AAC Heavyweight M4 Final Boss Savage Raid Guide

Last updated on Jan 26, 2026 at 10:00 by Lyra

Welcome to our guide to the loot boss of AAC Heavyweight M4 Savage (M12S), the fourth encounter in the final raid tier of The Arcadion. This guide aims to prepare players for the raid so they will know what to expect, with detailed mechanic instructions for clearing and consistent weekly farming.

1.

Lindwurm (Savage) Post-Door Boss Fight Guide

This is the second half to our M12S raid guide, to read all about the mechanics of the first fight, and to check any strategy board codes, please check this page below!

2.

Video Resources

Video resources for this encounter will be posted when available.

3.

Raid Guide

Lindwurm is fought on a circular arena with a death wall that players can also fall off of. As a second phase loot boss, if the party is defeated by the Lindwurm they will reset to the beginning of this fight, not the door boss.

The enrage occurs at roughly 9:14, and has an overall DPS check of roughly 238,200.

3.1.

Raid Preparation

Begin by dividing the raid into two light parties of one tank, one healer, and two DPS each. Throughout the fight, players will use both this light party configuration as well as a light party configuration assigned by mechanics.

Waymarks

Place these waymarks with both letters and numbers for cardinal directions. This is mainly used for the first mechanic of the fight. If your party can execute it flawlessly, numbers on intercardinals can assist with mechanics further in the fight though it isn't necessary.

Waymark Code
{"Name":"M12SP2","MapID":1075,"A":{"X":99.957,"Y":0.0,"Z":86.457,"ID":0,"Active":true},"B":{"X":113.649,"Y":0.0,"Z":99.953,"ID":1,"Active":true},"C":{"X":99.964,"Y":0.0,"Z":113.498,"ID":2,"Active":true},"D":{"X":86.359,"Y":0.0,"Z":100.035,"ID":3,"Active":true},"One":{"X":100.035,"Y":0.0,"Z":91.879,"ID":4,"Active":true},"Two":{"X":108.235,"Y":0.0,"Z":99.995,"ID":5,"Active":true},"Three":{"X":99.917,"Y":0.0,"Z":107.908,"ID":6,"Active":true},"Four":{"X":91.863,"Y":0.0,"Z":100.11,"ID":7,"Active":true}}
3.2.

Strategy Boards

All diagrams in this guide are available as Strategy Boards here together, or use the codes below to import individual strategy boards.

Replication 1 Spread
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Replication 1 Baits
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Replication 2 Cheatsheet
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Replication 2 Baits
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Idyllic Dream Clone Assignments
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Idyllic Dream Quadrants
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Downfall Tower Spots
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Boss Clone Spots
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Downfall Tower Debuffs
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Player Clone Spots
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3.3.

Phase One: Replication 1

You will fight the Lindwurm for all phases. The fight is split into four major mechanics, with the final one lasting for the entire second half of the encounter.

3.3.1.

Phase One Mechanics

The following mechanics are introduced in the first phase.

  • Arcadia Aflame: Massive raidwide magic damage, around 350k unmitigated.
  • Replication 1: Jumps to the middle and summons clones of Lindwurm at cardinals. These clones do one of three attacks. Afterwards, the clones split into two, creating two clones. The clones jump to form an X shape on the arena and repeat the mechanic they originally did.
    • Winged Scourge is cast by 2 clones opposite each other. These are horizontal or vertical conal AoEs. They will all be the same type.
    • Top-tier Slam is cast by 1 clone. This targets the closest player and deals AoE magic damage split between 2 players, inflicting both with a fire vuln.
    • Mighty Magic is cast by 1 clone. This targets the closest player and deals AoE magic damage, inflicting a dark vuln.
  • Snaking Kick: Lindwurm rotates to face a random player and cleaves the arena in front, inflicting a damage down to any player hit.
  • Double Sobat: A shared physical tank buster that cleaves the arena in front of the boss. The boss then turns to a random direction and cleaves in front again, then fires a giant magic AoE tank buster at #1 and #2 in aggro.
3.3.2.

