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Rizetta teleports Glam to a cell above herself. Fowl controls Glam. Fowl moves to a cell above Glam. If possible, attack before moving (although unlikely, it would make kiting easier), so attack Glam first. Chandra attacks Glam. Amber stands to the left of Glam. Similarly to Fowl, attacks if possible before moving.
Fowl moves one cell to the right and attacks Glam. Gromm moves back to Fowl's previous position and attacks Glam. Chandra attacks Glam. If Glam is stunned, Amber moves to a cell and also attacks Glam. If Glam is still alive, the next turn repeats the same pattern, with the adjustment that Fowl no longer moves, and Amber returns to her previous position if Glam is not stunned. If the fight with Glam drags on and the boss gets too close, teleport him back to the fortress. Once Glam is defeated, the archers kite the boss, and Chandra and Gromm pick up the dead orcish crossbows, implying that this will save time. Teleport him to a convenient location if the boss tries to flee the battlefield.
Rizetta teleports Fowl to a wall above Warsh, so that he is right next to him, separated only by a cell. Fowl attacks Warsh. And then, during Warsh's turn, he uses control on him. Charna and Gromm take crossbows and bolts, if possible. Amber moves upwards.