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As soon as you have a small yet tough fighting force, attack the hero outpost closest to your dungeon (it will be situated to the east). After you've destroyed the door to the guard post and claimed the area, you'll want to have a door of your own constructed as soon as possible. Don't worry about the east door of the post. Leave it intact.
Conquer the first post to the west of your dungeon heart. Be sure to destroy both the east and the west doors at this guard post. Place your own doors in their stead. If you still have time, another guard post lies even further to the west. Be careful not to let your creatures get hurt too badly, though. They'll need their strength for what's to come.
When your time is almost up, lock the doors of the guard posts you have claimed. Drop your creatures inside each post. Since they'll be locked up, you won't have to worry about them wandering off. Lord Voss & Co. will emerge from the hero gate as soon as the time runs out. The more guard posts you have commandeered, the faster he will run. (Of course, the more guard posts you have commandeered, the fewer allies he can bring with him.)

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The key is to delay Lord Voss. He is as single-minded as they come, being a valiant hero and all that. His only concern is his sickening sense of duty to his liege. The more effectively he is delayed in his run, the more damage your creatures can inflict. Of course, you can always add to the damage that his lordship receives with the standard (patent pending) thunderbolt spell. If you can successfully block his passage through two of the guard posts, you can undoubtedly defeat Lord Voss. Horny will then appear to claim the gem, proving that, in the competition of the swift and the strong, it is the most evil and the most cunning that will win the race. Mwah-hah-haah, and all that.
Next: Smashing
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