Cite as
Dungeon Keeper manual (1997)
Original
https://archive.org/details/Dungeon_Keeper_Manual
sha256
6b9887e56e0328ff9d08a5819d3d2a5d6f08fd13dff84fac2491d507fdc836f0
Archived
https://archive.org/download/Dungeon_Keeper_Manual/Dungeon_Keeper_Manual_djvu.txt
Accessed
2026-10-26
Licence
© 1997 Bullfrog Productions / Electronic Arts; scan hosted by the Internet Archive
Credit
Bullfrog Productions; the credits (section 36.0, p. 75) name Peter Molyneux as project leader, Simon Carter as lead programmer, and Mark Healey as lead artist.
Notes
English manual, OCR text from the Internet Archive scan. Page numbers are the manual's own, from its contents page. Section 1.0 (p. 6) gives the premise; 11.3 and 12.1 (pp. 24–25) the imps and digging; 17.0 (p. 31) the rooms; 27.0 (p. 63) possession; 36.0 (p. 75) the credits.

Cited on

Claims (10)

The manual sets the player to plan, dig and manage dungeons that lure explorers with the promise of wealth, and to attract an army of evil creatures to deal with them.p. 6, 1.0 "Introduction"Manual
The manual credits Bullfrog Productions with the game, Peter Molyneux as project leader, Simon Carter as lead programmer, and Mark Healey as lead artist, and lists six people under game design.p. 75, 36.0 "Credits"Manual
The manual says the Imps a level starts with do all the digging and upkeep of the dungeon. The player marks tiles of earth with the mouse, and the Imps go to each marked tile they can reach and dig it out.p. 24, 11.3 "Your Imps"p. 25, 12.1 "Digging"p. 25, 12.1 "Digging"Manual
In the manual, ground the Imps dig out can't be built on until they have tiled it, which claims it. Once all the bare earth is claimed, they start to reinforce the walls, which takes a long time; a finished wall can't be tunnelled through by heroes or enemy Keepers without a Destroy Walls spell.p. 25, 12.1 "Digging"p. 25, 12.1 "Digging"Manual
The manual says Imps aren't attracted to the dungeon like other creatures; more come only from the Create Imp spell.p. 53, 24.1 "Imp"Manual
In the manual, veins of gold are marked for digging like earth, and the Imps carry the gold they dig to a Treasure Room. Without one, the gold stays on the ground and doesn't count toward the dungeon's wealth.p. 26, 12.2 "Gold"Manual
The manual says which rooms attract which creatures, and how big a room must be to attract each: a Library of 9 tiles attracts Warlocks, and a Treasure Room of 25 tiles attracts Dragons if there is also a Lair.p. 6, 1.0 "Introduction"p. 31, 17.0 "Individual Rooms"p. 31, 17.1 "Treasure Room"p. 32, 17.4 "Library"Manual
In the manual, creatures enter the dungeon only through a Portal the player has tunnelled to, and more Portals attract more creatures.p. 28, 14.0 "Continuing Your Dungeon"Manual
The manual says creatures kept fed, housed and paid can be trained in combat, and gold is the only thing they are interested in. Without a Lair to rest in they become unhappy and leave.p. 6, 1.0 "Introduction"p. 6, 1.0 "Introduction"p. 27, 13.2 "Building a Lair"Manual
The manual's Possess Creature spell, available from level 1, puts the player behind the eyes of one creature, moved with the cursor keys and aimed with the mouse. A possessed creature can do anything it normally would: an Imp can dig tunnels and take over enemy rooms.p. 63, 27.0 "Possessing Creatures"p. 63, 27.0 "Possessing Creatures"p. 63, 27.1.1 "Controls"p. 63, 27.1.1 "Controls"Manual