Dungeon Keeper


Submitted by: Christian Wizzard (chrish@uni-muenster.de)

WIZZARD`s Power Words to DUNGEON KEEPER v1.1 ============================================

Here are my Power Words for the long-awaited game >> DUNGEON KEEPER <<. Well, this game has nearly nothing to do with a classical roleplayer-game like Dungeon Master or Ultima Underworld (my sisters & me had a nice time in those dungeons ;-) exept the story. It is more a realtime-strategy-game with some real new & interesting ideas. And realtime is the right word. You have to be fast & you've got to know what and where everything happens. In many cases you can`t direct your monsters like in Warcraft II ("attack this" or "stand there"), but you can direct them though your planning.

- Money: don`t underestimate the importance of getting enough gold or better: jewels (infinite supply of money). When you find some rocks with jewels, dig them free form all sides, click them all & put many imps next to them. Up to three imps can work at the same time on one side of a rock. Money problems solved - better than any credit card ;-)

- You can control your imps by exactly placing on certain places. For example if you want an imp to mark your dungeon at a special place, put him at the last marked point. Or put him directly next to a place where you want him to dig. So you can choose what to be done first - time is important in this game.

- You like to have many Wizards for fights & for fast research. So build a BIG library at the beginning. Happy FUL IR!

- Put the demon lizard in the library - it can do research, too.

- After the first levels it is more difficult to find gold near your main complex. Your imps have to walk long way to bring it to your treasure chambers. So build some treasure chambers next to the far-away-gold rocks. In solo-player a good option, but in multi-player you have to look that no player steals your gold. And to prevent all your monsters running through the whole dungeon at the payday you should from time to time take some money to your treasure chamber next to your fitness center.

- While you continue training your creatures they get more & more "Hit Points" and sometimes after gaining some levels they can transform to a higher life form. The demon spawn gets after the 10. level a dragon.

- Using spells in battle is interesting when you've enough money. To use them more exacly and faster open the battle window (the sword of the info-icons). When you hold down the left mouse button during a spell, it gets more powerful & more expensive as well.

- If you've got a Pentium 133 or better, you should try the SVGA Modus (activate with ALT-R): 32 Meg`s or more bring fast & good gfx.

- From time to time some of your monsters like to walk around and attack the enemy on their own (for example the flies who are good explorers of new territory). If you get this there-is-a-fight-message (you don`t want) you can just take them fast to another location with the monster menu. This works good to save imps which are working near enemy territory and get attacked.

- Traps: nice to have them - bad to run into them. The best way to get rid of enemy traps is to send some imps into them (one after another: buy new imps AFTER the trap is destroyed). The trap looses finally it`s charges.

- Traps II: You want to enter a room with enemies. Open the door first, remove the attacker. If possible you should put some traps on the way leading out of the enemies room. Then take a wizard, put him before the room. Uuuuiii, the alarm goes. Let them fight a bit, then take him & put him more into the direction of the traps. The enemies will follow and run into the traps.

- To find all your monsters: right-click them several times in the monster menu. The computer switches from monster to monster and shows its location to you.

- Heal your most important monsters after a fight with a spell or better: give them chicken.

- To use the training or research more effectively you should build at least some ChickenMcnuggets and treasure cambers next to the training room or the library. Then your monsters don't have to walk long distances when they get hungry.

- Specials: you don`t have to use them at the time you find them. Your imps will carry them to your library, many times it is better to use them later.

- The temple: they're good at rising the morale (angry creatures calm down, meditate ;-) If you`ve at least nine squares of temple and build it near water, a tentacle might join your party.

- The temple II: when sacrificing several imps, they get much cheaper to buy! Do that, it`s a power trick!

- Talking about sacrifice: a fly & spider: you get a worlock, beetle & spider: a dark mistress for free, beetle & bettle: manufacturing completed, fly & fly: research completed (use it later in the longer research topics). Don't sacrifice undead creatures or even chicken.

