Post by ives on Apr 11, 2007 0:14:52 GMT -5
These strategies are for the bosses in Everlong v2.16. They have all been previously posted by DJC, I just compiled them into this thread.
The list is in chronological order.
Cavern Cracken, General Gerovitus (1st time), Ull, Charybdis, Furvus Equester, Marsh Fiend, Grolantor: just figure it out XP
Manifest Conception of Brad
The big keys to the Manifest Conception fight are to find the pattern to Tail Laser and remember to DEFEND against it to halve the damage. You're going to get hit with it on the first turn, and then every 5x turns after. Whenever you see Crown Laser, that means Tail Laser is coming the next turn.
If you get hit with Force Stealer don't waste time Healing heroes that aren't attacking physically. Having Power Break only lowers physical attacks with weapons, so no need to removeit from Julia for example.
It will help a lot too if Julia has Cure2 already, but if not compensate with Brad's Healing Blade, Drakeor's Chakra, Sammy's Mantra, and potions.
General Gerovitus (2nd time)
There's not a whole lot you can do to prepare for this fight. You don't have any Fire elemental protection yet this early in the game, so you'll just have to take the damage from Flamethrower. You can, however, equip Star Pendants and the Chimera Bracelet to prevent Poison (Poison Cleave).
Also when General Gerovitus is nearly out of HP he will say something, then begin using Last Gasp. This attacks deals massive damage and you can't survive it for many turns. Instead you have to break out your most powerful attacks and hope you deal enough damage to kill him before he kills you.
Yarthkin (Earth)
There's a couple big advantages you will want to exploit in this battle. The first is elemental protection against Earth attacks. Hopefully you still have the Earth Ring from the forest of Eridwell's Refuge. Give that to Meredith to halve earth damage to her. Then make sure Vetu has the Gaea hat, which you can buy at the local town of Dale. It will halve earth damage to him.
Next up equip the Chimera Bracelet to Meredith to ward off Poison, and maybe give some other characters some Star Pendants to help them with Poison as well.
If someone gets hit by Numb Touch make sure you remove it with a Heal quick. Also remove Poison as quick as possible. Stop attacking and use Heals if a lot of party members get hit with the condition. There's no way to stop Death Touch if it hits. If Meredith is alive and has MP she can use Revive. If it hits her, make sure you get her resurrected and healed fast.
Bio will be cats on you every 7x+1 turns, and Earth Rage every 10x+5 turns. Yarthkin will also change his attack pattern and become much harder when he gets low on HP.
For offense use Flame and Holy attacks. In this version of Everlong he still considered an 'undead' enemy which is why these two elements are effective against him. Glen has Flame Slash, Vetu has Fire2. Justin can use Uppercutter/Dynamite or use potions to help Meredith heal. She should have Cure2 by now and Osmose to replenish her MP without using ethers. If she has a free turn where no healing is required have her cast Sacred Light.
Veneficus
Give Meredith the Feather Dress to halve damage from Whirlwind and Aero. Vetu's Black Ring will halve dark damage to him. If you have other rings or equipment that protects against elements try using that. Veneficus casts lots of Fire/Ice/Lightning spells with some Wind/Dark mixed in. When she casts Fast on herself counter with Slow, you don't want her getting the first turn. She is weak against Air magic but strong against Earth (since she is floating).
Liquid Flame
Liquid Flame changes shape as he loses HP. His first two forms are not that bad, but when he changes to the third hand form you want to finish him off quickly and make certain to keep Meredith alive. Once you reach the third form she will be casting Cure 2 a lot, but she might need some healing help. Have Justin use healing items while Glen keeps using Ice Slash and Vetu Ice 2. As mentioned by Keeta give Meredith the Fire Ring if you have one. Also I suggest casting Slow on Liquid Flame in his first two forms so your characters will be faster than him when you reach the third form.
If you don't have a Fire Ring, give Meredith the Flame Ribbon which was from the witch's tower. If you have both then somebody else can use the Fire Ring.
Most bosses don't have a perfectly exact HP count because of my workaround for the 9,999 HP limit. So an approximation for Liquid Flame would be 18,000 HP. Here's how it works for this boss in particular:
1) Start at 9,999
2) When at 50% HP transform to second form, add back 5000 HP
3) Back at ~9,999
4) When at 30% HP transform to third form, add back 3000 HP
5) Now at ~6000, final amount
Dokkalfar (~level 20)
Dokkalfar the dark elf automatically changes into his dragon form after several turns no matter how much damage you deal before then. I would suggest saving your MPs until he does transform because his dragon form is weak against Ice and Air in addition to Holy.
For offense I would suggest Glen's Ice Slash and Vetu's Ice 2 to deal some serious damage every turn. If Meredith has nothing better to do cast Sacred Light.
