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'Your Library is still not functional; you must enlarge it!' - The Mentor (DK2)
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"Woodsong. The Land of Woodsong has been conquered by that weasel of a Keeper Asmodeus, who dares to claim the Portal Gem for himself. Pursued by the Sylvan Elves, Asmodeus has sealed himself and the Portal Gem in his dungeon and prepares for a long siege."
— The Mentor, level briefing

"Smash", located in Woodsong, is the 10th level in Dungeon Keeper 2. This level introduces the Tremor spell and the Spike Trap. It is the first level in which an enemy dungeon appears and the objective includes destroying its Dungeon Heart as well and not only killing a single enemy hero.


"Smash"- Woodsong
Primary Goal
Vanquish Keeper Asmodeus and take his gem
Ancillary Goal(s)
Penetrate Lord Ronin's lines to assault Keeper Asmodeus

Find the Achilles heel in Asmodeus' defences

Red Keeper (Human)
Creature Limit 25
Starting Gold 16000
Starting Forces 5 Imps
May Attract
  Warlock   Troll pickup Darkelf Mistress pickup
    Bile Demon pickup      
May Create or Summon
Imp pickup Skeleton pickup    
Lair icon Library2 Icon Medium Treasury Icon Medium Casino Icon Medium Wooden Bridge Icon Medium Torture Room2 Icon Medium    
Hatchery2 Icon Medium Training Room2 Icon Medium Workshop2 Icon Medium Guard Room Icon Medium Prison2 Icon Medium Stone Bridge Icon Medium  
Createimp2 icon medium Possession icon medium Sightofevil2 icon medium Tremor icon medium   |  
Thunderbolt icon medium Heal2 icon medium Calltoarms2 icon medium     |  
Traps & Doors
Wooden Door2 Icon Medium Braced Door2 Icon Medium   Sentry Trap Icon Medium Fear Trap Icon Medium Gas Trap Icon Medium      
Barricade Icon Medium     Guard Post Trap Icon Medium Alarm Trap2 Icon Medium Spike Trap Icon Medium      
Blue Keeper (Asmodeus)
Creature Limit 25
Starting Gold 10000
Starting Forces 4 Imps
May Attract
  Warlock   Troll pickup Darkelf  
    Bile Demon pickup      
May Create or Summon
Imp pickup      
Unable to construct Rooms
Createimp2 icon medium Possession icon medium Sightofevil2 icon medium   Creategold icon medium |  
  Heal2 icon medium       | Chicken2 icon medium
No Doors or Traps


This level can be difficult to a player who hasn't played it before. Quick expansion and training are important in order to stay alive. The player has forty-five minutes to destroy Keeper Asmodeus' Dungeon Heart. Else, the besieging hero bands may assault his dungeon and finish him off before the player can do. Thus, the player needs to quickly raise and train a viable force to deal with the situation properly.

While Asmodeus' defenses and creatures aren't many and low leveled, the besieging heroes can be a tough force to deal with. Shock troops such as Mistresses and Warlocks, being supporters, are a good choice. They are fast, deal a lot of damage and can be quickly trained up to level four.

The player needs to be cautious as four hostile Hero Gates surround the outskirts of his dungeon. Enemy attackers will appear quite early in the match and it is advised to assault their small, weakly defended bases in return. Destroying any Hero Gate will make it easier to strengthen one's creatures in his Dungeon undisturbed before approaching the siege forces. Magical Items, several traps and a Gem Seam are also spread around the outskirts. Some magic items will level the player's creatures up. There's need for them!

Once the player has gathered a strong force, micromanagement can easily decide the game here. It should be noted, that the besieging heroes will automatically attack Asmodeus when the player's creatures kill one of the heroes at the siege line. They will also tend to sortie out at the moment the player attacks Asmodeus dungeon. Thus, a frontal assault may be quickly stopped when a dozen level six and seven heroes will fall into the player's back. A second force may eventually head for the player's Dungeon Heart at the same time.

Here is how a sneaky player may ease the stress a bit:

One should build a Wooden Bridge to the central bridge of the heroes' siege lines, while having all his Imps picked up. Then he should drop an Imp on the hero Bridge to claim it. After this elegant move, he should pick up the Imp again immediately.

Next step is to continue the Bridge to either the very left or right side of Asmodeus' dungeon. The left side features a tiny entrance to his hideout and is only defended by a single Sentry Trap. There the player has a direct and short path to Asmodeus' Dungeon Heart and a decent chance to destroy it before the heroes arrive. After docking his dungeon with the Wooden Bridge, the player should sell all other Bridge tiles. This prevent his Imps from spiraling out of control.

Then one must pick up his creatures, set a Call to Arms flag at Asmodeus' Dungeon Heart and drop his creatures near the side entrance. The rest of the mission should pose no problem anymore. But once your assault into the enemy dungeon begins before time runs out, the heroes will launch their own preemptive strike in a desperate attempt to stop you from victory.

In order to win, Asmodeus' Dungeon Heart must fall at the hand of your creatures. It is advised to ignore the heroes' attack on the player's Dungeon Heart.

Alternatively, it is possible to defend against the heroes' attack after 45 minutes. Take out the 4 Hero Gates, then take out one of siege camps. Convert the high level Knights and Archers and imprison the low levels for Skeletons. This results in around 20 Skeletons, high level heroes, plus the rest of your minions, and can beat the assault with some micromanagement.


  1. Lord Ronin was defeated by Keeper Asmodeus offscreen.