In Dungeon Keeper, the Torture Dungeon[1] is a bonus scene, where the player gets to go on winning a campaign level with a Knight (regardless of ownership) imprisoned, or on winning a multiplayer match. It allows the player to torture the victim(s), with each door (including the trapdoor at the bottom) inflicting a different torture.[1][2]
As the Knight-in-Prison condition is evaluated when the player is declared the victor, and not when Space is pressed to exit the game (or any other time for that matter), imprisoning a Knight after victory does not trigger this scene, nor does freeing him after winning (e.g. by converting him) "disentitle" the player to this scene.
The players clicks on a door to choose a torture to inflict on the victim.[2] In multiplayer, the losers all hear the tortures the winner chooses, have no control over anything, and must wait until the winner decides they've suffered enough before proceeding to the level statistics screen. There is no limit to the number of tortures that can be inflicted or how long the player can stay in this scene for.[1]
This dungeon also appears in the Desktop Theme's screensaver. Being a screensaver, the victim is given random tortures, and the user has no control.
A Knight being dragged by an Imp to the Torture Dungeon
There is a cutscene of the Knight being dragged to this dungeon, but it is unused. However, it is shown in KeeperFX.
The Torture Dungeon as it appears on the Goodies Disc
On the Dungeon Keeper Goodies Disc, there is an image of a version that has more light penetrating the doors. It is available as a Desktop Theme wallpaper.
Trivia[]
- In KeeperFX, the player can go to the Torture Dungeon by pressing ⇧ Shift+T at the main menu.
- In the original, retail game, it is impossible to fulfil the prerequisite for this scene on Eversmile, Cosyton, Waterdream Warm, Flowerhat, Lushmeadow-on-Down, Snuggledell, Tickle, Nevergrim, Hearth, Elf's Dance, and Buffy Oak, unless the player has transferred a Knight from the previous realm, as they either have no Prison, have no Knight and no means of obtaining one, or the Knight must be killed or converted in order to win. In KeeperFX, all levels with a hero Knight are scripted specifically so that capturing him (as opposed to killing or converting him) is enough to win the level (provided that other victory conditions are met); this was not possible in the original game, and the levels with a Knight where it is possible to satisfy the requirement either look at White's
TOTAL_CREATUREScount, which imprisoned creatures do not count towards (as opposed to theKNIGHTcount, which imprisoned Knights do count towards), or (in the case of Mistle) do not look at White at all.- In Moonbrush Wood, Sleepiburgh, Mirthshire, and Blaise End, the Knight must be killed or converted, but it is possible to capture a Thief and train him up so that he promotes to a Knight, who can then be imprisoned.
- In Tulipscent, there is no Knight, but Thiefs can be converted and promoted to Knights, who can then be imprisoned.
- The lack of a player check is likely an oversight, as the manual makes it clear that the scene is meant for the Lord of the Land, not just any Knight.
- Ironically, despite the scene being meant for the Lord of the Land, the heroes' leader, the first level where it is possible to access it is a level where there are no heroes whatsoever: Lushmeadow-on-Down.
References[]
| ||||||||||||||||