For defense you will want Vetu to have his Black Ring equipped to halve Dark damage. You may want to give Meredith the Feather Dress from the witch's tower if you found it and did not sell it. That will halve Air elemental damage from Whirlwind. If you have a Wind Ring equip that to a character as well. If you have any equipment that protects against death or mindblow use those pieces as well.
Something that is very important to remember is that Dark Breath will ALWAYS follow Mindblow. Dokkalfar will never stray from this pattern. When you see him cast Mindblow you know what is coming next turn, so try and heal up for the big hit. You can also have each character use the Defend command and halve the damage from Dark Breath.
Chancellor Dolus
Dolus has four arms in addition to his own torso, but he won't use his powerful attacks until all the arms are dead. You can use Agility Break on the Lower Left Arm and Armor Break on Dolus if you desire, but it may not help that much and instead only wastes Skill Shards.
I would suggest opening the battle by using your best skills that target ALL enemies. This includes Faclon Slash, Blade Beam, Quake, etc. The arms do not have that much HP, ranging from 1000-2000. You'll probably run out of MP casting your skills before they are all dead. You can than finish them off one by one or use some ethers to continue unleashing your skills.
Meredith will need to be casting Cure2 every turn to counter all the damage. If any one character takes significant damage from an attack, have another hero stop attacking for a turn and instead help out with healing. Whenever a status effect is inflicted don't waste Meredith's turn curing it. Have a different hero use a Heal item. You will be up against: poison, blind, instant death, Power Break.
Aegir (King Carl imposter, Water)
For the battle against Aegir you will probably want to make use of the Water Ring accessory and Aqua Shield if you still have either. Give Meredith Water Ring to halve water Elemental damagea dne either Glen ro Justin the Aqua Shield to do the same. if you have a Blue Beret (I'm not sure if you can buy them at that point in the game) equip that to halve Ice elemental damage.
For offense use Glen's Thunder Slash, Vetu with Lightning 2, Justin his best sword attack, and if Meredith gets a free turn she should cast Slow on Aegir or Fast on herself. Make sure that you keep Meredith faster than Aegir by countering his Haste spell with Slow every time he casts it. The battle can turn out disastrously if he pushes his speed far above yours.
There is a set pattern to when Aegir casts Fast (turn 3+5x) and Tsunami (turn 5 +10x) so figure out that pattern. When Tsunami is coming have your team Defend to halve the damage. Watch out for Ice 3 as well, being aware that it can wipe out a character with full HP easily. Aegir will become much more difficult one he's lost most of his health, so have Justin ready to stop attacking and help Meredith heal with potions and such.
Soul Cage
Soul Cage is weak against Flame/Ice/Holy elements but strong against Earth/Dark. Axes are also effective if you still have the Gold Axe. Star Pendants will help here against his Bio/Poision attacks. Remember that Bio will always follow the spell Shocker. It's a good idea to stop attacking for a turn to use Heal items and remove the poison from your afflicted characters after Bio. Keep your HP as high as you can for Green Tide. He will start casting it more often as he gets weaker. Soul Cage starts the battle with MP Buster, but if you have the items to recover your MP you can start casting Fire Dance/Tidal Flame/Fire Dragon and kill him rather quick.
Dr. Ament of Cirigoth
Dr. Ament uses many poisoning attacks, so arrange your equipment to best protect against that. He'll also use attacks that cause Numb, Dark, and instant death. Remember that Sammy's Mantra can help cure some status effects (Poison and Blind included) so use that skill not only to help heal but also to remove statuses from multiple heroes quickly.
Whirlwind and Dark Breath are the two strongest attacks Dr. Ament has, so try and equip some protection against Wind and Dark elemental spells. His Overpower skill will also deal high damage to a single target, so be careful how low you let your HP get, especially for Julia.
Dr. Ament is strong against Dark but weak against Holy. Both Sammy (Aura Bolt) and Julia (Sacred Light) can exploit this, but Julia will probably be spending most of her time healing with Cure2. Use Keen and Drakeor's best skills to deal damage, but don't be afraid to have them stop to help heal with items if you need it. Also remember that Drakeor can cast Chakra on himself to remove Poison/Blind and heal HP.
Fulgora (Wind)
n/a
Manifest Birth
Take at least 1 White Wizard (Julia/Meredith). If you're having problems healing then take Sammy (use Mantra skill). Drakeor also has a self-heal (Chakra) to make things even easier. You're definently going to want some offensive magic for when Manifest Birth changes into it's anti-physical form, so bring either Vetu for his Black Magic or Glen for his Fire/Ice/Thunder Slash attacks.
Manifest Birth constantly changes its weaknesses between physical and magic attacks. You will know when the change occurs since the monster will flash and a message will appear. Probe for which type of attack Manifest Birth is weak against at that time before wasting MP. For example: if a Fire spell seems to do extra damage unleash your best magic attacks. If physical attacks hit for more then start fighting with melee weapons.
I also suggest using whatever elemental protection equipment you have. When Manifest Birth goes into its magic form it will start unleashing elemental spells constantly, so halving some of the damage helps a lot.
Outpost Bosses:
King Dragonfly (west)
Use Meredith's Awaken spell to quickly remove Sleep from all allies. It is part of her Status skill line. Make sure you have lots of Fire/Ice/Wind skills to do some high damage. Sleep/Poison/Silence/Berserk are the status effects you'll be dealing with. Whirlwind (Air) is his only elemental attack. Sleep Breath will come every 4+5x turns, followed by a double attack. You'll get hit with Tail Swipe after another turn as well.
Evil Wall (south)
Evil Wall isn't weak against elemental attacks, so I would focus less on magic against him and more on raw attack and speed. When Evil Wall gets low on HP he will start crushing your party to death one by one. You have to kill him quickly at this point before your last hero dies.
If you're having difficulties I would suggest using at least 1 White Wizard, Samy for additional healing, Glen for Power/Armor Break, and Keen/Drakeor for their speed.
Elemental protection against Dark (Dark Rising/Dark 1) will help, as well as Fire/Ice/Lightning (Delta Storm). Press will always follow Delta Storm, and Crush is used every 10x+10 turns.
Gargoyle Necromancer (north)
n/a
General Gerovitus --> Draugr Gerovitus
For the final fight against General Gerovitus you have to keep in mind that you will be fighting two bosses in a row and have to prepare for each of them. For Gerovitus in his human form the most important thing is to try and equip items that prevent Poison (Poison Clever). He also uses Dark Stab which causes blind to a single foe, but this should not prove difficult to counter with a Heal item/spell.
If you can afford it, throw in some Fire elemental protection for Flame Thrower. His first form isn't the tough battle, however, so instead concentrate on getting everything you need for the second battle.
Gerovitus in his demonic form also inflicts Poison with Bio. In addition he has several Dark elemental attacks (Dark 1&2, Shadowcast, Dark Rising) so you will want to have as much elemental protection against Dark as possible. He will also cast Whirlwind so Air elemental protection will also help out here.
For offense remember that Draugr Gerovitus is weak against Undead effectvie weapons, and that Holy magic does 2x damage. As he gets lower on HP he will start using Shadowcast and Whirlwind frequently.
When he starts casting nothing but Shadowcast put him down quickly (he has 5% HP left) since you won't be able to survive for long.
Another thing to keep in mind is Draugr Gerovitus will always cast Dark2 exactly 2 turns before Shadowcast. So once you see Dark2 then remember that after the next turn (which could be any spell) he will cast Shadowcast. Try and be healed up by then and use the DEFEND command to halve the damage. He can also cast Shadowcast at will, however, so in addition to planning for it after Dark2 be ready at any time.
I also suggest protecting against Wind elemental attacks (Whirlwind) and Poison status (Bio, Poison). Power Break and Mental Break also work on Draugr Gerovitus. Holy magic is 2x effective, and weapons for use against the undead are 3x effective (if you have any).
Sekhmet
Sekhmet doesn't use any elemental attacks nor does she have any elemental weaknesses, so you don't have to worry about that. She is weak against Power and Agility Break, however, so inflicting those on her will help you against her physical attack and get your turns first. Status effects to guard against include: Instant Death (Lance of Atrophy), Poison (Poison Spear), and Berserk (Enrage).
If you still have the Charm Shield from Senium Forest on the Imperial Continent that will protect against Instant Death. There aren't many other items you can acquire yet in the game that can also prevent Instant Death, so you will mostly have to deal with Lance of Atrophy killing characters if it hits. It will usually follow Skewer, but not all the time. Also, when Sekhmet starts using nothing but Skewer she is about to die (1000 HP) so finish her quickly then.
Nergal (~level 31)
He is weak against Power and Armor Break. Holy magic is effective, as are Undead attribute weapons. Watch out for Poison (Poison Blade) and Dark elemental attacks (DarkForce, Dark2). Dark Force and Death Blow follow a set pattern. Deathblow will cause instant death randomly. The only protection you have is the Charm Shield from Senium Forest if you kept it.
Laverna
Laverna, the third member of the Invincible Four you fight, splits into three different enemies. The RIGHT HAND focuses on healing and stat boosting while the LEFT HAND causes status effects and deals damage. Laverna herself casts weak elemental spells until you kill her hands. Then she starts casting much stronger spells that hit the entire party. Attack the RIGHT HAND first since it is the weakest and is the healer. Then take out the LEFT HAND. Finish off Laverna last.
You're going to want as much elemental protection as you can get for this battle. Fire/Ice/Lightning are the most important but if you can afford some Water/Wind/Earth/Dark/Holy protection that will help a lot too.
There's many status effects to try and prevent as well: poison, numb, instant death, silence, and blind. Poison is the most dangerous because of how much HP it can drain quickly.
All these enemies are 'flying' since they hover above the ground so bows and projectiles (Willis' guns, Keen's throwables) do extra damage. You can also use Agility Break on Laverna. This is easier than casting Slow, especially when you need to counter the RIGHT HAND casting Fast.
Marowit (1st time)
Marowit doesn't have any elemental weaknesses, but Mental and Agility Break both work against him. You're going to want protection against Stone (Tortoise Shield, White Cape), instant death, and Blind if you can. For elemental defenses focus protection against Fire, Ice, and Lightning. Marowit also has a couple Dark and Holy spells.
The elemental protection is pretty key here as well as using the Tortoise Shield and White Cape for Stone. Blind isn't such a big deal since it can be easily remove, and Marowit doesn't cast Dark/Holy spells as often as the Ice/Fire/Thunder ones. Agility Break will help a ton too since you'll get your turn before him that way.
Muspell (~level 35) (Fire)
Make sure you are using lots of Fire elemental protection equipment (Flame Shield/Armor/Helm, Flame Ribbon, Fire Ring, etc). On top of that you will want to be using Flame Shell on your characters as much as possible. This acts like Drakeor's Aura spell, except just for Fire damage. Flame Shell is found in the Tower of Auctus so you probably already have it but maybe did not teach it to a character yet. Flame Shell/Aura combined with Fire equipment will reduce Fire damage to almost nothing.
For offense you will want to have the Ice weapons you found in Auctus (Ice Brand/Blizzard/Eskimo Bow, etc) but they won't be very effective until Muspell removes his mask. Once he does that though start using your weapons and/or Ice/Water elemental attacks for massive damage. He also gets much harder when he takes off his mask so you want to finish him quick. Beforehand just use your best non-elemental attacks to deal damage.
Manifest Life
Manifest Life at the end of the Tower of Auctus has ~20,000 HP and no weakness, so you're going to have to slug it out with regular attacks and high damage skills. If you want the battle to be as short as possible you will be using many Hi-Ethers to feed your special attacks.
Forming your party:
Manifest Life can have it's Armor and Mind power broken. Depending on how many skill shards you have you can either take Glen (Armor/Mental Break), Keen (Banishing Blade), Willis (Big Shot), or Justin (Climhazzard) to fill this role.
Sammy can also fill this role if you have enough shards for No Mercy, but at the same time you will him to have Mantra/White Wind to help with healing. This a crucial role if you're having difficulty healing with just one White Wizard.
Drakeor is a must have character any time you face elemental damage. His Aura instantly halves elemental attacks. Combine that with equipment that protects against elements and you nullify the damage. He's also fast and can use Spear Rain or his dragon powers to deal high damage. He's also got a self heal in Chakra that can remove a few conditions.
Your White Wizard can be either Julia or Meredith as always. If you have enough Skill Shards you're going to want Heal and Cure4. Slow and/or Fast may also prove useful. If you plan on using Armor Break + lots of physical attacks then bringing Might along will help boost your damage output.
The Battle:
When you get hit with Force Stealer don't bother removing it from players using attacks that are not physically based. Regular attacks are always physically based, but not all skill attacks are. Watch and see if your damage output becomes reduced to see if you're being affected.
Phantasm will cause Mindblow, which you will promptly want to remove since it drains MP as well as paralyzes the target. Prevention isn't a big deal unless you can spare the equipment slot easily. It only hits one character at a time and a simple Heal spell or item does the job to remove it.
Casting Slow a few times at the start of the battle may help a lot to get your turn first. You will want to Break Manifest Life's Mind power first, however, so the Slow spell is more effective. For reference, it's Agility is 170.
The elements you face will be Ice (Ice3/Surge), Fire (Fire3), and Lightning (Lightning3/Giga Volt). Nothing too complicated, and you should have plenty of equipment to mix and match so your characters have at least some elemental protection against these elements.
Fascination can be a problem if it affects a large number of your team at once. You may want to use your Peace Ring on a character with high agility who can remove the Confuse off other players quickly at the start of the next round.
Quasar is the attack you want to watchout for. It does ~300 damage to everyone. Therefore 300 is a good threshold to keep your characters' HP above at all times. It doesn't follow a pattern like Cure4 or Force Stealer, so you never know when you'll get hit. Just be prepared at any time.
Lastly as Manifest Life gets near death it will start using nothing but Quasar, Surge, and Phantasm. This is a sign that you need to pour on the damage as quickly as possible and finish the battle. It will only have ~3,000 HP left so bust out your best attacks skills.
The list is in chronological order.
Cavern Cracken, General Gerovitus (1st time), Ull, Charybdis, Furvus Equester, Marsh Fiend, Grolantor: just figure it out XP
Manifest Conception of Brad
The big keys to the Manifest Conception fight are to find the pattern to Tail Laser and remember to DEFEND against it to halve the damage. You're going to get hit with it on the first turn, and then every 5x turns after. Whenever you see Crown Laser, that means Tail Laser is coming the next turn.
If you get hit with Force Stealer don't waste time Healing heroes that aren't attacking physically. Having Power Break only lowers physical attacks with weapons, so no need to removeit from Julia for example.
It will help a lot too if Julia has Cure2 already, but if not compensate with Brad's Healing Blade, Drakeor's Chakra, Sammy's Mantra, and potions.
General Gerovitus (2nd time)
There's not a whole lot you can do to prepare for this fight. You don't have any Fire elemental protection yet this early in the game, so you'll just have to take the damage from Flamethrower. You can, however, equip Star Pendants and the Chimera Bracelet to prevent Poison (Poison Cleave).
Also when General Gerovitus is nearly out of HP he will say something, then begin using Last Gasp. This attacks deals massive damage and you can't survive it for many turns. Instead you have to break out your most powerful attacks and hope you deal enough damage to kill him before he kills you.
Yarthkin (Earth)
There's a couple big advantages you will want to exploit in this battle. The first is elemental protection against Earth attacks. Hopefully you still have the Earth Ring from the forest of Eridwell's Refuge. Give that to Meredith to halve earth damage to her. Then make sure Vetu has the Gaea hat, which you can buy at the local town of Dale. It will halve earth damage to him.
Next up equip the Chimera Bracelet to Meredith to ward off Poison, and maybe give some other characters some Star Pendants to help them with Poison as well.
If someone gets hit by Numb Touch make sure you remove it with a Heal quick. Also remove Poison as quick as possible. Stop attacking and use Heals if a lot of party members get hit with the condition. There's no way to stop Death Touch if it hits. If Meredith is alive and has MP she can use Revive. If it hits her, make sure you get her resurrected and healed fast.
Bio will be cats on you every 7x+1 turns, and Earth Rage every 10x+5 turns. Yarthkin will also change his attack pattern and become much harder when he gets low on HP.
For offense use Flame and Holy attacks. In this version of Everlong he still considered an 'undead' enemy which is why these two elements are effective against him. Glen has Flame Slash, Vetu has Fire2. Justin can use Uppercutter/Dynamite or use potions to help Meredith heal. She should have Cure2 by now and Osmose to replenish her MP without using ethers. If she has a free turn where no healing is required have her cast Sacred Light.
Veneficus
Give Meredith the Feather Dress to halve damage from Whirlwind and Aero. Vetu's Black Ring will halve dark damage to him. If you have other rings or equipment that protects against elements try using that. Veneficus casts lots of Fire/Ice/Lightning spells with some Wind/Dark mixed in. When she casts Fast on herself counter with Slow, you don't want her getting the first turn. She is weak against Air magic but strong against Earth (since she is floating).
Liquid Flame
Liquid Flame changes shape as he loses HP. His first two forms are not that bad, but when he changes to the third hand form you want to finish him off quickly and make certain to keep Meredith alive. Once you reach the third form she will be casting Cure 2 a lot, but she might need some healing help. Have Justin use healing items while Glen keeps using Ice Slash and Vetu Ice 2. As mentioned by Keeta give Meredith the Fire Ring if you have one. Also I suggest casting Slow on Liquid Flame in his first two forms so your characters will be faster than him when you reach the third form.
If you don't have a Fire Ring, give Meredith the Flame Ribbon which was from the witch's tower. If you have both then somebody else can use the Fire Ring.
Most bosses don't have a perfectly exact HP count because of my workaround for the 9,999 HP limit. So an approximation for Liquid Flame would be 18,000 HP. Here's how it works for this boss in particular:
1) Start at 9,999
2) When at 50% HP transform to second form, add back 5000 HP
3) Back at ~9,999
4) When at 30% HP transform to third form, add back 3000 HP
5) Now at ~6000, final amount
Dokkalfar (~level 20)
Dokkalfar the dark elf automatically changes into his dragon form after several turns no matter how much damage you deal before then. I would suggest saving your MPs until he does transform because his dragon form is weak against Ice and Air in addition to Holy.
For offense I would suggest Glen's Ice Slash and Vetu's Ice 2 to deal some serious damage every turn. If Meredith has nothing better to do cast Sacred Light.
