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Hints & Walkthroughs
Dungeon Keeper 2
While playing the game, press CTRL+ALT+C, then type:
NOTE: Pressing CTRL+ALT+C will NOT generate a text box, it will simply make a noise. Type the codes below (with spaces where noted) and even though it will appear that it is not recognizing your codes (by still showing hotkey movement, etc), it does. Remember that cheats may not work with all versions of the game.
Code - Result
show me the money - Gives Money
now the rain has gone - Show Map
feel the power - Upgrade All Monster's Skill to 10
this is my church - Get All Rooms
fit the best - Get All Rooms and Traps
i believe its magic - Get All Magic
do not fear the reaper - Win Level
ha ha thisaway ha ha thataway - +100,000 mana (Works with latest patch)
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 + 1 Dark Elf Receive Imps
2 Dwarves + 1 Dark Mistress Make Safe
Load Any Level:
Just start dk2.exe with the parameter -level (levelname)
EX: dk2.exe -level level10
You can view all levels in your "DK2DIR\DATA\EDITOR\MAPS\" directory.
The Campaign levels are named form Level1 -> Level20
In Level 6 you have "level6a" or "level6b"
In level 11 you have "level11a", "level11b" or "level11c"
In level 15 you have "level15a" or "level15b"
The Secret Levels are named from secret1 -> secret5
There are several bonus stages in Dungeon Keeper, but one of them can be found without doing anything. To access it, set your PC's date to any day with a full moon then start the game. The bonus stage will appear as a flag with a circle in it.
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.
Wizzard´s Power Words for Dungeon Keeper 2:
Dungeon Keeper 2 has arrived full of many new strategic challenges. Here is a collection of tips to empower your gameplay. Thanx for MeisterFeger for Hardware, visit me at my homepage for new tips & downloads on DK2.
Basic Dungeon Design(TM): build all rooms in squares (exept treasure chamber & lair), at least 3x3 (Casino 4x4). Dig them out that there are always surrounded by walls and (if you have the time) secured by doors & traps. The doors & walls will also enshure that the creatures don´t get disturbed form each others work & so they work more effectively. Build the library & the lair far away from the workshop and torture-chamber. Protect your Dungeon-Heart with many cannons, boulders, electricity-traps & (a very effective trick:) with secret doors. Use the stronger doors more to the inner areas of your dungeon. There should be no long ways between training-chambers, library hatchery & lair. Plan your Dungeon Design wisely, because that is one of the most important factors of winning the game, escpecially in MultiPlayer.
Fights: during a Dungeon Keeper-Game you will enounter many fights with enemy creatures. Because of the short K.O.-time when dropped (no denense then), you should place your monsters three squares away form enemies. The blockers (Bile Demon) in the front-line, the long-range fighters (Worlock, Dark Elf) in the last line. Watch them carefully, because they tend to silently leave the fight & head home. Place them back to the fight.Like in StarCraft it is good to take all fighters for an important fight, because if you attack e.g. four enemies with 10 or with 20 monsters makes a big difference in the losses. (20 monsters hit more in the same time). Fighting in corridors: in the frontline are two Bile Demons & behind them place many Dark Elfs & Worlocks.
Speed-Start-Tip (especially for games vs. other keepers or Multiplayer): Don´t dig too big rooms in the beginning, three 3x3 rooms are enough, then let your imps mark the floor & that will increase your mana & when having enough mana, summon new imps at once. Don´t let your Imps strengten your walls at beginning. If one does so, place him directly near other work. In those 3x3-rooms build the elementary rooms like lair, hatchery & training-rooms. Then open the way to the portal. When having some more money & place: build a large library because the magic spells researched by the Worlocks will help you in the games later - and having a lot Worlocks is quite handy as long-range fighters.
Imps: they have a level-system, too. When researching the better Imp-Spell you should wait until it is finished before summoning new ones. If you want an Imp to do a certain work (e.g. dig out this wall or take that dead hero to the graveyard) place them exactly on the sqare where the work is. They work better when you place them next to their work, the know you watch them. And of course they work better when you give them a slap.
Sometimes you have to build a wooden bridge to reach important places over lava (& you don´t have stone bridges in the first levels): place the Imp at the end of the bridge, let it grab the stuff & place it on safe stonefloor. Before the wood burns away sell the bridge.
Mana: later in the game when the Imps have done the most important work, dig as many free space as you can to get a big area which brings you a fast mana-support. And: search the level for mana-vortexes. When you´ve got lots of mana you can call horny many times (of course only when you found the talismans), summon Imps or gold.
Sometimes you get the message that you found a magic item. You can use it when it lies on your floor, but it´s better to bring it in your library, the spell is added to your spell-symbols. Most of the time the imps are very busy & forget to bring the magic item to your library, so place an imp directly on it. Use your magic items wisely, Keeper.
Portals: The sizes of your rooms determine which creatures come through the Portal. Each portal allow you to get 15 creatures (maximum), if you are at maximum & need another creature, throw ones you don´t need back through the portal or sacrifice it in the temple. When a firefly has explored all the areas, better place it back through the Portal.
Crossing water/lava with bridges for attacking another dungeon: it is useful to put a 3x3 sqare bridge at the front that you can place many creatures on it to attack.
When you are attacking another Keeper, head to his Dungeon-Heart, if you are in a room near that, but can´t reach it directly just place all your monsters nearby & use the spell to call them directly to attack the heart. Use the Earthquake-Spell to weaken enemies walls.
