Dungeon Keeper 2 Walkthrough :
This walkthrough for Dungeon Keeper 2 [PC] has been posted at 17 Sep 2010 by dogz09 and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up dogz09 and share this with your freinds. And most important we have 2 other walkthroughs for Dungeon Keeper 2, read them all!
dogz09 |
Walkthrough - FAQ/Walkthrough========================================================================= ********************* DUNGEON KEEPER 2: FAQ/WALKTHRU ******************** ========================================================================= PC Strategy Game; released 1999 UK FAQ/WALKTHRU (Version 1.0) 24/01/2004 Author - falsehead (Sophie Cheshire). Contact me at falsehead@aol.com Copyright stuff; this is (c) Sophie Cheshire. If you wish to use this FAQ on your website, feel free to do so under the following conditions. a) You email me first and let me know where it will be appearing and b) you do not alter the content in anyway (if you need to change the formatting slightly for display purposes that's OK). This guide may NOT be used as part of a restricted Pay-to-Enter website or in print unless you are prepared to pay me for its inclusion. If I find out that any part of this FAQ has been lifted and used without credit to me, especially if you use it to earn money, then I will be annoyed. I didn't type all this up for the good of my health you know. ======================================================================== ********************************* CONTENTS ***************************** ======================================================================== 1) INTRODUCTION/REVISION HISTORY 2) GETTING YOUR REIGN OF TERROR STARTED a) Installation and Patch versions b) The Controls c) The Mentor 3) THE BASICS OF BEING EVIL... a) Excavation and Building b) Cash, Mana, (Marvellous) c) Using the Hand of Evil d) First Person Mode e) Combat 4) BUILD A BETTER DUNGEON a) Room List b) Planning Dungeon Layouts c) Room configurations for Elite Creatures (ver 1.61 - 1.7) 5) THE UNGRATEFUL DENIZENS a) Creature List b) Creature Comparison table 6) THE WEEDY FORCES OF GOOD a) Hero (pah!) List b) Hero Comparison Table 7) MAGIC and MANA a) Researching Spells and Accumulating Mana b) Spell List c) Magic Items 8) PRACTICAL DUNGEON SECURITY a) Doors b) Traps 9) CAMPAIGN MODE WALKTHROUGH a) Warcry b) Enchantments c) Greed d) Snipers e) Fear f) Besieged g) Rout h) Caverns i) Aftermath j) Ambush k) Smashing l) Carnage m) Scavenge n) Conversion o) Reap p) Storm q) Crusade r) Creep s) Angelic t) Brotherhood u) Interception v) Regicide 10) SECRET LEVELS a) Golf b) Duckshoot c) Maze d) Bowling 11) MY PET DUNGEONS a) Liberty b) Discovery c) Bottleneck d) Recruits e) Furnace f) Masterpiece g) Torment 11) PATCH HISTORY a) Ver 1.51 b) Ver 1.61 c) Ver 1.70 ========================================================================= *************************** 1) INTRODUCTION ***************************** ========================================================================= INTRODUCTION - Well I am doing it and no one can stop me, ahahahah!!! Yes Dungeon Keeper 2 is one of my favourite games of all time and I have decided to write the definitive FAQ. Within this document you will find pretty much all the information you will need to play the game and play it well. I have included the list of controls and guide to the interface for those who may have lost manuals and also a guide at the end to the various patches available for the game. The rest is my guide to the various rooms and creatures, building strategy and a walkthrough of the main single player campaign mode. Dungeon Keeper 2 is the sequel to the original Dungeon Keeper game that was created by the same people who brought us such strategy classics as Theme Park and Populous. Although Dungeon Keeper was a great game in it's own right, it was criticised by some for lacking focus. Missions were simply a case of building a big dungeon and overpowering the enemy. Dungeon Keeper 2 is everything you could ask for in an update, adding a coherent and challenging Mission based campaign mode as well as large "Pet Dungeons" to play around in. With its array of great characters, wicked sense of humour and extreme flexibility, it really is the best strategy game ever made! This guide was written using both the original unpatched version of the game and also the patched version 1.7. Anyone with any version of the game shouldn't have difficulty following this; any new items are labelled as such to avoid confusion. So please enjoy this FAQ and this fabulous game! ****************************************************************************** REVISIONS - (24/01/2004). I sweated blood over this! The ultimate Dungeon Keeper 2 guide and I am damn proud of it. There are a few little extras I plan to add, but this is as it stands everything you need to know to play the game and more. Just to keep in with the humour of the game, I've written it in the style of the in-game mentor. I think it works! ========================================================================= *************** 2) GETTING YOUR REIGN OF TERROR STARTED ***************** ========================================================================= Welcome Keeper, we have heard great things about you and are eager to see how you will measure up to the challenge of enforcing the rule of evil. But before we begin you must face perhaps your greatest challenge, getting the game to run on your PC. -------------------------------------------------------------------------- a) INSTALLATION and PATCHES -------------------------------------------------------------------------- Only the Dark Lord himself could have come up with such infernal architecture as exists within the modern Personal Computer. You may find yourself with a computer that far outstrips the requirements and yet.. refuses to run the game stably. Ah well, the devil works in mysterious ways. To run the game effectively your computer requires the following minimum specifications. Windows 95 or 98 Pentium 166 MHz (or equivalent) 32MB free system RAM 285MB Hard Drive Space 4 x CD ROM 2MB Video Card It is recommended for efficient running that