Explore the essential rooms in Dungeon Keeper 2: Dungeon Heart, Lair, Hatchery, Treasury, and Training Room. Learn their costs, functions, and strategic placement for a thriving dungeon.
Rooms:
- Dungeon Heart
The core of your dungeon. Its health is displayed at the top of the screen; if destroyed, you fail the level. It acts as a treasury, storing up to 16,000 Gold Pieces. It also provides a defensive aura, reducing enemy threat within its radius. Imps can be dropped into the Heart to regain Mana. Fortify it with doors and traps, and avoid excavating walls around it for better defense.
- Lair (LAI)
Cost: 300 per tile. Attracts: Firefly, Goblin (min 5 tiles), Bile Demon (min 9 tiles). Minimum recommended size: 1x1 Tile. Creatures need a place to sleep. While one tile suffices, larger, grouped Lairs are easier to manage. Place them in strips next to other rooms, like Libraries, for creature convenience. Lairs near Hatcheries are also recommended. Creatures go to the closest Lair; you can manually assign them by dropping them onto a Lair tile.
- Hatchery (HTY)
Cost: 300 per tile. Attracts: Bile Demon (min 3x3 tiles). Min recommended size: 3x3 tiles. A 3x3 Hatchery provides a central coop for faster chicken replenishment, essential food for your minions. Make them small but plentiful in large dungeons. Chickens can also heal creatures dropped into the Hatchery, saving Mana. Captured enemies can be kept alive and interrogated using chickens.
- Treasury (TRE)
Cost: 200 per tile. Attracts: Nothing. Min recommended size: 1x1 tile. Creatures need to be paid, and gold needs storing. Treasuries should be easily accessible, ideally in the center of room clusters with multiple doorways. Imps prioritize gold collection, so efficient Treasury placement minimizes travel time. Consider one large Treasury near the Dungeon Heart and smaller outlying ones for expansive dungeons.
- Training Room (TRR)
Cost: 500 per tile. Attracts: Salamander. Min recommended size: 3x3 tiles. This room is for training your creatures. Maximize efficiency by ensuring it has walls; every three tiles of wall space adds a training target, allowing more creatures to train simultaneously. Creatures can train up to level 4 here.
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