Keeper 2 | Creatures | Heroes | Rooms | Traps and Doors | Spells | Levels | Hints and Tips

Heart | Portal | Treasury | Lair | Library | Hatchery | Workshop | Guard Room | Training Room | Combat Pit | Prison | Torture Chamber | Casino | Graveyard | Temple | Bridges

The Dungeon Heart
The Dungeon Heart is you. Protect it because should it be destroyed you lose. And the Dark Gods laugh at you eternal damnation. The Heart is much more though. It is your starting treasure room, holding 16000 gold.
You can also throw Imps into your Heart to receive 2000 mana. If the number of Imps falls below four, it will produce one Imp every five seconds until you have four again. Use this to give you an early mana boost, if required. If the enemy comes within seven tiles, the heart will send out your scouts (Imps, Fireflies and Rogues) to round up your creatures to attack the enemy, and if your Heart is attacked your Imps will rush to its defense (even if you don't want them to).
The Heart will heal itself slowly over time so don't panic if you are attacked by a wandering Firefly, bjust bewarned that a wandering firefly could become an enemy invasion very quickly. When you destroy an enemy Dungeon Heart, it's claimed hallways become unclaimed, it's traps disappear, and it's creatures leave by the nearest portal. The rooms remain for you to claim and his heart becomes an unusable pile of rubble

Portal
Portals cannot be bulit, destoryed or claimed, only found and claimed. They can be claimed from you by an enemy and you can claim an enemies (in fact it is recommened so that the Dungeon Heart you are destoying doesn't receive any last minute reinforcements.
Not counting neutral creatures you find, creatures converted in a torture chamber and creatures you make (Vampires and Skeletons), you first portal will give you 15 creatures and any others you find give you 5 each. Any creature that dies, leaves your dungeon, is converted or you sack (see below) will allow the portal to allow another creature in. Portals slow down in giving you new creatures according to how many it has already given you.
If you bulid a new room type, the portal is 33% more likely to give you an related creature and if you sack a creature, it is 33% less likely to give that type of creature.
You can sack any creature (except Imps, Dwarves and Reaper) by dropping them into the central square of the Portal.

Treasury
The treasury holds gold. The bigger it is, the more gold it holds. It simply, really. It doesn't matter what shape or size the room is, twenty-five one tile treasuries hold the same as a 5*5 room. Each square holds 3000 gold (a normal square holds 1000). It is better to have several small treasure rooms spread around your Dungeon, near gold veins and the places your creatures work (to cut down the amount of time your creatures spend away from work).
Creatures can collect their wages from any treasury, not just the one with gold in it. Also, if the enemy capture one of your treasuries, you don't lose all of your gold. If you pick up some gold and drop it on a creature on its way to the treasure room, it will be satisfied, until next payday anyway.

Lair
To attract creatures you need a Lair. It needs empty tiles to attract creatures. Creatures need their rest (and in some case beauty sleep). If any of your creatures fall in battle the Imps will try to get them to their Lair before they die (see Hints and Tips/Unconsciousness). Creatures also becpome happier in their Lairs. Tired or seriously injured creatures will also attempt to goto their lairs.

Library
The Library is the primary research centre in our Dungeon. It is best, if you know which way the enemy lies, to bulid your Library in the opposite direction. You can attract one Warlock per Library plus one for each bookcase. It is here that your Warlocks research any new spells (a question mark n the spell panel) and upgrade existing spells.
Upgrades take up no space but newly researched spell take up one bookcase (this is indpendant of the number of researchers).
Dungeon Specials which are discovered are dragged by your Imps to the library, where they then appear on the spell panel.
Do not sell your library. If you do, you will start losing you spells, and not nesserceraily the last one you researched. Defend your Library. If you lose it, you lose your spells.

Hatchery
Hatcheries produce chickens.. Chickens explode. They Explode when you slap them, they get caught in combat, they wander to far from the hatchery and after they have been alive for so long. The larger your Hatchery, the more chickens you produce. Simple really. You can handfeed your minions to keep them working. Simply left-click the chickens to pick them up and right-click over the creature to drop them.

