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6) SALAMANDER
Attracted by: Training Room
Job Class: Fighter
Combat Style: Flanker
Spells: Fireball
Immunity: Lava
Likes: Training and Gambling, Lairs near to Lava
Dislikes: Research and Manufacturing
Hates: Nothing
The Salamander is a useful beast right up to the end of the game. Tougher than goblins, they can walk on lava and have a ranged projectile attack. Build a training room, preferable near some lava and scatter some lairs about for the best Salamander conditions. They will happily train up to level 4 without needing prompting to do so. Once they have done so, they tend to go off and perform guard duties or even help out your Imps with mining. If you have a
Casino they tend to gravitate towards that. They have no particular antipathies towards other creatures; however, they get unhappy quickly if they are not paid on time.
In battle, a group of them can be quite formidable as they have good speed and can bring down tough enemies with the right back-up. Exploit their ability to traverse lava safely by using them to take out enemy gun-emplacements and traps. Once they reach about level 7 their bravery seems to shoot through the roof and I have personally witnessed one Salamander destroy most of the cannons protecting King Reginald's fortress, with just some support healing from the
Keepers hand of Evil to help him out!
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7) DARK ELF
Attracted by: Guard Room
Job Class: Fighter
Combat Style: Support
Spells: Knives, Guided Bolt
Special Skill: Sniper
Likes: Patrolling/Guarding
Dislikes: Research and Manufacturing
Hates: Converted Eleven Archers and Dwarves
Dark Elves are creatures that again can be of more use in some dungeons than others. If you have a large sprawling dungeon then it is useful to create guard outposts at the edges and have Dark Elves patrolling your boundaries.
With their long-range bow attacks they can injure any invading force and raise the alarm before you are overwhelmed. Their sniper skills are also useful in some campaign missions when you possess them. If you are planning a small dungeon with a powerful offensive rather than defensive force, the Dark Elf may not be as much use to you. As long as you have no converted Elves or Dwarves about they are usually fine.
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8) DARK MISTRESS
Attracted by: Torture Chamber
Job Class: Fighter
Combat Style: Blitzer
Spells: Lightening, Freeze, Hailstorm
Immunity: Fear
Likes: Pain, Torturing "clients", more pain, Training/Combat and er.. pain
Dislikes: Anything that doesn't involve pain
Hates: Converted Fairies and lack of pain
Aah, a vision of loveliness to liven up your fetid environs. The Dark Mistress is a woman of many skills. Once a torture chamber becomes available, she will arrive. If she has no clients to service, she and any other Mistresses will spend time enjoying the equipment themselves. The Mistress has very little fear and will charge enemies even if outnumbered. So be careful as sometimes her enthusiasm for pain may end up getting her killed. Once you have them, train them up as their formidable close combat skills are complemented by a useful array of ranged spells. Mistresses also strike fear into weaker enemy hearts and two or three make a potent attack force on any groups of lowly thieves, elves or dwarves. Mistresses hate Fairies with a passion and seem to take great delight carving them up first. Never put a converted fairy near a
Mistress.. you'll quickly make her unhappy and you don't want that do you?
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9) BILE DEMON
Attracted by: Lair, Hatchery (minimum 5x5 tiles), Workshop (minimum 3x3 tiles)
Job Class: Fighter
Combat Style: Blocker
Spells: Gas Cloud, Gas Missile
Special Skill: Dwarf Chucking
Immunity: Poison
Likes: Eating, Training, Manufacturing
Dislikes: Research, being hungry
Hates: Skeletons
Attract one of these stinking lumps into your Dungeon and expect to hear the words "A Bile Demon has become unhappy because he has no food" a lot. The Bile
Demon is the toughest creature in the game, with the ability to take more damage than even a Black Knight or Dark Angel. He is however a slow beast, but packs quite a punch with his horny clubs. They are a very valuable resource so they should be quickly bedded down by the 5x5 hatchery and Workshop you built to attract them. They work efficiently alongside Trolls manufacturing traps and doors, but are not quite as reliable as they often wander off to eat.. all the time.
