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Tickle

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Tickle
DK1 MAP00008
Statistics
Appears in Dungeon Keeper
Level Number 8
Preceded By Wishvale
Followed By Moonbrush Wood
Number of Other Keepers 1


"Tickle" is the 8th level in Dungeon Keeper.

This realm introduces the Temple with its accompanying host of applications.  The Iron Door and the Keeper Spells Protect Monster and Conceal Monster may also be developed.

A great fiery river winds its way through this region and separates the factions. As indicated by the picture, some of the gold seams are natural crossings, so acting greedy is both hazardous and rewarding. A party led by the Lord of the Land is supposed to visit when the Blue Keeper and all rogue Heroes are slain, but he doesn't. Your mission here is simply to destroy all opposition.


BreakdownEdit

  • Portal Speed: 550 Turns
  • Creature Pool:
Warlock-icon Warlock     30
Demon-spawn-icon Demon Spawn 20
Troll-icon Troll 20
Dark-mistress-icon Mistress 20
Fly-icon Fly 10
Bile-demon-icon Bile Demon 10
Orc-icon Orc 10
  • Neutrals
Portal
Barbarian-icon (Level 5) x1 - among Hero barbarians
Demon-spawn-icon (Level 3) x5
Hound-icon (Level 7) x2
 ▷ behind gold, east end
  • Specials
Increase Level - cavern, northwest
Locate Hidden World - dungeon, far northeast
Transfer Creature - behind gold, east end

Red Keeper (Human)
Creature Limit 30
Starting Gold 9000
Starting Forces 4 Imps (Level 1)
May Attract
Fly-icon     Demon-spawn-icon Warlock-icon Bile-demon-icon   Troll-icon
Orc-icon Dark-mistress-icon            
May Create or Summon
Imp-icon       Skeleton-icon Ghost-icon   Horned-reaper-icon
Rooms
Treasure Room Icon Small Lair Icon Small Hatchery Icon Small Training Room Icon Small
Library Icon Small Bridge Icon Small Guard Post Icon Small Workshop Icon Small
Prison Icon Small Torture Room Icon Small Barracks Icon Small Temple Icon Small
   
Spells
Possession Icon Small CreateImp Icon Small SightofEvil Icon Small SpeedMonster Icon Small
  CallToArms Icon Small ConcealMonster Icon Small  
  Heal Icon Small Trap Lightning Small ProtectMonster Icon Small
       
Traps & Doors
  Trap Gas Small Trap Lightning Small  
   
Door Wooden Small Door Braced Small Door Iron Small  
Blue Keeper
Creature Limit 27
Starting Gold 9000
Starting Forces 4 Imps (Level 1)
May Attract
Fly-icon     Demon-spawn-icon Warlock-icon Bile-demon-icon   Troll-icon
Orc-icon Dark-mistress-icon            
May Create or Summon
Imp-icon              
Rooms
Treasure Room Icon Small Lair Icon Small Hatchery Icon Small Training Room Icon Small
Library Icon Small Bridge Icon Small Guard Post Icon Small Workshop Icon Small
Prison Icon Small Torture Room Icon Small Barracks Icon Small Temple Icon Small
   
Spells
Possession Icon Small CreateImp Icon Small SightofEvil Icon Small SpeedMonster Icon Small
  CallToArms Icon Small ConcealMonster Icon Small  
  Heal Icon Small Trap Lightning Small ProtectMonster Icon Small
       
Traps & Doors
  Trap Gas Small Trap Lightning Small  
   
Door Wooden Small Door Braced Small Door Iron Small  

HeroesEdit

These fairies represent a most unusual trap, certainly designed to punish players who dig around willy-nilly without using the Sight of Evil spell. They are waiting in ambush behind a gold seam that's taking a suggestive path north of your heart. Unlike a similar group of renegade fairies seen earlier in Realm 6, these are powered-up with lightning spells and are hovering in safety over lava, making them fatally dangerous to Imps and any low-level creatures you might have attracted so far.
Occupying a lava-bright cavern north of the fairies, this group is a stand-up fight. Likely a programmer's mistake, the seventh barbarian seems to be exactly your kind of scum— he is a Neutral— and will instantly join the first Keeper to see him and attack his comrades. Back him up!
These three unpartied heroes are supposed to make a grand entrance when all other opponents have been slain or captured, but in the shipped game, no location for them has been designated. Instead, you win the match.

