Dungeon Keeper 2 Unofficial Strategy Guide and FAQ by Kasey Chang ([email protected]) released May 17, 2001 0 Introduction 0.1 A word from the author A quick browse through the gamefaq.com shows that there despite the age of Dungeon Keeper 2, there is no FAQ for it. So here's my version. This is a FAQ, NOT a manual. You won't learn how to play the game with this document, and I'm NOT about to add it to ease the life of software pirates. Some of you may recognize my name as the editor for the XCOM and XCOM2: TFTD FAQ's, among others. 0.2 Terms of Distribution This document is copyrighted by Kuo-Sheng "Kasey" Chang (c) 2001, all rights reserved excepted as noted above in the disclaimer section. This document is available FREE of charge subjected to the following conditions: 1) This notice and author's name must accompany all copies of this document: "Dungeon Keeper 2: Unofficial Strategy Guide and FAQ" is copyrighted (c) 2001 by Kasey K.S. Chang, all rights reserved except as noted in the disclaimer." 2) This document must NOT be modified in any form or manner without prior permission of the author with the following exception: if you wish to convert this document to a different file format or archive format, with no change to the content, then no permission is needed. 3) No charge other than "reasonable" compensation should charged for its distribution. (Free is preferred) 4) Sale of this information is expressly prohibited. If you see any one selling this guide, drop me a line. 5) If you used material from this, PLEASE ACKNOWLEDGE the source, else it is plagiarism. 6) The author hereby grants all games-related web sites the right to archive and link to this document to share among the game fandom, provided that above restrictions are followed. You are under NO obligation to send me ANY compensation. However, I do ask for a VOLUNTARY contribution of one (1) US Dollar if you live in the United States, and if you believe this guide helped your game. If you choose to do so, please make your US$1.00 check or $1.00 worth of stamp to "Kuo-Sheng Chang", and send it to "2220 Turk Blvd. #6, San Francisco, CA 94118 USA". If you don't live in the US, please send me some local stamps. I collect stamps too. 0.3 Distribution This USG should be available at Gamefaqs (http://www.gamefaqs.com ) and other major PC game websites. You can forward this FAQ in its entirety to another person, but I'd much rather you tell them about it, since gamefaqs.com will ALWAYS have the latest version. Any sites that tries to "leech" gamefaqs.com may not have the latest. 0.4 Other Notes There is no warranty for this unofficial strategy guide. After all, it depends on YOU the player. All I can do is offer some advice. PLEASE let me know if there's a confusing or missing remark... If you find an question about this game that is not covered in the USG, e-mail it to me at [email protected] I'll try to answer it and include it in the next update. 0.5 The Author I am just a game player who decided to write my own FAQs when the ones I find don't cover what I want to see. Lots of people like what I did, so I kept doing it. Previously, I've written Unofficial Strategy Guides (USGs) for XCOM, XCOM2:TFTD, Wing Commander 3, Wing Commander 4, Fade to Black, Spycraft, 688(I) Hunter/Killer. Mechwarrior 3, MW3 Expansion Pack, Need for Speed: Porsche Unleashed, Mechwarrior 4: Vengeance, and more. You can find some of them on my KC Game Nexus website at http://www.geocities.com/TimesSquare/Alley/6275 If you need to write me, send e-mail to [email protected] 0.6 Disclaimer/ Copyright Information Dungeon Keeper 2 is a trademark of Bullfrog, published by Electronic Arts. This USG is not endorsed or authorized by Bullfrog or Electronic Arts. The information compiled in this USG has been gathered independently through the author's efforts, except where as noted. 0.7 Spoiler Warning The USG contains spoilers about all levels in the Single Player Campaign. Only get enough help to get past the hump, so you don't spoil the sense of accomplishment. 0.8 The Most Frequently Asked Questions 0.8.1 General Questions Q: Can you send me Dungeon Keeper 2? A: I'm not THAT generous. Q: Can you send me the manual (or portions thereof)? A: Why would I want to do that? Q: Can you tell me how to play the game? A: Read the manual. Q: What are the control keys? A: Read the manual or the README file. Q: What's the latest version? A: See http://www.dungeonkeeper.com. As of release of this guide it's V1.7. Q: Where are the cheat codes? A: See last section, and/or http://www.geocities.com/theEvilOnesDK2page/ Q: Any expansion packs? A: None for DK2. There were two expansion packs for DK1. Q: When's DK3 coming out? A: No one knows. The official site says it's in development, but there has been no news for many months. 0.8.2 Land Questions Q: How do I destroy a hero gate? A: There are two types of hero gates. There's a free-standing one, and a "wall" one. For the free-standing one, claim all the land touching it (all eight tiles). If the tile's under water, build bridge there. For the wall one, claim all three tiles in front of it MAY disable it. Q: One of those tiles around the gate is solid rock! A: Then you can't destroy that gate. Put an alarm trap there to warn you of any incursions. Q: I dug somewhere I didn't want to. Can I put the rock back? A: Nope. Put a door or barricade there instead. Q: Should I build a wooden bridge temporarily over lava and let it burn, or build a stone bridge? A: The best way is to build wooden bridge, then sell it before it completely burns up. If you don't have time to micromanage, then build stone bridge, and sell it later. 0.8.3 Beast and Hero Questions Q: How do I attract a specific type of beast through the portal? A: You can only provide the specific incentives (different beasts are attracted by different things) and hope they show up through the portal. See the specific creature's description. If your "portal limit" is reached and you want a different type, drop the creature you don't want into the portal to "fire" it. Q: I don't have a portal! How do I get more units? A: You have three possibilities. Build a prison and turn your prisoners into skeletons. Build graveyard and turn the dead bodies into vampires. Build torture chamber (with prison) and convert your prisoners to your cause (be ready with heal spells and/or chickens). On some levels, you may be able to claim "free" creatures roaming the landscape by digging into its area, thus freeing them, or free imprisoned creatures by claiming their prison. Converted/created creatures do not count against the portal limit (of course). Q: My creatures don't like their company! A: If you converted "hero" creatures, you will need to build separate facilities for them apart from the regular facilities for the "evil" creatures. That includes training room as well as lair and hatchery. In addition to that, some creatures don't like each other. See creature references or your manual for details. Q: How do I move one creature's "bed" to another lair? A: Pick up that creature and drop it into another lair. If there's room in that lair that creature will resettle once it gets over the "dazed" period. Q: What is this about "Elite Creatures"? A: Version 1.61 introduced elite creatures, a "special" captain- type creature that has better stats than their regular brethrens. For more information on these, please see http://www.geocities.com/theEvilOnesDK2page/ Q: How do I "fire" a creature? I have too many "weak" ones! A: Grab a creature and drop it back into a portal. 0.8.4 Mana/Gold Questions Q: How do I get more mana? A: You get mana via claiming tiles (1 per tile per "turn"), claim mana vaults (100 per vault per "turn"), or via "specials" (hard to find). You can also recycle excess imps by dumping them into the dungeon heart. You can also have creatures pray at the temple. They will gain you mana depending on their type and experience level. Maximum mana intake per "turn" is 500 from the land. With V1.7 you can get additional 100 mana added to the maximum per turn per mana vault you claim. Maximum mana you can store is 200,000. Q: How do I get more gold? A: Dig gold seams, dig gem seams (doesn't run out), sell existing/captured structures (including bridges) Q: I see some gold in the prison but imps won't pick them up! A: You can pick it up yourself using the hand and drop them into your treasuries or around the dungeon heart. 0.8.5 Other Questions Q: My imps won't pick up the special item! A: You need a library to store special items. Once you have a library, your imps will drag the "chest" back. Q: I need to retrieve something "underwater" and my imps won't go there! A: Build a bridge on top of that tile and the item will "float" to the top of the bridge, allowing your imps to get it. Q: How do I get more multiplayer maps? A: Try the official website. Also, there are some fan sites that have more available. 1 Game Information Dungeon Keeper 2 is the sequel to Dungeon Keeper, the genre- breaking title from Bullfrog, published by Electronic Arts. Dungeon Keeper was revolutionary by turning the typical "dungeon" game upside down. Instead of being the hero with sidekicks smashing monsters and amassing gold, you are the dungeon keeper, controlling creatures to STOP such heroes, and even torture them, and perhaps convert them to your cause. Dungeon Keeper 2 advanced the concept by introducing better AI and smarter individual units, also removed some of the existing creatures that are not well balanced. DK2 also introduced full 3D, and supports 3D acceleration through Direct3D. You can now possess one of your creatures and take a walk through YOUR dungeon, and admire your handiwork up close and personal! 1.1 How do I get Dungeon Keeper 2? DK2 can be purchased as an EA Classic from ea.com. Also check your local software stores. 1.2 What do I need to run Dungeon Keeper 2? From the official website (http://www.dungeonkeeper.com): Minimum Spec: P166MMX 32MB RAM No need for 3D acceleration (software 3D) Recommended Spec: PII-266 32MB RAM No need for 3D acceleration (software 3D) For multiplayer, you'll need a TCP/IP networking components installed for the respective O/S's. 1.3 Are there more maps available? You can download some multiplayer maps from the official site and some fan sites. 1.4 Where are the patches? See the official site: http://www.dungeonkeeper.com. Latest as of this guide is V1.7. 1.5 What game modes are there? Single player: campaign, my pet dungeon, skirmish (against AI) on any multiplayer map. Multiplayer: select among any multiplayer maps against another human and/or AI. 2 Dungeon Building Some basic tips on dungeon building 2.1 Terrain Types Here's a list of the different terrain you'll encounter and some tips on dealing with them. 2.1.1 Rock Dig-able, but remember: once it's dug, it can't be put back. You MAY want to use sight-of-evil to make sure you are actually digging in the right place. 2.1.2 Hard Rock Cannot be dug, so forms natural walls. Use these as your natural "borders". Sometimes, seeing a "corridor" of rocks in hard rock can lead you to hidden specials, or open yourself to attack as you "dig through". Use sight of evil to make sure you don't dig yourself into a hole you can't get out. 2.1.3 Gold Seam Same as rock, except they contain gold. Don't dig them until you need them. Also, sometimes they lead you in certain directions. 2.1.4 Gem Seam This seam can be mined infinitely. The more imps you have digging at it (and you can dig at it from more than one side), the more gold you get. Put treasuries nearby for maximum efficiency. 2.1.5 Water All your creatures except vampires can go through water, albeit at slower speed. For best movement speed, build wooden bridges over the land. Build two-wide bridges if you don't want to cause a traffic jam. 2.1.6 Lava Stone bridges can last over lava, but some creatures can walk over lava, like giants and salamanders. Flying creatures can also fly over it. So those won't protect your flanks. 2.1.7 Dirt Path Unclaimed land, claim it to get more mana, but beware attracting enemy's attention. 