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serve as a distraction as you set off a tremor on one side of the enemy while you attack through the other side.
6.8 Turncoat
As suggested in the manual, pick the toughest fighter in the enemy attack group and turn him against them.
I have found no good uses for it unless you're out of defenders and traps. It may delay the enemy attack for a few moments, enough for you to mount an defense.
6.9 Summon Horny
You don't want to summon Horny unless you have nearly a full tank of mana, since just the act of summoning him costs 100,000 mana.
After a few seconds (about 15?) Horny will suck down 2000 mana
PER SECOND, in addition to any other expenditure you already have. Since your maximum mana intake per second is 500 (V1.3), you'll run out soon. You can delay that by minimizing your mana expenditure (i.e. don't cast keeper spells while Horny's in action, and minimize the number of traps you have).
Version 1.7 seems to allow each mana vault to add to your 500 max mana intake. So if you have max amount of tiles and two mana vaults, your intake is 700. This can seriously increase your
"Horny loiter time", so go after those mana vaults once you get all four pieces of the talisman!
Horny is a joy to watch. He goes through creatures less than level 10 like scythe through wheat. It'll take him a bit longer to take out a level 10 creature, but he's unstoppable. No traps or such will stand in his way.
On the other hand, you can't really "direct" Horny. He simply attacks the "closest" enemy, even if that's just a level 1 dwarf or a lousy trap. And if the enemy retreats, he'll chase!
To maximize Horny's effectiveness, you'll need to "clear" the area for him with your other creatures first, even if you need to sacrifice all of them. Also, try to claim as many tiles close to your "objective" (i.e. your Horny target) as you can. Then summon
Horny as close to the target as possible. That way, Horny won't be distracted by lesser challenges.
6.10 Create Gold
When you are short on gold but plenty of mana, create gold can help you until you discover new sources of income.
You should also use Create Gold when you're about to reach
200,000 mana, as any additional mana income will simply be "wasted".
It is best to cast directly into the treasury rather than relying on your imps to pick it up.
6.11 Inferno
Inferno is a serious attack spell that can do a LOT of damage to a group. However, it requires a tightly packed group for optimum effectiveness.
Cast this spell on the raiding party BEFORE your creatures arrive for defense.
6.12 Chicken
Usually, you want to cast this on the most power enemy, but turncoat usually works better and does more damage overall.
If you cast this over your land, you may be able to pick up the chicken and drop it somewhere where it can do some good, like prison or torture chamber.
7 Traps, doors, and other objects
There are your "static" defenses for your dungeon... All the nasty surprises lying in wait for those poor "heroes"...
7.1 Traps
Traps do some damage to the hostile units, but may not disable the hostile units by themselves. Usually you need several of them in conjunction.
7.1.1 Sentry Trap
Also known as sentry guns, they cause very little damage. Use other traps and barricades to keep the enemy away while guns shoot them.
A little "island" in the middle of lava is a great place to put such guns, as only distance shooters, flyers, and lava walkers can get to them.
7.1.2 Fear Trap
Fear traps keep attackers away, so you should put those near dungeon entrances. May not be a bad idea to keep them protected with spike traps and such.
7.1.3 Alarm Trap
Doesn't do any damage, it just alerts you to enemy presence. Why not use a guard room instead?
7.1.4 Gas Trap
Causes just a little damage. It can be useful early on. Use spike traps later.
7.1.5 Guard Post
Essentially a "local" version of Alarm trap, this just cause your creatures near the trap to attack the enemy.
7.1.6 Spike Trap
This actually cause a decent amount of damage. Good for protecting certain rooms.
7.1.7 Trigger Trap
The "normal" use for a trigger trap is to trigger a boulder trap just beyond visual range, and there really isn't a better use for it. None of the other traps are as devastating.
7.1.8 Boulder Trap
Probably the most impressive trap you see, it can cause a LOT of damage as it rolls over enemy after enemy. Follow the advice in the manual and make rat runs (long single-tile wide corridors).
7.1.9 Freeze Trap
Useful for delaying enemies, or holding the enemy for other attacks. Such as boulder, sentry gun, or even some of your creatures.
7.1.10 Lightning Trap
Best used near water, behind a lot of barricades and such. Think of it as a more powerful version of sentry trap. Of course, it costs a lot more. (Three times more to be exact.)
7.1.11 Fireburst Trap
Best left in the CENTER of the room. and maybe assisted by a trigger trap so you can cook a LARGE number of enemies at the same time, not just the scout. Protect it with other traps.
