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Jibbits
September 2nd, 2009, 09:03
This is a collection of tips I've compiled for you from both my own experience with the game and from what I've read from others. I hope you find this useful.



Jibbits' Dungeon Keeper 2 Multiplayer and Skirmish Tips:



-You can beat entire armies with a possessed creature.



-The only creatures worth attracting through the portal are Black Knights, Warlocks (until you have nothing left to research, then throw them back out), Elite Creatures, and any regular Dark Angels that happen to come in with your elite Dark Angel.



-When you are first building your dungeon leave no walls dividing rooms; Lairs, Hatcheries, Treasuries, and Combat Pits work just as well without walls.



-Lairs, Hatcheries, and Treasures do not need to be built square.



-When you first start the game build a treasure room, combat pit, lair, hatchery, and library in that order. The combat pit get large enough to attract the same amount of black knights as your current portal max.



-Convert a dwarf or sacrifice a goblin and the create imp spell in a temple for a dwarf. One dwarf is useful for digging through enemy fortified walls quickly.



-Throw your dwarves in prison; your own dwarves cannot starve and while in prison they cannot get in trouble.



-You can get an infinitely huge army of hero Knights by sacrificing Black Knights and the Turncoat spell in the temple.



-Traps and doors are far inferior to Player armies.



-Only build a workshop either if you want to get an elite bile demon or if you have an elite bile demon, an elite troll, converted giants, or neutral manufacturing creatures you found.



-The only traps worth manufacturing: Sentry Trap, Gas Trap (superior to Spike, Freeze, and Fireburst traps; also the best for scaring off imps because it doesn't use mana), Lightning Trap.



-The only door worth manufacturing for defense: Steel Door (Magic Doors are only slightly sturdier than Steel Doors and have a negligable fireball attack but cost 4x as much. Unless you are extremely rich you should never build Magic Doors.)



-In battles creatures attacking from the South will have an advantage.



-Enemy secret doors will look like a normal wall but they will be darker and have no objects like torture racks or workshop forges glued to them.



-Kill secret doors with possessed creatures.



-Black Knights are much more cost effective and quicker to get than Dark Angels and only slightly inferior in terms of strength. By the time your enemy has two level 8 Dark Angels you can have 15 level 8 Black Knights. Also level 8 Black Knights don't waste time casting very weak spells.



-Imps and Dwarves work best (100% efficiency) when dropped directly next to the job site and then slapped.



-Vampires are annoying, fragile, and torturous to train. Do not build a Graveyard, Vampires are not worth raising, stick with Black Knights, Elite Creatures, and Dark Angels. If you find a neutral Vampire less than level 8 training it might be wasted effort and if it dies in the Combat Pit and you have no Graveyard it will be lost forever.



-If you acquire vampires build a one tile Graveyard so that when they die they may ressurect.



-The Elite Dark Angel is the third strongest creature in the game, behind the Stone Knight (#2) and Horned Reaper (#1).



-Skeletons are practically worthless and die in one or two hits to any decent creature. Do not waste effort training or making them.



-Rooms you should never build: Guard Room, Casino, Graveyard (Exceptions: When you get a Vampire build one tile of Graveyard for ressurection. If you need a Rogue for Possession build a Casino until you get the Rogue then sell the Casino.)



-Always sell enemy rooms except maybe full treasure rooms.



-Creatures heeding a Call to Arms will not need to be paid and will never get angry; if you use Call to Arms you may never worry about pay day again unless you cancel the Call to Arms.



-If creatures are attacked while heeding a Call to Arms they will not defend themselves until they are close to the Call to Arms banner.



-Order of usefulness of converted heroes from most useful to least useful: Most useful #1. Princes #2. Royal Guards 3. Knights 4. Giants 5. Guards 6. Monks 7. high level Thieves (for Possession especially) 8. Wizards 9. Fairies 10. Elven Archers 11. Dwarves (for digging down enemy fortified walls very quickly).



-Do not get Boulder Traps. They may have been army killers in DK1 but in DK2 they suck.



