
Also the place all creatures make their way to on payday.Ī lair is a place for creatures to set up their own little home. Your imps will drag any gold they have collected to the nearest treasure room. These are generally quite fun, including timed levels and ones with specific targets, but are also outrageously difficult.ĭungeon Keeper was followed by a sequel, Dungeon Keeper 2 which was essentially the same game with prettier graphics.Ī place to store gold. These do special things like levelling-up all your creatures, letting you take a creature to the next level, or opening up secret levels. It's a nice idea, but your creatures work a lot better by themselves.Īlong the way, you can find special crates. You can possess any of your creatures and control them independently in a kind of first person shooter style view. One of the most hyped spells, possession, turns out to be almost completely useless. You also have both defensive and offensive spells at your disposal. You dig out room shaped areas, build rooms, train creatures, research new rooms, build traps, explore and eventually lead an attack. The graphics are all (apart from while possessing, more on that later) isometric 3d, and you can zoom in and out and rotate at will. The aim is to build a formidable dungeon and amass an army of creatures so that you can destroy the enemy keepers / lord of the land. You start each level with a few imps, a dungeon heart and that's about it (later levels may give you a few basic rooms to alleviate boredom). You are a god-like figure with the ability to move your creatures around at will as well as building rooms and casting spells. Perhaps if they made a true reverse of the RPGs everybody plays, it just wouldn't work as a strategy game.ĭungeon Keeper places you in the unusual role of head bad guy, controlling your own legion of evil minions against the invading hordes of goody two-shoes heroes, as well as other keepers. Though it doesn't live up to it's claim of being a reverse RPG, maybe this is what being a dungeon keeper is all about. But if they don't like manufacturing traps and doors, dropping them in the workshop will make them mad. You can only pick up creatures, and drop them in places you would suggest they work. it's not select, click location to go/attack. For example, you have no direct control over your minions. If you win, you get attacked some more.ĭon't get me wrong, Dungeon Keeper is a truly excellent game. If the heroes win, they go on to destroy your dungeon heart (no boss creature). When they get close enough, you drop every creature at you disposal on them, creating one big ugly melee you can't see through. Wave after wave of heroes attack your dungeon. In Dungeon Keeper you build a little village for your minions, with a hatchery, lair, training room, library, treasure room, ect. In the average RPG you would gather a party, go into the dungeon, kill monsters scattered along the way, eventually reach some horrible boss creature, kill it, and fight your way out. That's right, the heroes build there own dungeon. You build up your dungeon, usually fortify it so no hero could access it at all, train you minions to become master fighters, and then go forth to destroy a rival keeper, or the heroes dungeon. Unfortunately, it didn't turn out quite right. Your goal is to build up your dungeon, populate it with monsters and traps, and protect it from the heroes. The concept was pure genius, Instead of the Avatar and his party romping through a dungeon, slaughtering all sorts of horrible beasts, you play the Dungeon Keeper. You would play the dungeons Keeper as opposed to the Hero. Published by Bullfrog and designed by Peter Molyneux, Dungeon Keeper was supposed to the reverse of an RPG.
