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Your very own Evil Mentor, and the narrator of the game. He is the one that guides you through the game. It seems he is an old Keeper than now helps you, new Keeper, adjusting to the game.
- Cloudcuckoolander : Sometimes, some of his quotes are... weird. Most of the time, however, he is sane (if evil)
- Deadpan Snarker: Hilariously and awesomely so. Here are some of his gems :
- "The very rock yawns with anticipation of your next fascinating move" (when doing nothing for some time)
- "Your nocturnal perseverance has earned you a hidden gaming tip, GO TO BED!" (if playing late at night)
- "You have an excess of Mistresses. There's a word for keepers like you" (if you have a lot of Mistresses)
- "If you were any kind of real Keeper, you would've won by now" (if taking your time in a mission)
- "You'll go blind, you know" (if looking for too long at Mistresses in a torture room)
- Evil Cannot Comprehend Good: He sometimes expresses dismay at the peasants choosing to live happy, peaceful lives instead of butchering one another.
From Dungeon Keeper
The forces of evil
BeetlesThe beetle is a stronger fighter and flyer than the fly, but is not as fast. One of the first creatures you get in the game, and they gain the ability to freeze when they reach higher levels.
- Crutch Character: A particularly horrid example. You need them in order to win in the first stage...then they are entirely outclassed by stronger units as soon as the second level.
- Arch-Enemy: Skeletons. The rivalry can be dangerous if it's an experienced Bile Demon and Skeleton; a Bile Demon is more valuable than a Skeleton, but a trained Skeleton gets Lighting Spell that can kill the Demon.
- Big Eater: If a Keeper is planning to have any number of Bile Demons, they better have a large Hatchery. Most minions will eat 2-3 chickens for a meal. Bile Demons eat 6 at a time, and they're hungry often.
- Fartillery: A group of high-level Bile Demons can quickly kill off their enemies this way.
- Fat Bastard: Takes up more space in a Lair because of it.
- Gasshole: Any fight involving a large amount of these guys is going to be gassy. It'll get to the point you can't even see what's going on.
- Mighty Glacier: They don't even have legs.
- Sex Is Violence: These ladies go for the "moaning after being hit" approach.
- Too Kinky to Torture: They put themselves in the torture chamber for fun. If you capture an enemies mistress and torture her, she'll join your side out of gratitude.
- Torture Technician: Mistresses are experts in the many arts of torture. The second game has these degenerate dominatrixes assist in "convincing" victims in the Torture Room.
- Villain Teleportation: At level 10. Which is what makes it difficult to keep them out of the torture chambers.
- Crutch Character: Effective throughout the early levels. Later on, outclassed by stronger units, especially when you can get Dragons right off the bat.
- Magikarp Power: They transform into dragons at level ten.
- Arch-Enemy: Hellhounds
- Our Dragons Are Different: Starts out as a little monster, grows into a big dragon after some experience. These Dragons also enjoy a good book.
- Stone Wall: Their damage output, with their Flame Breath, is actually very low. However, they have high health and Heal, which allows them to survive for long periods of fire.
- Big Creepy-Crawlies: Despite the uselessness of this species, they are giant flies sentient enough to seek employment.
- Too Dumb to Live: A Fly's sole purpose is to buzz around and reveal the map to its Keeper. If it finds any enemy along the way, it'll attack on sight. Flies are incredibly squishy even at high levels.
- Averted however if "Flee" is toggled on, which orders the Keeper's minions to flee from enemies too strong for them. Which... makes Flies surprisingly effective early, as they will constantly harass enemy imps while fleeing should the enemy Keeper attempt to stop it with stronger creatures.
- Arch-Enemy: Spiders. Guess why.
- Our Ghosts Are Different: The only way you get these lost souls is by torturing people to death. They are then subservient to you, oh dark one.
- Awesome, but Impractical: He's easily the most powerful creature you get, unless you get the Avatar on your side, but he's just as likely to attack you as the enemy.
- Ax-Crazy: It wants nothing more to kill things, be they the enemy or your own minions when it's really angry.
- Big Red Devil: Red, muscular beings with horns on their head.
- Boss in Mook Clothing - There is one of these guys working for the heroes in the last level, and a level 10 one at that.
- Hair-Trigger Temper: See the main page for the big list of what a Horned Reaper hates.
- Lightning Bruiser - Bile Demons and Dragons may outlast him, but the Horned Reaper's offensive strength is unmatched and his speed is above average.
- Psycho for Hire: One of the finest examples. One of the better strategies for keeping a Reaper happy is to build him his own little dungeon, i.e. putting him in solitary confinement. Having the entry corridor be completely full of locked security doors is optional.
- Unstoppable Rage: As soon a Keeper's Horned Reaper snaps, he is not coming back. He will not stop until you, your minions, and your entire dungeon is broken and bloody. Or he's dead.
- Breath Weapon: Learns Flame Breath, like the dragon.
- Leeroy Jenkins: Has the same duty as the Fly, but is specifically looking for things to kill while it's running around. And just like the Fly, it won't hesitate to attack enemies despite relative strength or numbers.
- Lightning Bruiser: Strong, powerful, fast.
- Urine Trouble: A fittingly dark usage of the trope. Hellhounds will do one other duty, which is to urinate on fresh corpses in a Keeper's Graveyard. This makes the bodies decay faster, leading to quicker Vampire production.
- Fragile Speedster: A little time spent dodging spiked balls in the Training Room, and these little guys can cast Speed on themselves. Especially experienced Imps can teleport at will.
- Worker Unit: Nothing will move in your dungeon without Imps. Other minions are too lazy to dig gold, set traps, reinforce the dungeon walls, or build rooms of any description.