For defense you will want Vetu to have his Black Ring equipped to halve Dark damage. You may want to give Meredith the Feather Dress from the witch's tower if you found it and did not sell it. That will halve Air elemental damage from Whirlwind. If you have a Wind Ring equip that to a character as well. If you have any equipment that protects against death or mindblow use those pieces as well.
Something that is very important to remember is that Dark Breath will ALWAYS follow Mindblow. Dokkalfar will never stray from this pattern. When you see him cast Mindblow you know what is coming next turn, so try and heal up for the big hit. You can also have each character use the Defend command and halve the damage from Dark Breath.
Chancellor Dolus
Dolus has four arms in addition to his own torso, but he won't use his powerful attacks until all the arms are dead. You can use Agility Break on the Lower Left Arm and Armor Break on Dolus if you desire, but it may not help that much and instead only wastes Skill Shards.
I would suggest opening the battle by using your best skills that target ALL enemies. This includes Faclon Slash, Blade Beam, Quake, etc. The arms do not have that much HP, ranging from 1000-2000. You'll probably run out of MP casting your skills before they are all dead. You can than finish them off one by one or use some ethers to continue unleashing your skills.
Meredith will need to be casting Cure2 every turn to counter all the damage. If any one character takes significant damage from an attack, have another hero stop attacking for a turn and instead help out with healing. Whenever a status effect is inflicted don't waste Meredith's turn curing it. Have a different hero use a Heal item. You will be up against: poison, blind, instant death, Power Break.
Aegir (King Carl imposter, Water)
For the battle against Aegir you will probably want to make use of the Water Ring accessory and Aqua Shield if you still have either. Give Meredith Water Ring to halve water Elemental damagea dne either Glen ro Justin the Aqua Shield to do the same. if you have a Blue Beret (I'm not sure if you can buy them at that point in the game) equip that to halve Ice elemental damage.
For offense use Glen's Thunder Slash, Vetu with Lightning 2, Justin his best sword attack, and if Meredith gets a free turn she should cast Slow on Aegir or Fast on herself. Make sure that you keep Meredith faster than Aegir by countering his Haste spell with Slow every time he casts it. The battle can turn out disastrously if he pushes his speed far above yours.
There is a set pattern to when Aegir casts Fast (turn 3+5x) and Tsunami (turn 5 +10x) so figure out that pattern. When Tsunami is coming have your team Defend to halve the damage. Watch out for Ice 3 as well, being aware that it can wipe out a character with full HP easily. Aegir will become much more difficult one he's lost most of his health, so have Justin ready to stop attacking and help Meredith heal with potions and such.
Soul Cage
Soul Cage is weak against Flame/Ice/Holy elements but strong against Earth/Dark. Axes are also effective if you still have the Gold Axe. Star Pendants will help here against his Bio/Poision attacks. Remember that Bio will always follow the spell Shocker. It's a good idea to stop attacking for a turn to use Heal items and remove the poison from your afflicted characters after Bio. Keep your HP as high as you can for Green Tide. He will start casting it more often as he gets weaker. Soul Cage starts the battle with MP Buster, but if you have the items to recover your MP you can start casting Fire Dance/Tidal Flame/Fire Dragon and kill him rather quick.
Dr. Ament of Cirigoth
Dr. Ament uses many poisoning attacks, so arrange your equipment to best protect against that. He'll also use attacks that cause Numb, Dark, and instant death. Remember that Sammy's Mantra can help cure some status effects (Poison and Blind included) so use that skill not only to help heal but also to remove statuses from multiple heroes quickly.
Whirlwind and Dark Breath are the two strongest attacks Dr. Ament has, so try and equip some protection against Wind and Dark elemental spells. His Overpower skill will also deal high damage to a single target, so be careful how low you let your HP get, especially for Julia.
Dr. Ament is strong against Dark but weak against Holy. Both Sammy (Aura Bolt) and Julia (Sacred Light) can exploit this, but Julia will probably be spending most of her time healing with Cure2. Use Keen and Drakeor's best skills to deal damage, but don't be afraid to have them stop to help heal with items if you need it. Also remember that Drakeor can cast Chakra on himself to remove Poison/Blind and heal HP.
Fulgora (Wind)
n/a
Manifest Birth
Take at least 1 White Wizard (Julia/Meredith). If you're having problems healing then take Sammy (use Mantra skill). Drakeor also has a self-heal (Chakra) to make things even easier. You're definently going to want some offensive magic for when Manifest Birth changes into it's anti-physical form, so bring either Vetu for his Black Magic or Glen for his Fire/Ice/Thunder Slash attacks.
Manifest Birth constantly changes its weaknesses between physical and magic attacks. You will know when the change occurs since the monster will flash and a message will appear. Probe for which type of attack Manifest Birth is weak against at that time before wasting MP. For example: if a Fire spell seems to do extra damage unleash your best magic attacks. If physical attacks hit for more then start fighting with melee weapons.