2.1.8 Paved Path The color tells you who's the owner. It takes a bit longer to UNCLAIM someone else's land than to claim it as your own. 2.1.9 Portal This is where your creatures come from. Hold hand over it to see how many creatures have passed through so far and how many can still fit. 2.1.10 Hero Gate This is where heroes come from. Claim all tiles around it to disable it. Some gates cannot be disabled. Build traps near the gate to give you some reaction time. 2.1.11 Mana Vault Also called mana spring or mana well, these special tiles generate mana at 100 per second, instead of just 1 per second of a regular tile. 2.2 Rooms Here are some rooms you can build in your dungeon. The cost given is per TILE, and some will require more than a few tiles to be functional. See the manual for basic info. Most rooms function best at "odd" sizes, like 3xX or 5xX. This is due to the way the game calculates the wall tiles vs. non-wall tiles for the room. Rooms only have items every three wall tiles, or every non-wall tile, or both. 2.2.1 Dungeon Heart The symbol of your dungeon, if it's destroyed, you lost. It's always a 5x5 room. It's also a "treasury" that can store 16K gold. It also gives your creatures a morale bonus if they are fighting nearby. You may want to put several traps here in case of emergencies, and close off the exits with the heaviest door you have, just in case. You can recycle "excess" imps by dropping them into the dungeon heart. The icon should change to trash can with the number of imps you have. Click to drop. You'll get half of the mana cost back. 2.2.2 Lair Cost: 300 Usable size: 1x1 All creatures (except skeletons) need a place to call home, and that would be the lair. A creature that just stepped off the portal will settle in the closest lair with room, which is not always the best one. You may want to put a small lair (say, 2-3 spaces) near the portal, then move the creatures that just arrived to their "permanent" lair to "resettle" them. You will generally want more than one lair. You'll create several "work centers" (like workshops, guard posts, or staging areas), and you'll need lair and hatchery at each area. Remember that "good" creatures (converted heroes) and "evil" creatures (the ones that came through the portal) would not sleep in the same lair. Also see your manual on the list of creatures that don't like each other. 2.2.3 Hatchery Cost 300 Usable size: 1x1 Recommended size: 3x3 or 5x5 Attracts Bile Demon (3x3 or larger Hatchery only) with workshop Hatchery is your dungeon's food source for all creatures except undead. While they don't need to be square, the more henhouses you see the faster you get chickens, which means at least 3x3. You can pick up individual chickens and feed them to your prisoners or torture victims. 2.2.4 Treasury Cost 200 Usable size: 1x1 Each tile stores about 3000 pieces of gold, so you can increase your storage capacity by quite a bit. Don't overbuild, as that wastes gold. When it's pay day, your creatures heads toward the nearest treasury to get their gold, so you need several treasuries around, to make sure your creatures don't run too far to fulfill their needs. 2.2.5 Training Room Cost 500 Usable size: 3x3 Recommended size: 5x5 Training room allows creatures to train up to level 4. You may want to toss creatures in there personally, as you can't rely on those creatures wander in by themselves. Training room has moving targets on the walls for shooting practice, as well as target dummies in the non-wall tile for sparring practice. Obviously, the room must have 3 consecutive walls to get a wall target, and at least one non-wall tile to get a target dummy. So 5x5 (9 targets) is much more productive than a 3x3 (only 1 target) Training creatures takes a lot of gold, so make sure you have enough. 2.2.6 Library Cost 600 Usable size: 3x3 Recommended size: 4x4 or larger Attracts Warlocks Libraries help make your spells stronger and better. While warlocks are not bad, converted wizards research even better. You want libraries larger than 3x3 as the "bookshelves" in the middle of the room is dependent on the amount of non-wall tiles, and 3x3 has just ONE bookshelf. You can sell the libraries after all spells have been researched. Your imps will drag any specials discovered so far to the nearest library. Maidens and Dark Angels also do spell research, in additional to warlocks and wizards. 2.2.7 Combat Pit Cost 750 Usable size: 4x4 Recommended size: 5x5 Attracts Dark Knights Combat pit allows your creatures to go up to level 6. It is best to use level 3 or level 4 creatures in the combat pits. Lower level creatures don't gain much by using combat pits. Technically you CAN build a 3x3 combat pit, but then you can only drop 2 creatures in there. A 4x4 only fits 4 creatures. A lot more can fit into a 5x5. Best use is drop your creatures (preferably level 3 or 4) into the pit and let them fight it out. The losers will be knocked out (make sure you have imps available to drag them back to their lairs). The winner will be walking about inside, so be sure to drag him/her out and drop them so s/he can go get some food or sleep as needed. 2.2.8 Workshop Cost 600 Usable size: 3x3 Recommended size: 5x5 Attracts trolls and bile demons (with 3x3 or larger hatchery) This is where your doors and traps are built. Consider building a 5x5 workshop with a strip of lairs on one side and a strip of hatchery on the other side. That way the workers don't need to go far for food or sleep. Remember to "relocate" the workers to those lairs! While only trolls and bile demons are "good" in a workshop, other creatures can actually help (even though they're not THAT good at it, and may even hate it). Check the workshop size, then drop in a few helpers. 2.2.9 Guard Room Cost 600 Usable size: 1x1 Attracts Dark Elf Guard room has a "detection radius" that makes it easy to locate enemy incursions. You can see it clearly on the "radar". All creatures dropped in guard room start guarding unless the guardroom is "full" (one creature per tile). That includes imps. Try dropping them in an empty guard room. They'll just stand there. 2.2.10 Prison Cost 750 Usable size: 3x3 Recommended size: 5x3 Creates Skeletons While 3x3 prison is a tad small, it does work. You don't really need a 5x5 prison since you should not keep that many prisoners any way. If you need lots of prisoners, 3x5 or 4x5 are good sizes. You want them either in the torture chamber or dead as skeletons. Of course, a bit of time need to pass before the creature dies and turns into skeleton. Remember to drop a few imps beside the fallen heroes to drag them back to the prison. That means you want the fighting to occur on YOUR land if possible. You can either feed chickens to the prisoners or use the heal spell to keep them healthy. If the prisoner dies, a skeleton will rise, but still inside the prison. You may need to grab it and drop it outside the prison so it can go train or something. With V1.7 they seem to wander out of prison by themselves more often now. If a prisoner dies, his gold remains inside the prison, and imps won't pick them up. You'll have to use the hand to pick up manually and drop them where you wish (directly into a treasury is fine). 2.2.11 Torture Chamber Cost 1500 Usable size: 3x3 Attracts Mistress and Dark Knight (with Combat Pit) Torture chamber serves two purposes. You may need to extract some information from a prisoner, or convert the prisoner to your cause. If you're only going for information, you don't need to heal first. Just drop the prisoner straight into the torture chamber and you'll get the necessary info. If you are going for conversion, it's best to heal the prisoner just before you drop them into the torture chamber. You'll probably have to come back periodically to check on the progress. And heal the prisoner again. The number of prisoners you can torture varies depending on the room. If you have three consecutive wall tiles, you get a "wall wheel". The "middle" tile in the room gets a center wheel or an electric chair. Prisoner that die from torture becomes a dead body that can be taken to the graveyard to feed a vampire. Make sure you drop the prisoner on a tile that contains the torture device, and the device is NOT occupied (say, by a Mistress). A Mistress adding her ministrations to the victim will increase efficiency of the torture. Mistresses like to torture themselves in the torture chamber. If a Mistress can use the training, drop her in the training room instead. A high level Mistress can cast lightning like a Fairy, and is a potent force indeed. 2.2.12 Graveyard Cost 2000 Usable size: 3x3 Recommended size: larger! Graveyard makes vampires. from the bodies of the fallen, yours or theirs. As long as your imps can get to the bodies, they'll be dragged to the graveyard. When there's enough life force accumulated, a vampire rises. The number of headstones tell you how many vampires can fit in this graveyard. A 3x3 graveyard can only fit one vampire. So you need something larger. 2.2.13 Casino Cost 600 usable size: 3x3 Attracts Rogue Casino serves two purposes: it attracts rogues, and it makes your other creatures happier as they win money. Of course, it'll cost you some gold. You can adjust the "payout" by zooming into the sign and adjust to either smile or money. You CAN make money off the casino, but your creatures will not be as happy. Occasionally, a creature WILL hit the jackpot. The music that plays can be interesting. If a creature wins the jackpot, put the creature in a locked room and slap him until all the gold drops out. The creature will be unhappy, but no one will witness your act. 2.2.14 Temple Cost 3000 Usable size: 5x5 Attracts dark angels (2 per 5x5 temple) If your creatures pray at the temple, your mana will increase. The amount of mana depends on how "brainy" the creature is, and what level he's at (1-4, 5-7, 8-10). Temples are EXTREMELY expensive (the most expensive structure in DK2). However, Dark angels are very powerful creatures and you'll want as many on your side as possible. You can get specific creatures by sacrificing certain creatures in the temple's "pond" (i.e. drop it into the middle of the temple. Following is a PARTIAL list. Temple Sacrifices: (courtesy of gamespot.com) SACRIFICE EFFECT 2 Salamanders 1 Dark Mistress 2 Rogues 1 Salamander 2 Warlocks 1 Goblin 2 Bile Demons 1 Rogue 2 Black Knights 1 Vampire 1 Salamander + 1 Dark Elf 1 Dark Mistress 2 Skeletons 1 Dark Elf 2 Wizards 1 Bile Demon 1 Skeleton + 1 Troll 1 Bile Demon 2 Dark Elves 1 Troll 2 Vampires 1 Bile Demon 2 Dark Mistresses 1 Skeleton 2 Trolls 1 Warlock 3 Monks Mana Boost 1 Bile Demon + 1 Warlock + Receive 1 Dark Elf Imps 2 Dwarves + 1 Dark Mistress Make Safe For a complete list, see http://www.geocities.com/theEvilOnesDK2page/ 2.2.15 Wooden Bridge Cost 200 Used to create speedways over water, it doesn't last very long over lava. It is also the only way for a vampire to cross over water. You may want a bridge that's more than one tile wide if you plan to use it for a LOT of creatures. As long as the bridge still exists, you can still sell it, even if it's charred. 