Workshop
Your workshop must be 3*3 floor tile or 3 wall tiles to work. Your workers come to the workshop when you have placed blueprints in your dungeon and manufacture the traps and doors. Once the item has been made, it sits in the workshop as a crate for your Imps to pick up. The Workshop can only hold as many crates as it has workplaces.. Once the Workshop is full, your creatures stop working, but unless you have a small Imp force or your Imps are busy elsewhere, this shouldn't be a problem.
Warning, Traps and Doors use both gold to place and mana to work, to many traps and doors will use up your resources quickly (see Traps and Doors for more details). If you need an increase in production, you can lock your creatures in the workshop for short periods.

Guard Room
The Guard Room doesn't have a minium size, but the size you bulid it controls the number of Dark Elves you can attract and the number of minions that can guard and patrol. Any Imp or scout within 7 tiles of a guard room that comes across an enemy will go to the uard room to alert your creatures there.
Once you have bulit a Guard Room, you can bulid guard posts as well (see Traps and Doors/Guard Posts) and any creature that is in your guard room will patrol between your guard room and guard post(s). Any Imp or scout within 7 tiles of a guard post will again run off and alert your creatures if they discover any enemy close by.
Dark Elves (and converted Guards and Elven Archers) devide their time between the uard Post and the Training Room so to train them up quickly, you must pick them up and place them in your training room.

Training Room
The number of creatures that can train in the training room is equal to the amount of furniture in the training room. A training dummy needs a 3*3 tile area and a wall target need three wall squares. Training cost money, so the training room should be one of the rooms that you place doors on early so you can control who trains when there is a cash shortage. Training Rooms are safe for your creatures but can only increase your minions levels to 4. To go beyond level 4 you need a Combat Pit.

Combat Pit
Once your creatures have reached level 4, you need a Combat Pit to increase their levels to level 8. The Combat Pit has a 1 tile walkway around the pit where any creatures knocked out in the pit reappear. Any creature knocked out in the pit will die after 60 seconds (just like real combat) so keep an eye on the pit and throw Imps at those who appear unconscious at the edge of the pit. The pit itself can hold one creature per pit tile (so a 5*5 combat pit has a 3*3 pit area and can hold 9 creatures). The most efficient way to use the pit is to throw in two or three creatures and constantly heal them until they reach level 8, although just throwing a bunch of people in the pit and letting them battle until only one remains is much more fun.
Undead have special problems with the Pit. A skeleton that falls in the pit is dead, just like real combat, so you must constantly heal them. A Vampire that falls in the pit, resurrects and loses one level, undoing all the work he has just put in. So remember to heal undead in the pit. For some reason, you can't place Dwarves in the pit and Imps cannot be trained in this method either.
Spectators At the pit have thier annoyance reduced as does the winner of a Battle Royale. But creatures that are left in the pit with no-one to fight have their annoyance increased.
The Combat Pit can only increase creatures to level 8 and level 8 creatures placed in the pit refuse to fight.

Prison
The Prison is required to make Skeletons and gather Prisoners to to use in your Torture Chamber. With a prison, your Imps will drag unconscious enemies here and leave them inside the Prison. If you leave your prisoners alone, they will die and come back as Skeletons, although the size of your prison does limit the number of Skeletons that it can produce at any one time (but not the number that you can have).
The maxium number of prisoners that can be held in a prison is equal to the number of floor tiles in the centre part of the prison plus one. You can pick up prisoners to transport them to your Torture Chamber and drop prisoners from your Torture Chamber back in the Prison. You can also use Prisoners in your Combat Pit when you haveonly one creature which isn't level 8 yet. Captives can be kept alive forever if you feed/ heal them regularly.
You can seal of the prison by clicking the door to the prison, dropping the bar. Usful when you want corpses for your Graveyard.
You can overcrowd the Prison by dropping prisoners back into the Prison (and that is the only way, Imps drop their Prisoners by the door to die if the Prison is full) and if the Prison becomes overcrowded, there is a chance of a jailbreak.

Torture Chamber
With out a Prison, the Torture Chamber is just a gaint playroom for your Mistresses, and that is good enough reason to have one. If you have a Prison though, the Torture Chamber has other uses too.
A Torture Chamber must be 3*3 tiles in size before you can use it. You can use it to extract information from creatures or convert creatures to your cause, but not both (a creature that squels does so just before it dies)
You can convert any creature as long as you heal it every so often to stop it from dying, so that it remains alive long enough to see things your way. But every creature will convert eventually.
The number of Mistresses that you can have is based on the capacity of your Torture Chamber. Young Mistresses tend to waste time in the Torture Chamber, so pick them up and dump them in the Training Room until they earn the right to their playroom at level 4.
While Torturing your own creatures, creatures of the same type work faster for a period of time.

