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BARRACKS
Allows monsters to form bands.
Cost: 150 GP
* Attracts orcs. |
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BRIDGE
Allows passage across lava and makes aquatic
travel easier. A good place for traps, as there
is no way around them, (in lava) and you can cut
the bridge under the enemy or trap them on a
square with traps.
Cost: 30 GP |
|
DUNGEON HEART
Your life Force, the most important room in your
dungeon. If this gets destroyed then you loose.
It can take a lot of hits though.
Cost: 0 GP |
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GRAVEYARD
Imps put dead monsters here to eventually turn
them into vampires.
Cost: 300 GP
* Attracts vampires. |
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GUARD
POST
Some of your minions placed here wil guard the
area. This can keep them from becoming annoyed at
not having anything to do.
Cost: 50 GP |
|
HATCHERY
Breeds chicken for your monsters when they get
hungry. Also prisoners need food if you want to
turn them over to your side. Place this close to
training rooms so the creatures won't have to
walk far to eat.
Cost: 150 GP |
|
LAIR
Allows your monsters to live in your dungeon.
Beware, cohabitation is not
so easy...It is better to make a lot of small
lairs rather than one big one, because some
creatures don't like living next to each other: Flies & Spiders, Vampires & Warlocks and Bile Demons & Skeletons, they will actually fight each
other.
Cost: 100 GP
|
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LIBRARY
Allows spells and additional buildings to be
researched. It should be placed away from noisy
areas (training rooms and workshops) as the
research is interrupted by the noise.
Cost: 200 GP
* Attracts warlocks. |
|
PORTAL
Summons monsters from outside your Dungeon. You
must have a lair to use it. You find it rather
than build it.
Cost: 0 GP |
|
PRISON
Allows minions and heroes to be locked away,
turned to your side or resurrected as skeletons.
Cost: 300 GP |
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SCAVENGER
ROOM
Attracts more monsters of certain type when they
are placed in here.
Cost: 750 GP |
|
TEMPLE
Allows monsters to be sacrified to the gods.
Monsters feel at ease here. These are Bullfrogs
official sacrifice combos:
Cost: 300 GP
|
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TORTURE
CHAMBER
Torture your monsters to make an example or
enemies to turn to your side, offer service or
resurrect as ghosts. Always feed enemies before
sending them here, because the longer they live
under torture, the greater the chance of
converting them.
Cost: 350 GP |
|
TRAINING ROOM
Trains monsters so they gain levels. Its very
expensive though. You can also train imps.
Cost: 150 GP
* Attracts demon
spawn. |
|
TREASURE
ROOM
Stores gold for you to spend and to pay your
monsters. One of the most important rooms and the
main goal for all adventurers. Place them close
to the gold or gem fields so the imps won't have
to carry the resources so far.
Cost: 50 GP |
|
WORKSHOP
Allows traps and doors to be built by your
minions. Remember to slap the monsters working
here that will make them work harder.
Cost: 200 GP
* Attracts trolls. |
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