Dungeon Keeper - Concepts

Concepts

The Dungeon Heart represents the Dungeon Keeper's own link to the world. If it is destroyed, the player loses the level, and must re-start. Along with the heart, the player begins with a small number of imps, the generic work force for all dungeon activities: they can dig tunnels into the surrounding soil, capture enemy rooms and Portals, mine gold and gems, set traps, and even attack when desperate or threatened. Slapping creatures forces them to work faster for a while, but removes some of their health and happiness.

Once the Imps are busily working, the player must then set up a basic infrastructure: Lairs for monsters, a Hatchery (where chickens, which serve as food for the minions, are bred), and a Treasury for storing gold. After connecting the dungeon to a "Portal", monsters will arrive. The types of monster that will arrive depends on the rooms possessed, and how large they are: the Bile Demon, for example, requires both a Lair and a Hatchery of at least 25 (5×5) units. As the game progresses, the player moves along a technology tree, unlocking further rooms.

Some creatures are only accessible through special means. Creating a Prison room and leaving friendly or enemy creatures in it will result in Skeletons. Having an enemy or friendly creature die in a Torture Chamber will result in a Ghost. Dead enemies taken to a Graveyard room will result in a Vampire being born (although it is possible to attract Vampires through the Portal in some levels).

The strongest creature is the Avatar (appears only on the last level) and the second strongest is the Horned Reaper. To obtain the Horned Reaper, a Dark Mistress, Bile Demon and Troll must be sacrificed in the Temple Room. If left doing nothing, Horned Reapers will become angry and start attacking the player's other creatures. This can be avoided by ensuring the Horned Reaper is busy at all times. They will only go berserk if left to their own devices. Researching, training, praying in a Temple and patrolling a guard post all keep the Horned Reaper happy. Some players like to create a separate lair, hatchery, treasure room and training room covered by a locked door in order to keep a Reaper for any length of time. They are excellent in battle and immune to lava.

The dungeon has a fleshed-out ecology: some creatures are natural enemies. Flies and Spiders are often found at odds with one another, while a Horned Reaper, if it has gone berserk, will attack all creatures in its path. The Horned Reaper does have one natural enemy though; if a lord of the land is seen by the Horned Reaper, the creature will, without any sort of regard for his allies (or his health for that matter), rush straight at him. At the same time, Warlocks find it incredibly annoying if other races wander through their library, and Warlocks above level 1 respond by attacking intruders. Warlocks particularly dislike Vampires. Skeletons and Bile Demons are also natural enemies, being opposites. Also Samurai (when controlled by the player) can cause fights with a Dark Mistress when resting in the same lair.

The goals for each level are fairly straightforward: they generally fall along the lines of eliminating the heroic force or destroying all other Dungeon Keepers on the level.

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