Tulipscent is the 16th level in Dungeon Keeper. The player is connected to a blue Keeper by a long corridor, and the objective of this map is simply to destroy the blue Dungeon Heart. Strange initial appointments, a lopsided creature pool, and attacks by parties of high-level adventurers can make the level awkward. Tulipscent has many interesting hero encounters and rewards, but there is little time to go exploring before Blue gets belligerent.
The Must Obey spell is made available for the first time, at this late stage.
Earl Simon rules Tulipscent,[1] but is missing from this level (he is apparently 'many leagues afar'[1]). This is the final level without a Lord of the Land.
Breakdown[]
- Portal Speed: 750 Turns
- Creature Pool:
Hound
40 Dragon
35 Skeleton
30 Dark Mistress
30 Tentacle
30 Warlock
21 Orc
20 Troll
8 Bile Demon
2
Red Keeper (Human) | |||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Creature Limit | 17 | ||||||||||||||||||||||||||
Starting Gold | 27,500 | ||||||||||||||||||||||||||
Starting Forces | 8 Imps (L1) Warlock (L1) 2 Horned Reapers (L1) | ||||||||||||||||||||||||||
May Attract
| |||||||||||||||||||||||||||
May Create or Summon
| |||||||||||||||||||||||||||
Rooms
| |||||||||||||||||||||||||||
Spells
|
Traps & Doors
|
Blue Keeper | |||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Creature Limit | 17 | ||||||||||||||||||||||||||
Starting Gold | 33,500 | ||||||||||||||||||||||||||
Starting Forces | 7 Imps (L1) Vampire (L2) 2 Orcs (L8) | ||||||||||||||||||||||||||
May Attract
| |||||||||||||||||||||||||||
May Create or Summon
| |||||||||||||||||||||||||||
Rooms
| |||||||||||||||||||||||||||
Spells
|
Traps & Doors
|
- Specials
- Multiply Creatures - northwest hero dungeon
- Resurrect Creature - east hero dungeon, north end
- Transfer Creature - southwest hero dungeon
- Neutral Assets
Chicken - northwest hero dungeon
Gem Seam - four extra gem faces await the Keeper who captures the trapped and guarded hero dungeon in the southwest
Portal - near Red's heart (Blue's Portal is claimed from the beginning and therefore not visible)
Portal - main chamber of east hero dungeon, heavily-guarded by Hero Gates
- Bugged
Lightning Trap - northwest hero dungeon; will start zapping at the heroes in this area
- Wandering Heroes
Events[]
Groups[]
The main group to worry about is "ELITE", a strong party of adventurers led by a Tunneller, that will steamroll the Keepers unless some kind of countermeasure is taken.
- Hero Party "ELITE"
- This group will be generated up to three times as the red and blue sides reach certain benchmarks. The first occasion is when Red completes research on Conceal Monster, and the next two triggers are when Red owns 17 creatures, and when Blue owns 17 creatures. The party that spawns on Blue's event will in fact target the blue dungeon. The spawn point is a 3x3 gap in the center-west dirt. The group carries 10,500 gold.
- Hero Party "ONE"
- Hero Party "TWO"
- Hero Party "THREE"
- Hero Party "FOUR"
- Hero Party "FIVE"
- Hero Party "SIX"
- Hero Party "SEVEN"
Walkthrough[]
This is regarded as the trickiest level in the original campaign. This section will attempt to cover some points of interest to fulfilling the objective: destroying the blue Dungeon Heart. All the side-activities and fluff on this level suggest a long adventure was intended. Unfortunately, Blue Keeper usually sounds the alarm and attacks after just a few minutes. An easy way to beat the level is to transfer a level 10 Vampire or something of equivalent level or strength from the previous level, possess it, and destroy the Dungeon Heart with it. Just ignore the attacking creatures; the Vampire can soak their damage. It's possible that you need more than one go. It may feel like cheating, but it's possible. Alternatively, if you instead, for some reason, happen to have a level 10 Horned Reaper transfered in from the previous level, you can just throw him at the enemy's door as soon as you start and he will effortlessly mow down the blue Keeper's starting creatures without any aid and destroy the heart, no possession required.
Creatures[]
Exactly two creatures, the two Bile Demons in the creature pool, can be attracted at the beginning. It's advisable to lay down some extra Lair and Hatchery slabs immediately to draw them in. The Must Obey spell allows you to do the unthinkable and *slap* the Horned Reapers as they train. They will get seriously irate, but can't do a thing about it. They should also be kept on Speed Monster. They learn their own copy of the spell at Level 5, and they don't need to train further from there.
Skeletons are a most unusual entry in the creature pool. The full review of creatures available to Red Keeper, and their rooms demanded:
Bile Demon (2, shared with Blue) - 25 tiles of Lair, 25 tiles of Hatchery
Troll (8) - 1 tile of Workshop
Orc (20, shared with Blue) - 1 Barracks, 9 Training Room
Skeleton (30) - 1 Prison, 9 Training Room
Tentacle (30) - 9 Temple, 9 Lair
Research is so pitifully slow with the single level 1 Warlock, and so severely punished by the map script, that the more advanced creatures might be too hard to get and not have a chance to pay off before Blue attacks.
