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Elite Salamander: FURNACE 5x5 training room with 1 lair in each corner
LAI TRR TRR TRR LAI
TRR TRR TRR TRR TRR
TRR TRR TRR TRR TRR
TRR TRR TRR TRR TRR
LAI TRR TRR TRR LAI
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Elite Warlock: ALMERIC 5x5 library with 1 lair in each corner
LAI LIB LIB LIB LAI
LIB LIB LIB LIB LIB
LIB LIB LIB LIB LIB
LIB LIB LIB LIB LIB
LAI LIB LIB LIB LAI
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Elite Dark Elf: ZENOBIA 3x3 guard room surrounded by 5x5 training room
TRR TRR TRR TRR TRR
TRR GAR GAR GAR TRR
TRR GAR GAR GAR TRR
TRR GAR GAR GAR TRR
TRR TRR TRR TRR TRR
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Elite Bile Demon: BLOZ 5x5 hatchery surrounded by 7x7 workshop.
HTY HTY HTY HTY HTY HTY HTY
HTY WOR WOR WOR WOR WOR HTY
HTY WOR WOR WOR WOR WOR HTY
HTY WOR WOR WOR WOR WOR HTY
HTY WOR WOR WOR WOR WOR HTY
HTY WOR WOR WOR WOR WOR HTY
HTY HTY HTY HTY HTY HTY HTY
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Elite Rogue: GERVAISE 5x5 casino with 1 treasury in each corner
TRE CAS CAS CAS TER
CAS CAS CAS CAS CAS
CAS CAS CAS CAS CAS
CAS CAS CAS CAS CAS
TRE CAS CAS CAS TER
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Elite Dark Mistress: DOMINIQUE 3x3 prison surrounded by 5x5 torture chamber
TOR TOR TOR TOR TOR
TOR PRI PRI PRI TOR
TOR PRI PRI PRI TOR
TOR PRI PRI PRI TOR
TOR TOR TOR TOR TOR
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Elite Skeleton: BANE 5x5 prison with 1 treasury in each corner
TRE PRI PRI PRI TRE
PRI PRI PRI PRI PRI
PRI PRI PRI PRI PRI
PRI PRI PRI PRI PRI
TRE PRI PRI PRI TRE
(Bane seems to have some brains; he will set up a Lair and will collect wages on payday!)
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Elite Black Knight: KALEB 5x5 combat pit surrounded by 7x7 training room
TRR TRR TRR TRR TRR TRR TRR
TRR COM COM COM COM COM TRR
TRR COM COM COM COM COM TRR
TRR COM COM COM COM COM TRR
TRR COM COM COM COM COM TRR
TRR COM COM COM COM COM TRR
TRR TRR TRR TRR TRR TRR TRR
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Elite Vampire: KESSLER VAN DOOM
Two 3x3 graveyards with northeast/southwest corners overlapping, surrounded by 7x7 library
LIB LIB LIB LIB LIB LIB LIB
LIB LIB LIB GRV GRV GRV LIB
LIB LIB LIB GRV GRV GRV LIB
LIB GRV GRV GRV GRV GRV LIB
LIB GRV GRV GRV LIB LIB LIB
LIB GRV GRV GRV LIB LIB LIB
LIB LIB LIB LIB LIB LIB LIB
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Elite Dark Angel: ZACHARIAH 5x5 Temple with a strip of 7 squares of Treasury down the East side, 7 squares of Training Room down the West side. Strip of 5 Lair on the North edge and 5
Torture Chamber on the South Edge
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
=========================================================================
********************* 5) THE UNGRATEFUL DENIZENS ************************
=========================================================================
Well we have talked long enough about constructing your Dungeon, time I think
Keeper to find out all there is to know in detail about the various creatures we have mentioned. Here then is a list of each creature, for each one you will find information on what attracts them to your dungeon, how they fight and what they use, what skills they learn, their preferred job in your Dungeon and how to get the best from them in Possession Mode. Onward!!
