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Submitted by System on 09/03/2006, 09:50. Print file.
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Improves your creatures' mood.

7.4.6     Make Safe

Make all your walls reinforced.

This is best used right after you take over another keeper's dungeon, when you've just gotten the rooms but the walls aren't done yet.

7.4.7     Make Unsafe (MP only?)

Removes the reinforcement from the walls. Great for starting the attack. The "local" version of "tremor" spell?

7.4.8     Make Unhappy (MP only?)

Obvious.

7.4.9     Hidden Land

Allows you to access one of the four hidden levels.  See [9.1]


8    Single Player Campaign Walkthru

There are 20 single player levels in the campaign. Two of them have two alternate scenarios, one of them have three.

There are also five "secret" levels. How to access them will be explained in [9.1]

Please note that this walkthru is done with the original (version
1.3). Version 1.7 added several changes including increased mana intake with mana vaults (easier to use Horny), Elite creatures, and Maiden (new unit type). The changes made the game somewhat easier, but most of those do not affect the campaign.

8.1       Warcry (1)

Land: Smilesville

Primary Objective: Locate / destroy Lord Antonius

Secondary Objective: Build 5x3 lair and 3x3 hatchery

This is your first tutorial mission, so it's easy. Just follow the instructions and you can't really go wrong.

Start by digging gold, as you'll need lots of it to build a big lair and big hatchery. Keep digging at the gold seams you see.
And the imps will dig them out and carry them to your dungeon heart.

See the portal? Good. Dig a tunnel to it. Preferably through the side, NOT the middle, though it doesn't really matter. Once your imps dig through, one of them will claim the portal, and a goblin should walk in.

With the gold you gathered earlier, build a 5x3 lair by first clearing the room, wait for the imps to claim the tiles, then select lair on all the tiles. More goblins should be walking in.

Use the same procedure, build a 3x3 hatchery to create some food for your creatures.

Two dwarves (heroes in white) should breach your dungeon about now. Your goblins should make short work of them.

You should also notice your imps quickly claiming that entire tunnel the dwarves came from as your territory. Let them (though keep in mind this is NOT always a good idea). Soon the imps will come to the end of the tunnel, and a few tiles away is Lord
Antonius himself.

When no more goblins seem to be coming in, it's time to take on
Lord Antonius. Order the imps to dig through. Pick up the goblins (quickest way is click on creatures tab, then keep clicking on the goblins "count" until the number reaches 0), then drop them "near" (2-3 tiles away) Lord Antonius. Notice the dropped creatures are temporarily stunned, so it's not a good idea to drop creatures directly into combat. You can also only drop creatures over your territory (though you can pick them up anywhere, as long as they're still conscious.)  The goblins should swarm Lord Antonius. If you have enough, Lord Antonius should go under, and Horny comes by to claim the portal gem.

8.2       Enchantments (2)

Land: Sing song

Primary Objective: Destroy Lord Darius

Secondary Objective: Build library and training room

The tutorial continues, and things are still easy. You'll need gold, and more gold. So start digging!

Clear sections of land for your lair and hatchery. You want some goblins soon.

Start building libraries. While libraries don't need to be square, they work best as square as each of the walls can hold bookcases. Soon, a warlock or two should join your cause. You can get by with just one library, but two would be better. The warlock will then start researching your spell upgrades. Just keep digging for gold and wait for the research to finish.

Once libraries are built, it's time to build a training room.
You'd need at least 4x4 (5x5 is better) and a lot of gold as your "training budget". Drop your goblins in there to "remind them" to train.

As you keep digging north for more gold, Lord Darius' heroes should breach near your north side, though your goblins should easily make mincemeat of them.

Let the imps claim the land beyond, and you'll find the hero with a few dwarves as escort. Let the imps claim as much land as possible, all around Lord Darius' lair. Keep training up the goblins and warlocks after the research is done.

When ready, breach Lord Darius' lair, and start dropping creatures as close to Lord Darius as possible. When Lord Darius falls over, Horny will show up to claim the portal gen.

