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Move further east (and a little north) when seeking out the location of the hero gates. Maintain a small imp trap (that is, a small room with a locked door in which you can detain imps). You don't want them to run around claiming land all over creation unless your watchful eye is paying attention to every bit of ground they grab in your name. You'll need time to prepare and survey the surrounding land.
If you can commandeer and destroy the hero gates, good for you. Since that seems unlikely for all but the best dungeon masters, I will suggest that you employ two-sided surgical strikes near the location of all that is good. If you can't heal all your creatures during the heat of battle (sight of evil can drain the mana away like nobody's business, if you're not careful), just grab 'em and drop 'em back in their lair. Leave a small force behind for defense in case your offensive line gets a little too busy with killing and being killed to adequately defend your dungeon heart.

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If you've mastered your trap-placement strategies, now is a good time to put those skills into practice. Do not, whatever you do, build any new rooms. Expanding the size of an old room is all right, but you won't really need any more rooms that the ones you have been given. When you build pathways, make them wind about a bit. You'll need every sneaky little trick you've learned if you're going to successfully capture the princes.
When converting princes to your cause, be sure to be there with a heal spell or a juicy chicken. Keep a close eye on their health. These princes are nobly born; they will not convert to your cause easily. Be patient and keep your dungeon safe. Evil will prevail, but only if you employ all your dirty tricks with the greatest of care.
After this, you'll be ready for the final battle. Whoopee!
Next: Regicide
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