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Submitted by System on 09/03/2006, 09:50. Print file.
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not being able to get to a hatchery fast enough is a sure way to put a creature in a bad mood.

You can also use chickens to heal dungeon denizens either before you get the
Heal Spell or to save on Mana.  Drop an injured creature in the Hatchery and it will eat and recover some health before retiring to its Lair to lick its wounds and recover fully.

You can also use chickens to keep your captured enemies alive in Prison and in the Torture Chamber.  Simply left-click to pick up as many chickens as you wish and then hold them over the pathetic Hero in question, right click to keep dropping them down and they will hungrily eat them until they crack.

(There is also the mystery of the coop, if you possess a creature and wander into a Hatchery with a Coop, watch it closely.  It will begin to rock from side to side, then feathers will fly, then a door will open and an egg will be fired out of it... but what is inside? It is a mystery O Keeper!)

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4) TREASURY (Code: TRE)
Cost: 200 per tile
Attracts: Nothing
Min recommended size: 1x1 tile

Now your creatures have a place to rest and food to eat, but they also need paying, and you need moolah to build more rooms and defences.  There are all those lovely seams of gold to be mined, so you need to build a treasury to store it in.  It tends to be a good idea to keep Treasuries easy to access and in the middle of large groups of rooms.  Multiple doorways are recommended.
Basically your creatures hate to be kept waiting when they have to get their pay, it may seem insecure, but it is better than having your minions become angry due to lack of cash.

Because Imps prioritise the collection of money above everything except protecting the Dungeon Heart it's a good idea not to make your treasuries too far out of the way, as they will waste a lot of time then running back and forth to store gold.  A good idea is to make one fairly large treasury near to your Dungeon heart, and then if your Dungeon begins to extend a long way, add smaller, outlying treasuries to make sure your more far-flung creatures can reach payment.

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5) TRAINING ROOM (Code: TRR)
Cost: 500 per tile
Attracts: Salamander
Min recommended size: 3x 3 tiles

So we now have cash, food and rest covered.  Time to stop pampering those fiends and get them working, right Keeper?!  So we need to train them, and for this we require, a Training Room.

To maximise the efficiency of your Training Room, ensure it has walls. For every three tiles of wall-space you have, you will add another training target, thus increasing the amount of creatures that can train at once. Creatures can train up to a maximum of level 4 in the Training Room, after that they can only gain levels in actual combat, via battles or the Combat Pit.

It costs 20 Gold per turn to train a creature up, but it is recommended you do so as much as you can afford.  Level 4 creatures make far more formidable combatants than Level 1 ones.  Some creatures will train themselves happily without you having to give them friendly encouragement (like dropping them in and locking the door!).  Salamanders and Dark Knights will train themselves up without being coerced.  Other creatures will concentrate on priorities first, for example, Warlocks prefer to be researching spells, Dark Mistresses prefer to be interrogating prisoners, Trolls prefer to be toiling in the Workshop and
Rogues prefer to be off exploring or gambling.

However a bit of slapping and dropping in the room should get it through to them that you require them to level up, NOW! But use your sense, the more
Warlocks you have researching, the faster you get your spells.  If you have traps and doors under construction, then you really should leave the Trolls working at that. Interrogations and conversion don't require a Dark Mistress, but they happen a lot faster with her "personal" touch, and do you really want your Rogue in battle?  He may be better left scouting new territory.

So you see Keeper, you need trained minions, but plan access wisely.  Let the
Salamanders, Dark Elves, Goblins and Skeletons train up first, then when they are done, it should be time to let some Warlocks, Bile Demons and Mistresses loose in there.  Once everyone has reached level 4 and if you have no plans to extend your forces with new skeletons or captured Heroes, then sell the
Training Room.

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6) LIBRARY (Code: LIB)
Cost: 600 per tile
Attracts: Warlock
Min recommended size: 3x3 tiles

Your magic spells need to be researched Keeper and a Library is vital to the operation of your Dungeon.  It will quickly attract the Warlock into your realm and his preference is for research so you will not need to coerce him into it.
Like the Training Room, it is best if you can have the room surrounded by walls.  Wallspace generates more shelves and you can store more researched spells in there. A nice size for a Library is 4x5 tile.  This is pretty big but the more Warlocks you can cram in researching, the faster you get your spells!

Its best to keep your Library to the back of your Dungeon, this is because any magical items discovered by your Imps will be stored there and you don't want enemies capturing those. Warlocks will most likely be your primary researchers.
If you can capture an enemy wizard early on you can add him, but give him a small library of his own as he and the Warlocks will hate working together.
Dark Angels, Vampires and The Maiden also like to research and are the best at it, but you will probably have done all your spell research by the time they deign to enter your Dungeon.

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7) WORKSHOP (Code: WOR)
Cost: 600 per tile
Attracts: Troll
Bile Demon (minimum 3x3 tiles)
Min recommended size: 5x5 tiles

As your Dungeons expand, they will need protection. For this a Workshop will be yours to create Traps and Doors in. A Workshop should be at least 4x5 or 5x5 and again it should be walled to increase worker capacity and storage space.
Once a workshop is available the Workshop Icon appears on the panel.  Click on it to open up the range of items you can build.