you actually have the following or better. Pentium II - 266 MHz (or equivalent) 64MB free hardware system RAM 660 hard drive space 8 x CD ROM Drive Supported 16MB 3D Accelerator Once the game is installed, graphics and sound options can be toggled in-game. However before you begin, it is a good idea to install any patches you want to the game first. Why? Well because installing the patches at a later date can sometimes affect your save game data. It is recommended that you periodically back-up your save game directory as this can sometimes be affected if you have to Uninstall then Re-Install the game for any reason. There are several patches available for the game with the final one being Patch 1.7. If you check your version of the game CD you may find the patches included with some of the budget re-release versions (for example one EA compilation version has patch 1.51 included). It is recommended that you install patch 1.7 if you can get it, this can be downloaded off the ea-Europe site. This contains all the tweaks and additions added in prior patches and also offers the following major changes: - New character, the Maiden of the Nest - Improved Elite Creatures - New traps and levels - Better support for 3D accelerated graphics Download from: http://dk2.ea-europe.com/ A full patch history is included at the end of this guide. The main things you must bear in mind is that to successfully install patch 1.7 after you have begun a game, you should uninstall then reinstall the game. If you have save data that uses an older patch version then it is likely that your save data will become unusable, so it is better to install the patch before you begin a game. -------------------------------------------------------------------------- b) THE CONTROLS -------------------------------------------------------------------------- So Keeper you have the game up and running, but now you face another problem. You have no manual. Maybe you lost it, maybe you purchased the game second-hand and it was not present, perhaps you have the budget version and cannot get hold of Adobe Acrobat to read the manual off the CD (which you probably lost anyway). I am sure that evil though you are you didn't download this game using a P2P file-sharing service... Whatever the reason, here is the full list of controls. GOD (!) MODE Scroll Up - Arrow Key UP Scroll Down - Arrow Key DOWN Scroll Left - Arrow Key LEFT Scroll Right - Arrow Key RIGHT Zoom In - HOME or CTRL+ Arrow Key UP Zoom Out - END or CTRL+ Arrow Key DOWN Speed Scroll - Key and SHIFT Rotate View Left - DELETE or CTRL+ Arrow Key LEFT Rotate View Right - PG DN or CTRL+ Arrow Key RIGHT Pause + Options - ESC Take Screen Shot - PRINT SCREEN Pick up Objects (Not creatures) - PAGE UP Send Multiplayer messages - TAB Increase Ambient Light = Decrease Ambient Light - Camera Isometric - F1 Camera Top Down - F2 Camera Oblique - F3 User Camera 1 - F4 User Camera 2 - F5 User Camera 3 - F6 Ally Window - A Zoom to next fight - F Toggle GUI - G Zoom To Dungeon Heart - H Toggle Player Information - I Map - M Zoom To Portal - P Camera Mouse Rotate - X + MOUSE LEFT/ RIGHT Camera Mouse Zoom - Z + MOUSE UP/ DOWN Increase Gamma - SHIFT + . Decrease Gamma - SHIFT + , Roll Right (Free Camera / Set User Camera) - CTRL + DELETE Pitch Down (Free Camera / Set User Camera) - CTRL + END Pitch Up (Free Camera / Set User Camera) - CTRL + HOME Roll Left (Free Camera / Set User Camera) - CTRL + INSERT Yaw Right (Free Camera / Set User Camera) - CTRL + PG DN Yaw Left (Free Camera / Set User Camera) - CTRL + PG UP Pick High Level Creature - CTRL + . + Click on Creature portrait Pick Low Level Creature - CTRL + , + Click on Creature portrait Quick Load - CTRL + L Restart Level - CTRL + R Quick Save - CTRL + S POSSESSED (1ST PERSON MODE) TOGGLE SNIPER MODE - Insert Pick Lock/ Disarm/ Jailbreak - NUM 0 Fire - SPACE Creep - CTRL Run - SHIFT Possessed Melee Select - 1 Possessed Spell Select 1 - 2 Possessed Spell Select 2 - 3 Possessed Spell Select 3 - 4 Possessed Primary Ability - 5 Possessed Secondary Ability - 6 Possessed Group Select - 7 Remove From Group - CTRL + G In Possessed mode you actually need to hold down the relevant key then left click the mouse to make your selection in some cases. For example, making up a group of possessed creatures, you must hold down 7 to get a highlight on the creature you wish to add then left click to get it to follow you. The screen layout seems complex, but soon becomes easy to understand. Across the top of the screen you will find your Dungeon Heart health icon, your current Mana reserves, the $ payday metre, your stored gold and a scrolling information panel. In the bottom right left corner is the map of the dungeon, as you excavate more lands it turns red. Lava is marked in dark red, unclaimed and enemy land as grey. Rival Keepers territory is blue/green/purple/yellow. Portals are a flashing dot and the various circles marked on the map are the radius of influence from certain rooms. You can click on the map to move quickly to another area. Around the map are four icons: ? is the query icon, $ allows you to select areas of rooms to sell off, the PC icon takes you to the Option Menu and the Magnifying Glass zooms in and out of your dungeon. Next to this are your room, spell and creature management panels. The Imps panel stays permanently displayed. From top to bottom it shows, total number of imps, number of imps idle, number of imps busy, number of imps fighting. Left click on the imps panel to pick up imps quickly. The creature symbol allows you to view the creature panel. This shows how many and what type of creatures you have in your dungeon. Left click on them to quickly pick them up, right click to just move the dungeon view to where they are. Click on the Jobs icon to quickly see who is engaged in what activities. Click the Fighting Panel to see who is engaged in combat or guarding the Dungeon. Click on moods to quickly find out who is unhappy and restore their good mood. The Rooms Panel gives you the rooms currently available to build. Select the room then drag out the blueprint in an excavated and claimed area of land. If the frame turns