Starting with the DK1 room list and building up... we get.
- Guardpost (with Water & Lava)
- Bridge (with Lava)
- Prison (with Imp never-dying in room as well as the usual)
- Torture Chamber
- Temple (with Water & Lava & Boulder Trap & Create Imp)
- Graveyard (with various imp killing means)
- Scavenger Room (enemy keeper with same creatures as you)
Spells
- Possession (use a creature to lure an enemy into area that he cannot get out of)
- Create Imp (with Temple) - spawn as many Imps as possible to prevent spawns and new reinforcements from occurring
- Sight of Evil - used with Cave In and Lightning
- Haste - double attacks of your whole army
- Cave-In - used Sight of Evil. kill resting units after a battle, or just about anything...
- Lightning - self-explanatory. even without Sight of Evil
- Conceal - use best with Level 3 Imps to claim the enemy Keeper's territory out from under them.
- Chicken - apart from the usual, pick a fight near an enemy Hatchery and Lair, Chicken full blast the 1-2 creatures you want dead, damage some beasties (especially Bile Demons). retreat and watch them kill themselves!
- Vampire Sacrifice - variation of Graveyard and Disease. IF you can't research this spell / can't cast it on your own creatures, put all your Creatures in the Temple except 1-2 you want as "Messengers", Disease them and send them in.
- Call-To-Arms - use with Teleport to constantly "set" the enemy call to arms. sometimes your creatures will even teleport to the dungeon heart
Workshop
- Boulder Trap
- Lava Trap
- Lightning Trap (if placed fill a room and kiting enemies around)
- Trap build order - you can keep building one trap forever if you set up right
Terrain
- long winding, winding corridors. best used with make safe if you're expecting tunneller invasion.
- reinforced walls