
Introduction
Lich is the first of four Fiend rematches in the Chaos Shrine of the past. He blocks B1, guarding the stairway down to Marilith's floor. Compared to the original fight in the Cavern of Earth, this version of Lich is far tougher. He has 2,800 HP (more than double his original 1,200), his Defense has jumped from 40 to 80, and he's added Flare to his spell list. His Fire weakness is completely gone; only Dia magic still exploits his undead nature.
Your party should be around level 45 for this fight. B1 is Earth-themed, so random encounters here (Basilisks, Dragon Zombies, Black Knights) are weak to Fire. Keep Gold Needles handy for Basilisk petrification. But save your strongest spell charges for the boss itself.
Boss Stats
Strategy
To beat Lich (Past) in FF1, exploit his Dia weakness with Diaja and the Light Axe item cast while your Hasted physical attackers deal steady damage. He has 2,800 HP and 140 Magic Defense, but Dia spells bypass his resistance because of his undead typing, making your White Wizard the primary damage dealer in this fight.
Lich has 2,800 HP and is only weak to Dia spells. His Attack has risen from 40 to 50, his Defense from 40 to 80, and his Magic Defense from 120 to 140. Don't bother with Fire, Ice, or standard offensive magic. Your White Wizard should cast Diaja every turn that healing isn't needed, and the Light Axe (used as an item) provides free Dia-element damage without spending MP.
Your Black Wizard's best contribution is support. Cast Haste on your Knight and Ninja first, then follow with Temper on your main damage dealer. Once buffs are active, Flare is worth casting if you have charges to spare. Physical attackers should use Giant's Gloves for Saber and swing every round. A Hasted Knight with Excalibur and Saber active can tear through Lich's HP quickly.
Lich can cast Flare, which hits the whole party. It hurts, but it won't one-shot anyone at level 45. Keep Curaja ready and don't panic. He's the easiest of the five rematches in this dungeon; treat him as a warm-up for the harder fights below.
Battle Plan
- White Wizard - Cast Diaja for damage, alternate with Curaja when the party takes Flare hits
- Black Wizard - Haste both physical attackers first, then use Temper or Flare
- Knight - Saber via Giant's Gloves, then attack with Excalibur each turn
- Ninja - Attack every round; use the Light Axe as an item for bonus Dia damage on off-turns

Quick Tips
- Fire no longer works - His Fire weakness from the Cavern of Earth fight is gone. Don't waste turns on it.
- Dia is your weapon - Diaja and Light Axe item casts deal full damage thanks to his undead typing.
- Save your MP - Lich is the first of five bosses. Conserve spell charges for Marilith, Kraken, and Tiamat below.
Rewards
After the Battle
Defeating Lich opens the stairs to B2, where Marilith (Past) waits with Firaga and the Death spell. The Fiend rematches don't respawn once beaten, so you can leave the dungeon to rest and resupply between fights if your MP is running low. Four chests are scattered across B2 (including a Protect Ring and another Sasuke's Blade), so explore thoroughly before engaging the next boss.
Lich is the warm-up. The real test of your party's gear and preparation comes on the floors below.