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Home » PC » Dungeon Keeper 2 » Dungeon Keeper 2 FAQ
Submitted by System on 09/03/2006, 09:50. Print file.
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Camera Oblique - F3
User Camera 1 - F4
User Camera 2 - F5
User Camera 3 - F6
Ally Window - A
Zoom to next fight - F
Toggle GUI - G
Zoom To Dungeon Heart - H
Toggle Player Information - I
Map - M
Zoom To Portal - P
Camera Mouse Rotate  - X + MOUSE LEFT/ RIGHT
Camera Mouse Zoom - Z + MOUSE UP/ DOWN
Increase Gamma - SHIFT + .
Decrease Gamma - SHIFT + ,
Roll Right (Free Camera / Set User Camera) - CTRL + DELETE
Pitch Down (Free Camera / Set User Camera) - CTRL + END
Pitch Up (Free Camera / Set User Camera) - CTRL + HOME
Roll Left (Free Camera / Set User Camera) - CTRL + INSERT
Yaw Right (Free Camera / Set User Camera) - CTRL + PG DN
Yaw Left (Free Camera / Set User Camera) - CTRL + PG UP
Pick High Level Creature - CTRL + . + Click on Creature portrait
Pick Low Level Creature - CTRL + , + Click on Creature portrait
Quick Load - CTRL + L
Restart Level - CTRL + R
Quick Save - CTRL + S

POSSESSED (1ST PERSON MODE)

TOGGLE SNIPER MODE - Insert
Pick Lock/ Disarm/ Jailbreak - NUM 0
Fire - SPACE
Creep - CTRL
Run - SHIFT
Possessed Melee Select - 1
Possessed Spell Select 1 - 2
Possessed Spell Select 2 - 3
Possessed Spell Select 3 - 4
Possessed Primary Ability - 5
Possessed Secondary Ability - 6
Possessed Group Select - 7
Remove From Group - CTRL + G

In Possessed mode you actually need to hold down the relevant key then left click the mouse to make your selection in some cases.  For example, making up a group of possessed creatures, you must hold down 7 to get a highlight on the creature you wish to add then left click to get it to follow you.

The screen layout seems complex, but soon becomes easy to understand.  Across the top of the screen you will find your Dungeon Heart health icon, your current Mana reserves, the $ payday metre, your stored gold and a scrolling information panel.

In the bottom right left corner is the map of the dungeon, as you excavate more lands it turns red.  Lava is marked in dark red, unclaimed and enemy land as grey.  Rival Keepers territory is blue/green/purple/yellow.  Portals are a flashing dot and the various circles marked on the map are the radius of influence from certain rooms. You can click on the map to move quickly to another area.  Around the map are four icons: ? is the query icon, $ allows you to select areas of rooms to sell off, the PC icon takes you to the Option Menu and the Magnifying Glass zooms in and out of your dungeon.

Next to this are your room, spell and creature management panels. The Imps panel stays permanently displayed.  From top to bottom it shows, total number of imps, number of imps idle, number of imps busy, number of imps fighting.
Left click on the imps panel to pick up imps quickly.

The creature symbol allows you to view the creature panel.  This shows how many and what type of creatures you have in your dungeon.  Left click on them to quickly pick them up, right click to just move the dungeon view to where they are. Click on the Jobs icon to quickly see who is engaged in what activities.
Click the Fighting Panel to see who is engaged in combat or guarding the
Dungeon. Click on moods to quickly find out who is unhappy and restore their good mood.

The Rooms Panel gives you the rooms currently available to build.  Select the room then drag out the blueprint in an excavated and claimed area of land.  If the frame turns red, it means it costs to much to build right now, so go get more gold!

The Workshop Panel gives you the current selection of Doors and Traps you can build.  Once you have selected an item and dropped to blueprint onto the dungeon, you need to get workers into the workshop to build them.  Once the panel is closed you can track the building of items as a sort of clock hand moves around the Workshop icon, to find out which item, open the workshop panel and see which has the clockhand moving around it.

Spells, like the Workshop icon this can be used to monitor the progress of spell research and upgrades.  Here you also select spells to cast as long s you have the Mana available to do so.

Next to these panel icons and above the panel they open is the message panel.
Here information and alerts from your Mentor will appear in written form. Right click to get rid of them quickly.  If you are attacked by an enemy then a battle icon will appear at the far right of the bottom area.  Right click on it to quickly zoom to the battle.

Finally in Campaign Mode only there is the HORNY icon.  Horny is the demon who appears to collect Portal Gems at the end of each campaign level.  If you find a bonus level then at the end of the current level a quarter of the Horny
Talisman will fill in. Finding a piece gives you the ability to summon Horny in the next realm.

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c) THE MENTOR
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As you play the game Keeper, the stentorian tones of the Mentor will guide you on your way.  He is my brother and is just as keen as I to see you succeed in your endeavours.   As your dungeons become bigger and more complex he will be most helpful in alerting you to any problems that occur.  He will notify you if a creature has become angry or unhappy.  He will tell you if you require bigger rooms, he will let you know when spells have been researched and when items have been finished in the workshop.  He will let you know if you are under attack, or if your creatures are rebelling.  Although these notifications also appear on the message panels, its saves valuable time hearing them from him rather than clicking on the panels.

Sometimes you need to use your judgement as to how you follow his advice.  He may tell you a room is too small, but if you have multiple rooms of that type, you can ignore his advice.  Just make sure access to the rooms is easy.  If he tells you a creature is unhappy because it hasn't been paid, check the payday timer at the top.  If it is past halfway you can leave the creature alone, it will be paid soon.  If payday is just gone and creatures are still unhappy, check the locations of your treasuries, in larger dungeons your imps maybe dumping gold in far-flung treasuries while the ones near your main areas are empty.  Listening to your Mentor is a useful way of finding these things out.

