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Once they reach the walls of Malachi's keep, stop and don't breach them. Once you have all the gold lying around in the rock, its time to storm Brambles
Keep. It's a pretty easy job, you may lose some imps to the spike traps, but once they are sprung your Vampires can take them out quickly, and the cannons as well. Break down all the doors and claim all the rooms. Sell them off to generate some more cash, you don't need them.
Now can you attack Malachi from the front, or side. Through the side is slightly faster as it takes you in nearer from his dungeon heart. When you do decide to attack, either bash down the door (front) or breach the walls, (side). Send your skeletons in first, they will frighten the weaker creatures.
Use your Make Unhappy and Stun Imps specials if you have them. Drop all your imps in with the skeletons then add the Vampires, if you have all eight vampires at level 4 then you have nothing to fear. If they die, just click on the creature panels to bring them back into the fray quickly.
You should start claiming rooms and be close to the Dungeon Heart. Drop any guards you converted in as well and to keep their minds on the job cast "Call to Arms" right by the enemy heart. Although his forces seem larger, your
Vampires terrify them and as they back off, your Guards and Skeletons can start finishing them off and your imps carry on claiming the rooms. Vampires are strong too and soon the Dungeon Heart will fall under their blows.
Another challenger to you has been crushed and Horny rises up to claim the next gem. It's always good to see him enjoying himself.
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n) "CONVERSION" - Cherish
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Main Objective: Crush Keeper Malleus's Vampire Hordes and take the Gem from him
Sub Objectives: Capture and convert the Monks of St. Cuthbert
Use your converted Monks against Malleus's Undead Hordes
Secrets: 9
New Creatures: None
New Spells: Turncoat
New Rooms: None
New Traps/Doors: Freeze Trap
Now Keeper, a substantial challenge awaits you in this realm. You begin with a sizable area already excavated, some gold in your reserves and six goblins at your disposal. If you check the land you will see that to the east is a cross shaped area, which houses the Abbey of St. Cuthbert the Thrice Martyred and a collection of Monks. Beyond that furthest to the east lies Malleus's Dungeon.
Use your "Sight of Evil" spell to confirm its location.
However it is not just that small section of the Abbey that lies between you.
More or less the entire land between you and Malleus is filled with rooms and
Hero Portals. Time will have to be expended neutralising those Portals and taking over rooms, but this can work to your advantage. Although it might be tempting to amass a force and storm Malleus' Dungeon, you will find your forces over stretched and demoralised by the time you reach his Dungeon. No the key tactic in this realm is patience...
First of all lay down some Lairs for your Goblins and create a Training Room.
Start training your goblins quickly, and excavating gold. You will see a
Portal and a Hero Portal to the North and you should try and claim it as soon as possible. If you are unlucky an incursion may be sent through the Hero
Portal before you can neutralise it. So excavate and claim it quickly and if you can build a prison and torture chamber quickly to capture and convert the
Monk who lurks nearby. If you cannot afford to yet, do not worry, many more inhabit this realm.
Now build a large 5x5 hatchery, and a large Workshop, you will want to have many Trolls and Bile Demons working away. Add a big prison and torture chamber if you haven't already and as soon as you can afford to, create a Graveyard big enough to support at least eight Vampires. If you keep excavating Northeast along the line of bedrock from the Portal, you will stumble across a Gem seam, so do not worry too much about cash. Create a Library and Casino and you should have a thriving dungeon up and running in no time.
Now Hero's will keep attacking so capture and covert the Monks, if you can get around 5 or 6 that should be more than enough. Add any giants and guards and let the rest rot into skeletons or become food for vampires. Put the converted
Heroes together in their own Lairs, they will mingle with your evil minions reluctantly, but only sharing sleeping areas makes them really angry.
