Chapter 6 is by far is the best part of the game. Ruined floating islands of rock over a troubled sky. Makes me think of Final Fantasy 6.
Anyways, the guy I assume is the last boss is harder than almighty fuck by yourself. Je-ZUS christ. I bring you my hard earned battle tactics. If you don't want to know, don't read on.
The last boss fight will wear your fucking hands out.
It's 6 rounds of enemies, all spell casters, then the boss. The game will intentionally fuck you into an quick and unavoidable death frequently. More on that in a sec. If you die in any round, including the last, you have to do it all over again.
Round 1: Goblin Shaman
Round 2: 2 Druids
Round 3: 3 Sorcerers (Of the Arcane Preference)
Round 4: 4 I don't even know's (They look like Valkerie, of the lightning persuasion.)
Round 5: 5 Sorcerers each with a Yellow aura that I don't know what it does. (Of the Poison persuasion.)
Round 6: 6 More I don't knows (Of the Earth/Lightning persuasion) with a lightning resist aura.
Round 7: The Asshole Archmage of Dh00m
You have to be meticulous in a lot of these fights. Bottomless skies all around you, mass combo elemental attacks, casters that will heal themselves and everything else quickly, beams, wetness, burning (which works quite well on you) summoned enemies, you name it. What I say assumes you went into the save fully healed and preped.
ROUND 1:
Goblin sometimes likes to water beam you right off the edge first thing. There's almost nothing you can do. Immediately cast Warp Time, if you have it. Then Personal Shield. You can then push the Goblin off the edge, or beam his ass, smack him with a sword, whatever. This is the one and only fight you can slouch on, your warm up for the horror that is about to come next. Before he dies, recommend: getting hasted; cuing Warp Time.
ROUND 2:
The Druids will just start to spam summon Treants, as fast as they can. They will use Rain to get you wet so lightning is no good (and you can't burn their Treants), then fill the whole area with Flaming Rocks which trap you near the edges and the treants, knock you over if you touch them or land on them and prevent you from killing the druids so you can get out of this nightmare.
The island you're fighting on is also covered with stone pillars and trees, further reducing your options. It turns into a cluster fuck incredibly fast. When the druids have nothing else they can do, they Earth/Waterball you, or a Treant whacks you, and you're sailing off into your death.
Immediately use Warp Time as soon as you get in. Find the Druid closest to you, and waste his ass. You'll want to reposition as he likes to summon a Treant right in your line of fire.
As you're beaming him, cue up Nullify Magic. You can sometimes just give him a really good force shove too, off the edge, which is much quicker. As soon as he's dead, and the rain starts, Nullify and re-apply Warp Time and Personal Shield, Haste if you need to. Now go find the other druid. If you're wet, dry yourself. Frost AoE until he's frozen and pick him apart, hopefully before the treants smack you. As he's dying CUE UP HASTE! THIS IS VERY IMPORTANT.
ROUND 3:
This is the round that will make you want to /wrists. You spawn in, and have three Sorcerers right in front of you. They will immediately arcane beam you back to the stone age. If you try to beam counter, you'll probably cause an explosion, sending yourself off the edge. If you somehow avoid the beam right at the start, they'll happily use water, earth balls, pushes, whatever to shove you off the edge. Only if you're patient or very lucky can you get them to start seriously hurting each other. They're not stupid, despite all the silliness you'll see them do. If they start getting low on HPs, they ALL bomb AOE heals and completely undo all the work you've done. So you've got to stick it to them, fast, without getting hit. Shielding is mostly ineffective, as it will reflect their beams, cause an explosion, and again, launch you off the map.
This is where the game also might decide to fuck you. If you're trying to cast spells when the level changes, your Wizard will often stand there, looking around, disoriented, preventing you from doing anything except dying. Try to guess when the current round will end so it doesn't leave you a sitting duck. Don't get caught casting anything, even quick spells, during a level change.
If you are caught casting when Round 2 goes to Round 3, you're dead, period. Those 3 Sorcerers need ~1.5 seconds to kill you, pretty much regardless.
The strat: This is one round where you cannot stand still for more than a second, unless you've got your enemies slowed with cold AND you're using Time Warp. And even then, you don't have much time to act before they put you in the hurt locker.
Cast haste IMMEDIATELY as the round starts and run your ass around the outside ring. Chances are the Sorcerers will all beam and miss you, and hurt each other. Don't get too close to them, yet. As you're running, cast Warp Time. If you need to heal, raise your PS, or put on arcane resist, do so. But be warned. Even with slow time and haste, these mother fuckers keep gunning for you, and even if they don't do damage, they'll get you wet, or knock you down, and eventually either knock you off or set you up for an arcane beam raping.
Once you're set, Haste and Warp Time again. By this time Larry, Moe and Curly should have spread out a little from the middle of the platform. Force Push at your leisure, but remember, you have to keep slow time going and you still have to deal with all the shit the other two guys are throwing. Mass Arcane/Cold AOE did the trick for me. The Sorcerers like to use water on you and it's easy to suicide using lightning, so just using Cold/Arcane, I bring down all three.
This fight gets dramatically easier if you can manage to spread the sorcerers out. If they stay clumped in a ball, they will tri-beam your ass or support each other with irritating attacks, which tend to eat away at your HP while you're trying to AOE. If you can separate them, you have a better chance of 1-on-1ing them without getting knocked off by their buddies.
As the last one (or all) are dying, cue up a Warp Time, and get ready for the next round.
