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Submitted by System on 09/03/2006, 09:50. Print file.
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as many creatures as you have into there and when he sets foot upon your land, cast Thunderbolt upon him.  There will be a short but (very) bloody battle and he should fall without getting further than the guardroom.

If you didn't capture the western guardroom, the same tactics go for fighting in your Dungeon.  It may be tougher as he will have more soldiers under his command, but if you placed plenty of traps and recruited some skeletons that should help thin things out.  As a last resort if all his minions are dead, he will start to run very fast towards the exit.  For this reason it is a good idea to fill the eastern guardroom with barricades and traps to bring him to a halt.

Whatever your tactics, he will find it hard to run with broken legs.  Once he lies bleeding on the ground, Horny will appear and the ninth gem is yours.

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k) "SMASH" - Woodsong
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Main Objective: Defeat Keeper Asmodeous and take the Gem from him.
Sub Objectives: Smash your way through Lord Ronin's lines to attack Keeper
Asmodeous
Seek out the weak spot in Asmodeous's defences
Secrets: 9 (including part 3 of the Horny Talisman)
New Creatures: None
New Spells: Tremor, Turncoat
New Rooms: None
New Traps/Doors: Braced Door, Spike Trap

Keeper, you are halfway there, but trouble is brewing.  Rival Keepers also vie for the Portal Gems and the tenth has fallen into the hands of Keeper
Asmodeous.  To make matters worse between his dungeon and yours lie the forces of Lord Ronin.  Ronin is mustering for an attack against you and Asmodeous, an attack you will not survive, so it is imperative you defeat Asmodeous before
Ronin moves against you.  You have 45 minutes before Ronin will strike.  But do not panic, it may seem impossible but the secret is knowing what to prioritise and what to leave alone.

Before you begin, quickly check the lay of the land.  You will see that to the
North lies Asmodeous's Keep.  Between you and he lies a large body of water with Ronin's forces to the east and west, joined by a bridge and patrolled by elven archers and dwarves.  You will see to the southeast and west of you are two hero portals and to the east and west two enemy occupied treasuries.  You will be assaulted from all sides, almost from the start.

Now quickly excavate some gold and build the following before claiming the portal.  A library, a Workshop big enough to hold at least five workers, a training room with at least nine spaces, a prison and torture chamber big enough to cater for around eight prisoners and four or five "clients".  Lay lairs and Treasuries in strips where you have space, but build at least one 5x5
Hatchery to attract the Bile Demon.  Try and build as much of this as you can afford before breaking through and claiming the portal.  Two Mistresses will join you immediately, and having a large Hatchery and workshop set up means trolls and Bile Demons will be through first and not lots of goblins.

You'll begin to suffer attacks from the southern hero portals almost straight away.  Plus your dungeon will be breached from the north.  Capture and convert as many giants and guards as you can, you need as much muscle as you can muster.  Let the dwarves, elves and wizards become skeletons and keep them training and defending.  Fill those long tunnel areas that the heroes are using to invade your dungeon from with Braced doors and spike/gas traps. Fear Traps also slow down those pesky dwarves and thieves.  If you have five workers in your Workshop, you should be turning out items in around 20-30 seconds apiece.
Once your dungeon has all the rooms you need and you have started to torture captured enemies, excavate north, you will find a gem seam nearby and also another Portal.  Claim the Portal, but don't excavate through into the main body of water yet.

Make sure your dungeon is secure with plenty of traps placed in the tunnels from the northern portal and make sure your Warlocks have researched the Tremor spell.  Once the timer hits fifteen minutes left it's time to make your move.

The key here is to basically ignore Ronin's forces; you have not the time to defeat them nor to spend destroying his defences before heroes come pouring into the realm.  You must bypass him utterly.  To do this, build a bridge west from where you broke through by the northern portal, then build the bridge north until you hit Ronin's bridge. Now drop some Imps on the end of the bridge and they will claim the bridge, you may need to drop a Mistress or two there to kill of any patrolling Elves.

