Marilith (Past) -- Boss #15
The second Fiend rematch on the way to Chaos. Marilith's HP has more than doubled to 3,200, her Attack is up to 60, and she now resists Ice in addition to Fire and Lightning. She has also traded Fira for Firaga and added the instant-kill Death spell to her moveset. Ribbons on every party member before entering this floor. No exceptions.
Marilith (Past) Stats
HP
3200
Attack
60
Defense
80
Magic Defense
183
Weakness
None
Resistance
Fire, Ice, Lightning
Strategy
The same 183 Magic Defense from the original fight is still there-offensive spells other than Flare are wasted. This is a physical fight with layered defensive buffs. The new threat is Death: a single unlucky cast removes a party member entirely and can end the fight if it takes out your White Wizard. White Wizard: NulBlaze on turn one. It halves Firaga damage and is the single most valuable action on turn one. Then Protera to reduce the six-hit physical combo damage. Alternate between Curaja and Holy every turn after that. Black Wizard: Haste on your Knight first, then your Ninja. Temper stacked on the Knight boosts physical output significantly. Flare if you have charges to spare-it is the only spell that makes a dent through 183 Magic Defense. Otherwise guard to conserve MP for the floors ahead. Knight: Giant's Gloves (Saber) turn one, Excalibur every turn. A Hasted Knight with Temper stacked deals 400+ per swing and is your primary damage source. Ninja: Attack every turn with the best weapon available. Ribbons block Death entirely. Without Ribbons, a single Death cast on your White Wizard ends the fight. Do not enter B2 without them equipped. The fight runs 8 to 12 rounds. Marilith has no self-healing, so sustained physical pressure clears 3,200 HP before resources run low.
Quick Tips
- • Ribbons block Death. Non-negotiable. Equip them before entering the Chaos Shrine (Past).
- • NulBlaze first. Firaga hits the full party. Without mitigation it can kill a low-HP caster outright.
- • Protera for the combo. Her six-hit physical attack is dangerous without Defense buffs-each hit lands individually and the combined damage adds up fast.
- • Physical only. 183 Magic Defense means most spells are wasted. Flare is the one exception worth casting.
- • Save MP. This is the second of four past Fiend fights. Tiamat (Past) on B4 is significantly harder.
Turn-by-Turn Guide
- 1. Turn 1: White Wizard casts NulBlaze (Firaga mitigation)
- 2. Black Wizard casts Haste on Knight
- 3. Knight uses Giant's Gloves for Saber
- 4. Turn 2: White Wizard casts Protera (physical defense)
- 5. Black Wizard casts Haste on Ninja
- 6. Black Wizard casts Temper on Knight (damage boost)
- 7. Turn 3+: White Wizard alternates Curaja/Holy
- 8. Knight attacks with Excalibur (Hasted + Tempered)
- 9. Ninja attacks every turn
- 10. Black Wizard casts Flare (if MP available)
- 11. Ribbons block Death spell (mandatory equipment)
- 12. Marilith's six-hit combo and Death threat
- 13. Fight duration: 8-12 rounds
Rewards
Stairs to B3 open. Kraken (Past) waits below on a Water-themed floor. His HP is up to 3,600 and his Thunder weakness from the first fight is completely gone-Thundaga is useless against him now. Consider leaving the dungeon to rest if spell charges are running low-defeated Fiends do not respawn.