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For the bonus torture rooms scene, see Torture Dungeon.

The Torture Chamber is a room in Dungeon Keeper, Dungeon Keeper 2, Dungeon Keeper Online, and Dungeon Keeper Mobile. It is used to convert heroes, rebel creatures and enemy creatures to your side. This room attracts the fearsome Mistress, who regularly uses this room.

Dungeon Keeper[]

In Dungeon Keeper, this room is used to convert heroes and enemy creatures so you can use them to your own evil ends. The appearance looks similar to several platforms with dormant torturers in cloaks. The cloaked torturer will proceed to use specific styles of torture on different types of units, for example if an Imp is dropped on the table the cloaked torturer will hit him with a pick-axe.

Torture Animations
Evil Creatures Goodly Heroes
Beetle Archer
Bile Demon Barbarian
Demon Spawn Fairy
Dragon Knight
Fly Thief
Ghost Avatar
Hound Monk
Horned Reaper Mountain Dwarf
Priestess
Samurai
Tunneller
Giant
Imp Wizard
Dark Mistress Time Mage
Orc
Skeleton
Spider
Tentacle
Troll
Vampire
Warlock
Dungeon Keeper early torture art

Early torture art

You can also torture your own creatures, which will increase the productivity of other creatures of that type by increasing their speed by 25 per cent (and they take half pay),[2] but this hurts them over time and will result in anger if torture continues for too long. The speed buff provided by the Torture Chamber stacks with those of slapping and using the Speed spell, making it particularly useful if time is of the essence.

When trying to convert prisoners, heal them or feed them chickens, to reduce the chance that they will die before conversion. If the creature being tortured has the Heal spell, it will heal itself if picked up and dropped back into the Torture Chamber.

Should a victim die in the chamber, it will be resurrected as a Ghost, and all creatures of its type gain around 5 annoyance.[2] The Ghost spawns at the same experience level as the victim, and their magical abilities may make them useful units if the wages of converted enemies can not be afforded. Ghosts themselves can be tortured; if one dies in the Torture Chamber, it will spawn a new Ghost at the same level as normal.

Torturing a creature for too long reduces the annoyance accumulation for every creature of the same type during the torture.[2]

Trivia[]

  • Cloaked Torturers can not be tortured.

Dungeon Keeper 2[]

Torture Chamber concept art Dungeon Keeper 2

Concept art

The Torture Chamber changes quite a bit in Dungeon Keeper 2: namely, the cloaked torturers have been replaced by automated electric chairs and torture wheels, and the unique torture styles are removed. The Mistress will spend most of her time here, torturing herself or her victims. There is a level based around the torture room, as you need to convert the princes Tristan, Felix, and Balder.

Torture Device concept art Dungeon Keeper 2

Concept art for a torture device

Torture wheels are also placed on the walls, so you should remember to leave 3 tiles of wall around the chamber wherever possible to make more room for pain and sorrow.

You should often try to convert enemy creatures if you can afford their wages; the exception being the Thief, which is generally too weak to be worth the effort (The Dwarf is even weaker than the Thief, but their lack of basic needs and their ability to work like Imps more than make up for that.).

Converted heroes will only become unhappy if sharing the same connected Lair tiles as your portal creatures or if guarding, training, or working in the same room, and they are often just as strong or stronger than their evil creature counterparts.

Converted creatures do not count towards your Portal head count, so you can have a larger army if you convert every enemy you defeat, so long as you can afford the wage. If your money is limited, you should only try to convert the highest levels of your enemies.

Tips[]

  • Higher level creatures take longer to convert.
  • Fireflies, when dropped on electric chairs, are instantly killed (this particular instance of lightning is uniquely lethal to them).
  • The game handles experience very generously with conversion - every last point of XP a creature collects transfers over to his new allegiance after being converted.
  • Mistresses have a tendency to trap themselves on a torture device, stay there indefinitely, neglect food or pay, and still not ruin their mood because torture keeps them happy. (Although this mostly seems to work if they do it themselves - they can be dropped on a Torture Chamber room tile without an appliance for them to get the idea themselves - a lot of times it can work by the player manually doing it to his own entire Mistress population.) Obviously this is only a good idea of you cannot train them further as they'll neglect such a duty of theirs. Unrelated to the actual room, Mistresses in their Lair sleep in an iron maiden. As the Dungeon Keeper series has a medieval theme, iron maidens are an anachronism: evidence suggests they were actually invented in the 19th century; their existence during medieval times is a myth.

Bugs[]

  • When a wall disappears due to a mission event trigger, the wall wheel appliance remains floating in the air. May also be the case with Library, Workshop, Training Room. Tested on Level 9 - Ambush - Silverstream.
  • Hypnotised creatures are released from a torture device.

Trivia[]

  • Imps and Jackpot Winners cannot be tortured.
  • Enemy Mistresses are converted uniquely without being damaged/injured.
  • From among your allies, active torture victims cannot be grouped. Neither can in-pit pit fighters, or current prisoners.
  • Electric chairs were, like iron maidens, invented in the 19th century, and are thus an anachronism.
  • Seen on prerelease screenshots, when making the game, Bullfrog originally gave a brighter floor to the Torture Chamber, and torture wheels had spikes under and behind them.[image requested]

Electric Chair Skeletons[]

All weapons disappear from the hand of tortured clients.

