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Submitted by System on 09/03/2006, 09:50. Print file.
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build one. Build everything else, as you'll need a LOT of them.
You don't really need a temple though, as you can finish this without a single dark angel.

You should have PLENTY of gold, as you can dig every single piece of gold within sight. They won't attract too much attention.

You should also find quite a few specials in little islands in the lava. Build a small bridge to each and claim them all. They are "gain level" specials, and VERY useful for the big push at the end.

To the northeast is another portal, though you'll need to dig quite a bit of gold that surrounds your dungeon to get to it, then quite a few bridges. That shouldn't be a problem though.

To the north you should see a couple giants guarding a special.
Use your creatures to take them out. That special is "reveal map", a very useful special.

Once your creatures are completely trained up, consider the way the three princes are moving. They just go back and forth, back and forth, on their route, UNTIL one of them has been wounded, even just slightly. Then ALL THREE run for their respective gates. You can't destroy the gate, but you CAN put traps and barricades and doors to prevent the prince from reaching the gate, thus delaying them, giving your creatures a chance to hit them, and defeat them.

Concentrate on ONE gate at a time. After the prince and his escorts are out of sight, build a bridge, send in your imps to convert the tiles. Be careful NOT to let the imps wander to the princes and "lead" his party back to your dungeon. They will generally ignore your bridge unless you give them cause to!
You'll use up a LOT of imps as the heroes use them for target practice, but you'll get those tiles converted. The prince wouldn't care if he's walking on your land.

When the prince is away, send in your forces to attack the guards around each gate or door. Retrieve them BEFORE the prince comes back. You need to block ALL three gates without even ONCE hitting a prince. You want to claim ALL the land for yourself, so you can drop imps and reinforcements anywhere. Use a group of good fighters as your "strike force" to bust doors and the guards, then grab them and put them back into your dungeon. Then drop your imps and let them claim tiles.

To lock up a gate, put a steel door on the entrance, then put one or more freeze trap right before and after the door on the way to the gate.

Once you got all three gates "locked up", save the game, just in case you fail in your next attempt.

Use all the "gain experience" specials now. Then send in your strike forces and take out one prince at a time, and make sure you have enough imps standing by to drag them away. Now you know why you need a big prison. Use the "radar" to keep track of the imps dragging progress. Go after the next one. As soon as the prince arrives at the prison, cast heal on him! Princes are
REALLY weak, and will die QUICKLY if you don't use heal. The traps and doors should slow them down for your creatures to knock them down.

Once you get all three healed, toss them all into the torture chamber, then it's standard interrogation. Heal when they reach "half way".

Convert all three and you win!

8.22  Regicide (20)

Land: Heartland

Primary Objective: Kill King Reginald and gain the gateway to the aboveworld!

Secondary Objective: Cut off the hero's attack routes

You have quite a few rooms dug for you, and one portal in place, but beware. You'll be under attack VERY quickly, and you'll be attacked by no less than FOUR directions. That's right, FOUR directions: east, southwest, northwest, and north.

By now you should know how to build up your lair, hatchery, training room, and workshop. You'll also need libraries and later, combat pit, guard room, and more. Use traps to help you defend from the multiple incursions, as you want to take out one hero gate at a time.  You probably don't need a casino on this one. You should get plenty of bodies for a graveyard though (4-6 space graveyard should be enough).

The hero gate to the north is easiest to take out, and you'll need to take it out ASAP. You can also claim a mana vault there.
The initial heroes are just level 1, but as game progress they'll be tougher, and gold is finite on this level, even though the amount is quite large.

Once your imps have dug through, they can start claiming tiles until they run into the "hero outposts". Each of the "hero outpost" has a guard room, a hero gate, and a small treasury.
They will keep sending progressively tougher attack forces, so take them out as soon as you can, and dig out the tiles around the hero gate to disable it. You MAY want to keep one gate active as a source of new recruits (i.e. capture and torture), but that's up to you. Keep the high level prisoners and convert them, turn the low-level into skeletons or torture them for information.

There are two more portals on this map. One is to the east of your dungeon heart (just follow the corridor and the gold), while the other is to the north-northwest.

The single special is to the WEST of your dungeon heart. Keep digging west and you'll see a corridor. Next to the special is a mana vault. It's probably a heal-all, which can be useful in the assault.

Consider torturing some of the low-level heroes for information instead of turning them into skeletons.

Once you've cleared all the "hero outposts", it's time to think about the attack. There are two ways into King Reginald's domain.
You can go in the FRONT door, which is actually covered by a moat with lightning traps (ouchy) and a LOT of cannons, and an outside wall with plenty of sentry cannons and guard rooms and lightning traps.