red, it means it costs to much to build right now, so go get more gold! The Workshop Panel gives you the current selection of Doors and Traps you can build. Once you have selected an item and dropped to blueprint onto the dungeon, you need to get workers into the workshop to build them. Once the panel is closed you can track the building of items as a sort of clock hand moves around the Workshop icon, to find out which item, open the workshop panel and see which has the clockhand moving around it. Spells, like the Workshop icon this can be used to monitor the progress of spell research and upgrades. Here you also select spells to cast as long s you have the Mana available to do so. Next to these panel icons and above the panel they open is the message panel. Here information and alerts from your Mentor will appear in written form. Right click to get rid of them quickly. If you are attacked by an enemy then a battle icon will appear at the far right of the bottom area. Right click on it to quickly zoom to the battle. Finally in Campaign Mode only there is the HORNY icon. Horny is the demon who appears to collect Portal Gems at the end of each campaign level. If you find a bonus level then at the end of the current level a quarter of the Horny Talisman will fill in. Finding a piece gives you the ability to summon Horny in the next realm. -------------------------------------------------------------------------- c) THE MENTOR -------------------------------------------------------------------------- As you play the game Keeper, the stentorian tones of the Mentor will guide you on your way. He is my brother and is just as keen as I to see you succeed in your endeavours. As your dungeons become bigger and more complex he will be most helpful in alerting you to any problems that occur. He will notify you if a creature has become angry or unhappy. He will tell you if you require bigger rooms, he will let you know when spells have been researched and when items have been finished in the workshop. He will let you know if you are under attack, or if your creatures are rebelling. Although these notifications also appear on the message panels, its saves valuable time hearing them from him rather than clicking on the panels. Sometimes you need to use your judgement as to how you follow his advice. He may tell you a room is too small, but if you have multiple rooms of that type, you can ignore his advice. Just make sure access to the rooms is easy. If he tells you a creature is unhappy because it hasn't been paid, check the payday timer at the top. If it is past halfway you can leave the creature alone, it will be paid soon. If payday is just gone and creatures are still unhappy, check the locations of your treasuries, in larger dungeons your imps maybe dumping gold in far-flung treasuries while the ones near your main areas are empty. Listening to your Mentor is a useful way of finding these things out. (And sometimes he likes to have a little joke with you to. He'll even suggest you get some sleep if you play too late into the night and if you pause the game for a while, prepare for sarcasm!) It is of course up to you what actions you take, but ignoring his advice and warnings can result in problems as you become overwhelmed with demands, fights and forget to check on things like training, spell research and workshop activity. Your Mentor is an important part of your micro-management, not just a tutorial function! ========================================================================= ******************* 3) THE BASICS OF BEING EVIL ************************* ========================================================================= Now Keeper, its time to familiarise yourself with the basics of the game. The first Campaign Mode levels introduce rooms, creatures and spells to you slowly and your mentor will give you pointers on control and combat. If you combine this with playing around in My Pet Dungeon Mode as you progress through campaign mode, you can experiment with different styled maps and practise combat in a safe environment, as it becomes progressively harder in Campaign Mode. This is just a basic overview, more detailed information of the various Creatures, Hero's, Security, Gold, Mana and Rooms are found in the in-depth sections. -------------------------------------------------------------------------- a) EXCAVATION AND BUILDING -------------------------------------------------------------------------- You begin most dungeons with just your dungeon heart and four Imps. Imps are your magical servants, they need no food, or rest. But they do require Mana to keep them going. Imps excavate rock, reinforce walls and most importantly claim land for you. Once a tile of land is claimed as yours, you can build on it and it will also generate 1 point of mana for your mana reserves every turn. Your Dungeon Heart is your most important area. It acts as a treasury, storing a maximum of 16,000 Gold and if it is destroyed, then that is the end of your dungeon. You should make your dungeon heart well fortified with doors and traps. Using the Hand of Evil you can select areas to excavate. If rock has a gold or gem seam imps will prioritise the collection of that over anything else. You should start by excavating fairly small room shapes connected by tunnels ready to start laying down your network of rooms. No creatures will appear until you claim a Portal, these are often buried in nearby rock, but you can tell where they are usually by a black square shadow marked in the rock. If you wish to spend sometime storing gold and building rooms wait and do so before you break into that area and claim the portal. Once the first portal is claimed it will support a maximum of 15 creatures, further portals will allow another five each. So if you have three portals you can have 25 creatures through. If one dies, another creature will come to replace it, but will never rise above 25. This obviously excludes skeletons, vampires and captured Heroes, who do not arrive via a Portal. You should also watch for Hero Portals, if you are in campaign mode these are used for attacks against you. When you excavate you will