At the beginning of the fight, Ba'gunar will be asleep and surrounded by six Lizardfolk Knights. As they will keep you from approaching him and waking him up, defeat them first. Conversely, if you managed to get some of your characters one space right from the upper left corner and one space left from the upper-right corner, you can proceed to attack him while surrounded on all sides. It should be noted that you should have characters above level 20 if you wish to use this method as the Lizardfolk knights will surround you and you will be attacked on all sides by them and Ba'gunar.
After you attack Ba'gunar once he'll wake up with a "Who dares to disturb my slumber?" After another turn he'll then proceed to attack with two different attacks, after which he'll fall back asleep. Attack him again, and he'll once again wake up, this time surprised, and will immediately attack. After another attack, he'll fall back asleep, and continue to repeat these movements for the rest of the fight. It should be noted that if you do not attack Ba'gunar after he falls asleep the second time, he'll reawaken in two turns, once again surprised, and immediately attack.
Lizardfolk Warrior only appears after you have beaten 4-10 the first time and have recruited Ba'gunar. The only difference between his fight and Ba'gunar's is that he is a different character and he will be fought on all subsequent visits.
The Slugosaur is stationary 2 rows down and horizontally centered. He begins the battle summoning 2 bombs at a 2-count with about 9000 HP in random locations. The bombs' explosion hits Area (1) for about 450 damage. His Breath attack does not deal any damage but pushes back adjacent units 1-2 spaces. He alternates between summoning more bombs for 1-2 turns and using Breath once.
This version of the Whitewyrm is a bit easier to face than it's non-boss counterparts. While it can heal all other enemies on the field, unlike its counterparts, it does not have the same attack style. While the weaker Whitewyrms have Breath Attack, which is more likely to damage you after they've been pincered, this Whitewyrm has Tornado which needs to charge a turn before use. During the charge turn, either a row, column, or 3x3 square will turn red. On the next turn, anything in those red tiles will be attacked. While it is easy to avoid, be careful as it still deals significant damage to anyone in it's level range.