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Secrets (11)
Dungeon Keeper

Secrets (11)

Discover the neutral rooms, creatures, and dungeon specials in Dungeon Keeper Secrets (11), including Treasure Room, Prisons, Skeletons, Samurai, and Horned Reapers.

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Discover the neutral rooms, creatures, and dungeon specials in Dungeon Keeper Secrets (11), including Treasure Room, Prisons, Skeletons, Samurai, and Horned Reapers.

Neutral Rooms:

  • Treasure Room
  • 2x Prison

Neutral Creatures:

  • 5x Skeleton (Level 4)
  • 2x Samurai (Level 7)
  • 1x Horned Reaper (Level 4)

Dungeon Specials:

  • Reveal Map
  • 2x Increase Level
  • Fortify Walls
  • Steal Hero
Tips
  • This level is the hardest official Dungeon Keeper level, focusing on warding off continuous invasions from multiple directions for about an hour.
  • Unlike other levels, heroes in this realm show no mercy. You must heavily fortify all relevant sections to prevent them from entering and forming a super party.
  • You lack Boulder/Lava traps, making it harder to prevent hero entry.
  • Initially, you can allow the first waves of heroes to enter. However, a powerful group of Barbarians & Monks will spawn at point '12', significantly stronger than your creatures.
  • It is crucial to spend the first 10 minutes solely on digging and fortifying.
  • Hero groups at point '12' (8x Barbarian (Level 10), 8x Monk (Level 8)) trigger after 1500 and 2250 seconds respectively.
  • Additional hero groups trigger on post(2)*, which requires 3025 seconds to have passed and no living heroes on the map. These include Tunnel (Level 1), 2x Giant (Level 10), 4x Barbarian (Level 9).
  • Hero groups at point '-1' trigger after 400, 950, 1500, and 2050 seconds. These include Tunnel (Level 1), various combinations of Archers (Level 2, 5, 7), Thieves (Level 2), Witches (Level 3, 7), Dwarves (Level 3, 4), and Giants (Level 8). A final group triggers on proximity (2x Archer (Level 7), 2x Witch (Level 7)) and on post(1)* (5x Giant (Level 8)).
  • Hero groups at point '-2' trigger after 550, 1100, 1900, and 2250 seconds. These include Tunnel (Level 1), various combinations of Archers (Level 2, 7), Dwarves (Level 2), Fairies (Level 4), Thieves (Level 3), Barbarians (Level 3), Witches (Level 3), and Giants (Level 10). Additional groups trigger on proximity (4x Archer (Level 5)) and on post(2)* (1x Witch (Level 10), 5x Samurai (Level 9)).
  • Hero groups at point '-3' trigger after 800, 1350, 1750, and 2450 seconds. These include Tunnel (Level 1), various combinations of Thieves (Level 3, 4), Wizards (Level 5, 7), Archers (Level 6), Witches (Level 3), Dwarves (Level 3, 4), and Fairies (Level 4). Additional groups trigger on proximity (2x Archer (Level 6), 2x Wizard (Level 7)), on post(1)* (5x Giant (Level 8)), on post(2)* (Tunnel (Level 1), 2x Giant (Level 10), 4x Barbarian (Level 9); 1x Witch (Level 10), 5x Samurai (Level 9)).
  • Hero groups at point '-4' trigger on proximity (2x Archer (Level 6), 2x Wizard (Level 7); 4x Thief (Level 4), 2x Wizard (Level 5)) and on post(1)* (5x Giant (Level 8); 4x Archer (Level 5)).
  • Hero groups at point '-5' trigger on proximity (5x Giant (Level 8); 2x Giant (Level 5), 2x Samurai (Level 5)).
  • Hero groups at point '-6' trigger on post(3)* (5x Giant (Level 8); 2x Archer (Level 7), 2x Witch (Level 7); 2x Archer (Level 6), 2x Wizard (Level 7); 3x Barbarian (Level 9), 1x Knight (Level 10)).
  • The '^' symbol indicates that two specific groups will keep spawning heroes indefinitely every 275 seconds, or until the maximum amount of heroes are on the map.
  • '*' indicates post conditions: post(1) is met after 3000 seconds with no living heroes; post(2) is met after 3025 seconds with no living heroes; post(3) is met after 3038 seconds with no living heroes. Effectively, these groups appear each time the members of the previous drop have been killed.

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