|Appears in||Dungeon Keeper|
|Preceded By||Woodly Rhyme|
|Number of Other Keepers||1|
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.
- Portal Speed: 750 Turns
- Creature Pool:
|Red Keeper (Human)|
|Starting Forces|| 8 Imps (L1)|
2 Horned Reapers (L1)
| May Attract
| May Create or Summon
|| Traps & Doors
|Starting Forces|| 7 Imps (L1)|
2 Orcs (L8)
| May Attract
| May Create or Summon
|| Traps & Doors
- 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 heart (Blue's portal is claimed from the beginning and 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
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.
- Hero Party "ONE"
- Hero Party "TWO"
- Hero Party "THREE"
- Hero Party "FOUR"
- Hero Party "FIVE"
- Hero Party "SIX"
- Hero Party "SEVEN"
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.
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 pissed, 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
- Skeleton (30) - 1 Prison, 9 Training
- 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.
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 area, 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).
- 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."
|"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|
- 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\.