SPONSORED LINKS


Home ] Up ] Eversmile ] Cozyton ] Waterdream Warm ] Flowerhat ] Lushmeadow-On-Down ] Snuggledell ] Wishvale ] Tickle ] Moonbrush Wood ] Nevergrim ] Hearth ] Elf's Dance ] Buffy Oak ] Sleepiborough ] Woodly Rhyme ] [ Tulipscent ] Mirthshire ] Blaise End ] Mistle ] Skybird Trill ] Hidden Realm #02 ] Hidden Realm #03 ] Hidden Realm #04 ] Bonus Moon Level ] Morkardar ] Korros Tor ] Abbadon ] Batezek ] Dixaroc ]

 

Home
Up

 

Realm 16: Tulipscent

Difficulty: Hard

Goal: Defeat the enemy Keeper. (Note: While there are heroes on this level, you do not have to defeat them to complete the level.)

Opening Dialogue: Flowers are on display in every building in this area. The poisonous stink of these feted blooms will stick in the throats and noses of every right-thinking villains that comes within four leagues of the place.

Objective: 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.

New rooms this level: None

Two schools of thought on this one.

Tactic 1: A somewhat riskier approach is to go after the enemy Keeper immediately. Your enemy keeper’s dungeon heart is just beyond the set of four doors to the south. If you have transferred a high-level creature from the previous level, you might consider making an immediate social call.

Quickly, build a hatchery in the room, north of your heart. Then, quickly build a lair in the room west of the hatchery.(Building these two extra rooms will allow Bile Demons into your dungeon). Now, place the two Horned Reapers into their training rooms, then go after the Keeper. Unlock your two doors near the enemy heart, then use your high level creature to bash down his west door. If you're careful during the fight, you should be able to beat the enemy keeper. Just throw everything you have at him. If a creature gets low on health, pull it out to heal. Even throw in the imps and chickens to confuse the enemy.

Tactic 2: Or, you could try the conservative approach. Quickly, build a hatchery in the room, north of your heart. Then, quickly build a lair in the room west of the hatchery.(Building these two extra rooms will allow Bile Demons into your dungeon). Now, place the two Horned Reapers into their training rooms,. (Otherwise, they'll become angry). Build a library in the room east of your new hatchery.Widen the hall between your heart and the gem deposit to create a treasure room. DO NOT FLAG THE GEM TILE FOR DIGGING. You need your imps to re-enforce the walls of the rooms you build.

The portal will be claimed automatically. As creatures arrive, place any that can research in the Library. Any other creatures can go to the training room as soon as you build a new one. (I do not recommend placing other creatures in the same training room as your Reapers, but this can be done for a short time. Just keep an eye out for infighting.)

It will not be long before heroes start wandering around, looking for a way in. What you have to do is immediately claim some territory. Cut out some area for rooms east and west from the hall between your heart and the trapped room to the south. Have your imps re-enforce the rooms of the rooms you create. Be sure to put a training room in this area, and place all your non-researching creatures in it. (You want them to train, but you want to keep them away from your Reapers)

Spawn more imps if you have too. Build a bridge across the water in the gem-tile room then dig out the gold along to outer edge of the two gold deposits to the east. You want to make a large room with two unnimed gold deposits in the middle. Do the same for the gold deposit to the south of this new room. Have your imps reinforce the outer walls of these new rooms so the heroes can't dig their way in. You can nine the remaining gold as you need it, without fear of the heroes tunneling in. When this area is empty, place a workshop there.

Be sure to keep your gold reserve up. You want your creatures (especially the reapers) to continue training.

Once you've claimed some area and fortified, 2/3rds of the battle is over. When the heroes arrive, they will wander in circles around your dungeon. They cannot tunnel through gold tiles, re-enforced enemy walls, or your own re-enforced walls. Now you can concentrate on building up a tough dungeon, and go visit your rival when you’re ready.

If you're lucky, the heroes will wander into the enemy dungeon and destroy him for you. If you're not-so-lucky, the heroes will come after you.You can tilt the odds in you favor by using an invisible imp to create tunnels that the heroes can use to enter his dungeon. Try using imps to break the walls in that east-west tunnel between you and the enemy Keeper.

You may need to knock down a few walls inside your dungeon for space and efficiency, but be wary of expanding north-a stream runs near the edge of the map.

The long tunnel between your dungeon and the other Keeper should be heavily trapped, but a few extra doors couldn't hurt.

You do not actually need to kill the heroes in order to complete the level, just the enemy keeper. There is a Transfer Creature Box in a chamber in the west end of that seemingly useless east-west tunnel just north of the enemy dungeon. To get at it, you will need to do some digging. You may also need the Destroy Walls spell. There are heroes guarding it.

Closing Dialogue: Vampires have sucked the life out of everyone here. They poisoned the well, and smeared dung on all the door handles as a joke. Not a sophisticated sense of humor these undead bloodsuckers...

Back to Level 15: Woodly Rhyme

On to Level 17: Mirthshire

Back to the Level Guide Index. Back to the Main Dungeon Keeper Page.

Level Guide Copyright (c) 1998 by Phil Estelle. All rights reserved.
Dungeon Keeper, Dungeon Keeper 2, and the game design concepts are Copyright (c) 1997-1999 by Electronics Arts and Bullfrog Productions. No intent to infringe on these copyrights are made.