- Lightning Bruiser: Once they get that speed spell...
- Our Orcs Are Different: They're pink with white hair here.
- Glass Cannon: Can deal some damage, but are very poor at taking it.
- Arch-Enemy: With the resident blobs of lard, Bile Demons. It's theorized to be a case of "skinny vs. fat" by the fans.
- Harmless Freezing: Sufficiently high-level Spiders learn a Freeze spell that they will happily use in battle. When they have no assigned tasks, they will meander to the Keeper's Prison and freeze the captives within. This has a side effect of making the prisoners live longer without input from the Keeper.
- Our Monsters Are Weird: A creature with three tentacles for legs, and one for a head. They have no eyes of any description whatsoever.
- Non-Action Guy: Trolls prefer to spend all their time at the Workshop and won't bother with much else on their own. That being said, a prudent Keeper will train Trolls for a last line of defense.
- Arch-Enemy: With Warlocks. This can be halfway prevented by not letting either group share facilities in the dungeon.
- Berserk Button: Vampires do not enjoy being placed in a Temple. Being in there long enough will make them extremely testy.
- Power Floats: They never walk anywhere in the first game. It's nothing but floating and fog while they move.
- Stone Wall: Good health and can drain energy from enemies; however, drain is also his only attack, and does little damage per hit.
- Arch-Enemy: With Vampires. They're presumably jealous of their immortality.
- Berserk Button: Warlocks are infuriated by minions (especially imps) wandering into their library while they're researching. If they're at least level 2, they will cast fireballs at the offending minion, often killing them if they're an imp.
The forces of good
TunnelerThe equivalent of your Imp unit, Tunnelers lead parties of stronger Heroes into your Dungeon, clearing their path to your Dungeon Heart. They are easy to dispatch, and even the weakest of your Creatures should have no trouble vanquishing them.DwarfEssentially Tunnelers without the Dig ability, these units will be heavily encountered in the beginning levels and are easily dealt with.
- Our Dwarves Are All the Same: With one twist; dwarves are usually depicted as mighty warriors, whereas these guys are an annoyance at best.
- Fragile Speedster: Fairly fast, but weak.
- Lovable Rogue: Presumably how they're viewed by the Heroes. To a Keeper, Thieves are grubby little annoyances that aim for your gold.
- Magikarp Power
- Vampire Hunter: This is the only Hero that can kill an experienced Vampire on the first try. Everyone else will just send the Vampire back to its coffin.
- Blow You Away: One of their most dreaded abilities, especially in combination with poison gas.
- Glass Cannon - Fairies may take only little punishment, but if groups of them come with the lightning spell, they will dole out serious hurt on your minions if you give them the chance.
- Glass Cannon: Actually have less health and armor than the similar Barbarian unit. Make up for it with gargantuan strength.
- Lightning Bruiser: They've got it all: Speed, damage, they can take a hit, and they also have powerful spells such as Lightning.
- Archenemy: With Dark Mistresses. This is very, very bad in the scheme of minion rivalry. Both will attack each other on sight with intent to kill, and both are extremely valuable minions when leveled appropriately. It will take some deliberate dungeon design to dissuade daily duels.
- Knight In Shining Armour: Of course. Couldn't be an Evil Overlord without one of these fools trying to take you down.
- Right Makes Might: They certainly seem to think so."IN THE NAME OF ALL THAT IS GOOD, WE SHALL DEFEAT YOU!"
- Baleful Polymorph: The ending involves a goblin messing with a magic staff accidentally transforming him into a female goblin, causing every one of the minions to give their new toy a lustful look.
From Dungeon Keeper II
The forces of evil
- Butt-Monkey: They tend to be the 'volunteers' of choice for Bile Demons and Warlocks.
- Zerg Rush: The only useful tactic with them.
- Expy: Of the Flies from the first game.
- Leeroy Jenkins: If you don't micromanage them, their lack of fear tends to cause them to charge straight into a fight they have absolutely no chance of winning.
- Nerf: Much weaker than in the first game.
- Hotter and Sexier: Their outfits got a lot more revealing between games.
- Shock and Awe: With training, they gain an electrical attack, and at level 10, they can summon hail and lightning storms.
- Too Kinky to Torture: Torturing her actually increases her happiness!
- Fastball Special: A keeper who uses the possession spell on one can pick up and hurl dwarves and imps at the enemy.
- Weaksauce Weakness: They can't cross water in their humanoid form and Monks can prevent them from resurrecting.
- Awesome, but Impractical: You have to construct a 5*5 temple (costs a whopping 75,000 gold) to recruit them, and even then you only get up to 2 (you can get more by building another 5*5 temple).
- Mook Maker: A level 10 Dark Angel can summon Skeleton hordes.
- Shock and Awe: At level 7 they gain the ability to summon hail and lightning storms (the same as what the Mistress gets at level 10).
- Mighty Glacier: Quite slow, but one of the most powerful creatures of the game.
- When All You Have Is a Hammer...: They don't have any kinds of spells or abilities at their disposal other than their swords... which they are extremely skilled with.
The forces of good
- All Monks Know Kung-Fu: For Catholic monks, they use hand-to-hand combat pretty well.
- Holy Burns Evil: They are the only unit that can permanently kill a vampire above level 1.
- Authority Equals Asskicking: He dual-wields broadswords and can pretty much one-hit kill most of your creatures.
- Papa Wolf: Really, the only reason he decides to face you personally is because you tortured and converted his three sons.
- Mook Lieutenant: He's stated to be one of King Reginald's closest friends and is the last regular Lord of the land you face.