Dungeon Room
Appears in Dungeon Keeper, Dungeon Keeper 2
Icon Workshop Icon MediumWorkshop2 Icon Medium
Attracts Troll - 1 tile (DK1)
Troll, Bile Demon - 3x3 tiles (DK2)
Health per Tile 900 (DK1)
10000 (DK2)
Turns to Research 9000 (DK1)
Zoom-to Key W (DK1)
This is the room where your minions produce traps and doors to protect your dungeon. If your Workshop is at sufficiently sized, it will attract trolls.

The amount of traps and doors ready to be deployed depends directly on size of the Workshop.

Imps can't work in a workshop.

Dungeon Keeper Edit

Items are produced automatically by the workers to be deployed at any time. The Keeper cannot decide what to produce, but it is not random. The workers attempt to maintain an even distribution of all items as they accumulate in the shop, with precedence descending in this order:

Queue Icon Item Manufacture Turns Treasureroom icon tiny
1 Door Wooden Small Wooden Door 18,000 250
2 Trap Alarm Small Alarm Trap 18,000 250
3 Trap Gas Small Poison Gas Trap 20,000 350
4 Door Braced Small Braced Door 24,000 500
5 Trap Lightning Small Lightning Trap 20,000 500
6 Door Iron Small Iron Door 26,000 750
7 Trap Boulder Small Boulder Trap 25,000 1,000
8 Trap Lava Small Lava Trap 20,000 750
9 Door Magic Small Magic Door 50,000 1,500
10 Trap Word Small Word Of Power Trap 20,000 750

For instance if there are 1x Magic Doors, 2x Boulder Traps, and 3x of everything else currently sitting in the shops, the workers will build Magic - Boulder - Magic - Wooden. If a keeper wishes to install the best doors in his dungeon, he should refrain from placing the weaker ones when they become available. By allowing them to accumulate in the Workshop, his workers will focus on the items that are being deployed as soon as they're built.


Most creatures can be forced into Workshop labour, but the most effective workers are Trolls. The Bile Demon, Orc, and Mountain Dwarf also possess artifice to work efficiently in this room. And once they have learned Speed, the Mistress, Samurai, and Archer are fairly skilled manufacturers as well.

Being arrogant, academic types, the Warlock, Vampire, and Wizard get somewhat annoyed at even being dropped into this room and will absolutely refuse to work there.

Manufacturing Skill
0 1 2 3 4
Imp-icon Fly-icon Demon-spawn-icon Bile-demon-icon Troll-icon
Horned-reaper-icon Beetle-icon Spider-icon Orc-icon
Dragon-icon Dark-mistress-icon
0 1 2 3 4
Tunneler-icon Archer-icon Mountain-dwarf-icon
Thief-icon Barbarian-icon
Fairy-icon Giant-icon
Priestess-icon Monk-icon
Knight-icon Samurai-icon
Primary Job
Secondary Job
Refuses to do Job

If the keeper wants to have enough traps and doors available, he should have a large enough workshop and manage the workers carefully, balancing the time they spend working and the time they spend training (where they become more effective in the shop).

Both workers and completed, undeployed items take up space. The bigger the workshop, the better it is at holding these items and still have room for lots of workers to create the more expensive projects.

Unlike Dungeon Keeper 2, traps and doors do not cost gold to produce and may be sold to generate revenue. However it is a tedious and small source of funds. The Boulder Trap is the most profitable item for the amount of time required. The so-called "Workshop Economy" is a strategy using the Workshop's products to painstakingly fund your minions' training, when gold is extremely scarce or dangerous to reach.


Traps are highly-prone to decrement too much when deployed. Specifically, you decrement one instance of the trap when you place it, but when the Imp carries its crate out of the Workshop for setup, it decrements again. If the Imps are not getting the crates out before new traps are built, this will lead to "phantom" crates floating around in the workshop, taking up space there, which can't be deployed at all.

To avoid the problem, it is advisable to place all traps of a given type, at once, and halt all production temporarily while the Imps carry the crates out.

Dungeon Keeper 2 Edit

Of all creatures only trolls and bile demons would work in a Workshop. They would be joined by giants if converted (or attracted through a Mercenary Portal).

Keeping in mind that items are produced just on demand, the Keeper should carefully think about possible placement of traps, specially when not having many workers available.

The items are stored on inventory untill some imp will carry them to the deployment place. Since this place is known before the item manufactured, the keeper generally doesn't have to deal with full inventory, so the workshop of the size 5x4 tiles should do.

The working places in a Workshop correspond to the amount of utilities that are placed both on the floor and on the walls. The on-floor utilities generally occupy from half to a third part of tiles exluding ones on the borders of the room. Generally a walled room of 4x5 tiles should be enough.

Dk1iconDungeon Keeper
Barracks icon tinyBarracks / Bridge icon tinyBridge / Heart icon tiny4Dungeon Heart / Graveyard icon tinyGraveyard / Guardpost icon tinyGuard Post / Hatchery icon tinyHatchery / Lair icon tinyLair / Library icon tinyLibrary / Portal icon tinyPortal / Prison icon tinyPrison / Scavengerroom icon tinyScavenger Room / Temple icon tinyTemple / Torturechamber icon tinyTorture Chamber / Trainingroom icon tinyTraining Room / Treasureroom icon tinyTreasure Room / Workshop icon tinyWorkshop
Dk2iconDungeon Keeper 2
Casino-icon-tinyCasino / Combatpit-icon-tinyCombat Pit / Dungeonheart-icon-tinyDungeon Heart / Graveyard-icon-tinyGraveyard / Guardroom-icon-tinyGuard Room / Hatchery-icon-tinyHatchery / Portal-icon-tinyHero Gate / Lair-icon-tinyLair / Library-icon-tinyLibrary / Portal-icon-tinyMercenary Portal / Portal-icon-tinyPortal / Prison-icon-tinyPrison / Stonebridge-icon-tinyStone Bridge / Torturechamber-icon-tinyTorture Chamber / Trainingroom-icon-tinyTraining Room / Treasury-icon-tinyTreasury / Temple-icon-tinyUnholy Temple / Woodenbridge-icon-tinyWooden Bridge / Workshop-icon-tinyWorkshop
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Dragon Chamber