(Note: Special Skills are those only available when you possess that creature, they will not use them in the normal course of battle etc)
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a) CREATURE LIST
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1) IMP
Your Imp is the poor oppressed, down trodden cog that keeps the machinery of your dungeon running. They only need mana to exist and never need food, sleep or paying (now if only all creatures were like that). They level up by working rather than fighting. Level 8 and above Imps are a precious commodity as they can caste Haste on themselves and quickly teleport around your dungeon to new jobs. For that reason, keep them safe from enemy traps and ambushes, as they will fall in a few strikes from an enemy.
Slap them to increase their work speed and don't be afraid to keep picking them up and dropping them into new areas to get on with territory claiming or into battle to collect injured bodies. They don't suffer from drop stun and can move at an incredible rate making it tough for enemies to hurt them if they are battling your main forces.
You create more Imps with the Create Imp spell and the upgraded version of the spell creates a faster, smarter level 4 Imp. Depending on the dungeon size you'll need to create more than the four you begin with. Ten is a good number for a medium dungeon; fifteen - twenty maximum for a sprawling one if you can afford the Mana drain. Only in My Pet Dungeon Mode will you get to play with hordes above twenty-five, where mana is plentiful and enemies are not. Drop an
Imp back into the Dungeon Heart if you need to downsize your workforce and you'll get a Mana boost back as well.
--------------------------------------------------------------------------
2) FIREFLY
Attracted by: Lair
Job Class: Scout
Combat Style: Flanker
Likes: Scouting through the Fog of war
Dislikes: Combat
Hates: Nothing
Firefly's are useful in some dungeons and not in others. They only ever seem to turn up one at a time, and like to spend their time cruising around exploring. How useful this is depends on the territory you are in. In some places you don't want the firefly drawing attention to you too soon, in others you may welcome the quick uncovering of territory. They aren't much use in battle, but it may be worth training them up so enemy traps don't instantly kill them. They can obviously pass over lava and water so can make useful scouts to possess for forays across difficult territory. As residents of the dungeon they don't seem to get unhappy or angry very often so you can bed them down anywhere.
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3) GOBLIN
Attracted by: Lair (minimum 5 tiles)
Job Class: Fighter
Combat Style: Flanker
Likes: Training and Gambling
Dislikes: Research and Manufacturing
Hates: Nothing
The humble goblin will be a useful fighter in your early campaigns, but later on you will want to attract the more powerful Salamanders and Trolls in their places. They are cowardly on their own, but in groups can overwhelm a knight and their great speed means they can rain blows down upon a foe with great ferocity. They tend to be easy to keep happy, as long as they have somewhere to eat and sleep nearby they won't grumble. They will train without too much fuss and once trained up like to hang about in the Casino.
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4) WARLOCK
Attracted by: Library
Job Class: Thinker
Combat Style: Support
Spells: Fireball, Firebomb, Heal Creature
Likes: Research
Dislikes: Manufacturing
Hates: Converted Wizards
Warlocks are a great asset early in the game. These diabolical wizards research all your spells for you, so as soon as the Library becomes available you will start attracting them to your dungeon. They are physically quite weak and will flee if outnumbered, they should be kept to the back of your fighting forces using their ranged fire spells and healing support magic. Once they have finished researching, get them in the training room to level them up. Their ability to heal in battle is very useful. They can get tetchy and unhappy if they have no work to do and have no Casino to take their mind off things.
However they seem to like a few gold pieces being dropped their way if they begin to get unhappy, just make sure they always get paid on pay day, or they will mutiny.
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5) TROLL
Attracted by: Workshop
Job Class: Worker
Combat Style: Blocker
Special Skill: Spot and Disarm Trap
Likes: Manufacturing
Dislikes: Research
Hates: Converted Giants
Once the workshop becomes available, the Troll will arrive to join your ranks.
If you are planning on having a dungeon fitted out with many traps and doors, then build a large workshop and try and attract at least three. This will greatly speed up production times. Trolls are fairly easy going, as long as they have work to do, and don't have to walk too far for food and sleep you will have no problems with them. In battle they are rather slow, but their hammer packs quite a punch. You should line them up with the Bile Demons to create a solid defensive wall.