find various kinds of terrain to cope with. - Soft Rock, easily dug through by your imps - Bedrock, thick rock you cannot dig through and nor can enemies, use it to make natural borders to your dungeon. - Gold Seam, shiny gold running through the rock. Your imps will collect the gold and run back to put it in the treasury. - Gem Seam, usually just once square marked with multicoloured blobs. These can be mined infinitely for cash. However, your imps prioritise the collection of wealth over everything except defending the dungeon heart. If your imps aren't doing their other jobs, make sure you deselect the gem seam for a while! - Water, will slow your creatures down a bit, but only vampires cannot cross it. Build wooden bridges across it to make traversing easier. - Lava, only passable by Salamanders and Giants. Use Stone Bridges to cross permanently or wooden bridges for a quick crossing (they burn up). - Enemy Territory, usually marked in grey. Disarm any traps nearby so the Imps can claim the land safely for you. Each map will present a different dungeon building approach but a general rule is you should keep lairs fairly small and spread out across the dungeon so creatures can bed down near where they want to work. Place plenty of hatcheries about the places so they don't get unhappy and have to walk too far for food. The same with treasuries, if your dungeon is going to sprawl, make sure you keep the central treasuries well stocked to prevent creatures not being able to get their wages. If the level is not a timed one and Gold isn't to tight to mention, always add a casino to keep them very happy. Also try and keep your rooms enclosed within rock walls with doorways, rather than on open ground. Install doors in the doorways as soon as you can, even a lowly wooden door increases your creature's sense of security and makes them happier. Don't be too eager to excavate and claim territory over and above building rooms. You may runs into a Hero Gate and find yourself dreadfully unprepared. Create more Imps right from the start. Add at least one more straightaway and another five when you have the mana. Keep them out of danger and they will level up and become mega-efficient. If you are nearing the end of the level and don't need as many imps anymore drop them into the dungeon heart to reclaim half their original mana cost. -------------------------------------------------------------------------- b) CASH, MANA (MARVELLOUS) -------------------------------------------------------------------------- Speaking of mana, Keeper, Let me now tell you about this and the other thing you need to keep your dungeon running well. Gold. Mana is your source of power for all magical things. In the top left corner of the screen is your current Mana levels (number in blue). Each square of land you claim will generate 1 Mana point per turn. If you claim a Mana Vault (looks like green smoking tiles), these will add 100 Mana each turn. If you have built a Temple, you can get your creatures to pray there to add more mana. Casting spells and maintaining Imps drain mana. Some powerful spells can take off 50,000 mana, and as you can only store 200,000 maximum its pays not to get too trigger-happy with spells. If you decided you don't need as many imps anymore, drop any superfluous ones into the Dungeon Heart. You'll save mana by not having to keep them alive and also get a mana boost of half the Imps mana cost. Gold can be acquired through mining the finite seams of yellow or the permanent Gem seams. You can hold as much gold as you have treasury space to keep it in. If you run out of space the gold will be left lying there, you can collect it later when you have space though, it won't disappear. As you get creatures into your dungeon, they will need paying. The payday timer is located at the top of the screen and the gold moving round its rim is the countdown to the next payment date. The amount that you will lose will flash briefly in blue, make sure it doesn't take you into the red, or your creatures will get angry. It also costs money to train creatures in the Training Room, but you really can't get around that. Casino's can be used to recycle your gold through, if you "rig" the casino, you will make money back off your creatures, but they won't be as happy. If a creature wins the casino Jackpot but is unable to collect, they will also get mad. If money is running low, collect up all your Imps and drop them in a treasury, they may have gold they haven't deposited yet. As an emergency measure you can sacrifice Mana to make gold with the handy "Create Gold" spell, or sell off rooms using the $ option in the bottom left of the screen near the aerial map. If you become bankrupted, your creatures will leave your dungeon rather quickly; so effective cash management is vital, not every level has an infinite Gem seam to mine in it. -------------------------------------------------------------------------- c) USING THE HAND OF EVIL -------------------------------------------------------------------------- The hand of evil is YOUR hand Keeper. This is you way of keeping control of your dungeon and its minions. As well as acting like a normal mouse pointer, it has several modes and actions that can be discerned visually: - If the hand is not engaged in anything, it will be open and will restlessly move its fingers. - If you pass it over something and left click it will pick that creature or gold up. If it has a creature you will see it dangling from your finger. You can pick up more than one at a time. If it holds gold, it will cup itself. Left click to drop the gold/creature again. - If you pass the hand over a creature you can right click to slap them. - If a pickaxe appears in the hand this is an area you can tag blue for your imps to excavate. - If you have selected something from the control panel, like a spell, or room, or trap etc the finger will point. Drag and/or drop then left click to activate or right click to deselect. The action icon appears by the hand, if there is a red line through it, the action cannot be performed in that place. With the hand you interact with your creatures in two ways. Picking