As you begin to excavate east you will start coming across heroes occupying dungeon rooms. One tactic you should use is once you have taken over the wooden bridges and claimed land on the other side, SELL THE BRIDGES. Vampires cannot cross water and when Malleus sends his Vampire Hordes to invade, you will reduce his options to get at your dungeon to one thin tunnel area. You will see the bedrock just west of the Prison you uncover forms a thin tunnel, which at one point widens with a column of bedrock in the middle. Place two
Iron doors either side of the column then basically fill the area with spike and freeze traps and the ever popular, Boulder Trap (behind a door for maximum hilarity).
As you excavate and claim rooms, build small Guard posts and set Fear traps.
When Malleus sends his forces to come for you he will attempt to claim your land, removing the wooden bridges and laying Fear and Sentry traps will scupper those plans. Disable the two Hero Portals to the south of where you uncover a
Prison and Torture Chamber. Now the enemy incursions will be less annoying.
About now, Malleus should send his Vampires after you. They will first take over the cross shaped area with the Monks in. I would suggest you don't try and take over land that far along yet. Time to bed down in your Dungeon and defend.
Once the Vampires and their converted Monks break through they should be slaughtered by your fiendish array of traps. The Monks will die quickly, the
Vampires are at level 8, and if you don't set your converted Monks on them, they will return after being killed at level 7, then 6, then 5 etc. Your troops should make mincemeat of them, and keep crushing them as they return until you have turned his mighty Undead army into dust.
Now you can methodically excavate Eastwards, keep laying Fear and Sentry traps to repel those enemy Imps. Once you have claimed the treasury, you should find the fourth part of the Horny Talisman. Soon you will breach the walls of
Malleus's Dungeon. More Vampires will attack, but a handful of them should be no match for your large army. Set your skeletons and Mistresses to charge in and take out the cannons around the Dungeon Heart and then as many of your army as you wish to crush his pathetic heart.
Soon it will be rubble, like his hopes of becoming the most powerful Keeper in the land. Horny arrives to claim the gem and now you have the ability to call upon him when your Mana is sufficient.
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o) "REAP" - Peachtree
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Main Objective: Summon Horny and kill Lord Tiberius
Sub Objectives: Claim all the Mana Vaults
Secrets: 8
New Creatures: None
New Spells: None
New Rooms: None
New Traps/Doors: Magic Door
Horny is impressed with your work Keeper, but requires that you prove yourself further to him. Here is a land with only the barest minimum of resources and a steady stream of enemies to combat. To storm Lord Tiberius Keep, you will not prevail without Horny's help, but you must first amass the mana to summon him.
Speed is of the essence in this realm Keeper, you will need to train your creatures and storm the Keep before your reserves of gold run dry. You will need to make some hard choices when you begin, you must build some Lairs, a hatchery, a Prison and a Training Room, but what other rooms should you build?
A workshop will allow you to create traps to slow the assaults upon your
Dungeon Heart, but a Torture Chamber will attract the powerful Dark Mistress.
You may wish to create a Library so your healing spells become more effective the choice is yours. I recommend a small Workshop, a Training Room and a
Prison. Once you have created initial fortifications you can sell the Workshop for emergency cash. The most important thing is to train your small army and keep your numbers up with skeletons. Also most enemies in this level have a lot of cash on them, when they die in prison it is easier for your Imps to retrieve and add to your store.
Build what you can afford, and create bridges to quickly excavate the gold around the Portal. Do not dig to the East; you will only attract unwanted attention. You should quickly acquire some Salamanders and whatever other creatures you built rooms for. There is gold to the west but do not excavate the last segment right away, it will attract attention. Give your creatures a few minutes to train up in the Training Room then excavate the last gold segment. You should expect an assault by level one archers, giants and monks.
You should kill them and support your creatures by healing and casting Lighting
Bolt. Let them become skeletons as you have neither the time to spend torturing them, nor the gold to pay their wages.
This will expose a long pathway that leads to a Magic Door, assaulting this straight on will attract unwanted attention from the guards, so cunning is required. Build a bridge through the narrow gap in the rock and breach the room from the side; if you are lucky, your imps may be fast enough to claim the tiles around the portal before the next wave of Heroes comes through. Once this is done, kill the guards and claim the guardroom and two mana vaults and disable the magic door. If you have the cash, build another room here of whatever you are lacking to attract more creatures.
