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You can get specific creatures by sacrificing certain creatures in the temple's "pond" (i.e. drop it into the middle of the temple. Following is a PARTIAL list.
Temple Sacrifices: (courtesy of gamespot.com)
SACRIFICE EFFECT
2 Salamanders 1 Dark Mistress
2 Rogues 1 Salamander
2 Warlocks 1 Goblin
2 Bile Demons 1 Rogue
2 Black Knights 1 Vampire
1 Salamander + 1 Dark Elf 1 Dark Mistress
2 Skeletons 1 Dark Elf
2 Wizards 1 Bile Demon
1 Skeleton + 1 Troll 1 Bile Demon
2 Dark Elves 1 Troll
2 Vampires 1 Bile Demon
2 Dark Mistresses 1 Skeleton
2 Trolls 1 Warlock
3 Monks Mana Boost
1 Bile Demon + 1 Warlock + 1 Dark Elf Receive Imps
2 Dwarves + 1 Dark Mistress Make Safe
For a complete list, see http://www.geocities.com/theEvilOnesDK2page/
2.2.15 Wooden Bridge
Cost 200
Used to create speedways over water, it doesn't last very long over lava.
It is also the only way for a vampire to cross over water.
You may want a bridge that's more than one tile wide if you plan to use it for a LOT of creatures.
As long as the bridge still exists, you can still sell it, even if it's charred.
2.2.16 Stone Bridge
Cost 500
Same as wooden bridge, except it won't burn over lava.
Nasty trick to pull on heroes. Build a long bridge over lava to your land. When the heroes get on. Sell one part of it so they can't get off. Then the "entrance" piece so they have no where to go. Now sell the entire bridge and watch them fall into the lava and get cooked. Only works with heroes since they don't claim the land. Enemy keepers would have the imps convert your bridge first, making it impossible to sell.
2.3 Dungeon Building Tips
Think of your dungeon as several "regions". There would be a work region (workshop, lair, hatchery, small treasury), a training region (lair, hatchery, training room, small treasury), a treatment region (prison, torture chamber, graveyard, small lair, small hatchery, small treasury), a research region (libraries, treasury, lair, hatchery), and so on. Each region should be designed for minimize travel time among the needs.
Use the "odd shapes" caused by the hard rocks as treasuries or small lairs when you don't have perfect rectangles or squares.
Don't open the "door" to a room right in the "middle" of the wall. Most rooms with "wall" tile structures require three consecutive wall tiles, and if you put a door right in the middle of a 5x5 room, you just ruined the chance of getting at least one structure on that wall. Instead, put the door slightly "offset", and open into the CORNER of the room.
Use sight of evil to make sure you don't breach into the open before you want to. Doors and traps should always cover the entrance(s) to your dungeon before you breach.
You may want to build a "forward staging area" with lair and hatchery as "home away from home" when you're ready to attack.
Maybe even add a training room there if possible. Use a door to keep the creatures locked inside until you're ready to unleash them.
You need door, any door, on your most important rooms. While they cost money, the increase security is worth it, as it slows down any attackers. You need the best doors around your dungeon heart, at the very least. Add traps as security.
To slow down enemy attack, give them something to destroy. Build single tile lairs right in front of the attacker. You'll lose the lair and waste the gold, but you'll gain a little time.
Build "rat-runs", i.e. single-tile wide corridors filled with traps to slow down the enemy.
3 Your creatures
Creatures cannot pass over lava unless specifically stated to be able to fly or can walk over lava.
For information about Elite creatures, please see http://www.geocities.com/theEvilOnesDK2page/
3.1 Imp
Imps are pretty dumb. They tend to do the first job they consider important, which is not always the one YOU consider important!
Also, they will mostly perform duties only on YOUR territory (except claim more territory, that is). Drop them close to the job you want them to do and they'll usually get to it. If that's not it, just grab them and drop them again.
Imps can bash down doors, but they usually take much longer than "true" fighters do.
Consider assigning more than one to the same job. Some jobs can have up to three imps working on it at the same time.
The cost of imps goes up the more imps you have. Usually, you don't need more than 10. If you have plenty of mana you can go up to 15. You shouldn't need more than that.
Sometimes, you just WANT to let the imps run loose. Several levels involve letting the imps claim territory so you can send in your forces close to the enemy.
You can recycle the excess imps if you need a bit more mana.
3.2 Goblin
Goblins are pretty wimpy as fighters, though in a group and high enough levels, they can swarm their enemies. However, Mistresses are far more useful, esp. at higher levels.
When you got enough facilities to attract better creatures, send the goblins packing (drop them back into the portals).
Goblins recover quickly from "drop shock" and should be in your initial attack wave. Follow them up with heavy hitters.
Equivalent to hero dwarf (except dwarf also digs like imps)
Hates dwarfs.
Attracted by lair (at least 5 tiles)
3.3 Warlock
Warlocks are distance attackers, usually with fireball spell.
