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At the end of each area, the player must fight a boss. Upon death, bosses unlock a door to the next level, which contains a yellow rare chest.

Cemetery

The Zombie Warlord is the boss of the Cemetery dungeon. An ancient, cruel, arrogant, and petty warlord whose name was forgotten to history and is now doomed to serve as Death's lieutenant for all eternity as penance for his vast crimes against humanity. He looks like an extremely tall and large humanoid clad in heavy armor that cover all of his body. He use a ball & chain as his weapon.

His attack pattern is divided into three different phases of attack:

  1. Walks quickly towards the player and throws his ball & chain at him over a long range, producing an explosion upon impact. This is repeated thrice.
  2. Extends his spiked ball about half-way of its maximum range and spins it in a circle, moving rapidly around the room, bouncing off walls and barrels he hits.
  3. Summons Zombies from all remaining shallow graves and then stands in place, spinning his weapon in a circle that first increases in size, then shrinks back down

Strategy

The Zombie Warlord is very durable, barely flinch when attacked, and has extremely long range with his ball & chain, more than almost all of the game's weapons and thus, may appear overwhelming at first.
However, as his three attack phases always come in the same order, his pattern can be read and countered. For the first phase, the Zombie Warlord will pursue the player and attempt to collide with him, stopping to launch his ball & chain. As the Zombie Warlord is fairly fast and his tell for his ball & chain attack is extremely brief, it is best to focus on dodging. His high speed means that the player might want to lure the boss into spider webs as to make him more manageable to deal with. The player should keep moving and never get too close to the walls as the ball & chain's speed, range, and the explosion created when it hits a solid object can catch an unaware player easily. If the arena contain many barrels, the player may use them as cover during this phase as the Zombie Warlord will attempt to walk through the barrel unsuccessfully while the barrel will absorb the shock from his attacks. It is possible to counter-attack the boss by shooting at him after he thrown his ball & chain ; the Zombie Warlord will pause while he reel the weapon back to himself.
Immediately after using his ball & chain for the third time, the second phase will begin. The Zombie Overlord will quickly move toward around the room, bouncing off walls and obtacles while spinning the ball & chain in wide arcs. The Zombie Warlord's initial trajectory will be determined by the player's position as the boss will always head directly for where the player was when the phase started. As such, the player should position itself near the end of the first phase as to lure the Zombie Overlord into performing this phase in a trajectory that will be easily avoided. Though it is possible to sneak inside of the arc created by the boss's weapon and strike him during the duration of the attack, it is very risky. It is recommended the player stay away from the boss during this phase. After a while, the boss will take away his weapon and the third phase will begin.
The third phase will always begin with the Zombie Overlord yelling "Rise!" in a distorted voice, his body emmitting a bright aura of light. Every shallow grave in the arena will then spawn a zombie. The Zombie Overlord will take out his ball & chain and while standing still, will rapidly spin it, the circle slowly rising to the weapon's maximum range before shrinking back to nothing. If the Zombie Overlord stands in the middle of the room or if the shallow graves are placed on the sides of it, this phase can prove extremely dangerous. The player should grasp crowd control and lead the zombies as to destroy them while staying out of range of the boss's attacks. This phase is the main vulnerability moment for this boss ; as the boss stand still and the ball & chain take a significant while to extend beyond most weapons' range and then to shrink back to nothing, it is very easy to inflict damage upon him. After this phase is over with, the Zombie Overlord's pattern will loop.

There are many methods to defeat this boss and the battle can either be moderately easy or very difficult varying on the layout of the room. Generally, if the shallow graves are all gathered in the center of the room and the room sport explosive barrels away from the walls, the fight will be easier. This fight can be extremely difficult if the shallow graves cover the sides of the room and exploding barrels line up the walls. Generally, the player will want to trigger the shallow graves himself as to make the third phase easier by draining the stock of zombies that the boss can summon and thus, expand the window of opportunity to strike him during the third phase. If any barrels are near the center of the room, the player may choose to lure the boss to them in order to inflict large amounts of damage upon him or save them for the third phase in order to instantly destroy most of the zombies with one shot.

If the player dies or was already a ghost, this battle will be much more difficult as the zombies will often spawn specters when destroyed and two bone piles will be present at the center of the room, spawning a large amount of specters. In this case, the player may want to forego triggering the shallow graves early in order to focus on destroying the bone piles.

Weapon selection is not that important during this fight ; due to the Zombie Overlord's pattern, he will sport windows of opportunity that can be used regardless of weapon range. Still, due to the importance of crowd control, a weapon that can strike multiple opponents like the daggers or the trident might be a good idea. Alternatively, a long range weapon may allow to take advantage of the boss's vulnerability window during the third phase better. Even the Boom Spear may actually be useful, thanks to its explosions destroying multiple zombies and specters.

Defeating the Zombie Overlord will spawn a crown and a life potion.

Forest

The Werewolf Ambush is the boss of the Forest dungeon. A vicious pack of werewolves who will ambush the player at the end of the dungeon in a specially prepared arena.

