Final Fantasy 1 (Part 2)

Sea Shrine / Sunken Shrine

Suggested Level: 18 (NES / PS), 33 (DoS+)
Enemies
Name Bestiary HP Attack Defense EXP Gil Weak Drop Notes
R.SAHAG / Sahagin Chief #019 64 15-30 / 15 8 105 105 Lightning.png
SHARK / Shark #021 120 22-44 / 22 0 267 66 Lightning.png
WzSAHAG / Sahagin Prince #093 204 47-94 / 47 20 882 882 Lightning.png
GrSHARK / White Shark #094 344 50-100 / 50 8 2,361 600 Lightning.png Wyrmkiller
BigEYE / Deepeyes #095 304 30-60 / 30 16 3,591 3,591 Lightning.png Gaze may Stun / Paralyze, Flash may cause Darkness
SeaSNAKE / Sea Snake #096 224 35-70 / 35 12 957 600 Lightning.png
LOBSTER / Sea Scorpion #097 148 35-70 / 35 18 639 300 Lightning.png Attack can Poison
SeaTROLL / Sea Troll #098 216 40-80 / 40 20 852 852 Lightning.png 10 HP Regen per turn (not on NES)
GHOST / Ghost #099 180 93-186 / 93 10 990 990 Fire.pngHoly.png
WATER / Water Elemental #100 300 69-138 / 69 20 1,962 800 Ice.png
NAGA / Water Naga #101 356 9-18 / 9 8 84 20 Lightning.png

WzSAHAG / Sahagin Prince - They will always appear with 8 R.SAHAG / Sahagin Chiefs (7 if 2 happen to show), they have more attack than R.SAHAG / Sahagin Chief, but will likely be your main target for physical fighters while your Zeus Gauntlet / Gauntlets will wipe out the others.
GrSHARK / White Shark - Is a stronger SHARK / Shark who they can often appear with, in later remakes they have high magic defense so a Thundara may not kill them, though their physical defense is pretty low.
BigEYE / Deepeyes - Like its cousin from the start of the game OddEYE / Bigeyes it will mainly use Gaze to Stun / Paralyze your members, in addition to that it has Flash to cause Darkness to your party which does not work.
SeaSNAKE / Sea Snake - Will often appear in large groups though they aren't too much of a threat since a LIT2 / Thundara or Zeus Gauntlets / Gauntlets use should decimate them.
LOBSTER / Sea Scorpion - Not too threatening specially due to having low HP of the enemies here coupled with the Lightning weakness, their attack has a chance to Poison.
SeaTROLL / Sea Troll - Basically a slightly stronger TROLL / Troll, it having a weakness to Lightning makes them not as threatening. If they live they will recover 10 HP per turn (not on NES).
GHOST / Ghost - Has a monstrously high physical attack, the strongest of non boss monsters within the main game and they will usually be in groups of 2 to 5. Their HP is very low so a HRM2 / Diara or FIR2 / Fira should be able to take them out before they do major damage to your group, it is flagged as unrunable.
WATER / Water Elemental - It has a very high physical attack stat which can hurt, oddly unlike the other enemies it is weak to Ice instead of Lightning, it is flagged as unrunable.
NAGA / Water Naga - While its attack is low, it has a slew of magic it can use such as LIT2 / Thundara, HOLD / Hold, SLOW / Slow, DARK / Dark, LIT / Thunder, LOCK / Focus & SLEP / Sleep.

Floor Encounters
Enemy Floor Number
SeaTROLL / Sea Troll All
LOBSTER / Sea Scorpion All
SeaSNAKE / Sea Snake All
NAGA / Water Naga 3F
WATER / Water Elemental 1F, 3F & 4F
GrSHARK / White Shark All
SHARK / Shark 1F, 3F & 4F
WzSAHAG / Sahagin Prince 2F-4F
R.SAHAG / Sahagin Chief 2F-4F
GHOST / Ghost 2F & 4F
BigEYE / Deepeyes 1F, 2F & 4F

Map 3F

Sea Shrine / Sunken Shrine 3F Map
Sea Shrine / Sunken Shrine 3F Map

Instead of starting at the top or bottom of the area we actually start in the middle, additionally unlike some previous dungeons there are no duplicate chests so you will get an item more than once, NES players will have to back out to sell stuff (or drop something) if you are going for all treasures. This area has 5 floors and we want to go up first so head to the Northeast section of the room while also getting the treasure along the way.

Map 4F

Sea Shrine / Sunken Shrine 4F Map
Sea Shrine / Sunken Shrine 4F Map

We start at the top right and must make our way to the bottom right, however this floor has some treasure that is of value, namely the Opal Armor / Diamond Armor that can only be equipped by Knight, it provides 42 Defense 8 more than Flame Mail / Ice Armor and has the same weight as the Flame Mail / Ice Armor, this armor gives resistance to Lightning (which does work on NES(!)). This is the second best armor for Knight in the main game (3rd best on DoS in terms of pure defense, 4th on PSP counting the added superboss drops) and like the other elemental armors doesn't stack with ALIT / NulShock. Another item you will find on this floor is the Light Axe which can be equipped by Fighter / Warrior & Ninja it has 28 Attack and 15 Accuracy, when used as an item it will cast HRM2 / Diara. The last item is the Mage Staff / Mage's Staff it can be equipped by Black Mage & Ninja it has 12 Attack and 10 Accuracy, when used as an item it will cast FIR2 / Fira. After collecting the treasure make your way to the lower right to get to the next floor.