To search for e.g. a Worlock, right-click on the creature-symbol, several time to cycle through them. This is working also for your rooms.
Training-Trick: if you don´t have the arena in early missions, just grab a hero from the prison and place it into a crouwd of your monsters: they beat it up easily & imps bring the hero back to the prison: that brings experience & levels higher than 4.
When the message comes: "A creature is unhappy because..." you can make it happy again with finding it (switch the symbols to teh mood-display-mode) correcting it at once. (e.g. placing a Worlock into your treasure-chamber or bringing the fat Bile Demon to the Chicken-McNugget-Farm).
After a fight heal your high-level-monsters, they are important (you used much time to train them to that level). Grab the other monsters & place them back to your Dungeon Center. Place some imps next to the monsters which went K.O. so they will carry them to the lair where they can sleep & recover. If you leave them at the battlefield, they´ll die. That is by the way the reason why there are sometimes monsters at disply you can´t grab, because they are in the sleep-of-recovery after a fight.
The Traps are a nice defense, but you can only use a lot of traps like the cannons when having a good mana-support. When you know that a very strong hero will attack, place a freeze-trap & a boulder to make shure he is well-greeted when entering your place. When enemies come through water, use electricity (bzzzzz, hehe).
The ultimate trap is the cannon. Is is not expensive & has long-range-fire. To attack or defend you have to place many of them together - an important help to solve many difficult levels. Cannon-Defense: you know that there are many strong creatures attacking soon: (think of the vampire-level). Build at the place all enemies must pass by to come to your dungeon a large set of cannons & some barricades in front of them. That should blast them to bits.
Cannon-Attack - a good way to destroy other Keepers: dig out a corridor as close as possible to the Keeper´s Dungeon Heart, but don´t enter his rooms yet. At the frontline place at least seven cannons. When they are built dig out the wall between your cannons and the other Keeper´s room & place your monsters next to the cannons. Voil - even when he´s having more monsters the cannons will knock them out easily. And when you have beaten most of his monsters, it is not difficult to conquer one room after another diretly to his Dungeon Heart. Look that the stupid & fearsome Ipms do really take over the enemies land. When you are near the other Keepers Dungeon Heart use the Call-to-Arms spell to direct your monsters diretly to it.
The workers in your foundry are quite lazy (epecially the fat Bile Demons), after finishing one trap they tend to go off to relax. The best for fast building a good set of traps: place them into the foundry & watch them. When a trap was build and the workers leave, grab them & place them directly back to work. The more cannons you have the more difficult it is to bring the workers to build new ones: Sell the old traps you don´t need anymore (when at places you´ve conquerred now). The new ones will be build faster and you get back half of the money. By the way: gigants are great workers.
When you have a casino, the salamanders will hang around there most time, they love to play ;-) Salamanders are immune to lava, which will help you in some cases, but they are not the best fighters. If you´ve got too many of them & you are waiting for better creatures, put them back through the Portal.
It happens so often in the middle of an important fight: the PayDay comes & your monsters leave the battlefield only thinking about their next paysheck. Just grab them all, throw them to your treasure chamber & after some time take them all back to the battle.
When you have Mana-Problems (that occurs not only in Magic the Gathering...) build a Temple & let your creatures pray in it.
The Temple & sacrifice:
2 Skeletons = Dark Elf (they call it "Black Elf" in German, again stupid translation)
2 Bile Demons = Rogue
2 Salamanders = Dark Mistresses (good move ;-),
2 Dark Elfes = Troll (only do that when really needed)
2 Worlocks = Goblin (who needs that?)
2 Black Knights = Vampire
3 Monks = Mana Update
2 Imps = cheaper Imp-Spell
2 Vampires = Bile Demon (stupid)
2 Trolls = Worlock
1 Mistress & 1 Troll = Electricity Trap
1 Fly & 1 Salamander & 1 Skeleton = Vampire (don´t call for Buffy then ;-)
When getting the message that a prisoner hast died & returns as Skeleton, grab it out uf the prison & place it into the training-chamber.
The Fallen Angel: a very powerful magical creature, try to get it in late game-levels. He can conjure Skeletons.
The Dark Mistress has a special love for pain that she frequelntly visits the torture chamber. And she never misses a combat even when she is outnumbered by the enemy.
When you put an enemy creature into the Torture-Chamber, heal it at once if you like to convert it to your side. If it is a high-level-creature you have to come back after some time & heal it a second time. It is worth the mana. If it dies too early, you get only information about enemy dungeon locations.
You´ve just conquerred an enemy room and you don´t have much money? Just sell the room at once, then he can´t get back his room.
If you want to disable a Hero-portal? It is not always good: sometimes it is quite usy to catch Heroes & convert them to your side: they don´t count for the Portal-Creature-Limit. But if you want to get rid of those nasty hero-attacks just conquer all squares around it. If it is partly surrounded by water, build a bridge.
Save your monsters from the Indy-Trap: whet it starts, grab them before they get crushed.
Converting Heroes is quite good, not only for battles, but for your other works, too. The Wizard is a great reseracher (the "Wizzard" (me) is a good Space-Musician, look out for my next CD at End ´99), the Dwarf can dig Walls & the Gigant is a good worker.
Time is very important in many game-levels: so watch that start-sequence (the time goes on during that), restart the level & press space to abort the time-stealing sequence.
When playing against other keepers & hearing that flanged gong-sound you know that he scans your area with his magic eye spell. And now, enter your Dungeon, Keeper - with new knowledge you can win!
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