Unholy Heights

Unholy Heights

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Unholy Heights - In-Depth
By Mad Hatter
This guide fills in the gaps of information that are either vague or omitted from the game. I have done my best to learn the ins and outs of Unholy Heights and this guide serves to share that with you all. This, by no means, is a walkthrough(as that would ruin the fun of the adventure!) but this guide will help you better understand your tenants, their needs, and how they function in defending and growing your apartment empire.
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Introduction
This guide is to help players understand some of the more vague or unexplained mechanics of Unholy Heights. The game itself covers a lot of the basic principles and points you in the right direction, but there are plenty of moments where being pointed in the right direction isn't enough. That being said, I will skip over the basic information discussed in the tutorial or things that can be more easily figured out with a little reading in the game guide or Beastiary. Though, some things I may gloss over again, just to make sure there is enough clarity. I hope this guide serves any and all well. Enjoy. ^_^
The *Other* Basics
There are three major factors that effect your success or failure as a landlord.
  • Reputation
  • Satisfaction
  • Employment

Reputation determines how much a species of monster likes you. The higher this is the more that species will show up looking for a home. Also, the higher the reputation, the higher tier monsters will become available to you.

Satisfaction determines how much a tenant is willing to pay and how successful they will be at their job. Note the word “willing.” They may be willing to pay, but not able. The higher the satisfaction, the better.

Employment determines how much a tenant will be able to pay for rent and how much they will save for rainy days(ie – unemployment or rent hikes). While there is no hard number for employment itself, you can usually deduce how well off they are being paid. Unemployed offers no money, while a custodian gets some money, but not much. While a CEO will earn way more than most anyone else.

Other factors have to be watched on a by race, by room, or even by tenant basis. These include:
  • Item/Room Level
  • Other Tenants
  • Reputation
  • Item Requirements
  • Symbols
  • Reputation of Other Tenants

Item/Room level is the cumulative impression of a room based on what you have in it and how pricey it is. Reputation plays a large role in who will show up, and when, but also can effect the reputation of other tenants and their habits. This will be covered more in detail later.

These are all the necessary components to manage to keep your apartments up and running, your tenants happy, your pocket book full, and your tenants ready and able to fight on your behalf.
Reputation
Reputation is the defining system of who will show up to your apartments. The higher the reputation, the more likely a new tenant will appear. The lower, the less likely, until ultimately they won’t show up at all. At least without a lot of work to turn your reputation around. Reputation is also what unlocks the quests necessary for some tenants to become available.

You can get a quick peak at your reputation standings by opening the Bestiary. The bubbles above the heads give you a rough idea of your standing with each race. No bubble means you're neutral to varying degrees.

The order of reputation from high to low is as follows:
  • Heart
  • Smiley Face
  • No Bubble
  • Sad Face
  • Angry Face

Within each tier of reputation are different levels. These levels can be read when you hover over a race icon. There are a few levels within each tier of reputation. All described via text, and all delightfully vague. But easy enough to get an idea where you stand. Bellow is an example from each tier of reputation.

  • Heart – (Race) is infatuated with the devil!
  • Smiley Face – (Race) prefers the devil over all others.
  • No Bubble – (Race) is unsure about the devil.
  • Sad Face – (Race) may not like the devil?
  • Angry Face – (Race) are ignoring the devil.

The simplest ways to change your reputation is by how you treat your current tenants. Don’t charge too much rent, don’t kick them out if they miss a payment, try not to let them die too often, and keep their satisfaction up. This will help you raise your reputation on a basic level with the races. The opposite, will lower your reputation.

That is a minor change to the reputation score, however. Each race operates by its own rules in some way, big or small. Or even deferring to other races for the bulk of their opinions. Here are the modified rules for each race and any advice to be given.

Cheepies
Cheepies are slightly effected by their treatment, but take a good portion of their opinion by how other tenants are treated. They make for a good barometer about how you are running your apartment. If they are happy, then it means most of your tenants are too.

Undead
The Undead gain and lose reputation mostly by how you fair in combat. Win a lot, and their respect goes up, lose a lot and your reputation will fall. So long as you do well and don’t let anyone get away with your gold(a combat loss) they will love you.

Elementals
Elementals are heavily effected if there are Abyssals in the apartment complex. They also prefer living in an apartment with expensive plant decorations. Their satisfaction and reputation gains slow and eventually start to fall when living near Abyssals.

