H1: Chaos Shrine -- The Final Dungeon

Chapter stats: 7 Chests | 10 New Enemies | 5 Bosses

Return to the Chaos Shrine north of Cornelia where the game began. The four Fiends have been reborn 2,000 years in the past, waiting across the dungeon's ten floors. Level 45 is comfortable for the full clear. Rest at an Inn and stock up before entering -- Cornelia is the closest town, but Gaia and Onrac have better supplies. Buy 99 Potions, 30+ Ethers, and Phoenix Downs before stepping inside.


H2: Before You Start

If you are chasing the bestiary or any remaining trophies, finish them before the final dungeon -- it is easier to clean up now than later. The rare enemies Warmech (Flying Fortress 5F), Sabretooth (near Citadel of Trials), Allosaurus (near Lufenia), and Iron Golem (Chaos Shrine B4) are the most commonly missed entries.

Make sure Excalibur is equipped on your Knight and the Masamune slot is ready for your Ninja (you will find it inside). Every caster should have Flare, Full-Life, Curaja, and NulAll memorized. Ribbons on everyone who can wear them.


H2: Upper Floors -- Using the Lute

Walk to the center altar room where you fought Garland at the start of the game. Interact with the blue orb. This sends your party 2,000 years into the past.

1F: Take an immediate right after the altar room. Head north through the pillars heading east, then south to the southeast corner and take the stairs to 2F.

2F-3F: On 2F, take a right and climb to 3F. Rhyos is a new bestiary entry on these floors -- fight one when it appears. Head south, take the final right, and follow the pillars north into the guarded room. A Death Eye blocks the entrance -- kill it, then grab both chests inside (Dry Ether and Elixir). Interact with the stone tablet in the center. The Lute activates automatically from your inventory and opens a path deeper into the shrine. A ladder appears back to 2F. Exit the room, take the first left, follow the columns north to the stairs in the top-left corner.

1F return: Head west and take the stairs in the top-left corner down to B1.


H2: B1 -- Lich (Past)

B1 is Earth-themed. All undead enemies on this floor burn to Fire and Dia.

Boss: Lich (Past)

  • HP: 2,800
  • Attack: Physical hits plus Flare (hits the full party)
  • Weakness: Dia spells

Strategy: White Wizard casts Diaga or Holy every turn. Use Light Axes as items for bonus Dia damage while your Knight attacks with Haste and Saber active. Lich (Past) now uses Flare, which hits your whole party hard. Keep HP above 100 on everyone and heal after any Flare lands. He is the easiest of the five rematches -- save your strongest spell charges for later.

Rewards: 2,000 EXP, 1 Gil

Full Lich Past boss guide

Take the stairs down to B2.


H2: B2 -- Marilith (Past)

B2 is Fire-themed. Fire Elementals, Fire Gigas, Fire Lizards, and Lava Worms all fall to Blizzard. Red Dragon has no elemental weakness -- focus physical attacks on it.

This floor holds 4 of the chapter's 7 chests. Before fighting Marilith, take the left door south: Protect Ring in the first room, second Sasuke's Blade down the hall. Then take the right door: Protect Cloak in the first room, Elixir down the hall. Return to the red orb and heal to full.

Boss: Marilith (Past)

  • HP: 3,200
  • Attack: 6 physical hits per turn plus Firaga (party-wide) and Death (instant-kill)
  • Weakness: None

Strategy: Cast NulBlaze to cut Firaga damage. Make sure everyone has a Ribbon equipped -- it is the only reliable protection against the Death spell. Layer Protera and Invisira for her physical hits. Buff your fighters with Haste and Temper and attack every turn. She has no elemental weakness so Flare is your best offensive spell option if your fighters need support.

Rewards: 2,000 EXP, 1 Gil

Full Marilith Past boss guide


H2: B3 -- Kraken (Past)

B3 is Water-themed. The same aquatic enemies from the Sunken Shrine fill this floor and are still weak to Thunder -- Thundaga wipes them in one cast, making B3 the fastest floor to clear.

