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Download Dungeon Keeper 2 PC Game 1999



Dungeon Keeper 2 is a strategy game developed by Bullfrog Productions and published by Electronic Arts in 1999 for Microsoft Windows. The sequel to Dungeon Keeper, the player takes the role of a 'dungeon keeper', building and defending an underground dungeon from the would-be heroes that invade it, as well as from other keepers. In the campaign mode, the player is charged with recovering the portal gems from each area in order to open a portal to the surface. The player can also construct a dungeon without strict objectives, and multiplayer is supported over a network.




Download Dungeon Keeper 2 PC Game 1999



The kingdom of Harmonia, ruled by King Reginald, has been under siege from dungeon keepers for a while, and his wizards have devised a device known as a Portal Gem to confine evil creatures to the underworld, while still allowing good forces access. Reginald has twenty Portal Gems, each assigned to a realm and safeguarded by its guardian. These devices have forced even serious dungeon keepers into retreat. An evil warrior known as the Horned Reaper (or "Horny") believes he has the ability to remove Portal Gems from Harmonia, and has enlisted the player's assistance in conquering its realms so he can claim the Portal Gems.[2][3]


Generally, the player starts out with a Dungeon Heart and some Imps. The Dungeon Heart has the same purpose as the original game: it serves as the dungeon's life force. If destroyed, the player loses. In Dungeon Keeper 2, the heart has additional functions: regenerating mana (used to cast spells), doubling as a gold-storage area, producing Imps, and sending certain creatures to investigate threats it detects.[8][9] Gold is the currency used to construct rooms, traps, and doors, and pay minions.[10] Gold is obtained primarily by digging gold and gem seams, the latter providing an unlimited supply.[11] This is performed by the Imps, the main workforce of the dungeon, who dig and claim tiles for the player to control.[10] Another main task Imps perform is the fortification of walls adjacent to tiles owned by the player, although this no longer makes them impenetrable to enemies, but merely makes digging take longer.[12]


Creatures are attracted via Portals.[26] Which ones come depend on the dungeon's composition.[27] Each has its own abilities (such as spells they can cast), expertise, and job preferences. Creatures include Bile Demons, Warlocks, and Salamanders.[28] Like the first game, creatures can be slapped with the hand to make them work harder, at the cost of their health.[29] Certain creatures, such as Vampires and Skeletons cannot be attracted via Portals. They are obtained by their corpse decomposing in a Graveyard, and dying in captivity respectively.[30] Certain sacrifices in the Temple, a room where creatures pray, also yield the acquisition of certain creatures.[31] Creatures frequently enter combat (each follow one of four combat strategies)[32] against creatures belonging to enemy keepers, or heroic forces defending the realm. Heroes enter the level via Hero Gates.[33] The heroics forces are composed of different units to keepers: heroes include Wizards, Giants, and Guards.[34] Most creatures have a heroic counterpart: for example, the Wizard is the counterpart of the Warlock.[35] Heroes and rival keepers' creatures can be converted to the player's cause in the torture chamber after being captured and imprisoned.[36] Creatures dislike their heroic counterparts, and their company may make them angry, which can lead to rebellions. Rebelling creatures either leave the dungeon, or defect to another keeper or the heroes, and may take other creatures too.[37] Other things that can annoy creatures and cause rebellions include lack of food, not getting paid (creatures require payment on a regular basis),[38] and being slapped.[39]


In the campaign mode, the objective of each level is the acquisition of the Portal Gem, usually in the possession of the heroic guardian of the realm, although it is sometimes in the possession of a rival keeper. Whoever has the Portal Gem must be defeated, so Horny can enter and claim it. The final level involves defeating King Reginald, overlord of the entire realm of Harmonia.[51] Some levels have more specific conditions relating to this goal: for example, there is one level in which the player races against the clock to obtain the Portal Gem in the possession of a rival keeper before the heroes invade and try to do the same. If the heroes recover the Portal Gem, the player loses.[52] Other game modes include My Pet Dungeon and Skirmish. In My Pet Dungeon, the player constructs a dungeon without campaign-style objectives, and can control if, when, and how heroes invade. Instead, there are criteria based on the dungeon composition and related activities, and there is no requirement to proceed to the next level on completion.[53] Skirmish involves competing against computer-controlled rival keepers, and the player can customize conditions such as which rooms and spells are available.[54] Multiplayer is supported over IPX and TCP/IP and is otherwise similar to Skirmish.[55][56] A patch added elite creatures (stronger than their normal counterparts) to the latter three modes. Elite creatures are attracted by constructing rooms with very specific tile arrangements.[57]