Abyssals
These are the odd-balls of the lot. The only thing that seems to effect your reputation is their prayers. Fishy Ones are the only ones to use altars that gain the reputation to unlock higher tier monsters. Each altar draws a different monster and raises your reputation to that level.
  • Fish Altar – Raises reputation a little and draws in more Fishy Ones.
  • Unclean Altar – Raises reputation a bit and draws in Pul-Pymesy.
  • Colorful Altar – Raises reputation a good bit and draws in Dagyons.
  • Blood Altar – Raises reputation he most and draws in Th’rones.
Losing reputation with Abyssals is as easy as having Elementals in your appartments.

Demi-Humans
They naturally start to like the devil on their own. However, the more casualties you have in fights, the less they will like you. Their reputation slows and eventualy drops while living in apartment complexes with Demons.

Demons
Demons are both hard and easy to deal with(since gains can be expensive). So long as tenants keep getting killed, they will like you more and more. More death equals more reputation. However, there is a catch, for every fight you win or lose without someone dying, they will like you less. Who dies also plays a part in it. While I haven’t noticed any negative change when a demon dies, there is a major increase when demi-humans die. Demi-humans are their opposite so your reputation with demons will slow/fall faster when a demon lives in an apartment complex with Demi-humans. However this rate change seems to take time to come into effect because it is very easy to boost your Demon reputation by moving in a Demi-human and killing them in the next battle.

Chimerae
Like Cheepies, this race bases the bulk of their reputation gains/losses by the satisfaction of other tenants. Treat your tenants well, and this race will come to love you, don’t and they’ll hate you.
Moving In
While your reputation determines who will show up looking for an apartment, the rooms themselves are what gets them to stay. Some monsters have specific requirements, meaning certain items. All require a certain level of comfort(read - certain level of items in the room). However, there is a bit of extra influence from reputation. Having a reputation significantly higher than the initial requirement for a monster can ease the initial burden of getting someone to move in.

For example, a Boneymusha needs an Intermediate level of comfort in all the standard slots. Meaning all the standard furnishing need to be level three or above. However, with a maxed level of reputation, they are likely to move in if only the core items are level 3 or above. But they will want their room improved soon. This grace period differs by situation, so its a good idea to check on a tenant when they move in and a day after to see if things are ok.

Another thing to consider are Symbols. Found in the extra slots, there is a symbol preferred by each race and these will help draw more of those tenants to your apartments as well as make them happier while they live there. It also makes for a useful way to plan/lay out your complex for fights. I suggest having the appropriate symbol per room per desired tenant race at all times just to make getting them easier, and keeping them happier easier.

The last factor I'll cover before jumping into housing details is rent. There is also a little nudge in the yes/no direction of moving in depending on the rent. If the rent is incredibly high, chances are lower tier monsters won't be able to afford it and either won't move in, or will move in and immediately start complaining about rent. One such tenant is the Q.P.D. which hates to pay rent at all. I was lucky to get them to pay a penny for their lavish quarters, and if I didn't have it set low from the start, they wouldn't even move in to start complaining.
The Perfect Home
As mentioned earlier, all tenants require a certain amount of comfort to move in. And sometimes, they need specific items. Specific item requirements are listed with the monsters at the end of the guide. For now, I'm going to cover the basic design and improved versions of those designs.

First of all, Item Level. There is no such thing. At least not from a hard data stand-point, but it’ll make it a lot easier to understand and explain if we make one. So here’s the system for that. Left to right, top to bottom. That’s the increasing order of item costs in each room item slot. Cheapest item is always top row on the left. Getting more expensive as you move right and eventauly down the page. So we’ll call the cheapest item, Item Level One. The next Item Level Two. And so on.

So let me show an example. In bedding Item Levels would be as follows.

  • Thin Futon – Item Level 1
  • Single Bed – Item Level 2
  • Love Hammock – Item Level 3
  • Double Bed – Item Level 4
  • Swivel Love Bed – Item Level 5
  • Recovery Pod – Item Level 6
  • The King’s Bed – Item level 7

This can work for any slot except consumables. Since one item shifts position. But its not something to worry about. It even works for walling which would go up to Item Level 9.

This is how I’ll be explaining Items, and what I’ve been meaning in previous sections. It’ll simplify a lot and give us a basic system of comparison between items and requirements. So, onto the Rooms.

There are core items that every room needs. Wallpaper. Bedding, Kitchen, Bathroom, Air Conditioning and a desk. With a high enough reputation, this is all you’ll need to get someone to move in. With minimal or only slightly higher reputation, you’ll need those core items and likely Music, TV, and a PC. Again, these sorts of things aren’t set in stone since Reputation has no hard figure to work with, but this is the best rule of thumb to work with.