them up is useful for quickly moving them to Lairs, Hatcheries and Treasuries if they are moaning about lack or sleep/food/cash. You can also drop them into an area to do work, e.g. Research in the Library or Training in the Training Room (there is no guarantee they will always do it then though!). You can also drop creatures near to enemies, but be warned, there is a "stun" effect when they land and they make take damage if dropped too close to a foe. You can also use the hand to pick up imprisoned enemies and drop them in the torture devices or in the combat pit. Slapping is the other way to interact with them. This is best reserved for your imps, as your other denizens may get angry from your abuse and leave. Imps however will squeak and work harder with the odd slap. The exception is the Dark Mistress; she positively loves a damn good "right clicking". Be careful as well with your imps, too much sadistic slapping may kill them. Take it out on a chicken instead; they explode in a bloody mess of feathers when slapped (mwahahaha). Creatures normally work at 80% efficiency. Slapping (once) will add 10% to that as will dropping the creature where you wish it to be working. -------------------------------------------------------------------------- d) FIRST PERSON MODE -------------------------------------------------------------------------- Once your Warlocks have researched the Possession Spell you can cast this upon a creature to see through their eyes. Using the mouse to look around and the cursor keys to move about you can stroll through your dungeon and admire your handiwork close up. It also has a more important function, possessing certain creatures can be tactically useful, some have special abilities you can use while in control of them. Dark Elves have the ability to snipe enemies from long distances; you can use this to quickly take out enemies from far away. A Rogue can cloak himself and you can use him to infiltrate enemy dungeons, he can then pick the locks of enemy prisons and release any captured creatures inside. You can also use the Rogue to scout out land unseen and you can use the Troll to spot and disarm those invisible enemy traps. Possessing a Vampire gives you access to a wider range of spells to cast, even possessing a Dark Mistress while you interrogate a prisoner will make them capitulate faster. While in Possession Mode you can also group together a gang of creatures and lead them into battle. This is useful if you have only low-level creatures at your disposal. Under your direct command they become much braver and will not flee battle. Battle can become chaotic though, and takes some getting used to. It is recommended that you spend time practising with Possession Mode in My Pet Dungeon; this will make life much easier for you when it comes time to use it in your evil Campaign! Possessing is a great way of getting the most out of your dungeon. If you are in a quiet period, it's nice to wander around watching your creatures having fun in the Casino or cheering on a fight in the combat pit. They may be disgusting hell-spawn, but Keeper, they are YOUR disgusting hell-spawn. Be proud of them! -------------------------------------------------------------------------- e) COMBAT -------------------------------------------------------------------------- Combat can be a pretty chaotic affair. As you have no direct control over your forces (unless you have someone under possession) you need to put some planning into how you approach your fights. Each creature has a different fighting type and functions better or worse in certain situations. You also cannot expect creatures to fight against overwhelming odds; most of them (except for the Dark Mistress and skeleton) will flee if they are outnumbered. The four types are: - BLITZER. These are your shock troops, these are the ones who charge the enemy and fight quickly and viciously. Dark Angels and Dark Mistresses fall into this category as do the mindless skeletons and the tough Vampires. - BLOCKER. These are creatures that provide the next line of attack if enemies get through the Blitzers and also provide a wall of defence. These include the slow but strong Bile Demons and Trolls, and the powerful Dark Knights. - FLANKERS. These are weaker creatures that function better in groups. They will attack from the sides supporting the Blitzers, and overwhelming the enemy through their numbers. Goblins and Salamanders fall into this category. - SUPPORT. These are the physically weak creatures that should be kept out of close combat. They specialise in distance attacks, Warlocks with their spells and Dark Elves with their arrows make the best support. The Rogue and the Firefly are categorised as Flankers but really should be kept out of combat. Their specialities lie elsewhere. So when planning combat first make sure your creatures have trained and levelled up as much as you can afford or have time to do. Try and send as many in as you can, force of numbers gives your creatures more confidence and more fearful creatures such as Goblins will be less likely to flee when the Lord of the Land appears. Use common sense and don't drop a load of Warlocks on the front line and then be surprised when they are hacked to pieces. Pay attention to training, when you can access a combat pit, do use it, as many creatures effectiveness rises dramatically with the jump to level 5. For example the Dark Mistress will acquire more spells making her even more awesome! Use your spells to support your creatures, Lightning Bolt is weak but can drop armoured foes to the ground allowing your weaker Flankers to pile in and attack them. Healing also helps tip the scales in your favour, but don't get to click happy, it can drain your mana reserves quickly. You can see how injured a creature is by the petals left on their mood/health flower, if they get knocked down to two petals, heal them NOW! Once they are at one petal they will be incapacitated and if an Imp doesn't take them away to rest up, they will die. So then most importantly make sure you drop Imps into the combat field regularly, they will rush in and drag any injured foes into the Prison, and