Layout[]

Multiply Creatures
There is a single open Gem face available, so lay a Treasure Room close-by and train 3 Imps to level 3. Sell the Reapers' private suites and make an efficient Training Room, or at least take the gold out of those little Treasure Rooms, because this gold was not actually in your treasury. It is possible, though not crucial, to breach the long gold vein running through the top-left side and secure the Multiply Creatures special while keeping the "ELITE" party walled-off.
Blue might lose all of his best minions to the well-placed Boulder Trap guarding the entrance to Red Dungeon, and your counterattack will just be a mop-up. Blue induces his minions to destroy your Magic Doors with a Call to Arms. If you detect the Call to Arms, you might be able to keep the blue creatures moving along in a tight pack by selling the doors, readying them for a good pasting with the Boulder.
At least one copy of the marauding hero party "ELITE", whose triggers are listed in the Groups section above, is likely to spawn early. People playing this map without a care for this party risk getting breached and rocked. The easiest course of action is to keep the dungeon fortified and ignore them. It is also possible, if difficult, to lure them to the blue dungeon and let them complete your mission for you. Note that the presence of this party on the map sends Blue Keeper into a tunneling frenzy (likely his CHECK_FOR_NEUTRAL_PLACES command).
Messages[]
- Briefing Text
- "You will not find any easy path through this region. You will have to fight hard to gain any advantage. But, if you intend to rule the world, you've simply got to get through days like this."
- Player manufactures a Lava Trap
- "Your manufacturers have crafted the Lava Trap."
Sound Bytes[]
"Tulipscent. Flowers are on display in every building in this area. The poisonous stink of all these fetid blooms will stick in the throats and noses of all the right-thinking villains who come within four leagues of the place." |
— The Mentor, Intro |
"Demon's Dearth. The flowers lie trampled in the dirt. Their disgusting pong has been replaced by the smell of soiled armor and the internal juices of those sliced to pieces by your servants. Quite an improvement, you'll agree." |
— Cannon Outro |
New Game Plus[]
In the New Game+ version of Tulipscent, the Transfer Creature special is sealed inside a small room to the southwest, which is excavated by a Tunneller if the player managed to defeat the rival Keeper without a single creature getting annoyed, otherwise the Tunneller will spawn from another location instead.
Trivia[]
- The Lava Trap was first available in Sleepiburgh, but the Workshop had to be captured and the asset wasn't formally introduced.
- This realm's outtro makes more sense if renamed to BAD15.WAV to correspond with the previous realm, Woodly Rhyme. The outtro to level 17, Mirthshire, makes more sense if renamed to BAD16.WAV to correspond with Tulipscent. These files are in the game subdirectory \SOUND\ATLAS\.
- This level is unusual in that you start with a few tiles in the middle of your base having multiple traps on them. This cannot be done in-game.
- Earl Simon may be a reference to Simon Carter, the lead programmer.
Intro | Matching File | Reasoning |
---|---|---|
GOOD01.WAV | BAD01.WAV | Anthrax |
GOOD02.WAV | BAD02.WAV | Mention of Demon Spawn |
GOOD03.WAV | BAD03.WAV | Inhabitants' altered viewpoints |
GOOD04.WAV | BAD18.WAV | Mention of Trolls |
GOOD05.WAV | BAD05.WAV | The quietude broken by screams |
GOOD06.WAV | BAD07.WAV | What became of the bunnies |
GOOD07.WAV | BAD08.WAV | |
GOOD08.WAV | BAD09.WAV | War arrived |
GOOD09.WAV | BAD10.WAV | The legions of Hell rode in |
GOOD10.WAV | BAD11.WAV | Inhabitants' violent death |
GOOD11.WAV | BAD06.WAV | Feeding on the dead? |
GOOD12.WAV | BAD13.WAV | Fairy ring |
GOOD13.WAV | BAD14.WAV | Being together, in a mass grave |
GOOD14.WAV | BAD15.WAV | Sleepy farms got "developed" |
GOOD15.WAV | BAD16.WAV | Undead massacre |
GOOD16.WAV | BAD17.WAV | No more flowers |
GOOD17.WAV | BAD12.WAV | Razed completely |
GOOD18.WAV | BAD19.WAV | A great battle |
GOOD19.WAV | BAD04.WAV | Poisonous fumes |
GOOD20.WAV | BAD20.WAV | Skybird Trill named |
- The names for this level in other languages are as follows:
Language | Translation |
---|---|
French | Fleury-Merosiers |
Italian | Tulipandia |
German | Tulpenduft |
Dutch | Tulpenburg |
Polish | Ogrodowo |
Czech | |
Swedish | TULPANLUKTABY |
Russian | Тьюлипсент |
Japanese | チューリップセント |
Chinese | 郁金花香 / 郁金花香 |
Gallery[]
References[]
- ↑ 1.0 1.1 1.2 Prima's Official Guide To Dungeon Keeper Gold Edition. pp. 202-205. Prima Publishing. (1998). ISBN 978-0-7615-1581-4.