Dungeon Keeper

Dungeon Heart Hatchery Bridge Barracks
Portal Training Room Prison Temple
Treasure Room Library Torture Chamber Scavenger Room
Lair Workshop Guard Post Graveyard

DUNGEON HEART

Cost: 0 gold Health: 1300
This is where your creatures go after they come through a portal. If your dungeon heart is destroyed, you lose.

PORTAL

Cost: 0 gold Health: 4000
This is where creatures come through to get into your dungeon. The more portals you control, the more creatures you can attract.
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TREASURE ROOM

Cost: 50 gold Health per tile: 100
This is where your gold is stored after your imps have mined it, and where your creatures come to collect their pay.
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LAIR

Cost: 100 gold Health per tile: 200
This is where your creatures live and sleep. All creatures set up there own small homes in the lair - some are bigger than others.
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HATCHERY

Cost: 150 gold Health per tile: 350
The hatchery is where your creatures go if they want something to eat. Some creatures such as the bile demon (which is attracted if the hatchery is at least 25 squares big) eat more than others.
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TRAINING ROOM

Cost: 150 gold Health per tile: 1250
This is where your creatures train. Some creatures will train on their own, while others prefer to do other jobs and must be manually assigned to the training room. This room will attract demon spawn to your dungeon.
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LIBRARY

Cost: 200 gold Health per tile: 350
This is where warlocks and later on vampires research spells and rooms. They dance a little each time they complete reseaching a spell or room.
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WORKSHOP

Cost: 200 gold Health per tile: 900
This is where trolls and bile demons make traps and doors.
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BRIDGE

Cost: 30 gold Health per tile: 100
A bridge is used to cross lava and water.
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PRISON

Cost: 300 gold Health per tile: 600
When enemy creatures are knocked out, they are dragged to the prison where they are starved until they die. When humanoid creatures die in the prison they rise as skeletons.
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TORTURE CHAMBER

Cost: 350 gold Health per tile: 1000
You can put creatures in the torture chamber for the ultimate punishment, and perhaps glean some information or their loyalty from them. If a creature dies while being tortured they become a ghost. This room also attracts dark mistresses who enjoy watching people being tortured.
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GUARD POST

Cost: 50 gold Health per tile: 5000
This is a look out point. You can place some creatures on a guard post and they will guard that area.
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BARRACKS

Cost: 125 gold Health per tile: 350
The barracks attracts orcs. If you put several creatures in the barracks, they may make friends and go round the dungeon in a group.
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TEMPLE

Cost: 300 gold Health per tile: 100
The temple is where creatures go when they are angry or annoyed. You can also sacrifice creatures to the gods here. There are some special combinations which may be good or bad, see the Temple section for details.
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SCAVENGER ROOM

Cost: 750 gold Health per tile: 350
Place creatures in the scavenger room and they will try to lure other creatures in from outside into your dungeon.
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GRAVEYARD

Cost: 300 gold Health per tile: 350
Dead bodies are dragged into the graveyard by your imps. The bodies rot and can rise as vampires.