Now carry on building the bridge north until you hit a patch of unclaimed land by Asmodeous's Keep.  Start excavating the rock and also very importantly claim the nearby bridge and collect the secret item to get the third part of the
Horny Talisman. Excavate the rock as far as the enemies Lair, this allows the quickest access to the enemies Dungeon Heart.  Use the Tremor spell to destroy the fortifications and your imps can break through the now soft rock quickly.
Now as they break into the lair, be ready to drop down your Mistresses and skeletons, they will charge into the enemy dungeon and frighten away enemy imps so you can quickly claim the lair.  Start dropping down Giants and Bile Demons and Warlocks and hopefully they will charge the dungeon heart and destroy it.

If you have a force of at least four Bile Demons, four Giants, four Guards, six
Mistresses and assorted back-up Elves and Warlocks (at level 3-4 at least) you should have the Dungeon Heart destroyed in seconds.  You may hear the Mentor tell you that your own dungeon is under attack; it's a gamble you have to take.
Storm Asmodeous's Keep before yours is destroyed, as long as you do it before the 45 minutes are up, your doors and traps should keep those pesky Hero incursions away from your Dungeon heart.

Once Asmodeous's Dungeon Heart lies smoking in rubble and the blood of his pathetic minions seeps into the ground, Horny will rise up and claim back the tenth Portal Gem that is rightfully ours.  Halfway there Keeper!

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l) "CARNAGE" - Sparklydell (a, b and c)
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Main Objective: Kill all your rival Keepers
Sub Objectives: a) Build up a strong force quickly b) Hold of strong rivals while you deal with weaker ones c) Attack your neighbour before he can build up a fighting force
Secrets:
New Creatures: None
New Spells: None
New Rooms: None
New Traps/Doors: Trigger Trap, Boulder Trap, Steel Door

Now Keeper, we have already seen off several rival Keepers for the privilege of collecting the Portal Gems.  Now you will be pitched against five others
Keepers in competition for the eleventh.  Whoever comes out on top will be deemed worthy of carrying on the quest. Kronos, Belial, Raksha, Morgana and
Draco stand against you here.  But fear not, they are not just in competition with you, but also each other and whichever approach you take, this should be used as part of your tactics.  There is some unpredictability in how the other
Keepers will react and the shape their dungeons will take, and this should be born in mind when following the strategies below. a) This starts you off in the strongest possible position.  You start with a
Portal nearby and gold to set up a small but efficient dungeon.  If you check the map you will see Portals marked across it, each Portal represents the locations on enemy dungeons so don't start expanding yet. Once you have a decent force ready, you should excavate southeast and you will soon breach an enemy dungeon.  If you took your time amassing a force, you may discover this
Dungeon Heart already under attack from another's forces, try and destroy it first and then keep excavating anti-clockwise.

As you take over dungeon rooms and claim their Portals your forces will grow.
You may encounter stiffest opposition in the northeast dungeon amongst the lava.  This Keeper will often cast Thunderbolt upon your creatures and will capture and torture them.  However usually once you destroy this Keeper, you should have won the Gem and Horny will arrive to declare you champion.

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b) Decide to start from this position Keeper and you will face two weak opponents on either side and one tricky one.  There is already land excavated for you so quickly build the rooms you require, I advise a large workshop as you will need to do some serious Dungeon Fortification and a decent sized
Prison and Torture Chamber as you will have much opportunity to expand your forces via conversion.  Once you have some creatures in your dungeon trained up its time to take pout the Keepers either side.  To the east and west are weak
Keepers whose Dungeons you should conquer easily.

You will hear that the Keeper to the North has defeated a rival Keeper be careful you do not excavate too far and breach their walls too soon. Make great use of the Sight of Evil spell to scout out where Dungeon Hearts are located and the layout of the dungeons.  As you defeat the smaller Keepers, convert as many good creatures as you can and create some skeletons to.  Fortify your
Dungeon Heart with many traps and metal doors.  As soon as the other Keeper feels its time they will launch an attack on you.  You can use the Sight of
Evil to locate the Dungeon Heart and start using the Call to Arms spell to have you troops gradually invade the others Dungeon.  Hopefully the traps and doors will hold off attack from other sides enough for you to get to the final Heart to crush.  Life can be made easier if you found the Horny Talisman piece in the previous realm.  Summoning him within sight of the final Heart will speed victory and see you awarded that precious Portal Gem.

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c) The trickiest position to defend and attack from Keeper and a sizable challenge. You begin with two Mistresses and three Salamaders.  Quickly dig
Northeast and you will find a Dungeon heart will little protection, just a couple of Warlocks and some Imps.  Your Salamanders and Mistresses should destroy the Heart while your Imps claim the hatchery and Lair.  Once this is done you can claim the nearby portal and things are not as desperate as they seemed.

You'll find a small Library, with lots of space southeast to excavate.  Quickly build up some gold reserves and excavate this area to build rooms.  Workshops for traps and doors, and Prison and Torture chamber for adding to your numbers.
Don't excavate too far North or West until you have attracted as many creatures as you can and done some Dungeon fortification.  There is a powerful
Keeper to the North who may try and breach your Dungeon, so make sure you put some nasty traps in his way.  If you can, quickly take on the Keeper to the
West, he is weaker and you can claim his rooms and Portal fairly easily.

You are likely though in this area to be under constant attack, keep calm and remember to place Fear traps as you expand to keep those pesky rival Imps from claiming your land to soon and make use of spike traps and heavy iron doors to slow up incursions.  Keep healing creatures as they fight the incursions, if you take care of them, they will level up and you may find that after a while you have a handful of tough warriors who have made it to level 8 and over.

You should end up with just one tough opponent left, usually the Keeper to the
North.  If you can summon Horny to smash his Dungeon Heart life will be much simpler. If not just use your Sight of Evil or interrogate captured creatures to find the final Dungeon heart and be prepared for a large battle to take it down.  Use the Call to Arms spell to keep your creatures grouped and forging forward.  If you have managed to get some creatures to level 8 - 10 it should be a lot more straightforward.  Once the final Rival is crushed, Horny rises to award you the prized Portal Gem.

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m) "SCAVENGER" - Goldenglade
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Main Objective: Finish of Lord Brambles remaining forces and take the Portal
Gem from Keeper Malachi
Sub Objectives: Amass an Army of Undead through exploration and resurrection
Secrets: 7
New Creatures: Vampire
New Spells: None
New Rooms: Graveyard
New Traps/Doors: None

A challenging level indeed Keeper as no Portal is available to you.  It is time to make use of the newest addition to your hordes, the Vampire.  To get him you need a graveyard, but do not build one.  If you excavate West you will soon find a large one, one that can support 8 vampires.

First though take a look at the lie of the level. Directly North of you is what remains of Lord Brambles Keep.  To the North of that is Malachi's Dungeon.  We will ignore the Keep for now, the regular incursions of dwarves will provide food to raise vampires from and a little later on there will be guards you can convert.

To start with dig and excavate east, this releases some trapped skeletons who join you, keep excavating the areas right to the bedrock until you have made enough spaced to set up a training room.  As soon as you uncover and claim the graveyard, incursions by dwarves will become frequent, they are at low levels and your skeletons will kill them easily.  Without a prison, the Imps will wait until their bodies die and then drag them to the graveyard.  Soon vampires will start to rise.  If you have the cash, excavate the wall at the bottom of the
Graveyard and add another row, it will increase the number of vampires supported to eleven. As they like to research, build them a small library, where you can also store the magical items you will find.

Vampires do need Lairs so strip them near the library and training room, slaughter enough dwarves and you should get your full eight+ soon.  When a
Vampire is killed it reincarnates back in the graveyard minus a level, so do make sure they train as well, a level one Vampire is destroyed when killed.
Vampires also get bored and like to gamble, a small casino should be built to stop them sulking.

You should build a prison and Torture Chamber. Dwarves die in prison, but capture and torture enemy guards to get them converted, you should be able to get around five in attacks from the Keep and they provide valuable muscle.  Now to acquire cash build bridges to get your imps to start excavating the land
East and West.  You want them to move up, excavating every nook and cranny for gold.  Join the land up with bridges so they claim it and add more mana per turn.  You should find all sorts of useful magical items, such as Stun Enemy
Imps, Make Enemies Unhappy, Restore Health x2 and Cash.
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