Map 5F

Sea Shrine / Sunken Shrine 5F Map
Sea Shrine / Sunken Shrine 5F Map

This floor has no random encounters (the encounter table doesn't count this floor). This floor has a lot of rooms some with a mermaid inside and some with treasure, the new equipment we can find are the Opal Bracelet / Diamond Armlet, the Opal Helmet / Diamond Helm, Opal Gauntlets / Diamond Gloves and the Opal Shield / Diamond Shield. The Opal Bracelet / Diamond Armlet can be equipped by everyone, it provides 34 Defense which is 10 more than the Gold Bracelet / Ruby Armlet this should go to the second main tank as it's the only one in the game (remakes included). The Opal Helmet / Diamond Helm can only be equipped by Knight, it provides 8 Defense, 2 more than the Silver / Mythril one you've had for a long while and having the same Evade / Weight thus it is a slight defense upgrade. The Opal Gauntlets / Diamond Gloves can only be equipped by Knight, it provides 8 Defense like the ProRing / Protect Ring, but has 3 Weight hindering evade, it is better sold since it doesn't provide instant death protection. The Opal Shield / Diamond Shield can only be equipped by Knight, it provides 16 Defense 4 more than Flame / Ice Shield, but since the Lightning resistance doesn't stack the Armor is the better choice while this is better sold. There is a key item within these chests the SLAB / Rosetta Stone a certain famous doctor will be wanting to take a look at this, but that can wait until after we finish this dungeon. When you are done cast EXIT / Exit or WARP / Teleport (twice) to start back at 3F or manually go back down. Back at 3F this time we want to take the upper left set of stairs while getting the treasure along the way.

Map 2F

Sea Shrine / Sunken Shrine 2F Map
Sea Shrine / Sunken Shrine 2F Map

We start on the lower right section and need to head to the stairs at the top, going up those stairs leads to a very small pathway (not mapped) which leads to another pair of stairs up into a room in the upper left of 4F (also not mapped), the room there has no treasure inside so head to the lower right portion of the room which leads to the right room mapped on 3F. In that room take the stairs on the lower section of the map which leads to the upper left section of this map. This floor has the second Ribbon (if you went to Waterfall Cavern), another Light Axe (not a dupe chest so there's your second one) and a new equipment piece. The Power Gauntlet / Giant's Gloves which can be equipped by Knight, Ninja & Red Mage it has the same stats as the Zeus Gauntlets / Gauntlets except that it casts the SABR / Saber on the user, those on NES may as well sell this as it is useless due to SABR doing nothing and ProRing being better, those on remakes will want to keep this for boss fights for their main physical damage dealer. The chests labeled C4 & C5 you will want to open from below C5 as it has the safer enemies guarding it. After finishing head to the Northwest portion of the floor to reach the stairs.

Map 1F

Sea Shrine / Sunken Shrine 1F Map
Sea Shrine / Sunken Shrine 1F Map

A large floor with paths that lead mainly to the same area follow the path and head to the boos room where the Fiend of Water waits for your challenge.

Fiend of Water
KRAKEN / Kraken (#102)
HP: 800 (NES) / 1,600 (PS) / 1,800 (DoS+)
Attack: 50-100 (NES) / 50 (PS+)
Defense: 10 (NES) / 60 (PS+)
EXP: 4,245
Gil: 5,000
Weak: Lightning.png
Resist: Earth.pngFire.png
Drop: Kikuichimonji (Rare)
He has a pretty nasty physical attack as he can hit up to 8 times (having 8 tentacles and all), he has a special attack called Ink that he can use occasionally which can cause Darkness to your party, but since Darkness doesn't work this is a free turn for you. He has pretty high magic defense so Thundaga would be your best bet to exploit his elemental weakness.

After Kraken has been defeated the Water Crystal will be restored to its shining glory, those on DoS+ will notice a statue of Kraken gets removed from a certain area, that is the entrance of the Lifespring Grotto. It is located in the whirlpool West of Mount Duergar and East of Melmond you can only get in via the Ship which should be back near Crescent Lake.

Fortress in the Sky

While inside the Sea Shrine / Sunken Shrine there was an item called SLAB / Rosetta Stone in one of the chests on Floor 5, this item is needed to progress with the story as we need 2 items to be able to access the next dungeon one of them you need to be able to understand the residences in order to be given it. With the SLAB / Rosetta Stone head back to Melmond and speak to Dr. Unne who teaches us how to speak the language of Lufenian (despite that we never talk) so we are now able to understand them. Head back to Gaia and head South and park in the one tile that isn't a forest tile near the mountain.

Enemies
Lufien / Lufenia area
Name Bestiary HP Attack Defense EXP Gil Weak Drop Notes
GIANT / Hill Gigas #040 240 38-76 / 38 12 879 879 Tent
TROLL / Troll #042 184 24-48 / 24 12 621 621 Fire.png 9 HP Regen per turn (not on NES)
FrWOLF / Winter Wolf #069 92 25-50 / 25 0 402 200 Fire.png Ice Shield
WYVERN / Wyvern #078 212 30-60 / 30 12 1,173 20 Attack may Poison
TYRO / Allosaurus #083 480 65-130 / 65 10 3,387 502 Strength Tonic
ZomBULL / Minotaur Zombie #086 224 40-80 / 40 14 1,050 1,050 Fire.pngHoly.png Great Axe

TYRO / Allosaurus - A pretty strong enemy with a lot of HP, in later remakes it has a lot of magic defense making physical the better option.

These enemies you would face on the Peninsula of Power near the start of the game so they should be no problem by now, follow the path East and South to eventually reach the town of Lufien / Lufenia.

Lufien / Lufenia

If you didn't not learn the language of the Lufeninan from Dr. Unne you will not be able to understand anyone, those on remakes get the obligatory Cid mention from the person at the entrance. The item we need to open the next area is given to us by the Lufenian to the right of us from the entrance, make your way to him to get the Chime which is needed to access the Mirage Tower. You may be wondering where the magic shops are since we've had only 3 choice for level 8 spells, from the top right corner of the town you will notice a small space you are able to enter, go through it and head right until you see the White and Black magic shops.

White Magic Shop
Spell (NES / PS+) Cost (NES / PS Normal) Cost (PS Easy / DoS+) NES / PS effect DoS+ effect MP Cost User
LIF2 / Full-Life 60,000 40,000 Restores a fallen ally to full HP (Does not work in battle on NES). Revives one ally and fully restores HP. 40 White Wizard

LIF2 / Full-Life - A good spell to fully revive someone to get them back up with no extra healing.


