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Terrain, also known as tiles, blocks, or cubes, is the term used for the different 'squares' that make up each map. Each of these squares will be (if they are not part of a room) one of the following types:

Some parts of the terrain, usually claimed path or dirt, can have decorative objects, such as barrels or idols, gold, traps, doors, trap crates, magic books, or Dungeon Specials on them, while 'open' parts of walls will often have torches on them (there are specific rules for which walls get torches), lighting the way.

In Dungeon Keeper, each cube (or 'slab') is made up of 9 'cubelets' (or 'subtiles'), each allowing an object or multiple objects to be placed on them. Player-placed traps always occupy the centre cubelet, but traps can be placed on the other 8 cubelets with the aid of a map editor (a good example of evidence of this is level 16 - Tulipscent). Later versions of KeeperFX offer the ability to place traps on subtiles as a game rule. Doors are also terrain types as much as things.

Non-standard terrain[]

Dungeon Keeper[]

  • Slab50 - an unused slab type with special properties.
  • Purple Path - Not technically a terrain type, but occurs in unusual circumstances where the game cannot correctly process the actual terrain type, and can have completely different behaviour to same.
  • There are several non-standard reinforced wall slabs; these appear to be linked to a certain room, for each of these slabs appear to be decorated according to a specific room regardless of where it's placed, and the game seems to try to treat them as such when adjacent to a said room (for example, if a 'Temple' reinforced wall is at the centre of a 3x3 Temple, the game seems to try to treat the wall as part of the Temple, so it would normally be the pool. However, because it isn't, the game produces a purple path instead). These slabs otherwise appear to behave identically to normal reinforced wall slabs.