Page 1 of 2 12 LastLast
Results 1 to 10 of 14

Thread: Jibbits' Dungeon Keeper 2 Multiplayer and Skirmish Tips

  
  1. #1

    Default Jibbits' Dungeon Keeper 2 Multiplayer and Skirmish Tips

    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.
    Last edited by Jibbits; September 13th, 2009 at 03:54. Reason: Add new tip

  2. #2
    Beetle Ðârk Âñgêl's Avatar
    Join Date
    Aug 2009
    Location
    Germany
    Posts
    106

    Default Re: Jibbits' Dungeon Keeper 2 Multiplayer and Skirmish Tips

    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 ?

    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

    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.
    Last edited by Ðârk Âñgêl; September 2nd, 2009 at 18:03.
    Black holes are where god devided by zero.

  3. #3
    Beetle Ðârk Âñgêl's Avatar
    Join Date
    Aug 2009
    Location
    Germany
    Posts
    106

    Default Re: Jibbits' Dungeon Keeper 2 Multiplayer and Skirmish Tips

    Quote Originally Posted by Ðârk Âñgêl View Post
    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 ?


    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

    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.
    Black holes are where god devided by zero.

  4. #4
    Hellhound dk2player's Avatar
    Join Date
    Aug 2009
    Location
    In your head :O
    Posts
    724

    Default Re: Jibbits' Dungeon Keeper 2 Multiplayer and Skirmish Tips

    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.


    I AM DK2PLAYER! HEAR ME PLAY DK2!
    Random mentor quote: Chickens are good Keeper. They provide the right nutrition and a good entertainment underground

    WARNING: There is a $500 fine for trolling and complaining

    WUJU STYLE!!!!

  5. #5
    Dark God DragonsLover's Avatar
    Join Date
    Aug 2009
    Location
    Quebec
    Posts
    1,490
    Gamer IDs

    Steam ID: dragonslover

    Default Re: Jibbits' Dungeon Keeper 2 Multiplayer and Skirmish Tips

    -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.
    I like dragons! They're the center of my life! I'll never forget them...



  6. #6
    Hellhound Searingflame2's Avatar
    Join Date
    Aug 2009
    Location
    Perth, Western Australia.
    Posts
    661
    Gamer IDs

    Gamertag: Consoles Suck XFIRE ID: Searingflame2 Steam ID: Admortis

    Default Re: Jibbits' Dungeon Keeper 2 Multiplayer and Skirmish Tips

    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?
    Creature Profile Here

  7. #7
    Dark God DragonsLover's Avatar
    Join Date
    Aug 2009
    Location
    Quebec
    Posts
    1,490
    Gamer IDs

    Steam ID: dragonslover

    Default Re: Jibbits' Dungeon Keeper 2 Multiplayer and Skirmish Tips

    Explained here by Dark Angel
    I like dragons! They're the center of my life! I'll never forget them...



  8. #8

    Default Re: Jibbits' Dungeon Keeper 2 Multiplayer and Skirmish Tips

    Quote Originally Posted by Ðârk Âñgêl
    you stole this one from me from the old forum, didnt you ?
    Yes Useful information.

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

    Quote Originally Posted by Ðârk Âñgêl
    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


    Quote Originally Posted by Ðârk Âñgêl
    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.

    Quote Originally Posted by Ðârk Âñgêl
    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

    Quote Originally Posted by DragonsLover View Post
    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

    Quote Originally Posted by Searingflame2 View Post
    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 its just how the game is designed, Dark Angel discovered this apparently i give credit to him you should ask him if you still don't understand

  9. #9
    Beetle Ðârk Âñgêl's Avatar
    Join Date
    Aug 2009
    Location
    Germany
    Posts
    106

    Default Re: Jibbits' Dungeon Keeper 2 Multiplayer and Skirmish Tips

    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
    but right, its always good to have 1-2 mistresses between 15 black knights
    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.
    Black holes are where god devided by zero.

  10. #10
    Hellhound dk2player's Avatar
    Join Date
    Aug 2009
    Location
    In your head :O
    Posts
    724

    Default Re: Jibbits' Dungeon Keeper 2 Multiplayer and Skirmish Tips

    Quote Originally Posted by dk2player
    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.
    Quote Originally Posted by Dark Angel
    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.


    I AM DK2PLAYER! HEAR ME PLAY DK2!
    Random mentor quote: Chickens are good Keeper. They provide the right nutrition and a good entertainment underground

    WARNING: There is a $500 fine for trolling and complaining

    WUJU STYLE!!!!

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •