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After having resources so limited in the previous realm, you have plenty of gold, gems and portals at your disposal in the fairy realm of Fluttershine.
It's time to use your new room, the Combat Pit to train your minions to level
8. Be aware that although you have access to the Combat Pit, you will not attract Black Knights until the next realm, alas.
Start by building a nice large Dungeon with plenty of Lairs and Hatcheries.
Install a large Combat Pit as well a big Prison and Torture Chamber. You may be laying siege to Volstang for sometime, so add a Casino. There will be plenty of hero incursions for you to crush so build a Graveyard to nurture vampires in. Excavating West will soon reveal the main entrance to Volstangs fortress. You can tell it is the main entrance as there is a Gem seam located there. Disable the sentry cannons to avoided your Imps being killed while mining gems, but don't break down the door yet.
You will find a second portal close to your first, but also excavate north and south as far as you can to locate a third and fourth portal. Turn the fairies into skeletons or torture them for map information then use them as wormfood.
You should reveal some prisons with skeletons inside located behind the Fairy
Fortress.
Now you tactics depend on your confidence and the strength of your troops. Once you have a good-sized army of minions you can storm the front of the castle and summon Horny to help. But you will be facing around 20 or 30 level 6-8
Knights, Monks and Fairies. You may prevail, but you may want to tip the odds more in your favour with some cunning. It is up to you.
If you decide to take it slowly then build a wooden bridge around the side of the fortress until you get to the back. You can now take over the prisons and release the skeletons. Be careful though they will rush out and try and get into the back of the fortress so make sure you send them to the Dungeon via your Hand of Evil.
Now if you excavate northwards of the Prison/Combat pit area you will uncover several mana wells and find several useful specials such as Level Up and
Increase Mana. If you then head south you will find Elite Troll Knud and his workshop! Now to deplete the forces in the stronghold, peck away at them.
Breach the south-western corner and you can take out several rooms of guards without springing a full alert. You can also capture Knights and take over rooms inside giving you a base to work from.
When you feel ready, muster your forces out front, and drop some in the back.
Attack him from two fronts and there should be a horrible bloody melee (which is what we like). Summon Horny to boost your minions spirits and watch him carve a bloody path through fairies, knights and monks.. Soon Lord Volstang lies dead and the next Gem is yours...
------------------------------------------------------------------------
r) "CREEP" - Stonekeep
------------------------------------------------------------------------
Main Objective: Kill the unsuspecting Lord Pureheart
Sub Objectives: Stealthily build up your dungeon within Lord Purehearts walls
Secrets: 4
New Creatures: None
New Spells: Create Gold
New Rooms: None
New Traps/Doors: Lighting Trap, Secret Door
Another taxing mission Keeper, and another that is not for the impatient amongst you. You begin with limited resources and your task is to excavate and take over the Keep room by room. The most important thing on this level is to keep your imps under control. It is advisable to create a small locked room to drop them in, then have just one excavate into a new area to avoid them all rushing out and taking over tiles in front of the patrolling heroes. The second thing is to make use of your Sight of Evil spell to watch for the patrols and check which rooms are coming next.
First things first, you should take over the two workshops and create a couple of laird and hatcheries. Create a secret door just beyond the workshop doorways and lock it. You should carefully breakdown the other doors in the workshops and claim the tiles, before placing Secret Doors and locking them.
This should be your strategy with each room, once you have claimed it, remove the wooden doors and replace them with locked Secret doors. To lock a door simply click on it. Click again to unlock, this way you can prevent your imps and creatures wandering into the corridors and attracting attention.
Fortunately for you Lord Purehearts forces are quite stupid, if you pull your forces out quickly with your hand of evil, they will often wander off and not pursue you.
Now you need to expand your fighting forces. So excavate as far east as you can, you will come across some gold seams and three Salamanders lurking in-front of the lava. Now you have a decent strike force, it's time to claim your first guarded rooms. To the right is a prison with a goblin in it and next to that one with a Dark Mistress in it. Claim these rooms first. If a guard spots you, pull your imps out with your hand of evil.