-Throw your imps inside your dungeon heart, you get mana for them, and if you go below four imps you will get new imps for free to make mana from.

Ðârk Âñgêl
September 2nd, 2009, 17:58
some tips are good and are useful for some ppl,
but some of the depend on the opionion, on the kind of match and on the kind of strategy.



-You can beat entire armies with a possessed creature.
possession is anyway a cheap trick in my mind, but still its allowed and everyone can use it. i think using possession means not having good skills in battles, people dont know how to beat the army otherwise and try it in possession. and you wont damage the army of a good player a lot with possession. possession is for me like the last last hope, when i only have 1-2 creatures i use possession because i have no other ways. also using possession in skirmish vs big armies is boring for me, i prefer battles.
i dont talk about about possessed zach lvl 10, he is nearly unstoppable anyway and can kill the heart in 10 secs.



-When you are first building your dungeon leave no walls dividing rooms; Lairs, Hatcheries, Treasuries, and Combat Pits work just as well without walls.

that might be a good tip, but also a bad one.
good: your imps and creatures dont need to walk long ways, direct connection between rooms.
bad: if you are attacked your dungeon can be claimed fast, because there are no walls, enemy armies can walk stright away to the dungeon heart and have much place to fight, enemy keeper doesnt need to use tremor for for destroying walls (he saves mana and can use it in the battle). unless you build around your dungeon complicated tunnels to stop enemy keeper´s move, but thats too complicated and takes time.


-When you first start the game build a treasure room, combat pit, lair, hatchery, and library in that order. The combat pit get large enough to attract the same amount of black knights as your current portal max.
building order is always a critical topic, there are different minds. but anyway i even dont have an order in a serious match, i build more rooms in the same time.
but treasure is rarely the room i begin with, even in relaxed matches.


-Throw your dwarves in prison; your own dwarves cannot starve and while in prison they cannot get in trouble.
a good one, didnt think about that yet, thought the dwarf would die.


-You can get an infinitely huge army of hero Knights by sacrificing Black Knights and the Turncoat spell in the temple.
same with vamps and all other creatures, but knights seem to be one of the best choice.
it might be funny in skirmish, in multiplayer it would cost too much time and nerves, in the time you get a good knights army you might be already killed by a black knights army. unless you know it will be a long match and no one will attack you fast.


-In battles creatures attacking from the South will have an advantage.
you stole this one from me from the old forum, didnt you ? :p


By the time your enemy has two level 8 Dark Angels you can have 15 level 8 Black Knights.
thats real crap. it doesnt take too long to dig 75k gold, and when you have a temple it doesnt take soo long when you get 2 angels, and when you got them its quick to raise them to lvl 8. because there are only 2 creatures who must to be healed, and not 15. to have 15 creatures in combat pit under control is hard + you need shitloads of mana. that means you will need to do breaks between trainings (for mana raising) or you will have to train in 3-4 pairs.
sure i agree its better to get b knights and to train them and generally you train knights faster than angels, but the comparison 15 to 2 is just overdone and unreal.


-The Elite Dark Angel is the third strongest creature in the game, behind the Stone Knight (#2) and Horned Reaper (#1).
right, but is that a useful tip ? its more like a fact about the game.
whatever,.. i even dont see horny as a creature, more as a spell.


-Vampires are annoying, fragile, and torturous to train. Do not build a Graveyard, Vampires are not worth raising, stick with Black Knights, Elite Creatures, and Dark Angels. If you find a neutral Vampire less than level 8 training it might be wasted effort and if it dies in the Combat Pit and you have no Graveyard it will be lost forever.
thats right, but still depends on the opinion. if someone likes vamps he also likes to train them. and if you once got a good vamp army, its gonna be hard to beat it, they are strong and just come back every time after death, and there is no limit for them. but they arent suitable for fast matches.


-Always sell enemy rooms except maybe full treasure rooms.
weell, i wouldnt ALWAYS sell them, in fast matches there is often no time to make own rooms big enough or even to build them, so when you are claiming enemy´s dungeon you might need his rooms if yours arent big enough (because you had no time). all this depends on the kind of match and on the money you already have.


