FF1 Pixel Remaster Boss Guides

18 bosses from Garland at the Chaos Shrine to Chaos himself with 20,000 HP.

Each guide covers full stats, recommended level, step-by-step strategy, and rewards. The Four Fiends appear twice -- once guarding each Crystal and again as stronger versions in the final dungeon.

Early Game

Mid Game -- The Four Fiends

Vampire

Cavern of Earth B3

The Vampire guards the Star Ruby on B3 of the Cavern of Earth, disguised as a bat blocking the path forward. Interact with him and he reveals his true form. He is undead and weak to Fire and Dia-two or three rounds of focused magic ends this fight quickly. The Star Ruby you earn is needed to pass through Giant's Cave and reach the sage Sarda.

HP: 280
Attack: 76
Defense: 26
Difficulty

Easy

Weakness

Fire, Dia

Lich

Cavern of Earth B5

The first of the Four Fiends. Lich guards the Earth Crystal on the deepest floor of the Cavern of Earth. You need the Earth Rod from the sage Sarda to reach him-it breaks through a sealed door on B3. He is undead and weak to Fire and Dia, but his 1,200 HP and party-wide Blizzara spell make this the hardest fight in the game so far. Cast NulFrost before anything else.

HP: 1200
Attack: 40
Defense: 40
Difficulty

Hard

Weakness

Fire, Dia

Marilith

Mount Gulg B5

The second of the Four Fiends. Marilith is a six-armed serpent guarding the Fire Crystal at the bottom of Mount Gulg. No elemental weakness. 183 Magic Defense. Six physical attacks per turn. Offensive spells are nearly useless-this fight is won entirely through buffed physical damage and the right defensive setup. Cast NulBlaze on turn one or her Fira will eat through your party fast.

HP: 1440
Attack: 40
Defense: 50
Difficulty

Hard

Evil Eye

Cavern of Ice B2

Ambushes you the moment you pick up the Levistone from the chest on B2. Only 162 HP-but it carries three instant-kill spells: Death, Glare, and Rub. Any one of them erases a party member with no save. The entire strategy is to kill it in one turn before it acts. At level 28, this is completely doable.

HP: 162
Attack: 30
Defense: 30
Difficulty

Hard

Post-Class-Change

Dragon Zombie

Citadel of Trials 3F

Two undead dragons ambush your party the moment you pick up the Rat's Tail from the chest beside the throne on 3F. The Rat's Tail is the key item needed to reach Bahamut and receive your class upgrades-there is no skipping this fight. Both Dragon Zombies are weak to Fire and Dia, the same tools that cleared the Citadel's undead enemies throughout the dungeon.

HP: 268
Attack: 56
Defense: 30
Difficulty

Medium

Weakness

Fire, Dia

Blue Dragon

Mirage Tower 3F

Guards the teleporter on Mirage Tower 3F connecting to the Flying Fortress. 200 Magic Defense makes every offensive spell worthless. 96 Evasion means unbuffed attacks miss constantly. The entire fight is physical-stack defensive buffs, boost accuracy, and hit hard enough to push through 454 HP before your resources drain.

HP: 454
Attack: 92
Defense: 20
Difficulty

Hard

Warmech

Flying Fortress 5F bridge

The hardest fight in the game. Warmech spawns as a random encounter on the long bridge of Flying Fortress 5F-every step has a 4.7% chance of triggering it. It opens with Nuke, a fire-based party-wide attack that can instantly wipe an unprepared party. Warmech is entirely optional but required for 100% bestiary completion and the Superboss Slayer trophy.

HP: 2000
Attack: 128
Defense: 80
Difficulty

Very Hard

Kraken

Sunken Shrine 1F

The third of the Four Fiends. Kraken guards the Water Crystal at the bottom of the Sunken Shrine's five floors. Eight physical hits per turn, can inflict Blind, and weak to Thunder-the most exploitable of the Fiend fights if your Black Wizard has Thundaga charges ready. Stack defensive buffs and hit it with Thunder every single turn.

HP: 1800
Attack: 50
Defense: 60
Difficulty

Hard

Weakness

Lightning

Tiamat

Flying Fortress 5F

The last of the Four Fiends. Tiamat guards the Wind Crystal at the top of the Flying Fortress. She resists all four elements-Fire, Ice, Lightning, and Earth-making every elemental spell worthless. No weaknesses, no exploits. NulAll on turn one, then Flare and Holy from your casters, physical attacks from your fighters, every turn until she falls.

HP: 2400
Attack: 53
Defense: 80
Difficulty

Hard

Final Dungeon -- The Fiends Reborn

Lich (Past)

Chaos Shrine (Past) B1

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.

HP: 2800
Attack: 50
Defense: 80
Difficulty

Hard

Weakness

Dia

Marilith (Past)

Chaos Shrine (Past) B2

The second Fiend rematch on the way to Chaos. Marilith's HP has more than doubled to 3,200, her Attack is up to 60, and she now resists Ice in addition to Fire and Lightning. She has also traded Fira for Firaga and added the instant-kill Death spell to her moveset. Ribbons on every party member before entering this floor. No exceptions.

HP: 3200
Attack: 60
Defense: 80
Difficulty

Hard

Kraken (Past)

Chaos Shrine (Past) B3

The third Fiend rematch on the way to Chaos. Kraken's HP has doubled from 1,800 to 3,600, Attack is up to 60, and Defense has climbed to 80. The biggest change: the Thunder weakness is completely gone. Thundaga is worthless here. No exploitable weakness, 200 Magic Defense making spells useless, and the same 8-hit physical combo from the Sunken Shrine-this fight is a pure physical endurance test.

HP: 3600
Attack: 60
Defense: 80
Difficulty

Hard

Tiamat (Past)

Chaos Shrine (Past) B4

The fourth and final Fiend rematch-the last obstacle before Chaos himself. Tiamat's HP has more than doubled from 2,400 to 5,500, Attack is up to 75, and Defense has climbed to 90. She still resists all four elements and has no weakness. The same breath attack rotation from the Flying Fortress-Blaze, Icestorm, Thunderbolt-hits the full party, except now it hits harder and you need to sustain NulAll for a much longer fight.

HP: 5500
Attack: 75
Defense: 90
Difficulty

Extreme

Chaos

Chaos Shrine (Past) B5

Garland reborn as his ultimate form. Chaos has 20,000 HP, resists every element in the game, and has 200 Magic Defense-offensive spells do almost nothing. He can cast Haste on himself to accelerate his already devastating physical attacks, and he can heal himself with Curaja. Every elemental spell charge you have saved is worthless here. This fight is about buffed physical damage, layered defensive spells, and sustaining NulAll for as long as it takes.

HP: 20000
Attack: 100
Defense: 100
Difficulty

Extreme

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