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Castrum Marinum (Extreme)

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This article is about the level 80 challenge-mode trial. For the optional story-mode level 80 trial, see Castrum Marinum.

Castrum Marinum (Extreme)

Level
80 (Sync: 80)
Item Level
500
Difficulty
Extreme
Party size
Full Party
8 man 2 2 4
Unsyncing
Allowed
Time limit
60 minutes
Phoenix Down
Not Available
Duty Finder
High-end Trials (Shadowbringers)
Roulette
Mentor
Tomestones
Allagan Tomestone of Poetics 25 
Req. quest
Weapon of Choice
Location
Castrum Marinum Drydocks
Region
Thanalan
S/S/S
Available
Patch
5.4
The Echo
On wipe: +5% (max +25%)
Links
EDB GT TC

Not content to face a gigantic warmachina armed with an assortment of deadly blades and lasers just once, you rather recklessly decide to relive the battle via the Real Virtuality Combat Simulation Experiencinator. For some reason, your foe's combat prowess has been increased exponentially, though it does provide an opportunity to hone your skills, and your pride as a warrior compels you to take up the gauntlet.

— In-game description

Castrum Marinum (Extreme) is a level 80 trial introduced in patch 5.4 with Shadowbringers.

Video guide by MTQcapture

Mark V Anti-Eikon Warmachina: The Emerald Weapon

A two-phase fight, the battle initially takes place in a 25y radius circular walled arena. As the battle progresses, the arena will shrink as the outer edges are severed and the protective railings are dropped.

By the end of the first phase, the arena will shrink to a 15y radius circular arena with no protective walls to stop players from falling to their death.

Once The Emerald Weapon's first phase is beaten, players will receive a checkpoint and start from the beginning of the second phase should the party wipe.

The second phase takes place in a 40x40 yalm square arena surrounded by deadly blue flames that will kill any players that step into it.

Phase 1


Phase 1 Abilities
Name Description
Emerald Shot A tankbuster.
Optimized Ultima Unavoidable party-wide damage.
Aetheroplasm Production Creates four blue Ceruleum Spheres and four yellow Nitrospheres at clock spot positions.

Each will be tethered to the opposite color on the opposite side of the arena and slowly move towards the center. If the spheres collide in the center, they will detonate and wipe the party.

  • When one sphere explodes, its tethered-opposite will stop moving and begin a 3 second cast of Extinction Impact. If this sphere is not detonated before the cast completes, the party will wipe.
  • When a player collides with a sphere, it will detonate into 10y radius circle AoE. If only 1 player is inside this AoE, the damage is lethal.
    • Unlike stack markers, damage is not simply divided equally across players inside the AoE—rather it instead lowers to survivable levels if 2 or more players are inside.
  • Ceruleum Spheres deal magic damage and inflict Magic Vulnerability Up for 10 seconds. Nitrospheres deal physical damage and inflict Physical Vulnerability Up for 10 seconds.
Emerald Beam A rotating arrow appears around The Emerald Weapon, which then fires a spinning 60-degree cone laser from its front and back.

At the same time, a 10y radius static circle AoE and multiple static donut AoEs will fire out from the center of the arena in waves.

  • Each cast will shrink the arena's size by a 5y radius, also removing the protective outer railing and allowing players to fall off the edge to their death.
Magitek Magnetism Three to five mines appear around the arena that will detonate into 12.5y radius static circle AoEs. Two of these mines will always be connected with a same-polarity magnetic tether.
  • One mine will always be untethered. If five mines appear, two mines will also be connected with an opposite-polarity magnetic tether.
Photon Burst A flare marker placed on both tanks. Also acts as a tankbuster.
Bit Storm An untelegraphed 15y radius static donut AoE with a 8y radius safe zone underneath The Emerald Weapon. Cast immediately after the boss brings out its six floating hands.
Photon Ring An untelegraphed 12.5y radius static circle AoE centered on The Emerald Weapon. Cast immediately after the boss retracts their six floating hands.
Divide Et Impera A shared tankbuster marker is placed on the main tank, then all non-tanks are hit by untelegraphed 2.5y radius spread circles.
Split The lower half and upper half of The Emerald Weapon separate and prepare unique attacks.

Followed up with Expire—a 12.5y radius static circle AoE centered on The Emerald Weapon's legs, and a growing black static circle AoE placed at a random edge of the platform.

