body{ color:white; word-wrap:break-word; } function setHeight() { parent.document.getElementById('walkthroughframe').style.height = ( document['body'].offsetHeight + 25 ) + 'px'; } Dungeon Keeper Strategy guide Dungeon Keeper Strategy guide By Lord Zero ([email protected]) Version 1.0 ********************************************************************** Index: 1.- File History. 2.- Introduction. 3.- History. 4.- About this guide. 5.- The Creatures. 6.- The Rooms. 7.- Doors and Traps. 8.- Temple Stuff. 9.- Spells. 10.- A quick overview at the opponents. 11.- Credits. 12.- Legal Stuff. ********************************************************************** 1.- File History. 0.1 Finished the game, started the file. Damn them the Avatars! (04/05/03, 21:29) 1.0 Finished the Guide. Wee. Now back to play the game :). (04/11/03, 17:57) ********************************************************************** 2.- Introduction. Dungeon Keeper was a real-time strategy game released back in 1997 by Electronic Arts and made by the genious at Bullfrog. In order to make something out of an strategy game in a very overcrowded market (at the time dominated by Warcraft II: The Tides of Darkness and Command and Conquer), games had to do something new. So there, while games like M.A.X gave us the a very high strategic options, games like Dark Reign allowed for further customization of the often maligned town-development, games like WarWind (EXCELLENT game, BTW, you should try it) gaves us the opportunity to recruit NPCs to our ranks and even gave us an slight taste of what today has been the focus of games like Warcraft III: Reign of Chaos, heroes. (Now I have an itch to play that game ^_^) However, a very small number of games gave us the other side of knife: humor. Dungeon Keeper was designed to gave us the other view of an RPG: Now you're the bad guy. Your main goal is to design a dungeon, and populate with monsters, so the brave and gallant heroes who the quest to liberate it from the evil abominations who risk the life of their people (That means "YOU") can't claim the treasures and stuff. In other words, you have to defend the dungeon and keep the treasures hidden there from the righteous hands of the good and benevolent people. Sounds like fun, eh? Oh yes. It is. ********************************************************************** 3.- History. Does this game even have an history? Probably. But I don't know it! ********************************************************************** 4.- About this guide. Customized for a 800x600 resolution, this guide can be view on anything else bigger than that. Dunno why you would be using that resolution nowadays, but, meh, i know how does it feels when someone with a rather powerful PC like me tells that to someone with a modest Pentium I MMX. I'm planning a walkthrough since the game can be considerably difficult sometimes, but I was wanting to release the guide as soon as possible seeing how up to date information about this game is certainly lacking. I haven't played this game on multiplayer (there must be around two people today who want to play this game online, and the other one maybe doesn't has a internet connection), so any information concerning multiplayer tactics or watchamacallit about it is very welcomed. ********************************************************************** 5.- The Creatures. There are a number of creatures you're gonna meet during the game, and this is what you'll see here: NAME OF CREATURE UPKEEP: What do they cost to maintain, on Lv.1 and Lv 10. TRAINING UPKEEP: What do they cost per 1000 Experience points in training rooms. Time took to reach that ammout of points varies from creature to creature. SCAVENGING UPKEEP: What do they cost to keep scavenging. LIKES: The things the creature likes. These will keep it happy. DISLIKES: What the creature dislikes. If its a fellow monster, each time they are forced to cross, it will attack it. The feeling is the same for both monsters (I.E: Spiders hate Flies, Flies hate Spiders). If it's an activity, they will become annoyed when forced to do so. ABILITIES: Special traits offered by the monster. SPECIAL ABILITIES: Abilities learnt by the monster by leveling up. RATING: Personal oppinion by myself. You might disagree. So, let us go! Creatures are ranked in a particular order of power. IMP UPKEEP: N/A TRAINING UPKEEP: 156 gold. SCAVENGING UPKEEP: N/A. LIKES: Digging? DISLIKES: Nothing. ABILITIES: None. SPECIAL ABILITIES: Lv.1: Digging. Lv.3: Permanent Speed. Lv.10: Teleport. RATING: 10/10 Imps are certainly useful, since without Imps you're bassically screwed. Imps dig, dig, and dig gold. They are used to open up new territoy, claim