Blue KeeperEdit

The primary source of opposition in Tickle, the Blue Keeper here has a very generous amount of gold slabs in his immediate area. And still he may try to hog the small, center-south seam connecting Red (us) to his own island. This is noteworthy because if both keepers reach it, battle might commence early on. Other than superior geography this keeper is more-or-less evenly matched to Red, with similar initial endowments, research, and construction options.

Now that our librarians are able to devise plans for a Temple, we have access to Horned Reapers for the first time in the campaign (no suggestion of their existence and recipe is made to the player until the next level, however). The AI in the original release of Dungeon Keeper never sacrifices creatures, so Blue will not field these monsters, but since he can build 5x5 rooms, he is the first keeper that will compete with the player for the scarce Bile Demons in the Creature Pool.

White DungeonEdit

An ancient structure is located in the northeast corner. At its north end, you have a choice of three Magic Doors. The center one contains the location of one of the hidden realms, Secret 1.

MessagesEdit

Briefing Text
"Seek out the one who would be your rival in this region of the underworld. Explain the concept of early retirement to him. On the other hand, string him up. It's in the only language he understands."
Player researches Conceal
"You have researched the power of Invisibility. Cast it on a creature to hide it from enemy eyes."
Player researches Protect
"The Protect Creature spell has been researched at last. Cast it on a creature to increase its toughness."
Player researches Temple
"Researchers have found instructions for building a Temple to the dark gods. Sacrifice creatures in the Temple's pool to receive gifts from these gods. You might have to experiment with the offerings you make. The dark gods are not easy to please."
Player defeats Heroes and Blue Keeper
"That's another enemy successfully written off. The defenceless inhabitants of the land above bow down before your depraved presence. As if that will save them..."

Sound BytesEdit

"Blissfully unaware of the damage protracted war can wreak on their idyllic cluster of homesteads, the villagers of Tickle are pure of heart, and unblemished of face and neck."
— The Mentor, Intro
"Neverdorf. Once a flourishing homestead, now it's a stinking hole in the ground. It will be years before even the hardiest weed grows here again. War, on the other hand, is in full blossom."
— Canon Outro


TriviaEdit

  • This realm's outtro speech file, BAD08.WAV, makes more sense if renamed to BAD07.WAV to correspond with Wishvale. Moonbrush Wood's outro file, BAD09.WAV (Neverdorf), makes more sense renamed to 08 to match up with Tickle. These files are in the game subdirectory \SOUND\ATLAS\.

GalleryEdit


Levels
Dk1iconDungeon Keeper
1.Eversmile / 2.Cosyton 3.Waterdream Warm / 4.Flowerhat / 5.Lushmeadow-on-Down / 6.Snuggledell / 7.Wishvale / 8.Tickle / 9.Moonbrush Wood / 10.Nevergrim / 11.Hearth / 12.Elves' Dance / 13.Buffy Oak / 14.Sleepiburgh / 15.Woodly Rhyme / 16.Tulipscent / 17.Mirthshire / 18.Blaise End / 19.Mistle / 20.Skybird Trill / S1.Secret 1 / S2.Secret 2 / S3.Secret 3 / S4.Secret 4 / S5.Secret 5 (Lost Level) / S6.Secret 6 (Full Moon Level)
Dk1iconThe Deeper Dungeons
1.Morkardar / 2.Korros Tor 3.Kari-Mar / 4.Belbata / 5.Caddis Fell / 6.Pladitz / 7.Abbadon / 8.Svatona / 9.Kanasko / 10.Netzcaro / 11.Batezek / 12.Benetzaron / 13.Daka-Gorn / 14.Dixaroc / 15.Belial
Dk1iconDK1 Multiplayer
Dk2iconDungeon Keeper 2
1.Warcry / 2.Enchantments 3.Greed / 4.Snipers / 5.Fear / 6a.Besieged / 6b.Rout / 7.Caverns / 8.Aftermath / 9.Ambush / 10.Smashing / 11a,b,c.Carnage / 12.Scavenge / 13.Conversion / 14.Reap / 15a.Storm / 15b.Crusade 16.Creep / 17.Angelic / 18.Brotherhood / 19.Interception / 20.Regicide / S1.Golf / S2.Duckshoot / S3.Maze / S4.Bowling / S5. Imp Invasion (Full Moon)
Dk2iconPet Dungeons
1.Liberty / 2.Discovery 3.Bottleneck / 4.Recruits / 5.Furnace / 6.Masterpiece / 7.Torment
Dk2iconDK2 Multiplayer
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