Armor pieces do not show up on a shaking electrified skeletal structure, even if the conductivity of such metallic materials should make the observer expect a presence by following cartoon logic. Thus, the Goblin (helmet), Elite Goblin, Troll (piercings), Elite Dark Elf, certain parts of a Mistress' clothing, Knight, Black Knight, Rogue, Bile Demon (horn maces), Guard, Royal Guard, Elite Dark Angel, Princes all appear as normal Skeletons.

Nearly all creatures, when sat in an electric chair, have their own bio-structural skeletons visually showcased cartoonishly in short bursts of electrification. As a rule of thumb, normal humanoids tend to simply temporarily transform into the same model as the Skeleton creature, and more unique creatures tend to have custom skeletal models.

But there are complicating inconsistencies like so:

  • Smaller and bigger creatures who have an overall humanoid frame lack a unique bone structure and instead use a normal-sized skeleton. This includes Goblin, Troll, Dwarf, and Giant.
  • The lack of presence of Fairy wings is understandable, but the Dark Angel should have wing bones, yet he hasn't.
  • The Skeleton creature obviously doesn't change, simply shakes. (Comment: Makes people wonder what different structured Skeleton minions could bring to the game...)

(Comment: These inconsistencies are definitely something a future remaster could expand upon.)

The creatures that have entirely unique skeleton shapes are:

  • Salamander, awesomely with a tail no less!!
  • Bile Demon
  • Maiden
    Unique Torture Skeletons

    Unique Torture Skeletons

The Vampire and Lord of the Land do produce a normal human Skeleton, even if they rarely if ever need to do so.

Further experimentation is needed with King Reginald and Stone Knights involving the different editors. Also Horny.

Dungeon Keeper Online[]

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Dungeon Keeper Mobile[]

Torture Chamber

Torture Chamber

Overview[]

This room Is one of the last rooms a keeper can access. It unlocks the powerful Mistress who can increase the effectiveness of other minions and immortals. The room itself damages enemies by firing rapid lightening strikes at a single target at a rate of 4 strikes per second. It also has one of the longest firing ranges of all the buildings within Dungeon Keeper.

Notes[]

  • Built-In defense travels very far and very fast
  • Unlocks the Mistress
  • 4x4 building
  • Effective against Immortals due to single target damage
  • Does lightning damage which is effective against Tiny and Ghosts
  • Is not defended by a Mistress during player raids
  • Bolstering increases minion and immortal damage

Stats[]

Defense Caged Lightning
Targets Ground & Air
Damage Type Electrical
Attack Speed 0.25s
Attack Range 5 Tiles
Size 4x4

Upgrades[]

Level Damage DPS Health Build Time Build Cost (Stone) Max Mistress Training Dungeon Heart Required
1 23 92 7,350 1d 900k Level 1 Level 8
2 24 96 7,650 1d 12h 1.8M -
3 25 100 7,950 2d 2.3M Level 2
4 26 104 8,250 2d 12h 2.7M -
5 27 108 8,550 3d 3.1M Level 3 Level 9
6 28 112 8,850 4d 3.5M -
7 29 116 9,150 5d 4M Level 4
8 30 120 9,450 6d 5.5M -
9 31 124 9,750 7d 6M - Level 10
10 32 128 10,350 8d 6.5M Level 5
11 33 132 10,875 9d 13M Level 6 Level 11
12 34 136 11,355 10d 13.2M - Level 12
13 35 140 11,915 11d 13.4M Level 7 Level 13
14 36 144 12,620 12d 20M - Level 14
15 37 148 13,170 13d 28M Level 8 Level 15
16 38 152 13,720 13d 40M - Level 17
17 39 156 14.210 13d 44M Level 9 ?
18 40 160 14.960 14d 48M - ?
19 41 164 15.550 14d 49M - ?
20 42 168 16,120 14d 52M Level 10 ?
21 43 172 16,690 14d 52.2M - ?
22 44 176 17,260 14d 52.4M - ?
23 45 180 17,830 14d 56M ? ?
24 46 184 18,400 14d 62M ? Level 24
25 47 188 18,970 14d 66M ? Level 25
26 48 19,540 14d 68M - Level 26
27 49 20,110 14d 70M Level 12 Level 27
28 50 20,680 16d - Level 28
29 51 21,250 18d 80M Level 13 Level 29
30 52 21,820 20d 84M ? Level 30
31 53 ? ? 22d 85M ? Level 31
32 54 ? 22,960 24d 86M ? Level 32
33 55 ? 23,930 26d 87M ? Level 33
34 56 ? 24,100 28d 88M ? Level 34
35 57 ? 24,670 30d 90M ? Level 35

Note:

  • Build times have been updated for May, 2018 update.
  • Max level is 35

References[]

  1. 1.0 1.1 房屋与建筑 (Chinese). Retrieved on 22 April 2020.
  2. 2.0 2.1 2.2 Prima's Official Guide To Dungeon Keeper Gold Edition. p. 124. Prima Publishing. (1998). ISBN 978-0-7615-1581-4.