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The Battle of Castrum Lacus Litore

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The Battle of Castrum Lacus Litore

Location
Bozjan Southern Front
Level
80
Duration
20 min
Experience
Experience 2,174,400-3,366,000
Mettle
Mettle 110,000-600,000
Tomestones
Allagan Tomestone of Poetics 500
Boss
Brionac, 4th Legion Helldiver, Albeleo, Adrammelech, Lyon, Dawon
Enemies
Tamed Beetle
Tamed Manticore
Tamed Coeurl
Req. quest
Feature quest The Lady of Blades
Patch
5.35

At long last, the enemy stronghold is but a stone's throw away. With your Resistance comrades at your side, all that remains is the final assault.

— In-game description

The Battle of Castrum Lacus Litore is a level 80 Critical Engagement spawned in The Bozjan Southern Front.


Castrum Lacus Litore is a special engagement that takes place in a separate zone and serves as the "finale" to the Bozjan Southern Front. Available after reaching Resistance Rank 10 and completing the prerequisite quests, it is an instance that allows up to a maximum of 48 players, and is accessed in the same way as a critical engagement. When it pops, click the Register button in the Resistance Recruitment list, and if you are selected, click Commence. Defeating bosses within Castrum Lacus Litore grants rare loot and   Bozjan Coins, which can be exchanged for special armor sets.

Requirements

Tactics

Castrum Lacus Litore is designed for a maximum of 48 players, however it is possible to beat it with significantly fewer than that. The main reason for this is that various attributes such as HP and damage scale depending on the amount of players that participate. This ensures that completion is possible no matter the amount of participants. The time limit starts at 20 minutes, and is extended by 10 minutes each time a boss encounter is completed, as well as on completion of the prisoner rescue event.

Breaching the Front Gate

Split the raid into two roughly equal groups, with one going up the ladders to the side to face Brionac, and the other going down to face the 4th Legion Helldiver in two separate, simultaneous fights. Both bosses will need to be engaged simultaneously, or else they will enrage and wipe the raid. Once one of the bosses is defeated, adds will spawn infinitely until the other boss goes down. The adds are not difficult to fight, but if the other boss is not killed quickly enough, the enrage timer will cause the raid to wipe.

Brionac (Upper boss)

Up the ladder and on top of the wall is Brionac, a large magitek construct. It is important to note that with enough people and damage, some of the later mechanics in this fight can be skipped entirely. Important mechanics are as follows:

  • Electric Anvil: Tank-buster. Mitigate.
  • False Thunder: One of Brionac's arms will move to one side of the arena and start spinning. Move to the side the arm is pointing at, as it will cleave the rest of the arena.
  • Anti-warmachine Weaponry: An add spawns on Brionac called "Magitek Core" that must be killed as soon as possible. While the core is alive, Brionac deals significant damage to the Tunnel Armor ally below.
  • Lightning Shower: Raidwide damage.
  • Energy Generation: Spawns orbs. The first set will be two Light Orbs, which each create a donut AoE. Stand underneath either orb in this instance. After the first set of orbs, four Dark Orbs will appear, which each create a large circular AoE. Stand in any corner of the arena to avoid damage. Four orbs will spawn in these positions from here on.
  • Voltstream: Three large rectangular AoEs appear, creating three safe zones. After a few seconds another set of AoEs appears covering that safe zone, and then a few seconds after that another appears. Alternate between the safe zones to avoid damage.
  • Energy Generation & Pole Shift: Two Light Orbs and two Dark Orbs appear and tether to each other, causing the orbs to swap with their tethered partner. If the Light Orbs are swapped to the east and west positions, the safe zone is underneath them. If the Light Orbs are swapped to the north and south positions, then the donut AoEs overlap and the safe zones are in any of the corners, away from the eastern and western Dark Orbs.
  • Energy Generation & Magitek Magnetism: Two Light Orbs and two Dark Orbs appear as they did before, but now with a single tether attached to you and an orb. Note the symbol over you and the orb; if they are both the same (++ or --) you will be pushed away from the orb. If they are different (+-) you will be pulled into the orb, and if you are not pulled far enough, you will receive a damage dealing debuff. The push and pull distance is about the length between the east and west orb. Position yourself properly so that you are pushed into the correct position; pushed/pulled to the east/west so that you are placed underneath a Light Orb, or pushed into a corner, away from the eastern/western Dark Orbs.
  • Energy Generation & Polar Magnetism: This is a combination of all previous orb mechanics. Two Light Orbs and two Dark Orbs appear, two of the orbs are tethered to each other and will swap positions, and you are tethered to a single orb and will have your position pushed or pulled depending on the + or - above both you and the orb.