Black Magic Shop
Spell (NES / PS+) Cost (NES / PS Normal) Cost (PS Easy / DoS+) NES / PS effect DoS+ effect MP Cost User
NUKE / Flare 60,000 40,000 Hits all enemies for 100-400 damage. Blast all foes with light and heat. 50 Black Wizard

NUKE / Flare - The only worthwhile level 8 spell for Black Wizard which you may as well get, unless on DoS+ where you can get an item that casts this for free (which you can get for your entire party).

After you are done head out of Lufien / Lufenia and head back to your Airship and fly to the desert South of where the Airship was parked and land on the single non desert tile then head West and slightly North to enter the Mirage Tower, make sure that you went to the Waterfall Cavern to get the Warp Cube because if you don't have it you will be forced to get it.

Mirage Tower

Suggested Level: 21 (NES / PS), 37 (DoS+)
Enemies
Outside
Name Bestiary HP Attack Defense EXP Gil Weak Drop Notes
ANKYLO / Desert Baretta #076 352 98-196 / 98 48 2,610 1
WYVERN / Wyvern #078 212 30-60 / 30 12 1,173 20 Attack may Poison
R.ANKYLO / Baretta #081 256 60-120 / 60 38 1,428 300
TYRO / Allosaurus #083 480 65-130 / 65 10 3,387 502 Strength Tonic
Sand W / Sand Worm #085 200 46-92 / 46 14 2,683 900 Attack may Poison
T REX / Tyrannosaur #103 600 115-230 / 115 10 7,200 600

R.ANKYLO / Baretta - Weaker version of its cousin who you can also run into, like ANKYLO / Desert Baretta it has high magic defense so physical attacks are a better option.
Sand W / Sand Worm - Not too terribly strong though it has access to CRACK / Earthquake which can possible kill party members that don't have a Ribbon equipped to protect from Quake elemental.
T REX / Tyrannosaur - One of the two rarest monsters within the main game with an incredibly powerful physical attack, it has high magic defense so physical attacks are a better option.

Inside
Name Bestiary HP (NES / PS+) Attack Defense (NES / PS+) EXP Gil Weak Drop Notes
MUMMY / Mummy #034 80 30-60 / 30 20 300 300 Fire.pngHoly.png Attack may Sleep
COCTRICE / Cockatrice #045 50 1-2 / 1 4 186 200 Gold Needle Attack may Petrify
VAMPIRE / Vampire #046 156 / 280 76-152 / 76 10 / 26 1,200 2,000 Fire.pngHoly.png Gaze may Stun / Paralyze
PERILISK / Pyrolisk #059 44 20-40 / 20 4 432 500 Ice.png Gold Needle Gaze can petrify or instantly kill
CEREBUS / Hellhound #063 192 30-60 / 30 8 1,182 600 Ice.png
Saber T / Sabertooth #077 200 24-48 / 24 8 843 500
WYVERN / Wyvern #078 212 30-60 / 30 12 1,173 20 Attack may Poison
WYRM / Wyrm #079 260 40-80 / 40 22 1,218 502
CATMAN / Weretiger #084 160 30-60 / 30 16 780 780 Sleeping Bag 8 HP Regen per turn (not on NES), attack may Poison
WzMUMMY / King Mummy #087 188 43-86 / 43 24 984 1,000 Fire.pngHoly.png Attack may Sleep
MEDUSA / Medusa #088 68 20-40 / 20 12 / 10 699 699 Attack may Poison, Gaze may Stone
NITEMARE / Nightmare #091 200 30-60 / 30 24 1,272 700 Ice.png Snort can cause Darkness
BADMAN / Black Knight #104 260 44-88 / 44 38 1,263 1,800 Deathbringer
CHIMERA / Chimera #105 300 30-60 / 30 20 2,064 2,500 Ice.png
GUARD / Guardian #106 200 25-50 / 25 40 1,224 400 Lightning.png
Blue D / Blue Dragon #107 454 92-184 / 92 20 3,274 2,000 Fire.png

BADMAN / Black Knight - Not too terribly strong of an enemy so it should be no trouble to dispatch.
CHIMERA / Chimera - It has access to Blaze which would be pretty nasty to party members who don't have fire resistance, specially if a group of 3 show up.
GUARD / Guardian - A relatively weak enemy who should pose no threat.
Blue D / Blue Dragon - A pretty dangerous enemy to find since it has access to THUNDER / Thunderbolt which can deal around 150 to members without Lightning resistance, it is flagged as unrunable.

Floor Encounters
Enemy Floor Number
NITEMARE / Nightmare 1F
BADMAN / Black Knight 1F
VAMPIRE / Vampire All
CHIMERA / Chimera 1F & 2F
GUARD / Guardian 1F & 2F
MEDUSA / Medusa 1F & 3F
Saber T / Sabertooth All
CATMAN / Weretiger All
CEREBUS / Hellhound 2F & 3F
WzMUMMY / King Mummy 2F & 3F
MUMMY / Mummy 2F & 3F
COCTRICE / Cockatrice 2F & 3F
PERILISK / Pyrolisk 2F & 3F
Blue D / Blue Dragon 2F & 3F
WYVERN / Wyvern 3F
WYRM / Wyrm 3F

Map 1F

Mirage Tower 1F Map
Mirage Tower 1F Map

A very short floor given that the stairs up are within view and you are able to take them through a massive shortcut that is the doors above you, however this floor has some nice treasure to get, NES players are likely going to have to drop armor since you are going to run out of space from the limited inventory. The new equipment available here are the Aegis Shield, Heal Helmet / Healing Helm & Vorpal Sword. The Aegis Shield can be equipped only by Knight, it has the same stats as the Opal Shield / Diamond Shield, however the Aegis Shield has the benefit of providing protection from Poison and Stone which is the best shield for the Knight in the main game. The Heal Helmet / Healing Helm can be equipped by Knight & Ninja it has the same stats as the Silver Helmet / Mythril Helm that was replaced by the Opal Helmet / Diamond Helm, however when used as an item it will cast the HEAL / Heal spell. The Vorpal Sword can be equipped by Knight, Ninja & Red Wizard it has 24 Attack with 25 Accuracy it is weaker than the weapons you likely have now (Defense Sword / Defender and Ice Sword / Ice Brand). After taking all the treasure take the stairs up to 2F.

