Kraken (Past) -- Boss #16

Location: Chaos Shrine (Past) B3 Difficulty: Hard Recommended Level: 45

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.

Kraken (Past) Stats

HP

3600

Attack

60

Defense

80

Magic Defense

200

Weakness

None

Resistance

Fire, Earth

Strategy

With 200 Magic Defense and no elemental weakness, offensive spells do almost nothing. Your Black Wizard's entire value in this fight is casting Haste and Temper on your physical attackers-then guarding to conserve MP for Tiamat (Past) and Chaos ahead. White Wizard: Protera turn one, Invisira turn two. Both buffs together cut the 8-hit combo down to manageable damage. Curaja every turn after that. Keep everyone above 150 HP-Kraken's combo hits individually and can drop a character from near-full HP if they are unprotected. Black Wizard: Haste on Knight and Master first, then Temper to stack Attack on the Knight. After that, guard. Do not burn Flare charges here-even Flare barely registers against 200 Magic Defense, and Tiamat (Past) needs those charges more. Knight: Giant's Gloves (Saber) turn one, Excalibur every turn. Hasted and Tempered, your Knight is the primary damage source. Master: Attack every turn. The Master's raw physical output at level 45+ adds up fast alongside the Knight. The fight runs 8 to 12 rounds. No special gimmicks-Kraken does not cast dangerous spells in the past version. Steady buffs, steady healing, and sustained physical attacks end it cleanly.

Quick Tips

  • Thundaga is useless. His Thunder weakness from the Sunken Shrine is gone. Do not waste the spell charges.
  • Protera and Invisira are mandatory. Without both active, the 8-hit combo can drop a party member in a single round.
  • Guard your Black Wizard's MP. Tiamat (Past) on B4 needs Flare charges. Do not spend them here.
  • Easiest of the four rematches. No instant-kill spells, no breath attacks, no gimmick-just outlast him.
  • Grab the Masamune on B4 before Tiamat. It is in the southeast chest room and gives your Ninja a massive damage boost.

Turn-by-Turn Guide

  1. 1. Turn 1: White Wizard casts Protera (physical defense)
  2. 2. Black Wizard casts Haste on Knight
  3. 3. Turn 2: White Wizard casts Invisira (physical defense)
  4. 4. Black Wizard casts Haste on Master
  5. 5. Black Wizard casts Temper on Knight (damage boost)
  6. 6. Turn 3+: White Wizard casts Curaja (keep HP > 150)
  7. 7. Knight attacks with Excalibur (Hasted + Tempered)
  8. 8. Master attacks with best weapon every turn
  9. 9. Kraken's 8-hit physical combo
  10. 10. Black Wizard guards (conserve MP for B4-B5)
  11. 11. Protera + Invisira reduce combo damage
  12. 12. Individual hits threaten unprotected characters
  13. 13. Fight duration: 8-12 rounds

Rewards

Total Reward 2,000 EXP, 1 Gil, Eye Drops

Stairs to B4 open. B4 is the hardest random encounter floor in the game-Death Knights and Mindflayers patrol the halls. Make sure Ribbons are equipped before heading down. Mindflayer instant-kills are blocked by Ribbons; without them the floor can deplete your resources before you even reach Tiamat (Past). The Masamune is in the far southeast chest room on B4. Pick it up before engaging Tiamat (Past). It is the strongest weapon in the game and belongs on your Ninja for the final two fights.

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