Pulse Laser Two random players are marked with red arrows. The Emerald Weapon then aims two static line AoEs at the location of these players.

The Emerald Weapon will attack with several large AoEs over the course of the fight as the arena shrinks, reducing the player's options to move to safety.

Players have 5 minutes and 40 seconds to defeat the first phase of The Emerald Weapon before they enrage with a 15 second cast of Full-power Optimized Ultima.

Quick Notes:
  • Players should avoid rotating around the outside of the arena against Emerald Beam, as the outer radius will drop into the abyss along with any players on top of it.
  • The safe area of Magitek Magnetism will always be between the two mines tethered with the same-polarity magnetic tether, which will be pushed apart before they detonate.
    • The first cast will be three mines combined with Photon Burst. The two tanks should stand to the left and right of the untethered mine while the rest of the party stands between the two tethered mines
  • Pulse Laser will be combined with five mines. The two players marked by arrows should aim the attack away from the intended safe-zone before stacking with the rest of the party after.
Aetheroplasm Production:

The party should divide into four pairs, splitting to either all cardinals or all inter-cardinals to start. A rotation direction (clockwise or counter-clockwise) should be agreed upon.

  • Each pair will detonate the sphere on their assigned position, then run back towards the center for healing.
  • All players will then rotate in the assigned direction to the neighboring sphere to detonate it.
    • If this sphere is the same color as the one detonated prior, the pair can swap to the sphere on the opposite side of the tether. As orbs are always tethered to their opposite color, the opposite player pair would be in the same situation and can do the same.

Once The Emerald Weapon is brought to 0.1% health, a cutscene will begin and Phase 2 will start.

Phase 1 Rotation
Attack Strategy
Emerald Shot Mitigate.
Optimized Ultima --
Aetheroplasm Production Split into pairs on all cardinals or all inter-cardinals of the arena. Each pair must pop a blue sphere and a yellow sphere.
Emerald Beam Rotate in the same direction as The Emerald Weapon while dodging AoEs. The arena will shrink to a 20y radius.
Magitek Magnetism + Photon Burst Tanks should split to the left and right edges of the untethered mine while the party stacks between the tethered mines.
Magitek Magnetism Stand between the mines tethered with a matching polarity.
Emerald Beam Handle as before. The arena will shrink to a 15y radius.
Optimized Ultima --
Bit Storm Stand underneath The Emerald Weapon after it brings out its floating hands.
Divide Et Impera Tanks must stack together and mitigate while the rest of the party spreads out.
Split Move to the outer edge of the arena to dodge Expire, then move away from the black circle.
Photon Ring Move to the outer edge of the arena once The Emerald Weapon's hands retract.
Magitek Magnetism + Pulse Laser Aim the lasers away from the party, then stack between the mines tethered with a matching polarity.
Optimized Ultima --
Bit Storm Stand underneath The Emerald Weapon after it brings out its floating hands.
Divide Et Impera Tanks must stack together and mitigate while the rest of the party spreads out.
Optimized Ultima This is the party's last chance to defeat The Emerald Weapon.
Full-power Optimized Ultima (Enrage)

Phase 2


The Emerald Weapon becomes golden, pulling out six swords and gaining a new set of abilities. While players can no longer fall off the arena, a flaming blue wall will kill players should they step outside of the square.

Phase 2 Abilities
Name Description
Divide Et Impera A shared tankbuster marker is placed on the main tank, then all non-tanks are hit by spread cones.
Primus Terminus Est All non-tanks have a blue arrow appear at their feet pointing in a random cardinal direction.

After 8 seconds, these players are Stunned. A thin static line AoE fires from all players in the direction of their arrows, dealing a 35 yalm directional knockback to them and any other players hit.

Tertius Terminus Est Three sets of swords drop on the arena consecutively in a random order—one set in the center and two sets in the corners of the arena.

Each sword creates 4 blue lines on the floor in a '+' or 'x' shape. These swords then detonate by landing order into 20y length, 5y width static line AoEs in the four indicated directions.

