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East Dungeon. Once you are at the top of the Dungeon, excavate and claim the land the other side of the wall. Then drop all your creatures on that claimed area and cast call to arms by the enemies Dungeon Heart. Now use Tremor to help your Imps quickly breach the walls and your amassed army should charge through and attack the Dungeon Heart. Once its dead, your Imps will claim the rest of the Dungeon and you'll own another Portal as well. Do this with both the side dungeons, taking some time to training new recruits and heal up between attacks.
When you are ready to take on Nemesis your tactics will be pretty much the same. If you build a bridge out from one of the Guard Rooms in the West
Dungeon you will see an area by the wall of Nemesis's Dungeon with sentry cannons and barricades on. Destroy the cannons and barricades and build a one or two square Guard room there and post a skeleton or Dark Elf to prevent the enemy Imps reclaiming the squares. When ready, as before, summon your creatures and breach the wall. Summoning Horny will make life extremely easy and you should have the mana for it if you claimed all the enemy Mana Vaults and have a Temple.
Nemesis's Dungeon Heart will soon be a pile of smoking rubble if you took your time, trained and planned ahead. Now only Royalty stand between you can the final Portal Gems. Keeper, we are in the End Game, don't lose your nerve now!
------------------------------------------------------------------------
r) "INTERCEPTION" - Butterscotch
------------------------------------------------------------------------
Main Objective: Capture and Convert the three Princes
Sub Objectives: Prevent any of the Princes escaping, or the Gem will be lost
None of the Princes must die before Conversion or the Gem will be lost
Secrets: 6
New Creatures: None
New Spells: None
New Rooms: None
New Traps/Doors: None
This can be a very tough level as you must capture the three Princes, Felix,
Balder and Tristram before they flee through one of the four Hero gates. To begin with you should build all the rooms you think you'll need and make sure you get training up your creatures. Excavate all the way around the circular area to collect all the gold and also several level up items out on islands.
To the North there are some Giants patrolling and the very handy Reveal Map special. You really must get and use this or the level is almost impossible.
You should also be aware that to the West is a neutral Black Knight and a
Combat Pit, just contact him to have him join you. Once your Dungeon is up and running you should have revealed the Heroes area and the four portals. With some cunning you can make life much easier for yourself. The bottom Portal is only connected to the main area via a stone bridge. This also connects to another island area with a Guard in it. First of all build a stone bridge down to the area with the portal. Very quickly claim the bridge and then sell it.
Voila Keeper, that is one Portal not accessible. Now. Build a stone bridge around the Guard post island. Wait for the Prince to pass through and quickly sell the bridge that connects that island to the main area. That's one Hero trapped and ready to be picked off when you are ready. DON'T get him yet though as he will alert his brothers and they will escape.
Now you need to cut off the top two portals (one looks like steps going into a cliff-face). Do you remember the "Creep" mission? Well this is much the same.
Gradually claim land until you are passed the second Portal room. Put in some
Secret doors and don't let the enemy see them opening. This should cut the top
Princes patrol route right down and keep him much closer to his middle brother.
Now if you look at the middle Portal you'll see there is some soft rock just to the right of it. If you extend a stone bridge from the second Portal you claimed and go around then break through at that side, you can send your troops in to ambush the two brothers as they try and escape through it. You should have a well-trained force of around 20 level 8 monsters at least, plus any
Vampires or skeletons you raised.
Now when the two Princes fall make sure you pluck them out of prison and strap them down on the rack. While they are being tortured, defeat the last Prince and add him. Now keep healing them until they convert to your side. This can take a long time so get the Mistresses to help out. Once their puny spirits are broken they will hand over the penultimate Gem and we are one step away from facing the King and spreading misrule throughout the land!
------------------------------------------------------------------------
s) "REGICIDE" - Heartland
------------------------------------------------------------------------
Main Objective: Kill King Reginald and open the gateway to the Sunlit Land of the Heroes
Sub Objectives: Cot off the Heroes attack routes or you will be overwhelmed
Secrets: 1
New Creatures: None
New Spells: None
New Rooms: None
New Traps/Doors: None
This is it Keeper, the final showdown against King Reginald, and he will not be an easy fight. With an army of level ten wizards and knights at his command you will need to do some serious training and trap setting to avoid being overwhelmed by his superior strength. But, I have faith in you and although having made it this far you are probably not in need of my advice anymore, I am nothing if not thorough and shall endeavour to give you the advice you need to emerge triumphant in this realm.
