Bosses

Usually they appear at the end (or near the end at least) of each update. Some of them are alone and others have company. Usually they don't drop any kind of special loot or reward.

Riala
Withered Mountains' Fortress

Your little party has to beat two Elite Succubi and a powerful mage. She is too much strong to be defeated at that point in the game (except by cheating and even then they give 0 exp/sil), so the best advice is you should not spend any of your consumables in this fight, because you are meant to lose this fight.

Cache Guardian
Incubi King's old cache

It will spawn after Yarra joins the party. Simon's Silence Strike will remove a lot of it's damage threat, Blind from either SImon's Blind Strike or Aka's Blind Stab will remove the rest of it. There's a minor fight before you are allowed to heal via the camp again so make sure that your party is healthy enough (approximately half health on everyone should be fine) can survive that as well.

Chimera
In the trail

Chimera's main attacks all revolve around physical offense, so Aka's Weakening Stab reduces it's damage output a lot. Coupled with blind (which it resists slightly), it's damage output is reduced severely. It does have an AOE poison attack but it's also immune to silence meaning you're going to have to endure it. Battlefield medicine removes the status effect if necessary.

Lead Slaver
Meeting hall

Unremarkable in all the aspects. Providing that your entire party is in good health, you shouldn't have any kind of troubles with him. It's entirely possible to solo this with Simon but you'll piss off the girls (rightfully so).

Portal Demon
At the academy

Portal demon summons the enemies that you already fought and killed in the dungeon, practically it's only real threat is allowing it to live for (far too many) turns where it will hit you with a very powerful AoE that might even oneshot some characters. Just setup your team to take advantage of the enemies you fought in the dungeon (my preference being Simon, Yarra, Aka, Robin). You get as much as 1748 EXP and 316 Sx for your efforts.

Slaver Ringleader
Slaver warehouse

He has a good punch, but is vulnerable to the Poison Blade. He is entirely single target. Beware of his minions frequently using the Heal spell, an easy way to stop this is to simply silence them (as an aside, these are the exact same minions in the dungeon so things like Flirt also work). You get 724 EXP and 198 Sx when you defeat them.

Seed of Corruption
Sineford's Mine

Gotta just get down and dirty with this one. It blocks most common status effects except the usual Aka debuffs, blind and heavily resists stun. This one uses primarily single target physical AND magical strikes to make tanking it a bit difficult. In addition, it can silence the entire party making mages difficult to use. If you're using Hilstara's Shieldwall, be aware of her health as it's Tangling Tentacles can deal close to 600 damage in addition to paralyzing. Use Simon's Battlefield Medicine to rectify it if necessary. Prize: 1270 EXP plus 518 Sx.

Ogre
Devil's Pass

He acts more like a miniboss rather than a full fledged one although the reason why becomes apparent when you look in the optional boss area. It's AoE skill (Whirling Club) is not powerful against a rested party, but it could generate some troubles but nothing unmanageable. Ogre's susceptible to a surprising number of status effects like mad lust long, blind, poison so look into those options if it's giving you trouble. Don't forget to loot the corpse near for a Dwarven Helm. The experience & money that you get is pretty nice too.

Noble Scion
Ari-Yhilina Palace

A fun fight personally, first off, do NOT silence either Guardian Mage, they will use a potion to heal up the next round removing all status effects and basically healing them to full. Might be tempting to focus on the Scion but the scion has honestly horrible damage output should be ignored in favor of focusing on the mages. Both mages have access to a defensive aura and if two of them get cast on the same turn, your damage output drops VERY significantly. The mages are weak towards Ice and can be poisoned and stunned (Simon makes a very good stunbot). Once the major threat has been taken down, feel free to make the noble feel the heat via Fire spells. He drops a Shining Sword, 2167 EXP and 1500 Sx.

Unhuman
Desecrationist faction's house

He has very poor agility, so will probably attack after Hilstara. His Inhuman Aura magic attack affects the whole party. He shares with the other Unmen their weakness against Lightning so a Level 21 Robin is a formidable asset against him. In any case, you could try to increase her magical power with appropriate gear and Qum's Arousing Kiss.

You get a good amount of EXP: 3119, but no money. His defeat implies the end of the dungeon, so take your time to check that you had got all the gear available.