Strategy

The Werewolf Ambush technically include no boss monster but is still considered a major boss fight. Considering its arena, it is just as deadly as any other boss and should be taken seriously. The room's layout is that of an outter ring covered in spider webs, an inner box with solid corners, and a X pattern of spikes with one maneater in each corner and one in the center. A pack of werewolves patrol the outter ring and will ceaselessly pursue the player while the maneater snipe at the player.

It is vital to clear out the maneaters as fast as possible when one enter the room ; given the lack of room for dodging and the room's layout favoring the werewolves heavily, the player cannot afford to fight both types of enemies at the same time. Due to the maneaters' placement, any spoils they give will not be possible to access unless the player is using the wizard.
Once every maneater is destroyed, the player can focus on the werewolves. Like with any werewolf encounter, they will actively stay out of the player's way and try to line up a diagonal dash from as far as possible. Due to the pack's placement all over the room and the limited room to dodge, the player should keep track of each enemy's location at all time. The box favor the werewolves heavily as they will be vulnerable to counter-attack only while dashing through the middle of the room. Beware of werewolves wandering into the box ; with such limited space to dodge, they will likely collide with the player repeatedly if allowed to.
The player should avoid the outter limits of the box ; the spider webs all over it will slow down the player heavily and the narrow corridors will allow the werewolves to attack the player without giving the ability to evade or counter-attack.

This battle is a lot trickier than it appears despite the lack of an actual boss monster. Equipment-wise, the player will most likely want a long range weapon as to destroy the maneaters faster and make it easier to counter the werewolves during their vulnerability window. If the player is very skilled with bouncing axes, the player can also opt to try and bounce them around the corner of the rooms easily to catch the werewolf pack off-guard and then finish off the maneaters later. The player should be thoroughly prepared and have as much health as possible when entering this boss fight ; if the werewolf pack spawn near the arena's entrance, the player can take a very large amount of damage right away before he may be able to react.

Sewer

The Sewer Hag is the boss of the Sewer dungeon. A powerful demon who took over the sewers system underneath Death's capital, she will attack anyone who steps inside of her territory.

Her attack pattern is divided into two phases of attack:

  1. Appear randomly in one of the five water pools in either the center or the corners of the room and then fire three volleys of projectiles.
  2. She disappears, spores appearing over the floor randomly over the area, which will spawn into Mushrooms after the pattern loop.

Strategy

The Sewer Hag has a rigorous, predictable attack pattern and her room has a fixed layout on all runs, with one pool at the center, one at each corner, and oil drum torches against each wall alongside with a leaking sewer pipe near the center of each wall.
The Sewer Hag's own attack pattern consist of popping out of one pool, standing idle for a few seconds, firing a single projectile aimed at the player, then a volley of two fired in a V-like pattern, firing a spread shot volley of three projectiles, and then diving back into the water. The first shot is always aimed at the player and require side-stepping to dodge. The two-shots volley is aimed at the player and may be avoided either by standing still if the player is standing far enough from the boss or by moving back and away if the player is too close. The last volley has the center shot and the other shots aimed at either side of the player, requiring the player to squeeze in-between shots. If the player is too close, moving away from the boss while lining up to squeeze between shots might be better. It must be noted that the Sewer Hag, although she have long range on her projectiles, does not reach accross the room. If the player stand at the opposite corner of the room while the boss spawn in one of the corners, the attacks may never reach the player.
The Sewer Hag's pattern is relatively simple compared to the Zombie Overlord but her arena is significantly dangerous. The leaking pipes will poison the player if alive and the player must keep clearing out the mushrooms as they spawn as they will rapidly appear, starting to fill the arena after only a few loops of the boss's pattern. Most of the challenge in this fight rely on reactions, being able to predict the trajectory of both the Sewer Hag's projectiles and the shrapnel from the destroyed mushrooms. Keep an eye on the pipes on the edges of the room as to not get poisoned.
Since the Sewer Hag can only be damaged while she is attacking, the player will be forced to stay mobile and to be aggressive.

There are several ways to tackle this boss however, unlike the Zombie Overlord, there are some equipment choices you may wish to make. First, if you can get it, the Antivenom Ring is a must as it will negate the leaking pipes' threats and make the mushrooms far less threatening, allowing the player to focus on attacking the boss. Likewise, the player should consider a long range weapon for this fight. The Hunter spear and Arthur's Lance are both excellent choices for defeating the Sewer Hag. The player may stay close to the central pond and use the trajectory of the boss's first shot to locate where she is, allowing the player to snipe at her from beyond her range. Short range weapons are an extremely hazardous choice for this battle as dodging the Sewer Hag's projectiles and the shrapnel from the mushrooms at point blank range is extremely difficult. Likewise, the Axe, Gold Axe, and Death Scythe will not do well in this fight as the room layout will mean that the player will only do full damage when the boss appear in the center of the room unless the player can consistently line up awkwsrd trick shots against the walls.

Be aware that the mushrooms and leaking pipes will stay active after the boss is destroyed.

Den of Thieves

The Zombie Merchant is the boss of the Den of Thieves dungeon. A cursed member of the thieves' guild, implanted into their organization by Death to eliminate them if they ever become a problem.