-Order of usefulness of converted heroes from most useful to least useful: Most useful #1. Princes #2. Royal Guards 3. Knights 4. Giants 5. Guards 6. Monks 7. high level Thieves (for Possession especially) 8. Wizards 9. Fairies 10. Elven Archers 11. Dwarves (for digging down enemy fortified walls very quickly).
wizard is a ways tooo far in the back, i would place him between nr 1 and 4. depends on the game.
i wont give reasons because its more a kind of secret :p

i agree with the rest at 80-100 %

by all means, everyone has his own strategy and opinion about stuff like that,
but good that you posted your tips, everyone always can learn something new.

Ðârk Âñgêl
September 2nd, 2009, 18:02
some tips are good and are useful for some ppl,
but some of the depend on the opionion, on the kind of match and on the kind of strategy.


possession is anyway a cheap trick in my mind, but still its allowed and everyone can use it. i think using possession means not having good skills in battles, people dont know how to beat the army otherwise and try it in possession. and you wont damage the army of a good player a lot with possession. possession is for me like the last last hope, when i only have 1-2 creatures i use possession because i have no other ways. also using possession in skirmish vs big armies is boring for me, i prefer battles.
i dont talk about about possessed zach lvl 10, he is nearly unstoppable anyway and can kill the heart in 10 secs.




that might be a good tip, but also a bad one.
good: your imps and creatures dont need to walk long ways, direct connection between rooms.
bad: if you are attacked your dungeon can be claimed fast, because there are no walls, enemy armies can walk stright away to the dungeon heart and have much place to fight, enemy keeper doesnt need to use tremor for for destroying walls (he saves mana and can use it in the battle). unless you build around your dungeon complicated tunnels to stop enemy keeper´s move, but thats too complicated and takes time.


building order is always a critical topic, there are different minds. but anyway i even dont have an order in a serious match, i build more rooms in the same time.
but treasure is rarely the room i begin with, even in relaxed matches.


a good one, didnt think about that yet, thought the dwarf would die.


same with vamps and all other creatures, but knights seem to be one of the best choice.
it might be funny in skirmish, in multiplayer it would cost too much time and nerves, in the time you get a good knights army you might be already killed by a black knights army. unless you know it will be a long match and no one will attack you fast.


you stole this one from me from the old forum, didnt you ? :p


thats real crap. it doesnt take too long to dig 75k gold, and when you have a temple it doesnt take soo long when you get 2 angels, and when you got them its quick to raise them to lvl 8. because there are only 2 creatures who must to be healed, and not 15. to have 15 creatures in combat pit under control is hard + you need shitloads of mana. that means you will need to do breaks between trainings (for mana raising) or you will have to train in 3-4 pairs.
sure i agree its better to get b knights and to train them and generally you train knights faster than angels, but the comparison 15 to 2 is just overdone and unreal.


right, but is that a useful tip ? its more like a fact about the game.
whatever,.. i even dont see horny as a creature, more as a spell.


thats right, but still depends on the opinion. if someone likes vamps he also likes to train them. and if you once got a good vamp army, its gonna be hard to beat it, they are strong and just come back every time after death, and there is no limit for them. but they arent suitable for fast matches.


weell, i wouldnt ALWAYS sell them, in fast matches there is often no time to make own rooms big enough or even to build them, so when you are claiming enemy´s dungeon you might need his rooms if yours arent big enough (because you had no time). all this depends on the kind of match and on the money you already have.


wizard is a ways tooo far in the back, i would place him between nr 1 and 4. depends on the game.
i wont give reasons because its more a kind of secret :p

i agree with the rest at 80-100 %

by all means, everyone has his own strategy and opinion about stuff like that,
but good that you posted your tips, everyone always can learn something new.

dk2player
September 2nd, 2009, 23:21
Here are some more tips:

1.) Imps take up a lot of mana, and when trainning, they could be hazerdious to your mana. Make 15 max when your building your dungeon, then throw away 5-6 of them when your done to keep your mana down.(unless you have 2+mana vaults)

2.) Wait untill most-all of your creatures are level 8 to use the level increase special, or use it when beeing attacked or attacking. It might be unfair to them, but great advantage to you.