2.2.16 Stone Bridge Cost 500 Same as wooden bridge, except it won't burn over lava. Nasty trick to pull on heroes. Build a long bridge over lava to your land. When the heroes get on. Sell one part of it so they can't get off. Then the "entrance" piece so they have no where to go. Now sell the entire bridge and watch them fall into the lava and get cooked. Only works with heroes since they don't claim the land. Enemy keepers would have the imps convert your bridge first, making it impossible to sell. 2.3 Dungeon Building Tips Think of your dungeon as several "regions". There would be a work region (workshop, lair, hatchery, small treasury), a training region (lair, hatchery, training room, small treasury), a treatment region (prison, torture chamber, graveyard, small lair, small hatchery, small treasury), a research region (libraries, treasury, lair, hatchery), and so on. Each region should be designed for minimize travel time among the needs. Use the "odd shapes" caused by the hard rocks as treasuries or small lairs when you don't have perfect rectangles or squares. Don't open the "door" to a room right in the "middle" of the wall. Most rooms with "wall" tile structures require three consecutive wall tiles, and if you put a door right in the middle of a 5x5 room, you just ruined the chance of getting at least one structure on that wall. Instead, put the door slightly "offset", and open into the CORNER of the room. Use sight of evil to make sure you don't breach into the open before you want to. The entrance(s) to your dungeon should always be covered by doors and traps before you breach. You may want to build a "forward staging area" with lair and hatchery as "home away from home" when you're ready to attack. Maybe even add a training room there if possible. Use a door to keep the creatures locked inside until you're ready to unleash them. You need door, any door, on your most important rooms. While they cost money, the increase security is worth it, as it slows down any attackers. You need the best doors around your dungeon heart, at the very least. Add traps as security. To slow down enemy attack, give them something to destroy. Build single tile lairs right in front of the attacker. You'll lose the lair and waste the gold, but you'll gain a little time. Build "rat-runs", i.e. single-tile wide corridors filled with traps to slow down the enemy. 3 Your creatures Creatures cannot pass over lava unless specifically stated to be able to fly or can walk over lava. For information about Elite creatures, please see http://www.geocities.com/theEvilOnesDK2page/ 3.1 Imp Imps are pretty dumb. They tend to do the first job they consider important, which is not always the one YOU consider important! Also, they will mostly perform duties only on YOUR territory (except claim more territory, that is). Drop them close to the job you want them to do and they'll usually get to it. If that's not it, just grab them and drop them again. Imps can bash down doors, but they usually take much longer than "true" fighters do. Consider assigning more than one to the same job. Some jobs can have up to three imps working on it at the same time. The cost of imps goes up the more imps you have. Usually, you don't need more than 10. If you have plenty of mana you can go up to 15. You shouldn't need more than that. Sometimes, you just WANT to let the imps run loose. Several levels involve letting the imps claim territory so you can send in your forces close. Remember you can recycle the excess imps if you need a bit more mana. 3.2 Goblin Goblins are pretty wimpy as fighters, though in a group and high enough levels, they can swarm their enemies. However, Mistresses are far more useful, esp. at higher levels. When you got enough facilities to attract better creatures, send the goblins packing (drop them back into the portals). Goblins recover quickly from "drop shock" and should be in your initial attack wave. Follow them up with heavy hitters. Equivalent to hero dwarf (except dwarf also digs like imps) Hates dwarfs. Attracted by lair (at least 5 tiles) 3.3 Warlock Warlocks are distance attackers, usually with fireball spell. Have blockers and other fighters do direct combat. They can fend for themselves in melee with their staff, but not that well. They are your primary spell researchers unless you've captured some wizards. Dark angels and Maidens also do research though, but those come a lot later. Equivalent to hero wizard Hate wizards and vampires. Attracted by Library. Prefers lairs and hatcheries near libraries. 3.4 Firefly Firefly tends to explore all over the map by itself, so just let it look around. Or possess it and fly it around. Needless to say, firefly can fly over any terrain. They tend to be shot down in enemy territory, and impossible to retrieve. Still, they're so weak you can always attract another one if need be. Training these up is not that useful. Keep one or two as scout. 3.5 Troll A bit faster than bile demon in combat, but also weaker, you don't really need a lot of trolls unless you can't get bile demons. Attracted by Workshop Prefers lairs and hatcheries near workshops. 3.6 Dark Elf Dark Elves have the sniper ability that allows them to shoot crossbow bolts over impressive long distances. They are weak at melee combat. Keep them at a distance. Attracted by Hatchery, Lair, and especially Guardroom Equivalent to hero Elven Archer Hates Elven Archer, Dwarf 3.7 Skeleton Skeletons are generated from prisoners that die in your prison. They require no food nor sleep (thus no need for hatchery and lair). They also tend to charge without heed to danger (sort of like Mistress) and thus are rather hard to train up to high-level as they tend to die "young". Being undead, they are immune to fear traps, which is very important in certain uses. Do not send Skeletons to train in the combat pit. If they "die", they shatter and are lost forever. 3.8 Mistress Mistress is like Skeleton, except they move faster and has ability to learn new spells like lightning. At higher levels, they are quite useful as their lightning knocks down enemies to be pounced on by other fighters. Mistresses tend NOT to train. They prefer to torture themselves in the torture chamber. Be sure to drop them in the training room for more training. After that, use combat pit. Mistress is one of the fastest recovering from "drop shock" (the dazed period following being dropped from the hand), and should be your initial attackers. Attracted by Hatchery, Lair, and especially Torture Chamber. Hates Fairies. 3.9 Salamander Salamander is a mixed distance and melee fighter. Their fireball and spit work at all ranges. They are not that strong, but they do like to train themselves, so they're usually the first ones to reach level 4. In a group, they can be quite effective. They can walk over lava. Attracted by Hatchery, Lair, and especially Training Room. Prefers lair/hatchery close to lava. 3.10 Rogue Rogue prefers side attacks. They can be used to steal money from enemies. However, it's NOT easy. I personally don't see much use for them. Rogues can be detected by guard rooms, even while "invisible". Attracted by Casino Equivalent to hero Thief 3.11 Bile Demon Bile Demon is a MUCH slower but tougher version of troll, with some spell capabilities. However, they are usually too busy building things to gain levels until you're not building items any more. Definitely create "bile demon heaven", which is basically a 7x5 room with lair, hatchery, and workshop all rolled into one big room. Attracted by Hatchery (5x5 min), Lair (9 min), Workshop (3x5 min) Hates Skeletons, Giants Prefers Hatchery and Lair close to workshop. 3.12 Vampire Vampires are generated only from graveyards (one of the most expensive structures in the game), and require a lot of casualties (both yours and theirs). Vampire cannot pass over water. If you want them to move around, build them bridges. Vampire, when "killed" by creatures other than monks, resurrects itself in its "home" graveyard, but loses one level of experience. If it no longer has a graveyard or it is level 1, then it's "gone". Vampires receive double damage from monk's attacks, and cannot resurrect if killed by a monk. It should be obvious that you should not let vampires train in the combat pit, since training won't really gain it anything. Also, don't drop it into training with any monks. Attracted by Hatchery, Lair, Treasury, and especially Graveyard. Hates monks. 3.13 Black Knight Black Knights are your toughest fighters second only to Dark Angels. Keep them well and they will serve you well. It takes a long time to train them up. Keep them trained in training room, then drop them into combat pit paired with other creatures for more practice. Attracted by Treasury, Hatchery, Lair, Torture Chamber, and especially Combat Pit 3.14 Dark Angel Dark Angels are extremely tough in combat, and their ability to fly is a great bonus. At high levels, they cast spell that raises 3 skeletons to fight on your side (i.e. Skeleton Army) and that is an impressive sight. Of course, level 1 skeletons don't last long in combat. Attracted by Temple (5x5 only). Note: each temple only attracts two dark angels. To recruit more, build more 5x5 temples. Hates Monks, Fairies Prefers lair and hatchery close to temple. 3.15 Horned Reaper (i.e. Horny) Technically you can't recruit Horny, as he's the one that want to go outside. But he's available for summon if you retrieve all four pieces of the Horny Talisman, and have more than 100000 units of mana. Horny is absolutely unstoppable by even level 10 heroes and creatures. One swipe from his scythe will take down just about any creature except level 9's and 10's. He also has a "fireball" stun charge that knocks down an enemy. The problem is, of course, Horny takes too much mana. See the "Keeper Spells" section for more info. 3.16 Maiden Part spider, part human, maiden is a new creature added in V1.6 and later. They are quite multipurpose as they can do research, fight long distance with their "freeze", or even do a bit of hand- to-hand combat. They are relatively weak hand-to-hand though. 4 Your opponents In general, if the captured enemy units are better than your own, it may be worth the time to convert them. You can probably leave the level 1 weaklings to die. Level 3's and 4's at the beginning are worth converting. 4.1 Dwarf Dwarves are the hero's version of imps, as they dig, but they also fight (weakly). They are the fastest hero unit around, but otherwise not that useful. Let them rot to skeletons. 4.2 Elven Archer The counterpart of Dark Elf, these are the sharpshooters of hero force. If you grab a couple high-level ones and you didn't bother with guard rooms, you can convert these as your guards, but otherwise you should train your dark elves instead and let these rot to skeletons. 4.3 Wizard The counterpart of Warlock, these are the magic users of the hero force. They are much better at research than warlocks. If you have a library and have more research to do, capture and convert these to help out. 4.4 Monk Monks have one purpose in life: to kill vampires. Not do they cause extra damage on vampires (twice as much), they also kill a vampire permanently (no resurrect at graveyard). While a bit slow, monks can pray to heal, which makes them VERY hard to kill. They also heal those around them. Definitely try to convert some, as they go great with your strike groups, keep them fighting longer. 4.5 Fairy Fairies fly a lot, so if you have an open flank in your dungeon, a fairy will likely find it. Their lightning attack is also quite dangerous as it knocks your unit down to be pounded by other enemy units. Definitely attack fairies with multiple units. Fairies are rather weak and can't take much torture. They don't do much damage, but they're fast. 4.6 Thief Thief is the hero equivalent of Rogue, and operates nearly the same way. They want your gold. On the other hand, if they are high-level enough, they can just as easy bash your units to submission. They are probably better off turned into skeletons, as they are rather weak in combat. 4.7 Guard Slow but tough, they don't do much damage actually, and can be converted with a bit of effort. Convert these if you can't get "better" recruits, like Giants and Knights. 4.8 Knight Knights are pretty tough customers, but a thunderbolt should knock him down, then your creatures can pound it. Convert any captured knights, and thank the heroes for sending you fine recruits. 4.9 Giant Giants are slow, but they can walk over lava. They are pretty tough in fighting, and a group of them is nearly unstoppable. Definitely try to convert some to your cause. 4.10 Royal Guard Royal Guards appear later in the campaign as personal escorts of the "Lord of the Land". They differ from regular guards in that they wear purple. They are TOUGH, and they do quite a bit of damage. If you get a chance to convert one of these, definitely do so. 5 Strategies and Tactics The manual has a LOT of tips, and you should read those first. A lot of combat involves proper keeper spell casting. Read the next section. 