also will take away the fallen bodies of your creatures, if they get them back to their lair quickly enough, it will recover to fight another day. Creatures level up to four maximum in the Training room, then they can go up to level eight in the Combat Pit. They can only attain level nine and ten via level up items and combat with enemies. To check up on their progress zoom in so you can see a "clock-hand" moving round their health flower. This shows you how much further they have to go until they attain the next level. Once a creature is level eight it will not fight anymore in the Combat Pit nor will others attack it. Spells like Call to Arms allow you to quickly muster your forces in one place, and if you have fortified your dungeon with traps these can provide extra support. Once again Keeper, it is recommended to experiment in My Pet Dungeon Mode, here you can trigger Hero invasions whenever you wish and plan tactics around a variety of terrain and situations. With practice and some thought you can build a truly terrifying combat force out of even the lowliest collection of Goblins, Skeletons and Warlocks, the Lord of the land will stand no chance when Dark Knights and Mistresses start flocking to your cause! ========================================================================= *********************** 4) BUILD A BETTER DUNGEON *********************** ========================================================================= Now Keeper, we have quickly covered the basics of the game, now it is time to go into depth. First we shall look at the various rooms you can build and how to get the best from each of them, including in the final section the layouts you must follow to attract the Elite Creatures to your dungeon (for those of you with versions 1.61 and 1.7). In this and following sections I have listed for your convenience a shortened three-letter code for each room, which is then used in the layout grids. Onward! -------------------------------------------------------------------------- a) ROOM LIST -------------------------------------------------------------------------- 1) DUNGEON HEART Your Dungeon Heart is the lynchpin of every nefarious kingdom you construct. It's health is depicted by the small heart icon at the top of the screen, if it should come under attack its health will drop until it is destroyed, which means you have failed the level. So you must keep it well protected, even your Imps will battle to protect your Dungeon Heart sacrificing themselves to keep it safe, ah such loyalty Keeper, it makes your rotten heart glow... Your Dungeon Heart also acts a treasury and will store up to 16,000 Gold Pieces. It also gives your surrounding creatures a boost in confidence, the threat factor of attacking enemies will be reduced once they enter your Dungeon Hearts sphere of influence that is marked on the map by a circle radiating outwards. If you need a quick Mana boost you can also pick up and drop Imps back inside and you'll get half their original Mana cost back. As soon as you can do so, fortify your Heart with heavy doors and traps, it is recommended you DON'T excavate out the walls around it, but leave access via doorways only so you can defend it more effectively. -------------------------------------------------------------------------- 2) LAIR (Code: LAI) Cost: 300 per tile Attracts: Firefly Goblin (minimum 5 tiles) Bile Demon (minimum 9 tiles) Minimum recommended size: 1x1 Tile Every creature that wanders into your Dungeon and into your service needs a place to sleep, a place where they can call home... ahhh. Creatures only require one tile to make a lair upon, although to make keeping track of your creatures easier it is better to build larger lairs and group them together. Because Lairs can be any size it is better to place them in strips next to other rooms rather than excavate specific squares. For example when you build a library a strip down one side of three - four lairs can provide a nice resting place for your Warlocks close to their preferred workplace. Or you can build small Lair and hatchery rooms just "off" a larger room if you wish to maximise wall space; e.g. LIB LIB LIB LIB LAI LAI LAI LAI LIB LIB LIB LIB HTY HTY HTY LAI LIB LIB LIB LIB DOR HTY HTY HTY LAI LIB LIB LIB LIB HTY HTY HTY LAI Keeping Lairs close to Hatcheries is generally recommended, as creatures often want to sleep after they have eaten. Creatures will tend to head for the Lair closest to the Portal the arrive in, so if you wish to have certain creatures bed down in certain places, grab them and drop them onto the Lair tile and they will happily make a new home. -------------------------------------------------------------------------- 3) HATCHERY (Code: HTY) Cost: 300 per tile Attracts: Bile Demon (minimum 3x3 tiles) Min recommended size: 3x3 tiles Hatcheries can be as small as one tile and will still generate chickens for your hungry minions to eat, but it is recommended you make them at least 3x3 tiles. This will make a coop appear in the middle and chickens will be replenished much faster. You should make hatcheries small, but plentiful if your dungeon starts to grow to a large size. You will find getting hungry and not being able to get to a hatchery fast enough is a sure way to put a creature in a bad mood. You can also use chickens to heal dungeon denizens either before you get the Heal Spell or to save on Mana. Drop an injured creature in the Hatchery and it will eat and recover some health before retiring to its Lair to lick its wounds and recover fully. You can also use chickens to keep your captured enemies alive in Prison and in the Torture Chamber. Simply left-click to pick up as many chickens as you wish and then hold them over the pathetic Hero in question, right click to keep dropping them down and they will hungrily eat them until they crack. (There is also the mystery of the coop, if you possess a creature and wander into a Hatchery with a Coop, watch it closely. It will begin to rock from side to side, then feathers will fly, then a door will open and an egg will be fired out of it... but what is inside? It is a mystery O