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Template:Infobox character Template:Disambig msg

**Keeper** is a secret character added in *The Binding of Isaac: Afterbirth*.

Keeper is unlocked by donating 1000 coins to the Template:M. Keeper starts with 1 Template:E and a triple shot similar to Template:I.

* Keeper starts with Template:I after defeating Template:E with Keeper.

* Keeper will start with {{Store Key}} after defeating Template:E with Keeper.
* Keeper will start with 1 coin pickup after defeating Template:E with Keeper.
* Template:Dlc Keeper will start with three Coin Hearts instead of two after defeating Template:E with Keeper.

* Template:Dlc Instead of using coin heart containers to trade for Devil Deal items, they must be bought using coins. One-heart and two-heart deals cost 15 and 30 cents, respectively.
	+ Devil deals created by Template:I are also paid in coins.

Unlike other characters, Keeper uses coins as health. He starts with two Coin Hearts, loses one every time he is damaged, and heals for one coin every time he obtains a coin.
All types of hearts are transformed into blue flies. If Keeper loses Coin Heart containers (Devil deal Template:Dlc, Health Down,..), an HP Up will increase his health back up.

## Notes

* Template:Dlc Keeper cannot have more than 2 Coin Hearts.
* Template:Dlc Keeper cannot have more than 3 Coin Hearts. This cap applies even before Hush is defeated.
	+ The only three exceptions to this are Template:I, which allows him to have up to 6 Coin Hearts, and Template:I and {{Mother's Kiss}}, which allow him to have a 4th Coin Heart.
		- Template:Dlc Greed's Gullet in combination with Template:I can allow Keeper to reach 12 coin hearts at 600 coins.
			* It is possible to reach 15 coin hearts at 900 coins. Any coin heart container past the max of 12 will appear as an additional row beneath the standard two rows of coin hearts, similar to Template:C's Template:I.
	+ Theoretically, Keeper could gain limitless coin hearts by generating and smelting Mother's Kiss, as each copy would grant a heart container, eventually bypassing the 12 heart container cap.
	+ If the effect of {{Mother's Kiss}} is doubled via Template:I or a Template:A, keeper will also receive an extra coin.
* Keeper always takes one full Coin Heart of damage, which means he cannot have half Coin Hearts.
	+ Because Keeper can usually not have less than one full heart, items such as Template:I and Template:I cannot be activated.
	+ The effects of Template:Dlc Template:I and Template:I can allow Keeper to have half Coin Hearts.
		- Template:Dlc Template:I now gives Keeper one full Coin Heart upon respawning.
		- Template:I will now fill one Coin Heart if Keeper would otherwise have no health.
* The amount of blue flies created from each heart depends on the type of heart.
	+ Template:Es are transformed into 1 blue fly.
	+ Full Template:Es, Template:Es, Template:Es, and Template:Es are transformed into 2 blue flies.
	+ Full Template:Es are transformed into 3 blue flies.
	+ Template:Es, Template:Es, and Template:Es are transformed into 4 blue flies.
	+ Template:Es are transformed into 5 blue flies.
	+ Template:Es are transformed into 6 blue flies.
* Every time Keeper uses a coin to heal himself, that coin is consumed and isn't added to his current coin amount.
	+ Double Pennies, Nickels, Dimes, and Template:I will give 1, 4, 9, and 24 coins respectively if used to heal.
	+ Using a Lucky Penny to refill health will not give a coin, but will still give +1 Luck.
	+ Template:P can refill Keeper's health at the cost of 1 coin.
	+ {{Counterfeit Penny}} allows the chance for Keeper to gain the full value of a coin while healing.
* Coin Hearts are generally treated as Red Hearts, such as in Template:DlcTemplate:R/Template:R chance,Template:Dlc Devil deals, Template:Rs, Template:Rs, and items such as Template:I.
	+ Template:Dlc Taking a Devil deal costing 2 Red Hearts will kill Keeper.
* Template:Dlc Getting hit will not lower the chance for a Devil/Angel room to appear.
* Template:Dlc If Keeper doesn't have maximum Coin Heart containers, using Template:P will give Keeper an additional Coin Heart that does not disappear upon leaving the room.
* Template:I only gives Keeper 0-1 coins per use (instead of 1-3).
* Template:Dlc Template:M aren't guaranteed to pay Keeper out with a coin.
* Template:I only allows Keeper to drop 0-1 pennies when taking damage (instead of 1-2).
	+ Template:DlcHaving a partner in True Co-Op mode can get around this, as the Co-Op partner will drop pennies normally (as long as they are not Keeper themselves), giving Keeper a reliable source of health.
* Template:Dlc {{Swallowed Penny}} only allows Keeper to drop 0-1 pennies when taking damage (instead of 1).
* Despite having an innate triple shot, Keeper does not start with Template:I. Because of this, the item can still spawn.
	+ Template:DlcThe Inner Eye grants six shots with a reduced fire rate.
	+ Template:Dlc The Inner Eye grants four shots with a reduced fire rate.
* Template:Dlc Health Down pills cannot spawn while playing as Keeper.
* Template:Dlc In Co-op mode, when Keeper dies, his ghost baby will maintain his innate triple shot.
* Template:Dlc In Co-op mode, Keeper will not convert hearts into flies unless he's granted them directly by an item.
* Template:Dlc In Co-op mode, Devil Deals will use coins for all players if Keeper is being played.