Map 2F

Mirage Tower 2F Map
Mirage Tower 2F Map

Unlike the previous floor we are forced to walk the perimeter to get to the stairs up and treasure trove. The new equipment available here are Thor's Hammer, Sun Blade and the Dragon Mail. Thor Hammer / Thor's Hammer can be equipped by Knight, Ninja & White Wizard is has 18 Attack with 15 Accuracy this is the strongest hammer in the game the White Wizard can equip (unless on DoS+ where War Hammer is much stronger), when used as an item it will cast LIT2 / Thundara similar to the Zeus Gauntlets / Gauntlets. The Sun Sword can be equipped by Fighter / Warrior, Red Mage & Ninja it has 32 Attack and 30 Accuracy while more powerful than the Defense Sword / Defender (32 vs 30) it has 5 less accuracy and should be given to whoever has the Ice Sword / Ice Brand. The Dragon Mail can only be equipped by Knight and has the same stats as the Opal Armor / Diamond Armor, but the Dragon Mail provides resistance to the primary 3 elements of Fire, Ice and Lightning compared to just Lightning from the Opal Armor / Diamond Armor, this is the best armor for the Knight in the main game. After taking the treasure exit the room and head upward to the stairs to 3F.

Map 3F

Mirage Tower 3F Map
Mirage Tower 3F Map

An extremely small room head into the room to fight the forced battle against Blue D / Blue Dragon, then take the teleporter up to the next area. If you did not go to the Waterfall Cavern to get the Warp Cube you will not be able to go and have to leave Mirage Tower and go there then come back to proceed.

Sky Fortress / Flying Fortress

Suggested Level: 21 (NES / PS), 37 (DoS+)
Enemies
Name Bestiary HP Attack Defense EXP Gil Weak Drop Notes
NAOCHO / Neochu #056 344 35-70 35 32 3,189 500 Attack may Poison
R.HYDRA / Fire Hydra #061 182 20-40 / 20 14 1,215 400 Ice.png Red Fang
SORCERER / Mindflayer #070 112 1-2 / 1 12 822 999 Phoenix Down Attack may instantly kill
EYE / Evil Eye #075 162 30-60 / 30 30 3,325 3,325
MANTICOR / Manticore #080 164 22-44 / 22 8 1,317 650 Tent
MEDUSA / Medusa #088 68 20-40 / 20 12 / 10 699 699 Attack may Poison, Gaze may Stone
MANCAT / Rakshasa #089 110 20-40 / 20 30 603 800
MudGOL / Clay Golem #090 176 64-128 / 64 7 1,257 800 Potion Attack may Poison
NITEMARE / Nightmare #091 200 30-60 / 30 24 1,272 700 Ice.png Snort can cause Darkness
BADMAN / Black Knight #104 260 44-88 / 44 38 1,263 1,800 Deathbringer
CHIMERA / Chimera #105 300 30-60 / 30 20 2,064 2,500 Ice.png
GUARD / Guardian #106 200 25-50 / 25 40 1,224 400 Lightning.png
RockGOL / Stone Golem #109 200 70-140 / 70 16 2,385 1,000
AIR / Air Elemental #110 358 53-106 / 53 4 1,614 807 Ether
GrNAGA / Spirit Naga #111 420 7-14 / 7 16 3,489 4,000
EVILMAN / Death Knight #112 190 55-110 / 55 32 2,700 3,000
GrMEDUSA / Earth Medusa #113 96 11-22 / 11 12 1,218 1,218 Glance can Petrify
SLIME / Black Flan #114 156 49-98 / 49 255 900 1,101 Fire.png
SENTRY / Soldier #115 400 102-204 / 102 48 4,000 2,000 Lightning.png
WzVAMP / Vampire Lord #116 300 90-180 / 90 28 2,385 3,000 Fire.pngHoly.png Hermes' Shoes
FIGHTER / Dark Fighter #117 200 40-80 / 40 38 3,420 3,420

RockGOL / Stone Golem - Not as threatening as MudGOL / Clay Golem since they have SLOW / Slow as their spell instead of FAST / Haste, like its cousin it is resistant to all elements making physical the better choice.
AIR / Air Elemental - Weaker than the WATER / Water Elemental from Sea Shrine / Sunken Shrine so it shouldn't pose too much of a threat.
GrNAGA / Spirit Naga - Is quite a threat to meet up with, it won't use its physical attack often and will generally use Magic such as SLOW / Slow, SLEP / Sleep, FIRE / Fire, LIT / Thunder, HEAL / Heal, RUSE / Blink, DARK / Dark, MUTE / Silence or the attack Poison Gas. This is the second enemy in the game that can use MUTE / Silence, but it's very rare for it to be cast and you likely have a Ribbon on everyone who could use magic anyway not counting battle items that cast spells.
EVILMAN / Death Knight - This enemy can be pretty dangerous as he has access to NUKE / Flare & XXXX / Kill, however he will tend to not use magic in favor of physical attacks. He also has XFER / Dispel & BLND / Blind, but those are nothing to worry about.
GrMEDUSA / Earth Medusa - Pretty weak though they may appear in large groups (up to 4), but otherwise can be threatening depending one how many members don't have Ribbon or Aegis Shield to protect from her petrifying Glance.
SLIME / Black Flan - Like SCUM / Green Slime from Marsh Cave they are a physical wall, however they don't have anything special about them so a FIR2 / Fira or Mage Staff / Mage's Staff use should take it out easily.
SENTRY / Soldier - Much more threatening than GUARD / Guardian having more attack and HP than it, there tend to only be 1 of it so it should be easy to take out with Lightning elemental attacks.
WzVAMP / Vampire Lord - Has low level spells such as ICE / Blizzard, LIT / Thunder, SLEP / Sleep & STUN / Stun all of which aren't very threatening, interestingly on NES there is a bug where if they cast AFIR due to them being weak to Fire it does nothing for them.
FIGHTER / Dark Fighter - Despite its name it has a slew of spells to debuff your party (XFER / Dispel), buffs (WALL / NulAll, FOG2 / Protera & INV2 / Invisira) and even healing (HEL3 / Healaga, CUR3 / Curaga & CUR4 / Curaja), they can make a battle get out of hand if left alive long enough.