His attack pattern is as such:

  1. Head to one corner of the square of torches at the center of the room, throw an axe, and then quickly run to the other corner in a counter-clockwise pattern.

Strategy

As the second-to-last boss, the Zombie Merchant is a formidable opponent. He is essentially a beefed-up version of the angered Merchant NPC, sporting increased health, offensive power, and a trickier, more claustrophobic room.
The Zombie Merchant will always start the battle from the center of the room, in-between the four torches. He will then dash to one corner of the square of torches and run counter-clockwise around it, stopping to fire off an axe in the player's direction.
Each axe fly quickly and will bounce off the walls, remaining in the room for a significant amount of time before fading. Likewise, each of the four torches will be firing fireballs in the player's direction at random intervals. Due to this, the screen can quickly get crowded and if the player is not careful, he may get overwhelmed. It is important to keep calm and to focus on leading the boss's shots, moving only when necessary as to keep each projectile's trajectory predictable.
Due to the sheer speed that the boss move and its small size, making it difficult to kill, it is recommended to fight defensively. Do not pursue the boss and instead focus on dodging the axes and fireballs. Line up shots whenever the boss move close to the player, taking care to keep in mind how long the boss stand still before firing when still as to not be surprised.

Equipment-wise, the player may want to consider fireproof equipment as to reduce damage from the torches. Although a long range weapon may allow the player to strike the boss while it is at the other side of the room, its small size and quick speed may make this impractical and it is instead recommended to use a shorter range, more powerful weapon. The Killer Bees are an excellent choice for this fight, for example. The player should beware of using standart axes while fighting this boss as it may become confusing as to whom each axe bouncing around is when the screen fill with both the player's and boss's projectiles.

Crypt

Death is the boss of the Crypt dungeon. The embodiment of the concept of death who lost empathy toward the living ages ago. He is the main antagonist of the game and the final boss.

His attack pattern is divided into three phases of attack:

  1. Teleport in front of the player and then throw a single scythe at him.
  2. Teleport near his throne and then launch an arc of scythes in all directions.
  3. Teleport near his throne and then fire a spiral of either red or blue fireballs.

Strategy

When the battle begin, Death will be sitting on his throne. An aura that is either blue or red will appear around him and then he will teleport away, starting the battle.
His first pattern is, to the unprepared, the most dangerous one. He will teleport directly in front of whatever direction the player is facing, pause for a second, and then fire a scythe in the player's direction. If the player is moving forward when Death teleports in, the player will be telefragged, resulting in massive damage. Thus, the player should stand still and wait until Death has appeared before moving in order to dodge both Death and the thrown scythe. The player should be careful as each scythe thrown will stay on screen for a significant while and thus, moving back and forth on the same spot will result in being hit by a bouncing scythe. After a certain number of this trick, Death will try something else.
He will teleport around his room, with his aura showing where he will appear though he will never appear hugging any of the walls. Death will then draw a magical circle. The pattern on the magical circle will indicate in what direction his attack will be performed ; a cross means that he will fire two scythe north, east, west, and south. The player should thus dodge the attack by standing diagonally from Death. If the circle indicate a X, the scythes will be thrown diagonally. The player should stand horizontally or vertically from Death and then adjust his location to avoid them as they bounce all over the room. If the circle indicate a pentagram, Death will fire five scythes either to cover all the room or as a spread shot toward the player. The player should keep his distances and be ready to move out of the way.
After a couple of scythe shots, Death will start firing spirals of fireballs all over the room. The color of his aura indicate what type of fireball he will fire. Red ones do massive damage while blue ones will freeze the player upon impact. The room contain two chests and each chest contain a ring, with the color of the chest corresponding to the ring necessary to halve the damage of the red fireballs and to remove the freezing effects of the blue ones. The player should watch Death's fireballs carefully and stay away. Due to the length of the attack and the speed of attack, running around Death is not an effective way to dodge this attack ; the player must squeeze between gaps in each spiral's arm. After unleashing a few spirals, Death's attack pattern will loop.

Death is very difficult and may appear overwhelming at first. In particular, this battle demands that you keep in control at all times and not panic. The first attack phase, for example, is actually very easy to deal with but panicky, reckless movements may result in the battle ending very quickly via Death telefragging the player. Due to his varied pattern, the way to defeat Death vary on the weapon you are carrying. If the player is carrying a long range weapon like the Hunter spear or Arthur's Lance, the player might want to focus on dodging during first and second phase and counter-attack during the third phase. Likewise, a player with a short range weapon or axes will want to concentrate its attacks during the first phase, while Death try to attack at point blank range. In terms of equipment, heavy armor is recommended as Death rely on single, extremely powerful strikes to inflict damage. The ring worn by the player is not important as the player will likely swap rings during the battle using the ones given during the fight to keep up with Death's pattern on the third phase.

The chests in the middle of the room can either be a hindrance or a blessing varying on player preference. They count as obstacles for Death's scythes and as such, impact the way they bounce. Some players may prefer to get them opened as to make the scythes more predictable while others might like the relative safe spot they create. It is up to the player's decision when to open them.

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