The boss will repeat these mechanics throughout the fight. When the boss is killed and the lower boss is still alive, adds will spawn infinitely until the other team kills the lower boss. If they take too long, the enrage timer will cause the raid to wipe.

4th Legion Helldiver (Lower boss)

In addition to actually killing the boss, you will need to protect the Tunnel Armor (drill tank) while it demolishes the main gate to the Castrum. Important mechanics are as follows:

  • Magitek Missiles: Tank-buster. Mitigate.
  • Chain Cannon: Line AoE targeting random player. Do not stand directly between the boss and the Tunnel Armor, or else the Tunnel Armor may get caught in the AoE and take damage.
  • Command: Chain Cannon: Adds fire line AoEs targeting random player. Like regular Chain Cannon, but fired by adds instead of boss. Aim away from Tunnel Armor.
  • Command: Lateral Dive: Multiple simultaneous blue rectangular telegraphs. Soak them, or the Tunnel Armor will take damage.
  • Dive Formation: Three blue rectangular telegraphs spawning one after another. Watch the spawn order and soak in order. This hits harder than Lateral Dive.
  • Command: Suppressive Formation: Adds appear along sides of room. They display rectangular AoE telegraphs covering most of the room, then charge cardinally (Not diagonally) across the room, so stay out of the way.
  • Infrared Blast: Adds create orange tethers to the Tunnel Armor. Players must stand in and intercept the tethers.

The boss will repeat these mechanics throughout the fight. When the boss is killed and the upper boss is still alive, adds will spawn infinitely until the other team kills the upper boss. If they take too long, the enrage timer will cause the raid to wipe.

Prisoner Rescue Event

You will need to rescue 6 prisoners before they are executed. There are 6 branching corridors with 3 cells each: NW, W, SW, NE, E, and SE. Plan which parties go to which branches before engaging Albeleo. Ideally, you should be able to split the raid into 6 parties, with 1 party assigned to each branch. Please note that if your raid is significantly undersized, it may not be possible to save all the prisoners, in which case you will want to split the raid into 5 or even 4 parties. The intercardinal branches (NW, NE, SW, SE) should always be handled first, so that you can run drop down and run to the cardinal branches (W and E) after rescuing the prisoners from the intercardinal branches. Before actually beginning the rescue, you will need to engage and defeat Albeleo.

Albeleo is fairly simple miniboss without much in the way of notable mechanics. He just summons lots of adds that you need to kill, and these adds will do a lot of AoE attacks (Always telegraphed), and some will shield the boss (Indicated by a green tether), some have a very large AoE that can be stunned or silenced, and so on.

Rescuing the Prisoners

With your party, immediately go to your assigned branch ASAP. NW, SW, NE, and SE branches are upstairs, while the central (W and E) branches are on the ground floor. Kill the trash mobs in the corridor to unlock the cells. In each branch are 3 cells: One with the prisoner and executioner, one with a miniboss, and one that is empty. Your goal is to find and take out the executioner as quickly as possible, as they are attacking the prisoner and saving them secures extra loot. Lost Death works on any adds in this area, including the executioner themselves. Stuns also affect the executioner, stopping them from attacking the prisoner. These tactics are vital if you do not have enough people to go to each branch, because if you want to secure the extra loot, you will have to rush to the unattended branches and save the prisoners there. The rewards are an extra chest with 5 Bozjan Coins for each prisoner saved, up to 30 bonus coins total.