Now quickly mine the gold down the passageway and if you wish, excavate the area around it to find secrets and lay more tiles to generate mana. Build bridges to reach the single gold seams dotted about and sell the bridges when you are done. Soon you should reach an area defended by cannons. You now have a choice. If you break down the door and go east you can claim two more Mana vaults and disable another Hero Portal. If money is running very low and your creatures are getting tetchy, try summoning Horny now. He will wade into the
Keep northwards and slaughter most of the guards. If your mana runs out before he reaches Lord Tiberius, you shouldn't have to long to wait before it reaches
100,000 again.
With most of the Keep guards' dead, you can take out the cannons and build a bridge over to the Keep. Once your Imps have claimed a tile or two, drop all your creatures into the Keep. There will be deaths, but they should buy you time until you can summon Horny again. Now there is nothing stopping him and he will quickly reach Tiberius. A few swipes of the scythe and Tiberius lies dead, his gem in Horny's scaly hand.
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p) "CRUSADE" - Fluttershine (a)
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Main Objective: Kill Lord Volstang who resides in the Fairy Fortress
Sub Objectives: Rescued imprisoned Black Knights
Storm Fairy Fortress
Secrets: 9
New Creatures: Black Knight
New Spells: None
New Rooms: Combat Pit
New Traps/Doors: None
Lord Volstang has crushed the rebellious Knights and is garrisoned in the fairy
Fortress. There are no portals to hand, and you begin with the ten Black
Knights stuck in enemy prisons. However things are not as desperate as they seem. Check out the prisons and you will see that only the closest one is guarded heavily. The rest have patrols going past, so excavate close by and break through when a patrol has passed, this will give you time to claim the
Prisons and free the Black Knights inside.
Quickly lay down some lairs, hatcheries, a training room and a torture chamber.
You can only add to your forces by conversion here so you need to get busy as soon as you claim the first prison. Don't take too long freeing the Black
Knights, the weaker ones may die in prison and the longer you take the angrier they are when they come out. You may have to crush a rebellion or two and teach them a lesson in the Torture Chamber.
So as quickly as you can claim the outermost prisons and the Combat Pit, you should have at least six Black Knights and a couple of converted guards fairly quickly. Once they are settled, free the final three Knights. Make sure they are all happy by making sure they are fed and paid. A Casino is a useful addition if you feel you can afford it as it helps the bad mood of the Black
Knights lift. Money can be tight here so start training up in the Combat Pit.
Excavate North to uncover a Mana vault. Excavate South and you'll find a workshop with the Elite Troll Knud lurking inside. With him in your dungeon you can now add some fortifications.
You'll quickly hit bedrock to the South and North, with only one way forward, a long bridge leading East into the Fairy Fortress. Inside are two Hero Portals and behind them waits Lord Volstang. If you have the ability to summon Horny this level can be made much easier. Simply send Horny in with your troops to slay most of the enemies around the Hero Portals, then have your Imps disable them. Wait until your mana has accumulated again and keep sending Horny in until the Lord of the Land lies dead at his hooves.
If you wish to prevail without Horny, then make sure you have trained all your
Black Knights, Knights, Guards, and Giants up to level eight and your skeletons to level four. If money is running short, build a bridge around the fortress, hugging the bedrock either north or south and you'll find a gem seam around the other side along with a nice large area to excavate for mana vaults and specials. However you defeat Volstang is immaterial as long as his Portal Gem is yours.
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q) "STORM" - Fluttershine (b)
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Main Objective: Storm the Fairy Fortress and kill Lord Volstang
Sub Objectives: Build a Combat Pit to train your creatures
Secrets: 9
New Creatures: None
New Spells: None
New Rooms: Combat Pit
New Traps/Doors: None
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