze of corridors...). Rooms help to flesh out your dungeon and provide certain benefits – be it gold or stone storage, new or upgraded minions or spells, or new traps.

Each room must have an entry point and cannot be touching another room.  (The rooms may not share a common wall and cannot touch diagonally.)

Notes[]

  1. In the sense of serving purely to enhance the aesthetics, not necessarily objects under the 'Decoration' category.

References[]

  1. Prima's Official Guide To Dungeon Keeper Gold Edition. p. 107. Prima Publishing. (1998). ISBN 978-0-7615-1581-4.
  2. Prima's Official Guide To Dungeon Keeper Gold Edition. p. 106. Prima Publishing. (1998). ISBN 978-0-7615-1581-4.
  3. Dungeon Keeper 2 : Prima's Official Strategy Guide. p. 77. Prima Games. (1999). ISBN 978-0-7615-1805-1.