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Submitted by System on 09/03/2006, 09:50. Print file.
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Lair can be in any shape, and thus are best used to line the "odd corners" of other rooms.

Lair is best place near hatchery (for food) and treasury (for pay day). It should also be near place of work (for fighters, the training room. for workers, the workshop).

2.2.3     Hatchery

Cost 300  Usable size: 1x1    Recommended size: 3x3 or 5x5

Attracts Bile Demon (3x3 or larger hatchery only) with workshop

Hatchery is your dungeon's food source for all creatures except undead. While they don't need to be square, the more henhouses you see the faster you get chickens, which means at least 3x3.

You can pick up individual chickens and feed them to your prisoners or torture victims. Your creatures will wander in automatically when they're hungry.

2.2.4     Treasury

Cost 200  Usable size: 1x1

Each tile of treasury stores about 3000 pieces of gold, so you can increase your storage capacity by quite a bit. Don't overbuild, as that wastes gold.

When it's pay day, your creatures heads toward the nearest treasury to get their gold, so you need several treasuries around, to make sure your creatures don't run too far to fulfill their needs. Remember to redistribute some of the gold if needed as creatures who don't get paid lose morale.

2.2.5     Training Room

Cost 500  Usable size: 3x3    Recommended size: 5x5

Training room allows creatures to train up to level 4. You may want to toss creatures in there personally, as you can't rely on those creatures wander in by themselves.

Training room has moving targets on the walls for shooting practice, as well as target dummies in the non-wall tile for sparring practice. Obviously, the room must have 3 consecutive walls to get a wall target, and at least one non-wall tile to get a target dummy. So 5x5 (9 targets) is much more productive than a 3x3 (only 1 target)

Training creatures takes a lot of gold, so make sure you have enough.

2.2.6     Library

Cost 600  Usable size: 3x3    Recommended size: 4x4 or larger

Attracts Warlocks (and other researchers, like wizards, maidens, and so on)

Libraries help make your spells stronger and better. While warlocks are not bad, converted wizards research even better.

You want libraries larger than 3x3 as the "bookshelves" in the middle of the room is dependent on the amount of non-wall tiles, and 3x3 has just ONE bookshelf.

You can sell the libraries after all spells have been researched.

Your imps will drag any specials discovered so far to the nearest library.

Maidens and Dark Angels also do spell research, in additional to warlocks and wizards.

2.2.7     Combat Pit

Cost 750  Usable size: 4x4    Recommended size: 5x5

Attracts Dark Knights

Combat pit allows your creatures to go up to level 6. It is best to use level 3 or level 4 creatures in the combat pits. Lower level creatures don't gain much by using combat pits. They drop unconscious first.

Technically you CAN build a 3x3 combat pit, but then you can only drop 2 creatures in there. A 4x4 only fits 4 creatures. A lot more can fit into a 5x5.

Best use is drop your creatures (preferably level 3 or 4) into the pit and let them fight it out. The losers will be knocked out (make sure you have imps available to drag them back to their lairs). The winner will be walking about inside, so be sure to drag him/her out and drop them so s/he can go get some food or sleep as needed.

2.2.8     Workshop

Cost 600  Usable size: 3x3    Recommended size: 5x5

Attracts trolls and bile demons (with 3x3 or larger hatchery)

This is where your doors and traps are built.

Consider building a 5x5 workshop with a strip of lairs on one side and a strip of hatchery on the other side. That way the workers don't need to go far for food or sleep. Remember to "relocate" the workers to those lairs!

While only trolls and bile demons are "good" in a workshop, other creatures can actually help (even though they're not THAT good at it, and may even hate it). Check the workshop size, then drop in a few helpers.

2.2.9     Guard Room

Cost 600  Usable size: 1x1

Attracts Dark Elf

Guard room has a "detection radius" that makes it easy to locate enemy incursions. You can see it clearly on the "radar".