This level can be split into two distinct experiences. The first half of the level sees you struggling to amass a fighting force while under constant attack from low level heroes. The second half will have you training your forces for the final assault. I would suggest Keeper that you very quickly build some lairs, a hatchery and a Workshop while also collecting gold. As you acquire cash, spend it immediately, adding in a Prison, torture chamber and library as soon as you can. Then place a Training room and some treasuries and you should have a few creatures setting up home already. You'll very quickly be attacked by heroes, support your creatures with thunderbolt and heal and you should have a few skeletons quite quickly. Also if you dig just to the southwest, you'll find a couple of neutral Salamanders.
You'll have to keep excavating for gold and you'll quickly see that there are four hero portals which you are being attacked from, plus one Hero gate by the mana vault to the northwest. You must disable these Portals, your Dungeon won't be able to stand the repeated incursions while you try and build for the big push. Each Portal has a Treasury and Guardroom by it, as you claim the land around the Portal you'll collapse them. The Hero gate cannot be disabled, but incursions through it are rare. If any Giants appear, convert them, they be very useful later on.
At this point you should also be building a Graveyard, Temple and Combat Pit.
Although this seems like a lot of cash, the Temple will replenish your Mana quickly and you can fill your treasuries using the "Create Gold" spell. There is also a Gem seam found over the lava right in the northeast corner which you can go looking for as soon s you feel it is safe to do so. You are likely to find that even with the relevant rooms, Black Knights and Dark Angels will not appear. There isn't much you can do about the Dark Angel, but you can get
Black Knights easily by sacrificing a Dark Mistress and a captured Guard (see
Temple recipes in the room section). Mistresses will replace themselves via the
Portals (you can claim two more, one to the North west and the other to the east) and Guards are plentiful, so you should do this early on to get a nice
Horde of tough, mean Knights.
Once the four Portals have been neutralised you can relax a bit. Your Imps have most likely opened up the area with Reginald's Castle and are probably being gunned down by cannons. There is a sort of double-layer to the defences. A
U-shaped defensive wall packed with cannons, traps and two Hero Portals.
Beyond that is the Castle proper. You can actually bypass the first line of defence by digging around to the northeast and west, but its best to neutralise and claim that whole area as it will allow your Imps to quickly drag the wounded back to your dungeon and stop them constantly being shot at by cannons.
So use Stone Bridges and Salamanders to destroy the outside cannons and break through using Tremor. Kill or capture everyone and destroy the portals. You now have a whole claimed area right on Reginald's doorstep! Your Imps can now access the Gem seam that is located right up in the Northeast corner more safely, and limitless wealth is yours!
Now take time out to train, train, train! Try and get everyone to level 8 its worth it. Reginalds castle consists of a Main room with four Hero Portals and two Hero gates with some guardrooms guarded by level 10 guards either side. If you are feeling sneaky you can try and take out the guards either side to cut his fighting force down even more. Then once you are ready amass your forces and attack. They are all very tough so Summon Horny, he will swing the odd in your favour and Reginald will quickly be dead. Mop up the remainders then allow your creatures to rest and recuperate as in a few minutes time there will an incursion of about ten level 10 heroes, and for there on they will keep coming until you defeat the two Stone Lords in the corridor to the Surface.
Use the Heal All now if you need to speed things up and dump as many people as you can into the Temple to get as much Mana as you can. If you have a lot of trolls, you may have time to sprinkle some spike traps etc round the Hero gates before the incursion begins. If you are careful you should have enough Mana to summon Horny as soon as the Heroes appear, if not your creatures are hopefully well trained enough to defeat the first wave and hold the two Lords at bay until you can Summon Horny to kill them. ONLY HORNY CAN FINISH THEM OFF!
Once Horny has struck down the final obstacle between you and the Portal, you can sit back, relax and watch Horny walk out into the light...
Well done Keeper, you have proven your mastery of the Underworld with flair and style. The Dark Gods are pleased with you and we hope that you will continue your reign of terror in similar style across the Overworld. For now, I must leave you, but I will return when needed to offer guidance and information.
Until then, farewell...
=========================================================================
************************** 10) SECRET LEVELS ****************************
=========================================================================
There are four secret levels which are unlocked each time you find a piece of the Horny Talisman. You can then play them by clicking on the relevant area on the map. They are basically mini-games to give your a breather from your campaign of terror, but be warned they are actually more difficult and frustrating than anything else in the game!
