Traps are an important part of Dungeon Keeper and Dungeon Keeper 2, used to defend yourself as well as attack and fend off your enemies. Traps are created in the Workshop.
Dungeon Keeper[]
In Dungeon Keeper, to create traps, you must build a Workshop and then place creatures in it (although some creatures will refuse). Creating traps works similarly to researching: there is a meter on the Information Panel which will increase as creatures work in the Workshop, and once full will create a trap, which will appear as a rotating, sparkling crate. Once the trap is placed, an Imp will take the crate and set up the trap. An unset (or expired) trap will appear translucent.
The only way to destroy an enemy trap is to claim the tile it's on.
The traps possible to create depend on the size of your Workshop. Traps are free to create and place, and can be sold for gold.
Traps in Dungeon Keeper:
Trap | Min Workshop Size | Selling Value | Manufacturing Points to build |
Shots |
---|---|---|---|---|
Poison Gas Trap | 10 | 350 | 20,000 | 5 |
Alarm Trap | 1 | 250 | 18,000 | 12 |
Lightning Trap | 17 | 500 | 20,000 | 8 |
Word of Power Trap | 37 | 750 | 20,000 | 3 |
Boulder Trap | 26 | 1000 | 25,000 | 1 |
Lava Trap | 26 | 750 | 20,000 | 1 |
In the actual game, traps are always placed at the centre of a tile, and you cannot place traps on tiles that already have one. Despite this, some levels, such as Tulipscent, start out with some tiles having multiple traps (on different subtiles), and the official editor lets you place traps on specific subtiles (and therefore have up to 9 traps on a tile). When a unit enters a tile, all traps on it are triggered at once; the unit doesn't have to enter the specific subtile the trap is on to trigger it. However, KeeperFX 0.5 will have an option to for traps to trigger on a subtile basis.
Normal | Multiple per tile |
---|---|
The maximum number of any trap you can have available to place is 255. When you place a trap, all decoration[Note 1] (statues, flambeaus, etc) on the tile is destroyed and cannot be restored, even if the trap is sold.
KeeperFX[]
From KeeperFX 0.4.7.2063, traps can be configured in the config file, to the extent that the trigger type, shot type, and effect type can be specified and configured. In other words, it is possible to make entirely new traps (for example, it is possible to recreate the cut Fireball and Freeze traps). However, you can only replace existing traps, not add new ones.
From KeeperFX 0.4.7.2074, Traps can be configured via level scripts with the SET_TRAP_CONFIGURATION command.
From KeeperFX 0.4.7.2146, it is possible (by enabling a game rule) to place traps on specific subtiles, and therefore have up to 9 per tile.
Gallery[]
Early content[]
- Mushroom Trap (low res)
- Freeze Trap (?)
- Fireblast Magnet (?)
- Mine Zap Trap (?)
- Poison Gas Trap (?)
- Lightning Trap (?)
Dungeon Keeper 2[]
In Dungeon Keeper 2, you may select which trap you want to create, although only a small number of creatures will work in the Workshop. Traps in Dungeon Keeper 2 require gold to create.
As before, completed traps appear as crates and are dragged to location by Imps. Trap blueprints are now blue, and traps themselves have health flowers. They require mana to keep working: if there is not enough mana, they cannot function.
Traps in Dungeon Keeper 2:
- Sentry Trap
- Guard Post
- Fear Trap
- Alarm Trap
- Gas Trap
- Spike Trap
- Trigger Trap
- Boulder Trap
- Freeze Trap
- Lightning Trap
- Fireburst Trap
- Jack-In-The-Box Trap (after patch)
Trap | Health | Gold Cost | Manufacturing Points to build |
Mana Drain per second |
Mana to fire | Recharge per second |
Damage Rating |
---|---|---|---|---|---|---|---|
Gas Trap | 300 | 600 | 150 | 5 | 0 | 4 | Small |
Alarm Trap | 200 | 500 | 150 | 5 | 0 | 1 | None |
Lightning Trap | 600 | 3000 | 900 | 25 | 375 | 12 | Substantial |
Fireburst Trap | 800 | 6000 | 1200 | 10 | 250 | 12 | Devastating |
Boulder Trap | 800 | 1500 | 600 | 5 | 0 | 16 | Substantial |
Spike Trap | 400 | 750 | 600 | 5 | 0 | 4 | Average |
Trigger Trap | 200 | 300 | 150 | 5 | 0 | 4 | None |
Sentry Trap | 300 | 1000 | 150 | 5 | 250 | 6 | Minimal |
Jack-In-The-Box Trap | 800 | 10000 | 2000 | 5 | 0 | 16 | -- |
Fear Trap | 600 | 750 | 150 | 5 | 125 | 12 | None |
Freeze Trap | 600 | 1500 | 900 | 5 | 0 | 6 | None |
Guard Post | 200 | 300 | 150 | 0 | 0 | 4 | None |
Gallery[]
Dungeon Keeper Online[]
Dungeon Keeper Online has the following traps:
- Chuijian Trap
- Spitfire Trap
- Fear Trap
- Poison Arrow Trap
- Fireball Trap
- Artillery Trap
- Watch Tower
- Alarm Trap
- Lightning Trap
- Freeze Trap
- Boulder Trap
Dungeon Keeper Mobile[]
Permanent Traps[]
These cost stone to build, and take a set amount of time for an imp to build. They can be upgraded for more stone and time. They can be triggered repeatedly during a raid. Two of these types of traps cannot be attacked by minions but can be disabled with the Disable Trap spell:
The rest of the permanent traps are destructible, meaning that they can be destroyed by minions or spells within a raid, but will be restored once the raid has completed.
One Time Traps[]
These are triggered once then are gone. They cost gold to create, but are built instantly. They require no imp to build them. After being triggered by an attacking raid, you can recharge them individually or all at once.
Notes[]
- ↑ This means items that serve exclusively to enhance the aesthetics. It doesn't necessarily mean objects that are categorised under 'Decoration'.
References[]
- ↑ Prima's Official Guide To Dungeon Keeper Gold Edition. p. 131. Prima Publishing. ISBN 978-0-7615-1581-4.
- ↑ Dungeon Keeper 2 : Prima's Official Strategy Guide. p. 112. Rocklin, CA: Prima Games. (1999). ISBN 978-0-7615-1805-1.
- ↑ Dungeon Keeper 2 Editor
- ↑ ダンジョンキーパー2コンプリートガイドブック. (Japanese). pp. 26-29. Tokyo: Keibunsha. (1999). ISBN ISBN=978-4-7669-3293-5.
- ↑ Dungeon Keeper 2 Manual. pp. 58-60.
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