The Wooden Door is the first door the Keeper gets. It's the weakest door in Dungeon Keeper and Dungeon Keeper 2, but they are good at controlling where your creatures go without paying a high cost.
Dungeon Keeper[]
The Wooden Door is the first door available to the player and is also the weakest. First introduced in Flowerhat, this door cannot sustain much damage before it is destroyed, even by weak creatures. Using them as defence is not recommended unless one is desperate, as they would stop a mob of creatures only for a brief moment. However, Wooden Doors are very useful for restricting the access of your own creatures, such as blocking off rooms or making sure your creatures follow a certain route. Another good use of Wooden Doors is to use them to improve the efficiency of one’s rooms, but for Training Rooms, stronger doors may be preferable for this purpose because creatures training will actually hit, and therefore eventually destroy, doors.
In KeeperFX, a Ghost has a special ability that allows it to pass through the door, even if it is locked.
Dungeon Keeper 2[]
This is the first door you get. It isn't really useful for security reasons against hostiles. Wooden Doors are almost useless for trying to keep enemies out of a dungeon. Unless it is the only door you have.
However, they are the most cost-effective way to keep friendly units from entering or leaving specific parts of the dungeon.
Tips[]
- Mainly an access restricting tool for your own creatures, instead of being any sort of serious defensive appliance.
- Lock Skeletons in an empty room so they don't get damaged in hazardous areas.
- During a Call to Arms, lock creatures in an empty room which you wouldn't want to heed the call. Like fragile ones, lower or higher level ones, or melee ones to momentarily only use ranged ones as occasional gimmicks.
- Lock your Mistresses out of a Torture Chamber if you want them to automatically attend to their duties instead of needing to micromanage them. Most importantly, training in a Training Room. Keep in mind that your Imps and Dwarves will need access to any corpses that appear inside after torturing map information out of prisoners, and take them to a Graveyard.
- You can separate your entire dungeon apart for evil creatures on one side and converted or Mercenary heroes on the other with a Wooden Door, making sure they use separate Lairs, Training Rooms, Workshops, Libraries, and Guard Rooms, and to make sure they don't get unhappy even more build separate Hatcheries, Casinos, and Temples to draw them to separate destinations to keep them separate in the previously listed rooms. Obviously your dungeon needs to have a crossing point somewhere, preferably inside, but far enough so their automatic pathfinding doesn't take them over to the other side for rooms of interest.
Trivia[]
- The cheapest door by far.
- The only door to have lower health than a Barricade.
- A preliminary design showcased in the cinematic Divided Attention. Perhaps a design that harkens back to the first game.
References[]
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