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Submitted by System on 09/03/2006, 09:50. Print file.
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A: Version 1.61 introduced elite creatures, a "special" captain- type creature that has better stats than their regular brethren.
For more information on these, please see http://www.geocities.com/theEvilOnesDK2page/

Q: How do I "fire" a creature? I have too many "weak" ones!
A: Grab a creature and drop it back into a portal.

0.8.4     Mana/Gold Questions

Q: How do I get more mana?
A: You get mana via claiming tiles (1 per tile per "turn"), claim mana vaults (100 per vault per "turn"), or via "specials" (hard to find).  You can also recycle excess imps by dumping them into the dungeon heart. You can also have creatures pray at the temple. They will gain you mana depending on their type and experience level. Maximum mana intake per "turn" is 500 from the land. With V1.7 you can get additional 100 mana added to the maximum per turn per mana vault you claim. Maximum mana you can store is 200,000.

Q: How do I get more gold?
A: Dig gold seams, dig gem seams (doesn't run out), sell existing/captured structures (including bridges)

Q: I see some gold in the prison but imps won't pick them up!
A: Imps will not enter a prison to pick up gold. You can pick it up yourself using the hand and drop them into your treasuries or around the dungeon heart.

0.8.5     Other Questions

Q: My imps won't pick up the special item!
A: You need a library to store special items.  Once you have a library, your imps will drag the "chest" back. You may need more libraries if your existing ones are "full".

Q: I need to retrieve something "underwater" and my imps won't go there!
A: Build a bridge on top of that tile and the item will "float" to the top of the bridge, allowing your imps to get it.

Q: How do I get more multiplayer maps?
A: Try the official website. Also, there are some fan sites that have more available.


1    Game Information

Dungeon Keeper 2 is the sequel to Dungeon Keeper, the genre- breaking title from Bullfrog, published by Electronic Arts.

Dungeon Keeper was revolutionary by turning the typical "dungeon" game upside down. Instead of being the hero with sidekicks smashing monsters and amassing gold, you are the dungeon keeper, controlling creatures to STOP such heroes, and even torture them, and perhaps convert them to your cause.

Dungeon Keeper 2 advanced the concept by introducing better AI and smarter individual units, also removed some of the existing creatures that are not well balanced.

DK2 also introduced full 3D, and supports 3D acceleration through
Direct3D. You can now possess one of your creatures and take a walk through YOUR dungeon, and admire your handiwork up close and personal!

1.1   How do I get Dungeon Keeper 2?

DK2 can be purchased as an EA Classic from ea.com. Also check your local software stores. There's now also a dual-jewelcase pack that contains both DK and DK2 for one low price.

1.2   What do I need to run Dungeon Keeper 2?

From the official website (http://www.dungeonkeeper.com):

Minimum Spec:
P166MMX
32MB RAM
No need for 3D acceleration (software 3D)

Recommended Spec:
PII-266
32MB RAM
No need for 3D acceleration (software 3D)

For multiplayer, you'll need a TCP/IP networking components installed for the respective O/S's.

1.3   Are there more maps available?

You can download some multiplayer maps from the official site and some fan sites.

1.4   Where are the patches?

See the official site: http://www.dungeonkeeper.com. Latest as of this guide is V1.7.

1.5   What game modes are there?

Single player: campaign, my pet dungeon, skirmish (against AI) on any multiplayer map.

Multiplayer: select among any multiplayer maps against another human and/or AI.

1.6   Is there a demo?

Yes, try the official site for a downloadable multiplayer demo.


2    Dungeon Building

Some basic tips on dungeon building

2.1   Terrain Types

Here's a list of the different terrain you'll encounter and some tips on dealing with them.

2.1.1     Rock

Dig-able, but remember: once it's dug, it can't be put back.

You MAY want to use sight-of-evil to make sure you are actually digging in the right place.

2.1.2     Hard Rock

Cannot be dug, so forms natural walls. Use these as your natural "borders".

Sometimes, seeing a "corridor" of rocks in hard rock can lead you to hidden specials, or open yourself to attack as you "dig through". Use sight of evil to make sure you don't dig yourself into a hole you can't get out.

2.1.3     Gold Seam

Same as rock, except they contain gold. Don't dig them until you need them. Also, sometimes they lead you in certain directions.

2.1.4     Gem Seam

This seam can be mined infinitely. The more imps you have digging at it (and you can dig at it from more than one side if you can reach it), the more gold you get. Put treasuries nearby for maximum efficiency.

2.1.5     Water

All your creatures except vampires can wade through water, albeit at slower speed.

For best movement speed, build wooden bridges over the land.
Build two-wide bridges if you don't want to cause a traffic jam.

2.1.6     Lava

Stone bridges can last over lava. Some creatures can walk over lava, like giants and salamanders. Flying creatures can also fly over it. So those won't protect your flanks.

2.1.7     Dirt Path

Unclaimed land, claim it to get more mana, but beware attracting enemy's attention.

2.1.8     Paved Path

The color tells you who's the owner. It takes a bit longer to
UNCLAIM someone else's land than to claim it as your own. Just let your imps work.

2.1.9     Portal

This is where your creatures come from. Hold hand over it to see how many creatures have passed through so far and how many can still fit.

2.1.10    Hero Gate

This is where heroes come from. Claim all tiles around it to disable it.

Some gates cannot be disabled. Build alarm and other traps near the gate to give you some reaction time.

2.1.11    Mana Vault

Also called mana spring or mana well, these special tiles generate mana at 100 per second, instead of just 1 per second of a regular tile.

2.2   Rooms

Here are some rooms you can build in your dungeon. The cost given is per TILE, and some will require more than a few tiles to be functional. See the manual for basic info.

Most rooms function best at "odd" sizes, like 3xX or 5xX. This is due to the way the game calculates the wall tiles vs. non-wall tiles for the room. Rooms only have items every three wall tiles, or every non-wall tile, or both.

Many of the rooms are best done as "square", like 3x3, 5x5, and so on.

2.2.1     Dungeon Heart

The symbol of your dungeon, if it's destroyed, you lost. It's always a 5x5 room. It's also a "treasury" that can store 16K gold. It's also PRE-BUILT. You never need to build it, just protect it.

It also gives your creatures a morale bonus if they are fighting nearby.

You may want to put several traps here in case of emergencies, and close off the exits with the heaviest doors you have, just in case.

You can recycle "excess" imps by dropping them into the dungeon heart. The icon should change to trashcan with the number of imps you have. Click to drop. You'll get half of the mana cost back.

2.2.2     Lair

Cost: 300 Usable size: 1x1

All creatures (except skeletons) need a place to sleep, and that would be the lair.

A creature that just stepped off the portal will settle in the closest lair with room, which is not always the best one. You may want to put a small lair (say, 2-3 spaces) near the portal. Once creatures settled there, you can then move the creatures to their "permanent" lair to "resettle" them.

You will generally want more than one lair. You'll create several "work centers" (like workshops, guard posts, or staging areas), and you'll need lair and hatchery at each area.

Remember that "good" creatures (converted heroes) and "evil" creatures (the ones that came through the portal) would not sleep in the same lair. Also see your manual on the list of creatures that don't like each other.
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