territory, reinforce walls, scout, and some digging. While Imps are very weak in combat, you should train them up to level 3. Once they hit that level, their performance on their work is drastically improved. No real need to train them further, though, they are far too weak and easy to kill anyway. Try to keep an eye on them at all times. FLY UPKEEP: Lv.1: 5 gold. Lv.10: 21 gold. TRAINING UPKEEP: 208 gold. SCAVENGING UPKEEP: 4 gold/second. LIKES: Exploring. DISLIKES: Spiders. ABILITIES: Flying. SPECIAL ABILITIES: Lv.5: Sight. Lv.8: Speed. RATING: 4/10 Flies are certainly wonderful scouts due to their extremely fast speed and their flying ability, unfortunately, they are not only very weak, but they are also very prone to go into enemy territory, ussually setting the AI off before you're ready to deal with it. Also, the fact that they are not very fond of Spiders makes them particulary easy to get killed. Flies only appear on the first levels and even so, they are quickly killed by Spiders. If you get a fly, your best bet is to train them quickly and then possessing them to explore as much as you can. A particular nasty trick is to cast disease on them. BEETLE UPKEEP: Lv.1: 18 gold. Lv.10: 75 gold. TRAINING UPKEEP: 125 gold. SCAVENGING UPKEEP: 8 gold/second. LIKES: Nothing. DISLIKES: Nothing. ABILITIES: Nothing SPECIAL ABILITIES: Lv.7: Freeze. RATING: 3/10 While they are much more durable than the Flies, they are not really very useful. Very difficult to train and very slow to move, they are best suited to the temple sacrifice than to keep them around. Don't waste your time and money with these. SPIDER UPKEEP: Lv.1: 2 gold. Lv.10: 104 gold. TRAINING UPKEEP: 281 gold. SCAVENGING UPKEEP: 12 gold/second. LIKES: Attacking prisioners, Training. DISLIKES: Flies. ABILITIES: None. SPECIAL ABILITIES: Lv.2: Slow. Lv.4: Freeze. Lv.8: Hailstorm. RATING: 5/10 Like Beetles, they are very difficult to train, and their rivality with Flies makes them very annoying to keep, and even after that, they are very fond of attacking prisioners, which set off the "Your creatures are attacking the enemy!" alarm, making them more of a nuisance than anything else. The Spiders are rather good attacking units, however, they are fairly easy to kill, and none of their attacks are very effective (Except Freeze). Better to sacrifice them. Attracted by large Training rooms. TROLL UPKEEP: Lv.1: 50 gold. Lv.10: 208 gold. TRAINING UPKEEP: 188 gold. SCAVENGING UPKEEP: 18 gold/second. LIKES: Manufacturing, Training. DISLIKES: Researching. ABILITIES: None. SPECIAL ABILITIES: Lv.4: Speed. Lv.7: Fireball. Lv.10: Grenade. RATING: 6/10 Trolls are very weak in open combat, though is often useful to train them up to level four in order to use Speed, which makes them much better workers in the workshop. Trolls are very good tinkers, and they should belong in the workshops at all time unless the situation is desperate. Attracted by large Workshops. GHOST UPKEEP: Lv.1: 20 gold. Lv.10: 83 gold. TRAINING UPKEEP: 313 gold. SCAVENGING UPKEEP: 10 gold/second. LIKES: Temple, Research. DISLIKES: Nothing. ABILITIES: Flying, gas inmunity, doesn't eats, see invisible, goes through doors. SPECIAL ABILITIES: Lv.1: Rebound. Lv.3: Invisibility. Lv.6: Tempest. Lv.8: Drain life. RATING: 7/10 Ghosts are created when a tortured prisioner dies. They are rather useless in combat, but they are very good explorers and are very cheap to maintain. Once they are fully trained they are very annoying to kill and very effective Imp-hunters. Use them as scouts as soon as they get to level 3. TENTACLE UPKEEP: Lv.1: 45 gold. Lv.10: 187 gold. TRAINING UPKEEP: 219 gold. SCAVENGING UPKEEP: 8 gold/second. LIKES: Training. DISLIKES: Nothing. ABILITIES: Water movement. SPECIAL ABILITIES: Lv.5: Freeze. RATING: 5/10 I haven't really found an use for Tentacles: They are supposed to be amphibous fighters of some kind, but they are, while very resistant, not very suited to open combat. They are easily owned by Dragons or Mistress, let alone Orcs. Even worse, they are very hard to attract. They are pretty cute, though, and I can't negate the fact that having a walking tentacle around my dungeon is kinda amusing ^_^. Train them as much as you can and leave them at home for defense. Only appears on levels with large masses of water. Attracted by a large temple. SKELETONS UPKEEP: Lv.1: 70 gold. Lv.10: 291 gold. TRAINING UPKEEP: 78 gold. SCAVENGING UPKEEP: 15 gold/second. LIKES: Training. DISLIKES: Bile Demons. ABILITIES: Gas inmunity, see invisible, Doesn't eat. SPECIAL ABILITIES: Lv.5: Armor. Lv.10: Lightning. RATING: 7/10 Skeletons are created when a prisioner dies in prison. They are quite effective in open combat, but their biggest