Master the Secrets (12) level in Dungeon Keeper. This guide details enemy placements, special rooms, and strategic approaches to overcome hero assaults and secure your dungeon.
This guide covers the Secrets (12) level in Dungeon Keeper, detailing enemy placements, special rooms, and strategic approaches to overcome hero assaults.
Neutral Rooms: Treasure room
Neutral Creatures: 2x Imp (Level 3, 10 HP), 5x Skeleton (Level 5, 5 HP)
Dungeon Specials: 2x Increase Level, Fortify Walls, Resurrect Creature
The level features numerous hero drop points, making it challenging to wall them out effectively. Heroes tend to bundle forces, especially in the southern chasm connected by unlocked doors. The NE area ('6') offers an early opportunity to wall out a party, delaying subsequent attacks.
Key Areas and Encounters:
- Area 1: 3x Archer (Level 5, 5 HP), 2x Dwarf (Level 3, 3 HP) + 5x Giant (Level 7, 7 HP) - Triggered by post(2)*
- Area 2: 3x Archer (Level 5, 5 HP), 5x Dwarf (Level 3, 3 HP) + 2x Dwarf (Level 2, 2 HP), 1x Witch (Level 5, 5 HP) - Triggered by proximity; 2x Dwarf (Level 2, 2 HP), 1x Witch (Level 5, 5 HP) - Triggered by post(1)*; 6x Witch (Level 8, 8 HP) - Triggered by post(2)*
- Area 3: 7x Archer (Level 3, 3 HP), 2x Samurai (Level 5, 5 HP) + Tunneller (Level 2, 2 HP), 2x Dwarf (Level 2, 2 HP), 1x Witch (Level 5, 5 HP) - Triggered after 1500 sec; 4x Archer (Level 3, 3 HP) - Triggered by proximity; 6x Barbarian (Level 5, 5 HP) - Triggered by post(1)*; 2x Witch (Level 9, 9 HP) - Triggered by post(1)*; 3x Barbarian (Level 8, 8 HP), 2x Thief (Level 9, 9 HP), 1x Giant (Level 9, 9 HP) - Triggered by post(2)*; 5x Samurai (3x Level 7, 7 HP, 2x Level 8, 8 HP), 1x Wizard (Level 10, 10 HP) - Triggered by post(2)*
- Area 4: 6x Fairy (Level 7, 7 HP), "Fortify Walls"
- Area 5: 4x Archer (Level 5, 5 HP), 3x Dwarf (Level 3, 3 HP)
- Area 6: Tunneller (Level 2, 2 HP), 3x Thief (Level 2, 2 HP), 1x Archer (Level 3, 3 HP) - Triggered after 500 sec
- Area 7: 2x Giant (Level 6, 6 HP) + 6x Barbarian (Level 5, 5 HP) - Triggered by proximity
- Area 8: 5x Barbarian (3x Level 5, 5 HP, 2x Level 7, 7 HP)
- Area 9: 3x Barbarian (Level 5, 5 HP) + 3x Monk (Level 3, 3 HP) - Triggered by proximity; 3x Monk (Level 3, 3 HP) - Triggered by post(1)*
- Area 10: 2x Thief (Level 7, 7 HP), "Heal"
- Area 11: 7x Dwarf (Level 7, 7 HP), 2x Witch (Level 7, 7 HP)
- Area 12: 6x Archer (Level 5, 5 HP)
- Area 13: 7x Dwarf (Level 7, 7 HP), 1x Witch (Level 7, 7 HP)
- Area 14: 6x Samurai (Level 6, 6 HP), "Resurrect Creature"
- Area 15: 2x Giant (Level 5, 5 HP), 2x Barbarian (Level 5, 5 HP) - Triggered by proximity
- Area 16: Tunneller (Level 2, 2 HP), 4x Archer (Level 3, 3 HP) - Triggered after 1000 sec; 2x Dwarf (Level 2, 2 HP), 1x Witch (Level 5, 5 HP) - Triggered by post(1)*; 5x Wizard (Level 9, 9 HP) - Triggered by post(2)*; Tunneller (Level 1, 1 HP), 4x Archer (Level 9, 9 HP), 1x Knight (Level 10, 10 HP) - Triggered by post(2)*
- Hero Door (-1): 2x Witch (Level 9, 9 HP) - Triggered by proximity
*post(x) conditions: 1: <= 5 heroes on the map; 2: <= 5 heroes AND <= 1 hero Monk on the map.
Strategy Notes:
- Digging out initially can lead to false alarms; ignore these.
- Collect the initial Skeletons and Imp south of your starting position.
- Tunnel north from the portal, then east to avoid the hero pocket at '1'.
- Wall off the eastern section to secure the dungeon for the first half hour.
- Mine gold from areas '1', '5', and '3', leaving the bottom row of gold to avoid hero contact.
- Consider digging into '5' to clear heroes before the Tunneller party arrives from '6'.
- Walling out the NE area ('6') can delay subsequent attacks.
- Be aware of hot spots that generate large numbers of heroes.
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