## Strategy

* Due to his Template:Dlc2/Template:Dlc3 Coin Heart limit, Keeper can easily die due to fast shooting enemies, and Template:DlcDevil Deals costing 2 Red Hearts will kill him. As all hearts turn into flies, Soul/Black Hearts cannot be found to protect the Keeper's health.
* It is strongly recommended to defeat Template:E as soon as possible so that Keeper has the Template:I, which will vastly improve his survivability.
	+ Template:Dlc Keeper can take a 2 heart Devil Deal by spawning in a co-op baby, taking the devil deal, then quickly getting rid of the co-op baby, which will leave Keeper with one Coin Heart.
* Leaving a few coins on the ground when clearing a floor makes Keeper able to heal himself in the case where he would take a hit from an enemy.
* Try to bomb as many urns as possible during Chapter 1; {{Swallowed Penny}} can drop from urns, which is amazing as Keeper (see Good Items).
	+ Urns can also appear in an Template:R, an Template:R, and the Template:S.
* In Greed Mode, as coins spawn during waves, Keeper can easily heal himself during each wave by leaving some coins on the ground, even if this will decrease the amount of coins he will be able to collect and spend in the Shop. Template:E attacks make the player lose coins when damaged, which means that Keeper can heal himself as long as he possesses coins.
* Template:Dlc It is possible to take a 2 Red Heart Devil Deal by using {{Judas' Tongue}}, a Health Up Pill, or Template:P right after paying for the item. This would leave Keeper at 1 health coin (empty if it was recovered using the pill, but he will not be killed), which is quite risky as he would be one hit away from death. However, if the boss item is a normally-useless HP up (Template:I, Template:I, etc.), it can make even a 2-heart Devil Deal effectively free if you possess a Strength Card and take the boss item after leaving the Devil Room.
* As Keeper starts with triple shot, his tear rate is quite low, and this can be troublesome against fast enemies or large groups. Finding Tears Up items/Pills on the early floors will be useful to clear rooms. Items/trinkets increasing the tears' hitbox are also useful as enemies can be hit by two or three tears more easily.
* Template:Rs are very risky to enter as Keeper. Entering it through the door will leave you at one Health, which means if you don't find any coins there, it will end your run. Even with the Template:I unlocked, it's not guaranteed that you will leave the Curse Room alive.
* Template:Dlc After defeating Hush, entering a cursed room and leaving through the door will leave you at one Health, which means if you get hit by an enemy inside the room, it will end your run. The Template:I does make it somewhat less risky, however.
	+ Pills should be used outside of the Curse Room because using an "Addicted!" pill will kill you when you try to leave the room.
	+ However, it is possible to enter the Curse Room and remain at full health. This is achieved with a coin in the room right next to the Curse Room's door, most easily achieved with Wooden Nickel. The player can then walk into the Curse Room doorframe to take damage, quickly pick up the coin and heal, then walk through the door into the Curse Room while their invincibility frames is still active.
* Pills can be risky to use as the Keeper since many have adverse effects, with many of them able to quickly ruin a run should they happen. Picking up Template:I is recommended before trying any pills.
	+ Template:Dlc The Hematemesis pill will reduce your health, but in exchange, spawn many flies.
		- Template:Dlc The Hematemesis pill will spawn many coins on the floor, making it very useful for quick health regeneration.
	+ Template:Dlc Health Down pills are excluded from the pool while playing as Keeper.
* Template:DlcHold onto any Template:P cards: you will probably be given an item that increases health at some point in your run; before taking it, use your Joker to see if any one-heart devil deals are available.
	+ Template:DlcKeeper's health coins count as Red Hearts for a devil/angel door appearing at all, making Joker Cards, Template:I, or Template:I invaluable in getting into devil/angel rooms.
* Co-op babies can be used to exploit a Template:M and a Template:M because babies still spawn with a whole heart while Keeper always has a full coin; thus, the baby's health can be replenished by spawning/respawning.
	+ Doesn't work in Chapter 4 and beyond unless Keeper has Template:I.
* In fights against Template:E and Template:E, bring Template:P: they will not attack you until you get closer to the center of the room, allowing you to spawn lots of coins from the Template:M for healing in the middle of battle.
* The Keeper can utilize the Template:R much more reliably and efficiently than other characters. To do this, instead of picking up extra dropped coins, leave them all on the floor. When you find a sacrifice room, you can repeatedly step on the spikes for a reward, then go pick up a penny left on the floor. Repeat this process until you are satisfied with your rewards. This process is easier in *Repentance*, as the player can start with 3 coin hearts rather then 2.
* Once unlocked, {{Rib of Greed}} is particularly useful for Keeper, since it increases the chances of coins dropping after a room clear in place of hearts. This allows for more opportunities to heal.

