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- capture the Swordswoman with a water-based slime (e.g. Winged or Teleport)
- capture the grass Sorceress with a Warp slime
- use a Speed slime to give the captured Sorceress +1 movement
- capture the Priest with the Speed slime
- defeat the fire Sorceress with your Swordswoman and Sorceress
- neutralize the Martial Artist with a Melty
- capture the Martial Artist with a water-based slime (e.g. Winged or Teleport)
- capture the Merchant with the Melty
- defeat the Girl, and heal up / restore spells at checkpoints if necessary
- lure out the High Sorceress with the Martial Artist, and bribe her with the Merchant
- deal with the remaining units while the High Sorceress attacks your enemies
Keep in mind that the bribed High Sorceress will stop attacking your enemies either after 3 turns, or if you attack her; so avoid hitting her with your Sorceress.
It's good to defeat the Priestess as quickly as possible.
The Merchant can be used as a bait to prevent attacks against your more important units.
When dealing with the Golem, it's best to attack from high ground with a melee unit, backed up by the Priest and a Sorceress.
Note that enemy casters will head for a checkpoint when they run out of spells to refresh them.
Also note that units will receive fewer health when healed multiple times by a healer (same with checkpoints, but it's separate).
Also note that magic attacks do the same damage independent of terrain height.