Dungeon Keeper 2 - Stratergy Guide!

Welcome To.... DUNGEON KEEPER 2 Stratergy Guide

I don't know if theres anything of this nature really on here, so like I thought why not? I wrote this from scratch for my girlfriend actually so she would play it with me xD so maybe i can get others into it?

Dungeon Keeper 2: Tye’s Crash Course To Become The Most Powerful Keeper Ever!

Welcome Keeper to a realm where goodly heroes try to stop us in our reign of terror.  I shall tell you everything you need to know in order to dominate the world of Dungeon Keeper 2; from the creatures all the way too strategies’ so sit back and enjoy this insight into the deepest dungeons. *evil laugh* and remember, evil is good.


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The Contents.

1.    The Basics

2.    The Rooms

3.    The Creatures

4.    The Goodly Heroes

5.    The Spells

6.    Traps and Doors

7.    Tips Strategic Maneuvers and MORE!

The Basics

B.1 Introduction

B.2 Controls and features

B.3Tiles

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Introduction.

Keeper, you are well on your way. Let us begin with the basics anyone should know to be a successful Keeper, firstly a survey to see if you qualify.

1.      Does a sticky kiss from a small child, A) make you smile, or B) give you a stabbing pain between the eyes?

2.      Does the idea of job satisfaction include A) a wooden plaque that says “employee of the month” or B) piles and piles of gold?

3.      Would you rather give your employees A) Health benefits or B) a temple where they can worship your graven image?

If you answered b to any of the above you qualify to become a keeper. Now on to the basics.

Dungeon keeper is a god Style game where you are represented by the hand in the middle of the screen.  The aim of each game is to defeat either rival keepers or the goodly heroes in order to obtain what is known as a portal gem.  Once all of the portal gems are in your hands then you can reach the over world and destroy the goodly heroes forever and rule supreme.


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B.2 Controls and features

You use the mouse to move the hand obviously.

If you normal click a tile of dirt or rock it will become highlighted and then your imps shall dig it out for you.  The indication of this is that the hand will be holding a pick axe.

The keepers hand also cast spells, and these can upset the battle quite tremendously, for example casting lightning on unsuspecting hero will cause them to fall and be at your mercy Keeper.  They are used by clicking the spell desired and more shall be in the next section.

You can pick up a creature by clicking on it, and drop it on your own land only.

Right click to slap them and increase efficiency.

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Possession Mode Controls

In Dungeon Keeper, you will be able to get inside the head of your monsters and if need be, lead the battle yourself into the dungeon heart or lord of the land of your opponent by using your possession Spell

Ins – sniper mood only available to elves and dark elves

Numpad 0 – this button allows you to pick locks of enemy doors and open them.

1 – This is the melee technique

2, 3, 4 – these are all the other spells that you see the creature cast for e.g. The warlocks heal

6&7 – are the special abilities a creature may possess such as turn into a bat or hypnotized used by vampires, these abilities are not abilities which creatures will use on their own.

Left Click – use selected spell or melee attack

Right Click – leave your creatures mind

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 Features

These Keeper are some fundamental basics such as gold and mana.  In the top left hand corner is a heart with blue lines around it, this is your Dungeon Heart’s health and by clicking it you are go directly to it.  What’s that Keeper? You want to know what the Dungeon Heart is? 

The Dungeon Heart is at it sounds the heart of your Dungeon; if it is destroyed it is game over.  If your Heart is attacked, all the creatures you have will fight to protect it, even your imps will drop what they’re doing and come to arms.

Mana – mana is the source of power generated by the Dungeon Heart, it is the box with blue numbers in it.  At any one time you may have up to 200 000 mana.  The red numbers indicate how much mana is drained per turn for imps and traps and the green is how much you gain, the maximum green is 500 which is the amount of land you own.

Gold – the source of all your dungeons rooms, training, building traps and of course paying the ungrateful creatures in your service

The hammer is the workshop items, the wand spells, the monster all the creatures in your dungeon, the imp figure lets you grab imps by clicking on them.

B.3 Tiles

Impenetrable Rock – hard rock which cannot be cut into

Rock – can be mined may take more time.

