Lich (Past) -- Boss #14
The rematch with the Earth Fiend at the bottom of the first basement floor. Stronger in every stat compared to the original fight-and critically, the Fire weakness is completely gone. Diaja is your only exploitable spell. This fight also comes first in a sequence of four past Fiends across five floors, so MP conservation matters. Hit hard with Dia, save spell charges for B2 through B5.
Lich (Past) Stats
HP
2800
Attack
50
Defense
80
Magic Defense
140
Weakness
Dia
Resistance
Ice, Earth
Strategy
No Fire weakness this time. Firaga is a wasted charge-skip it entirely. Diaja is the only spell worth casting. The Light Axe (found earlier in the Chaos Shrine) casts Diara on use as an item, giving you extra Dia hits without burning your White Wizard's MP. White Wizard: Diaja every turn the party is healthy. Curaja as needed after Lich casts Flare-it hits the full party and hurts. Keep everyone above 200 HP before casting offense. Black Wizard: Flare if you have MP to spare. Flare is non-elemental and bypasses the resistances, but Lich's 140 Magic Defense reduces its impact somewhat. If your Flare charges are low, Haste on your Knight and Ninja is a better use of early turns. Knight: Haste first turn if Black Wizard handles it, then attack every round. Temper stacking from Giant's Gloves helps push through 2,800 HP faster. Ninja: Attack every turn. Focus offense-Lich does not hit hard enough to require defensive responses. Lich's new Flare attack hits the full party. After a Flare round, prioritize Curaja before returning to Diaja. The fight runs 7 to 10 rounds.
Quick Tips
- • Diaja only. Firaga is completely useless here-Lich's Fire weakness is gone in the past version. Do not waste charges.
- • Use the Light Axe as an item for free Diara hits. It casts the spell on use without consuming MP, giving your party an extra Dia hit each turn.
- • Conserve MP. This is the first of four past Fiend fights. You cannot rest between floors. Save Black Wizard Flare charges for Tiamat (Past) on B4, where Dia does not apply.
- • Heal after every Flare hit. Curaja before offense. Let party HP drop too low and a second Flare wipes you before you can respond.
Turn-by-Turn Guide
- 1. Turn 1: Black Wizard casts Haste on Knight
- 2. Knight uses Giant's Gloves for Saber
- 3. White Wizard casts Diaja (Dia weakness exploit)
- 4. Turn 2+: White Wizard casts Diaja every turn
- 5. Use Light Axe as item for free Diara
- 6. Knight and Ninja attack every turn
- 7. Lich casts Flare (full party damage)
- 8. After Flare: White Wizard casts Curaja (keep HP > 200)
- 9. Black Wizard casts Flare (if MP allows)
- 10. Conserve MP for later floors
- 11. Fight duration: 7-10 rounds
Rewards
Stairs to B2 open. Four chests on B2 before the next boss-Protect Ring, Sasuke's Blade (x2), Protect Cloak, and an Elixir. Collect all of them. Marilith (Past) waits at the end of B2.