Chaos -- Boss #18

Location: Chaos Shrine (Past) B5 Difficulty: Extreme Recommended Level: 45

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.

Chaos Stats

HP

20000

Attack

100

Defense

100

Magic Defense

200

Weakness

None

Resistance

All Elements

Strategy

Chaos is a war of attrition. He has no exploitable weakness, can extend the fight by healing himself, and his Haste-boosted physical attacks can one-shot a character without defensive buffs active. Your job is to maximize physical damage output while keeping the party alive long enough to grind through 20,000 HP. White Wizard: NulAll turn one. Then Protera. Then Invisira. After all three are active, Curaja every turn. Revive with Full-Life immediately when someone falls-do not wait a turn. Keep NulAll refreshed throughout the fight; it absorbs elemental attacks and expires after use. Black Wizard: Haste on the Knight turn one, then the Master. After both fighters are Hasted, Temper stacked on the Knight is the next priority. Do not cast offensive spells-even Flare is mostly wasted against 200 Magic Defense. Use items or guard on turns when no buff is needed. Knight: Giant's Gloves (Saber) turn one. Excalibur every turn after that. A Hasted Knight with Saber and Temper stacked is the backbone of your damage output. Ninja or Master: Masamune every turn. At level 45+ the Ninja with Masamune or the Master bare-handed both deal significant damage per round. When Chaos casts Curaja on himself, do not panic-it heals a large chunk of HP but does not reset buffs or alter the fight in any way. Keep attacking every turn regardless. Sustained pressure eventually wins. The fight runs 20 to 30 rounds. Use every Elixir and Ether you have. There is nothing to save them for.

Quick Tips

  • NulAll, Protera, and Invisira all active before turn 4. His Attack stat at 100 combined with Haste-boosted attacks can kill a character in one round without the full defensive stack.
  • Do not cast offensive spells. Flare barely registers. Save Black Wizard turns entirely for Haste and Temper.
  • Revive immediately. Every turn a party member is dead is lost damage output. Full-Life on the same turn someone falls.
  • Do not hold back items. Elixirs, Dry Ethers, Megalixirs-spend everything. There is no boss after this one.
  • His Curaja is not a fight-ender. Absorb it, keep attacking, and move on. The damage race is in your favor with Haste and Temper active.

Turn-by-Turn Guide

  1. 1. Turn 1: White Wizard casts NulAll (essential)
  2. 2. Black Wizard casts Haste on Knight
  3. 3. Turn 2: White Wizard casts Protera (physical defense)
  4. 4. Black Wizard casts Haste on Master/Ninja
  5. 5. Turn 3: White Wizard casts Invisira (physical defense)
  6. 6. Black Wizard casts Temper on Knight (damage boost)
  7. 7. Turn 4+: White Wizard casts Curaja (keep HP full)
  8. 8. Knight attacks with Excalibur (Hasted + Saber + Temper)
  9. 9. Ninja attacks with Masamune (Hasted)
  10. 10. Master attacks bare-handed (if no Ninja)
  11. 11. White Wizard refreshes NulAll (when absorbed)
  12. 12. Chaos casts Haste (ignore, keep attacking)
  13. 13. Chaos casts Curaja (ignore, damage race)
  14. 14. White Wizard revives with Full-Life (immediately)
  15. 15. Fight duration: 20-30 rounds

Rewards

Total Reward Game Complete - Warriors of Light Trophy

The time loop is broken. The darkness is gone. The Warriors of Light have fulfilled the prophecy. Credits roll. Congratulations on completing Final Fantasy 1 Pixel Remaster.

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