
Introduction
Kraken (Past) is the third Fiend rematch in Final Fantasy 1 Pixel Remaster, fought on B3 of the Chaos Shrine's past. Your party should be around level 45 for this fight. Unlike the original Kraken in the Sunken Shrine, this version has lost its Thunder weakness entirely; that's the single biggest change, and it turns the fight into a pure physical slugfest. His HP has doubled from 1,800 to 3,600, his Attack has jumped from 50 to 60, and his Defense has climbed from 60 to 80. But his Magic Defense remains the same 200 it was before, so offensive spells are still largely wasted here.
B3 is Water-themed, filled with the same aquatic enemies you fought in the Sunken Shrine. Thundaga still clears the random encounters quickly, but don't expect it to work on the boss. Save your spell charges for healing and buffs instead.
Boss Stats
Strategy
To beat Kraken (Past) in FF1, cast Protera and Invisira on the first turn to survive his 8-hit physical combo, then buff your Knight and Master with Haste and Giant's Gloves (Saber). He has no elemental weakness, so don't waste MP on Thunder spells. Outlast him with buffed melee attacks and keep your White Wizard on healing duty.
With 3,600 HP and no weakness to exploit, this fight is a straightforward endurance test. Kraken (Past) doesn't cast any dangerous magic; his threat comes entirely from his multi-hit physical attack, the same 8-hit combo from the Sunken Shrine. Each individual hit isn't terrible, but they add up fast on an unbuffed party. Protera and Invisira together cut his effective damage dramatically, and that combination is all the defense you'll need.
Battle Plan
- White Wizard - Open with Protera and Invisira, then switch to Curaja every turn
- Black Wizard - Cast Haste on your Knight and Master; use Temper afterward if you have charges left
- Knight - Equip Excalibur and use Giant's Gloves (Saber) on turn one, then attack every turn
- Master/Ninja - Attack each turn; the Master's raw damage output handles the rest
Your Black Wizard won't contribute much offensively here. Flare does reduced damage against 200 Magic Defense, and elemental spells are pointless. After casting Haste on both fighters, your Black Wizard should use Temper to stack additional Attack on your Knight, or simply guard to conserve MP for Tiamat.

Quick Tips
- Thunder is useless now - His Lightning weakness from the first fight is gone entirely.
- Buffs are mandatory - Without Protera and Invisira, the 8-hit combo can drop a party member in one round.
- Conserve MP - Tiamat and Chaos are still ahead; spend only what you need to win safely.
- Easiest of the four rematches - No special gimmick here, just steady damage and consistent healing.
Rewards
After the Battle
With Kraken down, three of the four Fiend rematches are behind you. The stairs to B4 are just past the orb where you fought him. And B4 is where things get serious. The random encounters on the next floor include Death Knights and Mindflayers, neither of which has a consistent elemental weakness. Make sure Ribbons are equipped on everyone who can wear them (Mindflayer instant-kills are blocked by Ribbon).
Tiamat (Past) waits on B4 with 5,500 HP and resistance to all four elements. Before heading down, consider whether you have enough MP for that fight. If you're running low, the defeated Fiends won't respawn, so you can leave the dungeon, rest at an Inn, and return without losing progress. The Masamune, the strongest weapon in the game, is also on B4; grab it before fighting Tiamat.