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Dungeon Keeper 2 Game Guide
Dungeon Keeper 2 Game Guide Dungeon Keeper 2 Game Guide Dungeon Keeper 2 Game Guide
Dungeon Keeper 2 Game Guide


Get the Downloadable Guide
Introduction
Dungeon Building
The Beasts
The Heroes
Mana & Magic
Dungeon Protection
Walkthrough
Multiplayer
Contents

Combat Pit
Cost: 750/tile
Attracts: Dark knight (with combat pit)
Minimum functional size: 5x5

The combat pit is a great little item if you've got some time on your hands to truly grow your minions into a crack fighting force. While the training room will let creatures achieve a combat level of four, they can take their licks and reach level six here. Simply take a pair of creatures and drop them into the pit in the center of the room and watch them go at it. They'll fight until one falls unconscious (then, your imps will come and drag the loser off for some serious healing).

If you drop an enemy creature (snatched from your prison) into the pit with one of your own, they fight to the death.

Workshop
Cost: 600/tile
Attracts: Troll and bile demon (with hatchery)
Minimum functional size: 5x5

The workshop is your one-stop trap spot. Here, your trolls will toil away, crafting doors and traps to place in your dungeon. A 5x5 workshop is a decent size, and you'll find that you won't need one much larger. The only real problem is that it seems to take forever to get things done in there. It seems like a little micro-management is needed. First, stick a door on the entrance. When you've got some pressing work to be done, lock 'er up and drop in your trolls and bile demons (be sure to give them each a quick slap as well). You'll find the work finishes up quickly. You still must get the items to their proper location, so listen for the cue and then unlock the door and drop in an imp or two - they'll quickly speed your new trap to its rightful place.

If you want to create a very cozy little workplace for your bile demons, build a 5x5 workshop and border it by a one-tile-wide hatchery. To really up the efficiency, also build a small lair just off to one side (be sure to drop your trolls and demons in it). When you lock it up, nearly all their needs will be covered.

Guard Room
Cost: 600/tile
Attracts: Dark elf
Minimum functional size: 1x1

The guard room is a very useful tool. It not only attracts dark elves, but any creature dropped in is bound to hang out there and take up guard duty (until hunger or payday calls, that is). If you are putting together a raiding party from within a possession spell, the guard room is a great place to build up your party. Several small guard rooms near the outskirts of your dungeon are a great tactical early-warning system.

Next: Prison, torture chamber, and graveyardNEXT
 



 
 
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