Casino
A functional Casino (and not Treasury, contary to some reports) is necssary before your Portals attract Rogues.
A Casino must be large enough to display the Casino lever before before it functions. If you set the lever to Smiles, it costs you money but all creatures in the Casino become happier. If the lever is set to Money, all creatures lose money (and you gain) while they are in the Casino and also become more annoyed. Creatures that gamble in the Casino for a few minutes become fearless for a while, they will not flee in combat or from Fear Traps.
It doesn't matter if the Casino is set to smiles or money, it can still pay out a Jackpot but while set to money,the chance is considorably less. If a creature wins a Jackpot there is a sudded dip in your Gold reserves and all your creatures happiness goes up and they work harder. should you not have enough to pay out immediatly you must have enough after four minutes or all creatures annoyance increase. You can slap the creature that has just won the Jackpot and it will drop a quarter of its winnings which your Imps can then pick up but the creatures in your Dungeons work rates are also cut.
If you happen to be playing on a Friday Night, at Midnight, all your creatures will stop what they are doing and goto the Casino where they will dance to the tune of DIsco Inferno. Rumor has it that converted Fairies have exceptionally fine moves. This is absolutly no joke.

Graveyard
The Graveyard has one use, to produce Vampires. The important thing about Graveyards is how many headstones they have.The more headstones, the more dead bodies you can fit in and the quicker you can produce Vampires.
You must have a 3*3 tile Graveyard to allow your Vampires to resurrect, and if your Graveyard is 5*5 tiles, your Vampires will resurrect at the nifty open grave in the centre, otherwise, there is no telling where your Vampires will resurrect.
It takes different numbers of creatures to produce Vampires. Each Vampire needs at least one corpse but usually more. If you are playing the unpatched version (v1.3) of Dungeon Keeper 2, the body of a Dark Angel can yeild upto six Vampires (but you still need one corpse per Vampire), but patched versions, a Dark Angel will only supply you with one (but that is one on its own)

Temple
The most expensive and the last room that your receive is the Temple and it has some of the most useful features.
First up, it attracts Dark Angels. A 5*5 tile Temple with the Hand idol at its centre can attract two Dark Angels. The Dark Angels come from the portal like any other creature, with the same chance of appearing. A Temple bigger than 5*5 tiles does not attract any extra Dark Angels, to get more, you must bulid a second (or third) Temple of 5*5 tiles size.
You can assign creatures to the Temple walkway (the one tile edge of the Temple) and they can pray to boost your Mana income above the +500 Mana limit, (Skeletons are particulary useful for this as they don't have to take a break for food or sleep or collect their wages). The Temple can have as many creatures praying at it as it has tiles around the edge. One trick is to set your creatures to praying and then summon the Horned Reaper, who will stay around far longer than normal (it is rumored that with enough creatures praying at enough temples, you can keep the Horned Reaper on that level indefinetly. Over loading a Temple with praying creatures can, apparently, cause some of them to fall into the Temple well. Normally Vampires.
Finally, you an scarifice creatures by dropping them into the Temple well (the bit in the middle that looks like water, it isn't, but it looks like it). A correct combination of creatures will result in you receiving a gift of a creature or DUngeonSpecial (see Hints and Tip/Scarifices for combos). Yes you can scarifice prisoners s well as your own creatures, you don't need to convert the enemy first (the Dark Lords arn't fussy).

Bridges
Bridges sre the only way to extend your land over Lava and water. Placing a bridge over either will allow your Imps to start claiming land in places where they couldn't before. There are two types of Bridge: Wooden and Stone.
Bridges can be captured (and they are captured complete like rooms, not tile by tile) so you may need to protect the end of the bridge that is on the enemies territory. Bridges can also be used to reveal things hidden in the water or lava. By placing a bridge on a tile that has a Dungeon Special or a dead or unconscious creatures, you allow your Imps to get to it and transport it to the right place in your Dungeon. If you are expecting a fight at the edge of water or lava, it is worth placing a bridge there beforehand.
Wooden Bridges placed over Lava will burn away after a few moments, but that is sometimes all you need to get your Imps to where you want them. Try placeing a Wooden Bridge to where you want and then droppin your Imp and selling all but the last bit of the Bridge.
You can sell single parts of a Bridge, possibly trapping enemy creatures on a bit of it, stranded in Lava, or even dropping them into the lava
top