5.1 Holding Portals In general, when playing against AI, the need is to hold as many portals as you can, while disabling hero gates ASAP. The more portals you hold, the more creatures you can recruit and train. The less hero gates there are, the less attacked you'll be. The same applies in multiplayer. The first one to hold more than one portal will probably win, unless he spent too many creatures to win that portal, leaving himself vulnerable. If you have good creatures, and plenty of gold, you may want to leave a hero gate up to provide some "practice" for your lower- level creatures, as well as a source of "recruits". 5.2 Recruiting Consider the sources of recruits: portal, prison, and torture chamber. Creatures arriving through the portal need training, lair, and food. There's a limit to how many creatures can you recruit through a portal. Skeletons created from prison need training, and you need prisoners to make skeletons. Skeletons also start from level 1, no matter how high level the creature previously was. They are also quite weak and you can't "recover" them (have imps drag them back for some R&R). If they "die" they are lost forever. To keep them learning you must use heal spells (read: mana). Converting a hero to your cause via a torture chamber needs quite a bit of time and equipment, but the result is a unit with its high experience level intact. It'll need lair and food, and maybe a bit more training, but otherwise it's faster and cheaper than training up a creature from level 1. Can you wait until you convert the heroes, thus keeping their experience, or should you create some level 1 skeletons instead? The general rule of thumb is you want to convert the high level creatures, like level 3's and 4's, or higher, esp. if they are higher than your creatures' current experience levels, or when you're close to the portal limit. The lower level prisoners can die as skeletons or tortured for information. 5.3 Training and more training Creatures arrive as level 1 rookies. They are virtually useless in a fight against higher level creatures unless present in overwhelming numbers. You have to "buff" them up with training, and more training, until level 4, then use combat pit. If they survive the fight they will advance in levels. Just make sure your imps can retrieve them. 5.4 Fight on YOUR land Can't emphasize this enough. Fight on YOUR land! If you do that, your creatures can retreat to rest and recuperate, and fight again. Even if they're knocked unconscious, your imps can get to them and take them back to their lair. If you fight on enemy land, your imps can't get to them, and they'll DIE, thus wasting all that gold and time you spent training them. Fighting on your land also means any attackers will be left where they are. If you have prison, they'll be imprisoned. Else, when they die, they'll be taken to graveyard. You'll get new recruits any way (via prison, torture chamber, or graveyard). Fighting on your land also makes it easy to add reinforcements when you need to, as you can only drop forces on YOUR land. If you can't fight on YOUR land, at least fight near it, so your imps can go into the melee and claim more land as a result. 5.5 Recon and Information You may want to consider torturing the low-level heroes for information on the enemy installations. Level 1 skeletons aren't that useful. The dead body can then still be used in a graveyard. Make sure your dungeon is sufficiently disguised or protected before sending out your scouts. You need that information on where to attack, where can enemies attack from, and arrange your defenses to achieve local superiority. Consider possessing one of your scouts and do the recon yourself. 5.6 Micromanagement Micromanagement, or attention to detail, is the best way to ensure victory. Slapping creatures is needed to improve their work efficiency, but just once in a while. Else they'll start sulking. Constantly keep the different moods of the creatures in mind, and listen to the complaints. Fix them ASAP. Click on the complaint, then go there and see if that creature is almost to what it needs. If not, pick it up and deliver it to where it needs to go (usually food or money). You may want to transfer some gold from your main treasury to the outlying "local" treasuries to minimize the amount of time your creatures travel to collect their pay. Help the slower creatures move by picking them up and dropping them near their destination. 5.7 Shift the Flag It is possible to pick up the call-to-arms flag and drop it elsewhere. This will save you quite a bit of mana as you do NOT need to re-cast the spell over and over. 5.8 Improve Working Efficiency Normal working efficiency is about 80%. You can improve that by 1) slapping (just once!) and 2) dropping the creature in their workplace. You'll just have to physically drag/drop creatures all over the place, if you want things to get done in a hurry. 5.9 Some Building Tricks One good way for quick building is draw the spot, but only INSIDE the rocks, so your imps can't get to it. They are smart enough to ignore that dig request, and thus will concentrate on your OTHER jobs. When you're ready to have them start here, connect that big block to a dig-able tile so the imps can get to it, and you can control how things get done, while having rooms "pre-planned", so to speak. 6 Keeper Spells As a keeper, you can use some of that hard-earned mana to assist your creatures in various ways. 6.1 Create Imp As your dungeon expands, you need more and more imps. You'll always have 4 imps. If one of those get killed, a new one will be automatically created. Create imp costs in mana goes up for every imp you have. You usually don't need more than 10, though on some scenarios where you have a LOT of rooms or a lot of digging to do you may need 15. In "My Pet Dungeon", as there's little threat, you can go up to 20. Version 1.7, with the increase mana intake limit, may allow you to sustain more imps. Cast create imp in the middle of melee battle in your territory can help retrieve some of your unconscious. You may be able to pull an existing imp from their job instead of creating a new one. Consider this before you start wasting mana. 6.2 Thunderbolt Thunderbolt is not exactly "cheap" to cast, at 6000 per use. Nor do it do that much damage, even when upgraded. Its main use is to knock one enemy temporarily out of the fight. It is best used right in the middle of melee. Cast it upon the hero in the midst of your creatures. Once the hero goes down, he'll get several body blows while down, which should quickly take him out of the fight. 6.3 Possession Possession is useful when you need a very specific target destroyed, or need to recon a specific location. Recon with possession is useful. Possess a creature to take it for a ride through the tunnels and such. The map is a bit hard to read, so you'll have to be pretty good to visualize where are you. Best used on flying creatures or creatures that can walk over lava (Salamander preferred) unless there aren't any lava. Recon with dark elf or elven archer is a tertiary choice as they are fast (relatively) and can snipe at enemy units. Attack with possession is a bit harder to accomplish. Basically you have to assemble a group and lead them to attack with the possessed group command, and even then it's not that "accurate". I personally practically NEVER use the possession command, but that's just me. 6.4 Heal Heal is important as it keeps your creatures fit to fight. As a rule, heal the highest level creature that needs it. High- level creatures do much more damage and are much more resistant to damage. Watch for creatures running away from fights, even when call-to- arms is active. Those would probably have low health and need to be healed. Mistresses and Skeletons simply charge the enemy. They never "retreat" to recuperate, so you'll have to heal them during the fight. One way is to observe the "corridor" where your creatures must pass to reach the call to arms. If their life is low, heal them there. 6.5 Sight of Evil Sight of Evil is useful as a recon tool to allow you see behind walls, such as when you need to breach (or NOT to). This gives you a good idea on what to expect beyond the door or wall. Always use SoE when digging into truly unknown territory, like a row of "soft rock" between "hard rock", which would suggest an existing tunnel, for example. 6.6 Call to Arms "Call to arms" will summon all your creatures to a big attack. Once you've cast the flag, you can pick it up and drop it elsewhere, thus no need to waste the mana to cast the spell again. It has several problems you need to keep in mind. Problem 1: It does not care about the optimum combat order. In DK combat, it's best to let the melee fighters take the front, followed by blockers, blitzers, and behind them, the support fighters (shooters). This all goes out the window when you talk about call-to-arms. Whoever arrives first is first. And generally, that means support guys like dark elf, which would be guarding nearby, followed by weak flying creatures like firefly, then the weaklings like goblins. The big and slow bruisers like knights and trolls arrive near the end. You can mitigate this by picking up the fighters and dropping them on your nearest tile first, and let them walk to the flag, and then drop the other creatures, but it's still not a good system. They just keep circling the flag after they're done with combat. Problem 2: It costs quite a bit of mana At 10,000 mana per use, it's not exactly cheap to cast that just to "point" your creatures in the right direction. If you want a group attack and are short on mana, you may want to consider using possession and lead a group personally instead. 6.7 Tremor This is best used to "soften up" enemy defenses before your attack forces arrive. It also removes any reinforcements the walls have. The best part about this spell is you can cast it anywhere, not just your territory. I have found no good uses for it as I tend to save mana for Horny. It may help you breach enemy dungeons faster. It may also serve as a distraction as you set off a tremor on one side of the enemy while you attack through the other side. 6.8 Turncoat As suggested in the manual, pick the toughest fighter in the enemy attack group and turn him against them. I have found no good uses for it unless you're out of defenders and traps. 6.9 Summon Horny You don't want to summon Horny unless you have nearly a full tank of mana, since just the act of summoning him costs 100,000 mana. After a few seconds (about 15?) Horny will suck down 2000 mana PER SECOND, in addition to any other expenditure you already have. Since your maximum mana intake per second is 500 (V1.3), you'll run out soon. You can delay that by minimizing your mana expenditure (i.e. don't cast keeper spells while Horny's in action, and minimize the number of traps you have). Version 1.7 seems to allow each mana vault to add to your 500 max mana intake. So if you have max amount of tiles and two mana vaults, your intake is 700. This can seriously increase your "Horny loiter time", so go after those mana vaults once you get all four pieces of the talisman! Horny is something to watch. He goes through creatures less than level 10 like scythe through wheat. It'll take him a bit longer to take out a level 10 creature, but he's unstoppable. No traps or such will stand in his way. On the other hand, you can't really "direct" Horny. He simply attacks the "closest" enemy, even if that's just a level 1 dwarf or a lousy trap. And if the enemy retreats, he'll chase! Therefore, to maximize Horny's effectiveness, you'll need to "clear" the area for him with your other creatures first, even if you need to sacrifice all of them. Also, try to claim as many tiles close to your "objective" (i.e. your Horny target) as you can. That way, Horny won't be distracted by lesser challenges. 6.10 Create Gold When you are short on gold but plenty of mana, create gold can help you until you discover new sources of income. You should also use Create Gold when you're about to reach 200,000 mana, as any additional mana income will simply be "wasted". It is best to cast directly into the treasury rather than relying on your imps to pick it up. 6.11 Inferno Inferno is a serious attack spell that can do a LOT of damage to a group. However, it requires a tightly packed group for optimum effectiveness. Cast this spell on the raiding party BEFORE your creatures arrive. 