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Historical
This page is retained for historical reference.
The information here pertains to a retired game and is no longer relevant.
Raid

Survival raids were weekly events in Dungeon Keeper that allowed the player to defend against 10 waves of enemies for a reward.

Rewards[]

Premium Gems icon Dungeon Keeper Mobile Dreadstone Gold Stone Mana
No DK Premium 10 10 250k 250k 500
DK Premium 14 14 350k 350k 500

Tips & Tricks[]

  • Survival raids difficulty was not scaled well; at low level dungeons, they were extremely difficult and near impossible but at high level dungeons, they were almost laughable.
  • You would fail is you lost your Dungeon Heart.
  • Once a building of yours was destroyed, they would all spawn from that location until another building was destroyed. They would always spawn from the most recently destroyed building.
  • It may have been a good idea to set a building at the bottom of the dungeon that they can easily destroy, creating a controlled entry point.
  • Dragon Breath was useful during these raids.
  • Generally, enemies would always spawn at the bottom centre entry point for the first three to four waves. If the attackers were humans (not real players), they would spawn randomly.
  • It may have been wise to wait until you were raiding to do the survival raid; you could use it to top up your mana.
  • If you lost on wave 10, you would gain four gems, though it cost five to retry.
  • If your gold traps were high levels, you would most likely lose gold from doing survival raids.
  • Necromancers could make good defence minions, as they had plenty of graves from the enemies.
  • Careful of enemy Magmaws; there was a potential of Magmaw getting stuck on a Dungeon Heart attacking it while your Bug Zappers kept stunning him. If you had no mana or minions, there was a good chance he would keep healing and wouldn't be able to be killed.
  • Careful of enemy Dragon Whelps; their first strike dealt double damage.
  • If there was a promotion for minions for Immortals, the enemy got the benefits too.
  • Enemy Immortals shouldn’t have been over level 35. So there shouldn’t have been a risk of a Sir Cophagus raising Skeletons, for example.
  • The rewards for survival raids weren't that great, and they became easy over time.
  • Rooms and traps that were upgrading wouldn't attack, though rooms with minions would still have their minions.
  • Your Necromancers could raise Skeletons; the enemies' Necromancers could not.
  • Enemy Mistresses would boost other enemy minions, which made them ignore most stun and slow effects.
  • Enemy Deegg & Duggers could dig through your walls, though it mainly happened if there were too many obstructions in their way if they were to walk the distance.
  • Anti Air was quite important for survival raids, though they were slow to upgrade.
  • Remember minion and immortal weaknesses.
  • After you placed a minion, a Skeleton was raised, or a minion was converted by a Vampire. They would eventually travel to their designated guard room if there were no enemies nearby. For example, Skeletons would go to the Dungeon Heart, and Dragon Whelps would go to a Treasury.
  • Trolls and Bile Demons were probably the least useful minions to have defending, as their primary uses were destroying buildings.
  • Warlocks and Necromancer were probably the most useful minions to have defending, as the Warlock could attack air, and the Necromancer could raise Skeletons.
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