Gold Seam – finite amount of gold can be mined from these

Gem Seam – an infinite amount of gold is available from these

Claimed tile – a tile on the floor which has a coloured diamond on it

Claimed Wall – your imps will have a hard time actually getting through this

Dirt Path – unclaimed land basically

The Rooms

R.1 Dungeon Heart

R.2 Lair

R.3 Hatchery

R.4 Library

R.5 Workshop

R.6 Training Room

R.7 Prison

R.8 Torture Chamber

R.9 Treasury

R.10 Graveyard

R.11 Temple

R.12 Combat Pit

R.13 Portals

R.14 Hero Gates

R.15 Hero Portals

R.16 Mercenary Portals

R.17 Casino

R.18 Bridges (Stone & Wooden)

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R.1 Dungeon Heart

The dungeon heart is the centre piece of your dungeon.  It is your beating heart of power Keeper.  It acts as a treasury storing up to 16 000 gold and is the source of your mana.  Without your life-force cannot be sustained.  It should always be heavily guarded for keeper, without it you shall lose your right to throne.

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R.2 Lair

Minimum Size – 1x1

The lair, Keeper all creatures need a place to rest.  A lair will allow creatures to set up a bed and sleep; it is an essential part to any dungeon and is fairly cheap.  Because of their ability to be any shape they should be used in odd spaces.

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R.3 Hatchery

Minimum Size – 1x1 (should be 3x3 or more though for efficiency)

The hatchery keeps your creatures well fed and like the lair is essential.

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R.4 Library

Minimum Size – 3x3

The library is the source of all the knowledge and warlock could dream about.  This is the place your spells are researched and magical items stored. Creatures which can research are: Warlocks, Wizards, Maidens of the nest and Dark Angels.

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R.5 Workshop


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Minimum Size – 3x3

The workshop is the home of traps and doors.  This is where certain creatures can manufacture things for you and your dungeon. The creatures which can manufactory are Trolls, Bile Demons and Giants.

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R.6 Training Room


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Minimum Size – 3x3

The training room is where creatures level up.  Levels 1-4 can be obtained here, anything higher requires the combat pit.

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R.7 Prison


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Minimum size – 3x3

This room keeper shall be one of your best assets.  When an enemy falls in battle, there unconscious being will be brought here by your imps if they fell on your land.  This is very important because if placed in a torture chamber, they can be healed and converted to your cause or if they die in your prison they will sometimes rise as a skeleton

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R.8 Torture Chamber

Minimum Size – 3x3

This room is rather expensive and for good reason, they are used to convert enemy creatures as well as when an enemy creature dies in the torture chamber, they will divulge map secrets of the enemy.

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R.9 Treasury

Minimum Size – 1x1

The treasury is used to store excess gold and as a place for creatures to collect wages.

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R.10 Graveyard

Minimum size – 3x3

Another very expensive room, but also for good reason.  When a corpse falls and is decaying your imps will take them here, the graveyard.  In the graveyard Vampires may rise to fight along your side when enough creatures fall.  Vampires are very powerful Keeper, and are well worth this price.

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R.11 Temple

Minimum Size – 3x3

Ah Keeper, this room is the most sacred of all.  The temple allows your minions to pray to the dark gods and thus generate excessive amounts of extra mana, very useful yes? It is the most expensive room in the game not for this reason though Keeper.  When you build one of these rooms which are 5x5 there should be a hand in the middle, for each hand you control 2 Dark Angels shall come.  The Dark Angel is not only the best researcher in the game, but the most powerful creature of all.  Yes it is expensive, But Keeper, it is well worth it.

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R.12 Combat Pit

Minimum Size – 3x3

The combat pit allows creatures to progress from levels 4 – 8 and is essential in any dungeon thinking of leveling beyond level 4.  The combat pit make two creatures fight against each other, though be weary, skeletons will die and shatter, and not be taken back to their lairs by imps.  Vampires will also fall one level when losing in the combat pit.

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R.13 Portals


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The portal allows creatures into your domain. Each portal allows 15 creatures in thereafter, you will need more creatures to satisfy your thirst for more creatures.

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R.14 Hero Gates


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Goodly heroes may enter through these; they are usually imbedded into the wall and cannot be destroyed.  Alarm traps make good use here as they alert you to the presence of these nasty things.

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R.15 Hero Portals


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These portals allow goodly heroes to enter.  They are usually 3x3 and if you claim all the tiles around them they collapse stopping heroes invading your land.

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R.16 Mercenary Portals


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These portals can be claimed and allow Goodly Heroes to come and join the dark forces.  Keeper it is recommended if you have these forces and dark creatures as well, you give them separate living space, these creatures not like being too close to each other.