Keeper!) -------------------------------------------------------------------------- 4) TREASURY (Code: TRE) Cost: 200 per tile Attracts: Nothing Min recommended size: 1x1 tile Now your creatures have a place to rest and food to eat, but they also need paying, and you need moolah to build more rooms and defences. There are all those lovely seams of gold to be mined, so you need to build a treasury to store it in. It tends to be a good idea to keep Treasuries easy to access and in the middle of large groups of rooms. Multiple doorways are recommended. Basically your creatures hate to be kept waiting when they have to get their pay, it may seem insecure, but it is better than having your minions become angry due to lack of cash. Because Imps prioritise the collection of money above everything except protecting the Dungeon Heart it's a good idea not to make your treasuries too far out of the way, as they will waste a lot of time then running back and forth to store gold. A good idea is to make one fairly large treasury near to your Dungeon heart, and then if your Dungeon begins to extend a long way, add smaller, outlying treasuries to make sure your more far-flung creatures can reach payment. -------------------------------------------------------------------------- 5) TRAINING ROOM (Code: TRR) Cost: 500 per tile Attracts: Salamander Min recommended size: 3x 3 tiles So we now have cash, food and rest covered. Time to stop pampering those fiends and get them working, right Keeper?! So we need to train them, and for this we require, a Training Room. To maximise the efficiency of your Training Room, ensure it has walls. For every three tiles of wall-space you have, you will add another training target, thus increasing the amount of creatures that can train at once. Creatures can train up to a maximum of level 4 in the Training Room, after that they can only gain levels in actual combat, via battles or the Combat Pit. It costs 20 Gold per turn to train a creature up, but it is recommended you do so as much as you can afford. Level 4 creatures make far more formidable combatants than Level 1 ones. Some creatures will train themselves happily without you having to give them friendly encouragement (like dropping them in and locking the door!). Salamanders and Dark Knights will train themselves up without being coerced. Other creatures will concentrate on priorities first, for example, Warlocks prefer to be researching spells, Dark Mistresses prefer to be interrogating prisoners, Trolls prefer to be toiling in the Workshop and Rogues prefer to be off exploring or gambling. However a bit of slapping and dropping in the room should get it through to them that you require them to level up, NOW! But use your sense, the more Warlocks you have researching, the faster you get your spells. If you have traps and doors under construction, then you really should leave the Trolls working at that. Interrogations and conversion don't require a Dark Mistress, but they happen a lot faster with her "personal" touch, and do you really want your Rogue in battle? He may be better left scouting new territory. So you see Keeper, you need trained minions, but plan access wisely. Let the Salamanders, Dark Elves, Goblins and Skeletons train up first, then when they are done, it should be time to let some Warlocks, Bile Demons and Mistresses loose in there. Once everyone has reached level 4 and if you have no plans to extend your forces with new skeletons or captured Heroes, then sell the Training Room. -------------------------------------------------------------------------- 6) LIBRARY (Code: LIB) Cost: 600 per tile Attracts: Warlock Min recommended size: 3x3 tiles Your magic spells need to be researched Keeper and a Library is vital to the operation of your Dungeon. It will quickly attract the Warlock into your realm and his preference is for research so you will not need to coerce him into it. Like the Training Room, it is best if you can have the room surrounded by walls. Wallspace generates more shelves and you can store more researched spells in there. A nice size for a Library is 4x5 tile. This is pretty big but the more Warlocks you can cram in researching, the faster you get your spells! Its best to keep your Library to the back of your Dungeon, this is because any magical items discovered by your Imps will be stored there and you don't want enemies capturing those. Warlocks will most likely be your primary researchers. If you can capture an enemy wizard early on you can add him, but give him a small library of his own as he and the Warlocks will hate working together. Dark Angels, Vampires and The Maiden also like to research and are the best at it, but you will probably have done all your spell research by the time they deign to enter your Dungeon. -------------------------------------------------------------------------- 7) WORKSHOP (Code: WOR) Cost: 600 per tile Attracts: Troll Bile Demon (minimum 3x3 tiles) Min recommended size: 5x5 tiles As your Dungeons expand, they will need protection. For this a Workshop will be yours to create Traps and Doors in. A Workshop should be at least 4x5 or 5x5 and again it should be walled to increase worker capacity and storage space. Once a workshop is available the Workshop Icon appears on the panel. Click on it to open up the range of items you can build. Bile Demons and Trolls are your best manufacturers. Both will happily work away creating traps and doors, other creatures like Goblins can be induced to help out, but it's best to leave the Trolls as your major workers, giving the Bile Demons time off to train up for battle. Building and running and effective Workshop is a complex business and is covered in more depth in the section on Dungeon Design. -------------------------------------------------------------------------- 8) GUARD ROOM (Code: GAR) Cost: 600 per tile Attracts: Dark Elf Min recommended size: 1x1 tile An important room in some dungeons and not in others. If your dungeon has sprawled along way out from its centre it's a good idea to put a Guard Room or two along the further reaches. Each tile supports one guard, so create it as big or as small as you need. A 3x3 guardroom is good