There is also a "back door", which requires you to conquer the northwest "hero outpost", then dig north from there, and follow that corridor north, then east. You'll see PLENTY of traps (lightning trap and/or sentry cannon). You'll even see an occasional boulder trap. Best way to do this is send in your imps until they get beaten back by the traps. Then cast call to arms at the trap, and drop a couple low-level creature as your attack force. Once all you dropped are attacking, cancel the call to arms. Those that are already attacking will finish the job, and you won't have severe casualties even if a boulder hit your forces.

Once you're reached the second enemy guard room, you're almost there. To the south of the guardroom is a door and inside this room, which I'll call the "gateway room", is King Reginald, with several level 10 heroes assisting, plus hero gates and quite a few sentry cannons. This is where the "gateway" to the aboveworld lies. Use sight of evil here and you'll see that you can actually "dig through" just north of the guard room.

Once you're sure all the creatures have received enough training, have the imps dig through, cast call to arms, and drop in your attack force, blitzers and fighters first, support and blockers second. Summon Horny now to help clean out the room. Once all the creatures are around the middle of the room, CANCEL call to arms as you want them to spread out and clear the room of the sentry cannons and so on. Also drop in the imps and try to convert a few tiles in the melee. You may want to use the "heal all" special in the melee if you got it. You'll get a lot of casualties, but you should be able to clear the room. You may need to cast call to arms somewhere else in the room to clear it completely. King
Reginald should go down in the melee as he's no match for Horny.

Once the room's clear, you'll see the "corridor" to the aboveworld. If Horny's still there, send him packing (slap him).
You need to save the mana to summon Horny again. Two stone knights guard the exit. Both are level 10 Lords. They're so tough, your creatures can't hurt them. Those are King Reginald's guardians. But that's not the tough part.

The real test comes when your imps venture inside. Or a few minutes after you slay King Reginald. A group of TEN level 10 heroes will come through that corridor. As you have suffered heavy casualties in cleaning out the room, you won't be able to hold them. You may be able to defeat them by using up all your mana, but that means you won't be able to attack, and there will be INFINITE waves of those heroes every X minutes. Even if you defeat one wave, you can't convert the prisoners fast enough to help you defend against the next wave, and the damage those heroes do will mean they'll wear you down and you WILL lose if you go defensive.

Instead, start selling your structures and start building lairs right in FRONT of the attacking heroes. You need to delay them to give you time to build up your mana to summon Horny again to do direct battle with the guardian stone knights. Building lairs in the raider's path will slow them down as some of them will attack the lairs. Drop imps into the gateway room and claim as many tiles as you can as you want to summon Horny as close to the stone knights as possible. Do NOT summon Horny to do battle with the raiders as that would be a waste of mana. Just delay them while you go straight after the stone knights with Horny.

When your mana reach 180000 or 190000 (you may not have enough time for the full 200000 as you want to summon Horny BEFORE the raiding heroes reach your dungeon heart), summon Horny right at the gate. Then watch him take out the stone knights. You can try delaying the attacking heroes by casting call to arms, but I'd suggest you save the mana for Horny instead.

Once Horny defeats the two Stone Knights, you win even if you're under attack.


9    Other Single Player modes

9.1   Secret Levels

There are five secret levels in DK2. Four of them you can reveal from the campaign. The fifth one only appears when it's full moon. And I'm not kidding.

9.2   My Pet Dungeon

My Pet Dungeon is basically a practice scenario that just requires you to build up your dungeon. While you can trigger invasion of heroes and such, it's not necessary to win the scenario.

MPD is a great way to practice your dungeon building, as there will NOT be an attack unless you order one. You can use it to evaluate your defenses and such.

The different scenarios are quite easy as almost all of them can be won without killing a single hero, esp. on the levels with gem seams. Only levels without gem seams will be you hard-pressed for points.


10    Multiplayer

Multiplayer is a lot of fun as you put all the evil ways you learned in the campaign and My Pet Dungeon to use.  Against other real live human keepers!

A game usually have five phases: build-up, recon, defense, offense, endgame. Let's discuss each phase, what needs to happen, and

10.1  The Build-Up and Expansion

Right at the beginning, you need to claim the portals near you, and as much gold as you can get. Build lair and hatchery first, then the training room and the rest of the rooms when you can.
Train your creatures up for your initial defense. Fit a workshop and start building doors and such around the dungeon heart with a few more traps for defense.

10.2  Prepare defense

While the build-up continues, you need to start planning your defense. You should start putting traps and such where you expect
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