TGDB.net - Game news, cheats, solutions, walkthroughs, trainers, saved games and much more!

Home » PC » Dungeon Keeper 2 » Dungeon Keeper 2 FAQ
Submitted by System on 09/03/2006, 09:50. Print file.
Jump to page:
01 · 02 · 03 · 04 · 05 · 06 · 07 · 08 · 09 · 10 · 11 · 12 · 13 · 14 · 15 · 16 · 17 · 18 · 19 · 20

Sponsors:

b) "ENCHANTMENTS" - Sing Song
------------------------------------------------------------------------
Main Objective: Invade Lord Darius's Keep and Slay him
Sub Objectives: Build a Library and use Warlocks to research new spells.
Train up creatures in the training room
Secrets: 1
New Creatures: Warlocks
New Spells: Create Imp, Lighting Bolt
New Rooms: Library, Training Room
New Traps/Doors: N/A

Now Keeper after your first triumph its time to start using the magical powers at your disposal. Time to entice in some of those corrupt magical users, the
Warlock.  You can now build a Library and a Training Room, so do so.  Make the
Library big enough to hold 5-6 researchers and your two spells will be discovered and upgraded quickly.  Remember don't finish the level until any spells in the spell panel marked "?" have been discovered, or you will have to waste time researching them again in the next realm.

Make sure your Training Room is walled so you create more wall targets.  Create a couple of 3x3 hatcheries and strip Lairs.  Claim the Portal when you are ready and soon Goblins and Warlocks will enter your Dungeon.  The Warlocks should quickly gravitate to the Library and your spells should be acquired and upgraded quickly.  While they research, have the Goblins train up to level 4, then put the Warlocks to train up.  Use your new spell to create some more Imps to excavate faster.

If you mine Northwards, you'll encounter some Dwarves, your tough little
Goblins should see them off fast.  You will be shown which tiles need to be broken through to break into Lord Darius Keep.  Wait until you have a nicely trained force of level 4 Goblins and Warlocks then break through.  Drop your minions nearby and the Goblins will swarm the Lord, while the Warlocks fire off their fireballs. Use your new Lighting Spell to attack the Lord.  He won't be hurt but the Lighting stuns him for a second or two allowing your Goblins to kick his head in.

Now when Darius lies broken and crushed, Horny will rise and strip him of his
Portal Gem and that is another Goodly Fool wiped out.

------------------------------------------------------------------------
c) "GREED" - Ramshackle
------------------------------------------------------------------------
Main Objective: Send greedy Lord Avaricious to his grave.
Sub Objectives: Mine out all the gold in the land to entice the Lord out of his Keep.
Build Sentry Traps and Wooden Doors to defend your dungeon
Secrets: 1
New Creatures: Firefly, Troll
New Spells: N/A
New Rooms: Treasury, Workshop
New Traps/Doors: Sentry Trap, Wooden Door

Now Keeper, the next Lord of the land is a greedy fool. You must lure him out by excavating all the gold near to his land.  First though build some Lairs and
Hatcheries, a Library for spell upgrades, and Training Room and a new room, the
Workshop.  This will bring the strong troll into your Dungeon.  They are keen workers and once one is built you can begin to fortify your dungeon from attack.

Excavate the nearby Gold and store it in a small treasury.  Claim the Portal when you are ready.  Don't be tempted to go for the gold seams running to close to Avaricious Keep, he will burst out and attack, so wait until you have some well trained creatures first.

You are shown a good place to set a Sentry Trap so follow the advice.  Watch how the timer counts down until construction is finished.  If you are lucky to get two Trolls building should be fast indeed.  You may want to try adding some
Wooden Doors, these are weak but make your creatures feel more secure.  As you tunnel further North experiment with adding a few more sentry traps, they can provide useful back-up.

Once your Troll is done, make sure it has got itself trained up as well as everyone else.  A Firefly may decide to enter your dungeon at this point.  They make useful scouts and it will uncover land for you as it cruises about.  Train it if you like, at this point it can offer some threat against lowly Dwarves.

When you feel ready, tag all the gold around the enemy area.  Soon Avaricious will come running out to stop you.  If you placed some Sentry Cannon near by they should give him a nasty surprise.  Now just amass your force and overwhelm him, using the Lighting Bolt to help out.

The love of Gold proves this Lords downfall; you can't take it with you Lord
Avaricious, especially not after Horny has tap-danced on your throat.
Congratulations Keeper, another Portal Gem is yours.