### Wooden Nickel

After beating Cathedral with Keeper, he will start with Template:I, giving Keeper a source of potential free coin.

* It's usually a good idea to use the Wooden Nickel right after entering a room, so that the coin dropped will also work as emergency healing.
* Template:I, Template:I, Template:I, Template:I, and Template:I help to further increase the amount of coins produced. Having Template:I will recharge the Wooden Nickel whenever Keeper is hit, allowing him to potentially sustain himself endlessly, as long as the Wooden Nickel pays out. Having Template:I and Template:I increases chances for infinite coins.
* Sacrifice rooms can be used much more with the Wooden Nickel, as the coins gained from it can be spent on them.
* Template:I can be used to farm charges infinitely in the room before the boss room or a trap room, as the doors will not automatically open after the normal amount of time. It is easiest if there are any immobile or passive enemies.

### Shops

After beating Template:S with Keeper, he will start with {{Store Key}}, giving Keeper free access to Shops.

The following shop items are particularly useful for Keeper:

* Template:I: Enhances the many blue flies Keeper will naturally produce.
* Template:I: Any orbital familiars are important to protect the Keeper's low health, so increasing their size is always good.
* Template:I: Drops 0-1 coins with Keeper instead of 1-2, but still provides increased survivability.
	+ Template:Dlc In Co-Op, a player not using Keeper can take the Piggy Bank instead for its full benefit and thus supply Keeper with coins when necessary.
* Template:I: Can drop {{Swallowed Penny}}, and makes Swallowed Penny drop two coins instead of one, resulting in infinite money.
	+ Template:Dlc While this no longer results in infinite money, having a Swallowed Penny that's twice as effective will drastically increase survivability.
* Any Battery type items; *see Keeper#Wooden Nickel*
* Template:Dlc Template:I takes only one HP on use.

## Item Interactions

* Template:I: Raises Keeper's HP cap by 1.

