User manual GAMES PC DUNGEON KEEPER GOLD

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Manual abstract: user guide GAMES PC DUNGEON KEEPER GOLD

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[. . . ] DUNGEON KEEPERTM GOLD WARNING: TO OWNERS OF PROJECTION TELEVISIONS Still pictures or images may cause permanent picture-tube damage or mark the phosphor of the CRT. Avoid repeated or extended use of video games on largescreen projection televisions. EPILEPSY WARNING PLEASE READ BEFORE USING THIS GAME OR ALLOWING YOUR CHILDREN TO USE IT. Some people are susceptible to epileptic seizures or loss of consciousness when exposed to certain flashing lights or light patterns in everyday life. Such people may have a seizure while watching television images or playing certain video games. [. . . ] As the spell is permanently held in the Library, it is vulnerable to attack meaning that it's possible for an enemy to take over your Library and steal your spells. Creatures whose primary job is researching in the Library suffer from job stress. As a result, if any creature enters the Library who isn't a researcher, the researching creature attacks it. This has a detrimental effect on your research, so make sure you build the Library away from the main walking routes. 17. 5 TRAINING RO OM Creature attracted: Orc (also needs Barracks). The Training Room also increases the chances of enticing a Demon Spawn (also needs Treasure Room). The minimum size it has to be to attract the Orc: 9 tiles. The minimum size it has to be to attract a Demon Spawn: 1 tile. Zoom To key: Shift T The Training Room is the place where creatures increase their experience. When a creature gains experience, they become larger and may receive additional powers that can be devastating in battle. When a creature either goes to, or is dropped into, the Training Room, it takes up one floor tile to train on. The creatures then go around hitting pillars or the spinning training posts. Some creatures can also fight with other creatures as this helps them to train at a greater speed. While creatures are training, they require a lot of gold so make sure you have enough. Creatures start off in your Dungeon at skill level 1, which is the weakest of all. The maximum they can reach is level 10, by which point they have become very large and fast. You'll know when a creature has gone up an experience level; it performs a little dance before resuming its training. Creatures that are naturally loyal, such as the Hellhound, often group with other members of their species that they know they can learn from. Some creatures attain extra skills when training, for example Warlocks gain spells as their experience increases, while level 10 Demon Spawn become level 2 Dragons when fully trained. 17. 6 BRIDGE Creature attracted: None Zoom To key: Shift B The bridge is a safe way of crossing water and lava. Just place them where you want them and click the left mouse button. Creatures subsequently traverse your bridges on their way to other parts of the map. 33 17. 7 GUARD POST Creature attracted: None Zoom To key: Shift G If you place a creature in a Guard Post, the creature remains there unless it needs food or rest. It is on a constant lookout for heroes and enemy creatures and, should any appear, it attacks them. You can drop a creature in the Guard Post. [. . . ] They are to be feared when stalking your Dungeon's floor. 67 29. 7 WITCH A Good Witch who is a competent magical fighter but, sadly for her, has a near phobic aversion to Vampires. Can't say that I blame her, but it certainly doesn't help when the fists are flying. 29. 8 GIANT The Giant is slow and lumbering but a large, tough fighter. 29. 9 SAMURAI A master swordsman, the Samurai is fearless and swift in battle. The Samurai's code of fighting, the Bushido, is strict and the sense of honour he has can hamper his performance when faced by hordes of evil, nihilistic creatures. 29. 10 MONK The monk is a good fighter who can heal himself and heroes around him when they take hits in battle. 29. 11 FAIRY A weak hero who is bad at combat but excellent at spells. 68 29. 12 LORD OF THE LAND A traditional knight, excellent at hand-to-hand combat. He is the sworn enemy of the Horned Reaper and they both immediately fight to the death if they encounter one another in the dungeon's subterranean passageways. 29. 13 AVATAR The Greatest and Final Overlord of the Land who has to be killed to complete Dungeon Keeper. 30. 0 WIN OR LOSE Once you have defeated the Lord of the Land or completed the last objective in a particular realm, you are informed by an on-screen message. [. . . ]

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