There is a dark, abandoned dungeon.
Heh. Good. The Tower is helping.
It's convenient that she has this of all Heartlands. The Temple might have been okay, and the Wasteland would have had a less horrifying solution to the horned reaper, and the Castle could have helped her fortify, but none of those are as good at finding things out, and she is really relying on her ability to find things out here.
Speaking of fortification, what are her options there? Does she have any? Reinforcing the walls has got to be something Keepers put time into, right?
Imps can reinforce the walls in claimed areas without needing resources to do so. Dungeon Keepers usually also have their minions make various sorts of trap to protect their dungeons against enemies; here is how they make workshops which automatically stock themselves by transmuting gold.
Hmmmm. That seems plausibly useful, but she doesn't want to build too many rooms, and...
If she reaches out looking for a list of all the rooms she can build, she suspects she won't be able to hold them all long enough to examine them. But even five or ten examples out of an unknown multitude of possibilities would be a better basis for deciding what to build first than haphazardly thinking of problems she has and then finding out if there are any rooms that solve them. She tries it.
Dungeon Keepers can indeed build an enormous variety of rooms, with dungeon hearts being designed so that newly invented facilities can be programmed in. By default, it is programmed to create treasuries, chicken coops, bedrooms, library-come-laboratories, crystal balls used for communication, latrines, bathrooms, and rooms designed for combat training. Other popular room designs include living rooms, throne rooms, workshops like she already saw, prisons, torture chambers, temples to the Dark Gods, graveyards for making and respawning vampires, gladiatorial arenas, casinos, art galleries, larders for purchased food, theaters, playrooms for children, and a setup called a Scavenger Room containing giant eyeballs which are used to whisper into peoples' dreams, tempting them to join forces with the Dungeon Keeper or otherwise serve their ends.
Well some of those are pretty concerning but some are definitely good to know about. She thinks she will put her living space—bedroom and bathroom—in the room just past the chicken coop, and a library in the room after that. Except that when planning this out it occurs to her that this means her bedroom is the only route between the place where food comes from and the rest of everything, and that sounds like it would be terrible if she literally ever has any other people in here.
She doesn't want to move the chicken coop. She doesn't want to sacrifice the meager defensibility of her room spiral by opening up new connections to take some part of the square off the path. She doesn't want to add her bedroom onto the *end* and that wouldn't help anyway, it would just make for a longer walk. She doesn't want to waste space on corridors... well, this grid layout is pretty spacious, maybe if... hmm, yes. She replaces some dirt and commands the excavation of some other dirt, and ends up with the large square corner space subdivided into a corridor and two smaller rooms, so that to get from the chicken coop to the library one steps through the innermost corner of that space and to get to her bedroom one steps into that innermost corner and then walks the whole length of that square and turns another corner up into a small cozy rectangle. Much better. Now she can give herself a bedroom and bathroom and library.
Other rooms have fewer channels of flowing water than the chicken coop room, and differences in the details of the mosaics, but are mostly similar in design. The Tower continues to apply its aesthetics to her furniture.
The library comes with its shelves full of books, which is not how this normally works. It also has workbenches and a crystal ball configured to contact various book merchants willing to deal with Keepers.