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A level you'd think you would have the upper hand considering you have multiple gems right at the beginning and can safely turtle for as long as you'd like, but it reserves some nasty surprises for the overconfident. Sure, you can attract mistresses and even Hornies. And there's an easy prey in the south where you have to go anyway considering you can't build bridges and have no destroy walls spell to get rid of the white walls. Blue is stuck at 5 creatures to your 25, should be easy. Except when you go near his dungeon, he suddenly becomes awake and get multiple high level creatures and it gets nasty if you're under prepared.
Right after that, multiple average parties spawn and dig the white walls to attack you. Sadly, I fortified these entrances so the tunnellers did what they do best and freed the big army of samurais near the white heart. I had to let them in in small pockets with bridge abuse, but after that you get so many heroes with your prison that it's a cakewalk.
Green is stuck at 25 creatures too and yellow only gets a single lvl 10 wizard. He also has the destroy walls spell to get access to a reveal map special. There's also a giant fight once the white heart is destroyed, which you should manage by that point if you used the prison/torture room to convert the heroes.
Overall, not bad for an old map. Weird start though, with those random white boulders near your heart and the wooden door you have to destroy with a single imp. 3/5 because I feel like green and yellow were useless.
Edit: I went through the script, and killing blue doesn't give you the bridge. You have to capture one random slab that a tunneller will help you discover, but you can get it before that I guess.