Have blockers and other fighters do direct combat. Warlocks can fend for themselves in melee with their staff, but not that well.
Warlocks are your primary spell researchers unless you've captured some wizards. Dark angels and Maidens also do research though, but those come a lot later.
Equivalent to hero wizard
Hate wizards and vampires.
Attracted by Library.
Prefers lairs and hatcheries near libraries.
3.4 Firefly
Firefly tends to explore all over the map by itself, so just let it look around. Or possess it and fly it around.
Needless to say, firefly can fly over any terrain.
They tend to be shot down in enemy territory, and impossible to retrieve. Still, they're so weak you can always attract another one if need be. Training these up is not that useful. Keep one or two as scout.
3.5 Troll
A bit faster than bile demon in combat, but also weaker, you don't really need a lot of trolls unless you can't get bile demons.
Attracted by Workshop
Prefers lairs and hatcheries near workshops.
3.6 Dark Elf
Dark Elves have the sniper ability that allows them to shoot crossbow bolts over impressive long distances. They are weak at melee combat. Keep them at a distance.
Attracted by Hatchery, Lair, and especially Guardroom
Equivalent to hero Elven Archer
Hates Elven Archer, Dwarf
3.7 Skeleton
Skeletons are generated from prisoners that die in your prison.
They require no food nor sleep (thus no need for hatchery and lair). They also tend to charge without heed to danger (sort of like Mistress) and thus are rather hard to train up to high-level as they tend to die "young".
Being undead, they are immune to fear traps, which is very important in certain uses.
Do not send Skeletons to train in the combat pit. If they "die", they shatter and are lost forever.
3.8 Mistress
Mistress is like Skeleton, except they move faster and has ability to learn new spells like lightning. At higher levels, they are quite useful as their lightning knocks down enemies to be pounced on by other fighters.
Mistresses tend NOT to train. They prefer to torture themselves in the torture chamber. Be sure to drop them in the training room for more training. After that, use combat pit.
Mistress is one of the fastest recovering from "drop shock" (the dazed period following being dropped from the hand), and should be your initial attackers.
Attracted by Hatchery, Lair, and especially Torture Chamber.
Hates Fairies.
3.9 Salamander
Salamander is a mixed distance and melee fighter. Their fireball and spit work at all ranges. They are not that strong, but they do like to train themselves, so they're usually the first ones to reach level 4. In a group, they can be quite effective.
They can walk over lava.
Attracted by Hatchery, Lair, and especially Training Room.
Prefers lair/hatchery close to lava.
3.10 Rogue
Temple Sacrifices: (courtesy of gamespot.com)
SACRIFICE EFFECT
2 Salamanders 1 Dark Mistress
2 Rogues 1 Salamander
2 Warlocks 1 Goblin
2 Bile Demons 1 Rogue
2 Black Knights 1 Vampire
1 Salamander + 1 Dark Elf 1 Dark Mistress
2 Skeletons 1 Dark Elf
2 Wizards 1 Bile Demon
1 Skeleton + 1 Troll 1 Bile Demon
2 Dark Elves 1 Troll
2 Vampires 1 Bile Demon
2 Dark Mistresses 1 Skeleton
2 Trolls 1 Warlock
3 Monks Mana Boost
1 Bile Demon + 1 Warlock + 1 Dark Elf Receive Imps
2 Dwarves + 1 Dark Mistress Make Safe
For a complete list, see http://www.geocities.com/theEvilOnesDK2page/
2.2.15 Wooden Bridge
Cost 200
Used to create speedways over water, it doesn't last very long over lava.
It is also the only way for a vampire to cross over water.
You may want a bridge that's more than one tile wide if you plan to use it for a LOT of creatures.
As long as the bridge still exists, you can still sell it, even if it's charred.
2.2.16 Stone Bridge
Cost 500
Same as wooden bridge, except it won't burn over lava.
Nasty trick to pull on heroes. Build a long bridge over lava to your land. When the heroes get on. Sell one part of it so they can't get off. Then the "entrance" piece so they have no where to go. Now sell the entire bridge and watch them fall into the lava and get cooked. Only works with heroes since they don't claim the land. Enemy keepers would have the imps convert your bridge first, making it impossible to sell.
2.3 Dungeon Building Tips
Think of your dungeon as several "regions". There would be a work region (workshop, lair, hatchery, small treasury), a training region (lair, hatchery, training room, small treasury), a treatment region (prison, torture chamber, graveyard, small lair, small hatchery, small treasury), a research region (libraries, treasury, lair, hatchery), and so on. Each region should be designed for minimize travel time among the needs.
Use the "odd shapes" caused by the hard rocks as treasuries or small lairs when you don't have perfect rectangles or squares.
Don't open the "door" to a room right in the "middle" of the wall. Most rooms with "wall" tile structures require three consecutive wall tiles, and if you put a door right in the middle of a 5x5 room, you just ruined the chance of getting at least one structure on that wall. Instead, put the door slightly "offset", and open into the CORNER of the room.
