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The Prison is a room in Dungeon Keeper and Dungeon Keeper 2. It is a facility meant to host troublesome heroes and enemy creatures after your own creatures have knocked them unconscious.

Description[]

General[]

After knocking enemy heroes or creatures unconscious, it is possible to store them in the Prison. They can be left there to rot, or put in the Torture Chamber. If the player wishes to leave them to rot, eventually they will rise as Skeletons.[1][2][3][4] The Torture Chamber can be used to convert enemy heroes or creatures, or coerce map information from them.

​Creatures often have money on them, and any money that a creature has will be dropped on the Prison floor when it dies. This allows you to make some cash on the side by warmongering and taking prisoners. Beware, though, creatures in the Prison may pick up the newly dropped gold before you do. This won't be a problem if you are not planning to leave any prisoners alive. You may also want to have separate Prisons for those you are planning to convert, so they don't take the gold and leave when converted.

If your Torture Chamber is full and there are still heroes in the Prison you want to have converted later, make sure to heal them by using the Heal spell or (force-)feeding them.[3][4]

Dungeon Keeper[]

Only humanoid creatures can rise as Skeletons. If a creature has the Heal ability, it is unlikely to lose enough health by starving to die. The Keeper must first enable the Imprison mode; otherwise, enemies will be killed instead of stunned.[2]

Prisons are good places to quarantine diseased creatures or shield creatures from scavenging if one does not have a Temple.[2] While a Temple may seem preferable for scavenging protection because it protects other creatures in addition to itself, creatures can and will leave it (and therefore expose itself once more) when they need food or rest; they cannot leave a Prison.

A jailbreak can occur if you overcrowd a Prison, if the prisoners' owner gets to it, or if there's an enemy tile next to it.

Dungeon Keeper 2[]

Most heroes are worth converting. However, if money is a problem, then the Skeleton is free, has no upkeep, and is as strong as a Goblin!

The number of Skeletons you can have in your undead legion depends on the size of your Prison. And since Prison tiles have a moderate cost, it may be more worthwhile to use Skeletons as cannon fodder in an army in some cases, not training them at all, and replenishing them with the freshly killed creatures as they die off. However, no matter the creature you kill in your Prison, you will not spawn new Skeletons if your Skeleton count is maxed, regardless of how you came to have them.

A gaolbreak can occur if you overcrowd a Prison (the only way to do this is to drop creatures into a Prison; Imps leave stunned creatures outside full Prisons). The chance of a gaolbreak is 50 per cent every second.[4]

A Prison's capacity is the number of inner tiles it has plus one.[4]

Prisoners can be used in the Combat Pit.[4]

References[]

  1. ダンジョンキーパープレミアム勇者撃退ガイド. (Japanese). p. 24. Tokyo: NTT Publishing. (1998). ISBN 978-4-87188-897-4.
  2. 2.0 2.1 2.2 Prima's Official Guide To Dungeon Keeper Gold Edition. p. 119. Prima Publishing. (1998). ISBN 978-0-7615-1581-4.
  3. 3.0 3.1 ダンジョンキーパー2コンプリートガイドブック. (Japanese). p. 20. Tokyo: Keibunsha. (1999). ISBN 978-4-7669-3293-5.
  4. 4.0 4.1 4.2 4.3 4.4 Dungeon Keeper 2 : Prima's Official Strategy Guide. p. 87. Rocklin, CA: Prima Games. (1999). ISBN 978-0-7615-1805-1.
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