Some tenants require another item to move in on top of the core or core/improved item combinations. Having a high reputation and the required item will likely lure in a tenant with only the core items, where as having only a good/minimal reputation will likely need the item and the core/improved version of a room.

So we’ve established there is a basic version of a room for a tenant when you have high reputation, and an improved basic version for tenants with a not so great reputation. Now lets give these titles and put them into something more useful.

Basic Room Design
Level 1 Items in Wallpaper, Bedding, Kitchen, Bathroom, Air Conditioning, Desk, and Any required Items. Good at start of the game and for any tenant with a positive reputation and low reputation requirements.

Basic+ Room Design
Basic Room and Level 1 Items in Music, TV, and PC. Good at start or for tenants with Neutral Reputation levels.

Intermediate Room Design
Level 3 Items in Wallpaper, Bedding, Kitchen, Bathroom, Air Conditioning, Desk, and Any required Items. Good for most Tier 2 & 3 monsters with a Reputation above requirement.

Intermediate+ Room Design
Intermediate Room and Level 3 Items in Music, TV, and PC. Good for most Tier 2 & 3 Monsters with reputation at minimum requirement.

Advanced Room Design
Wallpaper Level 6-9, Bed Level 6-7, Kitchen Level 5, Air Conditioning Level 5, Bathroom Level 4 – 6, Desk Level 4 and Any Required Items. Best for Tier 3 & 4 Monsters where Reputation is above minimum requirements.

Advanced+ Room Design
Advanced Room and Music Level 4, TV Level 5, and PC Level 5. Used for Tier 3 & 4 Monsters with minimum Reputation Requirements.

This is just a rough overview for the types of rooms to aim for. Having proper symbols, high reputation, and a couple extra items in a room will change the desirability of a room for potential tenants. For example, trying to get a Bearer to move into an Intermediate room would likely work with a very high reputation with Chimerae, 2 or 3 extra room items, and the proper Symbol. Which would be much cheaper than trying to build an Advanced room for it. However, they are likely to request higher level items rather quickly.
Living the Life
Now that your tenant has moved in there are some other things you should know. Ok, a lot of other things you should know. But I'll try not to gush on them. Once you get the idea down, its all pretty straight forward from there.

Satisfaction is more than just how pleased a tenant is with their home. It controls much more than that. While it certainly lends itself to their happiness, it also controls how much they are willing to pay for rent. Note, willing to pay, they may not be able to pay.

Meeting requests and improving satisfaction also increases some of your tenants stats. These stats are Attack Damage, Physical Defense, and Magical Defense. The converse is also true, missing requests and leaving your tenants miserable can lower these stats as well. The stat change is not permanent, the modifier is listed under their portrait when you hover over them, but it can be hard to get a tenant out of a heavy penalty. Say, for instance, if you left them to wallow in mediocrity too long. Those penalties can add up. Sometimes making it easier to just kill or evict your tenants and start anew.

Your tenants will let you know how they feel about the room and the rent. They’ll ask for things they want/need, will tell you when there is a tenant in the complex they don’t like, and also give an opinion on the over all quality/rent aspect. If they say “This room rocks!” It’s a good sign that they are happy with the room, willing to pay the rent, and their satisfaction is growing at a good rate. Jacking up the rent will eventually change this to “This room is ok” or something similar. Every change beyond “This room rocks!” is a step towards lower satisfaction, and ultimately dissatisfaction. Change the rent to suite your needs or plans. Jacking up rent to max will often force the tenant out.

While not all jobs are created equal, raising satisfaction will ultimately lead to promotions and the capacity to pay higher rent. Any money from work over the cost of rent gets squirreled away for rainy days. Whether that’s sudden rent increases or unemployment. A good balance between income and rent is your goal. Not so much they can live off savings for forever, but not so much they can’t save anything at all. This goes back to desire and ability. They may be willing to pay a lot, but may not be able to. If they say they have no cash for rent, it means they’d like to pay, but you’re charging too much that rent has killed their savings. If they say “About the rent…” They’ve pretty much given up trying to pay rent and their satisfaction is beginning to drop and soon they are likely to skip town.

If you have an unemployed tenant that has a rent of 0 Gold. They will become happy rather quickly, and will often take their time finding a job. But they tend to find really good jobs when they do. Since their expectations versus cost was at its greatest difference in the positive, they will get the most satisfaction points per day possible from their environment.

For the most part a monster’s tier within its race determines its likely starting job and salary. Lower tier monsters tend to get lower paying jobs before or right after moving in. The only real way to change this is over-all reputation. The happier all your tenants are, the better employed tenants you can attract. But this is something that happens much later in the game, or after a long time waiting from the start with lavish apartments.