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R.17 Casino

Minimum size – 3x3

The casino allows creatures to cool off and more importantly allows you to ‘recycle’ wages.  Creatures will come here after training, and if the casino is rigged you will stand to gain gold that they spend form their wages, although if it is not rigged, then you give them enjoyment, have fun teetering with the balance Keeper.

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R.18 Bridges (Stone & Wooden)


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Bridges allow pathways over lave and water.  Water is only harmful to vampires and mere hinders other creatures, lava however is only crossable by Salamanders and Giants.  The wooden bridge will burn up over lava though so it is recommended to build the appropriate bridge.  Stone bridges are far more durable.

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The Creatures

C.1 Imp

C.2 Goblin

C.3 Firefly

C.4 Warlock

C.5 Troll

C.6 Dark Elf

C.7 Skeleton

C.8 Mistress

C.9 Salamander

C.10 Rogue

C.11 Bile Demon

C.12 Vampire

C.13 Black Knight

C.14 Dark Angel

C.15 Horned Reaper Aka Horny

C.16 The Maiden Of The Nest

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Attracted by: the create imp spell

Attacks: Lv1 – Small Slash Lv4 Haste and Lv8 - Teleport

Possession Skills: N/A

Likes: working

Hates: nothing


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The imp, probably the most important creature in your dungeon, Keeper.  They are beings of pure mana and as such cost no gold to exist.  They will dig out your rooms and take gold for you to places.  Imps also claim land, rescue the dead and imprison foes.  They learn haste and teleport to make the super efficient.  Keeper they are the backbone to your Dungeon.

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C.2 Goblin

Attracted by: Lair

Attacks: Lv1 - Sword

Possession Skills: N/A

Likes: training, sleeping

Hates: Nothing


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Goblins are probably the first thing that will come into your dungeon.  They are fairly weak and when outnumbered will run from battle.  But they are not all bad keeper, although they learn no fancy tricks when they have the upper hand they will swarm the opponent in battle and relentlessly attack as they are also quite quick

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C.3 Firefly

Attracted by: Lairs

Attacks: Melee, Lv8- Wind

Possession Skills: N/a

Likes: exploring

Hates: nothing


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Fireflies are useful in some dungeons and not in others, they like to explore and are not much good for anything else.  Drop them back into the portal or torture them for vampires, so better creatures can come through the portal.

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C.4 Warlock

Attracted by: Libraries

Attacks: Melee, Fireball, Lv2 – Heal, Lv8- Firebomb

Possession Skills: N/a

Likes: Researching

Hates: having nothing to do, Wizards


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Warlocks are one of the essential creatures.  They will undoubtedly be the first creature that can research to enter your dungeon.  They are also decent fighters, although they haven’t much defense, there ranged attack and ability to heal makes them excellent support for a band of goblins or black knights.  They get angry quickly around converted wizards and as such should be kept away from them.

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C.5 Troll

Attracted by: Workshop

Attacks: Melee

Possession Skills: N/A

Likes: Manufacturing

Hates: not much


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Trolls will be your main manufacturers since bile demons are lazy and Giants hard to get, trolls are your best bet.  They are not too strong in battle although will stick around longer then goblins when the going gets tough.  They are best kept to build doors and traps.

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C.6 Dark Elf

Attracted by: Guard Rooms

Attacks: Melee and Dark Elf Arrow, Lv4 – Knives, Lv8 – Guided Bolt

Possession Skills: Sniper Mode

Likes: guarding

Hates: Elven Archers


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the elf is a good guard and is also handy for their sniper ability.

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C.7 Skeleton

Attracted by: the fallen foes in your prison

Attacks: Melee

Possession Skills: N/A

Likes: Training and Guarding

Hates: Bile Demons


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The skeleton is a very useful creature indeed.  They rise up from fallen foes and can strike fear into the hearts of all that oppose them.  They are also fearless and will charge an enemy no matter what the cost. When a skeleton dies they don’t come back, they just shatter which is a shame.  Skeletons don’t need food, don’t collect wages and don’t set up lairs making them free except for the cost to train which they do their own and makes them the best guards to have. Just brilliant.

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C.8 Mistress

Attracted by: Torture Chamber

Attacks: Lv4 – Mistress Lightning Lv8 – Mistress Freeze Lv10 - Mistress Hailstorm

Possession Skills: N/A

Likes:  Being Slapped, Torturing others, and being tortured.

