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knocked out they are left near dead by the side of the pit, if an Imp doesn't rush in and drag them to their lair they may die. The same goes for enemy fighters used, they need rushing off back to prison.
If you are trying to level up one particular creature, keep healing them so they can keep fighting. Once they reach level 8 and above a creature will not engage in battle within the pit. Take time out to possess a nearby creature and watch the fight up close, make the Imps fetch popcorn now!
--------------------------------------------------------------------------
12) CASINO (Code: CAS)
Cost: 750 per tile
Attracts: Rogue
Min recommended size: 3x 3
You've been working those dungeon denizens hard Keeper. After a hard day toiling, researching, patrolling and training everyone needs to kick back for a drink and a gamble. So if your dungeon is flourishing and you have gold to spare, install a Casino. Make it a decent size as your creatures will want to use it a lot if they have no work or training left to do and they get narked if they can't get a table space.
You can make the Casino generous or rigged by clicking on the payout lever in the middle of the room. Rigged Casinos can make you more money, but your creatures will be unhappier. Keep it generous if you can, happy creatures are loyal creatures. Occasionally someone will hit the jackpot, I suggest Keeper you rush over there and possess a creature to enjoy the party!
If you want to retrieve some of the winnings pick up the lucky creature, take him/her somewhere private and slap it about until it drops some of the cash.
Cruel, but at least no one else saw you. Only do this if you are strapped for gold though, otherwise let them enjoy their winnings, the Lord of the Land may kill them soon and they can't take it with them.
--------------------------------------------------------------------------
13) GRAVEYARD (Code: GRV)
Cost: 2000 per tile
Attracts: Vampire
Min recommended size: 3x3 tiles
A pricey room and one you may not always want to have, this depends on how much use you find Vampires in your battle strategy. One 3x3 graveyard will create and support one Vampire, make it bigger and more graves will appear, creating and sustaining more of these Undead fighters.
Each time an enemy dies your Imps should drag the corpse to the graveyard. The more threatening and powerful the enemy was, the more lifeforce it will generate and the faster a Vampire will rise. So a dead dwarf will contribute little, but a dead Knight or Giant will create a large amount.
Once a dead body has been placed in the Graveyard it cannot be resurrected with the "Raise Dead" spell or a Special Item. It is gone for good.
--------------------------------------------------------------------------
14) TEMPLE (Code: TEM)
Cost: 3000 per tile
Attracts: Dark Angel
Min recommended size: 5x5 tiles
A hugely expensive room, especially when you factor in that it must be at least
25 tiles in size. But once you have access to it, build one, you will attract the most awesome fighter in the game, second only to Horny in sheer naked power, the terror it causes and incredible coolness. Temples = Dark Angels and you can't skimp on construction.
Making it 5x5 means a large hand will appear in the middle, here you can drop in creatures as sacrifices to your Dark Gods. Certain combinations create the following gifts back from them (sacrifices must be done in the listed order, remember when you select creatures to drop, the last you clicked on will be the first dropped, so to sacrifice the Bile Demon, Dark Elf and Mistress, pick them up in reverse order).
GIFT 1st SACRIFICE 2nd SACRIFICE 3rd SACRIFICE
Imp Black Knight Warlock Firefly
Goblin Warlock Warlock N/A
Troll Dark Elf Dark Elf N/A
Warlock Troll Troll N/A
Salamander Rogue Rogue N/A
Dark Elf Skeleton Skeleton Firefly
Bile Demon Vampire Vampire N/A
Mistress Salamander Salamander N/A
Skeleton Mistress Mistress N/A
Rogue Bile Demon Bile Demon N/A
Black Knight Guard Mistress N/A
Vampire Black Knight Black Knight N/A
Receive Imps Bile Demon Dark Elf Mistress
Make Safe Dwarf Dwarf Mistress
Increase Mana Monk Monk Monk
Increase Gold Thief Thief Thief
Once a Temple is built, your creatures will go and pray at it. Warlocks and converted Wizards seem especially keen to pledge their unholy piety in this way. Don't discourage them, praying quickly adds nice amounts of mana to your mana reserves and quickly gets you back up to a full tank of it.. (do you store
Mana in a tank Keeper? Perhaps I am not as all knowing as I think I am).
