Difficulty: Easy once you realise it, due to poor design.
Your Portal max: 20 creatures.
Enemy Portal max: 22, 22.
Starting forces: 4 Imps (1st level)
Enemy's starting forces:
Blue keeper: 8 imps (1st level).
Green keeper: 8 imps (1st level).
Starting gold: 3000
Enemy's starting gold: 7500, 7500
Possible minions:
Attracted through portal: Warlock, Troll, Dark Mistress, Hellhound.
Enemies can get: Bile Demon, Dragon, Warlock, Troll, Mistress, Hellhound.
Can be found elsewhere in level: 1 Troll (10th level), 1 Horned Reaper (1st level).
Rooms:
Known at start: Basic Five
Can be researched: All others except Workshop, which nobody can research.
Can be found elsewhere in level: Workshop.
Spells:
Can research: Sight of Evil, Speed Creature, Call to Arms, Conceal Creature, Cave-In, Heal, Lightning, Protect Creature, Chicken, Disease, Destroy Walls.
Doors/Traps:
Can be manufactured: All Doors and Traps.
Enemies: Two allied Keepers, the Lord of the Land and his minions.
Once again, you're facing two keepers. Once again, they are
allied against you. And this time, they have the numerical advantage: it is they who
outnumber you, rather than the other way about. Furthermore, the creatures available are
severely restricted, and their choice is wider than yours: you can get only Warlocks, Trolls,
Mistresses and Hellhounds, while they can get Dragons and Bile Demons as well. And this time,
they as well as you can scavenge.
However, this level is almost ludicrously badly designed. It
is trivially easy for the player to blockade the enemies completely out of his dungeon: it
requires the fortification of one tile about halfway up the far east wall (to keep the
eastern blue keeper out), one tile about halfway up the far west wall (to keep the western
green keeper out), one tile in the corner directly eastwards from the western fortified tile
(to keep the enemy out of your realm through that corner), and five tiles along the southern
edge of the central massive gold deposit. Yes, you cut yourself off from that gold. Why
worry? There are gems in the western corner, which you now guarantee will remain in your
possession forever, and the enemy has no gems at all. Furthermore, they have no Workshop to
build doors in, so they can never make any doors or traps, either to keep you out, or to sell
for money to prevent creatures deserting due to lack of pay once the central gold deposits are
exhausted.
And you yourself can get a Workshop, in the southeastern corner -
and it's attended by a high-level Troll, and there's also a 1st-level Reaper trapped in a
corner just behind the workshop. In fact, it doesn't matter that the enemy is legally able to
attract Trolls, if he can't build a Workshop he can never have any. The only chance that the
enemy has is if he casts Destroy Walls and forces his way into your domain before he runs out
of gold, which he almost certainly won't: or if you try to enter his domain too early. In fact,
your only problem is whether to invade the enemy domain quickly enough to guarantee capturing
either a Dragon or a Bile Demon, should you want to do so in order to scavenge more of them
from the other enemy, or transfer one to the next realm.
So just wall the enemy out, as described before, and wall
yourself in with the gems and a full-sized dungeon. It doesn't even matter if you're late to
claim your portal. Build a huge library as soon as you have secured your borders, and attract
Warlocks. As soon as you can build a Torture Chamber, do so in order to attract Mistresses.
Likewise with a Scavenger Room, not so much to attract Hounds as to attract enemy creatures
with. You can build a Graveyard and make Vampires as well, if you like... The sneaky way is
to wait till the enemy Keepers have completely mined out the gold and most of their creatures
have got angry and deserted due to not being paid, apart from the ones you've scavenged (which
should be a fair number of Warlocks and Mistresses.) As soon as numbers are low, go in for the
kill. Imprison if you wish - especially if you can succeed in capturing at least one bile demon
and one dragon. It should be trivial to defeat the enemy Keepers.
As for the heroes - they start with six 2nd-level Thieves (hardly
worth fighting), then five 8th-level Wizards for you to kill or capture, then finally a party
consisting of a 10th-level Knight and four 7th-level Giants. All of these should be pretty
trivial for your minions to beat up, even the Knight - or, alternatively, you can lure them all
under boulder traps.
(Which minion to transfer to the next level (the green Keeper
will have the Transfer Creature, which is the only Special in the level)? The dragon is the best
choice right now, which is why you want to capture one if you haven't transferred one from the
previous level.)
* If you want this realm to be a proper challenge as I suspect it
was intended to be, you have to set the game up to play from the hard drive, and edit the level
with the official Level Editor: firstly, edit the level to provide the enemy Keepers with a gem
block each (in each case, one of the blocks of gold in each of the northwestern and northeastern
sections will do for this purpose), then edit the level scripting text-file to allow the two
enemy Keepers to build Workshops. I also recommend allowing the player to attract Bile Demons,
but not Dragons - leave the dragons to the enemy, unless the player captures one. Then you have
a proper fight on your hands.