Wizzard's Power Words for Dungeon Keeper 2:
Dungeon Keeper 2 has arrived full of many new strategic challenges. Here is a
collection of tips to empower your gameplay. Thanx for MeisterFeger for
Hardware, visit me at my homepage for new tips & downloads on DK2.
Basic Dungeon Design(TM): build all rooms in squares (exept treasure chamber &
lair), at least 3x3 (Casino 4x4). Dig them out that there are always
surrounded by walls and (if you have the time) secured by doors & traps. The
doors & walls will also enshure that the creatures don't get disturbed form
each others work & so they work more effectively. Build the library & the lair
far away from the workshop and torture-chamber. Protect your Dungeon-Heart
with many cannons, boulders, electricity-traps & (a very effective trick:)
with secret doors. Use the stronger doors more to the inner areas of your
dungeon. There should be no long ways between training-chambers, library
hatchery & lair. Plan your Dungeon Design wisely, because that is one of the
most important factors of winning the game, escpecially in MultiPlayer.
Fights: during a Dungeon Keeper-Game you will enounter many fights with enemy
creatures. Because of the short K.O.-time when dropped (no denense then), you
should place your monsters three squares away form enemies. The blockers (Bile
Demon) in the front-line, the long-range fighters (Worlock, Dark Elf) in the
last line. Watch them carefully, because they tend to silently leave the fight
& head home. Place them back to the fight.Like in StarCraft it is good to take
all fighters for an important fight, because if you attack e.g. four enemies
with 10 or with 20 monsters makes a big difference in the losses. (20 monsters
hit more in the same time). Fighting in corridors: in the frontline are two
Bile Demons & behind them place many Dark Elfs & Worlocks.
Speed-Start-Tip (especially for games vs. other keepers or Multiplayer): Don't
dig too big rooms in the beginning, three 3x3 rooms are enough, then let your
imps mark the floor & that will increase your mana & when having enough mana,
summon new imps at once. Don't let your Imps strengten your walls at
beginning. If one does so, place him directly near other work. In those
3x3-rooms build the elementary rooms like lair, hatchery & training-rooms.
Then open the way to the portal. When having some more money & place: build a
large library because the magic spells researched by the Worlocks will help
you in the games later - and having a lot Worlocks is quite handy as
Imps: they have a level-system, too. When researching the better Imp-Spell you
should wait until it is finished before summoning new ones. If you want an Imp
to do a certain work (e.g. dig out this wall or take that dead hero to the
graveyard) place them exactly on the sqare where the work is. They work better
when you place them next to their work, the know you watch them. And of course
they work better when you give them a slap.
Sometimes you have to build a wooden bridge to reach important places over
lava (& you don't have stone bridges in the first levels): place the Imp at
the end of the bridge, let it grab the stuff & place it on safe stonefloor.
Before the wood burns away sell the bridge.
Mana: later in the game when the Imps have done the most important work, dig
as many free space as you can to get a big area which brings you a fast
mana-support. And: search the level for mana-vortexes. When you've got lots of
mana you can call horny many times (of course only when you found the
talismans), summon Imps or gold.
Sometimes you get the message that you found a magic item. You can use it when
it lies on your floor, but it's better to bring it in your library, the spell
is added to your spell-symbols. Most of the time the imps are very busy &
forget to bring the magic item to your library, so place an imp directly on
it. Use your magic items wisely, Keeper.
Portals: The sizes of your rooms determine which creatures come through the
Portal. Each portal allow you to get 15 creatures (maximum), if you are at
maximum & need another creature, throw ones you don't need back through the
portal or sacrifice it in the temple. When a firefly has explored all the
areas, better place it back through the Portal.
Crossing water/lava with bridges for attacking another dungeon: it is useful
to put a 3x3 sqare bridge at the front that you can place many creatures on it
When you are attacking another Keeper, head to his Dungeon-Heart, if you are
in a room near that, but can't reach it directly just place all your monsters
nearby & use the spell to call them directly to attack the heart. Use the
Earthquake-Spell to weaken enemies walls.
To search for e.g. a Worlock, right-click on the creature-symbol, several time
to cycle through them. This is working also for your rooms.
Training-Trick: if you don't have the arena in early missions, just grab a
hero from the prison and place it into a crouwd of your monsters: they beat it
up easily & imps bring the hero back to the prison: that brings experience &
levels higher than 4.
When the message comes: "A creature is unhappy because..." you can make it
happy again with finding it (switch the symbols to teh mood-display-mode)
correcting it at once. (e.g. placing a Worlock into your treasure-chamber or
bringing the fat Bile Demon to the Chicken-McNugget-Farm).
After a fight heal your high-level-monsters, they are important (you used much
time to train them to that level). Grab the other monsters & place them back
to your Dungeon Center. Place some imps next to the monsters which went K.O.
so they will carry them to the lair where they can sleep & recover. If you
leave them at the battlefield, they'll die. That is by the way the reason why
there are sometimes monsters at disply you can't grab, because they are in the
sleep-of-recovery after a fight.