-------------------------------------------------------------------------
1) GOLF
Secret found in: Fear
Aim of the Game: Play a three round game of Golf for relaxation
You have three Boulders which you slap into the Portals. You only have ten slaps and three minutes to do it in. If the Boulder hits the walls to many times, it crumbles. The only way to do it is practice and move the angle you view from around to change the direction you slap in.
--------------------------------------------------------------------------
2) DUCK SHOOT
Secret found in: Caverns
Aim of the Game' Shoot the Heroes in a Fairground Duckshoot
Simply roll up your Warlock sleeves and shoot as many of the Heroes as you can.
Just watch out for Elves and Wizards, they'll shoot back at you.
--------------------------------------------------------------------------
3) MAZE
Secret found in: Smashing
Aim of the Game: Make you way through the Booby-trapped Maze
You get to possess a Dark Angel for this little trip, sounds good right?
Unfortunately the maze twists across lava, sections drop away and you are harassed by Wizards blasting you from a far. Once you get to the end of the maze there are six doors. Open the correct one and you make it "home". Open one of the incorrect ones and you get crushed by a Boulder Trap.
--------------------------------------------------------------------------
4) BOWLING
Secret found in: Conversion
Aim of the Game: Kill the Dwarves with Boulders
You get to have some fun here with live skittles. Once again you have to slap the Boulders along thing pathways. Before they crumble you should try and crush as many Dwarves as possible. As with the Golf game, keep twisting the perspective to get your slaps aimed in the right directions.
=========================================================================
************************ 11) MY PET DUNGEONS ****************************
=========================================================================
My Pet Dungeon allows you work your way through a variety of Dungeons, fulfilling sub-objectives to score points and move onto the next level. Unlike the Campaign levels, every room is available to you, but they are time released, so you have to wait a while before you can build some of the later rooms. My Pet Dungeon Mode should be played as you begin campaign mode as it helps immensely in mastering the controls and things like group possession, creature conversion, combat and resource management. If you have spent some time away from your Campaign, a quick blast through one of the Pet Dungeons will bring it all flooding back!
------------------------------------------------------------------------
a) "LIBERTY" - Dragos
------------------------------------------------------------------------
Objective: Amass 10,000 points
Sub Objectives: Administer 50 slaps to your creatures
Research all of your spells
Portals: 5
Ah, this is a Keeper's heaven (or should that be Hell?). Five portals supporting 40 creatures, lots of soft bedrock to tunnel into and two seams of gems offering an infinite supply of wealth. Keeper you will never have it so good anywhere else, so use this opportunity to experiment with room layout,
When you are ready to take on Nemesis your tactics will be pretty much the same. If you build a bridge out from one of the Guard Rooms in the West
Dungeon you will see an area by the wall of Nemesis's Dungeon with sentry cannons and barricades on. Destroy the cannons and barricades and build a one or two square Guard room there and post a skeleton or Dark Elf to prevent the enemy Imps reclaiming the squares. When ready, as before, summon your creatures and breach the wall. Summoning Horny will make life extremely easy and you should have the mana for it if you claimed all the enemy Mana Vaults and have a Temple.
Nemesis's Dungeon Heart will soon be a pile of smoking rubble if you took your time, trained and planned ahead. Now only Royalty stand between you can the final Portal Gems. Keeper, we are in the End Game, don't lose your nerve now!
------------------------------------------------------------------------
r) "INTERCEPTION" - Butterscotch
------------------------------------------------------------------------
Main Objective: Capture and Convert the three Princes
Sub Objectives: Prevent any of the Princes escaping, or the Gem will be lost
None of the Princes must die before Conversion or the Gem will be lost
Secrets: 6
New Creatures: None
New Spells: None
New Rooms: None
New Traps/Doors: None
This can be a very tough level as you must capture the three Princes, Felix,
Balder and Tristram before they flee through one of the four Hero gates. To begin with you should build all the rooms you think you'll need and make sure you get training up your creatures. Excavate all the way around the circular area to collect all the gold and also several level up items out on islands.
To the North there are some Giants patrolling and the very handy Reveal Map special. You really must get and use this or the level is almost impossible.
You should also be aware that to the West is a neutral Black Knight and a
Combat Pit, just contact him to have him join you. Once your Dungeon is up and running you should have revealed the Heroes area and the four portals. With some cunning you can make life much easier for yourself. The bottom Portal is only connected to the main area via a stone bridge. This also connects to another island area with a Guard in it. First of all build a stone bridge down to the area with the portal. Very quickly claim the bridge and then sell it.