advantage is the fact that they retain the experience they had in life (Of course, a Level 10 creature takes an eternity to die hungry in the dungeon, so don't take it for granted that you will get ten level 10 skeletons as soon as you kill your first heroes). They are very easy to maintain and train, making them perfect cannon fodder for invasions. Skeletons have one big minus in their sheets: They HATE Bile Demons. Bile Demons are also much more valuable, so if you're using a rather big ammount of demons you might want to avoid using skeletons. If so, disable the Imprison option. DEMON SPAWNS UPKEEP: Lv.1: 70 gold. Lv.10: 291 gold. TRAINING UPKEEP: 117 gold. SCAVENGING UPKEEP: 16 gold/second. LIKES: Training, Barracks work. DISLIKES: Hellhounds. ABILITIES: Lava Inmunity. SPECIAL ABILITIES: Lv.4: Missile. Lv.7: Heal. RATING: 7/10 Demon Spawns are among the best creatures of the game due to their powerful attacks and their easiness to maintain, train and keep alive. They also have one special ability: They morph into Dragons (level 4) when they reach Level 10. Demon Spawns are your most basic soldiers that are actually worth it. You might want to use them as front soldiers due to the fact they are very expendable, but sometimes you might also want to keep a few alive to make them into dragons. Attracted by large Training Rooms. HELLHOUNDS UPKEEP: Lv.1: 67 gold. Lv.10: 278 gold. TRAINING UPKEEP: 109 gold. SCAVENGING UPKEEP: 16 gold/second. LIKES: Exploring. DISLIKES: Demon Spawns. ABILITIES: Lava Inmunity, Urinates on corpses. SPECIAL ABILITIES: Lv.3: Speed. Lv.5: Fire Breath. RATING: 8/10 Hellhounds are powerful stuff. They are incredible quick, very powerful and durable, and rather easy to train and maintain. They hold a grudge with Demon Spawns, but unlike Flies and Spiders is easy to keep them apart. They, just like flies, then to go out exploring and drawning probably unwanted attention. Keep an eye on them, and is best to train them to the highest level possible before letting them out, so they can hold their ground until help arrives... or you get them the hell out of there. They also make corpses decompose faster by urinating on them (ahem). I have a thing with dogs, but you gotta it they look great when held. They look so innocent ^_^U. Attracted by large Scavenging Rooms. WARLOCK UPKEEP: Lv.1: 120 gold. Lv.10: 498 gold. TRAINING UPKEEP: 234 gold. SCAVENGING UPKEEP: 25 gold/second. LIKES: Researching. DISLIKES: Vampires, Manufacturing. ABILITIES: (Seems to me they gain experience by sleeping next to gold, but it might be my imagination. I've read about it on Phil's Site, though). SPECIAL ABILITIES: Lv.2: Fireball. Lv.3: Heal. Lv.4: Meteor. Lv.5: Invisibility. Lv.6: Guided Missile (!).Lv.7: Sight. Lv.8: Tempest. Lv.9:Word of Power. RATING: 8/10 Warlocks are very, very, but VERY powerful, but they are also very, very, but VERY annoying to keep at high levels. Warlocks are easy to maintain happy as long as their library is very far away from anything else and no Vampires are around, but if anything interrupts their labors they become insanely annoying and can incite massive unhappiness to the rest of your dungeon. Of course, this also means that two of the most powerful creatures are quite difficult to maintain at the same time, but it's a price to pay. That helluva great ammount of spells can be used by just pressing the numbers key to use them, even if the first person view doesn't shows them at first. Attracted by Librarys (duh). DARK MISTRESS UPKEEP: Lv.1: 175 gold. Lv.10: 726 gold. TRAINING UPKEEP: 188 gold. SCAVENGING UPKEEP: 25 gold/second. LIKES: Being slapped, tortured, woken up, thrown into combat, and whips, chains, latex, high heel boots, and the stuff you would guess. DISLIKES: The only thing that gets them unhappy is not being paid. And Samurais. ABILITIES: Agressive. SPECIAL ABILITIES: Lv.4: Missile. Lv.6: Lightning. Lv.7: Speed. Lv.9: Drain Life. Lv. 10: Teleport. RATING: 9/10 The Dark Mistress is not only the third most powerful evil creature in the game, is also simply too easy to maintain. By slapping them, they totally get happy as hell, as well as working faster. They are easy to train, as well. They are also one of the two units you can control that can teleport, making them especially useful to attack enemy territory by using the Call to Arms spell. Very good unit, and wonderful abilities. Look much better on DK II, however ^_^. Attracted by large Torture Rooms. ORC UPKEEP: Lv.1: 95 gold. Lv.10: 394 gold. TRAINING UPKEEP: 117 gold. SCAVENGING UPKEEP: 20 gold/second. LIKES: Fighting, Training, Guarding. DISLIKES: Nothing. ABILITIES: Leadership. SPECIAL ABILITIES: Lv.5: Speed. Lv.7: Armor. Lv.9: Grenade. RATING: 