The Traps are a nice defense, but you can only use a lot of traps like the
cannons when having a good mana-support. When you know that a very strong hero
will attack, place a freeze-trap & a boulder to make shure he is well-greeted
when entering your place. When enemies come through water, use electricity
The ultimate trap is the cannon. Is is not expensive & has long-range-fire. To
attack or defend you have to place many of them together - an important help
to solve many difficult levels. Cannon-Defense: you know that there are many
strong creatures attacking soon: (think of the vampire-level). Build at the
place all enemies must pass by to come to your dungeon a large set of cannons
& some barricades in front of them. That should blast them to bits.
Cannon-Attack - a good way to destroy other Keepers: dig out a corridor as
close as possible to the Keeper's Dungeon Heart, but don't enter his rooms
yet. At the frontline place at least seven cannons. When they are built dig
out the wall between your cannons and the other Keeper's room & place your
monsters next to the cannons. Voil - even when he's having more monsters the
cannons will knock them out easily. And when you have beaten most of his
monsters, it is not difficult to conquer one room after another diretly to his
Dungeon Heart. Look that the stupid & fearsome Ipms do really take over the
enemies land. When you are near the other Keepers Dungeon Heart use the
Call-to-Arms spell to direct your monsters diretly to it.
The workers in your foundry are quite lazy (epecially the fat Bile Demons),
after finishing one trap they tend to go off to relax. The best for fast
building a good set of traps: place them into the foundry & watch them. When a
trap was build and the workers leave, grab them & place them directly back to
work. The more cannons you have the more difficult it is to bring the workers
to build new ones: Sell the old traps you don't need anymore (when at places
you've conquerred now). The new ones will be build faster and you get back
half of the money. By the way: gigants are great workers.
When you have a casino, the salamanders will hang around there most time, they
love to play ;-) Salamanders are immune to lava, which will help you in some
cases, but they are not the best fighters. If you've got too many of them &
you are waiting for better creatures, put them back through the Portal.
It happens so often in the middle of an important fight: the PayDay comes &
your monsters leave the battlefield only thinking about their next paysheck.
Just grab them all, throw them to your treasure chamber & after some time take
them all back to the battle.
When you have Mana-Problems (that occurs not only in Magic the Gathering...)
build a Temple & let your creatures pray in it.
The Temple & sacrifice:
2 Skeletons = Dark Elf (they call it "Black Elf" in German, again stupid
2 Bile Demons = Rogue
2 Salamanders = Dark Mistresses (good move ;-),
2 Dark Elfes = Troll (only do that when really needed)
2 Worlocks = Goblin (who needs that?)
2 Black Knights = Vampire
3 Monks = Mana Update
2 Imps = cheaper Imp-Spell
2 Vampires = Bile Demon (stupid)
2 Trolls = Worlock
1 Mistress & 1 Troll = Electricity Trap
1 Fly & 1 Salamander & 1 Skeleton = Vampire (don't call for Buffy then ;-)
When getting the message that a prisoner hast died & returns as Skeleton, grab
it out uf the prison & place it into the training-chamber.
The Fallen Angel: a very powerful magical creature, try to get it in late
game-levels. He can conjure Skeletons.
The Dark Mistress has a special love for pain that she frequelntly visits the
torture chamber. And she never misses a combat even when she is outnumbered by
When you put an enemy creature into the Torture-Chamber, heal it at once if
you like to convert it to your side. If it is a high-level-creature you have
to come back after some time & heal it a second time. It is worth the mana. If
it dies too early, you get only information about enemy dungeon locations.
You've just conquerred an enemy room and you don't have much money? Just sell
the room at once, then he can't get back his room.
If you want to disable a Hero-portal? It is not always good: sometimes it is
quite usy to catch Heroes & convert them to your side: they don't count for
the Portal-Creature-Limit. But if you want to get rid of those nasty
hero-attacks just conquer all squares around it. If it is partly surrounded by
water, build a bridge.
Save your monsters from the Indy-Trap: whet it starts, grab them before they
Converting Heroes is quite good, not only for battles, but for your other
works, too. The Wizard is a great reseracher (the "Wizzard" (me) is a good
Space-Musician, look out for my next CD at End '99), the Dwarf can dig Walls &
the Gigant is a good worker.
Time is very important in many game-levels: so watch that start-sequence (the
time goes on during that), restart the level & press space to abort the
When playing against other keepers & hearing that flanged gong-sound you know
that he scans your area with his magic eye spell. And now, enter your Dungeon,
Keeper - with new knowledge you can win!
Happy FUL IR! (That's the Fire Ball-Spell from the ancient "Dungeon
Christian Wizzard in 7-99