After doing this, kill the minibosses, and step on the glowing platform in each of the minibosses' cells to activate it. As of patch 5.58, it is no longer necessary to remain on the platforms after stepping on them. Once all 6 platforms have been activated, an enemy will spawn in front of the door leading forward, and defeating it will lead you to the next boss.

The main gimmick of this fight is called Curse of the Fiend, in which the boss will summon orbs of a given elemental aspect, which will float together. When they collide, they will set off certain mechanics that you need to handle. Only three (3) orb types will be used in any given battle, and the ones you get are random for each instance of Castrum Lacus Litore.

  • Fire: Press ESC to untarget the boss, and cease all movement and actions. This includes autoattacking.
  • Ice: Move and keep moving until it finishes going off.
  • Lightning: A giant AoE will go off in the center of the room. Move to the edges.
  • Earth: Cascading concentric donut AoEs. Move and dodge them. The donut AoEs line up with the circles in the stonework on the arena floor.
  • Wind: Donut AoE on the outer edge of the room. Get to the center.
  • Water: Knockback from the center to the edge. Get to the center to avoid being knocked into the bad stuff at the edge.

Please note that telegraphs will only be shown the first time each type of orb goes off. You will need to memorize what each type of orb does for any subsequent uses. At first, only one type of orb will go off at a time, but later, 2 will go off at a time, requiring you to handle 2 orb mechanics simultaneously. Potentially problematic combinations include:

  • Lightning/Water: Stand just outside the innermost circle in the stonework on the floor so you get knocked into the safe zone for lightning.
  • Earth/Fire: Wait on the outermost ring so you can dodge earth after the fire wears off.

Other mechanics include:

  • Holy IV: Raidwide damage.
  • Burst II & Warped Light: The boss summons multiple blue orbs that tether to each other in a chain, with a giant AoE centered at the end of the chain. Get to the opposite side of the room from that last orb.
  • Tornadoes: Multiple tornadoes are summoned. Don't stand in them, and don't be in the way when they move.
  • Meteor: Kill the Arcane Sphere adds quickly, or else the meteor will hit the arena, causing a wipe.
  • Flare: Tank-buster. Mitigate.

Beasts of the IVth Imperial Legion: Lyon rem Helsos & Dawon

Before this fight, it is common to designate one party to be those going "Top" to fight Lyon the Beast King, who is somewhat more difficult than Dawon. Midway through the fight, a glowing area appears called "Passage to Majesty's Place" allowing up to eight people to jump to the northern arena to fight Lyon, which is vital to the fight. The rest of the raid continues fighting Dawon and adds in the main arena.

Some of the mechanics may be too difficult to explain to new players in chat, but can easily be handled by marking a skilled and experienced player for the new players to follow. On NA servers, the common convention is to use the Triangle mark, often referred to as the "Danger Dorito".

Dawon is a large, black and red griffin-like creature commanded by Lyon.