Floor Encounters
Enemy Floor Number
BADMAN / Black Knight 1F
GrNAGA / Spirit Naga 1F, 2F & 5F
AIR / Air Elemental 1F, 2F, 4F & 5F
EYE / Evil Eye 1F & 2F
EVILMAN / Death Knight 1F & 2F
NITEMARE / Nightmare 1F & 2F
MANTICOR / Manticore 1F-3F
GrMEDUSA / Earth Medusa 1F & 2F
SLIME / Black Flan 1F, 2F & 5F
CHIMERA / Chimera 2F & 3F
RockGOL / Stone Golem 2F & 3F
GUARD / Guardian 3F & 4F
SENTRY / Soldier 3F & 4F
MANCAT / Rakshasa 3F & 4F
MEDUSA / Medusa 3F & 4F
R.HYDRA / Fire Hydra 3F & 5F
WzVAMP / Vampire Lord 3F & 4F
FIGHTER / Dark Fighter 3F & 4F
NAOCHO / Neochu 4F
SORCERER / Mindflayer 4F & 5F
MudGOL / Clay Golem 4F & 5F

Map 1F

Sky Fortress / Flying Fortress 1F Map
Sky Fortress / Flying Fortress 1F Map

Four paths we can choose to go to the left, right and bottom having treasure while the top leads to the next floor. The only new equipment here is the Bane Sword / Razer, it can be equipped by Knight, Ninja & Red Wizard, it has 22 Attack and 20 Accuracy which is weaker than weapons you already have by now, however when used as an item it will cast BANE / Scourge, if lucky you can use that to kill the Fiend here and even KARY / Marilith and Kraken if you chose to not kill them yet. When you finish getting the treasure head up to the next floor.

Map 2F

Sky Fortress / Flying Fortress 2F Map
Sky Fortress / Flying Fortress 2F Map

This time we have 7 directions to choose from with the Southern path being the exit, those who are using a Knight will want to get the item in the Southwest path as it will create one of the best weapons a Knight can equip (not counting DoS equipment & the PSP Superboss drop), this floor also has the 3rd and final Ribbon of the main game (4th if DoS+ players did Hellfire Chasm and defeated Rubicante). New equipment here are the White Robe & Black Robe. The White Robe can only be equipped by White Wizard, it provides 24 Defense and -2 Evade with a Weight of 2 if you are still using the Gold Bracelet / Ruby Armlet this has 1 less Evade while providing the same Defense, it also provides protection against Fire & Death, when used as an item it will cast INV2 / Invisira. The Black Robe similarly can only be equipped by Black Wizard, it has the same stats as White Robe, but provides protection against Ice & Time, when used as an item it will cast ICE2 / Blizzara. When you are finished go down the Southern path to go to the next floor.

Map 3F

Sky Fortress / Flying Fortress 3F Map
Sky Fortress / Flying Fortress 3F Map

Another floor with 4 paths the exit this time being on a small split to the left and downward rather than being directly in a room, at this point NES players are likely out of space for armor so you will have to decide on if you want all chests open or throw away equipment you aren't using. The new equipment on this floor are Katana / Sasuke's Katana and ProCape / Protect Cloak. Katana / Sasuke's Katana can only be equipped by Ninja, it has 33 Attack and 35 Accuracy which is an upgrade to whatever weapon they have (unless those on DoS+ got Kikuichimonji as a drop from Kraken or Rubicante). The ProCape / Protect Cloak can be equipped by nearly every class (Black Belt / Monk & Master can't) it provides 8 Defense and has -2 Evade with a Weight of 2, it is the only shield the Mages can equip (unless on DoS+ and got Zephyr Cape or Elven Cloak). There is a lookout point you can check near the start of the floor on remakes to see 4 points converging on one location. When you are finished head to the left and go up to the next floor.

Map 4F

Sky Fortress / Flying Fortress 4F Map
Sky Fortress / Flying Fortress 4F Map

This floor infinitely loops, but as long as you go 2 blocks vertical (up or down) and 2 blocks horizontal (left or right) you will reach the teleporter to the next floor.

Map 5F

Sky Fortress / Flying Fortress 5F Map
Sky Fortress / Flying Fortress 5F Map

A long straight path that leads to the Fiend of this fortress, however there is a special encounter that you can only get on this bridge only. The Fiend of Wind will otherwise wait for your challenge.

Machine of Death
WarMECH / Death Machine / Warmech (#118)
HP: 1,000 (NES) / 2,000 (PS+)
Attack: 128-256 (NES) / 128 (PS+)
Defense: 80
EXP: 32,000
Gil: 32,000
Weak: —
Resist: Earth.pngFire.pngLightning.pngIce.pngStone.pngParalysis.pngPoison.pngBlind.pngSleep.pngSilence.pngConfusion.pngMind.pngDeath.png
Drop: Genji Armor (Rare)
This can be a tough battle, moreso if it ambushes you and uses NUCLEAR / Nuke / Atomize which will deal around 300+ damage to your party. Depending on your party and level a White Wizard should stick exclusively to HEL3 / Healaga to keep everyone alive while you FAST / Haste your damage dealers and use White Robe if not on White Wizard for INV2 / Invisira to reduce hits taken. The NES version was meant to recover 2 HP per round, but doesn't due to a bug, from Origins onward it recovers 100 HP per turn it is alive. Most don't know that you can run (since unrunable battles don't tend to have a chance of preemptive or ambush) if you feel your party can't handle it. The encounter rate on NES is higher (3 / 64) compared to remakes (1 / 64).
Fiend of Wind
TIAMAT / Tiamat (#119)
HP: 1,000 (NES) / 2,000 (PS) / 2,400 (DoS+)
Attack: 49-98 (NES) / 49 (PS+)
Defense: 10 (NES) / 80 (PS+)
EXP: 5,496
Gil: 6,000
Weak: Poison.pngStone.png
Resist: Fire.pngIce.pngLightning.pngEarth.png
Drop: None
She will usually choose between her physical attack or her skill cycle which is THUNDER / Thunderbolt > POISON / Poison Gas > BLIZZARD / Icestorm > BLAZE / Blaze. Despite being a boss she is vulnerable to instant death attacks like BANE / Scourge from the Bane Sword / Razer and BRAK / Break, she is otherwise not too tough.

