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8.6 Besieged (6a)
Land: Sweetwater
Primary objective: Storm the gates and kill Lord Ironhelm
Secondary objectives: Capture and convert his minions; find backdoor into castle
You have a good dungeon in place, but no portal. So you have to rely on conversion to increase your ranks. Also, there's almost no room for expansion, so you must only attack when you are sure you are ready.
Your guardroom must be defended as enemy heroes will tend to attack that, and those are your best chances to grab prisoners.
Use the workshop to add a few traps and such to help out.
Use the skeletons to take out any fear traps you see. Retrieve them and drop them back into training, as you need them at a high level and you can't afford to lose them. yet. Build a few wooden bridges to allow your imp to go over and claim more land.
Your guard post should be quite lively as you obtain more prisoners. Let the low-level heroes become skeletons while you try to convert the higher-level heroes in the torture chamber.
Remember to release the skeletons for more training.
As your imps explore and you continue to grab more prisoners and skeletons, you should discover somewhere to the castle's right the "backdoor", which is a wooden bridge. You should almost be ready for the assault.
First, store the front gate of the castle, and defeat the defenders in the first room. Do NOT bash down the second set of doors yet, as we're going to set a little trap. Hopefully you'll have no casualties yet. Let the imps convert the first room. Drop all creatures back into your dungeon. Heal them up and be ready for the final battle.
Put most of your forces on the front gates (in the room you captured), while put some skeletons and such on the backdoor. If you have enough forces, you should be able to kill Ironhelm easily. Consider though grabbing your creatures just out of battle and drop them away so Ironhelm will chase them, and then you can drop thunderbolts on him.
When you take out Ironhelm, you win.
8.7 Rout (6b)
Land: Sweetwater
Primary objective: Intercept and kill Lord Ironhelm before he can flee to his hero gate
Secondary objectives: Capture wandering heroes; torture captives to learn the location of hero gate
Rout, to be honest, is a bit more fun than Besieged. There's no portal either, but there's some room for expansion, and expand you must.
Right at start, the wizard was tortured and you learn the good
Lord's location. You'll need to capture and torture a few more heroes to learn the hero gate Ironhelm will head for. You can torture more after that. They'll reveal information like gold seams and such.
The objective then is simple: get your creatures to the hero gate first and prevent Ironhelm from reaching the gate.
You'll need to dig west first. You'll break out onto lots of bridges and eventually come to two sentry cannons. Send in the fighters and take them out, so your imps can claim more territory.
Then it's a matter of claiming one room at a time and get some prisoners, both for information and some skeletons. You'll need skeletons as you'll run into a few fear traps, esp. around the hero gate.
You'll expand west, then north, then east, and finally north again to the hero gate. Get there first, and try to set up a few traps in the room containing the gate. When Ironhelm comes, drop in all your creatures into the hero gate room, add some thunderbolts, and Ironhelm will go down.
8.8 Caverns (7)
Land: Emberglow
Primary objective: Kill Lord Sigmund and his giants
Secondary goal: Traverse the caverns; break into and claim the old dungeon
As the game starts, a giant will go at your dungeon heart. A pair of goblins will have just entered through the portal, and they should take care of the giant. It'll be close though.
As you begin digging to build up your treasury and place a lair, you'll discover the previous dungeon keeper's remaining dungeon (including a busted dungeon heart). Definitely claim all those rooms so you don't have to waste money building the facilities.
The torture chamber will be very useful later.
You'll need a large prison (to hold the captured giants), large training room (the giants initially are rather wimpy), and library (you need better spells). Convert any giants captured.
Remember to heal or feed chicken...
As you explore north, you'll find more giants, and more rooms to claim. Your converted giants should be able to take care of any enemies, and you'll get valuable prisoners as a result. You should be able to build up an army of giants. Remember though, to provide them with separate facilities (lair and hatchery), as they don't like to share with the "evil" creatures, even though they serve the same master.
You'll finally come to Sigmund's castle, and if you use sight of evil properly, you'll see his force is pretty big, but your forces should have better training and almost equal in numbers.
So send them in, and start bashing. He'll go down, and you'll win.