Once you have these rooms, enlarge the prison by excavating the room out a bit more and sell the next one and place a small torture chamber inside. Now you will probably be running low on funds so, next go to the left and claim the library. Try and capture and convert the Wizard inside. Once you have him he will research the new spell "Create Gold", as you are taking things slowly here, you can sacrifice mana for gold and keep your denizens happy.
You will find a Black Knight and a Warlock in the two other prisons. Claim these and then you should begin making incursions into the main body of the
Keep. Take over the central rooms, but sell them off. You want to keep your rooms in a rim around the centre, selling the middle rooms means more cash and fewer areas needing defending. If you work your way east again from the last two prisons you will come across a graveyard. Sell the outside edges but obviously keep the one in the centre of the bedrock. You will gain Vampire here. Sell off you prisons you don't need and make space for a Casino and
Combat pit.
You will probably tangle with various patrols as you replace the outer doors of your dungeon and claim the interior rooms. As per usual, keep the Knights and
Giants and use the rest for Vampire food and skeleton fodder. This way you should add bulk to your rather small forces. Disable alarm traps as quickly as you can, if you can destroy them before the patrol arrives you will be OK.
You will see two small guardrooms northwards, each one of these lies before two hero portals. Work your way through and disable all four portals. You'll see some water. Use Sight of Evil to show Lord Pureheart lurking in the central area. Once your forces are as trained up as much as you need, break through and let your imps claim as far as they can. Now, drop all your minions into the area and take Pureheart out. If you have Horny with you the fight will be over in seconds. But as long as you disabled the Hero Portals and killed his main patrolling force, he should be a walkover without the Horned Reaper at your side.
Not noticing his Keep was shrinking and his forces were disappearing under his nose, Pureheart is truly a fine example of the stupid royal nitwit. Horny claims the gem and we pass the three quarters mark. So near Keeper!
------------------------------------------------------------------------
s) "ANGELIC" - Moonshrine
------------------------------------------------------------------------
Main Objective: Use Dark Angels to crush your rivals Harkon and Garrion
Sub Objectives: Kill 20 heroes on the Dark Angels Temple to gain their favour
Capture if you can, the Temple and use its Unholy Power
Secrets:
New Creatures: Dark Angels
New Spells: None
New Rooms: Temple
New Traps/Doors: None
This is what we have been waiting for Keeper. The Dark Gods now think you are the one to complete the mission and gain the Portal to the land above. But they require one final demonstration of power before they will release their feared Dark Angels into your service. You must kill 20 Hero's in this realm.
So no prison should be built. If a hero dies in prison or in the torture chamber they will not count. You can however build a graveyard, once the heroes are dead, you can use them to make new Vampires.
You are also up against the sons of your only rival Keeper left, Nemesis. You begin in the southern part of the realm. The Dark Temple is to the north, surrounded by four Hero guardrooms. To the northwest and northeast are
Dungeons run keepers loyal to Nemesis, Garrion and Harkon. They are weak and foolish. They send their troops at pathetic low levels to attack the heroes right away and claim land up to your doorstep. Never fear, they get slaughtered, but it does mean the heroes will have attained level 8-10 by the time you launch an offensive.
Worry not about that. First of all we have plenty of resources. Nearby are two portals. Excavate left of the western Portal to locate two gem seams.
Excavate North of the east portal to collect a very useful special item -
Reveal Map. Use this to dispel all the fog of war. Now you will see the progress of the other dungeons and how dismally they have failed.
So build up a nice big dungeon. A big Combat pit is recommended as you want all trained up to level 8. Build every room you think you need bar a prison.
If you wish to take captives later on, do so after you have filled the Dark
Angels requirements. Don't excavate much further north than your Dungeon heart in case you accidentally break through right in front of the Heroes area which is fortified with Magic doors and cannons. Also imps from the other keepers will try and get inside. When you want to break through it is a good idea to dig a long tunnel through the softrock near the eastern portal. Fill it with
Magic doors and Fear traps to repel enemy imps and your dungeon is safe. If you come out near the gold seam, you can claim another special.
