|Appears in||Dungeon Keeper|
Blaise End is the 18th level in Dungeon Keeper.
In Blaise End, the Keeper is tasked with destroying the large and heavily-defended fortress built by the Heroes of this land. Even approaching the place is dangerous; there are ambushes and traps secreted throughout the region, and troops will be pouring in from the surface.
"Grueling" may be the word that describes this realm best. It is Viscount Lamport and his minions' doing.
|Red Keeper (Human)|
|Starting Forces||10 Imps|
| May Attract
| May Create or Summon
|| Traps & Doors
- Steal Hero - in a small gatehouse north-of-center, heavily ambushed
- Steal Hero - west-of-center, through a hero-owned Hatchery, ambushed and guarded
- Resurrect Creature - east exterior path around the fortress, trapped, guarded, and ambushed
- Reveal Map - west exterior path around the fortress, trapped, guarded, and very heavily ambushed
- Increase Level - in a secret dirt pocket in the middle of the heroes' fortress
- Resurrect Creature - along path to White Dungeon Heart
- Locate Hidden World - behind a wall near the Gems (KeeperFX)
- Portal - east of Red Keeper, safe to excavate
- Portal - center of map, surrounded by ambushes and cannot be claimed without Destroy Walls
- Tentacle (Level 1) x2 - water, east-northeast of Red Dungeon Heart
- Skeleton x2 and Giant (all Level 2) - in unclaimed dirt along the center-west Gold Seam
- Spider (Level 1) x2 - in unclaimed dirt along the center-east Gold Seam
- Bile Demon (Level 4) x3 - in a Prison, east end, main approach is heavily-ambushed
- Gold stash of 13,750 - west end, guarded by Level 5 Priestesses
- Boulder Trap - in a 1-tile Workshop adjacent to hero-owned Hatchery, center-west
- Lightning Strike spell & Poison Gas Trap - mid-northeast, in a small room with hostile Level 8 Fairies
- Word of Power Trap, Poison Gas Trap, Lightning Trap, and 20,500 gold - west exterior path around the fortress, guarded and ambushed
- Dragon (Level 7) and stash of 6500 gold - northwest end of fortress in a hidden cave
- Treasure Room with stash of 9500 gold - west end of fortress, deep inside, guarded by ambush
- Destroy Walls - deep in the heroes' fortress, east side
- Vampire Level 5 - in a Prison within the fortress, west side
- Gem Seam - 5 slabs with twelve (!) open faces in the middle of the hero fortress
There is a large number of Heroes in residence and an absurd number of squads waiting to back them up in various circumstances. But what do you expect? This is Level 18 of 20.
A hidden counter is monitoring the Gold Seams on the map and counting how much gold is extracted. Note that a Gold tile contains 1024 gold. Selling items like Doors, Traps, and Room slabs, or hauling Gold Pots to the Treasure Room, does not count. The player is counseled that the Heroes are "asleep" at the moment. Mining is what wakes them up, or at least the first few groups.
- Party "ONE" with Level 2 Tunneller
- 2 6 4 2 2 2 - carrying 1950 gold
- When the Keeper has mined 15,000 gold, this group is released from a hidden Hero Gate, nearer-northeast.
- Party "TWO" with Level 3 Tunneller
- Party "ONE" with Level 4 Tunneller
- 4 6 4 2 2 2 - 2000 gold
- This party enters through the northwest Hero Gate, as above, 5000 Turns later.
- Party "TWO" with Level 5 Tunneller
- Party "THREE"
- Dwarf avengers - When the Keeper has mined 35,000 gold and, thence, when every Mountain Dwarf on the map has fallen, a message pops up and a timer starts. After 5000 Turns (<5 minutes), these troops angrily swarm in through the Hero Gates. They won't come, though, if the Keeper has already reached the front doorstep of the White Dungeon.
- Gatehouse battle - When the Keeper penetrates the small gatehouse north of the center Portal, a small army of Heroes tumbles into the center room (which holds a Steal Hero), as well as through Hero Gates behind the doors to the right and left.
- Unpartied Heroes
- Unpartied Heroes
- 8 8 8 8 8 8 - 500 gold each
- These Thieves leap into action when the player enters a White-owned chamber on the east side of the map, just off the Bile Demons' prison. Do not underestimate the attack rating of high-level Thieves, or their personal Invisibility spells! The first time you see them might be when they are pounding away at your Dungeon Heart.
- Lord of the Land - When the Keeper first approaches the White Dungeon, the Lord of the Land and his entourage enter at the White Dungeon Heart and just hold that area until it is breached.