After Tiamat has been defeated the Wind Crystal will be restored to its shining glory, those on DoS+ will notice a statue of Tiamat gets removed from a certain area, that is the entrance of the Whisperwind Cove. It is located near Cavern of Ice on the path South near the route to get to it. We are now ready for endgame, it is recommended that your weakest party member has around 375 max HP at least because of the nasty surprise the first boss will very likely use, also if you are using a Knight and picked up the ADAMANT / Adamantite a certain Dwarf at the Dwarf Cave / Mount Duergar will make the Xcalber / Excalibur for you, only a Knight can equip it, it has 45 Attack and 35 Accuracy and is the Knights best weapon (unless on DoS where Ragnarok & Ultima Weapon are better or the Barbarian Sword on Anniversary Edition), one neat thing about Excalibur is that it targets all enemy types and weaknesses which help it deal more damage than the strongest weapon Masamune attack power wise, though this effect is not present on the NES version, however Xcalber should still be in a Knights hand regardless. Those on remakes should take the time to fill any bestiary entries you may have missed, though if one of them was Green Dragon (108) don't worry about finding it at Waterfall Cavern as the final dungeon has a floor where they appear very often. For those on remakes beating the final boss will cause the game to start all over keeping your kill counts on enemies and having you create a new party, while no enemy is missable you will want to make sure you have every enemy defeated if you want a full bestiary (including all forms of the added superboss for Anniversary Edition players).

Time Warp - A Journeys End

Suggested Level: 23 (NES / PS), 44 (DoS+)
Our journey is coming to a close and it starts where our journey began, those on NES if you don't have the LUTE make sure to get it from Princess Sarah at Coneria Castle. We take our final visit into the Temple of Fiends / Chaos Shrine, those on the Anniversary Edition will notice a hooded figure appear who you may have seen in Cornelia make their way to the back of the temple, this opens an exclusive area for this version know as the Temple of Time which houses the new Superboss of this version. Make your way straight North and "talk" to the Purple orb which will leave behind a portal for us to walk into.

Temple of Fiends / Chaos Shrine (Past)

Enemies
Name Bestiary HP Attack Defense EXP Gil Weak Drop Notes
SHARK / Shark #021 120 22-44 / 22 0 267 66 Lightning.png
EARTH / Earth Elemental #041 288 66-132 / 66 20 1,536 768 Fire.png Remedy
FIRE / Fire Elemental #060 276 50-100 / 50 20 1,620 800 Ice.png
GREY W / Lava Worm #062 280 50-100 / 50 31 1,671 400 Ice.png
AGAMA / Fire Lizard #064 296 31-62 / 31 18 2,472 1,200 Ice.png
R.GIANT / Fire Gigas #065 300 73-146 / 73 20 1,506 1,506 Ice.png
Red D / Red Dragon #066 248 75-150 / 75 30 2,904 4,000 Ice.pngStone.pngPoison.png
FROST D / White Dragon #068 200 53-106 / 53 8 1,701 2,000 Fire.pngLightning.png
FrWOLF / Winter Wolf #069 92 25-50 / 25 0 402 200 Fire.png Ice Shield
SORCERER / Mindflayer #070 112 1-2 / 1 12 822 999 Phoenix Down Attack may instantly kill
FrGIANT / Ice Gigas #071 336 60-120 / 60 16 1,752 1,752 Fire.png
MAGE / Dark Wizard #074 105 26-52 / 26 40 1,095 1,095 Red Curtain
SAURIA / Basilisk #082 196 30-60 / 30 20 1,977 658 Gold Needle Gaze may Stone
MudGOL / Clay Golem #090 176 64-128 / 64 7 1,257 800 Potion Attack may Poison
NITEMARE / Nightmare #091 200 30-60 / 30 24 1,272 700 Ice.png Snort can cause Darkness
ZombieD / Dragon Zombie #092 268 56-112 / 56 30 2,331 999 Fire.pngHoly.png Megalixir Attack may Stun / Paralyze
WzSAHAG / Sahagin Prince #093 204 47-94 / 47 20 882 882 Lightning.png
GrSHARK / White Shark #094 344 50-100 / 50 8 2,361 600 Lightning.png Wyrmkiller
BigEYE / Deepeyes #095 304 30-60 / 30 16 3,591 3,591 Lightning.png Gaze may Stun / Paralyze, Flash may cause Darkness
SeaSNAKE / Sea Snake #096 224 35-70 / 35 12 957 600 Lightning.png
LOBSTER / Sea Scorpion #097 148 35-70 / 35 18 639 300 Lightning.png Attack can Poison
SeaTROLL / Sea Troll #098 216 40-80 / 40 20 852 852 Lightning.png 10 HP Regen per turn (not on NES)
WATER / Water Elemental #100 300 69-138 / 69 20 1,962 800 Ice.png
NAGA / Water Naga #101 356 9-18 / 9 8 84 20 Lightning.png
BADMAN / Black Knight #104 260 44-88 / 44 38 1,263 1,800 Deathbringer
CHIMERA / Chimera #105 300 30-60 / 30 20 2,064 2,500 Ice.png
Gas D / Green Dragon #108 352 72-144 / 72 16 4,068 5,000
RockGOL / Stone Golem #109 200 70-140 / 70 16 2,385 1,000
EVILMAN / Death Knight #112 190 55-110 / 55 32 2,700 3,000
GrMEDUSA / Earth Medusa #113 96 11-22 / 11 12 1,218 1,218 Glance can Petrify
SLIME / Black Flan #114 156 49-98 / 49 255 900 1,101 Fire.png
WzVAMP / Vampire Lord #116 300 90-180 / 90 28 2,385 3,000 Fire.pngHoly.png Hermes' Shoes
FIGHTER / Dark Fighter #117 200 40-80 / 40 38 3,420 3,420
JIMERA / Rhyos #120 350 40-80 / 40 18 4,584 5,000 Ice.png Power Staff Stone Gas can petrify
WORM / Purple Worm #122 488 65-130 / 65 10 4,344 1,000 Emergency Exit
IronGOL / Iron Golem #123 304 93-186 / 93 100 6,717 3,000 Toxic can instantly kill