Varia's Second
Varia's Lair

This fight could be a cakewalk or something more challenging depending on the level and composition of your party. If your Simon has already reached level 26, the possibility of using AoE skills like Simon's Commanding Presence, Yarra's Haze of Sex or Altina's elemental storms it will take care of all the minions in a couple of turns. Hilstara's Shieldwall and good equipment allows her to tank for the mages doing the hurting. 2417 EXP & 1003 SX are your reward, plus a new harem member of course.

Stone Gargoyles
Old Fortress

A couple of tough gargoyles that attack when you try to access the basement. They have very high HP and are resistant to fire but they are weak against ice. They are also immune to most status effects except stun and confusion. They can be specially hard if your party is low in mana and/or health. They give you 4694 EXP so they are good to level up the party before the arrival of the Horde. Plus they are great guardians for the group.

Aramite Elite
Eustrin

A tough Aramite Soldier, accompanied by four soldiers. As both Carina and Varia are relatively frail, it is recommended that you use Hilstara's Shieldwall and Carina's Shield of Purity. Among his attacks he can Blind or Silence a single target, so equip your party with the appropriate Pins. After that try to raise your defense and target first the normal soldiers. You get 3790 EXP and 1052 Sx.

If you have a Reshaped Varia, then both she and Hilstara can use Encourage. Having both of them use Encourage on Varia on the first turn means that Varia can use Furious Strikes on Turn 2 to do a formidable amount of damage per hit, possibly one-shotting up to three guards if she has good enough gear and even taking down the main soldier in one hit if she scores a good crit. For defense just have Carina spam Shield of Purity twice and then top off anyone who was hit too hard.

Esthera
Empress' Private Training Grounds

You had to fight to her thrice in the last part of the Simon's visit to her country. Each time, the fight will be tougher. General equipment advice: despite the animation, the Empress attacks against the Defense stat. Equip your Simon accordingly and the damage taken could be reduced. Also note that Simon can use Claws to further increase his defense.

The first spar is pretty easy. My Simon was not a top of his health so I combined Precise Strike and Health Potions and I beat her without trouble. An alternative strategy is to use normal strikes and not special strikes with suppress lust when you got 10 SP for healing. Use precise strike when you got enough SP pool. You heal more than you can be damaged. You get 3490 EXP for this fight and Simon's Skill Suppress Lust is converted to Lust Renewal.

The second one is tougher. It's possible using the Lust Pastry that you should have got helping the Office Supervisor. If you don't have it, try to use a Large Health Potion. It's perfectly possible to win this fight without any healing items if you got a massage from the baths first- the health regeneration effect of invigoration will buy you the extra turn you need and you'll want to visit the baths at some point because you get an RP bonus with Nalili the first time you visit the baths after sleeping with her, so it's the perfect opportunity. For the offensive, don't bother with Unified Strike, just use Precise Strike. You get 5825 EXP and increase Simon's lust Gain.

As it happened with Riala in the Prologue, you're not meant to win the third fight so no reward if you are able to. In any case, you learn a new Skill, King's Aura.

Canid Abomination
Outside of the Hole Prison

My proposed party is Vhala, Hilstara, Altina and Varia (so not succubi on the party and we see why in the next paragraph).

You trigger its apparition by interacting with the red ward. It has a lot of HP and it resits both sexual Attacks and Ice, Fire and Lightning but not Altina's Quake. As it uses a Sexual Attack, it's good to use Vhala's Unperson Aura (but it binds the Skills of the succubi: that is part of the reasoning behind the stated selection) in the first turn. Altina's Quake is also an obvious choice, Varia should stick with Blade Dance or Furious strikes. As you're protected use Hilstara to buff the party by Encourage.

It gives you 5293 EXP and 1107 Sx and the end of the fight returns you to Simon's group.

Optional Bosses
These fights are not obligatory to advance the plot, but they are a pretty good source of EXP and Sx or other goodies.



Heart of Horror
Devil's Pass Optional Dungeon

This is a tough bastardTM. It has no special resistances or weaknesses and it cannot be silenced, blinded, stunned or lusted (it can be poisoned but the odds are against it). The boss has virtually 0 defense meaning that Aka should be able to just focus entirely on poisoning it as she cannot impact the battle via her debuffs meaningfully After that it's a waiting game for it to get low enough to be killed. Make sure to bring along slave pins (or an equivalent) to block out silence for your main magic users then just wait out the poison once it hits.

Some of his techs are: a single target damaged+paralyzed, a whole party damage+blind+silence, and a whole party damage+blind. It gives more than 3000 EXP and comparatively few money (little more than 600 Sx). Defeating it, doesn't end the dungeon. Taking the armor behind it really finish this dungeon.

Demonic Essence
Ari-Yhilina's Lower Town (Warehouse's basement)

You only find this boss if you had found the mysterious Cult. It has two companions with less HP and Mana. The boss has about 10000 HP and it has a dangerous AoE that really damages your party, but fortunately is vulnerable to poison and only moderately resists blind. So the best strategy is to poison and blind the three of them as quick as you can and to try to keep the three members of you party alive as many turns as you can. The bulk of the damage in this battle is Physical so prepare the mages accordingly. You'll get about 2300 Xp from this one, plus a pitiful of Sx and a great Robe.

Wards & Conducts
Ari-Yhilina's The Order of Yhilini Thaumaturgy

Once you had passed the three trials at the Order, you have the option to test a new Conducts test. It's a very challenging fight and the only reward is 2640 EXP (and the admiration of its creator, that could help you in the long run).

The tactic described above was shared by Seil at the BKG forums.

As your party can be overrun easily, you have to prioritize the elimination of the enemies above doing general damage. Of the six enemies, conducts A and B are the least dangerous, so you give them less priority. On the other hand, Conducts C and D are, on the other hand, very dangerous but they are vulnerable to physical attacks so Aka could lead with then one by turn with Forceful Lunge. Meanwhile, both Robin and Altina should use Lightning attacks against the Water Ward and/or trying to keep the party alive. Once you have dealt with these three enemies, the rest should be doable. You can use Ice spells to defeat the Lightning Ward.

Adding to that a bit, i've found that the first 2 turns are the most important and luck based parts. Firstly, Altina and Robin's damage output together MUST be able to kill the water ward in 2 turns.

Concrete Demon
Ari-Yhilina Miner's Junction

To unlock this option you need to speak with the elven mage near the loyalist bar in the Lower City, and he'll give you a spell that lets you amplify the effect of the demon summoning before collapsing the rift in order to make the mine unusable by the noble houses or something. If he won't give you the spell then go do other faction quests and leave dealing with the mine until last. At any rate you then need to go to the northernmost room in the mine and fight the humans guarding it, then choose "Use the amplifying spell" instead of closing the rift. Note that this will throw you into the boss fight immediately with no opportunity to heal up after fighting the guards, so be sure to do your healing before you end that fight.

The boss itself uses physical attacks exclusively and can one- or two-hit your mages with its biggest attacks, so it's incredibly important that you blind it with Aka and have the mages guard so they don't get one shot as soon as you can or else you are going to be in for a wild ride. After that, have Aka use Disabling Assault twice to soften it up and weaken its hits and use Forceful Lunge after that until you need to reapply a debuff. The demon seems to resist all damage types equally, so just use your biggest guns and have your mages heal if things get too dangerous, but don't stop piling on the damage. You get 2774 EXP and a pitiful 299 Sx for your efforts.

This will annoy House Adamant so you won't get paid for the job and it may have consequences down the line but it will also make you more popular with the commoners and may offer different profitable opportunities as well. If you're worried about the consequences, keep a separate save slot with this fight as the last thing you do on Aka's route and with Aka's route as the last thing you do before Simon's route so you don't have to backtrack as much if you want to change things.

Fallen Chosen
North-east of the succubi village near the Gathering complex

The following strategy has been proposed by Omega2501 in the LTS blog. It's a sound strategy.

Equipment: You should have some kind of lust preserver for both succubi and if you got the cache as one of your investments give Yarra the the charm of perversion (the yellow trinket) which gives her the Masturbate+ skill. Orcent should have the best gear that you can get with your available Sx. The fight consists entirely of attacks which target the physical defense portion. An alternate strategy exists of allowing Orcent to die and reviving him with enough health to survive a weakened whirl, to do so, Qum requires between 105 to 157 magic, if trying this, Qum needs something that gives her the masturbate+ skill as well.

Have Orcent spam his Defensive Attack, rotate Defensive and two Piercing Attack or just the debuff active on him and use Piercing otherwise. Qum should be healing or buffing the party with Arousing Aura. If she can do neither, order her to Attack. Yarra should be either attacking or casting Sexual Torment most of the battle. Don't forget to use her First Slut ability if she knows it as it gives her buffs which are quite useful. The boss isn't immune to Lust Stun/Mad(although it is immune to Long Lust Mad which is what flirt does) so consider handcuffs or Yarra's Haze of Sex to trying to weaken it faster/further.

That is pretty much it. The fight will take a while, as he is resistant to your damage, so you don't do HEAPS to him keep your SP (the red bar) up for Yarra with the already mentioned Masturbate skill and you'll get there eventually.

You get 2309 EXP and 1000 Sx plus a Shining Sword for your efforts.

Slayer
Damaged section of the foundation

My recommended party for this boss (he is the static monster in the top crystal) is the following: Simon, Aka, Qum and Yarra. Both Succubi should be equipped with Buttplugs.

It hits pretty hard (it could kill Qum if you're unlucky so try to increase her DEF with appropriate gear), so you should try to weaken it with Aka's Disabling Assault (x2); later she can use Forceful Lunge or Poison Blade. Use Simon to hit its companions (if they hit one of your party members seriously hurt they could knock him/her out) and/or help Qum in keeping the party alive; once the Slayer is alone, you should have enough Lust to use Corrupt on it. Try to use the first two turns to boost the ATK and MAG of the whole party with Qum's Arousing Aura; after that just keep the party alive. They key is Yarra: use Haze of Sex as much as you can to deal damage to the boss and incapacitate the others.

Alternate strategy by Ripett (if you don't mind trying to get lucky):

Slayer is weak to Ice spells... meaning that Robin and Altina could do some real damage to it. My party consisting of Simon, Aka, Robin and Altina usually took care of it in 3 rounds.

I would start with Aka using Forceful Lunge on one of the Eaters and Simon using Precise strike, Altina using Ice and Robin using Ice Lance on Slayer. Since all 4 of them hit BEFORE monsters, that should take care of close to half of Slayer's points (not counting possible crits!) and with a little luck kill a Eater since Aka does have 25% of hitting a crit (which will kill a Eater). So provided RNG is nice and spread damage on all characters you should have little problem completing a fight. Just repeat the process, have Aka strike the same Eater if he's not dead (if he is switch to the other one) and by the end of Round 2 Slayer should either be dead or very, very close to it (400 HP or less).

Take note that any of the monster evading your hit will most likely result in your party being annihilated...

You get 5369 EXP and 741 Sx when you defeat the group.

Fluid Demon
Various (possibles) locations around Ardford

Its appearance is triggered by smoothing the last Magical Rift, so the location can vary. The ideal party is Simon, Vhala, Robin and Altina. If Vhala is not in the party, then I should choose between Aka (for her debuffing skills) and Yarra (her AoE spells hit pretty hard the Rough Demons, but she is less useful later). If you don't have Altina either, then you should consider Qum as buffer/healer.

Back to the tactic, the Fluid Demon is vulnerable to Lightning, so use Robin's Lance against it all the time. Vhala should debuff the whole enemy party (first their offensive stats, later the deffensive ones). Use Simon & Altina's AoE spells (use Quake if your Altina has it) until the rest of the demons are dead. If you need healing use Simon's Support Slaves.

You get 6667 EXP and a pitiful 176 Sx for your efforts. Don't forget to speak with Sister Beatrice at the Cathedral to finish the quest.

Second Unhuman
Containment cell in the Forge

There are some possible variations on this one. First, this fight has a prefixed formation: Vhala, Robin and Carina. If you chose as Robin's research the Shielding Essence then Simon joins too. Equip your party with Barrier, Givini Pins and the Unperson Charm. Choose if you want a lighter fight (select Destroy partially) or a a more challenging battle (Breach without destroying).

Lighter fight

All the enemies are weakened (some of them almost dead), so using Simon's Commanding Presence will take care of two. For the rest, you have enough margin to use Vhala's Unperson Aura (it adds more health to your party), Robin should stick to Lightning Lance until she beats the Unhuman and Carina should use Shield of Purity or Mass Heal as needed.

You get 3654 EXP and, as usual happens with the Unpeople no Sx.

Challenging battle

The same enemies, but all in full health. Use both Simon's Support... and Carina's Shield of Purity to minimize the amount of damage that you have received. As in the other version, Robin should concentrate in the Unhuman. And Vhala has to start to lower their offensive capabilities and later the defensive ones. By turn 4 or 5, you should have the control of the situation.

In this version you get 4189 EXP and all the chests intact.

For both variants the absence of Simon is an extra difficulty, but not an insuperable one. Your party will receive more damage in the first turn and the battles will be longer. But you should be able to win them too.