Elite Salamander: FURNACE 5x5 training room with 1 lair in each corner
LAI TRR TRR TRR LAI
TRR TRR TRR TRR TRR
TRR TRR TRR TRR TRR
TRR TRR TRR TRR TRR
LAI TRR TRR TRR LAI
--------------------------------------------------------------------------
Elite Warlock: ALMERIC 5x5 library with 1 lair in each corner
LAI LIB LIB LIB LAI
LIB LIB LIB LIB LIB
LIB LIB LIB LIB LIB
LIB LIB LIB LIB LIB
LAI LIB LIB LIB LAI
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Elite Dark Elf: ZENOBIA 3x3 guard room surrounded by 5x5 training room
TRR TRR TRR TRR TRR
TRR GAR GAR GAR TRR
TRR GAR GAR GAR TRR
TRR GAR GAR GAR TRR
TRR TRR TRR TRR TRR
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Elite Bile Demon: BLOZ 5x5 hatchery surrounded by 7x7 workshop.
HTY HTY HTY HTY HTY HTY HTY
HTY WOR WOR WOR WOR WOR HTY
HTY WOR WOR WOR WOR WOR HTY
HTY WOR WOR WOR WOR WOR HTY
HTY WOR WOR WOR WOR WOR HTY
HTY WOR WOR WOR WOR WOR HTY
HTY HTY HTY HTY HTY HTY HTY
--------------------------------------------------------------------------
Elite Rogue: GERVAISE 5x5 casino with 1 treasury in each corner
TRE CAS CAS CAS TER
CAS CAS CAS CAS CAS
CAS CAS CAS CAS CAS
CAS CAS CAS CAS CAS
TRE CAS CAS CAS TER
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Elite Dark Mistress: DOMINIQUE 3x3 prison surrounded by 5x5 torture chamber
TOR TOR TOR TOR TOR
TOR PRI PRI PRI TOR
TOR PRI PRI PRI TOR
TOR PRI PRI PRI TOR
TOR TOR TOR TOR TOR
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Elite Skeleton: BANE 5x5 prison with 1 treasury in each corner
TRE PRI PRI PRI TRE
PRI PRI PRI PRI PRI
PRI PRI PRI PRI PRI
PRI PRI PRI PRI PRI
TRE PRI PRI PRI TRE
(Bane seems to have some brains; he will set up a Lair and will collect wages on payday!)
--------------------------------------------------------------------------
Elite Black Knight: KALEB 5x5 combat pit surrounded by 7x7 training room
TRR TRR TRR TRR TRR TRR TRR
TRR COM COM COM COM COM TRR
TRR COM COM COM COM COM TRR
TRR COM COM COM COM COM TRR
TRR COM COM COM COM COM TRR
TRR COM COM COM COM COM TRR
TRR TRR TRR TRR TRR TRR TRR
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Elite Vampire: KESSLER VAN DOOM
Two 3x3 graveyards with northeast/southwest corners overlapping, surrounded by 7x7 library
LIB LIB LIB LIB LIB LIB LIB
LIB LIB LIB GRV GRV GRV LIB
LIB LIB LIB GRV GRV GRV LIB
LIB GRV GRV GRV GRV GRV LIB
LIB GRV GRV GRV LIB LIB LIB
LIB GRV GRV GRV LIB LIB LIB
LIB LIB LIB LIB LIB LIB LIB
--------------------------------------------------------------------------
Elite Dark Angel: ZACHARIAH 5x5 Temple with a strip of 7 squares of Treasury down the East side, 7 squares of Training Room down the West side. Strip of 5 Lair on the North edge and 5
Torture Chamber on the South Edge
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
=========================================================================
********************* 5) THE UNGRATEFUL DENIZENS ************************
=========================================================================
Well we have talked long enough about constructing your Dungeon, time I think
Keeper to find out all there is to know in detail about the various creatures we have mentioned. Here then is a list of each creature, for each one you will find information on what attracts them to your dungeon, how they fight and what they use, what skills they learn, their preferred job in your Dungeon and how to get the best from them in Possession Mode. Onward!!
