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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

Thunderbolt
Early in the campaign game, you can use this spell to drop the Lord of the Land, but in later lands, this doesn't do all that much damage. What it does do is drop your foe for a few seconds. Used in conjunction with a fighting force, it's a great tool. Your minions will do more damage to a prone foe than one who's up and attacking. This spell, plus a goblin or two, can do a good job on a giant. You can only cast this spell in your own territory, however.

Heal
The heal spell is great during the course of battle. Zoom in so you can get a good glimpse of the health of your minions, and when one drops less than 50 percent health, heal it up. You might burn lots of mana, but for a crucial battle, healing your forces mid-battle is a great tool. Once the battle is over, save your mana and let your creatures heal naturally, unless you've got to get them ready to fight again quickly. You can also heal your prisoners in the torture chamber. While it's most economical to feed them chickens from your hatchery, you might not have time for all that grab and drop business, if you've got other duties to attend to, so the mana cost is worth it in terms of time saving.

Sight of Evil
This spell lets you see, for a short time, the lands that are shrouded by the fog of war. Using this spell will help you plan your attack, estimate your opposition, and find paths to things such as hero gates and mana vaults. Don't go too crazy with it, though, because you'll find yourself burning through an ungodly amount of mana in a short time.

Next: Call to arms, tremor, turncoat, and create goldNEXT
 



 
 
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