Spend time overlooking the Combat pit, you should have around four Black knights to train up, plus Dark Mistresses, Trolls, Salamanders. All creatures should be taken up to level 8 then use any level up specials you have. Once your fighting force is ready to go, have your imps break through and start quickly claiming tiles up to the heroes areas. You can then send it your troops, or if you wish to even things up even more, send Horny in first. He will take out the first guardroom, them stomp up taking out cannons and doors and any attackers before crashing into the Temple area and chasing down the guards. This should add about ten at least to your Hero killed total.
Then send your own troops in; it shouldn't be long before 20 heroes are killed.
Although they are at high levels, they are only thieves, archers and dwarves mainly. Your Black Knights, Vampires, Mistresses and Salamanders should make short work of them if you levelled them up enough. You may need to go back and heal up before making a second foray if you didn't use Horny.
Once 20 are dead, you will be rewarded with ten Dark Angels at level 10. Make sure you have a nice set of lairs and a nice big hatchery ready for them! Now you should claim the temple. Once claimed, claim all the bridges around it, then sell the bridges to prevent those enemy imps claiming it back.
Now taking out the two Dungeons will be easy. You can have your imps fight running battles with the other imps to claim tiles up the dungeon. But by far the best way is to drop about five dark angels as near as you can then possess one, group possess the other four and then simply stroll into the Keepers dungeons and smash down the doors to their dungeons hearts. Then, crush the
Heart. There are creatures in the dungeons but they flee from you. Traps may be an annoyance, but nothing can really hurt you.
Once both Hearts are rubble, Horny arrives and the seventeenth gem is ours. And now in the final missions, you can draw on the awesome power of the dark angel to help you out.
------------------------------------------------------------------------
t) "BROTHERHOOD" - Cherry Blossom
------------------------------------------------------------------------
Main Objective: Defeat Keeper Nemesis and his despicable cohorts
Sub Objectives: The lesser Keepers Faust and Fabius support Nemesis. Defeat
Them first and use their resources.
Secrets: 5
New Creatures: None
New Spells: Firestorm
New Rooms: None
New Traps/Doors: Fireburst Trap
Patience is the key to success in this realm Keeper. You must build and train your forces to a high level before moving against the three Keepers ranged against you. Luckily for you, none of the three will make pre-emptive attacks against you, so, as long as you do not breach their dungeons before you are ready to fight, you can build and train at your leisure.
You begin with a couple of Dark Mistresses so excavate some Lairs and a nice big hatchery. There is a Portal very close by, but before you open it, spend time accumulating wealth and placing rooms. If you excavate to the East you will find some water and Lava. DO NO EXCAVATE down past the Lava yet. This will open a Hero Gate and you will be overwhelmed by level 6 and above heroes.
So excavate down past the water to uncover three gem seams for infinite wealth, lovely stuff. Now you can go mad building a Combat Pit, Graveyard and Temple.
Although you may not get a Dark Angel or Dark Knight these rooms are still incredibly useful as you can train your minions to level 8 and also generate much Mana per turn making creatures pray in the Temple.
Once you are ready, open the first Portal and begin training creatures and researching the powerful Firestorm spell. You should also fortify the path by the lava eastwards with traps and door to make life easier when you breach the
Hero's lair there (use sight of evil to check it out). There is another Portal to the West, and another Hero gate. This only lets few some low level creatures. I would recommend not imprisoning but allowing the killed Heroes to feed vampires. A force of 5 or 6 Vampires is highly recommended. Train up as many creatures as you can to level 8 (take care with vampires in the combat pit, keep healing them or they lose a level when K'OD).
When you have a strong force, breach the Hero gate area and let them mangle themselves on the traps. Feed as many as you wish to make Vampires, let others become skeletons, I wouldn't waste time with conversions. If you claim the area them build a bridge back around the top of the area you'll find another Temple.
Claim it and sell it, it's in an awkward place.