  • While the order in which the three sets of swords land in is random, the center swords will always be either the first or third set—never second.
Secondus Terminus Est Four players are marked with a glowing blue '+' and four players an 'x' marker below their feet. After 5 seconds, these become matching blue lines from Tertius Terminus Est that detonate a few seconds later.
  • Markers also act as 5y radius spread circles, potentially killing players attempting to stack together.
Legio Phantasmus The Emerald Weapon disappears and is replaced by The Black Wolf's Image. Damage dealt to The Black Wolf is transferred to The Emerald Weapon later.
  • The Black Wolf's Image will cast Heirsbane, shooting a random player for high damage.
Mechanized Maneuver Five airships appear on the west side of the arena and a Magitek Armor at the south. The airships will receive number markers above their heads.

The airships then create a moving circle AoE from their position traveling to the opposite side in the order of their numbers. Lastly, the Magitek Armor fires a radial knockback at the arena's center with a 20y push.

  • Despite the visuals, the airships do not deal any damage with their initial charge.
Full Rank Combines Mechanized Maneuver with three rows of soldiers standing at the north edge of the arena. Each row has one missing soldier, creating a gap.

As the airships begin flying across, the soldiers fire static line AoEs in front of them row-by-row.

  • The gaps in the second and third row of soldiers will always be adjacent to the gap in the previous row.
Split The Emerald Weapon separates from its legs, and one of the two flies away, leaving the other behind.
  • If the top-half stays behind, it will cast Sidescathe and add an epicentral knockback to the next Tertius Terminus Est.
  • If the bottom-half stays behind, it will cast Expire and add a growing static circle AoE to the next Tertius Terminus Est.
Sidescathe The left or right side of The Emerald Weapon glows, then covers that half of the arena in a damaging AoE.
Expire A 12.5y radius static circle AoE centered on The Emerald Weapon.

The Emerald Weapon's second phase revolves entirely around dodging fast, high-damage AoEs with complex overlapping mechanics. Players have 6 minutes and 15 seconds to defeat the boss before they complete their enrage cast of Full Power Optimized Ultima.

Quick Notes:
  • Clock spot positions are recommended to handle Divide Et Impera. As both tanks must stack together, there is extra space for the rest of the party to spread around the boss.
  • For Primus Terminus Est, players must have the back of their arrow against the edge of the arena to survive the knockback. Players should avoid standing in the corners to avoid killing other players lined up on the adjacent edges.
    • To ensure players do not accidentally line up with others on the opposite wall, the party should agree to all stand to either the left or right side of their wall. This also leaves the center safe for the tanks.
  • When players are marked by Secondus Terminus Est, players with '+' marks should stand in the corners while those with 'x' marks should stand on the cardinal edges. This leaves the center safe to move into afterwards.
Tertius Terminus Est:

The Emerald Weapon's most dangerous attack, players are required to dodge the three massive AoEs which happen in quick succession.

  • Players should focus entirely on first and third set of swords, standing just outside the range of the first set of AoEs before moving into it to dodge the third set of AoEs.
    • As the center swords will never be the second set, this attack will always involve either dodging a corner first before the center, or the center first before a corner.

This attack becomes complicated after Split, which will add a black circle AoE that has one of two effects depending on which half of The Emerald Weapon remains on the arena.

  • Against the upper-half, the black circle will become an epicentral knockback. With this attack, the center swords will always fall first. Players must be knocked back towards the third set of swords before dashing back to the center afterwards.
  • Against the lower-half, the black circle will grow into a massive 20y radius circle AoE. Players must dodge the attack as normal while avoiding the massive range of the circle.
Legio Phantasmus:

The first attack simply involves the airships and the magitek armor. Players can stand in a lane with a higher number and then move into an adjacent lane 2+ numbers lower to avoid the AoEs. Players can then simply stand near the center aimed towards a corner to dodge the knockback attack.

Against Full Rank, players should start by moving into the lane with the airship numbered 5. This allows players to focus entirely on dodging the soldiers.

Players can stand in the gap between the first line of soldiers, then look behind them to see if the next gap is to the left or right, and repeat for the third line.

After dodging the three lines of soldiers, the party must move out of the lane to avoid the moving circle AoEs before stacking near the center to survive the knockback.