--------------------------------------------------------------------------
15) WOODEN BRIDGE
Cost: 200 per tile
This is a useful and cheap way of extending your dungeons influence. Although most of your creatures will cross water, they prefer a bridge to speed things up, so if water is featuring heavily in the level, make sure you build plenty of access ways. Also if a magical item is floating in water your Imps won't go and collect it unless you build a bridgeway to it. And although imps will mine out land and gold on islands, you need to connect them to your nearest claimed land to get them to carry on and claim the island land.
If friends or foe die in the water, Imps won't collect them there either, if you can, quickly build a bride pathway under their bodies so they can be retrieved. You can also use Wooden Bridges for temporary access over lava, although they will begin to burn up. If you need to build quick emergency causeways for retrieving bodies or magic items, sell the bridges straight afterwards if you wish.
--------------------------------------------------------------------------
16) STONE BRIDGE
Cost: 500 per tile
More expensive that the Wooden Bridge, so it should only be used to cross Lava.
You can use the Stone Bridge tactically against the enemies in Campaign Mode.
If they cross a Stone Bridge you built over Lava you can quickly sell the bridge from under their feet sending them tumbling into the lava for extra damage, ho ho ho! Just beware of Rival Keepers, they will claim the Bridge first with their Imps so that tactic won't work.
--------------------------------------------------------------------------
b) PLANNING DUNGEON LAYOUTS
--------------------------------------------------------------------------
As you progress through campaign mode, rooms will be made available to you gradually. So in won't be until the final missions that you will have to worry about making space for large Temples and Combat Pits. The most important rooms of any Dungeon are the three you get quickly. The Lair, Hatchery and Treasure
Room. Keeping your creatures happy means keeping them fed, rested and paid, these rooms rank above all other and dungeons should be constructed with easy access to these places.
Each creature only needs one square to make a Lair upon. So unlike other rooms which require square or rectangular construction to be most effective, you can strip Lairs anywhere. It is often a good idea to place a few lairs nearby to a room where you wish creatures to work to make them happiest. For example stripping some lairs down the side of a Library and having all your Warlocks bed down there. Another nice idea is exacting a hatchery sized room, creating the hatchery and laying down some lairs and some treasury strips. With all their favourite things together you will find your creatures becoming less grumbly.
The Workshop can also be designed to be more efficient. First excavate a nice sized square or rectangle of ground, make sure it has room for a 3x3 hatchery and some lairs. E.g.
WOR WOR WOR HTY HTY HTY TRE
WOR WOR WOR HTY HTY HTY TRE
WOR WOR WOR HTY HTY HTY TRE
WOR WOR WOR LAI LAI LAI LAI
Now make sure it has only one doorway and create a door, then lock it. Now your any Trolls and Bile Demons you place inside can be locked in to create traps and doors at speed. With food, sleeping quarters and cash on hand, they won't get angry. Just make sure when you have finished needed traps and doors, you let them out, or they will get angry. Also you'll have to quickly unlock it to allow the Imps to get in and take the created items away.
You can do something similar with Warlocks and the Library, but Warlocks are better at applying themselves to their chosen speciality and will usually research your spells quickly and without coercion.
When excavating rooms, the thing you need to bear in mind is that certain rooms like the Training Room, Library, Torture Chamber and Casino will have more spaces available in them if you reinforce the walls. This allows more items to be installed in the room, useful if you can only construct small rooms.
You should always try and keep you Dungeons compact. Clump your rooms around the Dungeon Heart and connect them with long passageways full of traps and doors. You will need to sprawl out in some areas. Just create Guardroom
Outposts to defend your borders. To keep your far-flung guards happy, make sure you give them lairs, a hatchery and some cash in store to make them most effective.
