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'Your Library is still not functional; you must enlarge it!' - The Mentor (DK2)
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The Barricade is a structure available in Dungeon Keeper 2. Usually grouped together with doors, which you can make your creatures manufacture in a Workshop, a place where traps are also made.

Description[]

It works similarly to a door when locked, but can be placed on any blank tile you own without the need of side walls, allowing you to block off traps and wall breaches from your opponents, as well as stopping your own creatures from reaching certain areas.

Tips[]

  • Your melee creatures need to go around them to meet the enemy head-on.
  • May simply keep melee foes away while they attempt to approach their target on the other side. May take some time until they realize they should destroy the Barricade.
  • Note that creatures can cast spells over them. Some of them need to be experienced enough to know ranged attacks.
Block

Barricades and Sentry Traps used wisely to guard an open point

  • Barricades are used well in conjunction with Sentry Traps due to their large range, allowing the sentries plentiful time to bombard your opponents before they can get close.
  • Guaranteed to keep away enemy Imps with Fear Traps.
  • Wherever you need to put Barricades against a potential enemy, that is likely a good place to build a Guard Room. Also consider Guard Posts.
  • A nice and careless way to place a tiny bit of defense onto your own claimed Mana Vaults.
  • No mana drain, no mana to fire.
  • Has the lowest health regeneration speed "among your doors".
  • May be hard to target via possessed ranged creature spells.
  • It is great that the game has Barricades but remember, that walls are always better. Reinforced walls.
  • You can even limit how many sides your Imps can mine a fully exposed four-sided Gem Seam.
  • With enough patience, you can lock defeated enemy Keepers' Dungeon Hearts inside a wall of Barricades letting you play the level indefinitely. Imps do not auto-destroy Barricades, they must be ordered, but the A.I. usually isn't smart enough, and you can scare away Imps with Fear Traps. You can do this to four Keepers in Skirmish.
  • Barricades can give an alternate-usage to Secret Doors by turning them into wall openings that allow your creatures to shoot from there. Possibly even being able to shoot without aggroing their targets, due to remaining hidden in the "other" side of the wall.
  • You can block off certain zones from your creatures this way, perhaps to avoid dangerous avenues. Or not to seek the services of certain rooms, where a door won't work. Perhaps to just help regulate creature traffic flow inside your dungeon to remain on intended corridors.

Bugs[]

  • When placing your own creatures next to enemy examples of them, they don't always get the idea that they should destroy them. May require two or three precise placements from the Hand of Evil until they realize what they should do.

Trivia[]

  • There was a misconception of flying creatures being able to pass over Barricades, from an unknown source, perhaps pre-release intended information. This is false. Fireflies and Fairies under normal circumstances cannot pass over these, unless with occasional instances when an Imp manages to set one up right at the location of one of them. Barricades can be used in ranged-only training of Fairies and Salamanders.
  • Cannot in no way stop a Hero Gate from functioning properly.
  • It is useless to try to stop the Three Princes from escaping on level 19 - Interception - Butterscotch and you cannot effectively stop Lord Voss from escaping with these on level 9 - Ambush - Silverstream.
  • Heroes use a different brick Barricade than Keepers. Although level editors can give them this same wooden caltrop anti-tank obstacle style.
  • For some reason, the Dungeon Keeper 2 Complete Guide Book shows the icon for the Lair.[1] This is presumably an error.

References[]

  1. ダンジョンキーパー2コンプリートガイドブック. (Japanese). p. 31. Tokyo: Keibunsha: (1999). ISBN 978-4-7669-3293-5.
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