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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

Aftermath

Level #:
8
Land:
Snapdragon
Primary goal: First, capture keeper Dante's rooms; second, kill Lord Titus
Secondary goals: First, find and claim all scattered rooms; second, defeat the guardian wizards

Up until this point, all the levels have been pretty basic. The average player can probably beat most of the earlier levels in one attempt. At this stage of the game, though, the learning curve starts taking a definite upswing.

For starters, you're given some pretty decent, yet low-level, creatures (salamanders, mistresses, and trolls). To the north, you'll find a lair, ripe for the claiming. Just watch out for the two good guys guarding it. To the west, just past a small vein of gold, there's a hatchery (full of juicy chickens, so I'm told). Try to claim the lair first. (Your salamanders will probably pick a fight with the goodly heroes in the lair, anyway.) You must build a stone bridge to connect your dungeon heart to the lair. Organize your fighters and drop in your imps behind them. (I've found the salamanders to be especially effective fighters, although they can sometimes be a bit whiny about their needs.)

To the east lies a portal. However, the portal happens to be guarded by - you guessed it - guardian wizards. Don't try to claim the portal right away (unless you happen to like watching your creatures die swift and painful deaths).

Since one of your secondary goals is to claim the rooms left by keeper Dante, you won't really need to build that much. Save your money and focus on small, strategic attacks as you wind your way clockwise from the west. You'll be digging a lot and claiming a good deal of land. You'll probably want to conjure up a few extra imps.

Next: Aftermath (cont.)NEXT
 



 
 
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