Finding mates is also connected with satisfaction and over-all happiness. The better life a monster has the more likely they are to attract a mate. Mates help pay rent, and can be a good excuse to nudge the rent up a little. The only exception to this is Succubi. They are most likely to get lovers anyway, and tend to become more stingy the more people live in their apartment. Keeping them happy is the only real off-set to this, but ultimately, you will hit a point where you lower the rent to what they want, or start looking for new tenants.

Tenants can also find mates from other apartments. While monsters will not leave a lover for another, single tenants, single parents, or newly grown adults will move into other apartments with someone if they meet their romantic requirements. These requirements tend to be vague and hard to pin down. But usually a room of minimum requirement and a few extras seem to be enough to lure a mate after a few days at higher satisfaction levels. The only real conflict to this is when the random assortment of monsters that show up aren’t a good match for your current tenants.

You can also purchase a love balloon to greatly increase the chance of a tenant finding a mate. The balloon is a consumable and will be lost when the tenant finds a mate, but the results are quick and useful in a pinch. However, the cost of the balloons goes up as your apartment level goes up. So they are cheapest with a 1 floor apartment complex, and most expensive with a 4 floor one.

Having lovers make a kid is also about satisfaction, but less directed. Just keep them happy and they’ll get along in their own time. But if you’re in a hurry, you can buy cakes for them to help coax a kid out of them. This is a consumable, and will be lost once a child is born.

Once you have multiple tenants in a room things can get a little complicated, at least if you’re not careful. The first thing you should upgrade is the bed. Tenants tend to be much happier with the larger beds if there are two or more living in the same place.

They also might ask for multiple items from the same category. This is the tricky part if you’re not careful. You don’t have to get both, especially if they are in the core categories. If one tenant asks for a double bed and another asks for a Recovery Pod, buying them the Pod will fill both requests without penalty, though it may take a day or two for the Double Bed request to go away.

If one tenant asks for a happy plant and another a stone statue, the statue will fill both requirements without penalty. However, buying the plant first will fill the requirement of the first and also give it a bonus for satisfaction. This is the bonus that usually goes towards stat increases/buffs. Then a day later you can give the other one the stone statue by replacing the plant, and the second one will get its satisfaction bonus as well. Ultimately getting the stone statue will give both a bonus to satisfaction and stats, it just takes time. So this can be helpful if you’re expecting a tough fight and want a few extra buff points. Or, you can wait it out and save the money.
Let's Get it On
Breeding, as it turns out, can be as simple or complex as you want it to be. And yes, I'm serious about that. Let me start by explaining the point to breeding. When two monsters have a kid, the current stats get used to determine what the child will become, by a vague system of medians/means. Let me illustrate.

Say monsters A and B have a kid. Let’s call the kid C.
Monster A has the attack stat of 15.
Monster B has the attack stat of 10.
Now we take half score from each.
Monster A give us 7.
Monster B gives us 5.
Then we take the mean of those and get 6.
Monster C is likely to inherit a starting point of 6.

Those are the basic numbers you will note when the child is born. But the child will not stay that way. As they grow the number will grow until they are an adult, at which point the number it last grows into will be their working adult stat. That growth is beyond my understanding I'm afraid. There seems to be a great deal of influence coming from other sources and it’s difficult to get a base growth calculation. At least without looking at code, which I'm not one to do, sorry.

So, the best I can tell you, is get as close to that number or above, and you should be ok. If you are a little bit under, it shouldn't be a problem when they are adults. They should beat their parents’ scores. Unless they are bellow that number by a large margin. If so, kick them out and try again.

Yes, kick them out and try again. There can be a lot of that in breeding, depending on how controlling you want to be. And sad to say, you'll feel like you have very little control by the end of this. You will most likely beat the parents' scores, but not always by a large margin, and rarely, not at all. There are a couple of things you can do to help this along, however.

Training is something you will do at the start of your breeding cycle. Your generations one and two, most likely. When you purchase the exercise equipment, your monsters actually use them in their leisure time. They do increase your stats. But not by much, and only so much based on the grade/level of the equipment. The better the equipment, the higher they can raise their scores.

There are two things to note, however. After a certain point, usually numbers associated with generation two and three, you won't receive a benefit from the equipment anymore. I can't tell you hard numbers, but even with the best equipment, my generation threes did not benefit at all from exercise. Granted, they were already in the 50's or more for their stats.