You need to take out the two Keepers either side of Nemesis first. It doesn't matter which you take out first, but you will need to build a long, long wooden bridge snaking through the Hard Rock going East to get to the top wall of the
It's time to use your new room, the Combat Pit to train your minions to level
8. Be aware that although you have access to the Combat Pit, you will not attract Black Knights until the next realm, alas.
Start by building a nice large Dungeon with plenty of Lairs and Hatcheries.
Install a large Combat Pit as well a big Prison and Torture Chamber. You may be laying siege to Volstang for sometime, so add a Casino. There will be plenty of hero incursions for you to crush so build a Graveyard to nurture vampires in. Excavating West will soon reveal the main entrance to Volstangs fortress. You can tell it is the main entrance as there is a Gem seam located there. Disable the sentry cannons to avoided your Imps being killed while mining gems, but don't break down the door yet.
You will find a second portal close to your first, but also excavate north and south as far as you can to locate a third and fourth portal. Turn the fairies into skeletons or torture them for map information then use them as wormfood.
You should reveal some prisons with skeletons inside located behind the Fairy
Fortress.
Now you tactics depend on your confidence and the strength of your troops. Once you have a good-sized army of minions you can storm the front of the castle and summon Horny to help. But you will be facing around 20 or 30 level 6-8
Knights, Monks and Fairies. You may prevail, but you may want to tip the odds more in your favour with some cunning. It is up to you.
If you decide to take it slowly then build a wooden bridge around the side of the fortress until you get to the back. You can now take over the prisons and release the skeletons. Be careful though they will rush out and try and get into the back of the fortress so make sure you send them to the Dungeon via your Hand of Evil.
Now if you excavate northwards of the Prison/Combat pit area you will uncover several mana wells and find several useful specials such as Level Up and
Increase Mana. If you then head south you will find Elite Troll Knud and his workshop! Now to deplete the forces in the stronghold, peck away at them.
Breach the south-western corner and you can take out several rooms of guards without springing a full alert. You can also capture Knights and take over rooms inside giving you a base to work from.
When you feel ready, muster your forces out front, and drop some in the back.
Attack him from two fronts and there should be a horrible bloody melee (which is what we like). Summon Horny to boost your minions spirits and watch him carve a bloody path through fairies, knights and monks.. Soon Lord Volstang lies dead and the next Gem is yours...
------------------------------------------------------------------------
r) "CREEP" - Stonekeep
------------------------------------------------------------------------
Main Objective: Kill the unsuspecting Lord Pureheart
Sub Objectives: Stealthily build up your dungeon within Lord Purehearts walls
Secrets: 4
New Creatures: None
New Spells: Create Gold
New Rooms: None
New Traps/Doors: Lighting Trap, Secret Door
Another taxing mission Keeper, and another that is not for the impatient amongst you. You begin with limited resources and your task is to excavate and take over the Keep room by room. The most important thing on this level is to keep your imps under control. It is advisable to create a small locked room to drop them in, then have just one excavate into a new area to avoid them all rushing out and taking over tiles in front of the patrolling heroes. The second thing is to make use of your Sight of Evil spell to watch for the patrols and check which rooms are coming next.
First things first, you should take over the two workshops and create a couple of laird and hatcheries. Create a secret door just beyond the workshop doorways and lock it. You should carefully breakdown the other doors in the workshops and claim the tiles, before placing Secret Doors and locking them.
This should be your strategy with each room, once you have claimed it, remove the wooden doors and replace them with locked Secret doors. To lock a door simply click on it. Click again to unlock, this way you can prevent your imps and creatures wandering into the corridors and attracting attention.
Fortunately for you Lord Purehearts forces are quite stupid, if you pull your forces out quickly with your hand of evil, they will often wander off and not pursue you.
Now you need to expand your fighting forces. So excavate as far east as you can, you will come across some gold seams and three Salamanders lurking in-front of the lava. Now you have a decent strike force, it's time to claim your first guarded rooms. To the right is a prison with a goblin in it and next to that one with a Dark Mistress in it. Claim these rooms first. If a guard spots you, pull your imps out with your hand of evil.