I also suggest using whatever elemental protection equipment you have. When Manifest Birth goes into its magic form it will start unleashing elemental spells constantly, so halving some of the damage helps a lot.
Outpost Bosses:
King Dragonfly (west)
Use Meredith's Awaken spell to quickly remove Sleep from all allies. It is part of her Status skill line. Make sure you have lots of Fire/Ice/Wind skills to do some high damage. Sleep/Poison/Silence/Berserk are the status effects you'll be dealing with. Whirlwind (Air) is his only elemental attack. Sleep Breath will come every 4+5x turns, followed by a double attack. You'll get hit with Tail Swipe after another turn as well.
Evil Wall (south)
Evil Wall isn't weak against elemental attacks, so I would focus less on magic against him and more on raw attack and speed. When Evil Wall gets low on HP he will start crushing your party to death one by one. You have to kill him quickly at this point before your last hero dies.
If you're having difficulties I would suggest using at least 1 White Wizard, Samy for additional healing, Glen for Power/Armor Break, and Keen/Drakeor for their speed.
Elemental protection against Dark (Dark Rising/Dark 1) will help, as well as Fire/Ice/Lightning (Delta Storm). Press will always follow Delta Storm, and Crush is used every 10x+10 turns.
Gargoyle Necromancer (north)
n/a
General Gerovitus --> Draugr Gerovitus
For the final fight against General Gerovitus you have to keep in mind that you will be fighting two bosses in a row and have to prepare for each of them. For Gerovitus in his human form the most important thing is to try and equip items that prevent Poison (Poison Clever). He also uses Dark Stab which causes blind to a single foe, but this should not prove difficult to counter with a Heal item/spell.
If you can afford it, throw in some Fire elemental protection for Flame Thrower. His first form isn't the tough battle, however, so instead concentrate on getting everything you need for the second battle.
Gerovitus in his demonic form also inflicts Poison with Bio. In addition he has several Dark elemental attacks (Dark 1&2, Shadowcast, Dark Rising) so you will want to have as much elemental protection against Dark as possible. He will also cast Whirlwind so Air elemental protection will also help out here.
For offense remember that Draugr Gerovitus is weak against Undead effectvie weapons, and that Holy magic does 2x damage. As he gets lower on HP he will start using Shadowcast and Whirlwind frequently.
When he starts casting nothing but Shadowcast put him down quickly (he has 5% HP left) since you won't be able to survive for long.
Another thing to keep in mind is Draugr Gerovitus will always cast Dark2 exactly 2 turns before Shadowcast. So once you see Dark2 then remember that after the next turn (which could be any spell) he will cast Shadowcast. Try and be healed up by then and use the DEFEND command to halve the damage. He can also cast Shadowcast at will, however, so in addition to planning for it after Dark2 be ready at any time.
I also suggest protecting against Wind elemental attacks (Whirlwind) and Poison status (Bio, Poison). Power Break and Mental Break also work on Draugr Gerovitus. Holy magic is 2x effective, and weapons for use against the undead are 3x effective (if you have any).
Sekhmet
Sekhmet doesn't use any elemental attacks nor does she have any elemental weaknesses, so you don't have to worry about that. She is weak against Power and Agility Break, however, so inflicting those on her will help you against her physical attack and get your turns first. Status effects to guard against include: Instant Death (Lance of Atrophy), Poison (Poison Spear), and Berserk (Enrage).
If you still have the Charm Shield from Senium Forest on the Imperial Continent that will protect against Instant Death. There aren't many other items you can acquire yet in the game that can also prevent Instant Death, so you will mostly have to deal with Lance of Atrophy killing characters if it hits. It will usually follow Skewer, but not all the time. Also, when Sekhmet starts using nothing but Skewer she is about to die (1000 HP) so finish her quickly then.
Nergal (~level 31)
He is weak against Power and Armor Break. Holy magic is effective, as are Undead attribute weapons. Watch out for Poison (Poison Blade) and Dark elemental attacks (DarkForce, Dark2). Dark Force and Death Blow follow a set pattern. Deathblow will cause instant death randomly. The only protection you have is the Charm Shield from Senium Forest if you kept it.
Laverna
Laverna, the third member of the Invincible Four you fight, splits into three different enemies. The RIGHT HAND focuses on healing and stat boosting while the LEFT HAND causes status effects and deals damage. Laverna herself casts weak elemental spells until you kill her hands. Then she starts casting much stronger spells that hit the entire party. Attack the RIGHT HAND first since it is the weakest and is the healer. Then take out the LEFT HAND. Finish off Laverna last.
