Kraken -- Boss #10
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.
Kraken Stats
HP
1800
Attack
50
Defense
60
Magic Defense
160
Weakness
Lightning
Resistance
Fire, Earth
Strategy
Kraken's 160 Magic Defense is lower than Marilith's or Lich's, and the Thunder weakness means Thundaga deals meaningful damage every turn. This fight is more manageable than the other Fiends if you keep your defensive buffs active. White Wizard: Protera on turn one, Invisira on turn two. Kraken's 8-hit combo is survivable with both active. Curaja every turn after that. Keep everyone above 120 HP at all times. Black Wizard: Haste on your Knight first, then Thundaga every single turn. Nothing else. Thunder is Kraken's weakness and your only real damage source-every turn your Black Wizard does not cast Thundaga is a wasted turn. Knight: Giant's Gloves (Saber) from Sunken Shrine 2F on turn one, then attack every round. Diamond Armor from 4F gives Thunder resistance. Master: Attack every turn. Physical attacks plus Thundaga stacks clear 1,800 HP in 5 to 7 rounds. Blind can land from Kraken's physical hits. Do not spend a turn curing it-the accuracy loss is partially offset by Saber's boost and does not affect Thundaga at all. Keep pushing offense.
Quick Tips
- • Thundaga every turn, no exceptions. Thunder weakness plus Thundaga is the highest damage per spell charge you will get in any Fiend fight.
- • Don't cure Blind. It is not worth the lost turn. Saber compensates the accuracy loss and your Black Wizard's spells are unaffected.
- • The Giant's Gloves are in Sunken Shrine 2F (southwest chest room, guarded by Mummies). Pick them up before reaching 1F.
- • Diamond Armor from 4F gives your Knight passive Thunder resistance-extra insurance against any elemental variance.
Turn-by-Turn Guide
- 1. Turn 1: White Wizard casts Protera (damage reduction)
- 2. Black Wizard casts Haste on Knight
- 3. Knight uses Giant's Gloves for Saber (Attack boost)
- 4. Turn 2: White Wizard casts Invisira (evasion boost)
- 5. Black Wizard casts Thundaga (first time)
- 6. Turn 3+: White Wizard casts Curaja (keep HP > 120)
- 7. Knight and Master both attack
- 8. Black Wizard casts Thundaga every single turn
- 9. Ignore Blind status (accuracy loss minimal)
- 10. Continue until Kraken defeated
- 11. Fight duration: 5-7 rounds
Rewards
Water Crystal restored. A portal appears and warps the party out of the Sunken Shrine. Three of the four Fiends are down. Fly to Melmond and find Dr. Unne near the gravestones in the northeast of town. Show him the Rosetta Stone from Sunken Shrine 5F and he teaches your party Lufenian. Head to Lufenia on the southeastern continent to receive the Chime, then use it to enter Mirage Tower and reach the Flying Fortress. Tiamat, the Wind Fiend, waits at the top.