Make sure they spend time training up in the training room and combat pit, they are very lazy when it comes levelling up and need a bit of a slap every now and then to get them out of the Hatchery and out of bed. However, they provide an awesome defensive wall. If you are assembling a strike force, the Bile Demons should stay at the back and any enemies who break through the front will suddenly find a wall of red blubber blocking their path. At higher levels, their Gas based attacks can also cause panic and confusion amongst weaker creatures. Just keep them away from skeletons, they HATE them and will often lash out at them if nearby.
He may have a face not even a mother could love, but Keeper, he will be one of your strongest and most useful fighters right up until you get the Black
Knights and Dark Angels, so put up with his moaning. He is worth the trouble.
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10) ROGUE
Attracted by: Lair, Casino (minimum 3x3 tiles)
Job Class: Scout
Combat Style: Flanker
Spells: Make Invisible
Special Skill: Cloak, Pick Lock
Likes: Exploring, Gold and Gambling
Dislikes: Research and Manufacturing
Hates: Nothing
The Rogue is an intriguing character. Like the Firefly its unlikely more than one will turn up into your dungeon at any one time. He can be very useful in some instances and less in others. His major use is his ability to cloak himself on enemy terrain (that's rival keepers rather than Hero territory). If you possess him you can explore rival dungeons with almost impunity and pick the locks of the Prisons to release any captured comrades. This can make him a hugely tactical choice and can spice up skirmish and multiplayer mode no end.
In Campaign Mode he becomes less useful as his skill do not seem to work on
Hero's land, but there are a few levels such as the Keeper melee at Sparklydell or Asmodeous at Woodsong that can use his talents. He is also reasonably fast and strong and if he needs to fight he will and is far superior to his counterpart the Thief. He will spend most of his time exploring the outer reaches of your realm and gambling in the Casino, he appears to have no special antipathies.
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11) SKELETON
Attracted by: Prison
Job Class: Fighter
Combat Style: Blitzer
Immunity: Fear
Likes: Patrolling/Guarding
Dislikes: Nothing (but unsuited to anything else but training and guarding)
Hates: Nothing
Skeletons have many great strengths but also great weaknesses. You create skeletons by allowing enemies to die in your dungeon. Some weaker ones like
Dwarves and Thieves don't always resurrect as skeletons, but those that do provide you with a valuable soldier.
Skeletons have no fear whatsoever. They are not put off by fear traps, nor by overwhelming odds. If they see a distant enemy they will charge at them screaming in delight, making them great for instigating battles and drawing out enemy forces. They are fast and reasonably strong and also cause fear en masse in weaker enemies.
However, they are fragile and can't take a lot of hits. If their health flower is depleted to nothing they shatter and cannot be dragged off to a Lair to recover. They are gone for good. They cannot rest up or eat to regain health, they must be cured using the Heal Spell. They cannot be placed in the Combat
Pit without great care as they will be lost if they are allowed to shatter.
But, on the upside Keeper, they cost nothing to create, don't need lairs, don't need food and don't need paying! They make ideal guards as they will stick at their posts and not leave to sleep or collect wages. Just keep them away from
Bile Demons, they hate skeletons and will attack them.
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12) VAMPIRE
Attracted by: Graveyard
Job Class: Thinker
Combat Style: Blitzer
Spells: Slow, Drain, Raise Dead
Special Skills: a) Turn into Bat, b) Hypnotise Enemy
Weakness: Cannot go through water
Likes: Research
Dislikes: Manufacturing
Hates: Converted Monks
Creating a Vampire requires one of the more expensive rooms in the Dungeon and lots of enemy corpses to feed them with. To let an enemy turn into a corpse, either lock the Prison so your Imps cannot store people inside, or just torture enemies to death and the bodies will go "squish" and your Imps will drag them off and leave them in the Graveyard. Soon, vampires will begin to rise. Train up vampires quickly as if they are killed they will resurrect back in the graveyard minus a level. If a Vampire is at level one and dies he is gone for good.
Vampires like to research and are better at it than your Warlocks. Once they have nothing to research, they will get grumpy so make sure you put a casino in for them. They are also fanatical about praying, if you have a Temple in your
Dungeon your Vampires will spend most of the time praying to the Dark Gods (and generating lots of mana in the process!).