  • Molting Plumage: Raidwide damage, followed by creating Silver Feathers and Golden Feathers in a 4x4 grid around the arena. Similar to the Light and Dark Orbs from earlier in the engagement, Silver Feathers create a donut AoE, while Golden Feathers create a circular AoE. Standing underneath Silver Feathers guarantees that you will be safe. These feathers are a key mechanic later on.
  • Scratch: Tank-buster. Mitigate.
  • Fervid Pulse: Cardinal AoE centered on Dawon. Note that this makes a large + shaped AoE pointed in the direction it is facing. This move will be used in a later mechanic.
  • Swooping Frenzy: Dawon marks a spot and jumps to it, dealing damage to the point of impact and anyone in the way.
  • Frigid Pulse: Donut AoE centered on Dawon. This move will be used in a later mechanic.
  • Obey: Dawon marks locations in the arena (three marks for the first use of Obey, and four marks every time after) which appear in the order Dawon will act on them. The marks have a symbol at the top and a number of lit bars at the bottom. The symbol (+ or o) determines if Dawon will do either Fervid Pulse (the + shaped AoE pointed where it is facing) or Frigid Pulse (the donut shaped AoE attack centered on Dawon). The number of lit bars below determine the order of the attack (1 bar means it will be first, 2 second...). Shortly after all marks appear, the +/O symbols disappear, forcing you to remember which attack will happen in what order. Act accordingly. After the first cast of Obey, every cast from then on consists of two +s and two Os in a random order.
  • Molting Plumage (After the first): There is immediate raidwide damage, the Silver and Golden Feathers appear throughout the arena, and the entire area is covered by four AoEs with arrows moving a direction. These four AoE do not push you, but push the Silver and Golden Feathers 2 spaces in the directions indicated. Similarly to predicting where the Light and Dark Orbs were going to swap, you must stand in a spot where either no feathers will be pushed to or where a Silver Feather will be pushed to in order to avoid damage.
  • Pentagust: Five narrow AoE cones in the direction Dawon is facing.
  • Add Phase: A "Passage to Majesty's Place" appears at the northern end of the arena, which the party that will fight Lyon will take. After this, three different kinds of adds will spawn in the arena, detailed below. The adds spawn up to three times, or until the party fighting Lyon succeeds. Note that Dawon is still active during this phase, using Swooping Frenzy, Pentagust, Fervid Pulse, and Scratch. Healers should be mindful of the tank's health in the case of Scratch due to it being a tank-buster.

Adds

  • Tamed Beetles: Four of these spawn each time, tethering to Dawon and making Dawon invincible while casting Defend on themselves to reduce damage taken.
  • Tamed Manticores: Two of these spawn each time. Ripping Claw is a conal AoE attack in front of it. The Tamed Manticores also cast Left Hammer and Right Hammer, a 180 degree AoE to its left and right side, respectively. These are casted one after the other, so wait on one side and move into the other to avoid both attacks.
  • Tamed Coeurls: Crackle Hiss is a massive cone AoE in front of it, Spike Flail is a cone AoE behind it. Point Crackle Hiss away from the northern side of the arena, as the attack can actually hit those in the other arena fighting Lyon.

All of these adds can be affected by Lost Death.

As mentioned above, only 8 people can use the "Passage to Majesty's Place" to fight Lyon midway through the fight with Dawon. If not enough players go up, additional players will be randomly selected and forcibly pulled up to fill the remaining slots. Determining who these are prior is recommended so that they are all in one party together. Once Lyon's health reaches 50%, the party has succeeded and will be launched back into the arena with Dawon.

  • Winds' Peak: AoE attack underneath Lyon with knockback.
  • Heart of Nature: AoE indicated by Lyon striking the ground and a bulging glow on an area of the ground. The ground underneath that erupts. Quickly move into the area after it does this, as two large damaging donut AoEs will erupt out of it afterwards.
  • Taste of Blood: Lyon quickly jumps to a spot in the arena, faces a direction, and does a large cleave in front of him. Get behind him to avoid damage.
  • Heart of Nature: Lyon strikes the ground again. Four small AoEs spawn in each corner and move in the direction indicated on their marker.
  • Twin Agonies: Tank-buster. Mitigate.
  • The King's Notice: Gaze. Look away from Lyon to avoid the attack.

Note that if Lyon is quickly damaged, some of the mechanics in this fight can be skipped entirely, as he only needs to be brought to 50% health.

Loot

It is important to note that Castrum Lacus Litore uses Personal Loot, so you have to be sure to click and loot each chest yourself.

Name Type Item Level Rarity Quantity
  Bozjan Coin   This item is guaranteed to drop. Other N/A ABasic 10
  Magitek Helldiver F1 Minion N/A ABasic 1
  Battle with an Esper (Zodiac Age Version) Orchestrion Roll Orchestrion Roll N/A ABasic 1
  Bozjan Runner's Secrets (Head Gear) Other N/A ABasic 1
  Bozjan Runner's Secrets (Body Gear) Other N/A ABasic 1
  Bozjan Runner's Secrets (Hand Gear) Other N/A ABasic 1
  Bozjan Runner's Secrets (Leg Gear) Other N/A ABasic 1
  Bozjan Runner's Secrets (Foot Gear) Other N/A ABasic 1

One large chest will always spawn, yielding 10 coins. For each prisoner saved in the earlier room, one additional chest containing a set of fragments and 5 Bozjan coins will spawn, with the first chest containing Superstition and each subsequent chest containing the next fragment on the list.

