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Submitted by System on 09/03/2006, 09:50. Print file.
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Claim the two small workshops to the north first, then spend a little money and build two barricades right up against those doors. This is to prevent YOUR creatures going up and bang them rather than the other way around.

Now build secret door around the dungeon heart, and remember to lock them when heroes approach. A secret door that's open is no secret at all! Don't forget traps.

Start digging east carefully, and you'll see a prison. Claim it, then "close" the room with a secret door ASAP, then LOCK IT. You don't want your imps to wander out and attract undue attention.

Use sight of evil to carefully pick your target for expansion.
You should be able to claim several more prisons and grab a few other creatures. If you're short on gold, sell the prisons. Go after only one room at a time. Try to squeeze in a torture chamber and leave one of the prisons when you can, as you need to try to keep a few prisoners to convert.

You should see that these small rooms surround a big central "court", which is presumably where Pureheart is. A big band of heroes forms a "patrol" that passes by every so often. There are some other facilities to the east and west.

Remember, one room at a time, and remember to "close" the corridor with secret doors to prevent the heroes from coming after you! You should build up a small army and your mana. After the patrol passed, send in your imps to claim the land around the castle, as you'll need to get Horny as close to Pureheart as you can. You'll also need lots of mana, of course.

You can use Horny to help you take out the patrol. It'll just delay the final victory a bit. Unlock the secret doors and use prison and torture chamber to convert all these high-level heroes. Now the corridor is clear use it to build the new facilities for your new recruits.

When your mana is full (200,000), send in the creatures and break down the door, which should be enough to attract the attention of the defenders. Send in Horny, and it'll be a great battle. Don't be surprised if Pureheart don't go down, as Horny tends to chase the first hero he comes across, and that usually is not
Pureheart. It doesn't matter if you lose all your other creatures, as no one is likely to attack you if you do things carefully. Just build up your mana again, let your imps claim more land, and send in Horny again, and Pureheart will be yours.
Or Horny's.

8.19  Angelic (17)

Land: Moonshine

Primary Objective: Use the dark angels to crush the two rival keepers

Secondary Objective: Kill 20 heroes to gain dark gods' favor, and capture the temple

You're up against TWO rival keepers, and you need to score 20 kills before the enemy keepers take the dark temple. And they say there's no time pressure.

On the other hand, there is plenty of gold for digging on this map. So things are not THAT tough. Just be warned: the heroes guarding the temple are level 6's and level 8's. You'll need a powerful force to subdue them.

Immediately start digging for large lair and large hatchery (both 5x5) to the east and west, then keep making 5x5 rooms (or a little smaller) eastward and westward until you opened both portals.

Start adding training room, library, workshop, etc. You'll build the traps to take care of business while you're gone. Build only to east or west until you're nearly ready to claim the temple.

Train all your creatures to at least level three, and that'll take a while. Dig a zigzag tunnel going north, but a long winding way. You can see the gold so use that as your guide. Fill the corridor with traps and perhaps a hidden door or two. Combine freeze trap, trigger trap, and boulder trap. They are deadly in the long corridors. Don't breach until you're ready. Use sight of evil to make sure you don't breach in the wrong place.

The imps should go out and start claiming tiles. To the north you should see two sentry cannons flanking two magic doors. Take out the cannons (send in your fighters) and start digging the gold to the far left and far right, just north of the portals. You'll need about 15 imps.

Now you see the temple. There should be guard stations at each corner, with 3 guards (elvan archer, guard, and wizard, all high level).  Take one out (I chose southeast one), and drop in the salamanders to take care of those lightning traps. Repeat for the guardroom to the northeast. Call in Horny for fast kills.
Remember to heal your creatures in battle. You are going for speed here, not mana preservation.

Once that's done it's time to break down the doors and claim the temple. Inside are more sentry cannons and a few gas traps, so be careful. Cast call to arms inside the intermediate room, then move the flag into the temple proper. A few guards will challenge you, but they can't stop your forces.

If the temple is already claimed, you better restart the level.

So you finally revel in the glory of the dark temple. and you get
10 dark angels for free! Create lair and hatchery for them ASAP, as they whine extremely hard. You may want to sell one of those guardrooms to make room for them.

With those dark angels, victory is virtually assured. You'll need to defeat both dungeon keepers, so go after the one that's giving you trouble, usually the blue guy (to left). Use Call to Arms to send your army after the enemy dungeon heart, while your own is protected by traps. So what if they have a big force? Your level
10 dark angels will turn them into mincemeat.

Claim one guy's dungeon by going directly after his dungeon heart. His creatures are hopeless against yours. Drop in a lot of imps to claim his territory for your. I mean Horny's glory.