------------------------------------------------------------------------
d) "SNIPERS" - Shadygrove
------------------------------------------------------------------------
Main Objective: Traverse the Moat of Lord Ludwig's Fort and wrestle the
Portal Gem from him.
Sub Objectives: Find and claim the Guard Rooms
Lead a charge of grouped creatures into Lord Ludwig's Fort
Secrets: 4
New Creatures: Dark Elf
New Spells: Possession
New Rooms: Guard Room
New Traps/Doors: N/A

Now Keeper a larger area for you to play around in and one with some danger from all sides. If you dig North, West and East you will uncover Guard Rooms.
The East and West one's face Hero Gates.  The North one faces an enemy door behind which lies a second portal.  You best plan is to first as usual set up some Lairs and Hatcheries.  Keep mining Gold so you can afford to build a
Library, Training Room and Workshop.  Once you have a nice snug little set of these rooms set up, create some treasuries and claim the first Portal.

Dig East, West and North to uncover and claim the Guard Rooms there. This will quickly attract the Dark Elves into your Dungeon.  They like to patrol, but make sure they get some time in the training room. Your Warlocks will soon research the new spell, Possession.  Practice possessing a creature and using the number keys to select different attacks and group creatures with you (hold 7 then left click when the creature you want is highlighted).

Breaking though to the North Guard Room also exposes a lot of water and two
Hero Portals to the East and West.  If you excavate the rock to the East and
West of these Portals you will find two Magical Items that raise all your minions by one level.  Don't use them now; wait until everyone has trained to level 4.  Break through the door in front of the North Guard Room (drop creatures in front and they will batter it down).  Inside are a few paltry foes, crush them and claim the Portal.

There will be a few enemy incursions, but you should fight them off easily, put
Wooden Doors and Sentry Traps around your Dungeon Heart to make life harder for them.  Once things have calmed down, spend time training up.  Now excavate
North and your Imps will break into the area with the entrance to Lord Ludwig's
Fort.  The Mentor will suggest you kill him from long-range with a Dark Elf.
Before this however, your will see your Imps will keep trying to claim land and getting shot at by the cannons.  Lock your Imps safely in a room for now so they don't accidentally raise the alarm.

Now drop a Dark Elf on the nearest piece of claimed land and possess her.
Press the INSERT key to go into Sniper Mode.  Walk forward slowly until the
Dwarf is highlighted as a target.  Now look at the top of the screen you will see a Bow and an Arrow icon.  Press 2 to move to the Arrow. Now left click to send an arrow flying into the Dwarf and knock him dead.  From here you can also knock out the Cannons, or you may prefer to possess a Troll and go in close and smash them to pieces quickly.

Now if you managed to kill the sentry and not raise the alarm, gather a force together using the group possession (make sure you use the two level up items displayed on the spell panel) and either beat down the door or barge right in.
Ludwig has few left to protect him, so within minutes he should be crushed under a barrage of hammerblows, arrows and fireballs.

Horny rises up and takes the Portal Gem from his lifeless body.  Shivering behind a moat couldn't keep this Lord safe.  I hope not all Lords of the Land are this cowardly Keeper, don't you?

------------------------------------------------------------------------
e) "FEAR" - Elmshadow
------------------------------------------------------------------------
Main Objective: Force your way into the Keep of cowardly Lord Constantine and destroy him.
Sub Objectives: Find and Claim the Prison
Create Skeletons
Secrets: 6 (including part 1 of the Horny Talisman)
New Creatures: Skeleton
New Spells: None
New Rooms: Wooden Bridge, Prison
New Traps/Doors: None

Ah Keeper, it looks like we have yet another coward content to sit behind defences. He uses the dastardly fear trap to keep enemies away and you will find your creatures unable to go further until they are disabled.  But how can this be done, well in this realm we will discover a creature unaffected by fear..

Elmshadow is a large and sprawling land, and I would encourage you to excavate as much as you can, for many magical items can be found tucked away in corners, including the ability to access a secret level and summon Horny in the next realm.  Set up your dungeon with Lairs, Hatcheries, a Library, Workshop and
Training Room and swiftly claim the Portal.  The Forces of good make regular forays into your dungeon and you need to be prepared for them.

Soon your Imps will uncover and claim a Prison a little to the south.  You should expect a raiding party soon of puny Thieves and Dwarves. Crush them and now you will see the Imps drop their bodies off into the Prison to rot.  If a creature falls into the water, build a wooden bridge underneath to allow the
Imps to reach them.