The second thing of note for equipment, I wasn't able to find any actual correlation between the type of equipment and the stats that raised(despite what the descriptions would lead me to believe). I've had monsters raise every stat at least by one point with every type of equipment. Maybe there is a "loading" to the randomness of it based on equipment, but I wasn't able to find it in my tests. Though, to get a better sense of it, one would need a lot more data than I had collected.

So equipment can help you for a little bit at the start of your breeding cycle. The other means of helping your monsters grow is combat. Though this can be dangerous if you aren't prepared or careful. Winning fights can raise all your stats at any time by any number. Though higher numbers tend to grow slower than lower numbers. Again, not enough samples to learn the calculation/randomness, but it's a good rule of thumb to work with.

The bulk of your number growth actually comes from breeding. As odd as that may sound. Doing nothing but mating, apparently, is good exercise and enough to pass on to their kids. Though, that shouldn't discount you from taking care of your tenants. Happy monsters breed more often, and function better overall.

With all this randomness or lack of control, there are two paths one can take to breeding powerful monsters. The quick and dirty(but heavily luck based) or the slow and methodical(but very very time consuming/expensive).
As You Like It
The quick and dirty path is the easiest but most prone to randomness. All you do, is have two monsters live together, have a kid, then kick out the parents when the child grows up. Kids can't get jobs, so keep the parents around to pay rent. For your first couple generations you should be ok. A generation 2 kid mating with a new generation 1 tenant, tend not to be too far apart, stat-wise. Once you get passed that though, you start to encounter some problems/slow down.

Remember what I illustrated earlier? About the median/mean system? That comes heavily into play with the quick and dirty method. Since the monsters will start to have stats with a wider spread, your offspring have a wider group of numbers to pull from in order to grow. Allow me to illustrate with the same example from above.

Monster A has an Attack stat of 10.
Monster B has an attack stat of 10 as well.
So their child, Monster C will likely have a birth stat of 5.
That birth stat can grow to an unknown number, but is likely to be better than their parents.
Let's say that birth number of 5 grows into a 20(yes, that's definitely possible).
Now we kick out the parents and bring in a new tenant, Monster D.
Monster D has an attack stat of only 10.
So the child can inherit from a wider range.
We get 10 from one parent and 5 from the other, giving a mean of 7.
But, the child isn't guaranteed to get at or above 7.
Though, for this example so far, let's say they did get a 7.
So, kick the parents out and repeat the process.
The birth stat 7 grows to a 28 and the new tenant has an attack stat of 10.
You now have a range of 14 and 5, giving a mean of about 9.
Hardly any improvement from the generation before.
And that's not including the randomness that can pull that 9 up or down.

As you can guess, the wider the gap between parents, the slower the growth of the child becomes. Eventually you'd hit a point where you're less likely to get better children than not. In a sense, you plateau and have to find a way to close the gap.

Which brings us to method number two. Far more time consuming, but generally giving better results. There is a simple rule to breeding, in terms of who can breed with who. To move in and be lovers, tenants can not share a parent, or be the parent of the other. So no brothers and sisters mating, and no parents and children. But that's as far as it goes. So yes, you can have cousins mate.

The big questions to ask are "How much control do you want to have?" and "How much space do you want to use up?" It is possible to use 2 rooms with families of the same species and continue to grow, but it can get very very time consuming to do so. You're basically waiting to force cousins to move in and breed. Which can take a lot of time. But using a whole floor can cut that time down significantly, and allow you to mix more successful families and grow new ones to replace lines you don't like.

I'll illustrate with a whole floor.
Each room on a floor will have a pair of lovers. These are Generation 1.
Those lovers have kids, that is Generation 2.
This is your first moment of control. The 4 kids being born need to be able to pair up.
If you don't have 2 boys and 2 girls, kick the offending kids with the lowest scores out and try again.
Repeat until you have the 2 boys and 2 girls.
So now you have 8 Generation 1 tenants and 4 Generation 2 tenants.
Kick out 2 pairs of Generation 1 tenants, leaving their Generation 2 kids behind.
Wait until the other Generation 2 kids move into the apartments you just cleaned up.
You'll now have half your couples as Generation 1 and the other Generation 2.
Now, get them breeding. Same as before, 2 boys and 2 girls for kids.
Generation 1 tenants have a new set of Generation 2 kids.
The Generation 2 tenants have the first set of Generation 3 kids.
Now, kick out the Generation 1 tenants and have the Generation 3 kids move in with the new Generation 2’s.
Now from here you repeat the whole process again. Always removing out lower generations when you need the space.