When you begin to acquire converted creatures, it's a good idea to give them as much of a "mini" dungeon as you can. If you have space, create lairs, a hatchery, a training room and keep this locked off and stocked with cash for pay-day. This minimizes contact between the fallen heroes and your evil minions and stops bad feeling arising. If space is at a premium, at the very least clump your converted troops into their own block of lairs, but don't be surprised to hear the Mentor informing you that creatures are becoming unhappy in the company of creatures they hate.
The best way to practice designing Dungeons is in the My Pet Dungeon Mode. It is worth playing through to unlock all the Dungeons as they take place across a variety of terrain and you can experience building a dungeon in a larva filled level or one full of twisting seams of undiggable rock. Taking time out here to see how best to layout rooms and how best to defend against attack will reap dividends as you progress through your Campaign to unlock the Portal to
Overworld.
--------------------------------------------------------------------------
c) ROOM CONFIGURATIONS FOR ELITE CREATURES
--------------------------------------------------------------------------
If you are playing patched versions 1.6 or 1.7 you can attract Elite versions of each creature into your dungeon by building a specific configuration of rooms. There is only one Elite per species and if they are killed in battle they are lost for the rest of that level. They are stronger, more efficient and better in battle than their normal counterparts and some have a slightly different physical appearance.
However, these creatures don't show up in Campaign mode. Whereas building the relevant room in My Pet Dungeon or Skirmish mode brings the Elite in right away, in Campaign Mode they are not available. Some Elites can be found as neutral creatures such as Knud in "Fluttershine" and Zachariah in "Regicide".
But otherwise they are for My Pet Dungeon, Skirmish and Multiplayer modes only.
--------------------------------------------------------------------------
Elite Goblin: GRUBB 3x3 lair with 1 hatchery in each corner
HTY LAI HTY
LAI LAI LAI
HTY LAI HTY
--------------------------------------------------------------------------
Elite Firefly: BZZZT 3x3 hatchery with 1 lair in each corner
LAI HTY LAI
HTY HTY HTY
LAI HTY LAI
--------------------------------------------------------------------------
Elite Troll: KNUD 5x5 workshop with 1 lair in each corner
LAI WOR WOR WOR LAI
WOR WOR WOR WOR WOR
WOR WOR WOR WOR WOR
WOR WOR WOR WOR WOR
LAI WOR WOR WOR LAI
If you are trying to level up one particular creature, keep healing them so they can keep fighting. Once they reach level 8 and above a creature will not engage in battle within the pit. Take time out to possess a nearby creature and watch the fight up close, make the Imps fetch popcorn now!
--------------------------------------------------------------------------
12) CASINO (Code: CAS)
Cost: 750 per tile
Attracts: Rogue
Min recommended size: 3x 3
You've been working those dungeon denizens hard Keeper. After a hard day toiling, researching, patrolling and training everyone needs to kick back for a drink and a gamble. So if your dungeon is flourishing and you have gold to spare, install a Casino. Make it a decent size as your creatures will want to use it a lot if they have no work or training left to do and they get narked if they can't get a table space.
You can make the Casino generous or rigged by clicking on the payout lever in the middle of the room. Rigged Casinos can make you more money, but your creatures will be unhappier. Keep it generous if you can, happy creatures are loyal creatures. Occasionally someone will hit the jackpot, I suggest Keeper you rush over there and possess a creature to enjoy the party!
If you want to retrieve some of the winnings pick up the lucky creature, take him/her somewhere private and slap it about until it drops some of the cash.
Cruel, but at least no one else saw you. Only do this if you are strapped for gold though, otherwise let them enjoy their winnings, the Lord of the Land may kill them soon and they can't take it with them.
--------------------------------------------------------------------------
13) GRAVEYARD (Code: GRV)
Cost: 2000 per tile
Attracts: Vampire
Min recommended size: 3x3 tiles
A pricey room and one you may not always want to have, this depends on how much use you find Vampires in your battle strategy. One 3x3 graveyard will create and support one Vampire, make it bigger and more graves will appear, creating and sustaining more of these Undead fighters.
Each time an enemy dies your Imps should drag the corpse to the graveyard. The more threatening and powerful the enemy was, the more lifeforce it will generate and the faster a Vampire will rise. So a dead dwarf will contribute little, but a dead Knight or Giant will create a large amount.
