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There are three variations to the start. You can a) Start from well-defended position ("a suitable challenge") b) Start with lots of room for expansion ("A little more interesting") c) Start with no portal, but many high-level creatures
("Considerable challenge")
If you choose option a, the choice is simple: build up a force and blitz the enemy keeper when you think you've built up sufficient forces. You can't wait too long since the other players will be consolidating each other. In general, the first keeper with more than one portal will win.
If you choose option b, you'll need training rooms and quickly.
You'll also need to invest in traps and such to defend your dungeon while your minions are away on your errands.
If you choose option c, you must go after the enemy keepers right away, as you do need to claim portals and other rooms. Once you got a portal, and keep your initial minions healthy, you have the advantage and should be able to blitz the rest of the opponents.
8.13 Scavenge (12)
Land: Goldenglade
Primary Objective: Destroy Lord Bramble's forces, destroy keeper
Malachi
Secondary Objective: create your legion of undead
This map is won through the use of undead, and lots of them. So as you can guess, you don't really need much of lair or hatchery (you'll need SOME though), nor workshop, nor casino. You will need a library as some of your spells can use an upgrade. You will of course need a prison (to generate the skeletons) and exercise room (to "buff up" the skeletons).
While you can build a graveyard, don't. There's one to be claimed to the east. Instead, dig up the rooms for the things discussed above and build the basics first.
Some wimpy heroes will attack. Take them out and let them rot in jail. That'll be your skeleton army. Remember to take them out to be trained. You need a good-sized skeleton army, say 12 of them.
By this time you should have claimed the graveyard. Turn imprison off, and the heroes will die where they fall. Your imps then drag them off to the graveyard. And you'll get vampires. Remember to train them as they're rather lazy, and level 1 vampires vanish when "killed".
Keep training them as your imps slowly work north, until they run into Lord Bramble's forces. Take them and turn them into more vampires and skeletons. Use your skeletons to take out the sentry guns after the imps get you close enough. You'll need about 10 well-trained vampires.
Soon you'll see Malachi's dungeon to the far north (blue). Make sure your forces are ready (all healed, all at least level 4), then build the bridge to his part and start the attack. With a big enough horde of undead, you should win with no problems.
8.14 Conversion (13)
Land: Cherish
Primary Objective: Destroy Keeper Malleus' vampire horde
Secondary Objective: convert the monks of St. Cuthbert to your cause. and use them on the vampires of Malleus.
It's a pity. We liked the undead so much in the previous mission, we had to go against them this time. However, when monk kills vampires, they stay dead. Monks also heal others, which means it's very hard to kill them. With a group of 10 of them, they can take care of themselves.
You will need a LARGE prison and a LARGE torture chamber to convert the various monks to your cause. You will also need a workshop to construct the traps that will defend your dungeon against the vampire hordes while your minions go after Malleus' dungeon heart.
Try to convert EVERY hero you come across, esp. the monks (of course!). Every fighter counts, even the guards. You can really use the giants too.
Remember to put the good guys separate from your other minions to keep them happy.
Don't breach St. Cuthbert's until you are ready with your traps.
Freeze trap is very useful as a frozen vampire is very fragile.
Don't forget boulder traps, spike traps, and more.
When you're ready, breach St. Cuthbert's and take out the few defending monks. Malleus will then release his vampire horde, and it is a horde. dozens and dozens of them. However, the monks should take care of them. Keep healing you creatures (esp. the monks). Then it's time to cast "call to arms" in the enemy dungeon heart. Your traps should hold off the vampires for a while, and when his dungeon heart beats no longer, you win!
8.15 Reap (14)
Land: Peachtree
Primary Objective: Kill Lord Tiberius, summon Horny
Secondary Objective: Claim all mana vaults
This is probably the first "difficult" mission. Both gold and usable room on this level are EXTREMELY limited.
You need a training room (I build it to west of dungeon heart), and reserve the room to south as a prison. Build lairs and hatcheries only in strips and in door entrances and so on.
Mine ALL the gold nearby, even those across the lava near the portal. Build a stone bridge to reach them, sell the bridge after they're mined out. Do NOT build east of the dungeon heart. You can see that "corridor" between the hard rocks. If you dig NEAR there, a dwarf will breach there and 4-6 level 4 thieves will overwhelm you.
