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Submitted by System on 09/03/2006, 09:50. Print file.
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crush him, summon Horny (if you got the talisman secret last level).  If you have plenty of Knights, skeletons and Mistresses at your disposal he will fall in seconds.

Horny arrives for his next Gem and the land of Sweetwater is now minus its
Lord.  Very good Keeper, very good indeed.

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g) "ROUT" - Sweetwater (b)
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Main Objective: Intercept and kill Lord Iron Helm before he escapes through the Hero Gate
Sub Objectives: Capture wandering Heroes
Interrogate the prisoners in the Torture Chamber to find Lord
Iron Helm's Hero Gate.
Secrets: 11
New Creatures: None
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.  The coward has decided to make a break for it and it will be your job to catch and kill him before he makes it to his Hero Portal.

Your first task is to interrogate the Wizard languishing in your Prison.  he will quickly reveal that Lord Iron Helm's base lies to the far north.  Our next task is to build a dungeon and fighting forces as well as finding out where he will try and escape to.

As you build up your dungeon you will find some more trolls and skeletons in hidden rooms.  You'll also come across low-level guards and wizards in your southern end.  Torture them to find out that the Portal is not very far to the east of Iron Helms stronghold.  So you must dig your way up to the northeast fairly quickly as a timer will begin to count down. Once it hits zero he will make a run for it.

There is no Portal here so the Dark Mistress will join you in the next level.
As time is short you may not want to spend time converting captured heroes, either torture them to locate some of the many specials on the map, or let them become a nice big skeleton army.

As you make your way up you'll find the Portal protected by two cannons and two fear traps.  Use your skeletons to destroy them, then block off the portal with lots of barricades and sentry traps.  Claim all the land up to the side door of
Iron Helm's place as you can then cast your magic on him.  Once the timer is up he will try and flee.  Summon Horny to make quick work of him; you may need his help as Iron Helm has a lot of level 3 knights accompanying him.  The barricades should hold him if he managed to make a break for it and the rest of your forces can pummel him while you floor him with Thunderbolts.

Horny arrives for his next Gem and the land of Sweetwater is now minus its
Lord.  Very good Keeper, very good indeed.

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h) "CAVERNS" - Emberglow
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Main Objective: Dispose of fiery tempered Lord Sigmund and his retinue of of Giants.
Sub Objectives: Traverse the Giants Caverns
Be wary of the molten lava that course through this land
Secrets: 6 (including part 2 of Horny talisman)
New Creatures: Salamander
New Spells: Sight of Evil, Call to Arms
New Rooms: None
New Traps/Doors: None

Well Keeper, things are going well and now we have new terrain to deal with.
Lord Sigmund resides within Caverns of lava, and your first task within this unforgiving place is to fend of a marauding giant and begin taking over the remains of your predecessor's dungeon.  Start excavating the nearby gold and lay a couple of Lairs as soon as you can.  A Giant will soon come and attack your Dungeon Heart, some Goblins and your Imps should be able to take him down, though some may die in the process.

Nearby are a Workshop, Lair, Hatchery, Torture Chamber, Library, Training Room and Treasury.  There are a few Giants roaming about, you may end up playing a bit of cat and mouse with them as your Imps gradually claim the rooms. Excavate the rock near the workshop to create a larger library and when you have claimed the Lair, sell it and build a prison.  You want to start converting Giants as soon as possible.  The fiery Salamander will also join you in this Realm. Like the Giant he can cross Lava and will train himself happily up to level four without prompting from you.  When trained, they sometimes join your Imps in mining and collecting Gold. Truly a useful creature to have around.

Work your way North and capture and convert Giants as you meet them.  At least 5 or 6 will prove ample for your needs.  Also torture some to death to gain the locations on the map of Sigmund's Fort; this is represented by two Hero Portals which you should uncover via torture.  As usual excavate areas of long thin soft rock in bedrock to uncover secrets.  There are a couple of cash injection magic items and a level up lying about.  To locate the Horny talisman secret (A
New Land) you should build a wooden bridge going east from the small treasury you claim and excavate the Rock going around and down from there.  You can also use your new "Sight of Evil" spell to uncover areas for a short time.