(Note: Special Skills are those only available when you possess that creature, they will not use them in the normal course of battle etc)
--------------------------------------------------------------------------
a) CREATURE LIST
--------------------------------------------------------------------------
1) IMP
Your Imp is the poor oppressed, down trodden cog that keeps the machinery of your dungeon running. They only need mana to exist and never need food, sleep or paying (now if only all creatures were like that). They level up by working rather than fighting. Level 8 and above Imps are a precious commodity as they can caste Haste on themselves and quickly teleport around your dungeon to new jobs. For that reason, keep them safe from enemy traps and ambushes, as they will fall in a few strikes from an enemy.
Slap them to increase their work speed and don't be afraid to keep picking them up and dropping them into new areas to get on with territory claiming or into battle to collect injured bodies. They don't suffer from drop stun and can move at an incredible rate making it tough for enemies to hurt them if they are battling your main forces.
You create more Imps with the Create Imp spell and the upgraded version of the spell creates a faster, smarter level 4 Imp. Depending on the dungeon size you'll need to create more than the four you begin with. Ten is a good number for a medium dungeon; fifteen - twenty maximum for a sprawling one if you can afford the Mana drain. Only in My Pet Dungeon Mode will you get to play with hordes above twenty-five, where mana is plentiful and enemies are not. Drop an
Imp back into the Dungeon Heart if you need to downsize your workforce and you'll get a Mana boost back as well.
--------------------------------------------------------------------------
2) FIREFLY
Attracted by: Lair
Job Class: Scout
Combat Style: Flanker
Likes: Scouting through the Fog of war
Dislikes: Combat
Hates: Nothing
Firefly's are useful in some dungeons and not in others. They only ever seem to turn up one at a time, and like to spend their time cruising around exploring. How useful this is depends on the territory you are in. In some places you don't want the firefly drawing attention to you too soon, in others you may welcome the quick uncovering of territory. They aren't much use in battle, but it may be worth training them up so enemy traps don't instantly kill them. They can obviously pass over lava and water so can make useful scouts to possess for forays across difficult territory. As residents of the dungeon they don't seem to get unhappy or angry very often so you can bed them down anywhere.
--------------------------------------------------------------------------
3) GOBLIN
Attracted by: Lair (minimum 5 tiles)
Job Class: Fighter
Combat Style: Flanker
Likes: Training and Gambling
Dislikes: Research and Manufacturing
Hates: Nothing
The humble goblin will be a useful fighter in your early campaigns, but later on you will want to attract the more powerful Salamanders and Trolls in their places. They are cowardly on their own, but in groups can overwhelm a knight and their great speed means they can rain blows down upon a foe with great ferocity. They tend to be easy to keep happy, as long as they have somewhere to eat and sleep nearby they won't grumble. They will train without too much fuss and once trained up like to hang about in the Casino.
--------------------------------------------------------------------------
4) WARLOCK
Attracted by: Library
Job Class: Thinker
Combat Style: Support
Spells: Fireball, Firebomb, Heal Creature
Likes: Research
Dislikes: Manufacturing
Hates: Converted Wizards
Warlocks are a great asset early in the game. These diabolical wizards research all your spells for you, so as soon as the Library becomes available you will start attracting them to your dungeon. They are physically quite weak and will flee if outnumbered, they should be kept to the back of your fighting forces using their ranged fire spells and healing support magic. Once they have finished researching, get them in the training room to level them up. Their ability to heal in battle is very useful. They can get tetchy and unhappy if they have no work to do and have no Casino to take their mind off things.
However they seem to like a few gold pieces being dropped their way if they begin to get unhappy, just make sure they always get paid on pay day, or they will mutiny.
--------------------------------------------------------------------------
5) TROLL
Attracted by: Workshop
Job Class: Worker
Combat Style: Blocker
Special Skill: Spot and Disarm Trap
Likes: Manufacturing
Dislikes: Research
Hates: Converted Giants
Once the workshop becomes available, the Troll will arrive to join your ranks.
If you are planning on having a dungeon fitted out with many traps and doors, then build a large workshop and try and attract at least three. This will greatly speed up production times. Trolls are fairly easy going, as long as they have work to do, and don't have to walk too far for food and sleep you will have no problems with them. In battle they are rather slow, but their hammer packs quite a punch. You should line them up with the Bile Demons to create a solid defensive wall.
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