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Submitted by System on 09/03/2006, 09:50. Print file.
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Combat Style: Blocker
Spells: Web shooter
Likes: Research
Dislikes: Manufacturing
Hates: Nothing

The Maiden is only available in version 1.7 and is not in the Campaign Mode.
This terrifying creature is a mixture of woman and spider and although not hugely strong, strikes incredible fear into almost all enemies. She likes to research in the Library if it hasn't all been done.  Otherwise she will hang out in the Casino.  She seems to have no particular antipathies.  The Mentor will not announce her arrival in your Dungeon, but her distinctive sneeze and laugh will alert you to her appearance.

In battle she should be back with the Bile Demons, her mid-range spells provide useful support and if people do break through your Blitzers, she will give them pause for thought with her frightening appearance.

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15) DARK ANGEL
Attracted by: Temple (minimum 5x5 tiles)
Job Class: Fighter
Combat Style: Blitzer
Spells: Disruption, Hailstorm, Raise Skeleton Army
Immunity: Fear
Likes: Research, Training and Combat
Dislikes: Manufacturing
Hates: Converted Monks and Fairies

The most powerful creature you can attract, the Dark Angel is worth the expense of building a 5x5 temple.  The temple must be that big to produce a Hand.  Each
Hand supports two Dark Angels.  If you wish to attract more, then you must build more 5x5 temples.

Although they have only a medium amount of endurance, they are insanely strong and reasonably fast. They will be at the forefront of any attack party you make and their strong presence strikes fear into enemies and boost morale of your own creatures fighting alongside. Their powerful spells of Disruption,
Hailstorm and raise Skeleton Army (raises 3 level 1 skeletons) add to their awesomeness even further.

Once attracted to your Dungeon they settle in relatively well.  Lairs near the
Temple make them feel comfortable and a nice big hatchery close by is advised.
They like to research in the Library and are the best researchers in the game, but if this has been done they like to train and fight in the Combat Pit, before going to the Casino for a drink and a flutter.

They are also excellent to possess as a group leader, weak creatures flee from you and you can kill most with a couple of sword thrusts.  If ever you needed to feel the power, getting inside one of these beings heads is the way to do it.

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16) THE HORNED REAPER (aka Horny)

Horny can be summoned early in the game in any level after one in which you found a part of the Horny talisman (which is a special box unlocking a secret level).  He doesn't cost Mana to summon in that instance but has a 75 second time limit.  Horny will try and take the shortest route to either the Lord of the Land or the Dungeon Heart so try and summon him as close as possible otherwise he may march off on a long time wasting detour.

With his scythe and stun projectile he is pretty much unstoppable and cannot be killed just slowed down.  Once you have the power to summon him at any time later in the game, it requires 100,000 mana to summon him, and then your mana will deplete to keep him sustained until you run out or dismiss him.  He can be dismissed with one slap from the Hand of Evil.

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b) CREATURE COMPARISON TABLE
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This table just gives a quick overview of the creatures at your disposal; it also includes Speed and Threat. Threat covers how effective that creature is in striking fear into the hearts of opponents.  Dark Angels naturally being the highest and Imps the lowest.  Speed covers how quickly a creature can move about and how quickly it can attack.   These attributes are rated out of ten.

CREATURE    JOB      HEALTH   SPEED  THREAT  FIGHT-STYLE  SPELLS/SKILLS

Imp         Scout     Low     8-10     1     Non-Combat   Haste Self, Teleport
Firefly     Scout     Low      8       1      Flanker     None
Goblin      Fighter   Low      6       2      Flanker     None
Warlock     Thinker   Low      5       2      Support     Fireball, Firebomb
Heal Self
Dark Elf    Fighter   Low      5       2      Support     knives, Guided Bolt
Salamander  Fighter   Low      5       3      Flanker     Spit Fire
Troll       Worker    Low      4       2      Blocker     Spot/Disarm Trap
Skeleton    Fighter   Low      5       3      Blitzer     None
Rogue       Scout    Medium    6       4      Flanker     Invisible, Cloak
Pick Lock
Mistress    Fighter  Medium    6       5      Blitzer     Lighting, Freeze
Hailstorm
Vampire     Thinker  Medium    8       6      Blitzer     Slow, Drain, Raise
Dead, Turn into Bat
Hypnotise Enemy
Bile Demon  Fighter  V.High    2       7      Blocker     Gas Cloud, Gas
Missile, Dwarf
Chucking
Dark Knight Fighter  High      4       8      Blocker     None
Maiden*     Thinker Medium     5       8      Blocker     Web Shooter
Dark Angel  Fighter Medium     7       9      Blitzer     Firebomb, Hailstorm
Disruption, Raise
Skeleton Army

*The Maiden of the Nest is only available in the 1.7 patched version of Dungeon
Keeper 2 and does not appear in Campaign Mode.