Name Type Item Level Rarity Quantity
  Bozjan Coin   This item is guaranteed to drop. Other N/A ABasic 10
  Field Notes on Albeleo Other N/A ABasic 1
  Into the Fortress (Zodiac Age Version) Orchestrion Roll Orchestrion Roll N/A ABasic 1
Name Type Item Level Rarity Quantity
  Forgotten Fragment of Superstition Other N/A ABasic 6
  Forgotten Fragment of Mastery Other N/A ABasic 6
  Forgotten Fragment of Sagacity Other N/A ABasic 6
  Forgotten Fragment of Becoming Other N/A ABasic 4
  Forgotten Fragment of Transcendence Other N/A ABasic 4
  Forgotten Fragment of Caprice Other N/A ABasic 4
  Bozjan Coin Other N/A ABasic 5
  Bozjan Coin Other N/A ABasic 5
  Bozjan Coin Other N/A ABasic 5
  Bozjan Coin Other N/A ABasic 5
  Bozjan Coin Other N/A ABasic 5
  Bozjan Coin Other N/A ABasic 5

Dawon and Lyon

Name Type Item Level Rarity Quantity
  Bozjan Coin   This item is guaranteed to drop. Other N/A ABasic 50
  Field Notes on Lyon Other N/A ABasic 1
  Life and Death (Zodiac Age Version) Orchestrion Roll Orchestrion Roll N/A ABasic 1
  Bozjan Runner's Secrets (Head Gear) Other N/A ABasic 1
  Bozjan Runner's Secrets (Body Gear) Other N/A ABasic 1
  Bozjan Runner's Secrets (Hand Gear) Other N/A ABasic 1
  Bozjan Runner's Secrets (Leg Gear) Other N/A ABasic 1
  Bozjan Runner's Secrets (Foot Gear) Other N/A ABasic 1
  Garlean Synthetic Fabric Other N/A ABasic 1
  Loathsome Memory of the Dying   This item is guaranteed to drop. Other N/A ABasic 5

Bozjan Coins can be exchanged for special Bozjan Armor and for any Bozjan Runner's Secrets at the Resistance Supplier in the Bozjan Southern Front.

Completing Castrum Lacus Litore will grant mettle, as well as experience (for players under level 100) and Allagan Tomestone of Poetics 500 Allagan Tomestones of Poetics.

Players who have reached Repeatable Feature Quest Change of Arms for the Resistance Weapons quest line will also receive 5   Loathsome Memory of the Dying.

Dialogue

Duty Dialogue

Marsak the Stalwart: The tunnel armor will breach their defenses.
It's up to us to keep it in one piece until it's through!
Bajsaljen the Righteous: We'll split into two groups: one to lay siege from the outside, while the other scales the wall!
Bajsaljen the Righteous: Our efforts will all be for naught if the tunnel armor fails now.
Do whatever it takes to defend it!
Marsak the Stalwart: Keep those helldivers away from the tunnel armor!
Bajsaljen the Righteous: The tunnel armor is under attack!
Strike the enemy's core!
Bajsaljen the Righteous: It's beginning to crack!
Bajsaljen the Righteous: Helldivers! We must guard the tunnel armor from them at all costs!
Marsak the Stalwart: More helldivers, coming in fast! Quickly, get rid of them!
Bajsaljen the Righteous: We're almost there! Just a little longer!
Castrum Centurion: Brionac has fallen!?
Quickly, deploy reinforcements!
Bajsaljen the Righteous: Haha! We're through the wall!
But we mustn't get complacent. It's not over yet.
Marsak the Stalwart: Storm the castrum! Everyone, forward!
Albeleo the Maleficent: We can't give these durs another ilm.
Take no prisoners! Kill every last one of them!
Bajsaljen the Righteous: That's Albeleo. He's a crafty one─watch out for his spells!
Albeleo the Maleficent: Enough of this! Hit them with everything we have!
Marsak the Stalwart: Now's our chance! Attack!
Albedo the Maleficent: They leave me with no choice.
The day has come to demonstrate the power of the auracite!
Albeleo the Maleficent: Close the barricade! I need more time!
Bajsaljen the Righteous: It seems he's eluded us, for now, at least.
We'll need to get past that barricade.
Bajsaljen the Righteous: Everyone, split up and search for a way to open it!
Marsak the Stalwart: A number of our countrymen were taken captive.
They're likely being held somewhere in the castrum.
Imperial Soldier: Retreat! Retreat!
Burn all documents, execute the prisoners! 