6.12 Chicken Usually, you want to cast this on the most power enemy, but turncoat usually works better and does more damage. If you cast this over your land, you may be able to pick up the chicken and drop it somewhere where it can do some good, like prison or torture chamber. 7 Traps, doors, and other objects 7.1 Traps 7.1.1 Sentry Trap Also known as sentry guns, they cause very little damage. Use other traps and barricades to keep the enemy away while guns shoot them. A little "island" in the middle of lava is a great place to put such guns, as only distance shooters, flyers, and lava walkers can get to them. 7.1.2 Fear Trap Fear traps keep attackers away, so you should put those near dungeon entrances. May not be a bad idea to keep them protected with spike traps and such. 7.1.3 Alarm Trap Doesn't do any damage, it just alerts you to enemy presence. Why not use a guard room instead? 7.1.4 Gas Trap Causes just a little damage. It can be useful early on. Use spike traps later. 7.1.5 Guard Post Essentially a "local" version of Alarm trap, this just cause your creatures near the trap to attack the enemy. 7.1.6 Spike Trap Not a bad trap to use, it actually cause decent amount of damage. 7.1.7 Trigger Trap The "normal" use for a trigger trap is to trigger a boulder trap just beyond visual range, and there really isn't a better use for it. None of the other traps are as devastating. 7.1.8 Boulder Trap Probably the most impressive trap you see, it can cause a LOT of damage as it rolls over enemy after enemy. Follow the advice in the manual and make rat runs (long single-tile wide corridors). 7.1.9 Freeze Trap Useful for delaying enemies, or holding the enemy for other attacks. Such as boulder, sentry gun, or even some of your creatures. 7.1.10 Lightning Trap Best used near water, behind a lot of barricades and such. Think of it as a more powerful version of sentry trap. Of course, it costs a lot more. (Three times more to be exact.) 7.1.11 Fireburst Trap Best left in the CENTER of the room. and maybe assisted by a trigger trap so you can cook a LARGE number of enemies at the same time, not just the scout. Protect it with other traps. 7.2 Doors and Objects A note on when to lock doors. You want to lock doors when you don't want creatures to go out. Remember that you can pick up and drop creatures with your hand to move them, so their own movement is not the only way things get done. Imps have no need for food or rest, so you can just leave them OUTSIDE the locked doors, if there are claimed tiles outside the doors. You can drop an attack force outside locked doors, but remember to drag them back before they complain too hard ("Your creatures cannot get to a ________".) 7.2.1 Wooden Door The wimpiest door, this is mainly for looks and the ability to lock your creatures in. Don't expect it to keep enemies out. 7.2.2 Braced Door Slightly tougher than Wooden door, they are about average on durability. 7.2.3 Steel Door The toughest door you can get, use it to guard areas you don't want enemies to see. You MAY want to back that up with a magic door just in case. 7.2.4 Magic Door About the toughness of braced door, it also shoots a fireball at any enemies approaching. However, it can only be damaged by magic, so it's pretty tough. Double this with a steel door for extra protection. 7.2.5 Secret Door Secret doors cannot be seen. Unless it's already open. In which case they are VERY easy to destroy (like wooden door). Should almost always be locked, as an "open" secret door is not a secret! You can spot a secret door by the fact that your imps won't turn that section of the wall to your color. If you drop a imp right at that tile, the imp will start hacking (attacking). 7.2.6 Barricade Use these to close off certain entrances. Remember projectiles can still go through, and flying creatures can fly over. 7.3 Trap Tricks Page 74 of the manual discusses a lot of serious trap combinations. Here's a couple more to keep you entertained. Ice Bowling: combine freeze trap with boulder trap. Frozen victims will be shattered by the boulder. Water and Electricity: Lightning trap and water mixes great. Put lightning trap to defend yourself from waterborne incursions. Put barricade(s) and spike trap(s) to "protect" the lightning trap. Use trigger traps to set off multiple traps at once. A possibility is a single trap triggering TWO separate boulder traps, thus squishing all in between. Trap doormat: put a trap right before a door. They can't get to the door without triggering the trap. Double the doors: put a magic door in front of a steel door will REALLY slow down the enemies. 7.4 The Specials If you find those gold boxes, they are likely one of the following: 7.4.1 Increase level Increase experience level of all of your creatures 7.4.2 Create Imps Create some imps for no mana cost 7.4.3 Increase Mana Adds 50000 mana, great for keeping Horny on the job for a while longer. 7.4.4 Increase Gold Obvious. 7.4.5 Make Happy Improves your creatures' mood. 7.4.6 Make Safe Make all your walls reinforced. This is best used right after you take over another keeper's dungeon, when you've just gotten the rooms but the walls aren't done yet. 7.4.7 Make Unsafe (MP only?) Removes the reinforcement from the walls. Great for starting the attack. The "local" version of this is "tremor" spell. 7.4.8 Make Unhappy (MP only?) Obvious. 7.4.9 Hidden Land Allows you to access one of the four hidden levels. See [x] 8 Single Player Campaign Walkthru There are 20 single player levels in the campaign. Two of them have two alternate scenarios, one of them have three. There are also five "secret" levels. How to access them will be explained in  Please note that this walkthru is done with the original (version 1.3). Version 1.7 added several changes including increased mana intake with mana vaults (easier to use Horny), Elite creatures, and Maiden. The changes made the game somewhat easier, but most of those do not affect the campaign. 8.1 Warcry (1) Land: Smilesville Primary Objective: Locate / destroy Lord Antonius Secondary Objective: Build 5x3 lair and 3x3 hatchery This is your first tutorial mission, and it's simple. Follow the instructions. Start by digging gold, as you'll need lots of it to build a big lair and big hatchery. Keep digging at the gold seams you see. And the imps will dig them out and carry them to your dungeon heart. See the portal? Good. Dig a tunnel to it. Preferably through the middle, though it doesn't really matter. Once your imps dig through, one of them will claim the portal, and a goblin should walk in. With the gold you gathered earlier, build a 5x3 lair by first clearing the room, wait for the imps to claim the tiles, then select lair on all the tiles. More goblins should be walking in. Same procedure, build a 3x3 hatchery to create some food for your creatures. Two dwarves (heroes in white) should breach your dungeon about now. Your goblins should make short work of them. You should also notice your imps quickly claiming that entire tunnel the dwarves came from as your territory. Let them (though keep in mind this is NOT always a good idea). Soon the imps will come to the end of the tunnel, and a few tiles away is Lord Antonius himself. When no more goblins seem to be coming in, it's time to take on Lord Antonius. Order the imps to dig through. Pick up the goblins (quickest way is click on creatures tab, then keep clicking on the goblins "count" until the number reaches 0), then drop them "near" (2-3 tiles away) Lord Antonius. Notice the dropped creatures are temporarily stunned, so it's not a good idea to drop creatures directly into combat. You can also only drop creatures over your territory (though you can pick them up anywhere, as long as they're still conscious.) The goblins should swarm Lord Antonius. If you have enough, Lord Antonius should go under, and Horny comes by to claim the portal gem. 8.2 Enchantments (2) Land: Sing song Primary Objective: Destroy Lord Darius Secondary Objective: Build library and training room The tutorial continues, and things are still easy. You'll need gold, and gold. So start digging! Clear sections of land for your lair and hatchery. You want a few goblins. Start building libraries. While libraries don't need to be square, they work best as square as each of the walls can hold bookcases. Soon, a warlock or two should join your cause. You can get by with just one library, but two would be easier. The warlock will then start researching your spell upgrades. Just keep digging for gold and waiting for a while. Once libraries are built, it's time to build a training room. You'd need at least 4x4 and a lot of gold as your "training budget". Drop your goblins in there to "remind them" to train. As you keep digging north for more gold, Lord Darius' heroes should breach near North, though your goblins should easily make mincemeat of them. Let the imps claim the land beyond, and you'll find the hero with a few dwarves as escort. Start breaching to Lord Darius' lair, and start dropping creatures as close to Lord Davius as possible. When Lord Darius falls over, Horny will show up to claim the portal gen. 8.3 Greed (3) Land: Ramshackle Primary Objective: Kill Lord Avaricious Secondary Objective: Build a treasury to store gold; build a workshop to build wooden doors and sentry guns Another easy level, and you can listen to the voice for the most part. However, keep in mind that the first thing a dungeon needs is ALWAYS lair, then hatchery. Everything else can wait. Once you have the lair and hatchery up, connect the portal and invite the creatures in. This is probably the first time you see a firefly. They are good scouts, but a bit weak in direct combat. Remember to pluck them out of danger before they go unconscious. You may need a treasury to hold more gold. Avaricious won't attack you, unless you start digging at the gold around him. So to take him out, you'll need to build workshop, then a few sentry cannons to soften the lord up as he tries to chase your imps away. Then drop the rest of the creatures near him and swarm him. So start on your workshop. Usually you want a 5x5. Only when you're REALLY short on room would you build smaller workshops (4x4 or even 3x3). Just follow the instructions. The few minor heroes may attack, but your creatures can handle them, even without the sentry cannons, probably. Add more sentry cannons, then start mining the gold. Avaricious comes out. the cannons will wound him, allowing your creatures to take him out. Remember to help out with the thunderbolt spell. Soon Horny will come to claim the prize. 8.4 Snipers (4) Land: Shady Grove Primary goal: Kill Lord Ludwig Secondary goals: Find and claim guard rooms; lead a band of warriors into Ludwig's castle and take him out. While this is still a tutorial, it is no longer a walkover. Your main difficulty lies in the fact that Lord Ludwig is a wimp. He won't leave his castle no matter what. That means you'll have to go in and get him. Start building the dungeon with the normal necessities: lair, hatchery, training room, library, workshop, and maybe treasury. There are plenty of gold so don't be stingy. As you build, you'll discover some guardrooms left from earlier. When you claim them, dark elves will appear. They are great long- distance shooters. Ludwig's forces will come after you, so be ready with your forces to defend yourself. The dwarves and such are easy. You may need to help out with thunderbolt when you see the knights attacking. Continue building north, and you should see two hero gates. Further north is Ludwig's castle. Listen to the voice and use the possession spell to possess a dark elf, and use the sniper arrow to take out the guard. It may take you a couple attempts, but it's easy enough. The rest is simple enough: build up a powerful force, train them well. Claim all the land you can. Then break down the gate and kill Ludwig. 