The green guy to the northeast has a graveyard with vampires, but they're hopeless against your overwhelming forces esp. if you have taken over all of the blue guy's rooms. Feel free to use the time to find the remaining specials on the map before you take out that last pathetic dungeon heart.

8.20  Brotherhood (18)

Land: Cherry Blossom

Primary Objective: Defeat Nemesis

Secondary Objective: Defeat Nemesis' two sons Faust and Fabius and use their resources

Well, well, you're up against THREE keepers. Isn't that fun? And they all hate you. They are established, and you're not. Better catch up quickly.

You CAN defeat Nemesis without defeating his two sons, but it's much easier if you do take out at least ONE of his sons first.

Start with the basics like lair, hatchery, training room, and so on. You may need to build combat pit as you need some dark knights. Build library quickly as you need the upgraded spell quickly. You'll capture a mana vault. Use the extra mana you get to generate some gold, as you'll run short until you reach a gem seam.

Quickly reach one portal, then build toward the other, big rooms all the way. You don't need to fill up every room immediately.
It's useless building a 25-space lair right at the beginning when you only have 5 creatures. You do need a big hatchery though.

You have two choices. You can build west, where you'll find some gem seams if you build all the way west, then north. Or you can go after the son to the northeast first. Use "create gold" spell to keep your creatures paid and trained.

As you expand east, you'll see a hero gate that cannot be destroyed, but it can be blocked. Use the torture chamber and prison to capture all the attackers and convert them to your cause. Remember to build separate facilities for them!

When you completely run out of both mana and gold, it's time to attack. Sell some existing structures (the combat pit would be good) and build bridge from the eastern "gap" to that keeper's southern boundary (probably a lair). Dig through THREE tiles wide, send 9 imps to dig (3 imps per digging tile), and cast call to arms. Once you dug through, start dropping the fighters and blitzers on the bridge, followed by blockers and shooters. You should have enough good creatures to overwhelm him completely and destroy his dungeon heart.

Quickly send in the rest of the imps (all of them) to take over all his rooms, and dedicate at least three imps to dig the gem seam, as you'll need lots of gold for the big payday. Feel free to expand some of the rooms a little (sell an extra guard room and treasury to expand the exercise rooms, for example). Relocate some of your creatures to this new base, esp. dark elves and dark knights.

The yellow keeper (the other son) will probably try to cast call to arms near your exposed guard room, but you should be able to defeat his piece-meal attack easily. Keep all your creatures busy training for the upcoming big battle.

The blue keeper, Nemesis, will be launching a big offensive any moment. You should spend the time making YOUR dungeon secure and your creatures trained. With the gem seam, you should never run out of gold, so keep it up! Assign as many imps to dig the gem seams as it takes.

When Nemesis does attack, cast call to arms at your guard room, and start dropping your forces nearby. His attack would be somewhat spread out, so you should be able to beat it, but your creatures will chase his retreating creatures. Drag them back.

Heal all the wounded, then build a bridge to his barricades and sentry cannons. It's time to counter-attack.

Cast call-to-arms on that little "island", and watch your creatures take out the barricades and the sentry cannons. He may try to drop more creatures into battle, but with three portals
AND converted heroes at your disposal you've got numerical as well as qualitative advantage. If one of your creatures goes unconscious "underwater", build bridge there and drop imp there to pick it up and move it back to your lair(s). Same with enemy creatures and bodies. With this much gold, you should be able to build graveyard, temple, etc. with no problem.

Once you're cleaned out the outside defenses, you can pause here to catch your breath and heal your creatures, and build up an even BIGGER force, or you can continue the attack.

If you want to get it over with, order your imps to dig through the room at least three tiles wide (use at least 9 imps, 3 per tile), and be ready with call to arms again. Once you break through, Nemesis will start dropping ALL his creatures and it'll be a BIG fight. However, you still have the advantage and you should be able to defeat him right then and there. Then just go after his dungeon heart and he's toast.

If you choose not to go after Nemesis directly, you can expand westward from your existing dungeon to get to the gem seams mentioned earlier, then attack north and take out his other son, gain a fourth portal, before you mount the final attack on
Nemesis himself.

Any way you go, his defeat is sweet. And there are only two more missions to go, not counting the bonus levels.

8.21  Interception (19)

Land: Butterscotch

Primary Objective: Capture and convert the three princes

Secondary Objective: Prevent any prince from escaping, and prevent any prince from dying before they are converted.

You find yourself with an established dungeon. because this one requires a LOT of subterfuge, and a LOT of patience.

Go ahead and setup your dungeon, start with lair, hatchery, and training room. You can dig to the west for a combat pit, so don't
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