Once you have these rooms, enlarge the prison by excavating the room out a bit more and sell the next one and place a small torture chamber inside. Now you will probably be running low on funds so, next go to the left and claim the library. Try and capture and convert the Wizard inside. Once you have him he will research the new spell "Create Gold", as you are taking things slowly here, you can sacrifice mana for gold and keep your denizens happy.
You will find a Black Knight and a Warlock in the two other prisons. Claim these and then you should begin making incursions into the main body of the
Keep. Take over the central rooms, but sell them off. You want to keep your rooms in a rim around the centre, selling the middle rooms means more cash and fewer areas needing defending. If you work your way east again from the last two prisons you will come across a graveyard. Sell the outside edges but obviously keep the one in the centre of the bedrock. You will gain Vampire here. Sell off you prisons you don't need and make space for a Casino and
Combat pit.
You will probably tangle with various patrols as you replace the outer doors of your dungeon and claim the interior rooms. As per usual, keep the Knights and
Giants and use the rest for Vampire food and skeleton fodder. This way you should add bulk to your rather small forces. Disable alarm traps as quickly as you can, if you can destroy them before the patrol arrives you will be OK.
You will see two small guardrooms northwards, each one of these lies before two hero portals. Work your way through and disable all four portals. You'll see some water. Use Sight of Evil to show Lord Pureheart lurking in the central area. Once your forces are as trained up as much as you need, break through and let your imps claim as far as they can. Now, drop all your minions into the area and take Pureheart out. If you have Horny with you the fight will be over in seconds. But as long as you disabled the Hero Portals and killed his main patrolling force, he should be a walkover without the Horned Reaper at your side.
Not noticing his Keep was shrinking and his forces were disappearing under his nose, Pureheart is truly a fine example of the stupid royal nitwit. Horny claims the gem and we pass the three quarters mark. So near Keeper!
------------------------------------------------------------------------
s) "ANGELIC" - Moonshrine
------------------------------------------------------------------------
Main Objective: Use Dark Angels to crush your rivals Harkon and Garrion
Sub Objectives: Kill 20 heroes on the Dark Angels Temple to gain their favour
Capture if you can, the Temple and use its Unholy Power
Secrets:
New Creatures: Dark Angels
New Spells: None
New Rooms: Temple
New Traps/Doors: None
This is what we have been waiting for Keeper. The Dark Gods now think you are the one to complete the mission and gain the Portal to the land above. But they require one final demonstration of power before they will release their feared Dark Angels into your service. You must kill 20 Hero's in this realm.
So no prison should be built. If a hero dies in prison or in the torture chamber they will not count. You can however build a graveyard, once the heroes are dead, you can use them to make new Vampires.
You are also up against the sons of your only rival Keeper left, Nemesis. You begin in the southern part of the realm. The Dark Temple is to the north, surrounded by four Hero guardrooms. To the northwest and northeast are
Dungeons run keepers loyal to Nemesis, Garrion and Harkon. They are weak and foolish. They send their troops at pathetic low levels to attack the heroes right away and claim land up to your doorstep. Never fear, they get slaughtered, but it does mean the heroes will have attained level 8-10 by the time you launch an offensive.
Worry not about that. First of all we have plenty of resources. Nearby are two portals. Excavate left of the western Portal to locate two gem seams.
Excavate North of the east portal to collect a very useful special item -
Reveal Map. Use this to dispel all the fog of war. Now you will see the progress of the other dungeons and how dismally they have failed.
So build up a nice big dungeon. A big Combat pit is recommended as you want all trained up to level 8. Build every room you think you need bar a prison.
If you wish to take captives later on, do so after you have filled the Dark
Angels requirements. Don't excavate much further north than your Dungeon heart in case you accidentally break through right in front of the Heroes area which is fortified with Magic doors and cannons. Also imps from the other keepers will try and get inside. When you want to break through it is a good idea to dig a long tunnel through the softrock near the eastern portal. Fill it with
Magic doors and Fear traps to repel enemy imps and your dungeon is safe. If you come out near the gold seam, you can claim another special.