8.5 Fear (5) Land: Elm Shadow Primary goal: Kill Lord Constantine Secondary goals: Find and claim prison; create skeletons to help you. Ah, fear. It is a powerful motivator. But I digress. Fear traps protect the hero's castle. While the fear trap does not damage your creatures, it really keeps them away. However, there are some creatures that do not have fear: skeletons. To create skeletons, allow prisoners to die inside. Simple enough. Start by building lair and hatchery, then library. Gold is a bit sparse on this map, so don't overbuild. Remember, the undead don't need food or sleep (except vampire). Keep digging the gold to the south, and you'll open up new land bridges, and the prison. Claim it, as you'll need to use it later. When the heroes invade, send your forces in and take prisoners. Let them "rot" in the prison, and they'll become skeletons. There are two ways to win this. You can go after Constantine, or you can trigger Constantine to come after you. If you go attack, build up a good force of skeletons and your other creatures. Send skeletons in to take out the fear traps, then full scale attack on the castle with all forces. If you want to play bait, possess one skeleton and use it to go past the fear trap, and try to go after the lord alone. Remember to "get out" before skeleton dissolves. The good lord Constantine will lead his heroes and come after you. When the heroes come, send in all your forces, then start firing off thunderbolts. You should be able to take down the good Lord Constantine himself easily. Next one you get a choice. Should you choose 6a (frontal assault), or 6b (ambush)? 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 him. 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. Definitely claim it so you don't have to waste money building the facilities. The torture chamber will be very useful. 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). As you explore north, you'll find more giants, and more room to capture. 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. You'll finally come to Sigmund's castle, and if you use sight of evil properly, you'll see his forces 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 it is guarded by guardian wizards, 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. 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 have 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. 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). 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 kill 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. There are three variations to the start. You can a) Start from well-defended position ("a suitable challenge") b) Start with lots of room for expansion ("A little more interesting") c) Start with no portal, but many high-level creatures ("Considerable challenge") If you choose option a, the choice is simple: build up a force and blitz the enemy keeper when you think you've built up sufficient forces. You can't wait too long since the other players will be consolidating each other. In general, the first keeper with more than one portal will win. If you choose option b, you'll need training rooms and quickly. You'll also need to invest in traps and such to defend your dungeon while your minions are away on your errands. If you choose option c, you must go after the enemy keepers right away, as you do need to claim portals and other rooms. Once you got a portal, and keep your initial minions healthy, you have the advantage and should be able to blitz the rest of the opponents. 8.13 Scavenge (12) Land: Goldenglade Primary Objective: Destroy Lord Bramble's forces, destroy keeper Malachi Secondary Objective: create your legion of undead This map is won through the use of undead, and lots of them. So as you can guess, you don't really need much of lair or hatchery (you'll need SOME though), nor workshop, nor casino. You will need a library as some of your spells can use an upgrade. You will of course need a prison (to generate the skeletons) and exercise room (to "buff up" the skeletons). While you can build a graveyard, don't. There's one to be claimed to the east. Instead, dig up the rooms for the things discussed above and build the basics first. Some wimpy heroes will attack. Take them out and let them rot in jail. That'll be your skeleton army. Remember to take them out to be trained. You need a good-sized skeleton army, say 12 of them. By this time you should have claimed the graveyard. Turn imprison off, and the heroes will die where they fall. Your imps then drag them off to the graveyard. And you'll get vampires. Remember to train them as they're rather lazy, and level 1 vampires vanish when "killed". Keep training them as your imps slowly work north, until they run into Lord Bramble's forces. Take them and turn them into more vampires and skeletons. Use your skeletons to take out the sentry guns after the imps get you close enough. You'll need about 10 well-trained vampires. Soon you'll see Malachi's dungeon to the far north (blue). Make sure your forces are ready (all healed, all at least level 4), then build the bridge to his part and start the attack. With a big enough horde of undead, you should win with no problems. 8.14 Conversion (13) Land: Cherish Primary Objective: Destroy Keeper Malleus' vampire horde Secondary Objective: convert the monks of St. Cuthbert to your cause. and use them on the vampires of Malleus. It's a pity. We liked the undead so much in the previous mission, we had to go against them this time. However, when monk kills vampires, they stay dead. Monks also heal others, which means it's very hard to kill them. With a group of 10 of them, they can take care of themselves. You will need a LARGE prison and a LARGE torture chamber to convert the various monks to your cause. You will also need a workshop to construct the traps that will defend your dungeon against the vampire hordes while your minions go after Malleus' dungeon heart. Try to convert EVERY hero you come across, esp. the monks (of course!). Every fighter counts, even the guards. You can really use the giants too. Remember to put the good guys separate from your other minions to keep them happy. Don't breach St. Cuthbert's until you are ready with your traps. Freeze trap is very useful as a frozen vampire is very fragile. When you're ready, breach St. Cuthbert's and take out the few defending monks. Malleus will then release his vampire horde, and it is a horde. dozens and dozens of them. However, the monks should take care of them. Keep healing you creatures (esp. the monks). Then it's time to cast "call to arms" in the enemy dungeon heart. Your traps should hold off the vampires for a while, and when his dungeon heart beats no longer, you win! 8.15 Reap (14) Land: Peachtree Primary Objective: Kill Lord Tiberius, summon Horny Secondary Objective: Claim all mana vaults This is probably the first mission you'll REALLY have problem with. Both gold and usable room on this level are EXTREMELY limited. You need a training room (I build it to west of dungeon heart), and reserve the room to south as a prison. Build lairs and hatcheries only in strips and in door entrances and so on. Mine ALL the gold nearby, even those across the lava near the portal. Build a stone bridge to reach them, sell the bridge after they're mined out. Do NOT build east of the dungeon heart. You can see that "corridor" between the hard rocks. If you dig NEAR there, a dwarf will breach there and 4-6 level 4 thieves will overwhelm you. With the training room and lair and hatchery available, you should be able to attract a decent sized force of goblins, fireflies, and salamanders. The gold you have should be sufficient to train them to level three. When all creatures reach level three, breach to the northwest, and the initial enemy force will attack. Fortunately they are all level one, so even if you do NOT have good units you should be able to prevail. Heal all units (chicken or heal spell). It's time to claim your first two mana vaults. Cast call to arms inside the room. Kill all the guards and you're done. Once you clear the room, cancel the call to arms, and look for nearby gold. The lava river beyond the northern wall have several gold seams. You'll need to build stone bridges to reach them. Remember to sell them after you get the gold. There's also an island there with FOUR specials, though you'll need to build a library to "store" them. As your imps explore east, you'll run into three sentry cannons to the north. Build a bridge and send in everyone to take it out. You'll also have to defend yourself against periodic excursions by the hero attack force from the other hero gate guarding the last two mana vaults to the east, and they have several level 3 heroes. You can't dawdle too much because you'll run out of gold, and you need SOME gold to build the bridges to dig more gold. Your prison should be able to convert most you capture into skeletons by now. Don't forget to "release" the skeletons to let them train up a bit, if you have any gold. When everyone is healed and you got all the gold and the specials, it's time to claim the second set of mana wells. Cast call to arms at the gate, (NOT the one to the north across lava! The one to the EAST on the ground!) Start dropping in your creatures, fighters first, long-range attackers second. When the door's breached, cast calls to arms again INSIDE the second room, and send in the imps to start digging to disable the hero gate. It'll take a while as the walls are reinforced, and you'll get some casualties, but you should have enough mana to create enough imps to drag your wounded back to their lairs. If you have any gold, consider create some lairs and hatchery in the first mana well room you conquered and relocate some creatures there. As the digging will take a while, get ready for another hero attack force coming through the gate. Once you got the second room, you should have PLENTY of mana at your disposal, but you're probably out of gold. There's some gold in the corner of the second room, and if you keep digging through the "path" in the solid rock, you'll run into some gold to the south also, but you'll need to build bridge to reach it. Sell all the bridges when you're done, and it's time to summon Horny for the final victory... Build the stone bridge to allow you to cross the lava to the remaining gate, guarded by two cannons. Then cast call to arms right at the gate. Start dropping in your attack force. Then recast the call to arms inside once the gate is breached. The narrow corridor will make fighting difficult, but send in your imps any way right after your creatures, so they can take over as much territory as they can. Don't create any new imps as you need to save the mana for Horny's appearance. The corridor will soon be littered with unconscious bodies and some blood as the imps can't reach the bodies... but it should be cleared soon. If there's any creatures left, leave them there, and cast Horny as far inside the enemy gate as possible. It should go after the enemy hero if you got most of the enemies nearby taken cared of. Once Horny turned the enemy hero into sashimi, you win! Now another choice: do you storm (brute force), or do you crusade (strategize)? 8.16 Storm (15a) Land: Fluttershine Primary Objective: Storm Fairy Fortress, and slay Lord Volstag Secondary Objective: Build combat pit for further training This mission is VERY straight-forward. Build up a good dungeon, attract a good set of minions (esp. black knights), train them to the hilt, then unleash them on the fairy fortress and take out Lord Volstag. What else is there to say? 8.17 Crusade (15b) Land: Fluttershine Primary Objective: Kill Lord Volstag Secondary Objective: Rescue imprisoned black knights, storm castle This mission requires slightly more strategy, as you arrive a bit late for the party. The black knights went in and had fallen. You start in southwest, and to the east is a large prison with three black knights, with more small prisons to the north. Go after the small prisons first, then with the black knights freed, go after the big one. If you have a torture chamber, you can even convert those guards. Train them up, and attack. What else is there? 