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Part 7
Final Fantasy I

Part 7

Guide to defeating the final bosses of Final Fantasy I: Marilith, Kraken, Tiamat, and Chaos. Includes strategies, HP, and recommended spells.

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Guide to defeating the final bosses of Final Fantasy I: Marilith, Kraken, Tiamat, and Chaos. Includes strategies, HP, and recommended spells.

Walkthrough
  1. 1
    B2: Navigate to the middle of the floor. Find the Protect Ring and Sasuke's Blade in the left room, and the Protect Cloak and Megalixer in the right room. A fight will trigger as you approach the stairs.
  2. 2
    BOSS: Marilith (HP: 3200): Use Temper on attackers and focus on physical hits. Cast Protera (Protect) on allies and heal as needed. Keep allies above 300 HP to avoid revivals.
  3. 3
    B3: Head to the South-East corner. Follow the path, passing a fork with three tablets. Take the bottom doorway to proceed through a passage with pillars. Turn East from the junction to face the next boss.
  4. 4
    BOSS: Kraken (HP: 3600): Cast NulShock and Protera at the start. Kraken's physical attacks are strong but infrequent. Keep your tanker above 500 HP with Protect.
  5. 5
    B4: Follow the bottom path to the South-East. After a long journey, you'll find a Masamune in a chest in a small room. Return to the beginning area of this floor and take the North-East path to face Tiamat.
  6. 6
    BOSS: Tiamat (HP: 5500): This fight is less challenging than previous bosses. Cast NulBlaze, NulFrost, and NulShock to reduce magic damage. Apply Temper and Haste to main attackers.
  7. 7
    B5: After defeating Tiamat, proceed further to reach another set of stairs. Enter the bottom room from the South to face the final boss.
  8. 8
    FINAL BOSS: Chaos (HP: 20000): On the first turn, have your White Wizard cast Protera on everyone. Focus on physical attacks as magic is less effective. Cast Temper and Haste on your Knight/Ninja early on. The White Wizard should use Healega every turn. Cast NulBlaze, NulFrost, and NulShock when the party is at high HP. Use Full-Life to revive KO'd allies. Use Ethers to maintain MP. Chaos casts Curaja (heals 9999) around its 12th or 13th turn. Defeat Chaos before it can heal again, which typically takes another 12-13 turns. Ensure your party has high HP and beneficial statuses (Haste, Temper, Protect) around the 12th turn. After Chaos's first Curaja, you can defeat it before its next heal.

Congratulations! The game will end here.

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