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Submitted by System on 09/03/2006, 09:50. Print file.
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training up a creature from level 1.

Can you wait until you convert the heroes, thus keeping their experience, or should you create some level 1 skeletons instead?

The general rule of thumb is you want to convert the high level creatures, like level 3's and 4's, or higher, esp. if they are higher than your creatures' current experience levels, or when you're close to the portal limit. The lower level prisoners can die as skeletons or tortured for information.

5.3   Training and more training

Creatures arrive as level 1 rookies. They are virtually useless in a fight against higher level creatures unless present in overwhelming numbers. You have to "buff" them up with training, and more training, until level 4, then use combat pit. If they survive the fight they will advance in levels. Just make sure your imps can retrieve them.

5.4   Fight on YOUR land

Can't emphasize this enough. Fight on YOUR land! If you do that, your creatures can retreat to rest and recuperate, and fight again. Even if they're knocked unconscious, your imps can get to them and take them back to their lair. If you fight on enemy land, your imps can't get to them, and they'll DIE, thus wasting all that gold and time you spent training them.

Fighting on your land also means any attackers will be left where they are. If you have prison, they'll be imprisoned. Else, when they die, they'll be taken to graveyard (if you have one). You'll get new recruits any way (via prison, torture chamber, or graveyard).

Fighting on your land also makes it easy to add reinforcements when you need to, as you can only drop forces on YOUR land.

If you can't fight on YOUR land, at least fight near it, so your imps can go into the melee and claim more land as a result.

5.5   Recon and Information

You may want to consider torturing the low-level heroes for information on the enemy installations. Level 1 skeletons aren't that useful. The dead body can then still be used in a graveyard.
When you torture, you gain info on the gold seams, hero gates, and other significant info.

Make sure your dungeon is sufficiently disguised or protected before sending out your scouts. You need that information on where to attack, where can enemies attack from, and arrange your defenses to achieve local superiority.

Consider possessing one of your scouts and do the recon yourself.

5.6   Micromanagement

Micromanagement, or attention to detail, is the best way to ensure victory.

Slapping creatures is needed to improve their work efficiency, but just once in a while. Else they'll start sulking.

Constantly keep the different moods of the creatures in mind, and listen to the complaints. Fix them ASAP. Click on the complaint, then go there and see if that creature is almost to what it needs. If not, pick it up and deliver it to where it needs to go (usually food or money).

Preempt the complaints by designing well-laid-out dungeons.

You may want to transfer some gold from your main treasury to the outlying "local" treasuries to minimize the amount of time your creatures travel to collect their pay.

Help the slower creatures move by picking them up and dropping them near their destination.

5.7   Shift the Flag

It is possible to pick up the call-to-arms flag and drop it elsewhere. This will save you quite a bit of mana as you do NOT need to re-cast the spell over and over.

NOTE: The walkthru was written WITHOUT knowing this. Some places
I would say to cast "call to arms" again and again. You could just move the flag instead.

5.8   Improve Working Efficiency

Normal working efficiency is about 80%. You can improve that by
1) slapping (just once!) and 2) dropping the creature in their workplace.

You'll just have to physically drag/drop creatures all over the place, if you want things to get done in a hurry.

5.9   Some Building Tricks

One good way for quick building is draw the spot, but only INSIDE the rocks, so your imps can't get to it. They are smart enough to ignore that dig request, and thus will concentrate on your OTHER jobs. When you're ready to have them start here, connect that big block to a dig-able tile so the imps can get to it, and you can control how things get done, while having rooms "pre-planned", so to speak.


6    Keeper Spells

As a keeper, you can use some of that hard-earned mana to assist your creatures in various ways.

6.1   Create Imp

You'll always have 4 imps. If one of those get killed, a new one will be automatically created. As your dungeon expands, you need more and more imps.

You can only create imp on YOUR territory.

Create imp costs in mana goes up for every imp you have. You usually don't need more than 10, though on some scenarios where you have a LOT of rooms or a lot of digging to do you may need
15. In "My Pet Dungeon" with very little threat, you can go up to
20.

Version 1.7, with the increase mana intake limit, may allow you to sustain more imps.

Cast create imp in the middle of melee battle in your territory can help retrieve some of your unconscious.

You may be able to pull an existing imp from their job instead of creating a new one. Consider this before you start wasting mana.

6.2   Thunderbolt

Thunderbolt is not exactly "cheap" to cast, at 6000 per use. Nor do it do that much damage, even when upgraded. Its main use is to knock one enemy temporarily out of the fight.

It is best used right in the middle of melee. Cast it upon the hero in the midst of your creatures. Once the hero goes down stunned, he'll get several body blows while down, which should quickly take him out of the fight.

Mistress and Fairies with high-level skills can shoot a similar energy bolt that knocks down enemies.

6.3   Possession

Possession is useful when you need a very specific target destroyed, or need to recon a specific location.

Recon with possession is useful. Possess a creature to take it for a ride through the tunnels and such. The map is a bit hard to read, so you'll have to be pretty good to visualize where are you.

Best used on flying creatures or creatures that can walk over lava (Salamander preferred) unless there aren't any lava. Recon with dark elf or elvan archer is a tertiary choice as they are fast (relatively) and can snipe at enemy units.

Attack with possession is a bit harder to accomplish. Basically you have to assemble a group and lead them to attack with the possessed group command, and even then it's not that "accurate".

I personally practically NEVER use the possession command, but that's just me.

6.4   Heal

Heal is important as it keeps your creatures fit to fight.

As a rule, heal the highest level creature that needs it. High- level creatures do much more damage and are much more resistant to damage.

Watch for creatures running away from fights, even when call-to- arms is active. Those would probably have low health and need to be healed.

Mistresses and Skeletons simply charge the enemy. They never "retreat" to recuperate, so you'll have to heal them during the fight.

One way is to observe the "corridor" where your creatures must pass to reach the call to arms. If their life is low, heal them there.

6.5   Sight of Evil

Sight of Evil is useful as a recon tool to allow you see behind walls, such as when you need to breach (or NOT to). This gives you a good idea on what to expect beyond the door or wall.

Always use SoE when digging into truly unknown territory, like a row of "soft rock" between "hard rock", which would suggest an existing tunnel, for example.

6.6   Call to Arms

"Call to arms" will summon all your creatures to a big attack.

Once you've cast the flag, you can pick it up and drop it elsewhere, thus no need to waste the mana to cast the spell again.

It has several problems you need to keep in mind.

Problem 1: It does not care about the optimum combat order.

In DK combat, it's best to let the melee fighters take the front, followed by blockers, blitzers, and behind them, the support fighters (shooters).

This all goes out the window when you talk about call-to-arms.
Whoever arrives first is first. And generally, that means support guys like dark elf, which would be guarding nearby, followed by weak flying creatures like firefly, then the weaklings like goblins. The big and slow bruisers like knights and trolls arrive near the end.

You can mitigate this by picking up the fighters and dropping them on your nearest tile first, and let them walk to the flag, and then drop the other creatures, but it's still not a good system. They just keep circling the flag after they're done with combat.

Problem 2: It costs quite a bit of mana

At 10,000 mana per use, it's not exactly cheap to cast that just to "point" your creatures in the right direction. If you want a group attack and are short on mana, you may want to consider using possession and lead a group personally instead.

6.7   Tremor

This is best used to "soften up" enemy defenses before your attack forces arrive. It also removes any reinforcements the walls have.

The best part about this spell is you can cast it anywhere, not just your territory.

I have found no good uses for it as I tend to save mana for
Horny. It may help you breach enemy dungeons faster. It may also
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