Vampires are great in battle, they are very fast and though not incredibly strong have a range of useful magic including he ability to raise any dead bodies nearby up into skeletons. These skeletons only have a limited time though and if not destroyed before it runs out, collapse back into bones.
Hypnotise enemy can be used in Possession mode and works like the Turncoat spell, temporarily confusing an enemy. Drain takes away enemy health and gives it to the vampire, Slow.. well slows enemies down or nullifies someone with
Haste cast on them.
Monks are the worst threat to a Vampire. Monks can exorcise Vampires and prevent them from resurrecting whatever level they are at. It goes without saying that any converted Monks you have will make your vampires unhappy in the extreme.
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13) DARK KNIGHT
Attracted by: Combat Pit
Job Class: Fighter
Combat Style: Blitzer
Likes: Training, Combat
Dislikes: Anything not to do with fighting
Hates: Converted Knights and Royal Guards
These bruisers need to be thought of as big babies. Thick, needy, petulant, but worth the hassle in the long run. These Knights have superb strength and their heavy armour gives them sizable resistance to enemy blows. However, they get bored and irritable without combat to keep them occupied so make sure they are regularly fed and always paid on time as they can rebel at the drop of a helmet. Keep them away from converted Goodly Knights or they'll start a punch-up and that means having to sling one or both in prison for a while to sort them out.
Train them up to level four then drop them in the Combat Pit to get them to level 8 as soon as you can. Then make sure you have a large casino they can go and get drunk in while you finish preparations for battle. They have no special skills or magic attacks, they are pure brawler. But they can also be quite cowardly. Don't expect a couple of them to take on a large group of enemies, they'll run like girls. They work best charging forward with
Mistresses and Skeletons ahead, and Bile Demons, Warlocks and Salamanders behind. Then you'll see them carve a bloody swathe to the Lord of the Land.
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14) THE MAIDEN
Attracted by: Temple and Library
Job Class: Thinker
6) SALAMANDER
Attracted by: Training Room
Job Class: Fighter
Combat Style: Flanker
Spells: Fireball
Immunity: Lava
Likes: Training and Gambling, Lairs near to Lava
Dislikes: Research and Manufacturing
Hates: Nothing
The Salamander is a useful beast right up to the end of the game. Tougher than goblins, they can walk on lava and have a ranged projectile attack. Build a training room, preferable near some lava and scatter some lairs about for the best Salamander conditions. They will happily train up to level 4 without needing prompting to do so. Once they have done so, they tend to go off and perform guard duties or even help out your Imps with mining. If you have a
Casino they tend to gravitate towards that. They have no particular antipathies towards other creatures; however, they get unhappy quickly if they are not paid on time.
In battle, a group of them can be quite formidable as they have good speed and can bring down tough enemies with the right back-up. Exploit their ability to traverse lava safely by using them to take out enemy gun-emplacements and traps. Once they reach about level 7 their bravery seems to shoot through the roof and I have personally witnessed one Salamander destroy most of the cannons protecting King Reginald's fortress, with just some support healing from the
Keepers hand of Evil to help him out!
--------------------------------------------------------------------------
7) DARK ELF
Attracted by: Guard Room
Job Class: Fighter
Combat Style: Support
Spells: Knives, Guided Bolt
Special Skill: Sniper
Likes: Patrolling/Guarding
Dislikes: Research and Manufacturing
Hates: Converted Eleven Archers and Dwarves
Dark Elves are creatures that again can be of more use in some dungeons than others. If you have a large sprawling dungeon then it is useful to create guard outposts at the edges and have Dark Elves patrolling your boundaries.
With their long-range bow attacks they can injure any invading force and raise the alarm before you are overwhelmed. Their sniper skills are also useful in some campaign missions when you possess them. If you are planning a small dungeon with a powerful offensive rather than defensive force, the Dark Elf may not be as much use to you. As long as you have no converted Elves or Dwarves about they are usually fine.
