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Submitted by System on 09/03/2006, 09:50. Print file.
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battle and spell casting, in a gentle environment.

The gem seams are found beyond the northern and southern portals and will require bridges to reach them.  There are also several rooms to claim in the
Northwest, southeast and south-eastern corners.  Nine mana vaults are also claimable in the northeast corner.

Your sub-objectives are easy to achieve, you only have to research the spells once, you are not required to research the upgrades as well.  Administering 50 slaps is also straightforward, and ones aimed at your Imps also count towards the score.  If your Warlocks are being tardy in researching, lock them in the library to speed things up.  Once you have achieved the required score you can move on or stay in the realm.  If you choose to stay on, you will need to exit to the debriefing screen to carry on to the next Pet Dungeon.

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b) "DISCOVERY" -
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Objective: Amass 15,000 points
Sub Objective: House 15 happy creatures
Build 10 rooms
Portals: 1

This land offers you a rather complex network of water and lava, threaded with islands of land you can claim and build on.  You need to work your way around clockwise, excavating gold and building lairs and hatcheries as well as your other rooms.  If you mine quickly you should start uncovering other rooms which you can claim, rooms that also house neutral creatures.  These will join you as soon as your imps make contact with them and you should have 15 happy creatures fairly quickly, especially if you dig all the way around, past the Hero Portal and uncover the Graveyard with three vampires in the southwest corner.

If you start running shirt of gold, relax, there are several gem seams behind where the Hero Portal is which you can mine for infinite wealth.  This levels objectives can be completed fairly quickly if you imps mine quickly around the level.  But its may be worth staying on and expanding your dungeon, and experimenting with defending areas that are not enclosed by walls.

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c) "BOTTLENECK" - Djocasta
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Objective: Amass 20,000 points
Sub Objective: Get one creature to level 8
While in possession of a creature, group 5 others
Number of Portals: 2

This land Keeper, is bereft of infinite gem seams and some strange force has disabled your "Create Gold" spell.  So although there is gold aplenty in seams to the east and west, it is not infinite so perhaps a little care should be taken.  Your best approach is to construct a great deal of your dungeon before you decide to break open the first portal. Excavate plenty of gold and amass a good stock in your treasuries.  Build lairs, hatcheries, a training room and any other rooms your think you'll need.  Once the game has started offering you the guardroom or wooden bridge, it's a good time to claim the first portal.
This way your creatures won't be spending too much time hanging about waiting to be paid as you wait for the Combat Pit to present itself.

The level shape is more egg-timer than Bottleneck.  Once you have excavated all around the southern end, you can break through and build a bridge past the hero gate to the next area.  There is another portal here and more gold seams, so you really shouldn't start running short.  It's probably best not to build a
Casino though, jackpots can take an awful lot of cash from your reserves and rigged casinos mostly just make your creatures grumpy.  The group possession can be done quickly, as soon as your Warlocks have researched the spell.  Once in possession of a creature, press the 7 key and then left click when a creature is in your line of sight and highlighted in pink.  Once you have five in a group you'll get your bonus points!

While you await the combat pit, you can also get experience for your creatures by triggering a few Hero incursions.  This builds experience quickly, but of course ensure high level creatures don't die.  Once you have the combat pit available, drop your highest level creatures in.  You can keep healing them as they fight, which allows them to fight on until they level up to 8.  Once done so, you will get your bonus points and be able to access the next Pet Dungeon when you choose to exit this one.

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d) "RECRUITS" - Nasreem
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Objective: Amass 25,000 points
Sub Objective: Get 24 Creatures
Get 20 creatures to at least level 4
Portals: 0

A nice easy level this one.  Although you have no portals the creatures you require are all nearby.  Break into the first set of rock you can access to release the first two creatures.  Quickly build a lair in that area to house your first recruits then build up a bit of cash by mining the gem seam nearby.
There are many gem seams about the level, with four places at each corner of the circle of rooms about your dungeon heart.  In fact once you have the treasury, I recommended you turn every strip of path around the dungeon heart into one to store a whopping 180,000 gold in a very easy place for all your creatures to access.

With some money in the bank work your way around mining out the small rooms.
As room become available, build them, including the Prison and torture chamber.
If you excavate in the southern area you'll quickly uncover a cannons in the south east and south west.  Build wooden bridges over and have your creatures destroy them, excavate behind them to find Level Up specials.  If you excavate directly east and west you'll find two Level UP specials sitting in the water, build wooden bridges to collect them as well and save them for when you have 20 creatures to level up.

There are also some Fear Traps to the south so use the skeletons you uncovered to disable them for access to another special.  You can also excavate and claim two massive treasure rooms, which I would sell off and turn into a Graveyard and a larger Library or Training room.  If you excavate North around the Hero gate there are no more rooms, but a couple more Specials to find.  To get the last few creatures to take your total to 24, trigger a hero invasion or just pick up a few from the Hero pit and drop them into your dungeon to be quickly crushed.  Then either imprisoned and turned to skeletons or used to make new
Vampires.  You should have 24 creatures at level 4 or above without any major headaches and the next Pet Dungeon is now accessible.

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e) "FURNACE" - Frimley
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Objective: Amasss 30,000 points
Sub Objective: Build 10 Doors of any type
Build 10 Traps of any type
Portals: 3

Another easy level here Keeper.  Although the terrain is full of lava and tricky to negotiate, you have been blessed from the start with the Stone
Bridge.  Your main task here is to ensure you carefully excavate the areas, while leaving places to build doors.  Even two columns on their own can be used to hang a door between, you do not have to make square room shapes.  So begin to build bridges and excavate rooms leaving plenty of places to fit doorways in.  There is only one room that is vital here, the Workshop of course.  Build any other rooms as you see fit.

