Dungeon Maker: Hunting Ground Architect’s Guide

In Game Guides by Didi Cardoso

Bestiary

Contents

BESTIARY

Monsters appear according to the type of corridors or rooms, read on to learn what monsters are the most common in what type of grounds. For specific info about how to optimize the chances of appearance of a certain monster, check the Quests chapter.

Bandit: 1F stone or mable corridors, guest rooms and bedrooms, 2F wooden corridors or rooms

Black Bat: 1F dirt corridors

Cave Cat: 3F or 4F dirt corridor

Cold Heart: 7F or 9F altar

Corrupt Warrior: 4F eastern-style parlor

Dark Knight: 3F guest room or bedroom

Dr. Kobold: 3F study

Druid: 6F chapel

Evil Wolf: 9F or 10F dirt and marble corridors or high-class rooms

False Knight: 3F guest room or bedroom, 8F bedroom or courtyard

Ghost: 5F or 6F altar

Goblin Thief: 1F or 2F storage room

Grass Slime: 2F, 4F, 6F, 8F, 9F, 10F wooden corridors and rooms

Great Arch Mage: 9F magic room

Ice Slime: 2F or 4F wooden corridors and rooms

Innocent Ghost: 5F, 6F, 8F, 10F prison

Kobold: 1F wooden corridors and basic rooms

Lich: 1F or 2F guest room

Nekomata: 4F bedroom, marble corridor or guest room

Phantom: 8F courtyard, magic room or library

Queen Elf: 15F in a large rooom

Quetzacoatl: 5F wooden corridor or better

Silver Wolf: 7F dirt corridor

Skeleton: 1F or 2F altar

Slime: 1F wood corridors and basic rooms

Stray Dog: 2F dirt corridor

Stray Dragon: 8F large room

Succubus: 9F bedrooms, courtyards and magic rooms

Valkyrie: 10F courtyards, magic rooms and libraries

Wild Cat: 1F dirt corridors

Wizard: 9F magic room or courtyard