Spend time overlooking the Combat pit, you should have around four Black knights to train up, plus Dark Mistresses, Trolls, Salamanders. All creatures should be taken up to level 8 then use any level up specials you have. Once your fighting force is ready to go, have your imps break through and start quickly claiming tiles up to the heroes areas. You can then send it your troops, or if you wish to even things up even more, send Horny in first. He will take out the first guardroom, them stomp up taking out cannons and doors and any attackers before crashing into the Temple area and chasing down the guards. This should add about ten at least to your Hero killed total.
Then send your own troops in; it shouldn't be long before 20 heroes are killed.
Although they are at high levels, they are only thieves, archers and dwarves mainly. Your Black Knights, Vampires, Mistresses and Salamanders should make short work of them if you levelled them up enough. You may need to go back and heal up before making a second foray if you didn't use Horny.
Once 20 are dead, you will be rewarded with ten Dark Angels at level 10. Make sure you have a nice set of lairs and a nice big hatchery ready for them! Now you should claim the temple. Once claimed, claim all the bridges around it, then sell the bridges to prevent those enemy imps claiming it back.
Now taking out the two Dungeons will be easy. You can have your imps fight running battles with the other imps to claim tiles up the dungeon. But by far the best way is to drop about five dark angels as near as you can then possess one, group possess the other four and then simply stroll into the Keepers dungeons and smash down the doors to their dungeons hearts. Then, crush the
Heart. There are creatures in the dungeons but they flee from you. Traps may be an annoyance, but nothing can really hurt you.
Once both Hearts are rubble, Horny arrives and the seventeenth gem is ours. And now in the final missions, you can draw on the awesome power of the dark angel to help you out.
------------------------------------------------------------------------
t) "BROTHERHOOD" - Cherry Blossom
------------------------------------------------------------------------
Main Objective: Defeat Keeper Nemesis and his despicable cohorts
Sub Objectives: The lesser Keepers Faust and Fabius support Nemesis. Defeat
Them first and use their resources.
Secrets: 5
New Creatures: None
New Spells: Firestorm
New Rooms: None
New Traps/Doors: Fireburst Trap
Patience is the key to success in this realm Keeper. You must build and train your forces to a high level before moving against the three Keepers ranged against you. Luckily for you, none of the three will make pre-emptive attacks against you, so, as long as you do not breach their dungeons before you are ready to fight, you can build and train at your leisure.
You begin with a couple of Dark Mistresses so excavate some Lairs and a nice big hatchery. There is a Portal very close by, but before you open it, spend time accumulating wealth and placing rooms. If you excavate to the East you will find some water and Lava. DO NO EXCAVATE down past the Lava yet. This will open a Hero Gate and you will be overwhelmed by level 6 and above heroes.
So excavate down past the water to uncover three gem seams for infinite wealth, lovely stuff. Now you can go mad building a Combat Pit, Graveyard and Temple.
Although you may not get a Dark Angel or Dark Knight these rooms are still incredibly useful as you can train your minions to level 8 and also generate much Mana per turn making creatures pray in the Temple.
Once you are ready, open the first Portal and begin training creatures and researching the powerful Firestorm spell. You should also fortify the path by the lava eastwards with traps and door to make life easier when you breach the
Hero's lair there (use sight of evil to check it out). There is another Portal to the West, and another Hero gate. This only lets few some low level creatures. I would recommend not imprisoning but allowing the killed Heroes to feed vampires. A force of 5 or 6 Vampires is highly recommended. Train up as many creatures as you can to level 8 (take care with vampires in the combat pit, keep healing them or they lose a level when K'OD).
When you have a strong force, breach the Hero gate area and let them mangle themselves on the traps. Feed as many as you wish to make Vampires, let others become skeletons, I wouldn't waste time with conversions. If you claim the area them build a bridge back around the top of the area you'll find another Temple.
Claim it and sell it, it's in an awkward place.
You need to take out the two Keepers either side of Nemesis first. It doesn't matter which you take out first, but you will need to build a long, long wooden bridge snaking through the Hard Rock going East to get to the top wall of the
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