8.18 Creep (16) Land: Stonekeep Primary Objective: Kill Lord Pureheart Secondary Objective: Stealthily build up your dungeon within Pureheart's castle, and use the secret doors properly. You're inside Pureheart's castle, and you don't have a portal. Things look a little grim, but not that bad, actually. The idea is to be very sneaky. Claim the two small workshops to the north first, then spend a little money and build two barricades right up against those doors. This is to prevent YOUR creatures going up and bang them rather than the other way around. Now build secret door around the dungeon heart, and remember to lock them when heroes approach. A secret door that's open is no secret at all! Don't forget traps. Start digging east carefully, and you'll see a prison. Claim it, then "close" the room with a secret door ASAP, then LOCK IT. You don't want your imps to wander out and attract undue attention. Use sight of evil to carefully pick your target for expansion. You should be able to claim several more prisons and grab a few other creatures. If you're short on gold, sell the prisons. Go after only one room at a time. Try to squeeze in a torture chamber and leave one of the prisons when you can, as you need to try to keep a few prisoners to convert. You should see that these small rooms surround a big central "court", which is presumably where Pureheart is. A big band of heroes forms a "patrol" that passes by every so often. There are some other facilities to the east and west. Remember, one room at a time, and remember to "close" the corridor with secret doors to prevent the heroes from coming after you! You should build up a small army and your mana. After the patrol passed, send in your imps to claim the land around the castle, as you'll need to get Horny as close to Pureheart as you can. You'll also need lots of mana, of course. When your mana is full (200,000), send in the creatures and break down the door, which should be enough to attract the attention of the defenders. Send in Horny, and it'll be a great battle. Don't be surprised if Pureheart don't go down, as Horny tends to chase the first hero he comes across, and that usually is not Pureheart. It doesn't matter if you lose all your other creatures, as no one is likely to attack you if you do things carefully. Just build up your mana again, let your imps claim more land, and send in Horny again, and Pureheart will be yours. Or Horny's. 8.19 Angelic (17) Land: Moonshine Primary Objective: Use the dark angels to crush the two rival keepers Secondary Objective: Kill 20 heroes to gain dark gods' favor, and capture the temple You're up against TWO rival keepers, and you need to score 20 kills before the enemy keepers take the dark temple. And they say there's no time pressure. On the other hand, there are plenty of gold for digging on this map. So things are not THAT tough. Just be warned: the heroes guarding the temple are level 6's and level 8's. You'll need a LOT of lower creatures to subdue them. Immediately start digging for large lair and large hatchery (both 5x5) to the east and west, then keep making 5x5 rooms (or a little smaller) eastward and westward until you opened both portals. Start adding training room, library, workshop, etc. You'll build the traps to take care of business while you're gone. Build only to east or west until you're nearly ready to claim the temple. Train all your creatures to at least level three, and that'll take a while. Dig a zigzag tunnel going north, but a long winding way. You can see the gold so use that as your guide. Fill the corridor with traps and perhaps a hidden door or two. Combine freeze trap, trigger trap, and boulder trap. They are deadly in the long corridors. Don't breach until you're ready. Use sight of evil to make sure you don't breach in the wrong place. The imps should go out and start claiming tiles. To the north would be two magic doors flanked by two sentry cannons. Take out the cannons (send in your fighters) and start digging the gold to the far left and far right, just north of the portals. You'll need about 15 imps. Now you see the temple. There should be guard stations at each corner, with 3 guards (elvan archer, guard, and wizard, high level) Take one out (I chose southeast one), and drop in the salamanders to take care of those lightning traps. Repeat for the guardroom to the northeast. Call in Horny if you want. Remember to heal your creatures in battle. Once that's done it's time to break down the doors and claim the temple. Inside are more sentry cannons and a few gas traps, so be careful. Cast call to arms inside the intermediate room, then inside in the temple proper. A few guards will challenge you, but they can't stop your forces. If the temple is already claimed, you better restart now. So you finally revel in the glory of the dark temple. and you get 10 dark angels for free! Create lair and hatchery for them ASAP, as they whine extremely hard. You may want to sell one of those guardrooms to make room for them. With those dark angels, victory is virtually assured. You'll need to defeat both dungeon keepers, so go after the one that's giving you trouble, usually the blue guy (to left). Use Call to Arms to send your army after the enemy dungeon heart, while your own is protected by traps. So what if they have a big force? Your level 10 dark angels will turn them into mincemeat in one chop. Claim one guy's dungeon by going directly after his dungeon heart. His creatures are hopeless against yours. Drop in a lot of imps to claim his territory for your. I mean Horny's glory. The green guy to the northeast have a graveyard with vampires, but they're hopeless against your overwhelming forces esp. if you have taken over all of the blue guy's rooms. Feel free to use the time to find the remaining specials on the map before you take out that last pathetic dungeon heart. 8.20 Brotherhood (18) Land: Cherry Blossom Primary Objective: Defeat Nemesis Secondary Objective: Defeat Nemesis' two sons Faust and Fabius and use their resources Well, well, you're up against THREE keepers. Isn't that fun? And they all hate you. They are established, and you're not. Better catch up quickly. You CAN defeat Nemesis without defeating his two sons, but it's much easier if you do take out at least ONE of his sons first. Start with the basics like lair, hatchery, training room, and so on. You may need to build combat pit as you need some dark knights. Build library quickly as you need the upgraded spell quickly. You'll capture a mana vault. Use the extra mana you get to generate some gold, as you'll run short until you reach a gem seam. Quickly reach one portal, then build toward the other, big rooms all the way. You don't need to fill up every room immediately. It's useless building a 25-space lair right at the beginning when you only have 5 creatures. You do need a big hatchery though. You have two choices. You can build west, where you'll find some gem seams if you build all the way west, then north. Or you can go after the son to the northeast first. Use "create gold" spell to keep your creatures paid and trained. As you expand east, you'll see a hero gate that cannot be destroyed, but it can be blocked. Use the torture chamber and prison to capture all the attackers and convert them to your cause. Remember to build separate facilities for them! When you completely run out of both mana and gold, it's time to attack. Sell some existing structures (the combat pit would be good) and build bridge from the eastern "gap" to that keeper's southern boundary (probably a lair). Dig through THREE tiles wide, send 9 imps to dig (3 imps per digging tile), and cast call to arms. Once you dug through, start dropping the fighters and blitzers on the bridge, followed by blockers and shooters. You should have enough good creatures to overwhelm him completely and destroy his dungeon heart. Quickly send in the rest of the imps to take over all his rooms, and dedicate at least three imps to dig the gem seam, as you'll need lots of gold for the payday. Feel free to expand some of the rooms a little (sell an extra guard room and treasury to expand the exercise rooms, for example). Relocate some of your creatures to this new base, esp. dark elves and dark nights. The yellow keeper (the other son) will probably try to cast call to arms near your exposed guard room, but you should be able to defeat his piece-meal attack easily. Keep all your creatures busy training, for the big battle is about to begin. The blue keeper, Nemesis, will be launching a big offensive any moment. You should spend the time making YOUR dungeon secure and your creatures trained. With the gem seam, you should never run out of gold, so keep it up! When Nemesis does attack, cast call to arms at your guard room, and start dropping your forces nearby. His attack would be somewhat spread out, so you should be able to beat it, but your creatures will chase his retreating creatures. Drag them back. Heal all the wounded, then build a bridge to his barricades and sentry cannons. It's time to counter-attack. Cast call-to-arms on that little "island", and watch your creatures take out the barricades and the sentry cannons. He may try to drop more creatures into battle, but with three portals at your disposal you've got numerical as well as qualitative advantage. If one of your creatures goes unconscious "underwater", build bridge there and drop imp there to pick it up and move it back to your lair(s). Same with enemy creatures and bodies. With this much gold, you should be able to build graveyard, temple, etc. with no problem. Once you're cleaned out the outside defenses, you can pause here to catch your breath and heal your creatures, and build up an even BIGGER force, or you can continue the attack. If you want to get it over with, order your imps to dig through the room at least three tiles wide (use at least 9 imps, 3 per tile), and be ready with call to arms again. Once you break through, Nemesis will start dropping ALL his creatures and it'll be a BIG fight. However, you still have the advantage and you should be able to defeat him right then and there. Then just go after his dungeon heart and he's toast. If you choose not to go after Nemesis directly, you can expand westward from your existing dungeon to get to the gem seams mentioned earlier, then attack north and take out his other son, gain a fourth portal, before you mount the final attack on Nemesis himself. Any way you go, his defeat is sweet. And there are only two more missions to go, not counting the bonus levels. 8.21 Interception (19) Land: Butterscotch Primary Objective: Capture and convert the three princes Secondary Objective: Prevent any prince from escaping, and prevent any prince from dying before they are converted. You find yourself with an established dungeon. because this one requires a LOT of subterfuge, and a LOT of patience. Go ahead and setup your dungeon, start with lair, hatchery, and training room. You can dig to the west for a combat pit, so don't build one. Build everything else, as you'll need a LOT of them. You don't really need a temple though, as you can finish this without a single dark angel. You should have PLENTY of gold, as you can dig every single piece of gold within sight. They won't attract too much attention. You should also find quite a few specials in little islands in the lava. Build a small bridge to each and claim them all. They are "gain level" specials, and VERY useful for the big push at the end. To the northeast is another portal, though you'll need to dig quite a bit of gold that surrounds your dungeon to get to it, then quite a few bridges. That shouldn't be a problem though. To the north you should see a couple giants guarding a special. Use your creatures to take them out. That special is "reveal map", a very useful special. Once your creatures are completely trained up, consider the way the three princes are moving. They just go back and forth, back and forth, on their route, UNTIL one of them has been wounded, even just slightly. Then ALL THREE run for their respective gates. You can't destroy the gate, but you CAN put traps and barricades and doors to prevent the prince from reaching the gate, thus delaying them, giving your creatures a chance to hit them, and defeat them. Concentrate on ONE gate at a time. After the prince and his escorts are out of sight, build a bridge, send in