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-Seven generic Heavy Knights wearing 3 sets of shoes (Heavy Knights have a throwing distance of 6)
-One Heavy Knight wearing 3 sets of shoes that has also passed 1 movement bill (either on one pair of shoes or himself)
-One character that can survive a hit
-One character with a throw distance of at least 5 and a move distance of at least 11 (such as Adell with multiple sets of shoes and movement bills passed on each set of shoes and himself).
Mostly, you want to be able to get the Stage Clear Geo Panel from its starting point to the Teal Geo Panels in as few turns as possible:
Your Turn 1: Stack and throw 4 generic Heavy Knights in a way that the top one can still move after being thrown to be able to grab the Geo Panel with the top one and toss it towards the goal, then end your turn.
Enemy Turn 1: The enemies will likely choose to kill low-level targets rather than inflict a Status Ailment.
Your Turn 2: Repeat Your Turn 1 with 3 generic Heavy Knights.
Enemy Turn 2: Should be a repeat of Enemy Turn 2.
Your Turn 3: Move your character with 11 movement and 5 throw range to the Geo Symbol and toss it towards the goal. Take your Heavy Knight with the extra movement to stand in the lane next to the Geo Symbol and throw it onto a Teal Geo Panel. Have your last character that can take a hit stand on the other Teal Geo Panel and end your turn.
Done right, you won't need to worry about the Dark Sun's antics at all.