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Secrets (15)
Dungeon Keeper

Secrets (15)

Detailed walkthrough for Dungeon Keeper's Secrets (15) level, including enemy placements, trap locations, and strategic tips for overcoming its challenges.

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Detailed walkthrough for Dungeon Keeper's Secrets (15) level, including enemy placements, trap locations, and strategic tips for overcoming its challenges.

This guide details the Secrets (15) level in Dungeon Keeper, outlining enemy positions, traps, and special rooms.

Neutral Rooms: Workshop

Neutral Creatures: Bile Demon (4), 10x Skeleton (5x2, 1x3, 4x4), Monk (3), Wizard (6), 3x Ghost (7), Warlock (6), Vampire (6)

Dungeon Specials: Resurrect Creature, Increase Level, Fortify Walls

The map displays various numbered and lettered locations, indicating enemy groups, traps, and special features. Key elements include Lava/Water (L), Gold (G), Excavated paths (.), Portals (P), Hearts (H), Prisons (p), Doors (x), and Hatcheries (h).

Locations & Encounters:

  1. 5x Thief (3x1, 2, 4), Lightning trap crate, 2x Wizard (7), 2x Monk (7), 2x Witch (7) - Post-attack (1)
  2. 3x Giant (6), "Resurrect Creature", Boulder crate
  3. 2x Giant (4)
  4. 2x Archer (3), 1x Giant (4)
  5. 5x Samurai (5)
  6. 1x Barbarian (10), "Increase Level", 5x Dwarf (4) - Trigger on proximity
  7. 2x Bile Demon (5) - Heroes
  8. 3x Thief (3), 2x Archer (5)
  9. 4x Barbarian (4), 2x Monk (6), 2x Samurai (5), Boulder crate
  10. 6x Archer (4)
  11. 16x Dwarf (2), 2x Boulder trap, 5x Dwarf (4) - Trigger on proximity
  12. 5x Wizard (5), 5x Giant (6)
  13. 5x Fairy (4), "Fortify Walls"
  14. 3x Witch (6)
  15. Tunnel (1), 2x Archer (5), 4x Dwarf (5) - Trigger after 500s
  16. Tunnel (1), 3x Archer (6), Dwarf (6), 2x Wizard (7) - Trigger after 1250s
  17. Tunnel (1), 2x Wizard (7), 2x Monk (7), 2x Witch (7) - Trigger after 1500s
  18. Tunnel (1), 6x Samurai (6) - Trigger after 1750s
  19. 2x Thief (2), 1x Archer (4) - Trigger on proximity
  20. 6x Samurai (6), 5x Giant (6), 4x Archer (3, 4, 2x5) - Trigger on proximity
  21. Avatar (10), 8x Knight (7), Archer (5), Monk (7), 3x Samurai (9), Giant (8) - Post-attack (2)

Neutral Area Encounters (N):

  • 1: 4x Thief (2), 2x Archer (4), 1x Archer (5)
  • 2: 6x Archer (2, 3, 2x4, 2x5), 2x Barbarian (3, 4)
  • 3: 6x Archer (2, 3, 2x4, 2x5), 2x Barbarian (3, 4)
  • 4: 5x Samurai (2x2, 3, 2x4)
  • 5: 6x Samurai (2x2, 3, 2x4, 5)
  • 6: 5x Fairy (4)
  • 7: 5x Samurai (2x2, 3, 2x4)
  • 8: 5x Fairy (4)

Hero Doors:

  • -1: 5x Giant (6), 2x Archer (7), 2x Witch (7), 5x Fairy (4x8, 10) - Proximity @ '11' & delayed by 2250s
  • -2: 3x Samurai (9), Archer (5), Monk (7), Giant (8) - Post-attack (1)
  • -2 (cont.): 6x Samurai (9) - Post-attack (2)

Post-Attack Timings:

  • Post (1): <= 30s after entering heart room
  • Post (2): <= 50s after entering heart room

Level Overview: The final realm presents a significant challenge with immediate attacks upon taking the portal, which connects to a neutral dungeon. Hostile heroes will break down doors, and Tunnellers emerge from the Dungeon Heart. The limited starting Hatchery (3x5) restricts Bile Demon production. Claiming hero Hatcheries removes this handicap. The final attack includes an Avatar (10).

Strategy: While difficult, the level is beatable. Converting Samurai before the final attack can ease the endgame. The primary challenge lies in surviving the initial timed waves. Upon entry, enlarge rooms while preserving the Hatchery. Dig west and south for Gold, creating essential rooms like a Library and Training room. Connect to the portal cautiously, as it alerts enemies at locations '1', '2', and '3'. Neutral boulder traps should neutralize Giants, but Thieves will attack magic doors. Secure Bile Demons and Skeletons, then train creatures. Bile Demons should go to the Workshop, and Warlocks should study for Bridge and Guard posts. Skeletons are ideal for the Hatchery due to their lack of hunger. Dig towards the "L" location SE of the lower impenetrable rock.

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