3.) Biuld hatcheries on both ends of your dungeon, if your dungeon is big. Helps with the bile demon slowness factor.

4.) Goblin + Create Imp = Dwarf. This is a great sacrafice. It can help breach your enemies, and help get more gold than a imp can. But then again, dwarves are dumb, and slow. So use them wisly.

5.) Lightning is a great creature spell. Mistresses, Fairies, (and You) are the only creatures in the game that can use it, making them (and you) very valuble. try to get them at most costs.

6.) Dark angels are AWESOME. But geting them is really costly. A 5 x 5 temple is 75,000 gold, so don't waste your gold to build many of them. I suggest building 1 or 2, untill you find the gem, then you can build more.

7.)Bolder traps might not instantly kill, but the do hurt big time. Dig a straight cavern to your enemy (if you can) and put a freeze trap closest to the enemy, and trigger traps leading up to the bolder. They will be frozen, so they can't run away, and get almosted killed. This is major ownage if the creature caught is zacariah, or his highest level creature.

8.) Lava is deadly. If you ever build a bridge over it, then get enemies on it, sell it, and they get injured. Useally if they are on it, they are following the call to arms flag, so they will do nothing. :)

9.) If you somehow get them, keep an eye on your lord of the land, king reginald, pronces, and other important rare creatures.

10.) Elites are amost impossable to beat with their regular conterparts. Use them. Even Bzzzt can be somewhat a threat to some computers.

DragonsLover
September 3rd, 2009, 07:15
-The only creatures worth attracting through the portal are Black Knights, Warlocks (until you have nothing left to research, then throw them back out), Elite Creatures, and any regular Dark Angels that happen to come in with your elite Dark Angel.


-[...] The combat pit get large enough to attract the same amount of black knights as your current portal max.


-In battles creatures attacking from the South will have an advantage.


-If creatures are attacked while heeding a Call to Arms they will not defend themselves until they are close to the Call to Arms banner.

Those are the main reasons why I hate the game that much and why I will never play a DK2 multiplayer game.

Searingflame2
September 3rd, 2009, 08:35
I was never any good at Dk2 (as i spent most of my time raging at the crashes) so i was surprised to hear (just a few) of these tips.

The only thing that i can't understand as to why, however, is this.


-In battles creatures attacking from the South will have an advantage.

Explain, please?

DragonsLover
September 3rd, 2009, 08:48
Explained here (http://z9.invisionfree.com/Keeper_Klan_Forum/index.php?showtopic=2057&view=findpost&p=13414253) by Dark Angel

Jibbits
September 3rd, 2009, 08:50
you stole this one from me from the old forum, didnt you ? :p

Yes :) :p Useful information.

btw i think i might have discovered the dwarf thing idk if anyone knew about it :p


same with vamps and all other creatures, but knights seem to be one of the best choice.
it might be funny in skirmish, in multiplayer it would cost too much time and nerves, in the time you get a good knights army you might be already killed by a black knights army. unless you know it will be a long match and no one will attack you fast.

Yes

But I like to wait until I have max portal limit and then throw a few Black Knights into temple for the Knights because the Knights you get don't count agains the limit so you can keep getting more and more knights while having near max black knights



thats real crap. it doesnt take too long to dig 75k gold, and when you have a temple it doesnt take soo long when you get 2 angels, and when you got them its quick to raise them to lvl 8. because there are only 2 creatures who must to be healed, and not 15. to have 15 creatures in combat pit under control is hard + you need shitloads of mana. that means you will need to do breaks between trainings (for mana raising) or you will have to train in 3-4 pairs.
sure i agree its better to get b knights and to train them and generally you train knights faster than angels, but the comparison 15 to 2 is just overdone and unreal.

Maybe but even if I have two temples still sometimes it seems hard to get even four Dark Angels.


right, but is that a useful tip ? its more like a fact about the game.
whatever,.. i even dont see horny as a creature, more as a spell.