Soon you'll stumble across a solitary wizard and the larger guardroom as you head north.  Kill the wizard and storm the three doors of the guardroom.
Capture all the guards and convert them, they will make more valuable muscle.
Let the wizard become a skeleton.  Post some of your own creatures in the room and begin to excavate east.  As you excavate you will need to keep building wooden bridges for your imps to cross over.  When you need to batter down doors, use your Salamanders and Giants as they can cross the lava when they need to return to your main dungeon and won't get trapped and irritable.
You'll keep running into wizards, capture them and make sure your imps can get them back to the prison.  Let them rot into skeletons.

At some point you'll trigger a mini attack.  You'll hear Sigmund call out and a force will pile out of a door and attack.  Quickly summon your troops by clicking on the creature panel.  Although you have the "Call to Arms" spell, too many of them cannot traverse lava.  If you have been converting Giants and
Guards and have a few trained up Salamanders you should have no problems crushing this small force.  Capture and convert any you need, and let the rest become your Undead cohorts.

When you reach those Hero Portals, have your Imps excavate all the way around.
You'll see the Fort lies in the middle of a Lava Pool, with a door at the front and back. The back door has one tile in front of it, so build a bridge and have an imp claim it, this is very useful as you can drop your minions straight into the fort now.  Make sure all your creatures are as trained as you need them to be and use any level up specials you found.  Now build two bridges either end of the fort and have a couple of giants batter the doors down simultaneously.
Now as they crash the doors, drop as many as you can at the back and front to assault Sigmund from both sides.  Despite all his cannons, he is not well defended and he will quickly fall, sweet irony that it should be at the hands of his own converted Giants.

Horny will rise up and collect the Gem and unlock the second secret land for you.  You can summon him to in the next realm, as your Horny Talisman reaches half completion.

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i) "AFTERMATH" - Snapdragon
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Main Objective: Take over Keeper Dante's abandoned dungeon and massacre
Lord Titus
Sub Objectives: Find and claim all the scattered rooms
Defeat the Guardian Wizards
Secrets: 10
New Creatures: Rogue
New Spells: None
New Rooms: Stone Bridge, Casino
New Traps/Doors: Gas Trap

You have impressed us so far Keeper, now let us see how you cope with a more challenging task.  Keeper Dante allowed his Dungeon to be taken over by the sickening Lord Titus.  How shameful.  Your task Keeper is to take three
Salamanders, two Mistresses and a Troll and uses this as a basis to build a large army to smear that goodly fool into the ground.

Your first job is to methodically reclaim every abandoned room in the dungeon, neutralise the Hero Portals and destroy or capture those left standing guard.
Take a moment to move your hand around. You will see to the left of your
Dungeon Heart are many rooms, a Hatchery, Training Room, Casino, Prison, Guard
Room and Torture Chamber.  To the right there is a Workshop and a Library.
There is also a Portal.  But do not claim the Portal just yet for you will set off an alarm and the wizards and guards lurking behind it will destroy your meagre, untrained forces.

First mine the small gold seam and claim the hatchery.  Kill the enemies and now you have enough gold to build a bridge to the Lair. Claim the Lair and ensure your six creatures have bedded down. Carry on left and grab the
Treasury.  Hopefully your six creatures have gained a level or two, so now you should claim the Portal and destroy the Wizard in the water.  There is a fear trap blocking your access to the Library and Workshop.  If you have both
Mistresses still you may be able to get them to disable it, if not you will have to wait until you have claimed the Prison and got some skeletons.  Fear not, you do not really require the help of Warlocks in this realm.  Concentrate on excavating towards the Prison and Torture Chamber.