Boss: Kraken (Past)

  • HP: 3,600
  • Attack: 8 physical hits per turn, can inflict Blind
  • Weakness: None (no longer weak to Thunder)

Strategy: Layer Protera and Invisira for his 8-hit combo. Buff your Knight and Master with Haste and use Giant's Gloves to cast Saber. Your White Wizard stays on Curaja duty. With no elemental weakness, this is a sustained physical fight. Keep your HP above 150 at all times and he falls in 7 to 10 rounds.

Rewards: 2,000 EXP, 1 Gil

Full Kraken Past boss guide


H2: B4 -- Tiamat (Past) and the Masamune

B4 and B5 are the hardest floors in the game. Death Knights have no elemental weakness and hit hard. Mindflayers can instant-kill -- Ribbons are your only protection. Iron Golem is a rare spawn on B4 -- fight one for the bestiary.

Before finding Tiamat, explore B4 for the Masamune. Head south twice, right, then the first right. Go south and follow the zigzag path to the chest room. The Masamune is the strongest weapon in the game and any class can equip it -- put it on your Ninja immediately. Return the way you came and follow the path to Tiamat.

Boss: Tiamat (Past)

  • HP: 5,500
  • Attack: Blaze, Icestorm, Thunderbolt, and Poison Gas -- all hit the full party
  • Weakness: None
  • Resistance: Fire, Ice, Thunder, Earth

Strategy: Cast NulAll to halve all elemental damage. Buff your fighters with Haste and Temper -- the Masamune makes your Ninja hit dramatically harder here. Your Black Wizard uses Flare every turn. Your White Wizard uses Holy when not healing. Do not hold back on spells. She has 5,500 HP but falls in 8 to 12 rounds with your full offense focused.

Rewards: 2,000 EXP, 1 Gil

Full Tiamat Past boss guide

Descend to B5.


H2: B5 -- Chaos

Restore everyone to full HP and MP before the final fight. Use every Ether and Elixir you have been saving. Make sure Excalibur is on your Knight, Masamune is on your Ninja, Ribbons are equipped on your fragile party members, and your casters have Flare, Full-Life, Curaja, and NulAll ready.

Boss: Chaos

  • HP: 20,000
  • Attack: The full arsenal of the strongest spells in the game plus heavy physical hits. Can cast Curaja on himself (rare) and Haste on himself (dangerous)
  • Weakness: None
  • Resistance: All elements

Phase 1 (turns 1 through 4) -- Build defenses, do not attack yet:

  • Turn 1: White Wizard casts NulAll
  • Turn 2: White Wizard casts Protera
  • Turn 3: White Wizard casts Invisira
  • Turn 4: Black Wizard casts Haste on your Knight

Phase 2 (turn 5 onward) -- Full offense:

  • Haste your Ninja
  • Use Temper on your main physical attacker if you have it
  • Black Wizard casts Flare every turn
  • White Wizard casts Holy when not healing with Curaja
  • Fighters attack every turn

If Chaos casts Haste on himself, reapply Protera and Invisira immediately. If he uses Curaja on himself, push harder on offense -- your combined Flare, Holy, and physical damage should outpace his self-healing. Keep two Full-Life charges in reserve. At level 45 the fight takes 15 to 25 rounds depending on how much he self-heals.

Rewards: None. The ending sequence plays.

Full Chaos boss guide


H2: After the Final Battle

The time loop is shattered. The 2,000-year paradox that sustained Chaos comes undone. Watch the ending and credits. You have completed Final Fantasy 1 Pixel Remaster.

Save your completed file and return to the title screen if you are chasing the platinum trophy. The Chaos Shrine basement is the best grinding spot for reaching level 50. Turn on 4x EXP and auto-battle. Check your bestiary -- Warmech on the Flying Fortress 5F bridge is the entry most players are missing at this point.


CHAPTER COMPLETE

Collectibles this chapter: 7 Chests | 10 Enemies | 5 Bosses

Navigation: Previous: Mirage Tower