Dawntrail content

Hell on Rails

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This article is about the story-mode Main Scenario trial. For the level 100 challenge-mode trial, see Hell on Rails (Extreme).

Hell on Rails

Level
100 (Sync: 100)
Item Level
745
Difficulty
Normal
Party size
Full Party
8 man 2 2 4
Unsyncing
Not Allowed
Time limit
60 minutes
Phoenix Down
Not Available
Duty Finder
Trials (Dawntrail)
Roulette
Trials
Tomestones
Allagan Tomestone of Mathematics 12 Allagan Tomestone of Mnemonics 8 
Req. quest
Main Scenario Quest Where We Call Home
Entrance
Bentini Depot (X:5.6, Y:6.1)
Location
Hell on Rails
Region
The Mist Continent
Patch
7.4

Forged by the Kingdom of Lindblum as the war hurtled toward its inevitable conclusion, the Doomtrain is a masterful fusion of arcane life and cold steel. With no battlefields left to besiege, it and its cadre of war-beasts roar back and forth across the continent, devastating its surviving settlements. Now, it approaches Treno at speed, and to derail it will require the great strength─and great recklessness─possessed only by the Warrior of Light...

— In-game description

Hell on Rails is a level 100 trial introduced in patch 7.4 with Dawntrail.

Guide

Players may fall off the east and west sides of each platform to their deaths. Being hit by avoidable AoEs will result in a 1 minute stacking Vulnerability Up debuff.

Siege Engine: Doomtrain

This unique encounter consists of several mini-phases, most of which take place on a separate train car. At the end of each phase, the party will be knocked to the next train car. Each train car consists of a 4x6 grid of tiles, some of which will have objects (boxes or large raised platforms) that are relevant for some mechanics.

Car 1

  • Lightning Burst: Telegraphed magical AoE tankbusters hitting both tanks.
  • Lightning Express: Summons either a lower or upper Levin Signal portal at the north. Each portal will use a line AoE hitting a column, with only the lower portals hitting the arena. At the same time, the boss will ram the platform, dealing party-wide physical damage and knocking back, which can be prevented with immunities. Position in a column with an upper portal, which will miss.
  • Windpipe: The boss will pull in all players towards it with a late telegraph. The front two rows will be hit with a AoE. Position sufficiently far back to not be pulled into the AoE, or use knockback immunities.
  • Unlimited Express: Party-wide physical damage and knocks the party to the behind train car.

Car 2

  • Turret Crossing: Summons two groups of Kinematic Turrets at the east and west, each facing one row.
  • Electray: One group of turrets will begin glowing, indicating late-telegraphed line AoEs. Hide behind a box to avoid.
  • Lightning Express will be used again. Players can choose to be knocked back into a box to maintain uptime. Immediately after this, the other group of turrets will use Electray, so hide behind a box from the other side.
  • Windpipe will be used again. Players can use the boxes to prevent being sucked in to the AoE at the front. This is immediately followed by Electray.
  • Unlimited Express

Car 3

This car contains two large raised platforms, one southwest and the other southeast. Players can step on the teleporters to move up on the platforms.

  • Head-on Emission: Energy crackles between the Doomtrain's jaws... begins gathering at the boss's front, indicating it will hit the entire lower level of the arena with an AoE. Players must move up to the platforms to avoid this attack.
  • Head-on Emission: The Doomtrain's headlamp glows ominously... The boss's headlamp will glow a bright orange, indicating that it will hit the entire upper level of the arena with an AoE. Players must be on the ground level to avoid this attack.
  • Lightning Express: The boss spawns 5 Levin Signal portals, four on the ground level and one on the upper level. Players must move to the platform that does not have an upper portal in front of it to avoid.
  • Unlimited Express

Car 4 / Add Phase

  • Runaway Train: The party will be transported to a new circular arena, where they will need to defeat the immobile Aether add before the Doom-engine Power duty gauge reaches 100, or the party will wipe. There is no death wall in this arena.
  • Aether Surge: One tank will be hit will be hit with a telegraphed magical conal AoE tankbuster from the untargetable Ghost Train rotating around the outside. Aim this away from the party. At the same time, the Aether add will use four telegraphed conal AoEs to avoid.
  • This mechanic repeats for this phase, and each tank will alternate being the target of the tankbuster.
  • You hear the scream of metal...and it's coming closer! High party-wide physical damage at the end of the phase. Will wipe the party if the duty gauge filled completely. Afterwards, the party will return to the train car.

Car 4 continued

  • Shockwave (no cast bar): The boss summons a pair of large blue arms, dealing instant magical party-wide damage.
  • Arcane Revelation: The boss summons an large red-outlined circle.
  • Aether condenses between the Doomtrain's hands... The boss begins compressing its hands together. When they touch, the circle will explode as a large, late-telegraphed AoE, leaving the south of the platform safe.
  • The circle will then begin rotating either clockwise or counterclockwise along a diamond on the floor, and the boss will begin compressing its hands again. When there is a large charging sound, the circle will stop moving and explode shortly after. Depending on where it stops, this either leaves, the north, northwest, northeast, or south of the arena safe.
  • Derailment Siege: Spawns a tower with a multi-hit stack marker, dealing 3 hits of physical damage.
  • Derail: An AoE that will destroy the platform and kill anyone on it. Players must move to the next platform using the teleporter at the south.

Car 5

This final car contains two raised platforms, one east and the other southwest.

  • Arcane Revelation: Functions similarly as before with the AoE moving along the diamond. However, there will be two explosions in sequence with different safe spots.
  • Turret Crossing: Spawns turrets that that may either be low or high. Players must be on a different elevation as the glowing turret to avoid its attack. The boss will combine with Head-on Crossing, leaving either the lower or upper level safe.
  • Battering Arms: Spawns a tower with a multi-hit stack marker, dealing 3 hits of physical damage. Will not be followed with Derail, unlike before.

Mechanics then repeat until the boss is defeated.

Loot

Dialogue

Lumull: We're in it now... I'm counting on you!
Lumull: Waugh, the flatcar!
Lumull: Turrets!? Uh...good luck!
Lumull: Not again... You all right back there?
Lumull: Use the transport panels to get up there!
System: Energy crackles between the Doomtrain's jaws...
System: The Doomtrain's headlamp glows ominously...
Lumull: How many times is it going to do that!?
System: You are transported...
System: You hear the scream of metal...and it's coming closer!
Lumull: What in the─ You're still on board, right!?
Lumull: Aetherial...arms...?
System: Aether condenses between the Doomtrain's hands...
Lumull: I have to disconnect the car. Quick, jump on the next one!
Lumull: Thunderous heavens!
System: Aether condenses between the Doomtrain's hands...
System: The Doomtrain's headlamp glows ominously...
System: Energy crackles between the Doomtrain's jaws...
Lumull: Hit it harder!
Aether condenses between the Doomtrain's hands...

Music

Section Theme
Main   FINAL FANTASY IX: Battle 2 (Dawntrail)
Victory   Fanfare from FINAL FANTASY IX

Images