You're going to want as much elemental protection as you can get for this battle. Fire/Ice/Lightning are the most important but if you can afford some Water/Wind/Earth/Dark/Holy protection that will help a lot too.
There's many status effects to try and prevent as well: poison, numb, instant death, silence, and blind. Poison is the most dangerous because of how much HP it can drain quickly.
All these enemies are 'flying' since they hover above the ground so bows and projectiles (Willis' guns, Keen's throwables) do extra damage. You can also use Agility Break on Laverna. This is easier than casting Slow, especially when you need to counter the RIGHT HAND casting Fast.
Marowit (1st time)
Marowit doesn't have any elemental weaknesses, but Mental and Agility Break both work against him. You're going to want protection against Stone (Tortoise Shield, White Cape), instant death, and Blind if you can. For elemental defenses focus protection against Fire, Ice, and Lightning. Marowit also has a couple Dark and Holy spells.
The elemental protection is pretty key here as well as using the Tortoise Shield and White Cape for Stone. Blind isn't such a big deal since it can be easily remove, and Marowit doesn't cast Dark/Holy spells as often as the Ice/Fire/Thunder ones. Agility Break will help a ton too since you'll get your turn before him that way.
Muspell (~level 35) (Fire)
Make sure you are using lots of Fire elemental protection equipment (Flame Shield/Armor/Helm, Flame Ribbon, Fire Ring, etc). On top of that you will want to be using Flame Shell on your characters as much as possible. This acts like Drakeor's Aura spell, except just for Fire damage. Flame Shell is found in the Tower of Auctus so you probably already have it but maybe did not teach it to a character yet. Flame Shell/Aura combined with Fire equipment will reduce Fire damage to almost nothing.
For offense you will want to have the Ice weapons you found in Auctus (Ice Brand/Blizzard/Eskimo Bow, etc) but they won't be very effective until Muspell removes his mask. Once he does that though start using your weapons and/or Ice/Water elemental attacks for massive damage. He also gets much harder when he takes off his mask so you want to finish him quick. Beforehand just use your best non-elemental attacks to deal damage.
Manifest Life
Manifest Life at the end of the Tower of Auctus has ~20,000 HP and no weakness, so you're going to have to slug it out with regular attacks and high damage skills. If you want the battle to be as short as possible you will be using many Hi-Ethers to feed your special attacks.
Forming your party:
Manifest Life can have it's Armor and Mind power broken. Depending on how many skill shards you have you can either take Glen (Armor/Mental Break), Keen (Banishing Blade), Willis (Big Shot), or Justin (Climhazzard) to fill this role.
Sammy can also fill this role if you have enough shards for No Mercy, but at the same time you will him to have Mantra/White Wind to help with healing. This a crucial role if you're having difficulty healing with just one White Wizard.
Drakeor is a must have character any time you face elemental damage. His Aura instantly halves elemental attacks. Combine that with equipment that protects against elements and you nullify the damage. He's also fast and can use Spear Rain or his dragon powers to deal high damage. He's also got a self heal in Chakra that can remove a few conditions.
Your White Wizard can be either Julia or Meredith as always. If you have enough Skill Shards you're going to want Heal and Cure4. Slow and/or Fast may also prove useful. If you plan on using Armor Break + lots of physical attacks then bringing Might along will help boost your damage output.
The Battle:
When you get hit with Force Stealer don't bother removing it from players using attacks that are not physically based. Regular attacks are always physically based, but not all skill attacks are. Watch and see if your damage output becomes reduced to see if you're being affected.
Phantasm will cause Mindblow, which you will promptly want to remove since it drains MP as well as paralyzes the target. Prevention isn't a big deal unless you can spare the equipment slot easily. It only hits one character at a time and a simple Heal spell or item does the job to remove it.
Casting Slow a few times at the start of the battle may help a lot to get your turn first. You will want to Break Manifest Life's Mind power first, however, so the Slow spell is more effective. For reference, it's Agility is 170.
The elements you face will be Ice (Ice3/Surge), Fire (Fire3), and Lightning (Lightning3/Giga Volt). Nothing too complicated, and you should have plenty of equipment to mix and match so your characters have at least some elemental protection against these elements.
Fascination can be a problem if it affects a large number of your team at once. You may want to use your Peace Ring on a character with high agility who can remove the Confuse off other players quickly at the start of the next round.
Quasar is the attack you want to watchout for. It does ~300 damage to everyone. Therefore 300 is a good threshold to keep your characters' HP above at all times. It doesn't follow a pattern like Cure4 or Force Stealer, so you never know when you'll get hit. Just be prepared at any time.
Lastly as Manifest Life gets near death it will start using nothing but Quasar, Surge, and Phantasm. This is a sign that you need to pour on the damage as quickly as possible and finish the battle. It will only have ~3,000 HP left so bust out your best attacks skills.