When the feeble Heroes have died, they will become skeletons.  They have no fear which is good.. and bad.  As soon as they leave the Dungeon they will try and destroy the two cannons nearby, and being only level one they will shatter and be lost.  Possess a troll or Warlock and lead a few creatures over the water to take out these annoyances and now your skeletons will be fine.  Drop them in the training room to level up, then assign them Guard duty.

Excavate as much of your Dungeon as you like to collect the secret items then, when you are ready to take on Lord Constantine, excavate the area nearby the prison until you uncover a Fear Trap.  If your imps manage to claim tiles near to it then you can drop the skeletons nearby and they will attack automatically. If not, possess the skeleton (other creatures will reject your possession if you make them go near the trap), and hack the trap down.

Carry on and this should entice out Constantine.  Muster all your Trolls,
Goblins, Dark Elves and Warlocks and attack him full on.  He has a large force, but if you kill him, you do not need to worry about the rest.  Let him get onto your territory and you can drop him with the Thunderbolt, allowing plenty of battering to his armour-plated bonce to take place.

Soon Constantine will be rusting in the water and Horny will arrive to take his
Gem.  The only thing to fear around here Keeper is you and your cohorts!

------------------------------------------------------------------------
f) "BESEIGED" - Sweetwater (a)
------------------------------------------------------------------------
Main Objective:  Assault the castle in which Lord Iron Helm resides and crush him utterly.
Sub Objectives: Capture and convert Lord Iron Helm's minions
Try to locate the hidden passageways leading to Lord Iron
Helm
Secrets: 5
New Creatures: Dark Mistress
New Spells: Heal
New Rooms: Torture Chamber
New Traps/Doors: Barricade, Fear Trap

Your forces have been laying siege to Lord Iron Helm for a while now, time to end this.  Yet he is well defended and shows no sign of budging and your forces are not strong enough to take him head on.  Some tactics and cunning are required Keeper to enlarge your forces as you have no portals to draw extra troops from the netherworld.

So you will be pleased to hear that in this Realm you are now blessed with the services of the Dark Mistress and her Torture Chamber.  Not only can you build up and army of Undead skeletons, but also convert whimpering Heroes on your racks and chairs of pain.

After a small amount of excavation south you'll see all the various entrances to Lord Iron Helms castle, they are well guarded and you don't want to be attacking them.  But place guards nearby and sentry traps as there will be persistent incursions from his forces almost straight away. You want to uncover some Map information so the first few thieves and wizards you capture, interrogate them for info.  You should quickly reveal to the far southwest and east some guard rooms and single cell prisons holding neutral creatures.  These are what you need to be heading for.  To do this, excavate northeast and northwest.  To the NE you will uncover a Hero gate.  Claim the area around it and you'll see a thin tunnel of soft rock snaking south round the edge of the map.  You can find something similar to the west as well.

Excavate them as far as you feel safe.  Wait until you have built up a nice force of converted Knights and Guards.  To convert, strap them into the torture devices and heal them, then leave them there until they join you.  You may need to heal the Knights up as they are quite resistant to your ministrations.  If you can convert around five knights and five guards and add about 6-7 skeletons that is an awesome boost to your fighting forces.

Now excavate down those tunnels and break into the guardrooms and prisons at the back of Iron Helms fort.  Claim the rooms and this gets you into the heart of his territory.  Soon you break into the main area and its fight time.
Quickly drop in as many forces as you can muster and if you want to totally
Jump to page:
01 · 02 · 03 · 04 · 05 · 06 · 07 · 08 · 09 · 10 · 11 · 12 · 13 · 14 · 15 · 16 · 17 · 18 · 19 · 20

Sponsors:

Other files from this game:
  1. Dungeon Keeper 2 document by System on 14/03/2006, 06:30
  2. Dungeon Keeper 2 trainer by System on 14/03/2006, 06:30
  3. Dungeon Keeper 2 document by System on 14/03/2006, 06:30
  4. Dungeon Keeper 2 document by System on 14/03/2006, 06:30
  5. Dungeon Keeper 2 hints by System on 09/03/2006, 09:50
  6. Dungeon Keeper 2 FAQ by System on 09/03/2006, 09:50
    Multiplayr FAQ/Walkthru
  7. Dungeon Keeper 2 hints by System on 09/03/2006, 09:50
  8. Dungeon Keeper 2 FAQ by System on 09/03/2006, 09:50
  9. Dungeon Keeper 2 FAQ by System on 09/03/2006, 09:50
  10. Dungeon Keeper 2 cheats by System on 09/03/2006, 09:50