The Quest

The Journey, Fiends & Chaos

FF I is a treasure hunt for the keys that open the world — a ship, a canoe, an airship, a submarine — each granted by clearing one of the four elemental Fiends and relighting its Crystal. Then it folds back on itself in one of gaming's first time loops.

07 · The Road

Opening the world, step by step

The world unlocks in a chain — each new vehicle reaches the next region. Broad strokes, no spoilers beyond the structure:

  1. The bridge. Rescue Princess Sarah from Garland at the Temple of Fiends; the king builds the bridge and your quest begins.
  2. The ship. Beat the pirate Bikke at Pravoka to claim a ship and open the seas. (The Peninsula of Power nearby holds tough enemies for fast EXP — see Secrets.)
  3. Keys & the canal. Deal with Astos the Dark Elf for the Crystal Eye, get the Mystic Key and the TNT, and have Nerrick the dwarf blast the canal open — widening where the ship can sail.
  4. Earth & the canoe. Clear the Earth Cavern (Lich), then use the Canoe from the Sage's Cave to reach rivers and Mount Gulg.
  5. The airship. Retrieve the Levistone from the Ice Cavern to raise the buried Airship — now the whole overworld is yours.
  6. Class Change. Clear the Citadel of Trials for the Rat's Tail and bring it to Bahamut to promote the party (see Party).
  7. The submarine & the Fiends. Get Oxyale, dive the Sea Shrine (Kraken), have Dr. Unne translate the Lufenian slab for the Chime, then ascend the Mirage Tower to the Flying Fortress (Tiamat).
  8. The Chaos Shrine. With all four Fiends down, return to the Temple of Fiends — now a portal 2,000 years into the past for the finale.
08 · The Fiends

The four elemental Fiends

Each Fiend guards a Crystal/Orb and gates a region. They're elemental — bring the opposing element and they fold fast. Haste your fighters and keep heals up.

FiendElementWhereHit it with
LichEarthEarth CavernFire magic; undead, so Holy/Harm hurts it.
Marilith (Kary)FireMount Gulg (volcano)Blizzard / Ice magic; watch the multi-hits.
KrakenWaterSea Shrine (Sunken Shrine)Thunder / Lightning magic; it hits hard physically — Protect helps.
TiamatWind / AirFlying FortressResists single elements — lean on Flare, buffed physicals and Haste.
Pattern for every Fiend: open with Haste on your top fighter and Protect on the party, cast the matching element each turn, and keep one caster purely on Cure duty. Most Fiends die before they become dangerous.
09 · The Finale

The Chaos Shrine & Chaos

The Temple of Fiends becomes a gateway 2,000 years into the past. Inside, you re-fight all four Fiends (stronger versions) on the way down, then reach the source of the time loop: Garland, reborn through the Fiends as Chaos.

  • Stock up first — there's a long run of fights with no shops. Bring plenty of Ethers, Hi-Potions and a few revives.
  • Re-fight the four Fiends with the same element-counter plan; they're tougher but the strategy is identical.
  • Chaos casts high-tier magic including powerful healing on itself. Keep your damage relentless — Haste + Temper/Saber on a Knight or Master, Flare from the Black Wizard, and full-party heals when its big spells land.
  • Cure the status it inflicts and don't let a death snowball — a fresh Arise + heal recovers a near-wipe.
⚠ Spoiler — the time loop & ending

Chaos sent the four Fiends 2,000 years into the past; the Fiends sent the defeated Garland back in time; Garland, kept alive by their power, became Chaos — an endless loop with no beginning. Defeating Chaos in the past severs the chain at its root, erasing the loop entirely.

Because the loop never happens, the Light Warriors' journey is undone with it — no one in the present remembers what they did. It's the series' first “our heroes saved the world and no one will ever know” ending, a note Final Fantasy would return to again and again.