Castrum Marinum (Extreme) trial guide
Castrum Marinum (Extreme) source-backed trial guide: unlock facts, first-clear prep, local mechanic notes, and related wiki source links.
On This Page
- Trial (Extreme) quick facts
- Before queueing
- Boss and mechanic notes
- Duty finder and rewards context
- Completion notes
- Verification boundary
Trial (Extreme) quick facts
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.
- Category: Trial
- Difficulty: extreme
- First Appearance: Patch 5.4, *Shadowbringers*
- Level: 80
- Item Level Requirement: 500
- Party Size: Full Party (8 players)
- Required Quest: Weapon of Choice
- Location: Castrum Marinum Drydocks
- Region: Thanalan
Before queueing
Use the quick facts to check level, item level, party size, required quest, entrance, roulette, and time limit before queueing for Castrum Marinum (Extreme).
- Repair gear and meet the listed level/item-level requirements.
- Tell the party if it is your first clear.
- Use the local wiki link for exact duty facts and related articles.
Boss and mechanic notes
Castrum Marinum (Extreme) has local boss notes for: Mark V Anti-Eikon Warmachina: The Emerald Weapon. These notes are pulled from the local wiki and should be treated as source-backed prep unless separately marked as human-reviewed strategy.
- Emerald Shot - causes Emerald Weapon to blast its primary target with a high damaging tank-buster.
- Optimized Ultima - unleashes unavoidable raid-wide damage, similar to the Ruby Weapon encounter in Cinder Drift.
- Aetheroplasm Production - creates a collection of blue and yellow orbs around the outer edge of the arena, all of which tether to the Emerald Weapon and will slowly move towards the arena centre. If any orbs are left for too long, they will automatically detonate for lethal damage, forcing the raid to pop orbs manually.
- Emerald Beam #1 - the Emerald weapon projects two cone-shaped AoE's from its front and rear that will eventually begin to rotate in the direction shown via a marker around its hitbox. Additionally, a point-blank AoE will also be dropped by the Emerald weapon just before the beams begin to rotate. Said point-blank AoE will shortly be followed by outward-traveling rings of AoE's, forcing the raid to not only move in a circle to avoid the rotating beams but also step between the outward traveling set of AoE's as well.
- Magitek Magnetism #1 - creates three explosive mines within the arena that are telegraphed with large circular AoE's, indicating the radius that will be affected by their upcoming explosions. Before exploding, however, two of the mines will be tethered together with the magnet-mechanic (i.e, plus symbols), indicating that the tethered mines will eventually be pushed apart before exploding. The untethered mine will remain stationary until it has exploded.
- Magitek Magnetism #2 - similar to above, except this time, four mines will be spawned instead of three. This time, the mines will be magnet-tethered into two pairs - one pair to be pushed apart (identical plus or minus symbols), and one pair to be pulled together (opposite symbols). A single safe-spot will be formed near the pair of mines with identical symbols.
- Emerald Beam #2 - a new set of rotating cone AoE's and outward traveling ring AoE's, leading to another portion of the outer-arena being demolished. From here, the raid will have considerably less space to maneuver.
- Emerald Hands #1 - summons flying mechanical hands that will float within the arena. Players will need to react depending on what the emerald hands do next. As a rule of thumb:
- Divide Et Impera - a shareable tank-buster against Emerald Weapon's primary target, indicated by a glowing red marker. Both tanks will need to stand together to mitigate the attack. Meanwhile, the rest of the raid will need to spread out to avoid an upcoming barrage of AoE's from the emerald hands, preferably by having individual players position themselves at cardinal and inter-cardinal positions.
- Split - the Emerald Weapon will split in half, leaving behind its upper body, whilst the lower half disappears from the arena.
- Expire - projects a point-blank AoE from the centre of the arena. To avoid this, the raid should move as close to the outer edge as possible.
- Red Smash - creates a red pool near an outer edge of the arena that will eventually grow in size before detonating. All players should give the red pool a wide berth, as its true size will not be indicated until shortly before the explosion itself.
- Emerald Hands #2 - players will need to react depending on what the emerald hands do next. As mentioned before:
- Magitek Magnetism #3 + Pulse Laser - creates four mines that will once again be magnet-tethered into two pairs - one pair to be pushed apart (identical plus or minus symbols), and one pair to be pulled together (opposite symbols). Just like earlier, a single safe-spot will be formed near the pair of mines with identical symbols.
Duty finder and rewards context
Use this section to decide whether the duty belongs in roulettes, high-end queues, mentor roulette, or repeat farming.
- Duty Finder: High-end Trials (Shadowbringers)
- Roulette: Mentor
- Time Limit: 60 minutes
- Tomestones: 25 poetics
Completion notes
After your first clear, check whether the duty has mapping, clear, Blue Mage, loot, music, or collection reasons to return.
- Achievement: It's Not Easy
- Achievement: Mightier than Emerald
- Music: Phase 1: Ultima (The Primals)
- Music: Phase 2: The Black Wolf Stalks Again
Verification boundary
This page is generated from local TJPedia wiki data. It does not invent missing mechanics, NPC coordinates, loot tables, or current-party-finder strategies. High-end positioning and current-prog tactics still need human review before being labeled as a full strategy guide.
- Source-backed: duty facts, local boss notes, achievements, and music.
- Needs human review: exact high-end progression strategy.
- Use official patch notes for changed requirements or rewards.
Related on TJPedia
Sources
Auto-draft eligible, human review required for volatile guide updates.