Once you have claimed the Casino a Rogue may join you.  His stealthy nature is more suited to exploration than battle, but he is effective at attacking and disabling traps and tends not to need encouraging to do so.  As you excavate make sure you destroy all enemy traps and doors.  You disable a Hero Portal by claiming the land around it.  If the Portal is in water, simply build a bridge around it.  It will collapse in a smoking heap of rubble when neutralised.

As soon as you get the prison, start building a skeleton army.  Excavate to the
Torture Chamber and you will find three neutral mistresses enjoying themselves.
Just click on them to pick them up and pop them in your main dungeon, once they contact one of your creatures they automatically join you.  Start capturing the
Giants that make regular attacks on you via your Casino.  If you can convert enough of them and a few Guards as well, the Lord of the Land will stand no chance.  If you can, convert around six giants for an awesome strike force.

You will soon notice that you can approach Lord Titus from three ways, the front, and both sides.  Do not excavate near the area until you are ready to attack. You can see the sphere of alertness as a white circle on the map.

Once you are ready, the left side seems the best way to attack him, break down the nearby door and have the imps claim land as far up to the Fort as they can.
Then drop your attack force down or cast "Call to Arms". He should have few guards left now after all his attacks on you and should fall quickly.  If you got the Horny Talisman in the previous realm, cast it on the closest piece of claimed land, Horny will finish him spectacularly if your other minions haven't already.

Well done Keeper, Horny has the next Gem and you have atoned for Dante's pathetic defeat.  Even the other Keepers in the land are watching you now...

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j) "AMBUSH" - Silverstream
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Main Objective: Ambush Lord Voss as he traverse the Realm, gem in hand.
Sub Objectives: Attempt to capture the Heroes outposts on the river
Secrets: 5
New Creatures: Bile Demon
New Spells: None
New Rooms: None
New Traps/Doors: None

A different kind of challenge here Keeper, and one that sees you up against the clock. You have twenty minutes before the Lord Voss arrives from west and traverses your land to the exit to the east.  There are three enemy guardrooms along the river, one to the east and two to the west.  You begin will a small dungeon in place, with lairs, hatcheries, treasury and a workshop. Almost immediately a new creature will join you, the foul gassing Bile Demon.  This blubbery lump is slow, but one of the toughest in the game.  Muster several and you can create an impenetrable line of defence.  Juts make sure he is kept well fed, and if he is not making items in your workshop have him train up.

Now, quickly excavate out space for a small prison, torture chamber, training room and a few more lairs and treasury spaces and a library if you feel you need the services of Warlocks.  You will find a gem seam that you can mine if cash runs low in the gold seam near to the treasury you begin with.  Within five minutes or so you should have attracted a good number of trolls, mistresses and salamanders.

Observe the Guard Rooms to the east and west. Have your imps tunnel through the bedrock and come out at the sides of the rooms.  Now capture the eastern one first by building a wooden bridge to the side of the room and have the imps breach the wall.  Now drop down your creatures and they should very quickly overpower the guards.  Let some become skeletons and start converting others.
If you can add four or five guards to your forces you will have no problems.

Quickly do the same for the western guardroom.  Now start your trolls and Bile
Demons working on traps and doors.  Fill the Guardrooms either side and your dungeon with doors, sentry traps, barricades and anything else you feel you need.  Lord Voss will try and break through your rooms rather than go around them, what a fool he is.

Now depending on how fast you worked, you may wish to take the final and furthest flung Guardroom as well. If you decide to do so, build a bridge to it and breach it with your Imps, or lead a possessed group and break down the doors.  You may want to concentrate on training your troops up and laying traps with your final few minutes.  If you have two Guardrooms under control it is unlikely Lord Voss will make it past your Dungeon.

Once the twenty minutes is up, Lord Voss will appear with a small fighting force.  If you did not capture the last guardroom, he will pause there to collect the guards patrolling there.  As he moves towards your guardroom, drop
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