The bestiary in Final Fantasy 1 Pixel Remaster tracks every enemy you've defeated. This guide covers all 128 entries with guaranteed farming locations for each one. Three trophies are tied to completion.
Completing the FF1 bestiary takes one full playthrough plus some targeted farming. You'll encounter 127 of 128 enemies naturally through the walkthrough. The only tricky entry is Warmech (#118), a rare spawn on the Flying Fortress 5F bridge with roughly a 1-in-64 encounter rate.
- Field Research - Basic — 10% (13 entries)
- Field Research - Advanced — 50% (64 entries)
- Field Research - Professional — 100% (all 128 entries)
To check your progress, go to the title screen and pick Extras → Bestiary, or open it from the Config menu mid-game. Enemies you haven't beaten show up as "????" in the list. Entries with a green location have a confirmed farming spot where that enemy always appears.
Nothing's missable. Every area stays open throughout the game, and after the credits you can save and mop up any remaining entries. But don't wait until endgame for everything; some enemies are encountered far more often in specific chapters of the walkthrough, and skipping past them means backtracking later.
Farming tips
Farming a bestiary entry is simple: go to the listed location, walk in circles, and fight until the enemy shows up. Most entries fill themselves in during normal play. If you're also grinding levels or Gil, the Chaos Shrine revisit and the Flying Fortress upper floors give the best EXP per encounter. The Pixel Remaster's 4x EXP multiplier (toggle it in Config) speeds this up considerably; it doesn't affect bestiary registration, so leave it on.
The one entry that gives everyone trouble is Warmech (#118). It spawns only on the Flying Fortress 5F bridge tile with roughly a 1-in-64 chance per step. Walk back and forth across that bridge until it appears. Warmech hits like a truck (with 2,000 HP and a Nuke spell that deals 200+ damage to your whole party), so bring your endgame party and keep HP topped off. The fight is covered in detail on the Warmech boss page.
Weakness patterns
Elemental weaknesses follow predictable patterns across the bestiary. Undead enemies (Ghouls, Ghasts, Zombies, and the like) are weak to Fire and the Dia line of White Magic. You'll run into undead in almost every dungeon, so a White Mage or Red Mage with Dia is always worth bringing. Sea creatures and water-based enemies take extra damage from Thunder spells; this matters most during the Sunken Shrine and on ocean encounters.
Most bosses, on the other hand, have no elemental weakness at all. Physical damage plus Haste and Temper buffs (cast on your fighter) will carry you through nearly every boss fight. A Knight or Master with Haste active outdamages any spell in the game against single targets. For the few bosses that do have a weakness, it's noted in their individual entry below and on the boss guides.