Sigmascape V1.0 (Savage) raid guide
Sigmascape V1.0 (Savage) source-backed raid guide: unlock facts, first-clear prep, local mechanic notes, and related wiki source links.
On This Page
- Raid (Savage) quick facts
- Before queueing
- Boss and mechanic notes
- Duty finder and rewards context
- Completion notes
- Verification boundary
Raid (Savage) quick facts
The urge to flip switches is almost irresistible...even when you know full well the consequences for doing so. Once more your finger moves as if of its own accord, and activates the second phase of the Savage Initiative. As the gentle arrangement drifts from the terminal, you are transported to a remembered vista of the Sigmascape, each lapping wave of the song swelling the boundary of your memories...
- Category: Raid (savage)
- Difficulty: savage
- First Appearance: Patch 4.2, *Stormblood*
- Level: 70
- Item Level Requirement: 340
- Party Size: Full Party (8 players)
- Region: Gyr Abania
Before queueing
Use the quick facts to check level, item level, party size, required quest, entrance, roulette, and time limit before queueing for Sigmascape V1.0 (Savage).
- 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
Sigmascape V1.0 (Savage) has local boss notes for: Phantom Train, General Mechanics, Add Phase, Mechanical Timeline: Post Add-Phase. These notes are pulled from the local wiki and should be treated as source-backed prep unless separately marked as human-reviewed strategy.
- Detailed mechanics not available from the source page.
- Ghost Block - similarly to normal mode, squared telegraphs will appear through the center of the arena (initially two, unlike the four in normal mode) which will soon be inhabited by creepy ghosts. Once fully spawned, players will be unable to traverse through the squares, which will remain as impassable obstacles for as long as they persist. Keep in mind - any player who remains within a square once the ghosts have fully formed will immediately be slain.
- Spotlights - three random players will find themselves being prey-marked while three circular spotlights materialize within the arena. After a brief delay, each circular spotlight will slowly chase after a marked player, following their movements for a brief period. After a few seconds, the spotlights will finally cease movement (giving players a brief moment to make their escape) and then detonate, inflicting massive damage upon anyone caught within them. Spotlights can be used to vanquish any ghosts within the arena. However, due to the missing railings (and the use of knockback mechanics later in the battle), it is wise to keep some Ghost Blocks active to help with future mechanics.
- Diabolical Whistle #1 - one of three ghost-related mechanics. The first Diabolical Whistle involves:
- Knockback Ghost - a single specter appears on either the left or right side of the platform and begins to long-cast All In The Mind - a massive knockback towards the opposite side of the arena. Assuming you did not destroy all Ghost Blocks via Spotlights, players will be able to utilize the obstacles to prevent themselves from being thrown off the train. If all else fails, you can also use knockback immunity cooldowns.
- Doom Strike - a vicious tank-buster against the Ghost Train's primary target which should be mitigated via cooldowns whenever possible.
- Head-On Collision - creates a proximity marker at the front of the arena, encouraging players to retreat. After disappearing into the distance, the mysterious Ghost Train will violently ram the cart, inflicting unavoidable damage and knocking back the entire raid. All players will suffer damage relative to how close they were to the point of impact. Bear in mind that the first Head-On Collision will also involve Diabolical Wind (see below).
- Diabolical Wind - marks two random players with moderate-sized green circles. After a delay, both players will be bombarded with gusts of wind, inflicting damage to the target and any other overlapped players. If marked, simply move away from the rest of the group to avoid inflicting unnecessary damage to your teammates. However, seeing as Diabolical Wind takes place at the same time as Head-On Collision (i.e., during a knockback mechanic), all participants will need to position themselves so that they are not knocked into players with Diabolical Wind. There are various methods of achieving this by using existing Ghost Blocks, or if all else fails, by having each marked player stand at opposite edges of the arena whilst everyone else stacks in the center.
- Acid Rain - bombards the arena with, you guessed it, acid rain, inflicting unavoidable raid-wide damage.
- Diabolical Whistle #2 - one of three ghost-related mechanics. The second Diabolical Whistle involves:
- Grabby Ghosts - spawns numerous ghosts to the east and west of the platform that will eventually begin to travel towards the opposite side, forcing the raid to weave in-between them. Should any player collide with a ghost for any reason, they will immediately be whisked away to a Passenger Car (see below). Simultaneously, two players will also be marked for Spotlights, forcing them to not only avoid the ghosts but to also ensure their lights are placed in safe positions, especially if you wish to avoid destroying any Ghost Blocks.
- Passenger Car - a micro-arena containing a ghostly threat. No matter what encounter awaits, players will be unable to exit the passenger car until the ghostly presence has been vanquished.
- Diabolical Headlamp - marks a random player with a noticeable line-up marker. After a brief delay, the Ghost Train will emit a Saintly Beam of blinding light in the direction of the marked player that must be shared by the raid. Unlike regular stack-up markers, the damage will be shared so long as players are 'lined up', meaning anyone can help share the damage so long as they are within the line, no matter how far away they are from the initial target. In savage mode, Diabolical Headlamp will also inflict a knockback - beware.
- Diabolical Whistle #3 - one of three ghost-related mechanics. The third Diabolical Whistle involves:
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: Savage Raids (Stormblood)
- Time Limit: 90 minutes
- Tomestones: 15 Poetics
Completion notes
After your first clear, check whether the duty has mapping, clear, Blue Mage, loot, music, or collection reasons to return.
- Music: Opening Cutscene: The Phantom Train to Sigmascape
- Music: Main: A Battle Decisively
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.