8.9 Aftermath (8)
Land: Snapdragon
Primary Objectives: Claim Keeper Dante's room, and kill Lord
Titus
Secondary Objectives: Find and claim all rooms; defeat guardian wizards
Be warned. This mission is harder than it seems initially. The enemy is well entrenched, and they just dispatched another keeper..
You start with several low-level but steady creatures, and you should see lair and hatchery nearby. Try to claim the hatchery first, and then the lair, which is guarded by two guards.
You should see the portal to the east, but guardian wizards guard it, and you can't take them on. Yet.
Instead, go west, and claim Dante's rooms for yourself, one at a time. You'll be going roughly clockwise. If you need more workers, create some more imps.
When your creatures have enough combat experience (say, level 2 or 3) and fully healed, then claim the portal. While the wizards cause a lot of damage, they are also rather fragile. With level 3 creatures you can take them down.
Remember to keep the mistresses training, not torturing each other in the torture chamber. That is simply NOT productive (for you, that is).
When you find a hero gate, disable it by claiming all the land around it. If the land's over water or lava, build bridge there.
By the time you get to Lord Titus, you should have an army of high-level creatures, and the few guards Lord Titus has should be no match for you at all.
8.10 Ambush (9)
Land: Silverstream
Primary Objective: Ambush Lord Voss
Secondary Objective: Capture hero's outposts along the way
The mission is simple enough to explain, but hard enough to do.
There are THREE hero outposts along the way, and you need to claim at least one, preferably two or them, to delay Lord Voss, and kill him. The catch: you have only 20 minutes before Lord
Voss starts his marathon run.
The most outposts you leave alone, the more guys Lord Voss can bring along (and the harder time you'll have). So you need to attack AT LEAST TWO of them.
Start building your dungeon immediately. You need a workshop (at least 3x3) ASAP with nearby lair and hatchery (strip-sized are fine). Build strip-sized lair and hatchery to save space. Try to squeeze in a training room somewhere.
As time is limited, the morale of your creatures is not an issue.
Drive them hard, for time is short. Your initial task is to claim the small outpost to the east. Send your creatures in and take out all the guards. Quickly build replacement doors for the ones you whacked. If you have extra gold, add some traps near the doors.
Heal all the creatures and do the same to the next guard post down. This guardpost is bigger and tougher, so make sure your creatures can be "recovered". If the unconscious creature is underwater, build bridge there and drop imp to drag the creature back. Build doors for the ones you busted quickly. Once that's done, send the creatures back for more training.
When the time's up, lock all the doors, and drop your creatures in the guardroom closest to Lord Voss's advance. When his companion heroes bust down the door, your creatures should swarm him. Feel free to add some thunderbolts, and Lord Voss will go down in no time.
8.11 Smashing (10)
Land: Woodsong
Primary Objective: Defeat Keeper Asmodeus.
Secondary Objective: Smash through Lord Ronin's forces; find
Asmodeus defense weakness
You thought that last one was messy, huh? Wait until you try this one. Lord Ronin has Asmodeus surrounded, but you want Asmodeus.
So you have to defeat both to win. This is NOT fun at all. Did I mention that you have a time limit? Guess not. Well, you do: 40 minutes.
Start by quickly building the basics (lair and hatchery), then quickly add training room, library, and workshop. Then it's time to do a little recon. There are a LOT of Lord Ronin's elves between you, but Asmodeus is well defended against frontal assaults. Why did you think the secondary objective is there?
The trick to attacking Asmodeus is you should go in from the west, but you still need to take care of Lord Ronin's forces. Go west, then north, and you should be able to attack the elves from two directions.
Once you've cleaned out Ronin's forces, claim all the tiles around to get more mana, and look for the weak spot on the west side of Asmodeus' dungeon. Heal all creatures, train them up to max.
Then it's time to take out Asmodeus. Breach from the west, send in all your units, maybe even summon Horny if you have the mana, and you should defeat him with no problems.
8.12 Carnage (11 a, b, or c)
Carnage is named aptly for a good reason: there will be a LOT of losing keepers. You'll be up against four other keepers, all of them want to be the sole owner of this map.
Land: Sweetwater
Primary objective: Storm the gates and kill Lord Ironhelm
Secondary objectives: Capture and convert his minions; find backdoor into castle
You have a good dungeon in place, but no portal. So you have to rely on conversion to increase your ranks. Also, there's almost no room for expansion, so you must only attack when you are sure you are ready.
Your guardroom must be defended as enemy heroes will tend to attack that, and those are your best chances to grab prisoners.
Use the workshop to add a few traps and such to help out.
Use the skeletons to take out any fear traps you see. Retrieve them and drop them back into training, as you need them at a high level and you can't afford to lose them. yet. Build a few wooden bridges to allow your imp to go over and claim more land.
Your guard post should be quite lively as you obtain more prisoners. Let the low-level heroes become skeletons while you try to convert the higher-level heroes in the torture chamber.
Remember to release the skeletons for more training.
As your imps explore and you continue to grab more prisoners and skeletons, you should discover somewhere to the castle's right the "backdoor", which is a wooden bridge. You should almost be ready for the assault.
First, store the front gate of the castle, and defeat the defenders in the first room. Do NOT bash down the second set of doors yet, as we're going to set a little trap. Hopefully you'll have no casualties yet. Let the imps convert the first room. Drop all creatures back into your dungeon. Heal them up and be ready for the final battle.
Put most of your forces on the front gates (in the room you captured), while put some skeletons and such on the backdoor. If you have enough forces, you should be able to kill Ironhelm easily. Consider though grabbing your creatures just out of battle and drop them away so Ironhelm will chase them, and then you can drop thunderbolts on him.
When you take out Ironhelm, you win.
8.7 Rout (6b)
Land: Sweetwater
Primary objective: Intercept and kill Lord Ironhelm before he can flee to his hero gate
Secondary objectives: Capture wandering heroes; torture captives to learn the location of hero gate
Rout, to be honest, is a bit more fun than Besieged. There's no portal either, but there's some room for expansion, and expand you must.
Right at start, the wizard was tortured and you learn the good
Lord's location. You'll need to capture and torture a few more heroes to learn the hero gate Ironhelm will head for. You can torture more after that. They'll reveal information like gold seams and such.
The objective then is simple: get your creatures to the hero gate first and prevent Ironhelm from reaching the gate.
You'll need to dig west first. You'll break out onto lots of bridges and eventually come to two sentry cannons. Send in the fighters and take them out, so your imps can claim more territory.
Then it's a matter of claiming one room at a time and get some prisoners, both for information and some skeletons. You'll need skeletons as you'll run into a few fear traps, esp. around the hero gate.
You'll expand west, then north, then east, and finally north again to the hero gate. Get there first, and try to set up a few traps in the room containing the gate. When Ironhelm comes, drop in all your creatures into the hero gate room, add some thunderbolts, and Ironhelm will go down.
8.8 Caverns (7)
Land: Emberglow
Primary objective: Kill Lord Sigmund and his giants
Secondary goal: Traverse the caverns; break into and claim the old dungeon
As the game starts, a giant will go at your dungeon heart. A pair of goblins will have just entered through the portal, and they should take care of the giant. It'll be close though.
As you begin digging to build up your treasury and place a lair, you'll discover the previous dungeon keeper's remaining dungeon (including a busted dungeon heart). Definitely claim all those rooms so you don't have to waste money building the facilities.
The torture chamber will be very useful later.
You'll need a large prison (to hold the captured giants), large training room (the giants initially are rather wimpy), and library (you need better spells). Convert any giants captured.
Remember to heal or feed chicken...
As you explore north, you'll find more giants, and more rooms to claim. Your converted giants should be able to take care of any enemies, and you'll get valuable prisoners as a result. You should be able to build up an army of giants. Remember though, to provide them with separate facilities (lair and hatchery), as they don't like to share with the "evil" creatures, even though they serve the same master.
You'll finally come to Sigmund's castle, and if you use sight of evil properly, you'll see his force is pretty big, but your forces should have better training and almost equal in numbers.
So send them in, and start bashing. He'll go down, and you'll win.