- Even dead creatures can serve your plans, put imps nearby after the fight, then bring them to the graveyrad. And after some time, you`ll get a vampire, one of the strongest fighters, treat him with respect (don`t slap him). To get more of them you can get a prisoner, put him into a small empty room, lock with a strong door and add some imps. They'll be killed soon, remove the hero to the prison and let your imps bring away the dead imps to the graveyard (better build it nearby). Soon you'll have a nice legion of vampires. They should get their own training ground, because they like to fight the worlocks/magicians. You can place a hellhound on a graveyard to get vampires faster.

- If your monsters are training (& using money when you don't have enough) just isolate the fitness center with a locked door. But when your creature get bored, they might fight each other.

- With the combination of prison and torture chamber you can get new fighters on your side. When your creatures don't kill the enemies (swich on the prison-symbol in the Info-menu), the imps will bring them to your prison (place them nearby after fight). Heal or feed the prisoners (or they will die and become a skeleton for your army: not the best fighter). When in good condition you can bring the prisoners to the torture chamber. Sometimes they`ll tell you some secrets... You can heal them during this procedure & shure after some time they`ll join you. This is escpecially interesting when you have inprisoned a strong magician.

- Warping into creatures: a nice thing - not only because of the feeling walking through your own dungeon. When you control a creature, it`s more effective in a fight. If you have the time to do it. If you like to walk through your dungeon without the control menu hit the TAB-Key.

- Barracks: (wrong translation in the German version: it means "Kaserne" not "Braracken", hehe) Here you can form a troop out of a group of monsters. Let some monsters walk in it (two swords appear over their heads), one will become the leader with the crown, the monsters will follow him wherever he goes.

- Mistress - they like to be beaten, really. To attract some of them, you need a big torture chamber. SM in virtual reality ...

- If you need many creatures at a special place, put there a "call to arms"-spell. To cancel that spell click it three times with the left button.

- The Horned Reaper is one of the best fighters in this game - and of course hard to get. You can try to sacrifice a dark mistress, a bile demon and a troll to get him. But it is difficult to control. If it gets angry, just gove him some money (drop over it), and he`ll be in good mood again.

And now, enter your Dungeon, Keeper - with new knowledge you can win!


Submitted by: NetRanger ()
https://www.pixcom.dk/cheats

To get alot of money you can hex-edit your savegames located in the "save"-directory.

you should now have about 16.777.215 - Remember to make a backup of your savegame before editing it incase you screw it up :-)


Submitted by: NetRanger ()
https://www.pixcom.dk/cheats

10 cool advises:
 

  1. On Guard Post, monsters with longdistance-weapon are good. For instance Warlocks and Bile Demons
  2. If a monster gets angry, you should press "T" to get to the treasure room where you pick up some gold, and "A" to zoom to the monster, which quickly should become happy again
  3. In fights, it's better to heal your own, than using lightning on your enemies
  4. Many people doesn't know, but mostly all monster will do the job you assign them. Therefor can some extra men always be used in your library
  5. Put lots of traps all over, especially in multiplayer games
  6. Examine the map for weird shapes and things like that. This could be a secret room
  7. If you find a "Increase-Level" icon, you can save it for later. Your monsters has harder to raise in level the longer you get in the game
  8. If you "emergency"-money, you can sell traps and rooms (NOT your library)
  9. A little easter: Hold down left shift, and type FECKOFF or SKEKSIS to get some greetings from the programmers
  10. Converted hereos are mostly very strong, so try to let them live under torture. The longer the torture lasts, the bigger is the chance of the hero giving up.


Submitted by: NetRanger ()
https://www.pixcom.dk/cheats

In the folder "data" under your Dungeon Keeper directory you can find a file called "creature.txt". This file can be edited. Just use a normal texteditor like notepad or something like that. In the file it's possible to edit almost anything in the game. The file should be selfexplaining.


Submitted by: NetRanger ()
https://www.pixcom.dk/cheats
 

Dungeon Keeper - Room Guide
---------------------------
Room     Description                            $/Tile  HP's    Capacity        Attracts
Name                                                            per Tile        (min. size)
-------------------------------------------------------------------------------------------
Dungeon  Your life force. Most important room        0  30000
Heart    in your dungeon. Lose this and it's 
         game up.

Bridge   Use to join territory over lava and       125    350                   Orc(1)
         water.