--------------------------------------------------------------------------
8) DARK MISTRESS
Attracted by: Torture Chamber
Job Class: Fighter
Combat Style: Blitzer
Spells: Lightening, Freeze, Hailstorm
Immunity: Fear
Likes: Pain, Torturing "clients", more pain, Training/Combat and er.. pain
Dislikes: Anything that doesn't involve pain
Hates: Converted Fairies and lack of pain
Aah, a vision of loveliness to liven up your fetid environs. The Dark Mistress is a woman of many skills. Once a torture chamber becomes available, she will arrive. If she has no clients to service, she and any other Mistresses will spend time enjoying the equipment themselves. The Mistress has very little fear and will charge enemies even if outnumbered. So be careful as sometimes her enthusiasm for pain may end up getting her killed. Once you have them, train them up as their formidable close combat skills are complemented by a useful array of ranged spells. Mistresses also strike fear into weaker enemy hearts and two or three make a potent attack force on any groups of lowly thieves, elves or dwarves. Mistresses hate Fairies with a passion and seem to take great delight carving them up first. Never put a converted fairy near a
Mistress.. you'll quickly make her unhappy and you don't want that do you?
--------------------------------------------------------------------------
9) BILE DEMON
Attracted by: Lair, Hatchery (minimum 5x5 tiles), Workshop (minimum 3x3 tiles)
Job Class: Fighter
Combat Style: Blocker
Spells: Gas Cloud, Gas Missile
Special Skill: Dwarf Chucking
Immunity: Poison
Likes: Eating, Training, Manufacturing
Dislikes: Research, being hungry
Hates: Skeletons
Attract one of these stinking lumps into your Dungeon and expect to hear the words "A Bile Demon has become unhappy because he has no food" a lot. The Bile
Demon is the toughest creature in the game, with the ability to take more damage than even a Black Knight or Dark Angel. He is however a slow beast, but packs quite a punch with his horny clubs. They are a very valuable resource so they should be quickly bedded down by the 5x5 hatchery and Workshop you built to attract them. They work efficiently alongside Trolls manufacturing traps and doors, but are not quite as reliable as they often wander off to eat.. all the time.
Make sure they spend time training up in the training room and combat pit, they are very lazy when it comes levelling up and need a bit of a slap every now and then to get them out of the Hatchery and out of bed. However, they provide an awesome defensive wall. If you are assembling a strike force, the Bile Demons should stay at the back and any enemies who break through the front will suddenly find a wall of red blubber blocking their path. At higher levels, their Gas based attacks can also cause panic and confusion amongst weaker creatures. Just keep them away from skeletons, they HATE them and will often lash out at them if nearby.
He may have a face not even a mother could love, but Keeper, he will be one of your strongest and most useful fighters right up until you get the Black
Knights and Dark Angels, so put up with his moaning. He is worth the trouble.
--------------------------------------------------------------------------
10) ROGUE
Attracted by: Lair, Casino (minimum 3x3 tiles)
Job Class: Scout
Combat Style: Flanker
Spells: Make Invisible
Special Skill: Cloak, Pick Lock
Likes: Exploring, Gold and Gambling
Dislikes: Research and Manufacturing
Hates: Nothing
The Rogue is an intriguing character. Like the Firefly its unlikely more than one will turn up into your dungeon at any one time. He can be very useful in some instances and less in others. His major use is his ability to cloak himself on enemy terrain (that's rival keepers rather than Hero territory). If you possess him you can explore rival dungeons with almost impunity and pick the locks of the Prisons to release any captured comrades. This can make him a hugely tactical choice and can spice up skirmish and multiplayer mode no end.
In Campaign Mode he becomes less useful as his skill do not seem to work on
Hero's land, but there are a few levels such as the Keeper melee at Sparklydell or Asmodeous at Woodsong that can use his talents. He is also reasonably fast and strong and if he needs to fight he will and is far superior to his counterpart the Thief. He will spend most of his time exploring the outer reaches of your realm and gambling in the Casino, he appears to have no special antipathies.
--------------------------------------------------------------------------
11) SKELETON
Attracted by: Prison
Job Class: Fighter
Combat Style: Blitzer
Immunity: Fear
Likes: Patrolling/Guarding
Dislikes: Nothing (but unsuited to anything else but training and guarding)
Hates: Nothing
Skeletons have many great strengths but also great weaknesses. You create skeletons by allowing enemies to die in your dungeon. Some weaker ones like
Dwarves and Thieves don't always resurrect as skeletons, but those that do provide you with a valuable soldier.