Once the workshop is available, begin constructing doors and traps.  They do not have to be ten different doors.  You can create ten wooden doors if you like as long as the are put up and not destroyed.  The same with the traps, as long as ten are placed and not destroyed you will accrue your Bonus points.
There is a gem seam in the middle of the level for infinite wealth, you may also want to experiment with trap and door combinations against enemy incursions here to make things more interesting.  Once you are ready to move on, the final Pet Dungeon awaits...

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f) "MASTERPIECE" - Sanddar
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Objective: Amass 25,000 points
Sub Objective: Build a Temple of at least 25 tiles in size
Attract two Dark Angels
Portals: 3

Here Keeper you begin with all rooms available and all spells at level 1.  But before you break one those portals, you may wish to accrue some wealth and build some rooms in advance.  I suggest to take you Imps and excavate south until you hit the large gem seam there.  Then you build up a massive treasury and then start building rooms to attract the best creatures as soon as possible.  Attracting the Dark Angels is the hardest part of this level, as they are reluctant to come through even with a Temple erected in their honour.
You can 100% guarantee getting one straight away if you construct the room needed to attract the Elite dark Angel - Zachariah.

TRE LAI LAI LAI LAI LAI TRR
TRE TEM TEM TEM TEM TEM TRR
TRE TEM TEM TEM TEM TEM TRR
TRE TEM TEM TEM TEM TEM TRR
TRE TEM TEM TEM TEM TEM TRR
TRE TEM TEM TEM TEM TEM TRR
TRE TOR TOR TOR TOR TOR TRR

Build that room and he will come through as soon as you open the portal.  Then it's a matter of potluck if the second one will arrive.  Even though a Temple should support and attract two Dark Angels, it seems to help to build another 5x5 temple.  You may find that you have attracted all the creatures you can and still no second angel.  Well in that case Keeper, you have to make the hard decision to get rid of some lesser denizens.  You can sacrifice them in the
Temple for the speediest removal. Keep doing it and hopefully the second Dark
Angel will arrive to fill the new gap.

Other than that, enjoy the freedom of lots of cash and big rooms to build.  See if you can get everyone up to level 10 by triggering Hero invasions regularly.
When everything is up and running, possess a creature and take a stroll, kick back and smell the Brimstone.  After learning your trade here Keeper, your campaigns and skirmishes should become much easier!

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g) "TORMENT" - Omelas (Patched Version Only)
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Objective: Amass 25,000 points
Sub Objective: Claim the neutral Salamander
Claim the neutral Dark Angel
Portals: 3

Although it sounds difficult Torment merely has a lot of hard bedrock to be worked around.  You can quickly claim several prisons, with trolls, Bile
Demons, vampires, Fireflies and Mistresses inside.  As you excavate around across the water you'll need to curve back around and up into the Northwest corner to access the Lava where the Neutral Salamander is and also several gem seams.

The Dark Angel is locked up in a room in the northwest corner. As you work your way around beware enemy traps on small island areas. There are lighting traps by the mana vault and two Fireburst traps on the small islands near the Hero
Gate.
The only Tormenting thing about this map is that completing the sub-objectives will not give you the full amount of points to beat the level.  Accumulate the last 5000 or so points by killing Hero's and claiming as much land as you can.

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************************** 12) PATCH HISTORY ****************************
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This is included you so as you can confirm which patch you may be using and whether or not you think it worth updating the patch. Most versions of DK2 come with patch 1.51 included on the CD.  Patches 1.6 and 1.7 add new creatures but have little in the way of bug fixes or tweaks.

All patches can be downloaded from: http://dk2.ea-europe.com/

If you have a game started in an early version it will usually not play in the updated version, or it may restart you from the beginning of whichever level you had got to.  However it is a good idea to back your various saves up separately from the DK2 main files, if you need to reinstall the game to patch or even unpatch it you can copy the save files back in and as long as they match the version you saved in, they will be fine.

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a) VER 1.51
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THIS UPDATE WILL AFFECT YOUR SAVED GAMES.

This update does not fix all of the hardware configuration problems that we've seen as addressing them is out of our control. We have found that memory resident programs, overclocking and bad or outdated drivers account for 90% of the problems we've seen. For more info, read the TroubleShooting guide in the
Support section of http://www.dungeonkeeper.com/

Gameplay tweaks and additions in Update 1.51
============================================

* 1024x768 resolution supported.
* Added 'No Mans Land' map. 2 player. Multiplayer and Skirmish.
* Added 'Circlet' map. 3 Player. Multiplayer and Skirmish.
* Added 'Patrol' map. 4 player. Multiplayer and Skirmish.
* Added 'Pressure' map. 3 player. Skirmish only.
* Added 'Torment' My Pet Dungeon level.
* Added 'Olympia' map. 4 player. Multiplayer and Skirmish. Also in Bonus Pack 1.
* "The battle in the Combat Pit is over" is played when only one creature remains.
* Selecting "Quit" from the main menu now requests confirmation before quitting.
* "Your Library does not have enough storage" now played when there are more spells to research but no more space.
* Added "Press Space to go to Debriefing Screen or Escape to continue" at end
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