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Impire Game Guide by gamepressure.com

Impire Game Guide

Table of Contents

Chambers | Elements of the game Impire Guide

Last update: 11 May 2016

In this subchapter you'll find a description of all chambers.

At the beginning you always have: Entrance to the dungeon, destroyed Mushroom-room, one Stockroom and one Treasury. Additional buildings depends on the mission.

Icon and Cost

Name, DEC cost, description

Tunnel - Chambers - Elements of the game - Impire - Game Guide and Walkthrough

Tunnel. DEC: 0

Joins chambers.

ATTENTION! You can't interrupt a building of corridor!

Nursery DEC: 0 - Chambers - Elements of the game - Impire - Game Guide and Walkthrough

Nursery DEC: 0

Basic chamber in which you create army. Should be built at the very beginning.

Kitchen DEC: 0 - Chambers - Elements of the game - Impire - Game Guide and Walkthrough

Kitchen DEC: 0

Chamber which let you increase an aggression of your units.

In the further part of the game almost useless.

Stockroom DEC: 0 - Chambers - Elements of the game - Impire - Game Guide and Walkthrough

Stockroom DEC: 0

Place where Workers take mushrooms and materials. Every Stockroom increases a limit of resources about 50. Here you can change mushrooms in materials and other way round.

Dive DEC: 0 - Chambers - Elements of the game - Impire - Game Guide and Walkthrough

Dive DEC: 0

Second chamber used to recruit army. It's not a high priority. it's useful because it let you hire 5 workers, who, playing in the Dive, gives you so called Free Units, for which you do not pay. The most often there are Shamans who appear.

Extractor DEC: 0 - Chambers - Elements of the game - Impire - Game Guide and Walkthrough

Extractor DEC: 0

The only free advanced chamber. It let you extract heroes. You can earn up to 3 DEC points.

Forge DEC: 1 - Chambers - Elements of the game - Impire - Game Guide and Walkthrough

Forge DEC: 1

In here, a Worker let you upgrade weapons and armors and produce traps.

Training Room DEC:1 - Chambers - Elements of the game - Impire - Game Guide and Walkthrough

Training Room DEC:1

When it appears, it's vital. It let you train units immediately to second and later (supplied with heroes) to the third level.

Should be built just after Nursery and Kitchen.

Prison DEC: 3 - Chambers - Elements of the game - Impire - Game Guide and Walkthrough

Prison DEC: 3

Every hero in here gives you 25 gold.

Arcanium DEC: 5 - Chambers - Elements of the game - Impire - Game Guide and Walkthrough

Arcanium DEC: 5

Arcanium let you make potions and mascots.

Bravery DEC: 3 - Chambers - Elements of the game - Impire - Game Guide and Walkthrough

Bravery DEC: 3

Brewery attracts heroes. Drunk heroes has 50% chance to miss an attack.

Monster Den DEC: 5 - Chambers - Elements of the game - Impire - Game Guide and Walkthrough

Monster Den DEC: 5

It looks like throne room. You may inscribe a Minotaur here, what increases his stats. What is more, it allows you keep 50 more gold.

Treasury DEC: 0 - Chambers - Elements of the game - Impire - Game Guide and Walkthrough

Treasury DEC: 0

Default room for keeping gold. Every increases the maximum amount by 50.

Loss of any Treasury ends the game.

Below you find buildings for Soulless units. They replace three chambers from those above. The rest (besides Extractor, look below) is the same.

Sceamatorium  DEC: 0 - Chambers - Elements of the game - Impire - Game Guide and Walkthrough

Sceamatorium (Torture chamber) DEC: 0

Equivalent of Nursery. It let you summon demonic units. It also has a role of Extractor. But to do so, it requires additional Workers.

Sacrifice hole DEC : 0 - Chambers - Elements of the game - Impire - Game Guide and Walkthrough

Sacrifice hole DEC : 0

Equivalent of Kitchen. But you need to sacrifice a Worker here.

Cult DEC: 0 - Chambers - Elements of the game - Impire - Game Guide and Walkthrough

Cult DEC: 0

Here you summon undeads. It also works like Dive - hire more Workers and you get free units.

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