7.2 Doors and Objects
A note on when to lock doors. You want to lock doors when you don't want creatures to go out. Remember that you can pick up and drop creatures with your hand to move them, so their own movement is not the only way things get done. Imps have no need for food or rest, so you can just leave them OUTSIDE the locked doors, if there are claimed tiles outside the doors. You can drop an attack force outside locked doors, but remember to drag them back before they complain too hard ("Your creatures cannot get to a
________".)
7.2.1 Wooden Door
The wimpiest door, this is mainly for looks and the ability to lock your creatures in. Don't expect it to keep enemies out.
7.2.2 Braced Door
Slightly tougher than Wooden door, they are about average on durability.
7.2.3 Steel Door
The toughest door you can get, use it to guard areas you don't want enemies to see. You MAY want to back that up with a magic door just in case.
7.2.4 Magic Door
About the toughness of braced door, it also shoots a fireball at any enemies approaching. However, it can only be damaged by magic, so it's pretty tough. Double this with a steel door for extra protection.
7.2.5 Secret Door
Secret doors cannot be seen. Unless it's already open. In which case they are VERY easy to destroy (like wooden door).
Should almost always be locked, as an "open" secret door is not a secret!
You can spot a secret door by the fact that your imps won't turn that section of the wall to your color. If you drop a imp right at that tile, the imp will start hacking (attacking).
7.2.6 Barricade
Use these to close off certain entrances. Remember projectiles can still go through, and flying creatures can fly over.
7.3 Trap Tricks
Page 74 of the manual discusses a lot of serious trap combinations. Here's a couple more to keep you entertained.
Ice Bowling: combine freeze trap with boulder trap. The boulder will shatter frozen victims.
Water and Electricity: Lightning trap and water mixes great. Put lightning trap to defend yourself from waterborne incursions. Put barricade(s) and spike trap(s) to "protect" the lightning trap.
Use trigger traps to set off multiple traps at once. A possibility is a single trap triggering TWO separate boulder traps, thus squishing all in between.
Trap doormat: put a trap right before a door. They can't get to the door without triggering the trap.
Double the doors: put a magic door in front of a steel door will
REALLY slow down the enemies.
7.4 The Specials
If you find those gold boxes, they are likely one of the following:
7.4.1 Increase level
Increase experience level of all of your creatures
7.4.2 Create Imps
Create some imps for no mana cost
7.4.3 Increase Mana
Adds 50000 mana, great for keeping Horny on the job for a while longer.
7.4.4 Increase Gold
Obvious.
7.4.5 Make Happy
6.8 Turncoat
As suggested in the manual, pick the toughest fighter in the enemy attack group and turn him against them.
I have found no good uses for it unless you're out of defenders and traps. It may delay the enemy attack for a few moments, enough for you to mount an defense.
6.9 Summon Horny
You don't want to summon Horny unless you have nearly a full tank of mana, since just the act of summoning him costs 100,000 mana.
After a few seconds (about 15?) Horny will suck down 2000 mana
PER SECOND, in addition to any other expenditure you already have. Since your maximum mana intake per second is 500 (V1.3), you'll run out soon. You can delay that by minimizing your mana expenditure (i.e. don't cast keeper spells while Horny's in action, and minimize the number of traps you have).
Version 1.7 seems to allow each mana vault to add to your 500 max mana intake. So if you have max amount of tiles and two mana vaults, your intake is 700. This can seriously increase your
"Horny loiter time", so go after those mana vaults once you get all four pieces of the talisman!
Horny is a joy to watch. He goes through creatures less than level 10 like scythe through wheat. It'll take him a bit longer to take out a level 10 creature, but he's unstoppable. No traps or such will stand in his way.
On the other hand, you can't really "direct" Horny. He simply attacks the "closest" enemy, even if that's just a level 1 dwarf or a lousy trap. And if the enemy retreats, he'll chase!
To maximize Horny's effectiveness, you'll need to "clear" the area for him with your other creatures first, even if you need to sacrifice all of them. Also, try to claim as many tiles close to your "objective" (i.e. your Horny target) as you can. Then summon
Horny as close to the target as possible. That way, Horny won't be distracted by lesser challenges.
6.10 Create Gold
When you are short on gold but plenty of mana, create gold can help you until you discover new sources of income.
You should also use Create Gold when you're about to reach
200,000 mana, as any additional mana income will simply be "wasted".
It is best to cast directly into the treasury rather than relying on your imps to pick it up.
6.11 Inferno
Inferno is a serious attack spell that can do a LOT of damage to a group. However, it requires a tightly packed group for optimum effectiveness.
Cast this spell on the raiding party BEFORE your creatures arrive for defense.
6.12 Chicken
Usually, you want to cast this on the most power enemy, but turncoat usually works better and does more damage overall.
