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have time to muster a defence while the enemy deals with the sentry traps.
Dungeon Keeper 2

have time to muster a defence while the enemy deals with the sentry traps.

Learn about the various traps and defensive structures in Dungeon Keeper 2, including Fear Traps, Alarm Traps, Guard Posts, and Boulder Traps, to fortify your dungeon.

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Learn about the various traps and defensive structures in Dungeon Keeper 2, including Fear Traps, Alarm Traps, Guard Posts, and Boulder Traps, to fortify your dungeon.

This section details various traps and defensive structures available in Dungeon Keeper 2, offering strategies for their placement and use to bolster your dungeon's defenses.

Fear Trap
Gold Cost: 750
Mana Cost: 5 per turn, 125 to fire
An extremely useful trap that strikes fear into most enemies. Placing these near dungeon borders slows raiding parties. It's recommended to place Sentry or Lightning Traps behind Fear Traps to attack enemies while they hesitate.

Alarm Trap
Gold Cost: 500
Mana Cost: 5 per turn, 0 to fire
Effective when placed outside Hero Portals that cannot be disabled. They provide an early warning without needing a Guardroom.

Guard Post
Gold Cost: 300
Mana Cost: N/A
A cost-effective security measure for large dungeons with limited resources. It has a sphere of detection; intruders within this radius alert nearby creatures to defend.

Spike Trap
Gold Cost: 750
Mana Cost: 5 per turn, 0 to fire
A damaging trap where spikes emerge when an enemy walks over it. Best placed in front of and just behind doors for maximum impact.

Trigger Trap
Gold Cost: 300
Mana Cost: N/A
Used to activate multiple traps simultaneously. It can only trigger a trap on the adjacent tile, requiring a line of trigger traps for distant activation. Useful for coordinated trap barrages.

Boulder Trap
Gold Cost: 1500
Mana Cost: 5 per turn, 0 to fire
Ideal for long, thin corridors. A giant boulder rolls and crushes enemies in its path. Be cautious as it crushes indiscriminately; move your creatures out of the way. Best placed behind a weak wooden door.

Freeze Trap
Gold Cost: 1500
Mana Cost: 10 per turn, 250 to fire
Significantly hinders enemy progress by freezing them for about 30 seconds, allowing your minions to attack them effectively.

Lightning Trap
Gold Cost: 3000
Mana Cost: 125 per turn, 375 to fire
A primary dungeon defense. When an enemy approaches, it fires a long bolt of lightning, stunning and damaging them. The damage is amplified if the enemy is standing in water.

Fireburst
Gold Cost: 6000
Mana Cost: 10 per turn, 250 to fire
A powerful trap, best placed near the Dungeon Heart due to its potentially small trigger and effect range. It releases a circle of flame, devastating nearby invaders. Effective for last-ditch defenses.

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