10/10 Arguably the best units in the game, only rivaled by Dragons, the Orcs are simply outstanding fighters as well as easy to train and maintain. They can be grouped in Barracks with independent monsters to make them more loyal. Is hard to go wrong with Orcs. Group them and throw them into battle. They are very durable and very damaging, plus their speed is very good. Train them as soon as possible. Attracted by large Training Rooms and Barracks. VAMPIRE UPKEEP: Lv.1: 750 gold. Lv.10: 3113 gold. TRAINING UPKEEP: 195 gold. SCAVENGING UPKEEP: 25 gold/second. LIKES: Researching, Scavenging. DISLIKES: Warlocks, Being Held. ABILITIES: Inmortal, Gas inmunity, See invisible. SPECIAL ABILITIES: Lv.2: Flight. Lv.3: Slow. Lv.4: Teleport. Lv.5: Heal. Lv.6: Drain. Lv.7: Armor. Lv.8: Tempest. Lv.9:Word of Power. RATING: 9.5/10 Vampires are, without a single doubt, the most powerful and dominant creature after the Horned Reaper (and the Avatar, of course). Powerful in hand to hand combat, with an array of offensive and defensive spells, plenty of hit points, and virtual inmortality makes them fearsome opponents to face. They can also teleport, useful with the Call to Arms spell. However, power comes at a price: Vampires are very difficult to maintain, and are very dangerous if annoyed. They can incite revolts, kill creatures, destroy rooms, and do a total disaster before they leave. They also raises your scavenging ability by 50% (if i'm not mistaken). They are created by accumulating enough corpses in your graveyard. If they are killed after level 3, they are raised again losing one experience level at the Graveyard. Keep them away from Warlocks. DRAGONS UPKEEP: Lv.1: 350 gold. Lv.10: 1453 gold. TRAINING UPKEEP: 208 gold. SCAVENGING UPKEEP: 35 gold/second. LIKES: Researching, Training. DISLIKES: Not getting paid. ABILITIES: (As with Warlocks, they seems to gain experience by sleeping next to lava pools. Phil says the same). SPECIAL ABILITIES: Lv.2: Heal. Lv.3: Grenade. Lv.7: Meteor. Lv.10: Word of Power. RATING: 10/10 My personal favorite creatures, Dragons are particulary damaging, particulary resistant, and even easy to attract, keep and train. They are not only wonderful fighters, but also seasoned researchers. Get a few levels under their belts, and throw them in the library and you will speed up the process. Useful when you're using Vampires instead of Warlocks. They have a few quirks: First off, they are quite slow. Second, their first person view is very confusing, making them very difficult to control. They can heal and use word of power, making a single level 10 dragon capable to defeat several level 10 heroes by itself (except Samurais, Knights and Avatars). Also, they are not very good team leaders due to their lack of speed. Attracted by large Treasure Rooms. HORNED REAPER UPKEEP: Lv.1: 950 gold. Lv.10: 3943 gold. TRAINING UPKEEP: 150 gold. SCAVENGING UPKEEP: 30 gold/second. LIKES: Training, Fighting, Corpses, Gold. DISLIKES: Everything: Eating, Sleeping, Being Held, Mondays (as do I). ABILITIES: Lava Inmunity. SPECIAL ABILITIES: Lv.5: Speed. Lv.10: Slow. RATING: 7/10 Horned Reapers are incredible raging cyclones of destruction. But, most importantly, they are raging things. A quote from a Magic: The Gathering card describes them perfectly. "He raged at the world, at his family, at his life. But mostly, he just raged".- Raging Goblin. About everything annoys them. Ussually, if you want to keep a Horned Reaper, you should make them a private locked room with a lair, a training room, a hatchery, a treasure room and a temple. This way, he will find it difficult to become annoyed, just be sure to fill his treasure room every once in a while, and keep him training. To keep him happy, or rather to keep him not angered, don't slap him, ever. Don't wake him up. Don't put him near other creatures. Don't. Don't. DON'T! If he's annoyed and you need him, just deploy him by himself: The Horned Reaper is an amazing creature, he can take down several opponents, and is even a match to the Knights. He's slightly weak against magic s, and if you ever have to face one, just take control of an orc and attack and retreat. The only way to get a Horned Reaper is by sacrificing a Bile Demon, a Dark Mistress and a Troll at the temple. ********************************************************************** 6.