All creatures dropped in guard room start guarding unless the guardroom is "full" (one creature per tile). That includes imps.
Try dropping them in an empty guard room. They'll just stand there.

2.2.10    Prison

Cost 750  Usable size: 3x3    Recommended size: 5x3

Creates Skeletons

While 3x3 prison is a tad small, it does work. You don't really need a 5x5 prison since you should not keep that many prisoners any way. If you need lots of prisoners, 3x5 or 4x5 are good sizes. You want them either in the torture chamber or dead as skeletons. Of course, a bit of time need to pass before the creature dies and turns into skeleton.

Remember to drop a few imps beside the fallen heroes to drag them back to the prison. That means you want the fighting to occur on
YOUR land if possible.

You can either feed chickens to the prisoners or use the heal spell to keep them healthy.

If the prisoner dies, a skeleton will rise, but still inside the prison. You may need to grab it and drop it outside the prison so it can go train or something. With V1.7 they seem to wander out of prison by themselves more often now.

If a prisoner dies, his gold remains inside the prison, and imps won't pick them up. You'll have to use the hand to pick up manually and drop them where you wish (directly into a treasury is fine).

You can LOCK the prison so the iimps don't carry the unconscious creatures back to the prison. Those creatures will then die where they lie. The body can then be carried to graveyard. .

2.2.11    Torture Chamber

Cost 1500 Usable size: 3x3

Attracts Mistress and Dark Knight (with Combat Pit)

Torture chamber serves two purposes. You may need to extract some information from a prisoner, or convert the prisoner to your cause.

If you're only going for information, you don't need to heal first. Just drop the prisoner straight into the torture chamber and you'll get the necessary info.

If you are going for conversion, it's best to heal the prisoner just before you drop them into the torture chamber. You'll probably have to come back periodically to check on the progress.
And heal the prisoner again.

The number of prisoners you can torture varies depending on the room. If you have three consecutive wall tiles, you get a "wall wheel". The "middle" tile in the room gets a center wheel or an electric chair.

Prisoner that die from torture becomes a dead body that can be taken to the graveyard to feed a vampire.

Make sure you drop the prisoner on a tile that contains the torture device, and the device is NOT occupied (say, by a
Mistress).

A Mistress adding her ministrations to the victim will increase efficiency of the torture, and make the conversion go faster.

Mistresses like to torture themselves in the torture chamber. If
a Mistress can use the training, drop her in the training room instead. A high level Mistress can cast lightning like a Fairy, and is a potent force indeed.

2.2.12    Graveyard

Cost 2000 Usable size: 3x3    Recommended size: larger!

Graveyard makes vampires. from the bodies of the fallen, yours or theirs. As long as your imps can get to the bodies, they'll be dragged to the graveyard. When there's enough life force accumulated, a vampire rises.

The number of headstones tell you how many vampires can fit in this graveyard. A 3x3 graveyard can only fit one vampire. So you need something larger.

2.2.13    Casino

Cost 600  usable size: 3x3

Attracts Rogue

Casino serves two purposes: it attracts rogues, and it makes your other creatures happier as they win money. Of course, it'll cost you some gold.

You can adjust the "payout" by zooming into the sign and adjust to either smile or money.  You CAN make money off the casino, but your creatures will not be as happy.

Occasionally, a creature WILL hit the jackpot. The music that plays can be interesting.

If a creature wins the jackpot, put the creature in a locked room and slap him until all the gold drops out. The creature will be unhappy, but no one will witness your act.

2.2.14    Temple

Cost 3000 Usable size: 5x5

Attracts dark angels (2 per 5x5 temple)

If your creatures pray at the temple, your mana will increase.
The amount of mana depends on how "brainy" the creature is, and what level he's at (1-4, 5-7, 8-10).

Temples are EXTREMELY expensive (the most expensive structure in
DK2). However, Dark angels are very powerful creatures and you'll want as many on your side as possible.
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