I should have said Elite Dark Angel will beat the King because that is the useful information, oh well

thanks for your comment


Those are the main reasons why I hate the game that much and why I will never play a DK2 multiplayer game.

Well, this is how the game is, I'm sorry, I'm just providing information ;) :p


I was never any good at Dk2 (as i spent most of my time raging at the crashes) so i was surprised to hear (just a few) of these tips.

The only thing that i can't understand as to why, however, is this.



Explain, please?

I think its like this, you have two identical creatures attacking each other say in a combat pit, one from the north and one to the south, well the south one will win :p its just how the game is designed, Dark Angel discovered this apparently i give credit to him :p you should ask him if you still don't understand

Ðârk Âñgêl
September 3rd, 2009, 12:15
i think he understood the north - south tip now.
but i never used it as an advantage in battles, only in 1creature v 1creature or combat pit.


5.) Lightning is a great creature spell. Mistresses, Fairies, (and You) are the only creatures in the game that can use it, making them (and you) very valuble. try to get them at most costs.
dont forget the lightning trap :p
but right, its always good to have 1-2 mistresses between 15 black knights :D
mistresses on lvl 8 are awesome, their freeze spell is just the best, so train your mistresses.
but the more mistresses you have the harder it is to train them, thats what i hate about them, i think they are the hardest creatures to train, even harder than vamps.


8.) Lava is deadly. If you ever build a bridge over it, then get enemies on it, sell it, and they get injured. Useally if they are on it, they are following the call to arms flag, so they will do nothing.
thats a mean one, but players often take them back if you sell the bridge, unless he didnt see it because of doing other stuff, you´re a lucky winner of the match then.
tip to this tip: never let your creatures alone on a stone bridge, if you have to build a room, then pick up your creatures, build the room and drop the to the bridge again.

dk2player
September 3rd, 2009, 23:09
8.) Lava is deadly. If you ever build a bridge over it, then get enemies on it, sell it, and they get injured. Useally if they are on it, they are following the call to arms flag, so they will do nothing.


thats a mean one, but players often take them back if you sell the bridge, unless he didnt see it because of doing other stuff, you´re a lucky winner of the match then.
tip to this tip: never let your creatures alone on a stone bridge, if you have to build a room, then pick up your creatures, build the room and drop the to the bridge again.

Yeah, but in skirmish, selling the bridge is usefull. In Multiplayer, it is reletivly useless.

And why would you want to build your rooms when your dungeon is conected to the enemies. Yeah, its a good tip, if you have a reason to build a room, but how often does that happen.

Ðârk Âñgêl
September 4th, 2009, 15:24
Yeah, but in skirmish, selling the bridge is usefull. In Multiplayer, it is reletivly useless.

And why would you want to build your rooms when your dungeon is conected to the enemies. Yeah, its a good tip, if you have a reason to build a room, but how often does that happen.

right, but in skirmish i prefer killing heroes with my creatures in battles.

i meant if you have to build a room in your dungeon. lets say the dungeon is far in the back and there is a lava river, where you are fighting.
didnt mean connected dungeons with lava.

Jibbits
September 13th, 2009, 03:53
Here's a trick:

Throw your imps inside your dungeon heart, you get mana for them, and if you go below four imps you will get new imps for free to make mana from.

Dark_Omega MK2
October 3rd, 2009, 07:52
Some tip that i found very useful in combat pit training:

If you run low on mana or dont want to spend mana at all... posses a warlock or a monk and head to the combat pit area and start trigger happy that heal spell on your training creatures, it does not consume mana, and it doesnt take much to recharge (works perfectly on 1 vs 1 battle in the combat pit)

d4rklqrdnem3sys
September 28th, 2010, 12:39
Hi, it's me again! :D Time to stategically refreshen you all again!


This is a collection of tips I've compiled for you from both my own experience with the game and from what I've read from others. I hope you find this useful.

Mine too, but more precise and checked in the editor. hahaaa


Jibbits' Dungeon Keeper 2 Multiplayer and Skirmish Tips:

Scrambled by D4RKLQRDNEM3SYS


-You can beat entire armies with a possessed creature.