- Rooms. The Rooms in dungeon keeper serve one fundamental purpose, and to attract creatures to your dungeon. Is often recommended to avoid some rooms instead of trying them all in order to concentrate on certain creatures (a good idea, for example, is to avoid the Graveyard if you're going with warlocks). Besides, while all of them are useful, some are not completely nescesary. LAIR COST: 100 gold. The lair is the living space for your creatures. Some creatures do need more space than others, some creatures simply cannot stand sleeping next to others, and some creatures have special traits when sleeping (Dragons and Warlocks are the only ones I've found so far). Is important to note the fact that some creatures need separate lairs. The most common example is, of course, the Horned Reaper. This thing will not only get annoyed if any other creature bothers it on its sleep, it will in result attack relentlesly the offending creature, often being a valuable dragon or something similar. If you're going with heavy Warlocks and Vampires, for example as well, you might want to build a separate lair for the Vampires next to the graveyard. TREASURE ROOM COST: 50 gold. The Treasure room stores gold. If it's full, your imps won't be able to drop their gold and the time you lose might spell doom sometimes. Keep the treasure room near to the gold instead of near the lairs. It will be reflected on your efficiency. Heroes assaulting your dungeon will get here as soon as possible. LIBRARY COST: 200 gold. The library is a very important place: here your Dragons, Warlocks, Ghosts and Vampires will research and eventually discover new rooms and spells for you. This place must be over watched at all times: Warlocks and Vampires might wreak havoc due to their differences here. It also needs to be put away from populated areas: Warlocks get annoyed if some creature walks around their library. Don't sell the tiles! if you sell them, you will lose some of the spells and rooms already researched and you will have to research them again. TRAINING ROOM COST: 150 gold. The training room is designed so your creatures can train and get more experience, which will make them better fighters and workers. This installation is the most important room: Any creature should be spending some time here. A common mistake is to send unexperienced creatures to battle. Never do that. You need to train them for awhile. Some creatures are easier to train than others, and, finally, I think that a mistress on the room makes other creatures train faster. But I might be wrong, eh? GUARD POST COST: 50 gold. This room allows to put one or more creatures into "guard mode". When placed here, the creature will not leave this position unless it targets an enemy, in which case it will pursue it until it kills the opponent, or is killed. If it survives, it will go back to the post. Actually, this room isn't very useful except on level 19 when the Vampires start attacking you (setting one of these near your heart is certainly useful on that stage). HATCHERY: COST: 125 gold. Hatcheries are the place where your units eat. Most unit do need to eat every once in a while, with a few exceptions. You will be notified if your hatchery is not big enough, but that could be quite a big trouble if you ever get the message, as hungry creatures become quite touchy. Dropping chickens in the middle of a battleground can help heal your units, or might make the opponent focus on the chickens giving you an advantage. You can also possess the chickens, but you can't actually control them. BRIDGE: COST: 30 gold. A bridge. Wee. You can only build them next to your claimed territory and on lava or water. WORKSHOP COST: 200 gold. This room allows your trolls and bile demons to build trap and doors to defend your dungeon. While this room is often neglected by young keepers, it's extremely important on later levels. Check the section about traps and doors for a little info about them. Your Workshop should be certainly big enough: most traps require at least 17 tiles to build. PRISON: COST: 250 gold. The prison allows you to set your minions on "imprison", which will mean that enemy units defeated in battle will not be killed, instead, they will be taken prisoners into the prison. In there, they will a) rot and die and be back as skeletons as long as they humanoid, or b) they will be there available for you to do as you please (such as slapping that freakish samurai). You can also drop angry creatures to buy some time. High level units can break free of the prison. If you drop a chicken on prison, they will fight over it and recover some health. If your prison is not big enough, you're in trouble. TORTURE ROOM: COST: 350 gold. Just for kicks, try dropping each kind of creature into the torture room and watch the animations. Some of them are very, very funny. The torture rooms serves three essential purposes: a) Torture enemy imps for information (they will reveal some of their dungeon). b) Torture enemy units until they convert to your cause. This requires some