Lair

The Lair is a room in Dungeon Keeper and Dungeon Keeper 2 where Creatures may establish their homes.
==Dungeon Keeper==
One of the "basic five" rooms, the Lair is among the first dungeon features introduced in the campaign, being available in Eversmile. This is where creatures go to heal after getting injured or simply to rest after a hard day’s work. While sleeping, creatures slowly heal and, if agitated, calm down. Some creatures take up multiple slabs in the Lair: Bile Demons and Giants use two each, and Dragons use four. The number of slots available in a Lair depends on its slab count and efficiency; the more efficient it is, the more creatures it can accommodate and the faster their recovery rates.
=== Creature Ingress ===
Lairs affect the dungeon ingress mechanics (see Portal). After doing "check-in" at the Dungeon Heart, a newly-arrived creature makes a beeline for the Lair to establish a home in the dungeon; if this somehow fails, the Mentor sends the notification, "Your creatures need a bigger Lair," and the Portal is quietly deactivated until the situation changes. Homeless creatures will check for lair space when changing tasks, including food and pay, which may lead to endless pestering by this particular message from the Mentor.
Note that these homeless creatures will not get angry merely from lacking a dwelling; rather, their anger mounts rapidly once they get injured and have no place to recover. Exceptions to this type of annoyance are the Fly, Skeleton, Ghost, and Thief.
=== Natural Enemies ===
Creatures who are natural enemies will attack each other when they are in the same Lair, even if one is just passing through. The following creatures are natural enemies:
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Hosting these creatures in the same dungeon requires having two Lairs that do not lie along the paths between tasks.
=== Other Behaviors & Table ===
Certain creatures also gain experience as they sleep if their dwelling is directly adjacent to a specific tile. These are Warlocks beside a gold seam, Dragons beside lava, and Tentacles beside water; however, the nominal training per turn is not properly multiplied by 256 as it is when the creature is in combat or training. Therefore, the benefits of this mechanic are negligible in the retail version of Dungeon Keeper.
Even if they do not have enemies and favored tiles, all creatures have their own attitudes towards sleeping ("Sleep Anger") and innate recovery speed when sleeping. Vampires and Dragons are noteworthy lovers of their lairs, whereas the Horned Reaper will slowly work himself into a rage in there; meanwhile the Tentacle, with its high health and slow recovery rate, is a notorious sleep addict. Most creatures also feel a sharp anger spike if they are slapped awake. Semi-sentient monsters like Beetles, Flies, and Ghosts are relatively indifferent to this, while the Mistress, being a bit too sentient for her own good, enjoys it more than actually sleeping.
Creature	Lair	Lair 	Recoveryper turn 	Angerper turn 	Experienceper turn 	Anger: slapped awake
 	 	  	5 	-1 	  	+50
 	 	2 tiles	4 	-6 	  	+300
 	 	  	5 	-1 	  	+200
 	 	4 tiles	3 	-10 	3 	+400
FX 	 	  	 	 	 	
 	 	  	5 	-1 	  	+50
 	 	  	4 	-1 	  	0
 	 	  	8 	-2 	  	+250
 	 	  	8 	+2 	  	+3000
 	 	  	9 	-1 	  	-200
 	 	  	7 	-4 	  	+150
 	 	  	5 	-1 	  	+150
 	 	  	2 	-1 	  	+100
 	 	  	1 	-1 	2 	+200
 	 	  	6 	-3 	  	+200
 	 	  	9 	-7 	  	+1750
 	 	  	6 	-4 	1 	+250
Hero 	Lair	Lair 	Recovery per turn	Anger per turn	Experience per turn	Anger: slapped awake
 	 	  	2 	-1 	  	+200
 	 	  	9 	-1 	  	+2000
 	 	  	5 	-3 	  	+100
 	 	  	2 	-1 	  	+210
 	 	2 tiles	5 	-6 	  	+100
 	 	  	6 	-1 	  	+250
 	 	  	8 	-4 	  	+200
 	 	  	4 	-3 	  	+200
 	 	  	9 	-1 	  	+250
FX 	 	  	 	 	 	
 	 	  	4 	-1 	  	+200
 	 	  	4 	-3 	  	+200
 	 	  	3 	-1 	  	+200
 	 	  	4 	-1 	  	+250
==Dungeon Keeper 2==
In Dungeon Keeper 2, the Lair is made available in Smilesville. A Lair can be any size and shape and costs 300 gold per tile. The number of Lair tiles in a dungeon affects the number of creatures that will come through a Portal. If you don’t have a Lair, only one creature will come through the Portal. All creatures need one space in the Lair, except the Skeleton, which never sleeps.
Evil creatures and converted heroes rapidly become unhappy in each other's company, as they hate each other (especially direct counterparts). This means they cannot usually share a Lair. Separate Lairs are easily made, as they can be of any size and placed anywhere; they just need to not touch each other at the edges to count as separate rooms.
==References==