Bajsaljen the Righteous: It's open! Continue to the inner reaches!
Albeleo the Maleficent: Not another step closer! Time to show you what the IVth Legion's made of!
Marsak the Stalwart: Is there no end to them!?
Marsak the Stalwart: They've finally run out of soldiers to throw at us, it seems.
Forward!
Bajsaljen the Righteous: Someone's there! Wait, is that...?
Albeleo the Maleficent: You fools...what have you done? Gabranth would see Bozja reborn, yet you would bare your steel against him!?
Albeleo the Maleficent: By denying the path of righteousness, you have sealed your fate.
The heavens have spoken, and they are wroth indeed!
Adrammelech: So this is what it is to be a god.
Adrammelech: I am Adrammelech...
Now know regret, a sinner's recompense.
Bajsaljen the Righteous: Careful now. Something's not right.
Be on your guard.
Adrammelech: The crack of lightning, the roar of flame,
The rumble of earth, the grip of ice,
The rush of water, the howl of wind.
At their center, I stand. Alone and omnipotent.
Adrammelech: Look on my works, ye mighty, and despair!
Adrammelech: May the lightning tear through you!
Let your dying screams fill the air!
Adrammelech: From your shattered corse, I shall craft a monument to agony!
Bajsaljen the Righteous: To think he would go to such lengths, to surrender himself body and soul to that devil.
Marsak the Stalwart: There's no time to dwell on that.
We must press on!

Cutscene

Lyon the Beast King: Come, Dawon! We've a spot of game that wants for hunting.

Duty Dialogue

Lyon the Beast King: I have to hand it to you, I never thought you'd make it this far.
I'm going to enjoy this...
Lyon the Beast King: Go, Dawon! Your prey awaits!
Lyon the Beast King: That's it. Just like I taught you!
Lyon the Beast King: Not bad! This calls for something special!
Lyon the Beast King: I can't let you lot have all the fun.
Why not come over here and let me take a swing?
Lyon the Beast King: If you won't make a move, then I will!
Lyon the Beast King: Dawon! Are you enjoying this as much as I am?
Lyon the Beast King: Nothing like a good scrap to get the blood pumping!
Lyon the Beast King: Steady on! No need to get carried away!
Lyon the Beast King: Well, as enjoyable as it's been, it's time I called it quits.
Lyon the Beast King: Not quite what I had in mind.
Dawon, let's try that again!
Lyon the Beast King: You'd better not mess it up this time! 

Post-battle Cutscene

Lyon the Beast King: Dawon was...defeated? So they've bark and bite, then.
Lyon the Beast King: Perhaps I'll take your measure another time. Until we meet again.

Post-duty Pop-ups

Marsak the Stawlart: Alermuc is ours! We've won!
Bajsaljen the Righteous: That Lyon fellow is not one to be trifled with...

Music

Section Theme
Main   Into the Fortress (Zodiac Age Version)
Bosses 1-2   Battle with an Esper (Zodiac Age Version)
Final Boss   Life and Death (Zodiac Age Version)