With the training room and lair and hatchery available, you should be able to attract a decent sized force of goblins, fireflies, and salamanders. The gold you have should be sufficient to train them to level three or so.
When all creatures reach level three, breach to the northwest, and the initial enemy force will attack. Fortunately they are all level one, so even if you do NOT have good units you should be able to prevail. Heal all units (chicken or heal spell).
It's time to claim your first two mana vaults. Cast call to arms inside the room. Kill all the guards and you're done. Once you clear the room, cancel the call to arms, and look for nearby gold.
The lava river beyond the northern wall have several gold seams.
You'll need to build stone bridges to reach them. Remember to sell them after you get the gold. There's also an island there with FOUR specials, though you'll need to build a library to "store" them.
As your imps explore east, you'll run into three sentry cannons to the north. Build a bridge and send in everyone to take it out.
You'll also have to defend yourself against periodic excursions by the hero attack force from the other hero gate guarding the last two mana vaults to the east, and they have several level 3 heroes. You can't dawdle too much because you'll run out of gold, and you need SOME gold to build the bridges to dig more gold.
Your prison should be able to convert most you capture into skeletons by now. Don't forget to "release" the skeletons to let them train up a bit, if you have any gold.
When everyone is healed and you got all the gold and the specials, it's time to claim the second set of mana wells. Cast call to arms at the gate, (NOT the one to the north across lava!
The one to the EAST on the ground!) Start dropping in your creatures, fighters first, long-range attackers second. When the door's breached, send in the imps to start digging to disable the hero gate. It'll take a while as the walls are reinforced, and you'll get some casualties, but you should have enough mana to create enough imps to drag your wounded back to their lairs.
If you have any gold, consider create some lairs and hatchery in the first mana well room you conquered and relocate some creatures there. As the digging will take a while, get ready for another hero attack force coming through the gate.
Once you got the second room, you should have PLENTY of mana at your disposal, but you're probably out of gold. There's some gold in the corner of the second room, and if you keep digging through the "path" in the solid rock, you'll run into some gold to the south also, but you'll need to build bridge to reach it. Sell all the bridges when you're done, and it's time to summon Horny for the final victory...
Build the stone bridge to allow you to cross the lava to the remaining gate, guarded by two cannons. Then cast call-to-arms right at the gate. Start dropping in your attack force. Once the gate is breached, move the flag inside. The narrow corridor will make fighting difficult, but send in your imps any way right after your creatures, so they can take over as much territory as they can. Don't create any new imps as you need to save the mana for Horny's appearance.
The corridor will soon be littered with unconscious bodies and some blood as the imps can't reach the bodies... but it should be cleared soon. If there's any creatures left, leave them there, and cast Horny as far inside the enemy gate as possible. It should go after the enemy hero if you got most of the enemies nearby taken cared of. Once Horny turned the enemy hero into sashimi, you win!
Now another choice: do you storm (brute force), or do you crusade (strategize)?
8.16 Storm (15a)
Land: Fluttershine
Primary Objective: Storm Fairy Fortress, and slay Lord Volstag
Secondary Objective: Build combat pit for further training
This mission is VERY straight-forward. Build up a good dungeon, attract a good set of minions (esp. black knights), train them to the hilt, then unleash them on the fairy fortress and take out
Lord Volstag. What else is there to say?
8.17 Crusade (15b)
Land: Fluttershine
Primary Objective: Kill Lord Volstag
Secondary Objective: Rescue imprisoned black knights, storm castle
This mission requires slightly more strategy, as you arrive a bit late for the party. The black knights went in and had fallen.
You start in southwest, and to the east is a large prison with three black knights, with more small prisons to the north. Go after the small prisons first, then with the black knights freed, go after the big one. If you have a torture chamber, you can even convert those guards.
Train them up, and attack. What else is there?
8.18 Creep (16)
Land: Stonekeep
Primary Objective: Kill Lord Pureheart
Secondary Objective: Stealthily build up your dungeon within
Pureheart's castle, and use the secret doors properly.
You're inside Pureheart's castle, and you don't have a portal.
Things look a little grim, but not that bad, actually. The idea is to be very sneaky.
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