### Good Items

* Because of Keeper's slow rate of fire, any Tears Up items are a boon to him. His tears stat can be raised higher than the normal Inner Eye cap with enough Tears Up. This is because his low Tears stat is separate from his triple shot effect, allowing him to hit the standard Tears levels while having triple shots.
* Flight is useful in general, and it also lets Keeper enter Curse Rooms with less risk.
* Template:DlcBefore Hush is defeated, any health increasing items will grant him a 3rd coin heart, greatly increasing his survivability. Once Hush is defeated this no longer applies, as he will start with a 3rd coin heart from the beginning of the run from then on, although these items can still heal Keeper if he is missing health.
* Since every heart is changed into flies, items that give extra Heart drops like Template:I, Template:I, Template:I, Template:I, {{Bloody Penny}}, Template:I, Template:I, or Template:I become great sources to generate flies. Having Template:I also helps Keeper deal extra damage to enemies.
* Template:Dlc Template:I/Template:I will allow Keeper to trade all of his health coins in Devil deals, reviving him with 1 health coin for Dead Cat and 0 health coins and 1/2 soul heart for 1up. Keeper can later regain lost health coins with health up items.
* Template:I causes Keeper to shoot 5 tears in an arc, without decreasing his fire rate.
	+ Template:Dlc Template:I grants a similar effect to Template:I, giving Keeper a massive Tears Up in exchange for a Damage Down.
* {{Blind Rage}} has good synergy with money-dropping items. Since coins need to complete its animation before you can collect it, the extra invincibility frames give you a bigger window of opportunity to pick them up.
* Template:I allows him to fire 12 tears without an increase in tear delay.
* {{Dim Bulb}} is very useful if you keep the Wooden Nickel, as using it at the start of any room or beforehand will grant a hefty boost to most stats.
* Template:I/Template:P can be used to take Devil Deal items without spending any hearts/ Template:Dlccoins.
* Template:I works good in early game for killing bosses and large groups of fast enemies, especially when holding Template:I or Template:I. It's also useful for speeding up the run when the player's goal is Boss Rush or Blue Womb.
* Template:I allows Keeper's health to extend past 2 coins, which is normally impossible. DO NOT pick up Dead Cat if you have all available health points using Greed's Gullet. This will instantly kill you, and when you are brought back by the Dead Cat, you will have only 1 hit point which you can no longer increase.
* Template:I is very useful since enemies will drop coins when hit, which will help Keeper stay alive.
	+ When combined with Template:I, it practically guarantees a steady stream of coin drops. This makes the Keeper effectively immortal as long as he keeps collecting those coins.
* Template:I allows Keeper to enter and leave Curse Rooms with less risk.
* Template:I/Template:I cause Keeper's fire rate to drop considerably, but he shoots 6/7 tears in an arc, allowing for greater damage output.
	+ Template:DlcTemplate:I will shoot 5 tears with reduced fire rate.
	+ Template:DlcTemplate:I now shoots 4 tears with a reduced fire rate.
* {{Lucky Rock}} can allow Keeper to get coins from rocks as long as he has bombs.
* Template:I will activate every time Keeper takes damage, making it an effective replacement to Template:I's Template:I effect.
* Template:I can be used to drop multiple coins in a potentially harder room or boss fight.
* Template:I works differently with Keeper and doesn't drop coins every time he takes damage. Still, it allows him to sometimes recover from a hit for free. Template:Dlc+ The same is true for {{Swallowed Penny}}.Template:Dlc-
* Template:I regeneration effect affects the health coins just like regular red hearts and will allow the Keeper to regenerate 1 health coin every minute. As Keeper does not benefit from items that trigger at half a red heart, this item has no downsides.
* Template:I can be used to generate coins to heal Keeper during extended fights and in some cases might be better than Template:I when money is not a concern.
* Template:I is great with Keeper too, because now you can also heal yourself with all explosions. Combine this with a good bomb item like Template:I, Template:I, Template:I, Template:I and you'll be almost immortal.
* Items that restore red hearts directly such as Template:I and Template:I will heal Keeper.
* Template:Dlc {{Swallowed Penny}} is very powerful as Keeper will always be able to heal himself after taking a hit. This can also grant unlimited money since this will sometimes drop a nickel or a dime. However, invincibility after taking damage does not last long enough to pick up the money without risk of death.
	+ Template:Dlc The coin dropped on hit can be picked up before Keeper's invincibility frames end, making Swallowed Penny even better for him.
	+ If Keeper takes damage from entering a Template:R, the coin will be dropped on the outside and can't be used to heal before leaving.
		- However, if one quickly enters, exits to collect the coin, and re-enters the room before the invulnerability period ends, the Swallowed Penny allows the Curse Room to be traversed with no net loss in life. Just be wary that there may be enemies in the curse room that would lock the door and prevent the player from leaving and collecting the coin outside the curse room.
	+ Obtaining Swallowed Penny means you can play the Template:M, Template:M and Template:R practically for free until they pay out since each time you donate a coin to them, you get a coin back.
	+ Template:DlcYou are no longer guaranteed to get a coin back.
* Template:I synergizes well with Keeper's triple shot.
* Template:I will make all 3 of Keeper's tears travel along the beam, hitting a single target all at the same time and effectively increasing damage output.

