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Benetzaron is the 12th level in The Deeper Dungeons expansion of Dungeon Keeper.


Benetzaron is one of the hardest levels in the Deeper Dungeons expansion. The player starts off in the middle of a huge map surrounded by many gigantic neutral caves roaming with heroes, and filled to the brim with innumerable invasions and enemies ready to pounce at the player. Most gold seams lead to caves, and there are only a few gem faces to sustain the player's dungeon. Oddly enough, there's no actual hero Dungeon Heart, the last enemy band instead being triggered on walking through the north-east dungeon.


Red Keeper (Human)
Creature Limit 20
Starting Gold 10000
Starting Forces 4 Imps
May Attract
Fly-icon Beetle-icon Spider-icon   Warlock-icon Bile-demon-icon Dragon-icon  
Orc-icon Dark-mistress-icon Tentacle-icon Hound-icon     Vampire-icon  
May Create or Summon
Imp-icon Warlock-icon Bile-demon-icon Dark-mistress-icon   Ghost-icon Vampire-icon Horned-reaper-icon
Treasure Room Icon Small Lair Icon Small Hatchery Icon Small Training Room Icon Small
Library Icon Small Bridge Icon Small Guard Post Icon Small Workshop Icon Small
  Torture Room Icon Small Barracks Icon Small Temple Icon Small
Graveyard Icon Small  
Possession Icon Small CreateImp Icon Small   SpeedMonster Icon Small
  CallToArms Icon Small ConcealMonster Icon Small  
CaveIn Icon Small   Trap Lightning Small ProtectMonster Icon Small
Traps & Doors
Trap Alarm Small Trap Gas Small Trap Lightning Small Trap Lava Small
Trap Boulder Small Trap Word Small
    Door Iron Small Door Magic Small


A way to simplify this level would be to completely close yourself off from the outside world, quickly seizing the gold mines without caving into any enemy territory, take the neutral creatures and fortify each and every wall before the first enemy invasion can breach your walls.

Some speed is required in order to do this, and when the player eventually ventures into enemy territory, the amassed enemy parties will have formed a death trap that will take some trial and error to beat without being annihilated.

In order to do this, the player should make tunnels to each gold seam and dig out the gold seams without caving into caverns, and any gold blocks that lead to enemy territory should be left untouched, as the enemies treat it as a Fortified Wall and don't mine it.

In the top left, the player can possess an Imp and rush to dig a square-ish tunnel and completely block off that portion of the map from being touched by heroes, though it would only help the enemy elite death trap at the end stay closer together later on.

There are some neutral Skeletons in a pocket in the middle of the north-western gold seam, the player can dig a tunnel and pop it open without triggering or caving into any enemy territory, though they must hurry to fortify the large tunnels that would accompany the task.

A fortified tunnel to the gold seam at the bottom would be wise, though one should be careful as there are roaming Monks and an invasion ready to attack there.

After that, the player is basically completely surrounded by intertwining caverns and hero establishments. The only neutral room is a Treasure Room and one can take over a white Prison.

To the bottom right, there's a line of fortified white wall that blocks off the knot-like cavern filled with Samurai and Boulder Traps, one would assume to make it harder on the player.

To the middle left, there's a white lake that's booby-trapped with an extremely dangerous Fairy and Giant band that'll invade as soon as you enter the room.

And once the player walks the white tunnels after the lava moat on the top right-hand side, a huge, map-wide breach will commence and many, many and extremely powerful bands of heroes will invade from every side of the map and bee-line to the Dungeon Heart.


  1. Prima's Official Guide To Dungeon Keeper Gold Edition. pp. 296-299. Prima Publishing. (1998). ISBN 978-0-7615-1581-4.