your imps to convert the tiles. Be careful NOT to let the imps wander to the princes and "lead" his party back to your dungeon. They will generally ignore your bridge unless you give them cause to! You'll use up a LOT of imps as the heroes use them for target practice, but you'll get those tiles converted. The prince wouldn't care if he's walking on your land. When the prince is away, send in your forces to attack the guards around each gate or door. Retrieve them BEFORE the prince comes back. You need to block ALL three gates without even ONCE hitting a prince. You want to claim ALL the land for yourself, so you can drop imps and reinforcements anywhere. Use a group of good fighters as your "strike force" to bust doors and the guards, then grab them and put them back into your dungeon. Then drop your imps and let them claim tiles. To lock up a gate, put a steel door on the entrance, then put one or more freeze trap right before and after the door on the way to the gate. Once you got all three gates "locked up", save the game, just in case you fail in your next attempt. Use all the "gain experience" specials now. Then send in your strike forces and take out one prince at a time, and make sure you have enough imps standing by to drag them away. Now you know why you need a big prison. Use the "radar" to keep track of the imps dragging progress. Go after the next one. As soon as the prince arrives at the prison, cast heal on him! Princes are REALLY weak, and will die QUICKLY if you don't use heal. The traps and doors should slow them down for your creatures to knock them down. Once you get all three healed, toss them all into the torture chamber, then it's standard interrogation. Heal when they reach "half way". Convert all three and you win! 8.22 Regicide (20) Land: Heartland Primary Objective: Kill King Reginald and gain the gateway to the aboveworld! Secondary Objective: Cut off the hero's attack routes You have quite a few rooms dug for you, and one portal in place, but beware. You'll be under attack VERY quickly, and you'll be attacked by no less than FOUR directions. That's right, FOUR directions: east, southwest, northwest, and north. By now you should know how to build up your lair, hatchery, training room, and workshop. You'll also need libraries and later, combat pit, guard room, and more. Use traps to help you defend from the multiple incursions, as you want to take out one hero gate at a time. You probably don't need a casino on this one. You should get plenty of bodies for a graveyard though (4-6 space graveyard should be enough). The hero gate to the north is easiest to take out, and you'll need to take it out ASAP. You can also claim a mana vault there. The initial heroes are just level 1, but as game progress they'll be tougher, and gold is finite on this level, even though the amount is quite large. Once your imps have dug through, they can start claiming tiles until they run into the "hero outposts". Each of the "hero outpost" has a guard room, a hero gate, and a small treasury. They will keep sending progressively tougher attack forces, so take them out as soon as you can, and dig out the tiles around the hero gate to disable it. You MAY want to keep one gate active as a source of new recruits (i.e. capture and torture), but that's up to you. Keep the high level prisoners and convert them, turn the low-level into skeletons or torture them for information. There are two more portals on this map. One is to the east of your dungeon heart (just follow the corridor and the gold), while the other is to the north-northwest. The single special is to the WEST of your dungeon heart. Keep digging west and you'll see a corridor. Next to the special is a mana vault. It's probably a heal-all, which can be useful in the assault. Consider torturing some of the low-level heroes for information instead of turning them into skeletons. Once you've cleared all the "hero outposts", it's time to think about the attack. There are two ways into King Reginald's domain. You can go in the FRONT door, which is actually covered by a moat with lightning traps (ouchy) and a LOT of cannons, and an outside wall with plenty of sentry cannons and guard rooms and lightning traps. There is also a "back door", which requires you to conquer the northwest "hero outpost", then dig north from there, and follow that corridor north, then east. You'll see PLENTY of traps (lightning trap and/or sentry cannon). You'll even see an occasional boulder trap. Best way to do this is send in your imps until they get beaten back by the traps. Then cast call to arms at the trap, and drop a couple low-level creature as your attack force. Once all you dropped are attacking, cancel the call to arms. Those that are already attacking will finish the job, and you won't have severe casualties even if you got hit by a boulder. Once you're reached the second enemy guard room, you're almost there. To the south of the guardroom is a door and inside this room, which I'll call the "gateway room", is King Reginald, with several level 10 heroes assisting, plus hero gates and quite a few sentry cannons. This is where the "gateway" to the aboveworld lies. Use sight of evil here and you'll see that you can actually "dig through" just north of the guard room. Once you're sure all the creatures have received enough training, have the imps dig through, cast call to arms, and drop in your attack force, blitzers and fighters first, support and blockers second. Summon Horny now to help clean out the room. Once all the creatures are around the middle of the room, CANCEL call to arms as you want them to spread out and clear the room of the sentry cannons and so on. Also drop in the imps and try to convert a few tiles in the melee. You may want to use the "heal all" special in the melee if you got it. You'll get a lot of casualties, but you should be able to clear the room. You may need to cast call to arms somewhere else in the room to clear it completely. King Reginald should go down in the melee as he's no match for Horny. Once the room's clear, you'll see the "corridor" to the aboveworld. If Horny's still there, send him packing (slap him). You need to save the mana to summon Horny again. The exit is guarded by two stone knights, both level 10 Lords. They're so tough, your creatures can't hurt them. Those are King Reginald's guardians. But that's not the tough part. The real test comes when your imps venture inside. Or a few minutes after you slay King Reginald. A group of TEN level 10 heroes will come through that corridor. As you have suffered heavy casualties in cleaning out the room, you won't be able to hold them. You may be able to defeat them by using up all your mana, but that means you won't be able to attack, and there will be INFINITE waves of those heroes every X minutes. Even if you defeat one wave, you can't convert the prisoners fast enough to help you defend against the next wave, and the damage those heroes do will mean they'll wear you down and you WILL lose if you go defensive. Instead, start selling your structures and start building lairs right in FRONT of the attacking heroes. You need to delay them to give you time to build up your mana to summon Horny again to do direct battle with the guardian stone knights. Building lairs in the raider's path will slow them down as some of them will attack the lairs. Drop imps into the gateway room and claim as many tiles as you can as you want to summon Horny as close to the stone knights as possible. Do NOT summon Horny to do battle with the raiders as that would be a waste of mana. Just delay them while you go straight after the stone knights with Horny. When your mana reach 180000 or 190000 (you may not have enough time for the full 200000 as you want to summon Horny BEFORE the raiding heroes reach your dungeon heart), summon Horny right at the gate. Then watch him take out the stone knights. You can try delaying the attacking heroes by casting call to arms, but I'd suggest you save the mana for Horny instead. Once Horny defeats the two Stone Knights, you win even if you're under attack. 9 Other Single Player modes 9.1 Secret Levels There are five secret levels in DK2. Four of them you can reveal from the campaign. The fifth one only appears when it's full moon. And I'm not kidding. 9.2 My Pet Dungeon My Pet Dungeon is basically a practice scenario that just requires you to build up your dungeon. While you can trigger invasion of heroes and such, it's not necessary to win the scenario. MPD is a great way to practice your dungeon building, as there will NOT be an attack unless you order one. You can use it to evaluate your defenses and such. The different scenarios are quite easy as almost all of them can be won without killing a single hero, esp. on the levels with gem seams. Only levels without gem seams will be you hard-pressed for points. 10 Multiplayer Multiplayer is a lot of fun as you put all the evil ways you learned in the campaign and My Pet Dungeon to use. Against other real live human keepers! A game usually have five phases: build-up, recon, defense, offense, endgame. Let's discuss each phase, what needs to happen, and 10.1 The Build-Up and Expansion Right at the beginning, you need to claim the portals near you, and as much gold as you can get. Build lair and hatchery first, then the training room and the rest of the rooms when you can. Train your creatures up for your initial defense. Fit a workshop and start building doors and such around the dungeon heart with a few more traps for defense. 10.2 Prepare defense While the build-up continues, you need to start planning your defense. You should start putting traps and such where you expect the enemy to be. By this time, your creatures should be pretty well trained, so try to fit a combat pit for further training. 10.3 Recon Once your perimeter have been "secured", it's time to recon. If you have plenty of mana, you can use sight-of-evil and be safe and not warn other keepers. Or you can possess a unit and have it move around. 10.4 Initial offense Assemble a strike force with your swift creatures and start probing your enemy's defenses. You'll want to send in the imps to claim land up to his dungeon, and then send in the attack. The objective is to "thin" down his creatures. Keep the fight on YOUR land, drag back any one that wandered off. 10.5 Go for the heart Once you've taken down his creatures (either killed them or imprisoned them), it's time to go for his dungeon heart. Send in the imps, add some tremor spell to weaken his walls, and charge straight for the heart. 11 Misc. Information 11.1 Cheat Codes (Courtesy of http://www.gamespot.com) While playing, press Ctrl+Alt+C, then enter any of the following: CODE EFFECT do not fear the reaper Skip level feel the power All creatures' skills go to 10 fit the best Get all rooms, traps i believe its magic Get all magic now the rain has gone All map show me the money Get more money this is my church Get all rooms haha thisaway haha Get 100,000 mana thataway NOTE: For the 100,000 mana cheat, you'll need to have upgraded to v1.51 or later Level select Start the game with the "dk2.exe -level [level name]" command line, using one of the following level names: level1 level2 level3 level4 level5 level6a level6b level7 level8 level9 level10 level11a level11b level11c level12 level13 level14 level15a level15b level16 level17 level18 level19 level20 secret1 secret2 secret3 secret4 secret5 Secret Level: Set your computer's calendar to any day with a full moon - you should see a bonus stage appear in Dungeon Keeper 2 as an encircled flag. Modify Cheat Go into the data file, then open up the creature file and you can change information about creatures and spells around. Ex: You can change the imp spell to where imps cost nothing. Show Me The Way If you do the CTRL+ALT+C thing then type "what are you looking at", the map will vanish like the "now the rain has gone" code. But if you CTRL+ALT+C and then type in "now the rain has gone", the map will come back and the entire map will be visible (i.e., everything you couldn't see before you can see now). Not only that, but you get a little arrow that points you towards the hero gate.