Use sight of evil to make sure you don't breach into the open before you want to. Doors and traps should always cover the entrance(s) to your dungeon before you breach.
You may want to build a "forward staging area" with lair and hatchery as "home away from home" when you're ready to attack.
Maybe even add a training room there if possible. Use a door to keep the creatures locked inside until you're ready to unleash them.
You need door, any door, on your most important rooms. While they cost money, the increase security is worth it, as it slows down any attackers. You need the best doors around your dungeon heart, at the very least. Add traps as security.
To slow down enemy attack, give them something to destroy. Build single tile lairs right in front of the attacker. You'll lose the lair and waste the gold, but you'll gain a little time.
Build "rat-runs", i.e. single-tile wide corridors filled with traps to slow down the enemy.
3 Your creatures
Creatures cannot pass over lava unless specifically stated to be able to fly or can walk over lava.
For information about Elite creatures, please see http://www.geocities.com/theEvilOnesDK2page/
3.1 Imp
Imps are pretty dumb. They tend to do the first job they consider important, which is not always the one YOU consider important!
Also, they will mostly perform duties only on YOUR territory (except claim more territory, that is). Drop them close to the job you want them to do and they'll usually get to it. If that's not it, just grab them and drop them again.
Imps can bash down doors, but they usually take much longer than "true" fighters do.
Consider assigning more than one to the same job. Some jobs can have up to three imps working on it at the same time.
The cost of imps goes up the more imps you have. Usually, you don't need more than 10. If you have plenty of mana you can go up to 15. You shouldn't need more than that.
Sometimes, you just WANT to let the imps run loose. Several levels involve letting the imps claim territory so you can send in your forces close to the enemy.
You can recycle the excess imps if you need a bit more mana.
3.2 Goblin
Goblins are pretty wimpy as fighters, though in a group and high enough levels, they can swarm their enemies. However, Mistresses are far more useful, esp. at higher levels.
When you got enough facilities to attract better creatures, send the goblins packing (drop them back into the portals).
Goblins recover quickly from "drop shock" and should be in your initial attack wave. Follow them up with heavy hitters.
Equivalent to hero dwarf (except dwarf also digs like imps)
Hates dwarfs.
Attracted by lair (at least 5 tiles)
3.3 Warlock
Warlocks are distance attackers, usually with fireball spell.
Have blockers and other fighters do direct combat. Warlocks can fend for themselves in melee with their staff, but not that well.
Warlocks are your primary spell researchers unless you've captured some wizards. Dark angels and Maidens also do research though, but those come a lot later.
Equivalent to hero wizard
Hate wizards and vampires.
Attracted by Library.
Prefers lairs and hatcheries near libraries.
3.4 Firefly
Firefly tends to explore all over the map by itself, so just let it look around. Or possess it and fly it around.
Needless to say, firefly can fly over any terrain.
They tend to be shot down in enemy territory, and impossible to retrieve. Still, they're so weak you can always attract another one if need be. Training these up is not that useful. Keep one or two as scout.
3.5 Troll
A bit faster than bile demon in combat, but also weaker, you don't really need a lot of trolls unless you can't get bile demons.
Attracted by Workshop
Prefers lairs and hatcheries near workshops.
3.6 Dark Elf
Dark Elves have the sniper ability that allows them to shoot crossbow bolts over impressive long distances. They are weak at melee combat. Keep them at a distance.
Attracted by Hatchery, Lair, and especially Guardroom
Equivalent to hero Elven Archer
Hates Elven Archer, Dwarf
3.7 Skeleton
Skeletons are generated from prisoners that die in your prison.
They require no food nor sleep (thus no need for hatchery and lair). They also tend to charge without heed to danger (sort of like Mistress) and thus are rather hard to train up to high-level as they tend to die "young".
Being undead, they are immune to fear traps, which is very important in certain uses.
Do not send Skeletons to train in the combat pit. If they "die", they shatter and are lost forever.
3.8 Mistress
Mistress is like Skeleton, except they move faster and has ability to learn new spells like lightning. At higher levels, they are quite useful as their lightning knocks down enemies to be pounced on by other fighters.
Mistresses tend NOT to train. They prefer to torture themselves in the torture chamber. Be sure to drop them in the training room for more training. After that, use combat pit.
Mistress is one of the fastest recovering from "drop shock" (the dazed period following being dropped from the hand), and should be your initial attackers.
Attracted by Hatchery, Lair, and especially Torture Chamber.
Hates Fairies.
3.9 Salamander
Salamander is a mixed distance and melee fighter. Their fireball and spit work at all ranges. They are not that strong, but they do like to train themselves, so they're usually the first ones to reach level 4. In a group, they can be quite effective.
They can walk over lava.
Attracted by Hatchery, Lair, and especially Training Room.
Prefers lair/hatchery close to lava.
3.10 Rogue
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