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Dungeon Specials, or Secret Surprises (DK1),[1] Super Items (DK1),[2][3] Secret Items (DK1),[4] Surprise Boxes (DK1),[5] Magical Items (DK2),[6] or simply Specials (DK1 and DK2[7][8]), are a set of bonuses that can be found in some levels. They are often well hidden, being difficult to find or reach, but their rewards are most useful, and can easily change the tide of battle.

Dungeon Keeper[]

Anim876

A Dungeon Special as seen in Dungeon Keeper

"Your creatures have discovered a mysterious magic box."
The Mentor, Dungeon Keeper

Your Imps will carry specials they find to your Library for safe-keeping. The AI Keepers will also hoard any specials they find; however, the AI will never activate the special. This means you can capture it from them.

Specials in Dungeon Keeper:

The manual falsely claims there is a special that completes all research.[1]

Specials in the Dungeon Keeper singleplayer levels[]

Nr Name Increase Level Locate Hidden World Make Safe Multiply Creatures Resurrect Creature Reveal Map Steal Hero Transfer Creature
1 Eversmile
2 Cosyton
3 Waterdream Warm
4 Flowerhat 2 1 1
5 Lushmeadow-on-Down 1 1
6 Snuggledell 1 1 1
7 Wishvale 1 2 1
8 Tickle 1 1 1
9 Moonbrush Wood 2 1 1 2 1
10 Nevergrim 2 1
11 Hearth 3 2 1
12 Elf's Dance 1 1 1
13 Buffy Oak 1 1 1
14 Sleepiburgh 1
15 Woodly Rhyme 2 1 23 1
16 Tulipscent 1 1 1
17 Mirthshire 1 1 1 1
18 Blaise End 1 2 1 2
19 Mistle 2 1
20 Skybird Trill 5 1
100 Secret 1 1 (almost unob-

tainable)

101 Secret 2 1
102 Secret 3 4 1
103 Secret 4 1
105 Secret 6 3 1 3

Specials in The Deeper Dungeons singleplayer levels[]

Nr Name Increase Level Locate Hidden World Make Safe Multiply Creatures Resurrect Creature Reveal Map Steal Hero Transfer Creature
80 Morkardar 1 1
81 Korros Tor 3 1 1 2
82 Kari-Mar 2 1 2
83 Belbata 3 1 2
84 Caddis Fell 2 1 1 1 2
85 Pladitz 1 1 2
86 Abbadon 3 5 2
87 Svatona 2 1 2
88 Kanasko 3 1 1 1
91 Netzcaro 3 1
93 Batezek 2 1 1 1
94 Benetzaron 2 1 2
95 Daka-Gorn 2 1 1 1
97 Dixaron 2 5
92 Belial 1 1 1

Dungeon Keeper 2[]

DK2 magicalitem

A magical item as seen in DK2

"Ah, I see you have discovered a magical item."
— The Mentor, Dungeon Keeper 2

Once the terrain under a magical item is claimed, the claiming player can activate the item by clicking on it. If the owner's Imps get to it before it is used, they will carry the item back to a Library as long as there is shelf space remaining. Once it is placed on a shelf, it can be activated either by clicking on the item itself, or by clicking on its icon in the Spells tab of the Control Panel.

Note: only 10 magical items will show up at a time in the Spells tab. If you have more unused items than that, you will not be able to activate some of them unless you find and click on them in your Library.

Specials in Dungeon Keeper 2:

References[]

  1. 1.0 1.1 Dungeon Keeper Gold manual. p. 29.
  2. Dungeon Keeper Premium Play Manual. (Japanese). section 15.1.
  3. ダンジョンキーパープレミアム勇者撃退ガイド. (Japanese). p. 124. Tokyo: NTT Publishing. (1998). ISBN 978-4-87188-897-4.
  4. Dungeon Keeper Level Editor Manual. (Japanese). section 3.5.
  5. Prima's Official Guide To Dungeon Keeper Gold Edition. p. 138. Prima Publishing. (1998). ISBN 978-0-7615-1581-4.
  6. ダンジョンキーパー2コンプリートガイドブック. (Japanese). p. 12. Tokyo: Keibunsha. (1999). ISBN 978-4-7669-3293-5.
  7. Prima's Official Guide To Dungeon Keeper Gold Edition. p. 139. Prima Publishing. (1998). ISBN 978-0-7615-1581-4.
  8. Dungeon Keeper 2 : Prima's Official Strategy Guide. pp. 106,107. Rocklin, CA: Prima Games. (1999). ISBN 978-0-7615-1805-1.
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