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[Dungeon Keeper 2 Main Page]

Rooms are what add functionality and style to your dungeon.  Without specialized rooms, your creatures would have no place to rest and relax, get paid, or research spells.  Not to mention that  your dungeon would be pretty boring.

Dungeon Keeper 2 has a variety of rooms to help you express your sadistic creativity.  Here is a list of the rooms that are available

The Casino

  • Casino - A place where your minions can while away their leisure time.   You'll be able to set the payout rate for the Casino. But be careful.  Set the Payout rate too low, and your creatures will become unhappy. (But you'll make money).   Set the Payout rate too high, and you could lose money.  Also, creatures that spend too much time there can get drunk.     It's possible for one of your creatures to hit the "Jackpot" and win a bunch of your money.  If you don't like it, it's possible to slap your creature with the Hand of Evil to get it back.  Note that any creatures that see your non-sportsmanlike behavior could get upset.

The Combat Pit

  • Combat Pit - Part Training area and part entertainment center.  Creatures in the pit gain experience and creature watching from the sidelines get entertained.   You can place both your minions and/or captured enemies into the combat pit for a workout.  The combat pit can be used to train your creatures above level 4, up to level 8.  The only way a creature can gain experience above level 8 is through actual combat.  Tip: Make sure you use the combat pit at all times.  It's a cheap way to train your creatures quickly, even if they aren't up to level 4!
  • Dungeon Heart - This is the heart of your evil empire.  It is used to store the mana that your land and creatures generate.  It may also be used to store up to 16,000 in gold.  You must carefully guard your Dungeon Heart, because if it is destroyed, you lose.
  • Graveyard - When a creature dies in your dungeon, Imps will drag the corpse to a graveyard if you have one.  Not only does this prevent your domain from being cluttered up with dead bodies, Vampires will rise from the grave after a certain number of corpses have rotted away in it.
  • Guard Room- A place where creatures can watch for enemy intrusions.   If an imp encounters enemies, it will run to the nearest guard room to raise the alarm.
  • Hatchery - Monsters have to eat too, you know!  In order to give your creatures something to eat (besides each other), build a Hatchery.    Then, when one of your minions gets hungry, it will come here for a juicy snack.
  • Lair - Most of your creatures (with the notable exceptions of the Imp and the Skeleton), require a small part of your dungeon that they can call their own.  Tired and injured creature will go to their lair to rest and recuperate.  A creature that cannot establish a new lair or reach it's current lair will not stay happy very long.
  • Library - The Library is used by your minions to research and store new spells, and to store any magical items you may find.  When a magical item is found, your imps will drag it back to your library if you don't use it right away.
  • Portal - The entrance portal is the usual (and sometimes only) way new creatures can enter your dungeon.  Notable exceptions are Vampires (which are created by decomposing corpses in your  graveyard), and Skeletons (which are created when captured enemies starve in your prison.)
  • Prison - During battles, defeated creatures remain on the ground for a short time before they die.  Your imps will drag allies back to their lair to heal, but they'll drag fallen enemies to the nearest prison.  Once there, you can let them  starve to create skeletons, you can transfer them  to a torture chamber to convert them to your cause, or you can drop them into the combat pit to give your creatures a good workout..
  • Stone Bridge - The Stone Bridge can be used to connect your dungeon to other areas on the map over water or lava.
  • Temple - The temple is a place where your creatures can go to meditate when they are unhappy.  Creatures worshipping in the temple generate extra mana.  Building a temple will also allow you to attract Dark Angels to your cause.  Also sacrificing certain creatures in the temple pool can have a positive or negative impact, depending on the creature sacrificed.
  • Torture Chamber - One of my favorite room, the Torture Chamber allows you to forcibly extract map information from enemies, and allows you to convert them to your cause.  Building a Torture chamber in your dungeon allows you to attract the kinky Dark Mistress.
  • Training Room - The training room contains a variety of devices that your minions can use to hone their combat skills.  Unlike DK1, these devices do have their limits.  Creatures can only improve their combat skills to Level 4 in the training room..  Further experience must be gained in the combat pit or through actual combat.
  • Treasure Room - Simply put, the purpose of the treasure room is to store your gold.  While your Dungeon Heart can be used for this purpose as well, it can only hold 16000 gold.  Building a treasure room allows you to amass more gold.  You can only spend gold that is in your Dungeon Heart or a treasure room.  While imps will pick up and cart away gold they mine or find to the treasure room, in some cases, you may find it quicker to transfer the loot yourself.
  • Wooden Bridge - The Wooden Bridge can be used to connect your dungeon to other areas on the map over water.  While you can build a wooden bridge over lava also, the intense heat will destroy it all too quickly.
  • Workshop - The workshop is used by your minions to create doors and traps.  To build something, select an available item from the workshop toolbar, and left-click on a dungeon tile to place it.  Your minions will go to the workshop and build the requested door or trap, then an imp to drag it from the workshop to the location you selected.  Since this process takes time, you should build and place doors and trap as soon as possible, before you need them.  Building a Workshop allows you to attract Trolls to your dungeon.