idea and it has a decent sphere of "alertness", this is a ring of influence that if enemies stumble into will raise an alarm and bring nearby guards running. A nice way to set up a Guard Room is to place a few lairs and a Hatchery next to it and even a few treasury tiles with cash on them. This way your Guards can stay focused on patrolling and won't need to go all the way back to the central dungeon area. If you add doors, you can use this to lock down creatures until they are ready for battle then use possession to lead them on a raid into enemy territory. If you are playing My Pet Dungeon then this room becomes less important, but experiment with building them and seeing how the Guards react to invasions. Any creature can be dropped on a Guard Room and most will then perform Guard duties. Dark Elves perform this as their preferred duty. Salamanders can also be useful guards once they are done in the Training Room and you have no Combat Pit to level them up further. Skeletons also make good guards as they don't require food, sleep or pay. -------------------------------------------------------------------------- 9) PRISON (Code: PRI) Cost: 750 per tile Attracts: Skeletons Min recommended size: 5x5 tiles Well Keeper, your minions are fed, rested, paid and have work to occupy themselves. But sometimes those sickeningly righteous forces of good want to spoil your smooth running of things. Once you have smited them, you need to give them your best accommodation. So what better than a dank prison full of rats and bones? You may not require such a big prison as a 5x5 one, a 5x4 one is often big enough. Once an enemy has had its health reduced to one petal on its health metre your imps will drag it away and place it in the dungeon. What happens next depends on what you want out of the following. Do you want more skeletons? Then let them die quickly and they will rise again as Skeleton fighters on your side. Do you have a Graveyard and need a Vampire? Take them straight to the Torture Room and quickly have them tortured to death, then the imps will dump them in the graveyard and mulch them down for Vampire fodder. Finally if you wish to convert them to your side, heal them first in prison either with a spell or a chicken, then take them to the torture room until their puny will breaks. If you want to prevent Imps putting prisoners in a particular prison, click on the door bar to lock it down. This makes no difference to the security of the prison, it's just to keep Imps out if you want them to take enemies to another prison, or let them die and become Graveyard fodder. You can manually drop more creatures in the prison until it reaches over capacity, but you may suffer a jailbreak, so it's not recommended. When a creature dies and rises as a skeleton you may have to remove it manually if you are playing the original unpatched version of the game. Later patches improved the skeletons ability to walk out of the prison, with 1.7 they will leave straight away. They need no lairs either, just keep them away from Bile Demons! -------------------------------------------------------------------------- 10) TORTURE CHAMBER (Code: TOR) Cost: 1500 Attracts: Dark Mistress Min recommended size: 3x3 tiles If you don't leave your enemies to rot in prison then you can leave them in the loving clawed hands of the Dark Mistress. It is here you can either torture enemies to death to gain map information and corpses for the graveyard or you can convert enemies to join your dark cause. When you build a torture chamber maximize its capacity by keeping it walled. This will give you extra torture devices on the walls. You'll get an electric chair and some wall wheels in a small chamber, make it larger and a horizontal wheel is added as well. To begin torture pick up the unfortunate from the prison and make sure the torture device is highlighted when you drop him down. If they miss they will be free to start attacking again and your creatures will swiftly crush him and send him back to prison. Now once they are in a device, they will wail and scream. Place a Mistress nearby to speed the process up. If your Mistresses "client" is weak and unhealed they will die quickly and reveal map information. If you have a graveyard the Imps will take their pathetic corpses away to rot down for Vampire life force. If you want an enemy to join your side, then heal them either before you place them in the chamber or as soon as they are strapped down. Keep an eye on their health and if it drops to two petals heal them again with spells or chickens. The weedier the enemy the quicker it will convert. Dwarfs and Wizards break the fastest; Giants, Knights and Royal Guards take the longest. But they will break, everyone breaks... eventually. -------------------------------------------------------------------------- 11) COMBAT PIT (Code: COM) Cost: 750 Attracts: Black Knight Min recommended size: 5x5 tiles Now its time to let your creatures get their hands and claws bloody with some one-on-one combat. This allows them to rise up to level 8. To get to levels 9 and 10 you must engage in battles with the enemy. If you keep heroes or enemy creatures alive in your prison you can use them as fodder for your minions in the pit. Drop an enemy in with one of yours and they will fight until one is knocked out. You can also pit your own creatures against each other. If you drop multiple creatures in they will only fight in pairs. As they knock out one foe they turn on the next until only one is left |
Comments
Another Dungeon Keeper 2 Walkthrough :
|
|
• Moshi Monsters cheats, Android • Plants vs. Zombies cheats, NDS, XBOX 360, PS3, IPHONE, Android • Pokemon Heart Gold Version cheats • Pokemon Soul Silver cheats • The Lord of the Rings: War in the North cheats, XBOX 360, PS3 • Shogun 2: Total War cheats • BioShock Infinite cheats, XBOX 360, PS3 • Darksiders 2 cheats, XBOX 360, PS3 • Call of Duty: Modern Warfare 3 cheats, PC, NDS, WII, PS3 • Elder Scrolls V: Skyrim cheats, XBOX 360, PS3 • Torchlight II cheats • Borderlands 2 cheats, XBOX 360, PS3 • Temple Run cheats • Jagged Alliance: Back in Action cheats • XCom: Enemy Unknown cheats, XBOX 360, PS3