Hates:  Fairies


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Mistresses are wonderful.  They strike fear into weaker creatures and are fearless themselves.  They are bit slow to convince to train, but drop them into a training room and slap them around a bit and that’ll get them going.  They loathe fairies so watch out for that if you plan to convert fairies.

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C.9 Salamander

Attracted by: Training Room

Attacks: Lv4 – Salamander Spit, Lv8 – Salamander Fireball

Possession Skills: N/A

Likes: Training

Hates: Not Getting paid on time


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The salamander is a very useful warrior; they settle in really well and train themselves to lv4 quite well.  They can walk on lava and are immune to most fire based things life Fire burst traps.  They have no real quarrels and enjoy the casino after leveling up.

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C.10 Rogue

Attracted by: Casino

Attacks: Lv8 - Invisibility

Possession Skills: N/A

Likes: Exploring

Hates: Thief


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Very interesting creature, Is able to steal and pick locks as well as become invisible making him handy in infiltration.

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C.11 Bile Demon

Attracted by: 5x5 min Hatchery & Workshop

Attacks: Lv4 – Gas cloud, Lv8 – Gas Missile

Possession Skills: N/A

Likes: Eating, Sleeping, Manufacturing

Hates: Skeletons


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These guys well…there fat and if you have them expect to hear “A bile demon is unhappy because it has no food” since ya know they eat a lot.  They are very strong in battle though keeper, they have the most HP and although reluctant to train, they are well worth the effort. They are also good at building, though they wander off to eat…a lot… Keeper they are worth the trouble.

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C.12 Vampire

Attracted by: the bodies that die in the graveyard become vampires sometimes

Attacks: Lv4- Slow, Lv8 – Drain, Lv10 Raise Dead

Possession Skills: Turn into the Bat, Hypnotize

Likes: Researching, Training, Casinos

Hates: Converted Monks


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The vampire is a very powerful creature.  When a vampire is killed in battle, they resurrect themselves one level lower then what they were in your graveyard, unless killed at level one then, they die. So the moral? Level quickly for maximum efficiency.  Vampires are also skilled at research and like to research in their spare time. There hypnotize also allows them to control an enemy as long as you are possessing them. Also Monks can kill Vampires no matter what level they are.

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 C.13 Black Knight

Attracted by: combat pit

Attacks: Melee

Possession Skills: N/A

Likes: training

Hates: Goodly Knights


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The black knight is a big cry baby, and will require some attention. But they are very strong and have a nice bloody sword. So keep them happy.  They don’t like knights very much and will fight them if you have them wandering in your dungeon.  They make a good reinforcement of the army and are very durable indeed.

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C.14 Dark Angel

Attracted by: 5x5 Temple for two

Attacks: Lv4 – Disruption, Lv8 Dark Angel Hail Storm, Lv10 – Skeleton Army

Possession Skills: N/A

Likes: Researching

Hates: Nothing


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Keeper…these beings are insanely powerful…and insanely expensive.  They are the best researchers in the game are the most powerful creature in the game.  Their very presence raises the moral of all creatures fighting for you and will strike fear into even the holist of Knights. Although…75,000 gold is a lot for just 2 dark angels, but this shows you the extent of their power.

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C.15 Horny Aka The Horned Reaper

Attracted by: The Summon Horny Spell

Attacks: Scythe and Stun Fireball

Possession Skills: Cannot Be possessed

Likes: Nothing

Hates: Everything?


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Horny is a great asset, by clicking the talisman you can summon him for 100 000 mana.  He makes a grand entrance and cannot be killed, he then seeks out the heart of the opponent or the lord of the land and slays them, although horny cannot be sustained forever, he drains 2000 mana every turn after you summon him and is in that sense dangerous, he also kills any creature to get in his way to get his ass whooping for the day.  The Horned Reaper is not to be taken Lightly Keeper.

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C.16 Maiden Of The Nest

Attracted by: library and 3x3 temple

Attacks: Lv4 – Maiden Web Lv8 - maiden Poison Spit

Possession Skills: fear attack

Likes: researching

Hates: Nothing


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She will strike fear into anything.  She may not be the strongest, but she is the scariest.  If the opponent breaks through your forces, she will give them pause for thought

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The Goodly Heroes

Ah Keeper, the goodly Heroes which seek to oppose you? They are weak and pathetic against your dark forces.  They are listed here for your own enjoyment, do me a favour…make them suffer.  They can be converted in the torture chamber or brought through mercenary portals.