practice. You need to torture them but you can't let them die. So watch carefully if you want to convert enemy units. c) Torture your own units which will make them a bit more loyal (but don't stretch it!) or your mistress to keep them happy. Take them out before they die, though. GRAVEYARD: COST: 300 gold. The Graveyard is an important structure for two reasons: First, it keeps dead bodies out of the way and keeps creatures happy (except the Horned Reaper)(but what the hell does keep him happy anyway? you can only keep him from being angry ^_^), and for every 8-9 corpses in there, a Vampires rises and s your army. This is important: If you don't want vampires, don't build it. They will come and you and if you didn't wanted them, they can be quite a problem. Also, if the opponent has a high level vampire scavenging, you might as well just skip vampires or they will soon their ranks. SCAVENGING ROOM: COST: 300 gold. The Scavenger room is the most powerful weapon in the game if you have a high level vampire. Placing creatures here will make enemy creatures of the same kind to become attracted to your dungeon. The more the merrier. A high level vampire placed here will make your scavenging even more potent. It is, however, very expensive to keep so, sometimes, you should only use it to keep that high level nosferatu happy. TEMPLE: COST: 350 gold. The temple makes creature happy when dropped there, with the notable exception of the Vampires. It also protects your creatures from being scavenged. It also allows you to sacrifice creatures (Dropping them on the pool) and if you sacrifice the right creatures, you will get some effect. Check the section about Temple formulas for more information. ********************************************************************** 7.- Doors and Traps. The traps and doors available are the following. Is important to note that they are, while useful, not efficient creature replacements. Placing them in front of doors is ussually the best idea. Alarm Trap: Not very useful. Actually, all it does is to alert nearby monster of the breach. Place them nearby entry points and weak spots. Sounds 12 times before wearing off. Works somewhat like a Call to Arms. COST: 250. Poison Gas Trap: Much more useful than the alarm, this trap releases poisonous gas (duh) after a second when triggered which will damage enemies and friends dearly. The only thing is that this trap actually takes quite a bit of time before killing most enemies. Comes with 5 charges. COST: 350 gold. Word of Power Trap: Like the magic spell some creatures can cast, this trap releases an explosion which damages enemies around. This doesn't does a lot of damage, but it's enough to kill invading imps. Comes with three charges. COST: 750 gold. Lightning Trap: This is a very powerful trap which will shot lightning bolts at enemies until it wears off. It deals a good ammount of damage, but it's best use is to kill enemy imps. Comes with 8 charges. COST: 500 gold. Lava Trap: This trap turns the activated tile into a lava tile. Not very useful as far as I see. Obviously, only works once. COST: 750 gold. Boulder Trap: This is the best trap in the game. It will release a rock which will kill anything on its path except Bile Demons, Dragons, Knights, Avatars, Samurais and Horned Reaper. You can move over the rock by slapping it. Best placed in a long way. It will bounce over walls and will explode in lava. It will only crumble in water though. Only one boulder per trap set. COST: 1000 gold. Wooden Door: Basic door. Goes down with a few hits. COST: 250 gold. Braced Door: Medium door. Takes a good ammount of damage before going down. COST: 500 gold. Iron Door: Heavy door. Has more HP than the dungeon heart! I think is easy to take down with fire, but I might be wrong. COST: 750 gold. Magic Door: Ridiculous difficult to take down. Magical attacks such as Word of Power, and lightning are reported to be more efficient in taking it down. Dragons are nearly useless taking this down. COST: 1500 gold. ********************************************************************** 8.- Temple Stuff. 1 Imp = Reduce Imp cost by 150. 1 Fly + 1 Spider = Get a Warlock. 2 Flies = Your current research will be completed. 2 Beetles = your current worshop project will be completed. 3 Spiders = Get a Bile Demon. 1 Beetle + 1 Spider = Get a Dark Mistress. 1 Dark Mistress + 1 Bile Demon + 1 Troll = Get a Horned Reaper. Not all of them are good, though. 1 Ghost = All your chickens will explode! 1 Vampire = All your creatures contract a disease! 2 Bile Demons = All your creatures turn into chickens! 1 Horned Reaper = All your creatures get angry. Yeah, sacrificing two Bile Demons and a Ghost is a particulary stupid thing to do. ********************************************************************** 9.