Bile Demons and Trolls are your best manufacturers. Both will happily work away creating traps and doors, other creatures like Goblins can be induced to help out, but it's best to leave the Trolls as your major workers, giving the Bile
Demons time off to train up for battle.

Building and running and effective Workshop is a complex business and is covered in more depth in the section on Dungeon Design.

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8) GUARD ROOM (Code: GAR)
Cost: 600 per tile
Attracts: Dark Elf
Min recommended size: 1x1 tile

An important room in some dungeons and not in others.  If your dungeon has sprawled along way out from its centre it's a good idea to put a Guard Room or two along the further reaches.  Each tile supports one guard, so create it as big or as small as you need.  A 3x3 guardroom is good idea and it has a decent sphere of "alertness", this is a ring of influence that if enemies stumble into will raise an alarm and bring nearby guards running.

A nice way to set up a Guard Room is to place a few lairs and a Hatchery next to it and even a few treasury tiles with cash on them.  This way your Guards can stay focused on patrolling and won't need to go all the way back to the central dungeon area.  If you add doors, you can use this to lock down creatures until they are ready for battle then use possession to lead them on a raid into enemy territory.

If you are playing My Pet Dungeon then this room becomes less important, but experiment with building them and seeing how the Guards react to invasions.
Any creature can be dropped on a Guard Room and most will then perform Guard duties.  Dark Elves perform this as their preferred duty. Salamanders can also be useful guards once they are done in the Training Room and you have no Combat
Pit to level them up further.  Skeletons also make good guards as they don't require food, sleep or pay.

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9) PRISON (Code: PRI)
Cost: 750 per tile
Attracts: Skeletons
Min recommended size: 5x5 tiles

Well Keeper, your minions are fed, rested, paid and have work to occupy themselves.  But sometimes those sickeningly righteous forces of good want to spoil your smooth running of things.  Once you have smited them, you need to give them your best accommodation.  So what better than a dank prison full of rats and bones?

You may not require such a big prison as a 5x5 one, a 5x4 one is often big enough.  Once an enemy has had its health reduced to one petal on its health metre your imps will drag it away and place it in the dungeon.  What happens next depends on what you want out of the following.

Do you want more skeletons?  Then let them die quickly and they will rise again as Skeleton fighters on your side. Do you have a Graveyard and need a Vampire?
Take them straight to the Torture Room and quickly have them tortured to death, then the imps will dump them in the graveyard and mulch them down for Vampire fodder.  Finally if you wish to convert them to your side, heal them first in prison either with a spell or a chicken, then take them to the torture room until their puny will breaks.

If you want to prevent Imps putting prisoners in a particular prison, click on the door bar to lock it down.  This makes no difference to the security of the prison, it's just to keep Imps out if you want them to take enemies to another prison, or let them die and become Graveyard fodder.  You can manually drop more creatures in the prison until it reaches over capacity, but you may suffer a jailbreak, so it's not recommended.

When a creature dies and rises as a skeleton you may have to remove it manually if you are playing the original unpatched version of the game.  Later patches improved the skeletons ability to walk out of the prison, with 1.7 they will leave straight away.  They need no lairs either, just keep them away from Bile
Demons!

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10) TORTURE CHAMBER (Code: TOR)
Cost: 1500
Attracts: Dark Mistress
Min recommended size: 3x3 tiles

If you don't leave your enemies to rot in prison then you can leave them in the loving clawed hands of the Dark Mistress.  It is here you can either torture enemies to death to gain map information and corpses for the graveyard or you can convert enemies to join your dark cause.

When you build a torture chamber maximize its capacity by keeping it walled.
This will give you extra torture devices on the walls.  You'll get an electric chair and some wall wheels in a small chamber, make it larger and a horizontal wheel is added as well.

To begin torture pick up the unfortunate from the prison and make sure the torture device is highlighted when you drop him down.  If they miss they will be free to start attacking again and your creatures will swiftly crush him and send him back to prison. Now once they are in a device, they will wail and scream.  Place a Mistress nearby to speed the process up.  If your Mistresses "client" is weak and unhealed they will die quickly and reveal map information.
If you have a graveyard the Imps will take their pathetic corpses away to rot down for Vampire life force.

If you want an enemy to join your side, then heal them either before you place them in the chamber or as soon as they are strapped down.  Keep an eye on their health and if it drops to two petals heal them again with spells or chickens.
The weedier the enemy the quicker it will convert. Dwarfs and Wizards break the fastest; Giants, Knights and Royal Guards take the longest.  But they will break, everyone breaks... eventually.

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11) COMBAT PIT (Code: COM)
Cost: 750
Attracts: Black Knight
Min recommended size: 5x5 tiles

Now its time to let your creatures get their hands and claws bloody with some one-on-one combat.  This allows them to rise up to level 8.  To get to levels 9 and 10 you must engage in battles with the enemy.

If you keep heroes or enemy creatures alive in your prison you can use them as fodder for your minions in the pit.  Drop an enemy in with one of yours and they will fight until one is knocked out. You can also pit your own creatures against each other.  If you drop multiple creatures in they will only fight in pairs. As they knock out one foe they turn on the next until only one is left standing.

It is a good idea to keep an eye on group fights in the pit.  As creatures are
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