H.1 Dwarf

H.2 Knight

H.3 Thief

H.4 Guard

H.5 Wizard

H.6 Giant

H.7 Elven Archer

H.8 Monk

H.9 Fairy

H.10 Royal Guard

H.11 The Lord Of The Land

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Dwarf

Attracted By: N/A

Attacks: Small Slash

Possession Skills: N/A

Likes: N/A

Hates: N/A


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Well here’s the deal, see these guys are the ones whom invade your dungeon via digging; they are the hero equivalent of the imp and are pathetic.  Although they dig and are able to claim rooms and land, they cannot haste or teleport and cost money to support if you convert them. They also never rise into skeletons, just pathetic.

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Knight

Attracted By: Combat Pit

Attacks: melee

Possession Skills:  N/A

Likes: Training

Hates: Every Dark Creature with particular hatred for Black Knights


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These guys are probably one of the more powerful creatures from the goodly heroes and are not easily taken down.  Although slow and relatively bulky, they are strong enough to send more than one unit packing and they can strike fear into others.  They are not good manned with your own creatures if you convert them and is suggested you build a sort of mini dungeon for them and lock them away except for battle.

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Thief

Attracted By:  Casino

Attacks: Lv8 - Invisibility

Possession Skills: Invisibility

Likes: Exploring

Hates: Nothing


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These guys are pathetic in place of your rogue, in every way they fall short in battle and in ability.  Sorry…just no.

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Guard

Attracted By: Training Room

Attacks: Melee

Possession Skills: N/A

Likes: Guarding Training

Hates: Mistresses


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Ah yes the guard fairly heavily armored and with impressive attack.  They are stock worthy soldiers and once converted settle in nicely they only thing that upsets them is Mistresses so just keep them apart and all shall be good.

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Wizard

Attracted By: library

Attacks: Lv1 Fireball, Lv4 Wizard Fire bomb, Lv8 Wizard Firebomb 2

Possession Skills: N/A

Likes: Researching

Hates: Warlocks


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The wizard is better than researching then the warlock, but in saying this they don’t get on well with them.  It is a good idea to convert them to your cause if you’re in need of a warlock but really they are better suited to skeletons or vampires in the long run.

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Giant

Attracted By: Workshop and 5x5 Hatchery

Attacks: Melee

Possession Skills: Dwarf Chucking

Likes: Training Manufacturing

Hates: Trolls


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Giants can be thought of as…well traitors almost.  They look like they should be on your side, so let’s correct their error aye?  Giants are good at manufacturing and very strong in battle; they are fireproof and make good soldiers.  To top things off they barely ever get annoyed with other creatures either.
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Elevn Archer

Attracted By: Guard Room

Attacks: Elf Bolt, Lv4 Guided Elf Bolt, Lv8 Grenade

Possession Skills: Sniper

Likes: Guarding

Hates:  Dark Elves


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These guys are like the thief, slower and all round less effective then dark elves.  They are easy to convert or good to leave to become skeletons or use as vampire food.

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Monk

Attracted By: Graveyard

Attacks: Lv1- Heal, Lv4 Haste, Lv8 Cast Armor

Possession Skills: Pray

Likes: Prayer

Hates: Vampires


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These guys are good.  There pray ability allows them to heal all the creatures around them and their haste and cast armor create the perfect support creature.  They can also kill vampires and stop them resurrecting against you again.  One of the better creatures the Goodly Heroes has to offer in terms of conversion.

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Fairy

Attracted By: Temple

Attacks: Lv4 Fairy Lightning, Lv8 Cast Armor, Lv10 Wind

Possession Skills: Pray

Likes: Exploring

Hates: Mistresses


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These guys are a hybrid attack and support with healing magic like pray and offensive magic like the lightening.  Unfortunately they also anger many creatures in your dungeon, so if you plan on having them, keep them to their own.  They are also good vampire food and generally rise into skeletons.

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Royal Guard

Attracted By: Torture Chamber And 5x5 Training Room

Attacks: Melee

Possession Skills: N/A

Likes: Training

Hates: Creatures


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These guys are your cream of the crop, powerful durable and well manned, they fight well and are capable of exchanging blows with the best.  They are hard to convert and probably do better not rubbing elbows with their former enemy.