Once a dead body has been placed in the Graveyard it cannot be resurrected with the "Raise Dead" spell or a Special Item. It is gone for good.
--------------------------------------------------------------------------
14) TEMPLE (Code: TEM)
Cost: 3000 per tile
Attracts: Dark Angel
Min recommended size: 5x5 tiles
A hugely expensive room, especially when you factor in that it must be at least
25 tiles in size. But once you have access to it, build one, you will attract the most awesome fighter in the game, second only to Horny in sheer naked power, the terror it causes and incredible coolness. Temples = Dark Angels and you can't skimp on construction.
Making it 5x5 means a large hand will appear in the middle, here you can drop in creatures as sacrifices to your Dark Gods. Certain combinations create the following gifts back from them (sacrifices must be done in the listed order, remember when you select creatures to drop, the last you clicked on will be the first dropped, so to sacrifice the Bile Demon, Dark Elf and Mistress, pick them up in reverse order).
GIFT 1st SACRIFICE 2nd SACRIFICE 3rd SACRIFICE
Imp Black Knight Warlock Firefly
Goblin Warlock Warlock N/A
Troll Dark Elf Dark Elf N/A
Warlock Troll Troll N/A
Salamander Rogue Rogue N/A
Dark Elf Skeleton Skeleton Firefly
Bile Demon Vampire Vampire N/A
Mistress Salamander Salamander N/A
Skeleton Mistress Mistress N/A
Rogue Bile Demon Bile Demon N/A
Black Knight Guard Mistress N/A
Vampire Black Knight Black Knight N/A
Receive Imps Bile Demon Dark Elf Mistress
Make Safe Dwarf Dwarf Mistress
Increase Mana Monk Monk Monk
Increase Gold Thief Thief Thief
Once a Temple is built, your creatures will go and pray at it. Warlocks and converted Wizards seem especially keen to pledge their unholy piety in this way. Don't discourage them, praying quickly adds nice amounts of mana to your mana reserves and quickly gets you back up to a full tank of it.. (do you store
Mana in a tank Keeper? Perhaps I am not as all knowing as I think I am).
--------------------------------------------------------------------------
15) WOODEN BRIDGE
Cost: 200 per tile
This is a useful and cheap way of extending your dungeons influence. Although most of your creatures will cross water, they prefer a bridge to speed things up, so if water is featuring heavily in the level, make sure you build plenty of access ways. Also if a magical item is floating in water your Imps won't go and collect it unless you build a bridgeway to it. And although imps will mine out land and gold on islands, you need to connect them to your nearest claimed land to get them to carry on and claim the island land.
If friends or foe die in the water, Imps won't collect them there either, if you can, quickly build a bride pathway under their bodies so they can be retrieved. You can also use Wooden Bridges for temporary access over lava, although they will begin to burn up. If you need to build quick emergency causeways for retrieving bodies or magic items, sell the bridges straight afterwards if you wish.
--------------------------------------------------------------------------
16) STONE BRIDGE
Cost: 500 per tile
More expensive that the Wooden Bridge, so it should only be used to cross Lava.
You can use the Stone Bridge tactically against the enemies in Campaign Mode.
If they cross a Stone Bridge you built over Lava you can quickly sell the bridge from under their feet sending them tumbling into the lava for extra damage, ho ho ho! Just beware of Rival Keepers, they will claim the Bridge first with their Imps so that tactic won't work.
--------------------------------------------------------------------------
b) PLANNING DUNGEON LAYOUTS
--------------------------------------------------------------------------
As you progress through campaign mode, rooms will be made available to you gradually. So in won't be until the final missions that you will have to worry about making space for large Temples and Combat Pits. The most important rooms of any Dungeon are the three you get quickly. The Lair, Hatchery and Treasure
Room. Keeping your creatures happy means keeping them fed, rested and paid, these rooms rank above all other and dungeons should be constructed with easy access to these places.
