Marilith -- Boss #8

Location: Mount Gulg B5 Difficulty: Hard Recommended Level: 22

The second of the Four Fiends. Marilith is a six-armed serpent guarding the Fire Crystal at the bottom of Mount Gulg. No elemental weakness. 183 Magic Defense. Six physical attacks per turn. Offensive spells are nearly useless-this fight is won entirely through buffed physical damage and the right defensive setup. Cast NulBlaze on turn one or her Fira will eat through your party fast.

Marilith Stats

HP

1440

Attack

40

Defense

50

Magic Defense

183

Weakness

None

Resistance

Fire, Lightning

Strategy

No weaknesses plus resistance to Fire and Lightning means your Black Mage's standard arsenal deals near-zero damage. Every spell slot goes into buffs. The fight comes down to how quickly you can stack Temper on your best physical attacker. Turn 1-White Mage: NulBlaze. Marilith's Fira hits the whole party. Without NulBlaze, you are spending healer turns catching up on damage instead of maintaining buffs. Black Mage: Haste on your Warrior first. Then Temper stacks on the same target every subsequent turn. Temper adds flat Attack and stacks multiplicatively-two or three stacks plus Haste dramatically cuts the fight length. White Mage (after NulBlaze): Protera, then Invisira, then Curaga every turn. Her six-hit combo is softened by both defensive buffs. Keep HP above 120 on everyone. Warrior: Attack every turn with the Ice Brand equipped. Best weapon available in this dungeon. Monk: Attack every turn. Bare-handed Monks deal solid physical damage at this level alongside your Warrior. Marilith can also cast Hold (paralyzes a party member) and Dark (reduces accuracy). If Hold lands on your White Mage, use Hi-Potions from another party member's item slot to keep healing going while you wait for it to expire.

Quick Tips

  • NulBlaze is mandatory on turn one. No other setup matters more.
  • Ice Brand from Mount Gulg B4 is your Warrior's best weapon for this fight. Get it before approaching Marilith.
  • Stack Temper 2 to 3 times on your Warrior before you need Curaga. Each stack is worth more DPS than any spell your Black Mage can cast here.
  • Do not bother with Thundaga or Blizzaga. Even against a target with zero resistance, 183 Magic Defense guts spell damage to near-meaningless numbers.

Turn-by-Turn Guide

  1. 1. Turn 1: White Mage casts NulBlaze (critical)
  2. 2. Black Mage casts Haste on Warrior
  3. 3. Black Mage then casts Temper on Warrior
  4. 4. Stack Temper 2-3 times before switching
  5. 5. White Mage casts Protera and Invisira
  6. 6. Warrior and Monk attack every turn
  7. 7. White Mage casts Curaga to maintain HP > 120
  8. 8. Fight ends in 6-8 rounds with full buffs

Rewards

Total Reward 2,475 EXP, 3,000 Gil, Fire Crystal

Fire Crystal restored. A portal appears-step through to exit Mount Gulg. Canoe back to Crescent Lake, rest at the Inn, and pick up any Level 6 spells you have not purchased yet. Next chapter is the Cavern of Ice, which holds the Levistone and the Airship. Ice-themed enemies throughout are weak to Fire, so your spell loadout carries over well. Rest and restock before heading north toward the Cavern.

Related Guides