Voila Keeper, that is one Portal not accessible. Now. Build a stone bridge around the Guard post island. Wait for the Prince to pass through and quickly sell the bridge that connects that island to the main area. That's one Hero trapped and ready to be picked off when you are ready. DON'T get him yet though as he will alert his brothers and they will escape.
Now you need to cut off the top two portals (one looks like steps going into a cliff-face). Do you remember the "Creep" mission? Well this is much the same.
Gradually claim land until you are passed the second Portal room. Put in some
Secret doors and don't let the enemy see them opening. This should cut the top
Princes patrol route right down and keep him much closer to his middle brother.
Now if you look at the middle Portal you'll see there is some soft rock just to the right of it. If you extend a stone bridge from the second Portal you claimed and go around then break through at that side, you can send your troops in to ambush the two brothers as they try and escape through it. You should have a well-trained force of around 20 level 8 monsters at least, plus any
Vampires or skeletons you raised.
Now when the two Princes fall make sure you pluck them out of prison and strap them down on the rack. While they are being tortured, defeat the last Prince and add him. Now keep healing them until they convert to your side. This can take a long time so get the Mistresses to help out. Once their puny spirits are broken they will hand over the penultimate Gem and we are one step away from facing the King and spreading misrule throughout the land!
------------------------------------------------------------------------
s) "REGICIDE" - Heartland
------------------------------------------------------------------------
Main Objective: Kill King Reginald and open the gateway to the Sunlit Land of the Heroes
Sub Objectives: Cot off the Heroes attack routes or you will be overwhelmed
Secrets: 1
New Creatures: None
New Spells: None
New Rooms: None
New Traps/Doors: None
This is it Keeper, the final showdown against King Reginald, and he will not be an easy fight. With an army of level ten wizards and knights at his command you will need to do some serious training and trap setting to avoid being overwhelmed by his superior strength. But, I have faith in you and although having made it this far you are probably not in need of my advice anymore, I am nothing if not thorough and shall endeavour to give you the advice you need to emerge triumphant in this realm.
This level can be split into two distinct experiences. The first half of the level sees you struggling to amass a fighting force while under constant attack from low level heroes. The second half will have you training your forces for the final assault. I would suggest Keeper that you very quickly build some lairs, a hatchery and a Workshop while also collecting gold. As you acquire cash, spend it immediately, adding in a Prison, torture chamber and library as soon as you can. Then place a Training room and some treasuries and you should have a few creatures setting up home already. You'll very quickly be attacked by heroes, support your creatures with thunderbolt and heal and you should have a few skeletons quite quickly. Also if you dig just to the southwest, you'll find a couple of neutral Salamanders.
You'll have to keep excavating for gold and you'll quickly see that there are four hero portals which you are being attacked from, plus one Hero gate by the mana vault to the northwest. You must disable these Portals, your Dungeon won't be able to stand the repeated incursions while you try and build for the big push. Each Portal has a Treasury and Guardroom by it, as you claim the land around the Portal you'll collapse them. The Hero gate cannot be disabled, but incursions through it are rare. If any Giants appear, convert them, they be very useful later on.
At this point you should also be building a Graveyard, Temple and Combat Pit.
Although this seems like a lot of cash, the Temple will replenish your Mana quickly and you can fill your treasuries using the "Create Gold" spell. There is also a Gem seam found over the lava right in the northeast corner which you can go looking for as soon s you feel it is safe to do so. You are likely to find that even with the relevant rooms, Black Knights and Dark Angels will not appear. There isn't much you can do about the Dark Angel, but you can get
Black Knights easily by sacrificing a Dark Mistress and a captured Guard (see
Temple recipes in the room section). Mistresses will replace themselves via the
Portals (you can claim two more, one to the North west and the other to the east) and Guards are plentiful, so you should do this early on to get a nice
Horde of tough, mean Knights.
Once the four Portals have been neutralised you can relax a bit. Your Imps have most likely opened up the area with Reginald's Castle and are probably being gunned down by cannons. There is a sort of double-layer to the defences. A
U-shaped defensive wall packed with cannons, traps and two Hero Portals.
Beyond that is the Castle proper. You can actually bypass the first line of defence by digging around to the northeast and west, but its best to neutralise and claim that whole area as it will allow your Imps to quickly drag the wounded back to your dungeon and stop them constantly being shot at by cannons.
So use Stone Bridges and Salamanders to destroy the outside cannons and break through using Tremor. Kill or capture everyone and destroy the portals. You now have a whole claimed area right on Reginald's doorstep! Your Imps can now access the Gem seam that is located right up in the Northeast corner more safely, and limitless wealth is yours!
