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Secrets
Dungeon Keeper

Secrets

Uncover all the secrets in Dungeon Keeper! This guide helps you find hidden treasures, convert powerful creatures, and gain advantages over your enemies.

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Uncover all the secrets in Dungeon Keeper! This guide helps you find hidden treasures, convert powerful creatures, and gain advantages over your enemies.

Alright, so you're diving into Dungeon Keeper and want to know about the secrets this game throws at you, huh? This first mission, 'Deeper Dungeons,' is a pretty chill intro. It's designed to get you comfortable with the game, and thankfully, you can research almost everything except those super-late-game spells like 'Lightning,' 'Disease,' and 'Armageddon.' Don't get too used to having a Prison and a Scavenger room right off the bat – they're goldmines here, so use them wisely. My advice? Play this level aggressively. If you're quick, you can snag all the hidden goodies before that blue Keeper rival of yours does. He's got a head start with some Warlocks already, so he'll be researching faster than you initially. Keep an eye on those two little paths on the west side, blocked by solid rock – they lead to some heroes. Don't rush 'em though; they're tough early on, and you'll want to convert that Samurai (and maybe others) later to beef up your army.

Walkthrough:

  1. Right from the start, with your initial crew, start digging to the right in the northernmost part of your dungeon. You'll tunnel into an unclaimed path that leads to an unclaimed Treasure room. Grab it! You'll get a nice chunk of gold funding from it.

  2. Check out that locked door in the room below the Treasure room. Inside, you'll find a free Torture room and an unaligned Horned Reaper (level 8). Snag him and put him in a partially built library using those empty rooms you start with. If he gets grumpy, toss him some gold until you can build a proper Temple for him. It's just like the original Dungeon Keeper – keep your big guys happy!

  3. Now that you've got a proper creature, you've got a few options:

    • Option A: Go for the Gems. Forget building a massive army for now and leave the hero portal alone. Dig straight north from the Treasure room. You'll find a huge lake with some gold and two gem blocks. The lake itself is yours for the taking, so plunder all that gold and those gems.

    • Option B: Block your Rival. If you're quick enough (and you've got some wiggle room here), you can actually trap your adversary and build them in, preventing them from expanding too much. To do this, research the bridge and build a path to the hero tile to the northwest. Break down the door, pull out your troops, and send one or two expendable Imps (level 1) in to clear out the two Boulders. Important: Don't break the door to the right just yet; there are Witches and Monks in there, and they're tough. The doors to the left lead to a free Temple and a dead end. Pop your Reaper in the Temple now; it's always a good spot for him.

  4. Claim all the ground tiles and blast through the wall that's now just earth in the north. Dig a little east and create a vertical corridor that runs from top to bottom, cutting through those impenetrable rock sections. If you stick to the left of the hero portal, digging this corridor should be safe. Fortify the entire east wall; this will stop any early, unwanted contact with the blue Keeper.

  5. Now, claim the hero portal and grab some creatures from it. Since you've got two full Gem blocks, you can train them up as much as you want! Make sure you have enough Imps for digging too – using Temple sacrifices can get you more than 16 Imps for cheap.

  6. When you're ready (either after hitting your creature limit or just because you want to), dig east from the topmost tile in the Treasure room. Keep going until you hit the topmost gold block in the seam to the right. If you dig any lower, you'll run into some weak archers and thieves. There's a path leading to an unaligned prison behind the right door. Once you get there, you'll trigger an event that spawns 5 Dwarves (level 5) in the lake next to the doorway. Your Horned Reaper can handle these guys easily. After they're down, have your Reaper clear the door to the prison and claim the room, along with a Skeleton (level 6), Wizard (level 6), Troll (level 7), two Imps (level 8), and a Fairy (level 9).

  7. With the Torture Room and Prison ready, set

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