JIMERA / Rhyos - A slightly upgraded CHIMERA / Chimera whom they will often be in a group with them, its POISON / Stone Gas can petrify your party, though by this point everyone should have protection from Stone.
Worm / Purple Worm - Has a pretty nasty physical attack and later remakes give it a lot of Magic Defense making physical a preferred option.
IronGOL / Iron Golem - The rarest encounter in the game which has an instant death attack called Toxic which will hit anyone who doesn't have resistance to Poison, as you should have Ribbons on everyone you should not have to worry outside of him having more defense than other Golems.

Floor Encounters
Enemy Floor Number
WORM / Purple Worm 1F & B4
Frost D / White Dragon 1F
CHIMERA / Chimera 1F & 2F
SLIME / Black Flan 1F & 2F
ZombieD / Zombie Dragon 2F, 3F & B4
FrGIANT / Ice Gigas 2F
FrWOLF / Winter Wolf 2F
JIMERA / Rhyos 2F
WzVAMP / Vampire Lord 2F, 3F & B4
BADMAN / Black Knight 3F
Gas D / Green Dragon 3F
MAGE / Dark Wizard 3F
Fighter / Dark Fighter 3F
MudGOL / Clay Golem B1
RockGOL / Stone Golem B1 & B4
GrMEDUSA / Earth Medusa B1
EARTH / Earth Elemental B1
SAURIA / Basilisk B1
Grey W / Lava Worm B2
R.GIANT / Fire Gigas B2
AGAMA / Fire Lizard B2
FIRE / Fire Elemental B2
Red D / Red Dragon B2
WATER / Eater Elemental B3
LOBSTER / Sea Scorpion B3
SeaSNAKE / Sea Snake B3
SeaTROLL / Sea Troll B3
WzSAHAG / Sahagin Prince B3
GrSHARK / White Shark B3 & B4
BigEYE / Deepeyes B3
NAGA / Water Naga B3
SHARK / Shark B4
EVILMAN / Death Knight B4
NITEMARE / Nightmare B4
SORCERER / Mindflayer B4
IronGOL / Iron Golem B4

Map 1F

Temple of Fiends / Chaos Shrine (Past) 1F Map
Temple of Fiends / Chaos Shrine (Past) 1F Map

Those on the NES version take note that this is a no turning back point for you, all other versions will have a symbol on the floor where you started which allows them to exit this area, NES players without the EXIT spell will not be able to leave this dungeon. Start by making your way to the Southeast corner as the stairs in the Southwest lead to an empty room that has no means of progressing in this dungeon. This will lead to a small area in Floor 2F in which you must get to the next set of stairs to the East of it which lead to the 3rd floor in the Northwest.

Map 3F

Temple of Fiends / Chaos Shrine (Past) 3F Map
Temple of Fiends / Chaos Shrine (Past) 3F Map

A map was skipped, but it will appear below this one due to how little was explored. Our goal for this floor is to make it to the center room through the South of the area, when you have made you way to the door inside you will face a mini boss.

Mini Boss
PHANTOM / Death Eye (#119)
HP: 360
Attack: 120-240 (NES) / 120 (PS+)
Defense: 60
EXP: 1
Gil: 1
Weak: Fire.pngHoly.png
Resist: Earth.pngIce.pngStone.pngParalysis.pngPoison.pngBlind.pngSleep.pngSilence.pngConfusion.pngMind.pngDeath.png
Drop: Elixir (Rare)
If you remember the EYE / Evil Eye this is basically the same thing, but slightly stronger. Like that enemy it has access to a lot of spells which it will use in order of STOP / Stop > ZAP! / Warp > XFER / Dispell > BRAK / Break > RUB / Death > HOLD / Hold > MUTE / Silence > SLOW / Slow. This is the 3rd and last enemy in the main game that will try to silence you, but it's far down the list to worry about. Its Gaze attack can instant kill, but everyone should be protected from it. In the off chance you don't kill it in one turn it will recover 18 HP (not on NES).

After the PHANTOM / Death Eye has been defeated you can help yourself to the treasure chests the left contains 45,000 Gil (NES) or a Dry Ether (PS+), while the right one contains 65,000 Gil (NES) or a Megalixir (PS+). After you have collected the treasure (or decided to ignore it) go to the center slab and use the Lute Princess Sarah gave you (NES players if you didn't get it you will have to go back to Corneia castle to get it, if you don't have EXIT to get out you will have to reset your game.) which will open a path to 2F in the center room.

Map 2F

Temple of Fiends / Chaos Shrine (Past) 2F Map
Temple of Fiends / Chaos Shrine (Past) 2F Map

On this floor we have to leave the room and go to the Northwest which leads back to 1F. On 1F we start at the Northeast and must make our way West to the stairs in the Northwest corner.

Map B1

Temple of Fiends / Chaos Shrine (Past) B1 Map
Temple of Fiends / Chaos Shrine (Past) B1 Map

We start in the Southwest corner and must traverse all the way around to the Southeast of the room. Warning before approaching the stairs make sure you are fully healed in order to survive a nasty surprise.

