Final Fantasy Pixel Remaster - Lowest Level Part 7: Marilith

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Levelling up one Red Mage to have some chance of defeating Lich opens up the vast world map of Final Fantasy I, allowing us to explore to our heart's content. I get everyone promoted (which doesn't currently make any real difference to the party performance) so that I now run a party of three Red Wizards and a Knight. Gotta remember the class changes next time I refer to my strategy for accuracy's sake.

More importantly, we have raided several of the game's dungeons, emerging with a lot of money, items and gear - the latter can also be used to cast spells. There are Giant Tonics to increase maximum HP by 200, which is obviously huge in a low level run with 30-56 HP on every party member, Speed Drinks to replace the unavailable Haste and Strength Tonics so that the lv. 2 Red Wizard needn't cast Temper ever again. We also bring Giant's Gloves to increase both the caster's attack and speed, resulting in more hits and damage, and also crowd control tools that do not find any application here in the item magic arsenal that cast Confuse, Thundara, Fira, Heal and there are even more to come as I get prepared to enter the remaining dungeons.

Marilith has 1,4K HP, which is only a little more than what Lich had. Conversely, the ways I had for boosting my damage output have greatly improved, though it is not instantly that I start unleashing my attacks.

Marilith has a skillset consisting of a regular physical attack, Fira, Blind and Hold. Fira is by far the deadliest, OHKOing everyone even with elemental protection from equipment - I currently have two ribbons and one ice shield (on the Knight), leaving one party member unprotected from the spell. In order to withstand the damage, I need to use a Giant's Tonic and follow it up with a Hi-Potion for a 150 HP recovery the following turn. After this, any and all characters who have survived the two turns will probably stay strong for the rest of the fight. If you die after using a Giant's Tonic, the effect is lost and needs to be re-set.

After this, we try to keep everybody healthy and not status'd while buffing the Knight's hit rate and attack power. The result is very surprising, as we are taken from 160 damage to 700 to 900 in the last three turns after the setup (granted, the latter two ARE crits). This is overkill for the purpose of vanquishing the boss.

I purposefully avoided getting everything before beginning the boss gauntlet, as equipment like Excalibur and White Robes, while nice, is far from necessary for securing a victory here.

Marilith technically drops a Golden Apple. It might be worth getting one for a permanent increase in 10 HP to a party member of our choice. Restarting the fight isn't so bad when we just need to avoid dying to Fira in the first two turns.




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