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Attracted By: N/A

Attacks: Melee

Possession Skills: N/A

Likes: Killing Evil Creatures

Hates: Evil Creatures


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These guys only appear in campaign but I thought id mention them.  They are the ones whom usually hold portal gems and as such are the target to a lot of battles.

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The Spells

Spells enable one to turn the tide of battle in an instant. They are researched in the library and upgradable to add more or perform better.  They are essential to battle and should be researched quickly with warlocks and such.


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S.1 Create Imp

S.2 Possession

S.3 Lightning Bolt

S.4 Heal

S.5 Tremor

S.6 Turncoat

S.7 Create Gold

S.8 Inferno

S.9 Chicken

S.10 Sight Of Evil

S.11 Call to Arms

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Create Imp

The create imp is one of the most useful spells in the game.  Its price may increase but it gives you another imp, thus very useful.  When upgraded it gives you a level 4 imp.


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Possession

This spell gets you inside the head of one of your creatures, allowing you to use there possession abilities.

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Lightning Bolt

A spell to give your troops a hand, it stuns enemies and allows a quick attack from your troops while dealing damage.  The upgrade stuns longer and more damage.

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Heal

Healing is essential to any battle.

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Tremor

This spell turns reinforced walls into mere soft rock, perfect for tunneling into an enemy dungeon for a serious assault

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Turncoat

This spell makes an opponent attacks its fellow team members for a short period, rather useful in a situation where the opponent has a very strong monster.

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Create Gold

This spell will be handy; it creates gold for you 1000 and then 2000 when upgraded. It’s useful in levels with low gold amounts and at getting that last bit cash for a temple.

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Inferno

This spell creates and explosion incinerating everything in its path, highly powerful yet useless on giants and salamanders.

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Chicken

It turns an opponent into a…chicken?

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Sight Of Evil

This spell lets you see into the fog of war

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Call To Arms

All the troops will rally to wherever you place the flag

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Traps And Doors

These are built in the workshop and placed in there blueprints which lay on the map by imps.  Basically when you select where a trap or door is to go, they become a blue silhouette the troll or who ever happens to be manufacturing it builds it and imps place them in the places they are meant to go.


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The Traps

T.1 Sentry Trap

T.2 Guard Post

T.3 Fear Trap

T.4 Alarm Trap

T.5 Gas Trap

T.6 Spike Trap

T.7 Trigger Trap

T.8 Boulder Trap

T.9 Freeze Trap

T.10 Lightning Trap

T. 11 Fire Burst Trap

T.12 Jack In The Box Trap

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Sentry Trap

This is a cannon which fires at enemies.  Crude yet effective?

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Guard Post

Used to extended guard rooms cheaply

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Fear Trap

This trap is used to scare away enemies such as imps and things from claiming land around your dungeon etc.  these are fairly useful.

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Alarm Trap

This is a trap which as its name suggests sounds an alarm when an enemy comes by.  Good for hero Gates which can’t be destroyed.

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Gas Trap

The gas is released, killing enemies slowly, effective if placed well.

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Spike Trap

Very nasty, spikes come up and impale enemy creatures from beneath them.  Most effective in front of doors.  Effective, but equally hard to keep clean.

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Trigger Trap

These allow you to create a switch to set traps off, adjacent to them if you line them up you can set off traps like a master switch.

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Boulder Trap

Highly effective Trap, its best placed behind wooden doors, it comes crashing down and crushing everything in its path be ware though it doesn’t discriminate and will crush your creatures too.

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Freeze Trap

This trap freezes enemies in their place thus allowing for an attack, highly useful at protecting the Dungeon Heart.

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Lightning Trap

It zaps enemies from two electrodes.  Good at keeping imps and things at bay as well as knocking tin cans like Knights and Guards to the ground.

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Fire Burst Trap

It comes, It Explodes, It Incinerates all.

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Jack In The Box Trap

It looks like a magical item, but in fact it slices and dices enemies

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The Doors

Doors are very useful at keeping enemies away and your own troops in they allow for restriction of movement and are good at dividing a dungeon if you wish to convert goodly heroes etc.

D.1 Wooden Door.

D.2 Braced Door

D.3 Steel Door

D.4 Magic Door

D.5 Secret Door

D.6 Barricade

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This door is rather pathetic as defense, but it does help control your own creatures’ movements. By clicking on it, it looks like all the other doors.