Each creature only needs one square to make a Lair upon. So unlike other rooms which require square or rectangular construction to be most effective, you can strip Lairs anywhere. It is often a good idea to place a few lairs nearby to a room where you wish creatures to work to make them happiest. For example stripping some lairs down the side of a Library and having all your Warlocks bed down there. Another nice idea is exacting a hatchery sized room, creating the hatchery and laying down some lairs and some treasury strips. With all their favourite things together you will find your creatures becoming less grumbly.
The Workshop can also be designed to be more efficient. First excavate a nice sized square or rectangle of ground, make sure it has room for a 3x3 hatchery and some lairs. E.g.
WOR WOR WOR HTY HTY HTY TRE
WOR WOR WOR HTY HTY HTY TRE
WOR WOR WOR HTY HTY HTY TRE
WOR WOR WOR LAI LAI LAI LAI
Now make sure it has only one doorway and create a door, then lock it. Now your any Trolls and Bile Demons you place inside can be locked in to create traps and doors at speed. With food, sleeping quarters and cash on hand, they won't get angry. Just make sure when you have finished needed traps and doors, you let them out, or they will get angry. Also you'll have to quickly unlock it to allow the Imps to get in and take the created items away.
You can do something similar with Warlocks and the Library, but Warlocks are better at applying themselves to their chosen speciality and will usually research your spells quickly and without coercion.
When excavating rooms, the thing you need to bear in mind is that certain rooms like the Training Room, Library, Torture Chamber and Casino will have more spaces available in them if you reinforce the walls. This allows more items to be installed in the room, useful if you can only construct small rooms.
You should always try and keep you Dungeons compact. Clump your rooms around the Dungeon Heart and connect them with long passageways full of traps and doors. You will need to sprawl out in some areas. Just create Guardroom
Outposts to defend your borders. To keep your far-flung guards happy, make sure you give them lairs, a hatchery and some cash in store to make them most effective.
When you begin to acquire converted creatures, it's a good idea to give them as much of a "mini" dungeon as you can. If you have space, create lairs, a hatchery, a training room and keep this locked off and stocked with cash for pay-day. This minimizes contact between the fallen heroes and your evil minions and stops bad feeling arising. If space is at a premium, at the very least clump your converted troops into their own block of lairs, but don't be surprised to hear the Mentor informing you that creatures are becoming unhappy in the company of creatures they hate.
The best way to practice designing Dungeons is in the My Pet Dungeon Mode. It is worth playing through to unlock all the Dungeons as they take place across a variety of terrain and you can experience building a dungeon in a larva filled level or one full of twisting seams of undiggable rock. Taking time out here to see how best to layout rooms and how best to defend against attack will reap dividends as you progress through your Campaign to unlock the Portal to
Overworld.
--------------------------------------------------------------------------
c) ROOM CONFIGURATIONS FOR ELITE CREATURES
--------------------------------------------------------------------------
If you are playing patched versions 1.6 or 1.7 you can attract Elite versions of each creature into your dungeon by building a specific configuration of rooms. There is only one Elite per species and if they are killed in battle they are lost for the rest of that level. They are stronger, more efficient and better in battle than their normal counterparts and some have a slightly different physical appearance.
However, these creatures don't show up in Campaign mode. Whereas building the relevant room in My Pet Dungeon or Skirmish mode brings the Elite in right away, in Campaign Mode they are not available. Some Elites can be found as neutral creatures such as Knud in "Fluttershine" and Zachariah in "Regicide".
But otherwise they are for My Pet Dungeon, Skirmish and Multiplayer modes only.
--------------------------------------------------------------------------
Elite Goblin: GRUBB 3x3 lair with 1 hatchery in each corner
HTY LAI HTY
LAI LAI LAI
HTY LAI HTY
--------------------------------------------------------------------------
Elite Firefly: BZZZT 3x3 hatchery with 1 lair in each corner
LAI HTY LAI
HTY HTY HTY
LAI HTY LAI
--------------------------------------------------------------------------
Elite Troll: KNUD 5x5 workshop with 1 lair in each corner
LAI WOR WOR WOR LAI
WOR WOR WOR WOR WOR
WOR WOR WOR WOR WOR
WOR WOR WOR WOR WOR
LAI WOR WOR WOR LAI
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