(And sometimes he likes to have a little joke with you to.  He'll even suggest you get some sleep if you play too late into the night and if you pause the game for a while, prepare for sarcasm!)

It is of course up to you what actions you take, but ignoring his advice and warnings can result in problems as you become overwhelmed with demands, fights and forget to check on things like training, spell research and workshop activity.  Your Mentor is an important part of your micro-management, not just a tutorial function!

=========================================================================
******************* 3) THE BASICS OF BEING EVIL *************************
=========================================================================

Now Keeper, its time to familiarise yourself with the basics of the game.

The first Campaign Mode levels introduce rooms, creatures and spells to you slowly and your mentor will give you pointers on control and combat.

If you combine this with playing around in My Pet Dungeon Mode as you progress through campaign mode, you can experiment with different styled maps and practise combat in a safe environment, as it becomes progressively harder in
Campaign Mode.

This is just a basic overview, more detailed information of the various
Creatures, Hero's, Security, Gold, Mana and Rooms are found in the in-depth sections.

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a) EXCAVATION AND BUILDING
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You begin most dungeons with just your dungeon heart and four Imps.  Imps are your magical servants, they need no food, or rest.  But they do require Mana to keep them going.  Imps excavate rock, reinforce walls and most importantly claim land for you.  Once a tile of land is claimed as yours, you can build on it and it will also generate 1 point of mana for your mana reserves every turn.
Your Dungeon Heart is your most important area.  It acts as a treasury, storing a maximum of 16,000 Gold and if it is destroyed, then that is the end of your dungeon.  You should make your dungeon heart well fortified with doors and traps.

Using the Hand of Evil you can select areas to excavate.  If rock has a gold or gem seam imps will prioritise the collection of that over anything else.  You should start by excavating fairly small room shapes connected by tunnels ready to start laying down your network of rooms.  No creatures will appear until you claim a Portal, these are often buried in nearby rock, but you can tell where they are usually by a black square shadow marked in the rock.  If you wish to spend sometime storing gold and building rooms wait and do so before you break into that area and claim the portal.

Once the first portal is claimed it will support a maximum of 15 creatures, further portals will allow another five each.  So if you have three portals you can have 25 creatures through.  If one dies, another creature will come to replace it, but will never rise above 25.  This obviously excludes skeletons, vampires and captured Heroes, who do not arrive via a Portal.  You should also watch for Hero Portals, if you are in campaign mode these are used for attacks against you.

When you excavate you will find various kinds of terrain to cope with.

- Soft Rock, easily dug through by your imps
- Bedrock, thick rock you cannot dig through and nor can enemies, use it to make natural borders to your dungeon.
- Gold Seam, shiny gold running through the rock.  Your imps will collect the gold and run back to put it in the treasury.
- Gem Seam, usually just once square marked with multicoloured blobs.  These can be mined infinitely for cash.  However, your imps prioritise the collection of wealth over everything except defending the dungeon heart.  If your imps aren't doing their other jobs, make sure you deselect the gem seam for a while!
- Water, will slow your creatures down a bit, but only vampires cannot cross it.  Build wooden bridges across it to make traversing easier.
- Lava, only passable by Salamanders and Giants.  Use Stone Bridges to cross permanently or wooden bridges for a quick crossing (they burn up).
- Enemy Territory, usually marked in grey.  Disarm any traps nearby so the Imps can claim the land safely for you.

Each map will present a different dungeon building approach but a general rule is you should keep lairs fairly small and spread out across the dungeon so creatures can bed down near where they want to work.  Place plenty of hatcheries about the places so they don't get unhappy and have to walk too far for food.  The same with treasuries, if your dungeon is going to sprawl, make sure you keep the central treasuries well stocked to prevent creatures not being able to get their wages.  If the level is not a timed one and Gold isn't to tight to mention, always add a casino to keep them very happy.

Also try and keep your rooms enclosed within rock walls with doorways, rather than on open ground.  Install doors in the doorways as soon as you can, even a lowly wooden door increases your creature's sense of security and makes them happier.

Don't be too eager to excavate and claim territory over and above building rooms.  You may runs into a Hero Gate and find yourself dreadfully unprepared.
Create more Imps right from the start.  Add at least one more straightaway and another five when you have the mana.  Keep them out of danger and they will level up and become mega-efficient. If you are nearing the end of the level and don't need as many imps anymore drop them into the dungeon heart to reclaim half their original mana cost.

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b) CASH, MANA (MARVELLOUS)
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Speaking of mana, Keeper, Let me now tell you about this and the other thing you need to keep your dungeon running well.  Gold.

Mana is your source of power for all magical things. In the top left corner of the screen is your current Mana levels (number in blue).  Each square of land you claim will generate 1 Mana point per turn.  If you claim a Mana Vault (looks like green smoking tiles), these will add 100 Mana each turn.  If you have built a Temple, you can get your creatures to pray there to add more mana.

Casting spells and maintaining Imps drain mana.  Some powerful spells can take off 50,000 mana, and as you can only store 200,000 maximum its pays not to get too trigger-happy with spells.  If you decided you don't need as many imps anymore, drop any superfluous ones into the Dungeon Heart.  You'll save mana by not having to keep them alive and also get a mana boost of half the Imps mana cost.

Gold can be acquired through mining the finite seams of yellow or the permanent
Gem seams.  You can hold as much gold as you have treasury space to keep it in.
If you run out of space the gold will be left lying there, you can collect it
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