It might be impossibly difficult to kill every creature within an enemy keepers arsenal because they heal in their lairs faster than your melee recharge time. If against an enemy keeper, use an invisible rogue on his heart. Possessed flanking of Kessler van Doom is the best choice against hero keeps that don't seek your heart. Vampires have better ranged spells than Dark Angels, and if collapsed, revert back to your (1 tile?) graveyard.


-The only creatures worth attracting through the portal are Black Knights, Warlocks (until you have nothing left to research, then throw them back out), Elite Creatures, and any regular Dark Angels that happen to come in with your elite Dark Angel.

Well let's not rush into false statements with so optional cases. Creature worth always differs from stile of play, type of map, and personal sentimental value.
<>Zachariah and the Dark Angels are always the best choice for all before all other creatures.
<>But Black Knights with Kaleb leading them are well qualified to be your main attack force, and are easy to maintain, or you can span a lot of Knights in the temple, but they are more prone to be dissatisfied.
<>One Vampire is always useful to snatch enemy creatures with the hypnotize ability. That will not count into your creature pool. :cool: And Kessler's room configuration actually might prove useful.
<>It's always good to have 2 Bile Demons to block your average amount of support units, and they also make short work of workshop duty. And let's not forget the cool gas spells, Bloz your mind!
<>One Rogue can be a good flanker in battle with his invisibility (if he is Gervaise), the only good scout if you need one is a Fairy! She both has lightning to gain advantage and whirlwind to flee. But in battle she is best as dungeon heart defense with his destabilizing wind.
<>Salamanders are the best scouts if manually possessed to scout. They also can traverse anywhere but are stronger than Fairies. And at high levels their spell regenerations so speed up that they become more cost effective fire support creatures than the Warlock. If only at level 8 they would get a Warlock fireball as a third spell. Demo version Salamanders look like eels with legs, orange Salamanders look like candy figures, Furnace looks like a Utah-Raptor!
<>Mistress lightning and freeze are the true evil keepers weapons in battle. They are extremely valuable. Don't forget that lightning stuns, and frozen creatures cannot move, helpless in Dominique's claws.
<>Skeletons may not be a first decision but keep them if they happen to come around, they are great as second wave shock troops, patient prayers, and additional guards when patrolling your territory when idle. Mind leaving Bane in the temple at all costs.
<>Dark elves are almost completely useless, unless you want to keep an eye on enemy imp movement close by with a devoted guarding creature. Otherwise, only keep Zenobia for the extra kind of damage dealt.
<>Trolls are too weak to own, one Knud is enough to speed up manufacturing, but leave them at home.
<>Firefly. Bzzzt. The defensive dungeon heart defender who stuns enemies with the tornado spell then runs away! :rolleyes: So cute! Keep one if there's no access to Fairies, or you're too lazy to Salamander-Possess-Explore.
<>Hopefully by the time you start to consider if you need a Warlock or not, you'll have Dark Angels who are better in combat and can also research. (There is always time to research.) Keep Almeric to heal injured fleeing creatures in battle while shooting fireballs at lesser units.
<>Well, a Goblin is best sent into battle once for an extra flanker who might be knocked out but who cares! Or perhaps good for skeletons who don't count in creature pool. Grubb better start lifting weights. :o

CHOOSE WISELY KEEPER!


-When you are first building your dungeon leave no walls dividing rooms; Lairs, Hatcheries, Treasuries, and Combat Pits work just as well without walls.

The only rooms that need walls are: Library; Training Room; Torture Chamber; Casino and Workshop. That's 5 against 13!


-Lairs, Hatcheries, and Treasures do not need to be built square.

Same goes for Graveyard (if just for resurrection, no new Vampire production), Temple (if no pool needed for sacrifices), Guard Room (1x1 if you have one devoted guard).

But some square rooms only require 1x3 configuration.
These are:
___Workshop: 1x3 tiles = 1 tiles for workers at the wall, and crate spaces holding 3 crates each, that's 6 crates and up to two workers per 1x3 workshop.
___Training Room: 2 or 3 trainees per one wall appliance.
___Library: In my version, I only need 1x3 tiles to research, but can only complete each phase if there is an empty shelf case even if I am just upgrading in which case the empty place never gets filled, though required. Shelf places come by one middle appliance that provides 3, plus each next one adds 2 more.


