Dungeon Keeper Walkthrough: Elf's Dance
In this level, you have one real enemy and two "in the middle" foes to your south. You start out in a fairly safe area to the north. The enemies are green (east), purple (west), and white (south). To start, don't explore. Leave the door shut. Train up, make your library and treasure room, etc. Dig out the top gold. Build the rest of your rooms and expand. If you were wise and brought in a 10th level dragon, you can research just about everything in 2 seconds flat.
Scavenge as much as you can - lure over the good monsters. Build yourself the rolling ball trap - the most fun you can have legally! Then start tromping down towards them. Set the ball up where you can lure a bunch of them into a hallway. Zap any roaming ones you can see. A neat trick is to build a doorway, drop a trap on "their side" of the door, and then build the ball on the other side of the door. If they send a bunch of people to kick out the door, not only are they zapped as they do that, but once they get through, SMASH!!
This isn't a "hard" level, just make sure you're trained and researched and scavenging before moving against them. This keeper is pretty good at organizing his guys and healing them up, so take him out in force. There's a resurrect and a transfer on this level. Grab your 10th level dragon and head to the next one!
Dungeon Keeper Walkthough Index