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In hindsight, you probably could do this with just one Level 10 Thief and a Level 1 Thief, like you said, but I was probably thinking "insurance, just in case Consciousness doesn't land and he decides to target one of the Thieves," since I'd always do my Thieves' turns last. Though admittedly, he'd probably be more likely to blast whatever line of three Beast Tamers he could hit.
Plus it gives the health stealing thief something to do on turn 2.
In detail: Goto 3-2 (dangerous refuge), move both thieves as close to the geos as you can (the little path with some blank tiles). Then move Rozalin behind the thieves, finally Adell goes behind Rozalin.
Then, lift up Adell with Rozalin, Thief B lifts Rozalin, Thief A lifts Thief B.
Then, thief A throws your stack of heros towards the geos (3 spaces forward), thief B throws the 2nd stack towards the geos (2 spaces "left"). Then throw Adell into the space in the middle of the geos.
Finally, bring out a beast tamer from the base panel to throw Thief A one space forward, which means every hero is on a blank space and safe from the tile change damage.
Hope this makes sense!
You don't even need beastmasters. You should easily hit rank 9 just attacking the guy with 7 bowman and having the thieves do their attacks too. If you have anyone who uses bows as their main weapon, you might as well bring them along instead of a few of those beastmasters to help get them some ranks in their weapon.
proXimo: You get a male warrior at the start, him + Adell = two five-throwers, and you've also got a Healer who likely knows Espoir. The main drawback is that the healer needs to be Level 5 for Espoir - and it will have crappy range. However, at that point is essentially negligible since you're keeping everyone close to the base panel at any rate. Considering you get both of them as part of your "free characters," it would indeed be very worthwhile.
crimsonshadow78: The major downside is everyone will get poisoned after the first turn due to the Dark Sun. I THINK if you didn't heal any of it, you'd wind up dying with the zombie, since poison damage for both players and enemies procs at the start of your turn. Unless there's a one-turn gap which I'm not remembering for the players, you'd have to Espoir them - all to end it one turn quicker. Not as worth it, in my opinion.
Throw one next to the zombie king.
Throw zombie king back to place he was killing tink.
Bring hoard of beast tamers out and 2 thieves. Health attack sleep. Move 2 beast tamers back for attack on round 2.
Makes for levelling 10 chars at a time.
And ends sooner per run.
As for Razum's strat, I modified it and got it to work so I kept all 10 alive:
1. bring out 1 good thrower standing next to home base
2. bring out adell and pick him up with first guy
3. throw adell towards zombie
4. use adell to throw zombie down
5. sleep zombie and put everyone away and set up for Dark Pulse's strategy(you'll have to use espoir to cure that thief that slept zombie)