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This level starts off interestingly. You have a single imp in an isolated scavenging room. Your first objective is to free the tentacle in white's prison, after which you can kill the dwarf guarding the entrance near your heart. You don't have any gold to start your dungeon, so selling a tile of the scavenging room is needed. Keep the small prison, it will be useful until you can build your own.
After that, it's a rather straightforward level. You are limited to half the enemy Keeper's number of creatures so you have to search for the rooms needed to get above that limit (prison, graveyard and you can scavenge). The map is on the hard side with extremely treacherous action points that can end your game on the spot (mainly near the gems at the bottom which you can safely mine as long as you don't go in the open spaces above the gold). You're very gold starved too, so digging around these action points is needed. Blue will come knocking soon enough, so fortifying and being on the lookout for his unreliable use of destroy walls is needed.
3/5, it's not bad but the parties could be more fair. More gold wouldn't hurt either, it adds nothing except slow things down a lot.