TGDB.net - Game news, cheats, solutions, walkthroughs, trainers, saved games and much more!

Home » PC » Dungeon Keeper 2 » Dungeon Keeper 2 FAQ
Submitted by System on 09/03/2006, 09:50. Print file.
Jump to page:
01 · 02 · 03 · 04 · 05 · 06 · 07 · 08 · 09 · 10 · 11 · 12 · 13

Sponsors:

Rogue prefers side attacks. They can be used to steal money from enemies.  However, it's NOT easy. I personally don't see much use for them.

Rogues can be detected by guard rooms, even while "invisible".

Attracted by Casino

Equivalent to hero Thief

3.11  Bile Demon

Bile Demon is a MUCH slower but tougher version of troll, with some spell capabilities. However, they are usually too busy building things to gain levels until you're not building items any more.

Definitely create "bile demon heaven", which is basically a 7x5 room with lair, hatchery, and workshop all rolled into one big room.

Attracted by Hatchery (5x5 min), Lair (9 min), Workshop (3x5 min)

Hates Skeletons, Giants

Prefers Hatchery and Lair close to workshop.

3.12  Vampire

Vampires are generated only from graveyards (one of the most expensive structures in the game), and require a lot of casualties (both yours and theirs).

Vampire cannot pass over water. If you want them to move around, build them bridges.

Vampire, when "killed" by creatures other than monks, resurrects itself in its "home" graveyard, but loses one level of experience. If it no longer has a graveyard or it is level 1, then it's "gone".

Vampires receive double damage from monk's attacks, and cannot resurrect if killed by a monk.

It should be obvious that you should not let vampires train in the combat pit, since training won't really gain it anything.
Also, don't drop it into training with any monks.

Attracted by Hatchery, Lair, Treasury, and especially Graveyard.

Hates monks.

3.13  Black Knight

Black Knights are your toughest fighters second only to Dark
Angels. Keep them well and they will serve you well.

It takes a long time to train them up. Keep them trained in training room, then drop them into combat pit paired with other creatures for more practice. Remember to have imps standing by.

Attracted by Treasury, Hatchery, Lair, Torture Chamber, and especially Combat Pit

3.14  Dark Angel

Dark Angels are extremely tough in combat, and their ability to fly is a great bonus. At high levels, they cast spell that raises 3 skeletons to fight on your side (i.e. Skeleton Army) and that is an impressive sight. Of course, level 1 skeletons don't last long in combat.

Attracted by Temple (5x5 only).

Note: each temple only attracts two dark angels. To recruit more, build more 5x5 temples.

Hates Monks, Fairies

Prefers lair and hatchery close to temple.

3.15  Horned Reaper (i.e. Horny)

Technically you can't recruit Horny, as he's the one that want to go outside. But he's available for summon if you retrieve all four pieces of the Horny Talisman, and have more than 100000 units of mana.

Horny is absolutely unstoppable by even level 10 heroes and creatures. One swipe from his scythe will take down just about any creature except level 9's and 10's. He also has a "fireball" stun charge that knocks down an enemy.

The problem is, of course, Horny takes too much mana. See the
"Keeper Spells" section for more info.

3.16  Maiden

Part spider, part human, maiden is a new creature added in V1.6 and later. They are quite multipurpose as they can do research, fight long distance with their "freeze", or even do a bit of hand- to-hand combat. They are relatively weak hand-to-hand though.

Have no information on their likes.


4    Your opponents

In general, if the captured enemy units are better than your own, it may be worth the time to convert them. You can probably leave the level 1 weaklings to die. Level 3's and 4's at the beginning are worth converting.

4.1   Dwarf

Dwarves are the hero's version of imps, as they dig, but they also fight (weakly).

They are the fastest hero unit around, but otherwise not that useful. Let them rot to skeletons.

4.2   Elven Archer

The counterpart of Dark Elf, these are the sharpshooters of hero force.

If you grab a couple high-level ones and you didn't bother with guard rooms, you can convert these as your guards, but otherwise you should train your dark elves instead and let these rot to skeletons.

4.3   Wizard

The counterpart of Warlock, these are the magic users of the hero force.

