Final Fantasy Boss Guide Version 2.0 By Amar Kishan on 8/2/01 amar_kishan@hotmail.com -------------------------------------------------------------------------------- The latest version of this FAQ can be found at: http://www.gamefaqs.com -------------------------------------------------------------------------------- i.) INTRODUCTION This is a Boss Guide for Final Fantasy (NES). If you have anything to add, just contact me at: amar_kishan@hotmail.com. I hope you enjoy the guide. If you wish to use this guide for any purposes (other than use for help), please email me first. This guide is not to be reproduced in anyway without my permission first. This guide is copyright 1999-2001 Amar Kishan. -------------------------------------------------------------------------------- ii.) FORMAT This guide covers several things in a particular format, which is useful to know in order to use the guide. Boss Format: Name Location: HP: Weakness: Magic: Special: Reward: -------------------------------------------------------------------------------- iii.) VERSION HISTORY 2.0 - Added list of special attacks - Added EXP and GP rewards - Fixed Format - New strategies 1.6 - Added Credits 1.5 - Added HURRICANE to the spell list - Added more explanations - Added Credits 1 - First version -------------------------------------------------------------------------------- iv.) TABLE OF CONTENTS i.) Introduction ii.) Version History iii.) Format iv.) Table of Contents I.) Explanation II.) Special Attacks III.) Bosses IV.) Credits/Disclaimer -------------------------------------------------------------------------------- I.) EXPLANATION -------------------------------------------------------------------------------- In Final Fantasy, all the enemies have a nasty assortment of special attacks and magic. Let's look at the EYE, for example. It has a magic list: XXXX, BRAK, RUB, LIT2, HOLD, MUTE, SLOW, and SLEP. If the Eye chooses to use magic, it will only use the magic in this order, and when it finishes using SLEP it restarts with XXXX. The same goes for special attacks. As the bosses get stronger, they tend to use magic and special attacks more than anything else. They don't have mp limits, either. -------------------------------------------------------------------------------- II.) SPECIAL ATTACKS -------------------------------------------------------------------------------- Here is a list of the special attacks that the boss use and their effect (thanks to Ben Siron's guide). NAME EFFECT BLAZE Up to 220 damage to the party (Fire) BLIZZARD Up to 200 damage to the party (Ice) CRACK instantly kills the party DAZZLE Stuns one party member GAZE Stuns one party member GLANCE Petrifies one party member HURRICANE Up to 400 damage to the party INFERNO Up to 384 damage to the party (Fire) INK Causes darkness to the party NUCLEAR Up to 400 damage to the party POISON Up to 260 damage to the party (Poison) SQUINT Kills one party member STARE Up to 80 damage to one party member SWIRL Up to 256 damage to the party THUNDER Up to 300 damage to the party (Lit) TORNADO Up to 256 damage to the party -------------------------------------------------------------------------------- III.) BOSSES -------------------------------------------------------------------------------- GARLAND Location: Temple of Fiends HP: 106 Weakness: Fire Reward: 130 EXP, 250 GP Strategy: Fighters, thieves, and black belts should attack. Red and Black Mages should cast FIRE, and White Mages should cast Ruse or Cure. PIRATESx9 Location: Pravoka HP: 6 each Weakness: Sleep Reward: 40 EXP, 40 GP [Each] Strategy: Every character should be able to kill a pirate in one hit, although Black and White Mages may need two hits. If, for some reason, you have trouble, cast SLEP on the pirates. WIZARDS (Variable #) Location: Marsh Cave HP: 84 each Weakness: Lit Reward: 276 EXP, 300 GP Strategy: The wizards can attack for quite a bit of damage. Have Fighters, Thieves, and Black Belts attack, while your Red or Black Mages cast LIT2 to severely damage the Wizards. Not much of a boss, you'll see these later as normal enemies. ASTOS Location: Northwestern Castle HP: 168 Weakness: None Magic: RUB, SLO2, FAST, FIR2, LIT2, SLOW, DARK, SLEP Reward: 2250 EXP, 2000 GP Strategy: Before fighting him, switch your worst character to the top position. This character is most likely to be leveled by Astos' RUB spell. Right after his RUB attack, Astos will cast SLO2, which you should counter with FAST or TMPR (if it hits an attacker). The best way to kill Astos is to FAST your big attackers and hope Astos doesn't RUB them out. Since Astos doesn't have much HP, he'll be gone after a few rounds of good attacks. VAMPIRE Location: Earth Cave HP: 156 Weakness: Fire, Harm Special: Dazzle Reward: 1200 EXP, 2000 GP Strategy: Have Thieves, Fighters, and Black Belts attack. Red and Black Mages should cast FIRE of FIR2, while White Mages stick to HRM2 or HRM3 (if you have it). This foe is very easy; he'll appear as a normal enemy later on. LICH Location: Earth Cave HP: 400 Weakness: Fire, Harm Magic: ICE2, SLP2, FAST, LIT2, HOLD, FIR2, SLOW, SLEP Reward: 2200 EXP, 3000 GP Strategy: This is your first true boss battle. Lich uses ICE2 near the start of the battle, so it might not help to cast AICE. Also, you'll want to kill Lich before he uses FIR2, meaning you shouldn't waste time on AFIR. Cast FAST and TMPR on your heavy attackers (Fighters, Black Belts) with your Black or Red Mage. Cure or cast HRM2 or HRM3 with your White Mage (perhaps ALIT as well), and attack with everyone else. Fir3 doesn't do a lot of damage to Lich, but it does more than your Black Mage could deal, so use it. KARY Location: Gurgu Volcano HP: 600 Weakness: Stun, Sleep Magic: FIR2, DARK, FIR2, DARK, FIR2, HOLD, FIR2, HOLD Reward: 2475 EXP, 3000 GP Strategy: This is your second true boss battle. Your mages should open up with AFIR and FAST, then cure and cast SLO2/SLO on Kary to reduces the number of hits she gets. Everyone else should attack. Oddly, Kary is not weak to Ice, so don't use Ice spells. EYE Location: Ice Cave HP: 162 Weakness: None Magic Attacks: XXXX, BRAK, RUB, LIT2, HOLD, MUTE, SLOW, SLEP Special Attacks: GLANCE, SQUINT, GAZE, and STARE Reward: 3225 EXP, 3225 GP Strategy: Your main goal is to kill this guy before he can kill you with his powerful instant death attacks. Fortunately, this guy has low HP, so in one or two rounds he'll be toast. You can use spells like FIR3 if you want. ZOMBIED (Variable #) Location: Castle of Ordeal HP: 268 Weakness: Fire, Harm Reward: 2331 EXP, 999 GP Strategy: Fry the ZombieDragons with FIR2, FIR3, HRM2, and/or HRM3. You should attack with all other characters. The Mage Staff could help if you use it as an item in battle. KRAKEN Location: Ice Cave HP: 800 Weakness: Lit3 Special: INK Reward: 4245 EXP, 5000 GP Strategy: This foe is the hardest of the four Fiends. He hits quite a few times for massive damage. FAST your Masters, Knights, and Ninjas and have them attack. Have your White Wizard on hold for casting CUR3 or CUR4. After FASTing, your Black and Red Wizards should cast LIT3. BLUED Location: Mirage Tower HP: 454 Weakness: Fire Special: BLIZZARD Reward: 3274 EXP, 2000 GP Strategy: This foe is strong against LIT spells. Have your Ninjas, Masters, and Knights take care of this fight. You can cast FIR3 to end the battle quick, if you want. WARMECH (Variable #) Location: Sky Castle HP: 1000 Weakness: None Special: NUCLEAR Reward: 32000 EXP, 32000 GP Strategy: WarMech is hard. His NUCLEAR attack takes off anywhere from 100-400 HP, so keep CUR3 or CUR4 handy. FAST Ninjas, Masters, and Knights with your Black and Red Wizards right off the bat. While they attack, Black Wizards should cast NUKE and Red Wizards should stand by/heal/or cast INV2. If you can, use FADE with your White Wizard. He'll go down eventually. TIAMAT Location: Sky Castle HP: 1000 Weakness: Bane, Brak Special: THUNDER, POISON, BLIZZARD, BLAZE Reward: 5496 EXP, 6000 GP Strategy: Tiamat is very easy. Right off the bat, try BANE or BRAK on Tiamat. On occasion, this will get rid of him immediately. If that fails, simply FAST your attackers and use NUKE and FADE. PHANTOM Location: Temple of Fiends HP: 360 Weakness: Fire, Harm Magic: STOP, ZAP!, XFER, BRAK, RUB, HOLD, MUTE, SLOW Special: GLARE Reward: 1 EXP, 1 GP Strategy: Simply attack him and he should die in one turn. LICH Location: Temple of Fiends HP: 500 Weakness: Harm Magic: NUKE, STOP, ZAP!, XXXX Reward: 2000 EXP, 1 GP Strategy: Have everyone but Black Wizards and White Wizards attack. Black Wizards should use NUKE (if you have 3 charges of it) and White Wizards should use HRM3 or HRM4. He may be able to NUKE you before you can defeat him; hopefully that won't kill your White Wizard. KARY Location: Temple of Fiends HP: 700 Weakness: None Magic: FIR3, RUB Reward: 2000 EXP, 1 GP Strategy: Use AFIR with your Red/White Wizard, then hammer away at Kary with physical attacks (you can use FAST with your Ninja to increase # of hits). KRAKEN Location: Temple of Fiends HP: 900 Weakness: None Magic: LIT2 Special: INK Reward: 2000 EXP, 1 GP Strategy: Just hammer away at him with physical attacks and LIT3. He can still deal a lot of damage, but your primary concern is to take him out (obviously, you should heal if you need to). TIAMAT Location: Temple of Fiends HP: 1100 Weakness: None Magic: BANE, ICE2, LIT2, FIR2 Special: THUNDER, POISON, BLIZZARD, BLAZE Reward: 2000 EXP, 1 GP Strategy: Tiamat is still not too hard. Have your Ninja FAST a Knight or Master, then hammer away at Tiamat with physical attacks. If you have 2 charges of NUKE left, you CAN use on here, but I would save it for the final boss. CHAOS Location: Temple of Fiends HP: 2000 Weakness: None Magic: ICE3, LIT3, SLO2, CUR4, FIR3, ICE2, FAST, NUKE Special: CRACK, INFERNO, SWIRL, TORNADO, HURRICANE Reward: None Strategy: If your levels are not in the high 30s or low 40s, you'll have problems with Chaos and his CUR4 spell. Since this spell comes up pretty early, one way to deal with Chaos is to power up until he uses CUR4, then kill him in the next few rounds. First off, FAST and TMPR your attackers. Have your White and Red Wizards use INV2. Also, have your White Wizard cast WALL on him/herself. As soon as Chaos casts CUR4, knock him out with physical attacks and NUKE. If your levels ARE high and you have a Master, FAST him and another attacker and Chaos should die before he can use CUR4. ------------------------------------------------------------------------ IV.) CREDITS/DISCLAIMER ------------------------------------------------------------------------ Brett Fisher : Information on Hurricane. Ben Siron : Boss attack patterns and special attack explanations. Squaresfot: Making this excellent game. Disclaimer: This guide is copyright 1999-2001 Amar Kishan, and Final Fantasy is copyright 1987 Squaresoft. This guide is not official. Do not distribute or upload at all without my permission. This guide cannot be reproduced in any way without my permission.