Dungeon Keeper 2 was released for Microsoft Windows by Electronic Arts in late June 1999.[1][62] Goldsworthy believed Peter Molyneux, producer of the original game, would be pleased with the sequel.[58] Indeed, Molyneux stated that he "liked what they did with it", but also said that it was not precisely what he would have done and that his focus would have been "expanding that sense of creating the greatest dungeon".[63] A PlayStation version was in development, but cancelled.[64] The first patch, which added levels, fixed bugs, and tweaked gameplay, was released in August.[65]


The staff of PC Gamer US nominated the game for their 1999 "Best Real-Time Strategy Game" award, which ultimately went to Age of Empires II: The Age of Kings. They wrote that the game "may have walked away with the crown" on a less competitive year.[89] The game was awarded the Editor's Choice award from Computer Gaming World,[72] and, in 2000, a Best Voice Acting award.[90] It was also nominated for the "Strategy Game of the Year" award, which went to Homeworld.[91]


Dungeon Keeper 2 Developer(s)Bullfrog ProductionsPlatform(s) Microsoft WindowsReleasedJune 28, 1999PreviousDungeon KeeperThe Deeper DungeonsNextDungeon Keeper 3 (cancelled)Producer(s)Nick GoldsworthyDesigner(s)Zy Nicholson Alex TrowersAndy TrowersProgrammer(s)Alex PetersArtist(s)John MilesComposer(s)Mark KnightWriter(s)Zy NicholsonJon WeinbrenGordon DavidsonLevel Designer(s)Shintaro KanaoyaDavid ArmorVoicesRichard Ridings (Mentor)Kate Harbour (enemy Keeper)Gavin Robertson (enemy Keeper)Nigel Carrington (enemy Keeper)Nicholas Calderbank (Horny)Dungeon Keeper 2 is a strategy game developed by Bullfrog Productions and published by Electronic Arts in 1999 for Microsoft Windows. It was released in Europe and North America in June 1999. It is the sequel to Peter Molyneux's Dungeon Keeper and predecessor to the cancelled Dungeon Keeper 3.


Molyneux did not have an active role in the creation of the Dungeon Keeper 2, though many of his ideas lived on from the previous game. Like its predecessor, players take the role of a Dungeon Keeper, building and defending an underground dungeon from the would-be heroes that invade it, as well as from other Keepers. In the game's campaign mode, the player is charged with recovering the Portal Gems from each area in the kingdom of Harmonia in order to open a portal to the surface. This was charged as a setup for the sequel, where the gems would be used to invade the surface world and defeat the faction of goodly heroes.


The most immediate change from Dungeon Keeper is in its graphics; the world is now fully 3D. Where monsters were previously sprites, they are now 3D models. Several rooms, spells, and monsters were changed, added or removed, as were many game mechanics. For example, if a creature is dropped into the middle of a melee, it is stunned and vulnerable for a few seconds before getting up to fight. One major feature of the game is its "My Pet Dungeon" mode, which features sandbox-style play where players have a nearly unlimited length of time to construct a dungeon uninterrupted, and wherein heroes only invade the dungeon if the player chooses to allow it.


Gameplay is overseen by "The Mentor", an anonymous evil sounding male, voiced by Richard Ridings, just as in the original Dungeon Keeper, who tutors the player in the early levels and provides hints and advice throughout the game as well as general notices such as "It's payday" or "Your dungeon heart is under attack!". He also provides occasional humorous messages such as "One of your imps does a great impression of you. He can even do the ears". The Mentor also provides a sometimes humorous monologue at both the objectives and debriefing screens for each level about the level goals and the characters involved. He also points out the movements of rival keepers and the king on the world map.


Other than the campaign, the game also includes multiplayer and Skirmish modes, as well as the sandbox mode, "My Pet Dungeon". My Pet Dungeon levels assign the player a goal such as "gain 10000 points" where points are gained by building, casting, claiming, slapping and just generally managing the dungeon. Once the player completes the objective they are then allowed to choose to keep playing on for as long as they like. The sandbox mode includes a "Hero toolbox" from which the player can grab hero characters and drop them in their dungeon for their minions to kill. The toolbox also includes a slot machine-like device for changing the skill level of the characters in the toolbox. The interface panel also gains a "force an invasion" button, which causes a team of heroes to emerge from a Hero Gate and attack the player's dungeon. 041b061a72


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