They are much better at research than warlocks. If you have a library and have more research to do, capture and convert these to help out.

4.4   Monk

Monks have one purpose in life: to kill vampires. Not do they cause extra damage on vampires (twice of normal), they also kill a vampire permanently (no resurrect at graveyard).

While a bit slow, monks can pray to heal, which makes them VERY hard to kill. They also heal those around them.

Definitely try to convert some, as they go great with your strike groups, keep them fighting longer.

4.5   Fairy

Fairies fly a lot, so if you have an open flank in your dungeon, a fairy will likely find it.

Their lightning attack is also quite dangerous as it knocks your unit down to be pounded by other enemy units. Definitely attack fairies with multiple units.

Fairies are rather weak and can't take much torture. They don't do much damage, but they're fast.

4.6   Thief

Thief is the hero equivalent of Rogue, and operates nearly the same way. They want your gold.

On the other hand, if they are high-level enough, they can just as easy bash your units to submission.

They are probably better off turned into skeletons, as they are rather weak in combat.

4.7   Guard

Slow but tough, they don't do much damage actually, and can be converted with a bit of effort.

Convert these if you can't get "better" recruits, like Giants and
Knights.

4.8   Knight

Knights are pretty tough customers, but a thunderbolt should knock them down, then your creatures can pound them.

Convert any captured knights, and thank the heroes for sending you fine recruits.

4.9   Giant

Giants are slow, but they can walk over lava. They are pretty tough in fighting, and a group of them is nearly unstoppable.

Definitely try to convert some to your cause.

4.10  Royal Guard

Royal Guards appear later in the campaign as personal escorts of the "Lord of the Land". They differ from regular guards in that they wear purple. They are TOUGH, and they do quite a bit of damage.

If you get a chance to convert one of these, definitely do so.


5    Strategies and Tactics

The manual has a LOT of tips, and you should read those first.

A lot of combat involves proper keeper spell casting. Read the next section.

5.1   Holding Portals

In general, when playing against AI, the need is to hold as many portals as you can, while disabling hero gates ASAP. The more portals you hold, the more creatures you can recruit and train.
The less hero gates there are, the less attacked you'll be.

The same applies in multiplayer. The first one to hold more than one portal will probably win, unless he spent too many creatures to win that portal, leaving himself vulnerable.

If you have good creatures, and plenty of gold, you may want to leave a hero gate up to provide some "practice" for your lower- level creatures, as well as a source of "recruits".

5.2   Recruiting

Consider the sources of recruits: portal, prison, and torture chamber.

Creatures arriving through the portal need training, lair, and food. There's a limit to how many creatures can you recruit through a portal.

Skeletons created from prison need training, and you need prisoners to make skeletons. Skeletons also start from level 1, no matter how high level the creature previously was. They are also quite weak and you can't "recover" them (have imps drag them back for some R&R). If they "die" they are lost forever. To keep them learning you must use heal spells (read: mana).

Converting a hero to your cause via a torture chamber needs quite a bit of time and equipment, but the result is a unit with its high experience level intact. It'll need lair and food, and maybe a bit more training, but otherwise it's faster and cheaper than
Jump to page:
01 · 02 · 03 · 04 · 05 · 06 · 07 · 08 · 09 · 10 · 11 · 12 · 13

Sponsors:

Other files from this game:
  1. Dungeon Keeper 2 document by System on 14/03/2006, 06:30
  2. Dungeon Keeper 2 trainer by System on 14/03/2006, 06:30
  3. Dungeon Keeper 2 document by System on 14/03/2006, 06:30
  4. Dungeon Keeper 2 document by System on 14/03/2006, 06:30
  5. Dungeon Keeper 2 hints by System on 09/03/2006, 09:50
  6. Dungeon Keeper 2 FAQ by System on 09/03/2006, 09:50
    Multiplayr FAQ/Walkthru
  7. Dungeon Keeper 2 hints by System on 09/03/2006, 09:50
  8. Dungeon Keeper 2 FAQ by System on 09/03/2006, 09:50
  9. Dungeon Keeper 2 FAQ by System on 09/03/2006, 09:50
  10. Dungeon Keeper 2 cheats by System on 09/03/2006, 09:50