-When you first start the game build a treasure room, combat pit, lair, hatchery, and library in that order. The combat pit get large enough to attract the same amount of black knights as your current portal max.

LOL :eek: Well, if you wanna nearly miss out on Dark Angels, then ok. First if you want a Firefly for exploration, wait until the first portal provides one creature before rooms, and if a Goblin arrives, make a Skeleton out of him.

You should have a Prison by then by the way, and a Treasury to start collecting money for Temples. Now build Temples like there is no tomorrow. 4 normal and 1 elite Dark Angels are a good force on any level. The rest is up to you, but remember to build Graveyards before battles, if you want Vampires.


-Convert a dwarf or sacrifice a goblin and the create imp spell in a temple for a dwarf. One dwarf is useful for digging through enemy fortified walls quickly.

DWARVES RUIN EVERYTHING! They never arrive on time if not manually put there and are dumber than Imps. I'd make Skeletons of both Goblins and Dwarves any day. To dig enemy fortified walls, just use Tremor, or be a possessed 4th Imp digging the wall. (Everyone knows 3 Imps dig one side of a tile of wall.)


-Throw your dwarves in prison; your own dwarves cannot starve and while in prison they cannot get in trouble.

Someone rightfully mentioned they will die, but don't let that stop you! :D


-You can get an infinitely huge army of hero Knights by sacrificing Black Knights and the Turncoat spell in the temple.

Tried it, yes this is a good tactic, got 64 before I got bored.


-Traps and doors are far inferior to Player armies.

They are best for defense, especially when out of harm's way.


-Only build a workshop either if you want to get an elite bile demon or if you have an elite bile demon, an elite troll, converted giants, or neutral manufacturing creatures you found.

So shortly: Don't build Workshops for Trolls??? You shouldn't have Trolls in the first place, save some early levels of single player. But then who will manufacture Traps n' Doors?? :confused:

Summary: Build Workshops but make your Trolls starve to death! Works all the time! :D Just mind getting some other workers.


-The only traps worth manufacturing: Sentry Trap, Gas Trap (superior to Spike, Freeze, and Fireburst traps; also the best for scaring off imps because it doesn't use mana), Lightning Trap.

Freeze Traps are effective against small numbers of low level invading parties. AND they remain concealed until triggered.

Sentry Traps are almost only useful in small max 5x5 rooms behind Barricades, otherwise they will miss on bigger distances.

Fear Traps are only good for keeping enemy Imps away from your Secret Doors at locations not too suspected for attack.

Boulder and Jack in the Box Traps are only good for breaching enemy dungeon heart rooms at another point WITHOUT creatures.

Remember to often use Lightning Traps near water for the extra damage dealt in it. AND THEY STUN!

Guard Posts can make a Guard do his job and another Guard finally fit into a relatively small Guard Room if usually full by drawing away Guards for a time, besides adding protection to certain places and pathways.


-The only door worth manufacturing for defense: Steel Door (Magic Doors are only slightly sturdier than Steel Doors and have a negligable fireball attack but cost 4x as much. Unless you are extremely rich you should never build Magic Doors.)

Completely true! But sometimes Magic Doors can help in the defense of the dungeon heart when under attack.

Note that if you require good shooting places for your Guard Rooms near lava, use Barricades.


-In battles creatures attacking from the South will have an advantage.

Yes, but Heroes attacking from the north also have.


-Enemy secret doors will look like a normal wall but they will be darker and have no objects like torture racks or workshop forges glued to them.

Yes and slightly their wireframe will stand out if you look closely. Not to mention the cross movement. Imps playing casper.


-Kill secret doors with possessed creatures.

And unmask secret doors by TRYING to dig them out a lot of times, until an Imp will discover it is false.