Phase 2 Rotation
Attack Strategy
Divide Et Impera While tanks stack together, the party should spread out around the boss.
Primus Terminus Est Place the arrows back against the wall. Don't stand in corners to leave the adjacent edges safe for other players.
Tertius Terminus Est Stand just outside the AoE of the first set of swords, then dodge the third set of sword AoEs.
Legio Phantasmus Attack The Black Wolf and heal the players hit by Heirsbane.
Mechanized Maneuver Dodge the AoEs made by the airships, then stack near the center to survive the knockback.
Optimized Ultima --
Divide Et Impera Handle as before.
Split Take note of whether the top-half or bottom-half remains.
Sidescathe / Expire If top-half, avoid the glowing side. If bottom half, move away from the center.
Tertius Terminus Est If a top-half split, run near the black circle AoE and be knocked back into the third set of swords.

If a bottom-half split, handle as normal while avoiding the side with the circle AoE.

Legio Phantasmus --
Full Rank Stand in the lane of the airship numbered 5, dodge the soldiers by moving into the gaps in the ranks, then move out of the airship lane.
Secondus Terminus Est Place '+' markers in the corners and 'x' markers on the cardinal edges. Avoid stacking together.
Split Will be the opposite of the previous split.
Sidescathe / Expire --
Tertius Terminus Est --
Primus Terminus Est Handle as before.
Divide Et Impera Handle as before.
Full-power Optimized Ultima (Enrage)

Unrestricted party guide

Video guide by Moonshadow Fantasy

With a level 90 unsynchronized party, the following mechanics are of concern:

Phase 1
  • Aetheroplasm Production: Split into four teams of two, each assigned to a cardinal direction; once colored orbs appear, each team absorbs one of each color.
  • Magitek Magnetism (twice): Stack at the edge behind the pair of mines that are closest together; the tanks with the flare markers run away and absorb any damage inflicted by the mines.
Phase 2
  • Primus Terminus Est: Arrow-marked players position themselves in pairs at the corners of the area, with arrows pointing inward, attempting not to overlap the resulting column AoEs. All others stack in the center.
  • Tertius Terminus Est: Three pairs of swords drop into the arena.
    • If the pattern in the center is a cross: Stack on the corner swords that drop last, then move into the center once the first pairs have gone off.
    • If the pattern in the center is not a cross, but three parallel lines: Move to the edge of the arena inside one of the largest triangles, then move into the center once the first pairs have gone off.
  • Mechanized Maneuver: Look out for the airships at the edge and evade them, they cast column AoEs in the order of the number of the dots above them. Then stack in the centre for the knockback.

Loot

See also: Emerald Weapons

Treasure Coffer

Name Type Item Level Rarity Quantity
Paladin's Emerald Arms (IL 515) Other 1 CBlue 1
Emerald Battleaxe Marauder's Arm 515 CBlue 1
Emerald Greatsword Dark Knight's Arm 515 CBlue 1
Emerald Sawback Gunbreaker's Arm 515 CBlue 1
Emerald Partisan Lancer's Arm 515 CBlue 1
Emerald Knuckles Pugilist's Arm 515 CBlue 1
Emerald Blade Samurai's Arm 515 CBlue 1
Emerald Cleavers Rogue's Arm 515 CBlue 1
Emerald Longbow Archer's Arm 515 CBlue 1
Emerald Pistol Machinist's Arm 515 CBlue 1
Emerald Chakrams Dancer's Arm 515 CBlue 1
Emerald Rod Two-handed Thaumaturge's Arm 515 CBlue 1
Emerald Index Arcanist's Grimoire 515 CBlue 1
Emerald Rapier Red Mage's Arm 515 CBlue 1
Emerald Cane Two-handed Conjurer's Arm 515 CBlue 1
Emerald Codex Scholar's Arm 515 CBlue 1
Emerald Torquetum Astrologian's Arm 515 CBlue 1
Emerald Plating Other 515 ABasic 1
Emerald Weapon Coffer (IL 515) Other 1 ABasic 1
Emerald Gwiber Trumpet Other 1 ABasic 1
Faded Copy of The Black Wolf Stalks Again Other 1 ABasic 1

Achievements

This duty is associated with the following achievements:

Name Points Task Reward Patch
It's Not Easy 10 Defeat the Emerald Weapon in Castrum Marinum (Extreme). - 5.4
Mightier than Emerald 5 Complete Castrum Marinum (Extreme) with a party of only blue mages, Silence Echo turned on, and Unrestricted Party turned off. - 6.45

Music

Section Theme
Phase 1 Ultima (The Primals)
Phase 2 The Black Wolf Stalks Again