ROUND 4:
This one is relatively easy compared to what you just went through. It's 4 winged looking guys, all bunched in a cluster. Use Warp Time immediately, run into the center of them, and AOE your ass off. As usual, I recommend Frost because it stops them from retaliating. I've never really let this one go on too long. They're not as offensively strong as the sorcerers or as dickish, but they are capable of knocking you off though, so don't dawdle. Cue up a Warp Time for next round when they're about to die.
ROUND 5:
This one is pretty easy, again. Just don't get lazy. It's 5 guys with an aura up. They like to throw poison around, which will kill you even through a PS, so you have to drop heals on yourself constantly. You start in the water. Use Warp Time immediately as the round starts, and move to the island with the baddies. Dry yourself off when you hit land, and like last round, AOE your ass off. Even with cold slowing, they will manage to poison you and get you wet, so deal with that as you go along. Just keep Warp Time up, keep AoEing, and pretty soon they'll be dead. As always, cue up Warp Time for....
ROUND 6:
This one isn't too hard, but this is where the fatigue starts to set in. Round 6 is 6 guys, some of which are lightning resistant, and like to use lightning and Earth Balls. While not individually tough, as a pack they can cause you much pain. Rock balls hurt when they're used against you, and they'll take you off your feet.
A lava stream bisects the battlefield, and you can use push or whatever to knock them in there and keep them distracted (or dead.) Warp Time isn't strictly necessary here, but it helps. Push guys off the edge, AOE them, whatever, this round is pretty much do it your own way....just a) don't get sloppy because if you blow it, you start over, and b) don't leave yourself crippled for.....
ROUND 7:
Warning: There may be a bug that causes your last beam attack (which you're probably using) used in Round 6 to show up on the battlefield of Round 7. Even after not using a beam to finish Round 6, I had a lightning beam in Round 7 that acted as though it was there, permanently. As I continued to reload saves, more beams started showing up, each one capable of being chained. It made the fight impossible to win because I was completely surrounded by lightning. But I got pretty close, so I'll share what I know.
This guy is an asshole. Even though he's chained to some rocks, he's highly magically resistant to everything. He will cast several of the unique magics, like Conflagration and Tornado. You face him on a narrow, corridor-like battlefield.
He will send his spirit out after about 30 seconds, which doesn't seem to be able to be hurt, who will also cast standard magics at your flank while hovering in the open air at the edge of the screen.
Since it's the soul of an archmage attacking you, its magic is powerful. So fucking powerful in fact, it will damage you THROUGH resistance shields. His fire attacks do in the neighborhood of 100 damage on impact (shielded), ignite and panic you almost guaranteed (causing you to run off the edge or into a tornado, which then throws you off the edge) and his lightning will rack up 1000 damage in about 2 seconds on you, often killing you before you can move out of the way.
Meanwhile, the archamge's chained body will throw Tornado at you in an effort to knock you off the very tiny battlefield...or at the very least knock you down for a second. He'll throw Conflagration at you to try and set you on fire, although his attacks don't seem to be as strong as the ones coming from his spirit.
So the strat, that got me to about 30% on him:
Hopefully you cued Warp Time before the end of the last fight. After the Archmage says his peace, WAIT A SEC, then cast Warp Time, otherwise it may choke on the dialog bit and you lose even more precious seconds of damage recasting.
Cue up as much power as you can into your beam attack, every extra rune counts, because maxed out you'll only do about 240 damage per second. The Archmage seems immune to pretty much all elemental effects. He can't be lit on fire, slowed with cold, iced, or any of that jazz. So you get no bonus damage. Luckily, he acts fairly slow. His spirit, however, does not.
As your beam attack is running, cue up a Warp Time to use the second you drop your beam for whatever reason. Haste helps here, but you literally may not have enough time to cast it, or room to move around. When push comes to shove, Warp Time > Haste.
Keep your eyes open for Tornados and just keep applying damage. Pretty soon you'll see his soul come out. Try to shield yourself against fire and lightning, if you can, but in general you just have to suffer through whatever it does to you, because there's almost no room to maneuver. Heal as best you can, and continue dealing damage to the Archmage's body when you're not trying to stay alive.
Phew. Maybe I didn't need to write that much, but after probably 50 attempts at this thing, I figured someone else might appreciate some advice.
-Heal and Personal Shields can be cast at any time, in almost any state. Even if you're sailing through the air, getting knocked around, burning, freezing, you can always heal and toggle your PS. You are however slowed by cold and ice, so if you heal instead of clear the ice or cold, you'll get one heal and there do nothing for a very long time.
-Healing with a personal shield on restores the shield's HPs, not your's.
-In most other cases, if you cue a spell while something else is happening to your character, and cast it, your character will cast the spell immediately as soon as they are able. Why is this important? It means that if you're using a beam, you can cue up your next magic for the exact moment the beam ends, like Warp Time. You can cue magic to fire off the instant your character stands up from being knocked down. If you cast haste in mid air, when you stand up, you'll already be moving fast, you won't even do the casting animation. This is invaluable for getting back on your feet quickly, reacting to bad situations fast, ect....It allows you to keep up a constant stream of Warp Time, Shields, everything else.
-You can also do cool stuff like be firing a beam, cast another spell, keep beaming for a while, then stop beaming and immeidately cast the spell you executed a few seconds ago. The cut off is a little different depending on what you're doing, but when you get how the cueing system works, you can be 3x as fast at all the background magic you need to have running.