- Unpartied Heroes
- Party "SEVEN"
- Unpartied Heroes
- Unpartied Heroes
- Party "TWO" (bugged)
- 3 3 3 4 - 1700 gold
- An instance of this basic party is supposed to respawn every 2500 Turns at the front door of the White Dungeon, from the moment the Keeper first approaches the White Dungeon until the White Heart is destroyed, disrupting the player's exploitation of the huge Gem cluster near there. Pointlessly, the script's caller is a nonexistent Green Keeper (PLAYER2). The spawn does not appear to work at all.
- Enemy Reinforcements - 10,000 Turns after the Lord of the Land appears, a message about reinforcements pops up, and these troops launch an attack through the old Hero Gates as well as from the fortress's main entrance.
- Unpartied Heroes
The portal in Blaise End is like a slow drip that never stops. To reach the Creature Limit, it will generate creatures for 45 minutes straight. Regulate which creatures get in with a careful expansion schedule and restricted Lair space. There is surely not enough gold in the lower half of the map to pay 60 creatures' wages, or training for even a small fraction of that. The swarm of Dragons in the Creature Pool, in particular, seem like a financial death trap here.
One can also approach the Hero Parties with a managerial attitude. Monitor the Imps' activity throughout the region, both in mining and in claiming territory, to get only enough enemy activity that you can handle at a time. To pull Imps completely out of action for a while, drop them into the walled-off dirt in the dead center of the map, with that Portal, to idle and heal. Bullfrog Productions rewards a certain amount of bravery on this map. The Heroes here have tens upon tens of thousands of gold, which can be yours if you let them attack, rather than wall-off and try to live off your Workshop.The supplement to building up a substantial fighting force is, indeed, building up a substantial work force. Some of the champion teams triggered in Blaise End can take you by surprise and be head-and-shoulders above your own minions in combat ability. But perhaps they are not so mighty against a long corridor, a Magic Door, and a Boulder Trap.
- Briefing Text
- "The guardians of this realm are asleep at the moment. Attack them as soon as you can or they'll be breakfasted, wide awake and inherently more difficult to slaughter."
- Player mines 12,000 gold
- "If you should encounter hero patrols, ensure that none of their number escape. Otherwise your presence will be revealed and then you will be in trouble."
- Player has mined 35,000 gold, and White runs out of Mountain Dwarves
- "You're taking forever over this. Attack and destroy the heroes' stronghold soon, preferably before hell freezes over."
- 10,000 Turns after the player has reached White Dungeon's front door
- "Enemy reinforcements have arrived. So what? Let's hear it for more killing."
|"Blaise End. A place of joy... and love. Nothing, the legends say, has ever spoiled the calm of Blaise End. So when something does, it will be long overdue, and the inhabitants will thoroughly deserve it."|
|— The Mentor, Intro|
|"Darksword. A great battle was won here. It was a bit one-sided, granted, but our minions performed valiantly, and now the day is ours. We've dealt with the survivors, by the way. Properly."|
|— Cannon Outro|
- The message chiding the player, "You're taking forever over this..." is probably not timed correctly. It triggers after killing every Dwarf on the map. It should trigger 5 minutes later, and only if, by that time, the player has not reached Action Point 1, the front door of the main White Dungeon. The idea being that the player didn't take some initiative after the invasion to claim territory and push onwards.
- The success of Blaise End's design, arguably the most challenging map and Dungeon Keeper at its finest, seems to have greatly influenced development of The Deeper Dungeons.
- This realm's outtro speech file makes more sense if renamed to BAD04.WAV to correspond with Flowerhat. Mistle's file, BAD19.WAV, makes more sense renamed to correspond with this one. These files are in the game subdirectory \SOUND\ATLAS\.
- Viscount Lamport is possibly a reference to Mark Lamport, one of the game's programmers.
- Blaise End was originally an early version of the The Deeper Dungeons level Morkardar (the level documented on this page was originally level 19 Mistle). This level had a Locate Hidden World special. It is therefore likely that Bullfrog forgot to reintroduce the crate when that level was scrapped from the original campaign, leaving Secret 5 inaccessible and unused.
|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|
|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?|
|GOOD13.WAV||BAD14.WAV||Being together, in a mass grave|
|GOOD14.WAV||BAD15.WAV||Sleepy farms got "developed"|
|GOOD16.WAV||BAD17.WAV||No more flowers|
|GOOD18.WAV||BAD19.WAV||A great battle|
|GOOD20.WAV||BAD20.WAV||Skybird Trill named|
- The names for this level in other languages are as follows:
|Chinese||安宁之角 / 布雷斯安|
- ↑ Prima's Official Guide To Dungeon Keeper Gold Edition. p. 210. Prima Publishing. 1998. ISBN 978-0-7615-1581-4.
- ↑ Dungeon Keeper Gold Manual, p. 81.