↑ Prima's Official Guide To Dungeon Keeper Gold Edition.In addition to the Treasury, Lair, Hatchery, Casino, Workshop, Library, Training Room, Temple, Prison, Torture Chamber, Graveyard, and Combat Pit, there are three new rooms: Those rooms as well as Lair, Treasury and bridges are functional regardless of their shape. Several rooms have pseudo widgets: hatches in Hatchery, tables in Guard Room and different walled pseudo widgets in every room except bridges. in 5x5 temple the liquid will cover the central 3x3 area with hand appearing in the center of it). The Unholy Temple and Graveyard both have additional nested widgets that are placed by the same rules inside the primary widgets of the room (one per room) (E.g. Such rooms are Library, Training Room, Workshop, Casino and Torture Chamber. the 7 narrow tiles of wall would contain up to 3 widgets). Those are placed on walls and stone between two unused wall spaces in line (E.g. Some rooms may also contain additional walled widgets. Such widgets are found in the Library (shelves), Training Room (dummies), Workshop (utilities), Casino (gambling utilities), Prison (the fenced area), Torture Chamber (torture utilities), Graveyard (graves), Combat Pit (pit) and Unholy Temple (liquid). the 5x4 room will have 12 widgets occupying the inner 4x3 area of the room). Typically, those widgets are placed in the inner part of the room spaced with one tile from the border (E.g. Some rooms are only useful when contain widgets. Unholy Temple - the most direct contact to gods.
Combat Pit - place to make creatures fight each other gaining levels up to 8.Graveyard - corpse storage and Vampire generator.Torture Chamber - either forces captives to share some map information or turns them into Keepers' servants.Useful to claim disconnected territories, to speed up water traversal, and to collect bodies. Can be built upon the lava but ends up burning out. Wooden Bridge - the mean of connecting your territories across the water.Guard Room - the room where the creatures watch the area for upcoming enemies.Casino - the gambling place used either for getting the creatures happy or for taking back their earnings.Workshop - the workers manufacture traps and doors here.Training Room - place to train creatures up to level 4.Library - all spell research happens here spell books and artefacts stored here too.Hatchery - the source of food for creatures.Lair - the place to rest for creatures.Portal - the room the attracted creatures come and leave through.Mercenary Portal - the portal hero mercenaries come from.While you can't create one, you can destroy one by claiming all the 12 tiles of the surrounding terrain. Hero Gate - the great gate heroes from the surface get to the dungeon through.Dungeon Heart - the main room of your dungeon.As with trap placement, placing a room slab permanently destroys all decoration (statues, flambeaus, etc) on the tile.In later versions of KeeperFX this is not the case since Bridges and Guard Posts no longer provide efficiency to neighboring rooms. In fact, the most efficient dungeon would be one without any internal walls and just Guard Posts separating the rooms. This makes it unwise to use doors for room efficiency as they sell for more gold than Guard Post tiles. Guard Posts and Bridges also provide high efficiency to neighboring tiles. The official strategy guide claims that square shapes are more efficient than irregular shapes. Some rooms require at least a 3x3 section to be of practical use (so they can contain a needed widget). Having larger rooms can tolerate more border tiles with low or no efficiency. As such, a room of any size (unless it's too rectangular) filled with tiles of a single type surrounded only by doors and reinforced walls will always be at 100% efficiency. Room tiles of the same type, reinforced walls (if they belong to the same player as the room), and doors provide high efficiency. Earth, impenetrable rock, gold seams, and gem seams provide low efficiency. Room tiles of a different type, dirt path, claimed path, water, and lava provide no efficiency. The increased walking distance the walls cause between different rooms is more than made up for by the reduced sizes of the needed rooms and increased work speed the efficiency provides. Efficiency rewards building rooms in confined, walled spaces instead of open planned dungeons. An efficient Training Room, for example, can train many units at the same time, and trains them a lot faster than an inefficient Training Room would. This app allows users to select a specific site and view attribute information about the site that should only be available to employees. A room's efficiency determines both its speed and capacity. The following examples illustrate how user types can be applied in an organization: A content creator assigned a Creator user type creates and shares a site selection app with a group of users in their organization. Room efficiency is a concept unique to DK1 (in DK2 it is represented by the number of widgets only, as described below).