Lich Refight
LICH / Lich (#124)
HP: 500 (NES) / 1,000 (PS) / 2,800 (DoS+)
Attack: 50-100 (NES) / 50 (PS+)
Defense: 80
EXP: 2,000
Gil: 1
Weak: Holy.png
Resist: Ice.pngStone.pngParalysis.pngPoison.pngBlind.pngSleep.pngSilence.pngConfusion.pngMind.pngDeath.png
Drop: None
Lich has had a major update to his spell list only using Level 8 spell this time around with the cycle being NUKE / Flare > STOP / Stop > ZAP! / Warp > XXXX / Kill and losing the Fire Weakness he previously had. NUKE / Flare if he uses it on the first turn will deal hefty damage around 375 at the least. Go all out and hopefully kill him before your weaker mages drop.

Map B2

Temple of Fiends / Chaos Shrine (Past) B2 Map
Temple of Fiends / Chaos Shrine (Past) B2 Map

In this area the exit is within view from where we start, however we have to travel all the way around to reach it. There are some extra treasures you can choose to go for before moving to the next floor. The room below to the left has another ProRing / Protect Ring in the chest near the entrance and in the room South and East of that section will have another Katana / Sasuke's Blade which we already got from Sky Fortress / Flying Fortress. The room below on the right has another ProCape / Protect Cloak which you can equip to your other Mage character if you have a second one (and haven't done bonus dungeons on GBA+ which have better cloaks for them) and the other room mostly East of there has 26,000 Gil (NES) or another Megalixir (PS+), when done collecting the treasure make your way back to the stairs leading the to next floor.

Marilith Refight
KARY / Marilith (#125)
HP: 700 (NES) / 1,400 (PS) / 3,200 (DoS+)
Attack: 60-120 (NES) / 60 (PS+)
Defense: 60
EXP: 2,000
Gil: 1
Weak: —
Resist: Fire.pngLightning.pngIce.pngStone.pngPoison.png
Drop: None
Her spell cycle has been updated to have FIR3 / Firaga replace FIR2 / Fira, BLND / Blind replace DARK / Dark & STUN / Stun replace HOLD / Hold, same strategy as last time will still work.

Map B3

Temple of Fiends / Chaos Shrine (Past) B3 Map
Temple of Fiends / Chaos Shrine (Past) B3 Map

A very simple floor where both paths converge into the same area in the South, there is no treasure here so you can book it to the stairs in the Southeastern room.

Kraken Refight
KRAKEN / Kraken (#126)
HP: 900 (NES) / 1,800 (PS) / 3,600 (DoS+)
Attack: 70-140 (NES) / 70 (PS) / 60 (DoS+)
Defense: 70 (NES / PS) / 80 (DoS+)
EXP: 2,000
Gil: 1
Weak: —
Resist: Earth.pngFire.png
Drop: Eye Drops (Rare)
Not much of a change compared to last time though now Kraken has access to LIT2 / Thudara, same strategy as last time still works.

Map B4

Temple of Fiends / Chaos Shrine (Past) B4 Map
Temple of Fiends / Chaos Shrine (Past) B4 Map

You can choose to go straight for the exit by going to the East to go to the next floor, however this floor has not only a very rare, but there is also a special weapon hidden at the very Southeast. The Masmune / Masamune is the strongest weapon in the game that can be used by every class including with an attack of 56 and accuracy of 40, it is recommended to give it to a weaker character so they can contribute better to normal encounters.

Refight already?
TIAMAT / Tiamat (#119)
HP: 1,100 (NES) / 2,200 (PS) / 5,500 (DoS+)
Attack: 75-150 (NES) / 75 (PS+)
Defense: 90
EXP: 2,000
Gil: 1
Weak: —
Resist: Earth.pngFire.pngIce.pngLightning.png
Drop: Rune Staff (Rare)
It hasn't been too long since we fought Tiamat, this time however she has a spell cycle which she will use more over her skills her spells cycle between BANE / Scourge > ICE2 / Blizzara > LIT2 / Thundara > FIR2 / Fira. Other than her higher defense the old strategy will still work.

Map B5

Temple of Fiends / Chaos Shrine (Past) B5 Map
Temple of Fiends / Chaos Shrine (Past) B5 Map

This floor offers much needed breathing room as it has no random encounters so feel free to use your Heal Potions / Megalixir to get back into tip top shape. There is only one room on this floor which houses…Garland? After revealing the plot of the game Garland will transform into.

Final Boss
CHAOS / Chaos (#128)
HP: 2,000 (NES) / 4,000 (PS) / 20,000 (DoS+)
Attack: 100-200 (NES) / 100 (PS+)
Defense: 100
EXP: 0
Gil: 0
Weak: —
Resist: Earth.pngFire.pngLightning.pngIce.pngTime.pngStone.pngParalysis.pngPoison.pngBlind.pngSleep.pngSilence.pngConfusion.pngMind.pngDeath.png
Drop: None
In all versions this fight is basically a damage race to hopefully defeat him before he uses CUR4 / Curaja in his spell cycle to fully heal himself. His physical attack has a chance to Stun / Paralyze the member he hits.

His spell cycle will go ICE3 / Blizzaga > SLO2 / Slowra > LIT3 / Thundaga > CUR4 / Curaja > FAST / Haste > FIR3 / Firaga > ICE2 / Blizzara > NUKE / Flare
While his skill cycle will go INFERNO / Blaze > SWIRL / Tsunami > TORNADO / Cyclone > CRACK / Earthquake

If you have a member without a Ribbon you will want to cast WALL / NulAll on them as they won't have protection from CRACK / Earthquake since Earth elemental attacks bypasses a ProRing / Protect Ring. Use FAST / Haste on your main fighters (and Giant's Gloves + Temper in later versions) while your White Mage heals every turn to keep the party up. Go all out with your magic after you have buffed up (except your healer who should focus on keeping everyone alive) and he should hopefully go down before before CUR4 / Curaja goes off.

After you have defeated Chaos enjoy the ending to the game, those on remakes can replay the game over again if you choose to save after the credits keeping your bestiary entries.