- Spells. You can make most of the spells more effective by keeping the button of the mouse down for a few seconds until they are fully charged and then releasing. POSSESS: COST: 0 gold. This spell allows you to directly control one creature. While useful sometimes is recommended to leave creatures on your own and help them with spells. This spell is one of the most attractive features of the game: While controlling the creature, you'll see what it sees. If you control a Beetle, Mistresss, Warlock, Bile Demon, Orc, Troll, Horned Reaper or Imp, you will see normally. But if you control Dragons, you will see through a haze, Hellhounds will show a red and black view. Vampires give red tones, while Spiders and flies give you a very distorted view based on their different eyes. Demon Spawns and Ghost also give distorted point of view. To attack, just press the left button of your mouse. By pressing the number keys, you will choose an action. If you can't see the action you want it to perform, press the number anyway (0 key for 10, though). It will work. CREATE IMP: COST: 150 gold, then 150 more for each subsequent imp created. If you lose an imp or sacrifice it, the price goes down by 150 gold. This spell creates imp. So there. SIGHT OF EVIL: COST: 50 gold. This spell reveals an small area of the dungeon. Opponents can see the swirling cloud it creates. This spell is useful for knowing when opponents are trying to attack you. On some levels, heros will try to tunnel to your dungeon very quickly, and so, always check before you open up your dungeon. You can't cast spells on the revealed area. SPEED MONSTER: COST: 100-900 gold. This spell makes your creatures move, attack and work faster. Works wonder on training creatures. Some creatures can cast it by themselves and some creatures actually are always on speed. (That sounds funny) MUST OBEY: COST: 50 gold. This spells makes creature do whatever you wish them to do, not interrupting to eat or if they find the activity distasteful. Is not very useful. CALL TO ARMS: COST: 0 if in your own territory, 1-9 anywhere else. Effect is continuous and it will drain money if kept active. This spell is incredible useful. It will attract monsters to the area. The more you invest on it, the bigger the radius of effect. Dropping creatures nearby and then setting a call will lead them to the spot and fight any opponents. You can use it to lead a group of creatures into enemy territory by setting it on near points and moving it into enemy territory (This is rather expensive, though). Mistresses and Vampires will teleport to any call of arms set anywhere. CONCEAL MONSTER: COST: 100-900 gold. This spell turns a creature invisible for a short time. Useful for scouting. Rather useless at later levels since Skeletons, Ghosts and Vampires can see invisible creatures. HOLD AUDIENCE: COST: 1000 gold. This spell summons ALL of your creatures to your dungeon heart. This will bassically stop any activity on your dungeon. You need to confirm this spell before it works. Useful when an oppossing Horned Reaper enters your dungeon, or so. CAVE-IN: COST: 1000-2600 gold. This spell causes the roof to fall over the heads of whoever es by. This can do quite a lot of damage against some careless enemies. It is,however, sometimes pretty easy to avoid. You can cast it anywhere you've scouted, making it a plus after a successful scouting season. I find the Lightning spell to be more effective, though. HEAL MONSTER: COST: 300-1200 gold. Useful stuff. This spell heals your creatures, plain and simple. Best used with creatures such as Bile Demons or Orcs, with lots of HP but no own healing capabilities. LIGHTNING STRIKE: COST: 600-3000 gold. The best spell in my opinion, this spell sends down a powerful bolt which damages all creatures within a short area of the target. This will spell doom if you manage to find the enemy Training Room or the Lair. The only con it has is that it is quite expensive. PROTECT MONSTER: COST: 100-900 gold. This spell sets a protective shell around your target, giving it added toughness. Very useful, however it last way too little time to be actually a must for every battle. CHICKEN: COST: 1200-3000 gold. This spell turns an enemy into a chicken. It's quite fun, but is somewhat difficult to make it work for reasons beyond my comphrension. The converted unit will be weak as hell to be killed. The ways of curing this is by dropping it on a pool, or waiting until the spell runs out. DISEASE: COST: 7000-9000 gold. This is, by far, the most powerful spell on the game. It gives the creature a dangerous and contagious