### Bad Items

* Health Ups are useless when Keeper has maximum health (Template:Dlc2/Template:Dlc3 health coins). They still heal him if he has unfilled health coins.
	+ Template:DlcThis does not apply if Keeper has yet to defeat Hush, as they can grant him a 3rd coin heart until that point.
* Template:I can only be charged with items that directly give Soul Hearts to the player, as Soul Hearts spawned on the ground will be converted into blue flies.
* Template:Dlc Devil Deals requiring 2 Red Hearts cannot be taken unless Keeper has a resurrection item, Template:I, Template:P, Template:I, Strength, a Health Up Pill, or {{Judas' Tongue}}.
* Template:Dlc{{Judas' Tongue}} is completely useless with Keeper. It won't decrease 30 Cent devil deals to 15 Cents, and does not have any other effect.
* It is not recommended to take Template:I or Template:I, as they will pick up coins off the ground that could have been used as health.
* Template:Dlc Taking Template:I will instantly kill Keeper, since it takes away all red health and Keeper cannot make use of the Black Hearts given. Amusingly, it will spawn a lot of flies in the process.
	+ Template:Dlc Taking Template:I will not kill Keeper as in previous versions, but it will reduce his health to one Coin Heart.
* Template:I does not work with Keeper, as health coins count as red heart containers.
* Template:I will remove a health coin and spawn 9 blue flies. Removing all health coins with Guppy's Paw will not kill the Keeper immediately, but he will die upon picking up an item.
* Template:I, Template:I, Template:I and Template:I will not provide Keeper any benefit, as all heart pickups turn into flies.
* {{Maggy's Faith}} does nothing for Keeper and will not grant 5 blue flies when traveling to the next floor, like it would if an Eternal Heart spawned.
* Template:I will take a dangerously long time to charge, giving it terrible usability.
* Template:I, Template:I (Template:Dlc though the damage up still applies), or Template:I cannot be triggered by the Keeper since he can't have half a heart of health. Template:Dlc An exception is after being revived by Template:I, which is presumably a bug.
* Template:I will add 1 broken heart upon pickup.
* Template:P will temporarily boost the Keeper's HP to 3 hearts, but then remove all hearts and bring him down to 1 Heart even if he grabs an HP up during its active time.
* {{Apple of Sodom}}, Template:I, and Template:I are useless, as all heart pickups are replaced with flies.
* Template:I and Template:I have no effect, as Coin Hearts cannot be Half Red Hearts.

## Unlockable Achievements

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## Trivia

* Keeper was publicly revealed to players through an alternate reality game created by the developers; however, files alluding to Keeper's existence already were found after the initial release of *Afterbirth*. With the conclusion of the ARG, a patch was released to fully add Keeper to the game as a playable character.
* In the game's files, there is a character called "Old Man Keeper", which was most likely meant to be the 2nd Afterbirth character instead of Keeper. However, he was replaced with this Keeper. This sprite is used for April Fool's Day since 2016, as Keeper's sprite is changed to this sprite for the day.
* Keeper having two coins instead of hearts for health is possibly a reference to Charon's Obol, a tradition in northern Mediterranean cultures, particularly Greek and Roman cultures, where one would place a pair of coins on the deceased's eyes to pay Charon, the ferryman of the river Styx, for the trip across, but also to pay for a return trip from the world of the dead if one was expected. This is further supported by the fact Template:C, whose starting coin is also suspected to be a reference to Charon's Obol, only has one coin and is depicted as a spirit, while Keeper has two and is depicted as a corpse, supposing he paid to bring his body back across the river Styx.
* Keeper's starting health is listed as "2" on the character selection screen, despite having no red hearts. This is unique among such characters, whose health is usually listed as "-1" or "?".
* The Keeper was created for the sake of being "another challenge character" for this game (the other character is Template:C).
* As a secret character, Keeper does not appear on the character select screen until unlocked.
	+ He shares this trait with Template:C, Template:C, and Template:C.

## Gallery

Keeper Ending 18.PNGKeeper Isaac in Ending 18.Transition Keeper.pngKeeper's transition screen portrait.
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