Skeletons have no fear whatsoever. They are not put off by fear traps, nor by overwhelming odds. If they see a distant enemy they will charge at them screaming in delight, making them great for instigating battles and drawing out enemy forces. They are fast and reasonably strong and also cause fear en masse in weaker enemies.
However, they are fragile and can't take a lot of hits. If their health flower is depleted to nothing they shatter and cannot be dragged off to a Lair to recover. They are gone for good. They cannot rest up or eat to regain health, they must be cured using the Heal Spell. They cannot be placed in the Combat
Pit without great care as they will be lost if they are allowed to shatter.
But, on the upside Keeper, they cost nothing to create, don't need lairs, don't need food and don't need paying! They make ideal guards as they will stick at their posts and not leave to sleep or collect wages. Just keep them away from
Bile Demons, they hate skeletons and will attack them.
--------------------------------------------------------------------------
12) VAMPIRE
Attracted by: Graveyard
Job Class: Thinker
Combat Style: Blitzer
Spells: Slow, Drain, Raise Dead
Special Skills: a) Turn into Bat, b) Hypnotise Enemy
Weakness: Cannot go through water
Likes: Research
Dislikes: Manufacturing
Hates: Converted Monks
Creating a Vampire requires one of the more expensive rooms in the Dungeon and lots of enemy corpses to feed them with. To let an enemy turn into a corpse, either lock the Prison so your Imps cannot store people inside, or just torture enemies to death and the bodies will go "squish" and your Imps will drag them off and leave them in the Graveyard. Soon, vampires will begin to rise. Train up vampires quickly as if they are killed they will resurrect back in the graveyard minus a level. If a Vampire is at level one and dies he is gone for good.
Vampires like to research and are better at it than your Warlocks. Once they have nothing to research, they will get grumpy so make sure you put a casino in for them. They are also fanatical about praying, if you have a Temple in your
Dungeon your Vampires will spend most of the time praying to the Dark Gods (and generating lots of mana in the process!).
Vampires are great in battle, they are very fast and though not incredibly strong have a range of useful magic including he ability to raise any dead bodies nearby up into skeletons. These skeletons only have a limited time though and if not destroyed before it runs out, collapse back into bones.
Hypnotise enemy can be used in Possession mode and works like the Turncoat spell, temporarily confusing an enemy. Drain takes away enemy health and gives it to the vampire, Slow.. well slows enemies down or nullifies someone with
Haste cast on them.
Monks are the worst threat to a Vampire. Monks can exorcise Vampires and prevent them from resurrecting whatever level they are at. It goes without saying that any converted Monks you have will make your vampires unhappy in the extreme.
--------------------------------------------------------------------------
13) DARK KNIGHT
Attracted by: Combat Pit
Job Class: Fighter
Combat Style: Blitzer
Likes: Training, Combat
Dislikes: Anything not to do with fighting
Hates: Converted Knights and Royal Guards
These bruisers need to be thought of as big babies. Thick, needy, petulant, but worth the hassle in the long run. These Knights have superb strength and their heavy armour gives them sizable resistance to enemy blows. However, they get bored and irritable without combat to keep them occupied so make sure they are regularly fed and always paid on time as they can rebel at the drop of a helmet. Keep them away from converted Goodly Knights or they'll start a punch-up and that means having to sling one or both in prison for a while to sort them out.
Train them up to level four then drop them in the Combat Pit to get them to level 8 as soon as you can. Then make sure you have a large casino they can go and get drunk in while you finish preparations for battle. They have no special skills or magic attacks, they are pure brawler. But they can also be quite cowardly. Don't expect a couple of them to take on a large group of enemies, they'll run like girls. They work best charging forward with
Mistresses and Skeletons ahead, and Bile Demons, Warlocks and Salamanders behind. Then you'll see them carve a bloody swathe to the Lord of the Land.
--------------------------------------------------------------------------
14) THE MAIDEN
Attracted by: Temple and Library
Job Class: Thinker
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