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Braced Door

It will hold creatures and defend better then a wooden door

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Steel Door

These are tough and should be used to defend your dungeon Heart.

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Magic Door

These doors actually attack enemies with fire balls keeping them away, but they are very expensive.  They have a little less resistance then steel doors but are worth the cost.

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Secret Door

This door looks to the enemy like normal rock and blends in with its surroundings.  Now it has to be used sensibly, since if the enemy sees something come out of it, they will be able to attack it.

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Barricade

These are impassable by other creatures, useful for protecting sentry traps outside the dungeon.


1.    Tips Strategic Maneuvers and MORE!

Well Keeper now some general tips about being an all powerful keeper.  But first let me say, play the “My Pet Dungeon Mode” since it will give you an insight to how to play the game and develop your own strategies. First general game play tips.


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1.      Keep you dungeon heart protected at all costs.  You should try to make sure there is only about 4 ways someone could enter your dungeon heart.  By making sure that there is only one tile between your rooms and heart, it allows you to build doors and is very important.

2.      Keep rooms square!  Rooms should be square because majority of rooms need to be square in order to operate.  Lairs should be built in awkward shaped rooms though in order to maximize efficiency.

3.      Portals are very important to claim as many as possible, by having more portals it means more creatures and more creatures is a bigger army

4.      Control your imps! Imps need to be kept under control with doors to not provoke or reveal one’s self to the opponent.

5.      Fortify Walls!  You will notice your imps will fortify walls; it is important you do this since it helps protect your dungeon and allows for more space for a room, since wall space is used.

6.      Make sure if you build rooms like training rooms and libraries and want to attached other rooms you do it from the corners not the centre tile if it was 3x3, thus is because it allows more room for creatures to things since the middle tile is a usable training space etc.

7.      Make sure Imps come along in battle to drag the wounded and the prisons back to your Dungeon.  They also claim land for you in battle and thus increase your power.  By taking an enemy treasury you gain all the wealth held in that treasury

8.      Make sure rooms only have one space from which an imp can lead to if possible, if your opponent takes your rooms and there are 4 or 5 spaces, they will be to claim them much quicker.

9.      Keep a lot of imps around if possible, they should be the first thing you create to speed up dungeon maintenance.


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Advanced tactics

1.      Secret Doors – the secret door is handy indeed, not being able to be seen by enemies as it blends in.  Although they have to be used properly.  If you leave them unlocked your creatures will waltz through and voila, there’s issue no.1 discovery.  Build them around your opponent’s dungeon and sneak in and take them by surprise muah.

    

2.      Rat Runs – a rat run is corridor which leads to traps.  Very cunning indeed.  Create long corridors which have things such as bolder traps and allow creatures to bash the door down and enter the, they will be surprised well and truly and if by some chance the make it to the end, well they all have…nothing to look forward to.

Evil...Is Good...
Evil...Is Good...

Comments 6 comments

The Dark 6 years ago

Mate, I'll rip you to shreds at this game, played it when I was a kid for years and years... Let me know If you are keen for a game, or if you still have that girlfriend (lol doubt it, nothing to do with you, but chicks don't dig the geek thing for too long, its why I started playing rugby)!


The Dark 6 years ago

Didn't mean to be a doos-(south african, look it up) I really want to play someone good, its been ages since I've played anyone and I've never had even one person that came close. You can let me know at tom@hodgskiss.com. Would love a game bru. (again saffa slang) tks corrupt!


the dark is gay 6 years ago

gay ^


Grim Reaper 5 years ago

Nice guide


lupo 3 years ago

yo i used to play this as a kid and installed it.

the guide is good but mostly just things everyone knows already.

what i dont know and it seems to be unfindeble on the web is :

what's up with throwing creatures out of ur dungeon. somethimes at the start of a game alot of goblins and fire flies come through the portal, but since a portal can only spawn 15 creatures this is a fucking pain in the ass.

my question is : does 'throwing creatures out' make it possible to let new creatures into the dungeon although you reached the amount of 15 creatures?

it would solve the goblins and fire flies problems.


Stevil 3 years ago

does 'throwing creatures out' make it possible to let new creatures into the dungeon?

answer: yes

you can also sacrifice them in the temple and put them in prison or just slap them to death.

I beat them regularly.

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