Dungeons 2

Dungeons 2

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Dungeoneering: The Gauntlets
By The Average Ivy Enjoyer
This Guide is dedicated to the creative and inventive minds of Dungeon II's community, we'll be looking into the enhanced form of using traps - Gauntlets!
   
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The Basics of Gauntlets.
The concepts of Gauntlets for Dungeoneering games is a marathon of which, (commonly made of) invaders will try to run the obligatory path of traps, traps and more traps, in the hopes of reaching the end and into the futher parts of a Dungeon.

These concepts have been used in multiple games but even more-so in Dungeoneering games, such as Dungeons II (Obviously).

And we'll be going through the basics of how Gauntlets should be designed, architected and drafted out in Dungeons II.
This is what a Fully fledged Horde Faction Gauntlet looks like.
But for now we'll be starting 2 new maps, one Demon for starters and Undead for later advancements.


Now, say we start with an entirely new map, we'll need to look at the map.You see? I've quickly connected the two Entrances together to a single Gauntlet that matches to a SINGLE door leading into my Dungeon, this is the most recommended first thing to do while creating Dungeon rooms and units. I also recommend building a Guard Room at the end of the Gauntlet for the reward as some invaders may live through it.


It's also advised to plan ahead while carving your way to connect any and all Entrances if there is more than one; you should always ensure you have at LEAST 8-10 Workers/Little Snots Etc.
Next up, Phases.
Many texts in historical documentations of Gauntlets depict the phases of being similar to a story or tale that the Gauntlet protects or embodies, in the sense for Dungeons II, the Gauntlet protects the Dungeon itself, the core of Villainy.

"Phases" Are sections of a Gauntlet that are seperate challenges in the Gauntlet itself that one must pass through, for example, create a large 3 height by 9 width corridor, add Tentacles and Webs fully into it, and you can call it the "Phase of Struggle" For it's slow web traps and tentacles that make it more difficult.


Firstly you'll want to carve out rooms, usually 3x3 with 2 1x1 doors is the best suited, followed with the respective 3v3-traps and 1x1 floor traps of the faction you're using. Customization falls to you to combine the traps.


Another example is this: The Corridor of Worlds, my version is that each portal can lead to untold Power, Treasure or even an entirely different World, hence the name, Corridor of Worlds, the Town Portal trap is Demon exclusive, thus making it restricted to the Demon Faction.

\/ Corridor Of Worlds \/
It is VITAL to section out the Phases and Gauntlet in it's entirety, making it all together can give a Bard an opportunity to dismantle more traps than he could initially do, this is why adding doors between phases and trap-rooms is RECOMMENDED.


These are also Phases to my Horde Dungeon \/
Terror Rock Phase = Spike + Boulder Traps with a Winner's Trap Chest
Electro Spike Phase = Spike + Electro Traps
Oil Rock Phase = Oil + Boulder Traps
Beware Thy Enemy's Traits
You should ALWAYS make sure that the raiding parties/enemy players DO NOT have any units that can DISABLE traps, if there are then you should add the "lure" traps which entice the other units that are not disablers into running into the traps, this will DEFINITELY help you.

If you're facing against average Alliance Units, I recommend using spells on the Bards to get rid of any when they come, or add treasure chest/loot chest traps.
Testing a Max-Upgrade Horde Gauntlet
The capacity of protecting your Dungeon the Gauntlet has depends on your creativity, let's check on my Horde Dungeon for a second.


First raiding party, made up of the usual sort, let's break their unit plate down.

Archers - Can stealth through and not be damaged by MOST traps.
Wizards - Weak armored, deadly magic, easy prey for the Gauntlet.
Templars - Can bubble their allies in shields, heavy armor, a challenger indeed!
Bards - Disablers of traps, cheaters who'll deserve no mercy.
Druids - Another sort of magical wizarding type, But more resilient, a challenge, maybe.
Pixies - Healers of their rading party, though fragile and weak, too easy for the Gauntlet.
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With these sort of raiding parties, you don't need to be the outside interferance (Spells, etc) To get rid of any cheaters EXCLUDING the bards, you must ALWAYS take out the bards with any spell you have.
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I also recommend locking the last door of the Gauntlet to stop your allies from walking in, otherwise there will be a mess indeed.


Ah, Look! They managed to get through the First Phase!
Most raiding parties will naturally get through the first Phase, though at the cost of some party members.


At this point there is nothing to worry about, ah, here they are, getting to the Second Phase.
Their party has been decreased and weaking, I don't think they'll get past the Second phase...
It is uncommon for a party to get through a Second Phase of Gauntlets that are Three-Phased, and if they are also max-upgraded Gauntlets.


Hm, this is interesting, they've managed to barely survive through.
Ah yes, I've overlooked the Archers, they can stealth through traps and not take near to any damage...


Luckily, I've built a Guard Room at the end of the Gauntlet, this is a VITAL thing you SHOULD build at the end of every one of the Gauntlets.
And now the rest of my Dungeon's residents will go to collect their prize: Survivors of the Gauntlet, barely standing!


---There you Have it!---
That's how quickly a Max-Upgraded Gauntlet in Dungeons II can dispatch an entire unit of raiding parties without barely any interferance.

PROTIP: Always be aware of your Toolbox/Pots/Spider eggs, you need to ensure you won't run out of them so easily! And always upgrade your Workers with faster work capacities, or you may end up greeting the next raiding party with a half-broken Gauntlet...
Disclaimers + Notes.


Now that i'm done, If you think there is Anything that can be improved upon, included or added entirely new sections of Gauntlets into this guide, do feel free to contact me via Steam Profile Or Comments

Q + A
  • Will I be working on More Guides on Specific Parts? - Yes.
  • When can one expect the Guides to be released? - Cannot Say.
  • How long did it take to create this Guide? - Under an Hour at least.
  • What are Gauntlets, exactly? - They've been used in other historical context as Trials of Worth or as a way of judging people either guilty or innocent in an Arena or Trial of Innocence, hence the name, Gauntlet. There are also other depictions in many type of cultures and societies.


This is another question of which I think someone might ask if they believe that my position of creating Guides to help others isn't up to standards due to my experience rating...
Or if someone just wants to know more of my preferances...



Super Mega Q + A!
* Did you ever even complete the Main Campaign and DLC Campaign?
* Do you have all achievments unlocked?
* Can You pay me in advance to look at your guides?

9 Comments
Good Old Gamer May 4, 2021 @ 10:59am 
look we ALL know Dragons distract bards more than any trap would ;)
lechkingofdead Apr 1, 2021 @ 5:55pm 
every one of us agree bards NO MATTER what game are horny bastards who need to have a chat with satian
rodnoC Sep 21, 2020 @ 7:38pm 
also i agree with the bit about bards. kill them all!!!!!!!!!!!!!!!!!!!!!!
rodnoC Sep 21, 2020 @ 7:37pm 
but could you add a bit about how to make them? thx in advance
rodnoC Sep 21, 2020 @ 7:35pm 
this is great, i barely ever place traps, and when i do they are just scattered everywhere. no organization
Nz Jan 1, 2018 @ 10:23pm 
good
Serbian Dude May 13, 2017 @ 12:55pm 
Its still a good guide
The Average Ivy Enjoyer  [author] May 13, 2017 @ 12:40pm 
I mostly just made it since the use of "gauntlets" are basically just essential for dungeoneering games, while others will just randomly complain or be negative just because someone covers a common part, if they don't like it then they shouldn't really bother posting.

So yeah, overall it's just a few hints.
Serbian Dude May 13, 2017 @ 12:21pm 
11/10 guide :p