As you can imagine this can prove to be very time consuming. Since the kids won’t always want to move in with each other. Not to mention the occasional outsider coming into the mix that you need to kick out. Balloons can help move them around, but it is not guaranteed, and the balloons will still pull from the outsiders when one shows up. In the later stages of the game, this can be a very expensive hit when trying to breed. But if you have the time and/or money for this method, you get a much better growth pattern compared to the quick and dirty method.

Bottom line, the choice is yours. Try your luck and work with small space, or make breeding pairs/floors or just an orgy house. Any system can birth you strong monsters, but I’d recommend using whole floors to breed a monster type you want to use. By the time I was done I had 1 floor for “finished” families, and the rest were breeding.

As for “finished.” It hit a point where I saw no reason to breed stronger monsters. I beat the end boss the first time he appeared when I built floor two, and I had 2 rooms of Gen 3+ Zombies and 2 rooms of Gen 2+ Floweries. Reloading the game and building bigger with more floors and further breeding just made them more powerful.

I did find the defense stats cap at 99. At least I never figured out how to get them higher. Attack stats I did manage to break 100, but stopped after awhile. Breaking 75 in attack was enough for zombies to tank and kill anything for me. By the time they broke 100 it wasn’t even a fight anymore. Same with my Floweries and Watermins. And Cheepies. Pretty much anyone can kill anything after 100.

One last bit of advice. Some species breed faster than others. Or at least more often. But everyone breeds more when they are happier. Oh, and before I forget, some of your tenants like it rough. So mating will cause physical damage. All those claws and teeth and whips I guess. Don’t worry, its normal and they will heal up when they rest.
Items of Note
There are a few items available that I would like to point out. I know, I've rambled on and on about this game, I'm almost done, I promise.

Recovery Pod - Unlocked via quest but has the benefit of quickly healing damage to tenants while they sleep. Much faster than natural healing and cheaper in the long run compared to potions.

Miracle Fan - This is the top tier Air Conditioning item and is capable of accommodating both types of tenants, those that need cold, and those that need hot.

Quest Items – Recovery Pod, Paper Doll, Mr. Stone Statue, and Binding spell are all unlocked via quests. The quests will become available when your apartment complex is the right level.

Altars – These are the only way to raise reputation with Abyssals, they are the only way to first attract an Abyssal to your complex, and they can only be used by Fishy Ones.

Coloring Book and Stuffed Toys – These will only effect the happiness of children. Once grown they will no longer get the satisfaction bonus from them. But keep in mind, kids can gain happiness/satisfaction from any item their parents can.

Symbols – These are a great way to lure out specific races you’ve unlocked, however it does not guarantee them showing up. It just helps. Especially once a race hates you, the symbols won’t help lure any tenants out. Symbols also have the benefit of making a tenant very happy if it’s the proper symbol for them. While not a mandatory item, most tenants will eventually ask for them, and in the early game, it’s a rather cheap and effective way to keep a tenant’s satisfaction up.

Drink, Potion, and Elixir – These are combat use items. But they have to be bought and in a room before a fight starts. Once a monster is injured in combat you can send them back to their apartment and they will use what is there to gain the respective health from the item. I normally never used these, though I can see their appeal. I just tried to keep rooms well stocked and happy to make tenants more likely to survive. But use them according to your play style.
Closing
If you've made it this far, I'd like to thank you for reading my guide. I hope it was able to help you in your quest for world domination. Most every thing else I can think of is either self-explanatory or got lost in all my notes. But if there is a question feel free to leave a comment and I'll see if I can help.

Otherwise, before I jump into the Beastiary, I'll leave you with this advice. Don't be afraid to take your time. This is as much a management game as it is a tower defense game. If you rush your tenants head-long into battle without good preparation, you're not gonna do well and it'll be a pain to progress. But as always, have fun with it, its a game, and if you want to challenge yourself for speed, then have at it and best of luck to you.

Thank you all again for making it this far. I hope you enjoy this game as much as I have. Good luck!
The Cheepies

Cheepy
Unlock - Available at start.
Room - Basic
Info - A quick but weak skirmisher. They fight best in daylight where they get a slight bonus to attack damage. Fragile and easily replaced, they make great fodder, especially if your body count matters. They tend to be poor so don't expect to fill your coffers from these.




Studeepy
Unlock - Available with improved reputation and room requirements.
Room - Basic; Mandatory - Desk and Bookshelf
Info - Another poor Cheepy, they also tend to be expendable. These, however, tend to be one of the first mid ranged tenants you will acquire. Use them early if needed, but expect to replace them soon. Also poor, don't expect to make much from them.