8.9 Aftermath (8)
Land: Snapdragon
Primary Objectives: Claim Keeper Dante's room, and kill Lord
Titus
Secondary Objectives: Find and claim all rooms; defeat guardian wizards
Be warned. This mission is harder than it seems initially. The enemy is well entrenched, and they just dispatched another keeper..
You start with several low-level but steady creatures, and you should see lair and hatchery nearby. Try to claim the hatchery first, and then the lair, which is guarded by two guards.
You should see the portal to the east, but guardian wizards guard it, and you can't take them on. Yet.
Instead, go west, and claim Dante's rooms for yourself, one at a time. You'll be going roughly clockwise. If you need more workers, create some more imps.
When your creatures have enough combat experience (say, level 2 or 3) and fully healed, then claim the portal. While the wizards cause a lot of damage, they are also rather fragile. With level 3 creatures you can take them down.
Remember to keep the mistresses training, not torturing each other in the torture chamber. That is simply NOT productive (for you, that is).
When you find a hero gate, disable it by claiming all the land around it. If the land's over water or lava, build bridge there.
By the time you get to Lord Titus, you should have an army of high-level creatures, and the few guards Lord Titus has should be no match for you at all.
8.10 Ambush (9)
Land: Silverstream
Primary Objective: Ambush Lord Voss
Secondary Objective: Capture hero's outposts along the way
The mission is simple enough to explain, but hard enough to do.
There are THREE hero outposts along the way, and you need to claim at least one, preferably two or them, to delay Lord Voss, and kill him. The catch: you have only 20 minutes before Lord
Voss starts his marathon run.
The most outposts you leave alone, the more guys Lord Voss can bring along (and the harder time you'll have). So you need to attack AT LEAST TWO of them.
Start building your dungeon immediately. You need a workshop (at least 3x3) ASAP with nearby lair and hatchery (strip-sized are fine). Build strip-sized lair and hatchery to save space. Try to squeeze in a training room somewhere.
As time is limited, the morale of your creatures is not an issue.
Drive them hard, for time is short. Your initial task is to claim the small outpost to the east. Send your creatures in and take out all the guards. Quickly build replacement doors for the ones you whacked. If you have extra gold, add some traps near the doors.
Heal all the creatures and do the same to the next guard post down. This guardpost is bigger and tougher, so make sure your creatures can be "recovered". If the unconscious creature is underwater, build bridge there and drop imp to drag the creature back. Build doors for the ones you busted quickly. Once that's done, send the creatures back for more training.
When the time's up, lock all the doors, and drop your creatures in the guardroom closest to Lord Voss's advance. When his companion heroes bust down the door, your creatures should swarm him. Feel free to add some thunderbolts, and Lord Voss will go down in no time.
8.11 Smashing (10)
Land: Woodsong
Primary Objective: Defeat Keeper Asmodeus.
Secondary Objective: Smash through Lord Ronin's forces; find
Asmodeus defense weakness
You thought that last one was messy, huh? Wait until you try this one. Lord Ronin has Asmodeus surrounded, but you want Asmodeus.
So you have to defeat both to win. This is NOT fun at all. Did I mention that you have a time limit? Guess not. Well, you do: 40 minutes.
Start by quickly building the basics (lair and hatchery), then quickly add training room, library, and workshop. Then it's time to do a little recon. There are a LOT of Lord Ronin's elves between you, but Asmodeus is well defended against frontal assaults. Why did you think the secondary objective is there?
The trick to attacking Asmodeus is you should go in from the west, but you still need to take care of Lord Ronin's forces. Go west, then north, and you should be able to attack the elves from two directions.
Once you've cleaned out Ronin's forces, claim all the tiles around to get more mana, and look for the weak spot on the west side of Asmodeus' dungeon. Heal all creatures, train them up to max.
Then it's time to take out Asmodeus. Breach from the west, send in all your units, maybe even summon Horny if you have the mana, and you should defeat him with no problems.
8.12 Carnage (11 a, b, or c)
Carnage is named aptly for a good reason: there will be a LOT of losing keepers. You'll be up against four other keepers, all of them want to be the sole owner of this map.
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