disease. The only way of curing the creature is by dropping it on the temple. However, the problem is that when the creature crosses another creature, it will the disease. Then, is extremely difficult to control the disease. If you ever get cuaght with it, drop every creature at the temple. And build a very large one, BTW. You can use a fly to the disease to the enemy. Cast disease on it, and send it to enemy territory, being the expendable creature it is ^_^. DESTROY WALLS: COST: 10000 gold. Very expensive, isn't it? All it does is to turn a reinforced wall into ordinary stuff. Not very useful most of the time, but can make for a nasty surprise. It's supposed to be a multiplayer spell, mostly, I guess. ARMAGEDDON: COST: 60000 gold. This spell teleports all of your units and your opponent units to your dungeon heart for a final battle. During that battle, you can't pick up your creatures. It last for a certain time. When you cast it and comfirm it, a counter will appear for you (and your enemy) to prepare. Make sure you cast it when you're way above your opponent's forces, or he might just beat the hell out of you and then focus on your heart. The only way of avoiding an unwanted Armaggedon is by tossing two Bile Demons into the temple to turn all of your creatures into chickens. They will not be teleported then to the encounter. ********************************************************************** 10.- A quick overview at the opponents. Not much info I have found about the heros. I do know how well do they fare in combat as well as some of their abilities, but haven't been able to work with them as long as to know their specific stats. Any help would be appreciated. TUNNELLER: Similar to the imp, but they learn Protection instead of Haste. DWARF: Weak opponent unless in very high levels. Learns Protection. ARCHER: Very powerful creature, and VERY annoying. Learns Speed, and Bomb. THIEF: About the same as the dwarf but learns Speed instead of Protection. BARBARIAN: Slighly more powerful than the thief. Learns Protection. GIANT: Very powerful attacking creature. Learns Speed. FAIRY: Quick and annoying magical creature. Learns Lightning, Heal, Invisible, and Freeeze, making them formidable fighters. MONK: Weak fighter but powerful magic . Learns Heal, Protection and Slow. SAMURAI: Ridiculous powerful fighter: learns Speed, Lightning and Freeze. Slightly more powerful than the mistress. WITCH: VERY powerful an VERY annoying opponent. Learns Fly, Lightning, Heal and Tempest (Argh!!). WIZARD: Dangerous but quite weak opponent. Easy to take down on physical fight, but teamed up with Witches they are extremely difficult to stop. Learns Freeze, Heal, Fireball, Slow and who knows what else. KNIGHT: Also called the Lord Of The Land. Learns Heal and Reflect. Is very resistand and powerful, but is actually quite slow and makes it an easy target for high level Mistresses and Vampires. AVATAR: Obsenely powerful creature, fast, and incredible difficult to take down. It took me a group of four Dragons a Bile Demon and an Orc, all at lv.10 and about 15-20 minutes to kill him! and even worse... in the only level it appears (Last Level, Skybird Trill) when killed... it's resurrected!! Learns Heal, Speed, Invisibility, Word of Power and probably more. VERY DANGEROUS. Drop dragons and Vampires at him. ********************************************************************** 11.- CREDITS: - First and Foremost: Phil, the of the Guide for Keeping Better Dungeons, at for his inmense knowledge of the game. Go visit the site for heaps of more information. He has a section dedicated to DK II as well. - To CjayC as always. Kudos to this dude. - To myself. Errm... 'Cuz I can. - To Bullfrog for this and several other very good games. Dunno what happened to them though :\. - And to you, for giving this game and this guide a chance. ********************************************************************** 12.- Legal Stuff. This file is owned by Lord Zero ([email protected]) You MAY distribute, print, read, show to your friends or enemies this guide freely, AS LONG as you credit Lord Zero as the author, keep the copyright on it, and is used for non-profit purposes. You MAY NOT change ANYTHING on this guide, adding or taking anything out of it, including banners, links, or anything else. You MAY NOT distribute this guide on any non-electronic media. All I ask from you if you wish to publish this guide on your site, is to keep it updated, and to notificate me of your URL. All Rights Reserved. Anything not mentioned on this text can be discussed via email to the address below. Copyright 2003 By Lord Zero ([email protected]). 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