Portal   Claim this room asap. Lowly creatures       0   4000
Room     are easy to attract so as soon as you
         have the Portal room you will at least
         be attracting some form of creature,
         even if it is just flies. Remember flies
         are excellent for gathering information
         about the dungeon territory.
                                                                     
                                                                         
Treasure Store gold here. Profitable room to        50    100      2250         Demon Spawn (1)
Room     attack in multiplayer.                                    Gold

Temple   Sacrifice (carefully) creatures here to   350   1000     1 creature    Horned Reaper (9)
         win or lose favour with the Gods or send 
         unhappy creatures to help raise morale.
         Each creature in the temple takes up one
         square. Drop a creature that has been
         transformed into a chicken or is diseased
         onto the Temple and it will be cured.

Grave-   Dead creatures go here who will eventually 300   350     1 dead        Vampire (30+)
yard     become vampires. Shape doesn't really                    creature
         matter with this room. One dead body per
         tile. Once the body fully decomposes the 
         tile becomes available again. Once a
         certain amount of bodies have decomposed
         you will gain a Vampire.

Hatchery Store chickens here to feed your hordes    150   350                   Spider (9)
         and prisoners in an attempt to win them
         over to your side. If you place one of your
         minions in here it will eat whether it's
         hungry or not.

Barracks Monsters form bands here.                  125   350                   Orc (1)        

Prison   Store your prisoners here until you're     225   600     1 creature    Skeleton (1)
         ready to cart them off to the torture
         chamber. One prisoner per tile.

Lair     Living quarters for your creatures. Watch  100   200     1 creature    Beetle (1)
         over-crowding. Construct a separate Lair                               Vampire (9)
         for Warlocks. In an over-crowded Lair they                             Spider (9)
         will be unable to learn new spells.                                    Tentacle (9)

Guard    Place creatures here to guard the           50  5000     1 creature
Post     immediate area, they will stay put unless
         otherwise ordered.
                                                                         
Workshop Place for doors and traps to be built.     200   900     1 creature    Trolls (1+)
         Make sure this is easily accessible from                 or object
         all parts of your dungeon as items (traps)
         are dragged from here to where they are to
         be set. If an enemy keeper captures your
         workshop he automatically attains all your
         traps and doors.

Library  Put creatures in here to research i.e      200   320     1 creature    Warlock (9+)
         ghosts. Make sure there is enough room                   or spell
         for book shelve/s.

Scavenger Used to attract other creatures to your   750  1000     1 creature    Hellhound (9+)
Room     dungeon. If, for example you place a
         Vampire in here and there are no other
         Vampires on the map, it raises your Portal
         attraction by half, thus increasing the
         creatures who enter your Dungeon. This
         room I think is a subtle dig by Bullfrog at
         Scavenger - software developers who
         promised untold riches to folk in order to
         get them to join their company and then
         went bust. tut tut.

Torture  Torture enemies in here to persuade them   350  1000     1 creature    Dark Mistress (9+)
Chamber  to join your cause or even your own                                    Ghost (1+)
         monsters to encourage them to craft that
         much harder. Has to be large enough to
         hold a table.

Training Put your creatures in here to gain         150  1250     1 creature    Demon Spawn (1)
Room     experience, learning spells.


Attracts:
In the Attracts Creature column is the name of the Creature that is attracted by that type of room.
However, all creatures require the room to be a certain size before they consider it worth their 
while coming to your Dungeon. The smallest number (1) means that as soon as you put that kind of 
room tile down, along will come that creature.

For some however, there is a randomness. Take a Warlock. It needs a Library of at least 9 tiles, (3x3)
before it will consider coming. However, if you make a huge library (8x8) there is more chance of 
getting a Warlock and you will also get more of them. For monsters without an +, then you do not 
increase the chance. For example, a Vampire needs a Lair of 9 tiles to come, but you won't have 
more chance of luring a Vampire even if you made the Lair huge.

Size of rooms. Certain creatures require a minimum room size, if it is too small it will not attract
any creatures. Make sure that the rooms have space for objects such as shelves in the library etc.

Efficient rooms. Creating rooms that run at 100% efficiency can be achieved by ensuring you have 
reinforced walls and keep the room as square as possible. Do not make rooms that are strips apart 
from Graveyards.