Helmeteepy
Unlock - Quest via Reputation
Room - Basic
Info - An armored Cheepy that gets a bonus from sunlight. Though they are classified as ranged, they will only fight at melee distance. Even as a ranged character, they will not retreat from melee attacks. So use them to tank if necessary. Also, their attacks will pierce through targets, attacking 3 or 4 enemies at once. Also poor, but more useful than most other Cheepies.


Richeepy
Unlock - Via reputation, though it normally took a row of Cheepies before they came.
Room - Intermediate
Info - A weak early game magical attacker. Though resistant to magic, they are still relatively weak, even with their bonus in sunlight. Don't expect much from them, but useful if left with no other options.
The Undead

Bonelton
Unlock - Available at start.
Room - Basic
Info - Your first main physical attacker. Good into the begining of mid game, a much more solid pick for melee compared to most other races.







Zombie
Unlock - Quest via Reputation
Room - Basic
Info - Your first true tank. Great in early game, and even to the start of late game. They also have an inherent life-steal based on physical damage. Still fragile compared to other tanks, they work great in early game or as backup tanks in a pinch.





Boneymusha
Unlock - Quest via Reputation
Room - Intermediate
Info - A hybrid DPS/Tank. While they aren't excellent in either category, they hold their own even into late game. The added defense means they can take less damage, but rarer enemies will make you miss the life-steal of the Zombies.





Funtom
Unlock - Quest via Reputation
Room - Intermediate
Info - While they don't excel at high range attacks like some other monsters, they make great Physical Damage tanks. Sadly this is a niche talent and you'll likely replace them with a more powerful long ranged attacker.
Elementals

Watermin
Unlock - Available at Start
Room - Basic
Info - Your early long range unit of choice. They get an increase in damage during rain storms, but are incredibly fragile. Also not known for paying rent, expect to get alot of replacements.






Flowery
Unlock - Reputation of Medium level.
Room - Intermediate
Info - A great early game long range attacker. Their seeds hit multiple targets. While they may not do much damage per shot, they have a respectable attack speed and work great in groups. Also, while not normally wealthy, they happily pay rent.




Flamen
Unlock - Quest via Reputation
Room - Intermediate
Info - A great mid ranged attacker. One I used well into late game. Decent damage and attack speed, and damage is boosted in the sunlight. The only down-side is they tend to be poor and lazy.






Cragmax
Unlock - Quest via Reputation
Room - Advanced
Info - My favorite tank. While they may lack any real damage or life steal, their defensive stats are second to none. Their health is even respectable given their defenses. But most importantly, they will gladly pay wads of cash to live in lavish apartments.
Abyssals

Fishy One
Unlock - Available at Start.
Room - Basic
Info - Poor and generally weak, they are a simple attacker. Even with their attack bonus in the rain, they are still negligible in a fight. However, their prayers at specific altars are what raise Abyssal reputation and attract the higher tier Ayssals.
Altar - Fishy
Suggested: Good Early meat shield, especially with mages. Not tested, but sounds feasible.




Pul-Pymesy
Unlock - Reputation and Altar
Room - Basic; Mandatory - Heating
Info - A giant puddle of...gunk I guess. They make decent meat-shields early game and their damage isn't half bad early on. However, the cost to house them early on can be a down-side. Even if they gladly pay rent.
Altar - Unclean




Dagyon
Unlock - Reputation and Altar
Room - Basic; Mandatory - Cold
Info - A weak skirmisher at best, they tend to demand far more than they are worth. Even if it is funny watching the female drink tea while her turtle slaps enemies.
Altar - Colorful





Th'rone
Unlock - Quest via Reputation and Altar
Room - Intermediate to Advanced
Info - A very slow but heavy hitting single target ranged attacker. They hardly seem worth the time and money investment needed to acquire them. The quest can take a long time to trigger and if they happen to move in to an Intermediate room, they will immediately want lavish upgrades.
Altar - Blood
Demi-Humans

Horsaurus
Unlock - Available at Start.
Room - Basic
Info - Your "go to" mid range attacker for the early/mid game. Decent in their stats given your choices, more importantly, they are easy to keep happy and tend to pay their rent on time. Even if you set it a little higher than normal.





Suman
Unlock - Reputation
Room - Basic
Info - Bouncy little critters. They make for decent skirmishers lacking other options. But their lack in timely payments and habit of getting killed make them more trouble than they are worth.






Frigideer
Unlock - Quest via Reputation
Room - Basic; Mandatory - Cold
Info - A great long range ice mage, they make for great filler units when you don't know what else to use, or are holding off for something better. Happy to pay rent and easily satisfied, the cold room requirement is quickly offset by mid game where you first acquire them.