8.3   Greed (3)

Land: Ramshackle

Primary Objective: Kill Lord Avaricious

Secondary Objective: Build a treasury to store gold; build a workshop to build wooden doors and sentry guns

This is another easy level. You can just follow the voice for the most part. However, keep in mind that the first thing a dungeon needs is ALWAYS lair, then hatchery. Everything else can wait.

Once you have the lair and hatchery up, dig through to the portal, claim the land around it, and the creatures should start coming in.

This is probably the first time you see a firefly. They are good scouts, but a bit weak in direct combat. Remember to pluck them out of danger before they go unconscious, or they'll just die in enemy territory.

You may need to build a treasury to hold more gold.

Avaricious won't attack you, unless you start digging at the gold around him. So to take him out, you'll need to build workshop, then a few sentry cannons to soften the lord up as he tries to chase your imps away. Then drop the rest of the creatures near him and swarm him.

So start on your workshop. Usually you want a 5x5. Only when you're REALLY short on room would you build smaller workshops (4x4 or even 3x3).  Just follow the instructions.

The few minor heroes may attack, but your creatures can handle them, even without the sentry cannons.

Add more sentry cannons, then start mining the gold. Avaricious comes out. the cannons will wound him, allowing your creatures to take him out. Remember to help out with the thunderbolt spell.
Soon Horny will come to claim the prize.

8.4   Snipers (4)

Land: Shady Grove

Primary goal: Kill Lord Ludwig

Secondary goals: Find and claim guard rooms; lead a band of warriors into Ludwig's castle and take him out.

While this is still a tutorial, it is no longer a walkover for you. Lord Ludwig is a wimp. He won't leave his castle no matter what. That means you'll have to go in and get him.

Start building the dungeon with the normal necessities: lair, hatchery, training room, library, workshop, and maybe treasury.
There is plenty of gold so don't be stingy.

As you build, you'll discover some guardrooms left from earlier.
When you claim them, dark elves will appear from the portal. They are great long-distance shooters.

Ludwig's forces will come after you, so be ready with your forces to defend yourself. The dwarves and such are easy. You may need to help out with thunderbolt when you see the knights attacking.
Those guard rooms are really handy.

Continue building north, and you should see two hero gates.
Further north is Ludwig's castle. Listen to the voice and use the possession spell to possess a dark elf, and use the sniper arrow to take out the guard. It may take you a couple attempts, but it's easy enough.

The rest is simple enough: build up a powerful force, train them well. Claim all the land you can. Then break down the gate and kill Ludwig.

8.5   Fear (5)

Land: Elm Shadow

Primary goal: Kill Lord Constantine

Secondary goals: Find and claim prison; create skeletons to help you.

Ah, fear. It is a powerful motivator. But I digress.

Fear traps protect the hero's castle. While the fear trap does not damage your creatures, it really keeps them away. However, there are some creatures that do not fear: skeletons. To create skeletons, allow prisoners to die inside. Simple enough.

Start by building lair and hatchery, then library. Gold is a bit sparse on this map, so don't overbuild. Remember, the undead don't need food or sleep (except vampire).

Keep digging the gold to the south, and you'll open up new land bridges, and the prison. Claim it, as you'll need to use it later.

When the heroes invade, send your forces in and take prisoners.
Let them "rot" in the prison, and they'll become skeletons.

There are two ways to win this. You can go after Constantine, or you can trigger Constantine to come after you.

If you go attack, build up a good force of skeletons and your other creatures. Send skeletons in to take out the fear traps, then full-scale attack on the castle with all forces.

If you want to play bait, possess one skeleton and use it to go past the fear trap, and try to go after the lord alone. Remember to "get out" before skeleton dissolves. The good lord Constantine will lead his heroes and come after you. When the heroes come, send in all your forces, then start firing off thunderbolts. You should be able to take down the good Lord Constantine himself easily.

Next one you get a choice. Should you choose 6a (frontal assault), or 6b (ambush)?
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