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
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