If you cast this over your land, you may be able to pick up the chicken and drop it somewhere where it can do some good, like prison or torture chamber.
7 Traps, doors, and other objects
There are your "static" defenses for your dungeon... All the nasty surprises lying in wait for those poor "heroes"...
7.1 Traps
Traps do some damage to the hostile units, but may not disable the hostile units by themselves. Usually you need several of them in conjunction.
7.1.1 Sentry Trap
Also known as sentry guns, they cause very little damage. Use other traps and barricades to keep the enemy away while guns shoot them.
A little "island" in the middle of lava is a great place to put such guns, as only distance shooters, flyers, and lava walkers can get to them.
7.1.2 Fear Trap
Fear traps keep attackers away, so you should put those near dungeon entrances. May not be a bad idea to keep them protected with spike traps and such.
7.1.3 Alarm Trap
Doesn't do any damage, it just alerts you to enemy presence. Why not use a guard room instead?
7.1.4 Gas Trap
Causes just a little damage. It can be useful early on. Use spike traps later.
7.1.5 Guard Post
Essentially a "local" version of Alarm trap, this just cause your creatures near the trap to attack the enemy.
7.1.6 Spike Trap
This actually cause a decent amount of damage. Good for protecting certain rooms.
7.1.7 Trigger Trap
The "normal" use for a trigger trap is to trigger a boulder trap just beyond visual range, and there really isn't a better use for it. None of the other traps are as devastating.
7.1.8 Boulder Trap
Probably the most impressive trap you see, it can cause a LOT of damage as it rolls over enemy after enemy. Follow the advice in the manual and make rat runs (long single-tile wide corridors).
7.1.9 Freeze Trap
Useful for delaying enemies, or holding the enemy for other attacks. Such as boulder, sentry gun, or even some of your creatures.
7.1.10 Lightning Trap
Best used near water, behind a lot of barricades and such. Think of it as a more powerful version of sentry trap. Of course, it costs a lot more. (Three times more to be exact.)
7.1.11 Fireburst Trap
Best left in the CENTER of the room. and maybe assisted by a trigger trap so you can cook a LARGE number of enemies at the same time, not just the scout. Protect it with other traps.
7.2 Doors and Objects
A note on when to lock doors. You want to lock doors when you don't want creatures to go out. Remember that you can pick up and drop creatures with your hand to move them, so their own movement is not the only way things get done. Imps have no need for food or rest, so you can just leave them OUTSIDE the locked doors, if there are claimed tiles outside the doors. You can drop an attack force outside locked doors, but remember to drag them back before they complain too hard ("Your creatures cannot get to a
________".)
7.2.1 Wooden Door
The wimpiest door, this is mainly for looks and the ability to lock your creatures in. Don't expect it to keep enemies out.
7.2.2 Braced Door
Slightly tougher than Wooden door, they are about average on durability.
7.2.3 Steel Door
The toughest door you can get, use it to guard areas you don't want enemies to see. You MAY want to back that up with a magic door just in case.
7.2.4 Magic Door
About the toughness of braced door, it also shoots a fireball at any enemies approaching. However, it can only be damaged by magic, so it's pretty tough. Double this with a steel door for extra protection.
7.2.5 Secret Door
Secret doors cannot be seen. Unless it's already open. In which case they are VERY easy to destroy (like wooden door).
Should almost always be locked, as an "open" secret door is not a secret!
You can spot a secret door by the fact that your imps won't turn that section of the wall to your color. If you drop a imp right at that tile, the imp will start hacking (attacking).
7.2.6 Barricade
Use these to close off certain entrances. Remember projectiles can still go through, and flying creatures can fly over.
7.3 Trap Tricks
Page 74 of the manual discusses a lot of serious trap combinations. Here's a couple more to keep you entertained.
Ice Bowling: combine freeze trap with boulder trap. The boulder will shatter frozen victims.
Water and Electricity: Lightning trap and water mixes great. Put lightning trap to defend yourself from waterborne incursions. Put barricade(s) and spike trap(s) to "protect" the lightning trap.
Use trigger traps to set off multiple traps at once. A possibility is a single trap triggering TWO separate boulder traps, thus squishing all in between.
Trap doormat: put a trap right before a door. They can't get to the door without triggering the trap.
Double the doors: put a magic door in front of a steel door will
REALLY slow down the enemies.
7.4 The Specials
If you find those gold boxes, they are likely one of the following:
7.4.1 Increase level
Increase experience level of all of your creatures
7.4.2 Create Imps
Create some imps for no mana cost
7.4.3 Increase Mana
Adds 50000 mana, great for keeping Horny on the job for a while longer.
7.4.4 Increase Gold
Obvious.
7.4.5 Make Happy
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