Also each creature (except the Maiden) has an Elite member, these are stronger, faster, braver and more threatening than their normal counterparts, these are also found only in patch versions 1.61 and 1.7.

Use the speed and threat ratings to plan your best attack strategies.  If you check a Hero's speed and threat you can judge who is best to take them on.
Remember that bravery AND threat increases with numbers.  A single Goblin is not frightening, but many will intimidate lesser Heroes such as Elven Archers.
A single Goblin will be scared of a Knight or Guard with a high threat rating, but backed up by superior numbers and with allies such as Dark knights and Dark
Angels nearby they will not flee the fight.

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******************* 6) THE WEEDY FORCES OF GOOD *************************
=========================================================================

So we have covered your potential minions and what a fine body of men, women, demi-humans and foul gassing lumps they are.  Now it's time to turn to the more distasteful subject of the Goodly Heroes.  Yes with their brightly polished armour and smug self-righteousness these so-called heroes will storm into your beautifully constructed dungeon and try and destroy you.  There are three ways to deal with these pathetic beings.  You can imprison them and let them rot and die, they will then rise as skeletons ready to do your bidding.  You can imprison them, then torture them until they die, then sling them in a graveyard to make life-force compost to raise a Vampire.

Finally and perhaps most evilly you can torture them until they join you and become part of your underworld army (this is covered in the Torture Chamber section in Room Types). So in the following list you will find out how best to attack each type, whether you should recruit them or mulch them and I have listed their skills, likes, dislikes etc so you can compare them easily to their darker counterparts.  Hold your nose Keeper; it's time to check out the forces ranged against you.

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a) HERO LIST
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1) DWARF
Job Class: Scout
Fighting Style: Flanker
Likes: Digging Rock
Dislikes: All your evil minions, Research, Combat
Hates: Dark Elves, Bile Demons

Pathetic little creatures.  The Heroes equivalent of Imps.  Weak, annoying and they hardly ever rise as skeletons when imprisoned.  They are no challenge for any of your creatures in a fight and should tortured for information and left to feed vampires in the graveyard.

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2) ELVEN ARCHER
Job Class: Fighter
Fighting Style: Support
Special Skills: Sniper
Likes: Patrolling/Guarding
Dislikes: All your evil minions, Research, Manufacturing
Hates: Dark Elves

These creatures offer nothing over your Dark Elves. They are weaker, slower and have fewer skills.  They are easily crushed in battle and are best off used to create skeletons or feed Vampires.

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3) WIZARD
Job Class: Thinker
Fighting Style: Support
Spells: Heal, Fireball, Firebomb
Likes: Research
Dislikes: All your evil minions, Manufacturing
Hates: Warlocks

Wizards are about equal to Warlocks and indeed are a little more efficient when it comes to researching and upgrading spells. In some realms you may acquire a converted Wizard before a Warlock turns up so use them to research quickly.  If you have Warlocks around, its best to not recruit a Wizard as they rile each other up very quickly and you may have a rebellion on your hands.  If you decided not to convert them, let them become skeletons.

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4) FAIRY
Job Class: Scout
Fighting Style: Flanker
Spells:  Lightning
Likes: Scouting
Dislikes: All your evil minions, Manufacturing
Hates: Dark Mistresses, Vampires, Dark Angels

Swift and armed with a long-range lightning spell the fairy is not a recommended addition.  Although she can fly, her presence in your Dungeon aggravates too many much better creatures. She has little endurance and falls quickly in battle.  She doesn't always rise as a skeleton, but makes a good source of vampire food.

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5) THIEF
Job Class: Scout
Fighting Style: Flanker
Special Skills: Cloak
Likes: Stealing Gold, Gambling
Dislikes: All your evil minions, working
Hates: Nothing

The Thief is another character who offers much less than your evil equivalent the Rogue.  Although you can acquire the Thief earlier, he is very weak and cowardly.  He cannot take the punishment the Rogue can while out spying.  He best left to become a skeleton though sometimes he will not rise as one.

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6) MONK
Job Class: Thinker
Fighting Style: Flanker
Spells: Haste, Armour, Heal Self
Special Skills: Pray (Heals nearby friendly groups)
Likes: Research
Dislikes: All your evil minions
Hates: Vampires and Dark Angels

The Monk can be a powerful addition to your Ranks.  Although he is very slow, he can heal a lot of surrounding creatures, raise their defence and even kill
Vampires so they cannot resurrect.  He can take a lot of punishment, although he doesn't inflict too much in return, his real value lies in his support magic and how skilled you are in exploiting that fact.

They can take a long time to convert in the Torture Chamber so keep an eye on them, they may need healing more than once.  Once they join up, keep them away from Dark Angels and Vampires.  If there is no research to be done they will gravitate the Casino for a bout of debauchery (when they fall, they fall hard).

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7) GUARD
Job Class:
Fighting Style: Blocker
Likes: Training/Combat, Guard Duty
Dislikes: All your evil minions, Research, Manufacturing
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