Now take time out to train, train, train! Try and get everyone to level 8 its worth it. Reginalds castle consists of a Main room with four Hero Portals and two Hero gates with some guardrooms guarded by level 10 guards either side. If you are feeling sneaky you can try and take out the guards either side to cut his fighting force down even more. Then once you are ready amass your forces and attack. They are all very tough so Summon Horny, he will swing the odd in your favour and Reginald will quickly be dead. Mop up the remainders then allow your creatures to rest and recuperate as in a few minutes time there will an incursion of about ten level 10 heroes, and for there on they will keep coming until you defeat the two Stone Lords in the corridor to the Surface.
Use the Heal All now if you need to speed things up and dump as many people as you can into the Temple to get as much Mana as you can. If you have a lot of trolls, you may have time to sprinkle some spike traps etc round the Hero gates before the incursion begins. If you are careful you should have enough Mana to summon Horny as soon as the Heroes appear, if not your creatures are hopefully well trained enough to defeat the first wave and hold the two Lords at bay until you can Summon Horny to kill them. ONLY HORNY CAN FINISH THEM OFF!
Once Horny has struck down the final obstacle between you and the Portal, you can sit back, relax and watch Horny walk out into the light...
Well done Keeper, you have proven your mastery of the Underworld with flair and style. The Dark Gods are pleased with you and we hope that you will continue your reign of terror in similar style across the Overworld. For now, I must leave you, but I will return when needed to offer guidance and information.
Until then, farewell...
=========================================================================
************************** 10) SECRET LEVELS ****************************
=========================================================================
There are four secret levels which are unlocked each time you find a piece of the Horny Talisman. You can then play them by clicking on the relevant area on the map. They are basically mini-games to give your a breather from your campaign of terror, but be warned they are actually more difficult and frustrating than anything else in the game!
-------------------------------------------------------------------------
1) GOLF
Secret found in: Fear
Aim of the Game: Play a three round game of Golf for relaxation
You have three Boulders which you slap into the Portals. You only have ten slaps and three minutes to do it in. If the Boulder hits the walls to many times, it crumbles. The only way to do it is practice and move the angle you view from around to change the direction you slap in.
--------------------------------------------------------------------------
2) DUCK SHOOT
Secret found in: Caverns
Aim of the Game' Shoot the Heroes in a Fairground Duckshoot
Simply roll up your Warlock sleeves and shoot as many of the Heroes as you can.
Just watch out for Elves and Wizards, they'll shoot back at you.
--------------------------------------------------------------------------
3) MAZE
Secret found in: Smashing
Aim of the Game: Make you way through the Booby-trapped Maze
You get to possess a Dark Angel for this little trip, sounds good right?
Unfortunately the maze twists across lava, sections drop away and you are harassed by Wizards blasting you from a far. Once you get to the end of the maze there are six doors. Open the correct one and you make it "home". Open one of the incorrect ones and you get crushed by a Boulder Trap.
--------------------------------------------------------------------------
4) BOWLING
Secret found in: Conversion
Aim of the Game: Kill the Dwarves with Boulders
You get to have some fun here with live skittles. Once again you have to slap the Boulders along thing pathways. Before they crumble you should try and crush as many Dwarves as possible. As with the Golf game, keep twisting the perspective to get your slaps aimed in the right directions.
=========================================================================
************************ 11) MY PET DUNGEONS ****************************
=========================================================================
My Pet Dungeon allows you work your way through a variety of Dungeons, fulfilling sub-objectives to score points and move onto the next level. Unlike the Campaign levels, every room is available to you, but they are time released, so you have to wait a while before you can build some of the later rooms. My Pet Dungeon Mode should be played as you begin campaign mode as it helps immensely in mastering the controls and things like group possession, creature conversion, combat and resource management. If you have spent some time away from your Campaign, a quick blast through one of the Pet Dungeons will bring it all flooding back!
------------------------------------------------------------------------
a) "LIBERTY" - Dragos
------------------------------------------------------------------------
Objective: Amass 10,000 points
Sub Objectives: Administer 50 slaps to your creatures
Research all of your spells
Portals: 5
Ah, this is a Keeper's heaven (or should that be Hell?). Five portals supporting 40 creatures, lots of soft bedrock to tunnel into and two seams of gems offering an infinite supply of wealth. Keeper you will never have it so good anywhere else, so use this opportunity to experiment with room layout,
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