-Black Knights are much more cost effective and quicker to get than Dark Angels and only slightly inferior in terms of strength. By the time your enemy has two level 8 Dark Angels you can have 15 level 8 Black Knights. Also level 8 Black Knights don't waste time casting very weak spells.

Could be true, but hey while your Black Knights were slaughtering my spawned Skeletons, my Dark Angels assured that your "cost effective" Black Knight were the last... to die!! HAHAHAHAAaaaa


-Imps and Dwarves work best (100% efficiency) when dropped directly next to the job site and then slapped.

No, first slapped, then dropped.


-Vampires are annoying, fragile, and torturous to train. Do not build a Graveyard, Vampires are not worth raising, stick with Black Knights, Elite Creatures, and Dark Angels. If you find a neutral Vampire less than level 8 training it might be wasted effort and if it dies in the Combat Pit and you have no Graveyard it will be lost forever.

Useless emotionless hypnotizers who pack a wallop with their claws and have no appetite? We have just discovered a paradox! It is times like these when Wizards leap towards the hand symbol. What next? Division by Zero?


-If you acquire vampires build a one tile Graveyard so that when they die they may ressurect.

Sounds cool!


-The Elite Dark Angel is the third strongest creature in the game, behind the Stone Knight (#2) and Horned Reaper (#1).

(#1) Zachariah
(#2) King Reginald
(#3) Dark Angels
(#4) Horny the Horned Reaper
you're welcome ;)

The King heals on own land, and Horny is immortal.


-Skeletons are practically worthless and die in one or two hits to any decent creature. Do not waste effort training or making them.

Most of the times, they come easy, pray well, then if well deployed, win the battle without casualties.
Learn to use them, or just plan to leave them behind for mana.


-Rooms you should never build: Guard Room, Casino, Graveyard (Exceptions: When you get a Vampire build one tile of Graveyard for ressurection. If you need a Rogue for Possession build a Casino until you get the Rogue then sell the Casino.)

2 Bile Demons = 1 Rogue
2 Black Knights = 1 Vampire

Guard Rooms are useful to notify you of nearby enemies. Most of the times when you'll be attacked, this will be the only warning sign. So plan your defenses to hold them up a little at your doorstep until you gather some minions.

A Casino is a MUST if you don't want some creatures to become unhappy if there is no work to do. Besides, I think drunk creatures are stronger.

And do not let corpses just fade away.


-Always sell enemy rooms except maybe full treasure rooms.

Or 5x5 Temples, or if the late keeper had a bigger Prison or Graveyard.


-Creatures heeding a Call to Arms will not need to be paid and will never get angry; if you use Call to Arms you may never worry about pay day again unless you cancel the Call to Arms.

:(


Creatures who have long been controlled by Call to Arms tend to get unhappy really soon. Too risky.


-If creatures are attacked while heeding a Call to Arms they will not defend themselves until they are close to the Call to Arms banner.

But you still can place the flag progressively along the way. ;)


-Order of usefulness of converted heroes from most useful to least useful: Most useful #1. Princes #2. Royal Guards 3. Knights 4. Giants 5. Guards 6. Monks 7. high level Thieves (for Possession especially) 8. Wizards 9. Fairies 10. Elven Archers 11. Dwarves (for digging down enemy fortified walls very quickly).

Totally up to one's taste.
Thief is weaker than the Rogue, but tends to steal from enemy Treasuries. Thumbs up.
Dwarves are for Skeleton fodder I say.


-Do not get Boulder Traps. They may have been army killers in DK1 but in DK2 they suck.

They are imp army killers. :D
...but tend to do more harm than progress.


-Throw your imps inside your dungeon heart, you get mana for them, and if you go below four imps you will get new imps for free to make mana from.

This is where the Skeletons come in (again). Instead of sacking Imps, drop Skeletons to the sides of Temples to pray and generate mana, if you're not assigning them to Guard duty.

The best prayers are:
250 King Reginald
200 Dark Angels & Zachariah
150 Stone Knight, Lord of the Land, Felix, Balder, Tristian
120 Wizard
110 Mistress' & Dominique
105 Monk
095 Vampires & Kessler van Doom

P E R I :cool: D