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Marilith (Past)

Chaos Shrine (Past - B2)
Hard
Last updated: February 27, 2026

Marilith waits near a red orb on B2 of the past Chaos Shrine
Marilith near the red orb on B2 of the past Chaos Shrine.

Introduction

Marilith is the second Fiend rematch in the Chaos Shrine of the past, waiting on B2 behind a red orb. She's a harder fight than Lich (Past) on the floor above and a real step up from the original encounter at Mount Gulg. Her HP has jumped from 1,440 to 3,200 (more than double), her Attack has risen from 40 to 60, and her Defense has gone from 50 to 80. She now resists Ice on top of Fire and Lightning, which means even fewer spells can touch her.

The real danger is her upgraded moveset. She's traded Fira for Firaga and added the instant-kill Death spell. A single unlucky Death cast can remove your healer from the fight entirely. B2's random encounters are Fire-themed (Fire Elementals, Fire Gigas, Lava Worms), so Blizzard clears trash quickly. Save your stronger spell charges for the boss.

Boss Stats

HP
3,200
Attack
60
Defense
80
Magic Def
183
Weakness: None
Resistance: Fire, Ice, Lightning

Strategy

To beat Marilith (Past) in FF1, equip Ribbons on every party member to block the Death spell, cast NulBlaze to halve Firaga damage, then buff your physical attackers with Haste and Saber. Her 183 Magic Defense makes offensive spells nearly useless, so this is a physical damage fight from start to finish.

Marilith has 3,200 HP with no elemental weakness. Her Magic Defense is the same 183 from the original fight, which blocks most offensive magic almost entirely. Flare can still deal moderate damage if your Black Wizard has charges to spare, but physical attacks are your primary damage source.

Your White Wizard should open with NulBlaze to cut Firaga damage in half, then layer Protera and Invisira to reduce her six-hit physical combo. That combo is brutal without buffs; each hit lands individually, and six unmitigated strikes can drop a character from full HP. Once defensive buffs are active, the White Wizard switches between Curaja and Holy as needed.

Cast Haste on your Knight and Ninja (or Master) first, then stack Temper on your primary damage dealer. A Hasted Knight with Excalibur and Temper will deal consistent 400+ damage per swing. And keep in mind that Marilith is the second of five bosses in this dungeon; don't burn through all your Ethers here if you can avoid it.

Battle Plan

  • Before the fight - Equip Ribbons on every party member who can wear one to block Death
  • White Wizard - NulBlaze turn one, then Protera, then alternate between Curaja and Holy
  • Black Wizard - Haste both physical attackers, Temper the Knight, then Flare if charges remain
  • Knight/Ninja - Saber via Giant's Gloves, then attack every round until she falls
The party fights Marilith with NulBlaze and Ribbon protection active
NulBlaze and Ribbons protect the party while physical attacks wear Marilith down.

Quick Tips

  • Ribbons block Death - Without them, a single cast can remove your healer and end the fight. This is non-negotiable.
  • NulBlaze halves Firaga - Cuts her strongest spell from party-wipe territory to manageable damage.
  • Protera for the combo - Her six-hit physical attack is mitigated by Protera and Invisira together.
  • Physical damage only - 183 Magic Defense means most spells hit for almost nothing. Flare is the one exception worth casting.

Rewards

EXP 2,000
Gil 1

After the Battle

With Marilith defeated, the stairs to B3 open up. Kraken (Past) waits below on a Water-themed floor filled with aquatic enemies from the Sunken Shrine. He has 3,600 HP and has lost his Thunder weakness, so Thundaga won't end the fight early this time. The Fiend rematches don't respawn once killed, so consider leaving the dungeon to rest and resupply if your spell charges are running thin.

Two Fiends down, three to go. The fights only get harder from here; Kraken's eight-hit physical combo and Tiamat's 5,500 HP on B4 will test whatever resources you have left.

Chaos Shrine Walkthrough →

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