Tiamat -- Boss #13
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.
Tiamat Stats
HP
2400
Attack
53
Defense
80
Magic Defense
200
Weakness
None
Resistance
Fire, Ice, Lightning, Earth
Strategy
Tiamat's breath attacks-Blaze, Icestorm, Thunderbolt, and Poison Gas-all hit the full party. Without NulAll active, a single breath chain can kill 2 to 3 party members. NulAll halves all of them at once. Turn 1-White Wizard: NulAll. No debate. This is the single most important action on turn one. Black Wizard: Haste your Knight first. Then Flare every single turn. Flare is non-elemental-it bypasses all of Tiamat's resistances and is your highest-damage spell option. If Flare charges run low, Temper on your physical attackers is the next best use. White Wizard (after NulAll): Holy when the party is healthy. Curaja whenever anyone drops below 200 HP. Holy is also non-elemental and deals solid damage alongside Flare. Keep NulAll refreshed every 3 to 4 turns-the effect wears off. Knight: Saber via Giant's Gloves on turn one, then attack every round. Excalibur is your best weapon here. Ninja: Attack every turn with the best weapon available. The fight runs 6 to 9 rounds with full offense going. She has 2,400 HP but no self-healing, so sustained pressure ends it before resources run out.
Quick Tips
- • NulAll first. Tiamat can chain multiple breath attacks in a single turn. Without mitigation the damage is lethal.
- • Flare and Holy are your only effective spells. Every other damage type is resisted.
- • Keep everyone above 200 HP at all times. Multiple breath attacks in the same turn can kill a full-HP character.
- • Refresh NulAll when it expires-do not let the party take unmitigated breath damage in the mid-fight rounds.
Turn-by-Turn Guide
- 1. Turn 1: White Wizard casts NulAll (breath mitigation)
- 2. Black Wizard casts Haste on Knight
- 3. Knight uses Giant's Gloves for Saber
- 4. Turn 2+: Black Wizard casts Flare (non-elemental)
- 5. White Wizard casts Holy (non-elemental)
- 6. White Wizard casts Curaja when HP < 200
- 7. Knight and Ninja attack every turn
- 8. Refresh NulAll every 3-4 turns
- 9. Tiamat uses breath attacks (Blaze, Icestorm, Thunderbolt, Poison Gas)
- 10. Fight duration: 6-9 rounds
Rewards
All four Crystals are restored. A portal appears and exits the Flying Fortress. Fly to Mt. Duergar and give the Adamantite (from Flying Fortress 2F) to Smyth the blacksmith-he forges Excalibur, the strongest sword in the game. Equip it on your Knight. With Excalibur in hand, return to the Chaos Shrine north of Cornelia. Interact with the blue orb in the center altar room to travel 2,000 years into the past. The Four Fiends await again in stronger forms across five basement floors, with Chaos himself at the bottom.