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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
(6) , (8) - northwest hero dungeon, getting wrecked by the aforementioned Trap
(4) x7, (5) x3, (7) - southwest hero dungeon
(4) x4, (5) x2 - east hero dungeon guarding approach to the Resurrect box

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"
(6) (7) (8) (8) (9)
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.


Tulipscent eliteparty

It is possible to wall the elite party in.


  • Hero Party "ONE"
(5) x3 (7)
This group drops in on the player's initial approach to the Resurrect Creature box, east side of the map, in a room that already has four Archers. The group carries 4000 gold.
  • Hero Party "TWO"
(5) x4 (5)
This group warps in through a nearby Hero Gate when the player approaches the gem seam in the southwest hero dungeon. Each member carries 800 gold. A copy of the next party, "THREE", might also pass through the gate 1500 turns (~80 seconds) after this one.
  • Hero Party "THREE"
(6) x3
This group appears if the player approaches the Multiply Creatures special in the northwest hero dungeon and attacks any foes it encounters. Each member carries 1000 gold.
  • Hero Party "FOUR"
(5) x3
This party enters through a Hero Gate to the south of the neutral Portal, when Red approaches that end of the chamber. The Wizards each have 1200 gold.
  • Hero Party "FIVE"
(8) (2) x3
This party enters through a Hero Gate to the east of the neutral Portal, when the player approaches that end of the chamber. The party carries 2900 gold.
  • Hero Party "SIX"
(7) (6) x3
This party enters through a Hero Gate to the west of the neutral Portal, when the player approaches that end of the chamber. Whenever they don't see anything to attack, they head for the nearest Treasure Room. Each member carries 2000 gold.
  • Hero Party "SEVEN"
(4) x4
This party enters through a Hero Gate to the north of the neutral Portal. North is usually the player's direction of approach to this chamber, so be aware that they might pop up behind you. Each member carries 1200 gold.

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:

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[]

MAP00016 Multiply

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.
    Multiple Traps Tulipscent Dungeon Keeper
  • Earl Simon may be a reference to Simon Carter, the lead programmer.
  • The names for this level in other languages are as follows:
Translations: Tulipscent
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
  • There are no tulips to be seen in the level map's depiction of Tulipscent.

Gallery[]

References[]

  1. 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.
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