Q.P.D.
Unlock - Reputation
Room - Intermediate/Advanced
Info - Looking only at stats, they are excellent tanks. High damage, decent health, high defense, damage bonus in sunlight, and life steal. I personally don't like them for what the stats don't show you. They are incredibly stingy. They hate paying rent, and are rarely happy. You can get them to move into a basic apartment if there is no rent, but they immediately demand upgrades. And still won't pay rent when you give it to them.
Demons

Eggeye
Unlock - Available at Start.
Room - Basic
Info - A good early ranged unit. They tend to be greedy though. They will want more and to pay little for it. Your introduction to Demons.







Succubus
Unlock - Good Reputation or Higher
Room - Basic; Mandatory - AC Unit
Info - Another basic ranged unit, but these excel at killing witches. Their magic defense makes them suitable for tanking witches in the early/mid game. However, they don't like paying rent, and want to pay even less the more of them that live in an apartment.




Glutton
Unlock - Medium Reputation or Higher
Room - Basic; Mandatory - AC Unit
Info - A literal "meat-shield." Their defense stats leave something to be desired, but their health is high enough they can soak up a good bit of damage into the early late game. If you're already knee deep in demons, might as well keep going, but there are better and more easily attained tanks out there.



Draculala
Unlock - Quest via Reputation
Room - Intermediate
Info - The only real reason I can justify the trouble of keeping demons happy. At first glance their stats seem average, but their bonus to strength at night and life steal attacks can make them a force to be reckoned with. They are capable of handling most advance units of late game at night by themselves. Definitely a good choice for a tank, just so much trouble to attain.
Chimerae

Wolfguy
Unlock - Available at Start.
Room - Basic; Mandatory - Any Exercise Equipment
Info - Tending to the poor and stingy end of the scale, they make great skirmishers in the early game. And if you don't mind the losses, great fodder for Demon reputation.





Maihome
Unlock - Reputation
Room - Basic
Info - A very slow long range attacker. Their attacks take time to wind up, but do very good damage with splash in the early game. They also get a bonus to damage in the rain. Weak in every other stat, they make good early units given their habit of paying rent on time.




Sealynx
Unlock - Quest via Reputation
Room - Basic
Info - Your best mid/late game skirmisher. They are quick on their feet, and quick to strike. In and out of the fray with a click, they are great for blocking or routing. Also, they love to pay rent.






Bearer
Unlock - Quest via Reputation
Room - Intermediate/Advanced
Info - My favorite long range attacker in late game. While the attacks may seem slow, they do a healthy amount of damage and pierce many targets. A room full of these can level most units. They are also a bit demanding with their rooms, but they will gladly pay a fair fee to live lavishly.
69 Comments
dynastystar 25 Jul, 2022 @ 2:33pm 
general layout is enough, thanks!
Mad Hatter  [author] 24 Jul, 2022 @ 11:06am 
Its honestly been so long since I played that I can't give specifics to my layouts anymore, sorry. But as for general, going along the path the enemies follow, I normally had the same pattern type. Tank, Melee DPS, Two Ranged.
dynastystar 24 Jul, 2022 @ 9:20am 
Do you have any recommendations for monster layout?
Mad Hatter  [author] 22 Jul, 2022 @ 3:15pm 
There's also the Love balloons that can help, but you definitely need at least a double bed.
dynastystar 22 Jul, 2022 @ 12:49pm 
The beds was what I think was wrong, one of them was a single(and one of them was a hammock so I upgraded that to a Double)
Mad Hatter  [author] 22 Jul, 2022 @ 11:34am 
@dynastystar
You got them double beds and everyone is happy?
Mad Hatter  [author] 5 Dec, 2019 @ 5:39pm 
@Citrus Arms
I can see that. Probably because I'm not such a big fan of the Reputation system for Abyssals. Not sure why, it should be the most direct right? XD
Citrus Arms 5 Dec, 2019 @ 5:12pm 
I think you sell the Fishy Ones short. They're great all-around beginning tanks because of their balanced defense values, allowing them to trap mages for extended times and open them up to bombardment.
Mad Hatter  [author] 5 Oct, 2017 @ 9:33pm 
@icc.jpciii
No, they won't make with the lovin' in a recovery pod. If you want to work on breeding, you'll need to replace the pod with something else. That's the increased recovery rate trade off.
James with the Games 5 Oct, 2017 @ 7:35pm 
Hey I just wanted to ask this but is it impossible to have pillow talk happen if you have a recovery pod in your rooms? Cause I've been waiting for ages, and no one is copulating!