Phase One Strategy

The fight starts with Arcadia Aflame, an extremely heavy-hitting raidwide though not as hard as The Fixer from the door boss. Mitigate and prepare for the first mechanic, Replication.

Replication summons four clones, and then they multiply to eight clones. This means there will eventually be four players targeted for Mighty Magic (dark) and two two-player stacks targeted for Top-tier Slam (fire). Therefore, we need to identify the clones that do the fire and dark mechanic and track where they go.

Replication 1

We do this by having the party all spread slightly at intercardinals, so that there are two players potentially baiting each clone. Light party 1 is north and light party 2 is south, melee group on the left and ranged group on the right, with supports left and DPS right. This ensures that two groups will always take the two darks, one group will take the fire, and one group will not take anything. This allows for the dark debuff groups to take the fire for the next set, while the fire debuff and no debuff groups take the dark next set. You may have to slightly adjust for the cleaves.

Immediately after the clone mechanics go off, the boss will cast Snaking Kick. Get behind the boss and visually confirm which clone cast Mighty Magic. You can also find the Top-tier Slam clone; whatever works for each individual player. As the clones split into two, we will follow the dark clones and look for the one that jumps first to the far edge. This is because the dark and fire clones will always be in the same line and be alternating.

We use the waymarks for the final positioning based off of the far dark clone as new relative north. Melees will stay near the boss and ranged will run to the outside cardinals. If done correctly, each player baits their clone correctly such that no clone hits a player with the same debuff. Remember, darks have to take fire, and fires and no debuff have to take dark.

Replication 1
      For tanks and melee DPS who need to take fire, you will be stacking with your partner underneath the boss slightly towards the fire clone close to the centre.
      For tanks who need to take dark, stand on the number marker relative southwest of the far dark clone. Adjust if necessary for the cleave.
      For melee DPS who need to take dark, stand on the number marker relative southeast of the far dark clone. Adjust if necessary for the cleave.
      For healers and ranged DPS who need to take fire, you will be stacking with your partner at the closest letter marker clockwise of the outer fire clone. In relative terms, this is clockwise of the very south clone if the far dark clone is the new north. Adjust if necessary for the cleave.
      For healers who need to take dark, stand on the letter marker clockwise of the far dark clone. Adjust if necessary for the cleave.
      For ranged DPS who need to take dark, stand on the letter marker counterclockwise of the far dark clone. Adjust if necessary for the cleave.

If done right, everyone should take an opposite debuff and take heavy damage but not die. The boss soon casts Double Sobat at the main tank. The shared buster can be invulned, but since the follow-up attack hits #1 and #2, tanks will have to mitigate at times. Run or stay behind the boss if it turns, then the tanks will run out through the boss after the second cleave: MT back right and OT back left. Return to the middle and prepare for the next phase.

3.4.

Phase Two: Replication 2

In phase two, you will fight the Lindwurm and it summons player clones and boss clones.

3.4.1.

Phase Two Mechanics

The following mechanics are introduced or changed in phase two.

  • Staging: Lindwurm summons eight clones that tether to players, becoming player clones. They spawn two at a time, spawning north and south and going clockwise each time. Player clones will copy whatever mechanic the player received from boss or boss clone tethers.
  • Replication 2: Lindwurm summons six clones of itself. These spawn tethers that can be picked up, and each tether has a mechanic associated with it.
    • A conal AoE indicates Scalding Waves, a conal AoE towards where the player is facing.
    • A circle with one dot indicates Mana Burst, a large circular AoE that deals magic damage and knocks back all other players in the radius.
    • A circle with four dots indicates Heavy Slam, an unmarked stack dealing magic damage.
  • Firefall Splash: A tether from the boss that can be picked up. At the end of the castbar, jumps on that player dealing AoE magic damage with a vuln. The boss then shoots four conal AoEs at the closest four players, dealing magic damage and inflicting a vuln. At the same time, the boss also fires a Mana Burst at the furthest player.
  • Netherworld Near: Lindwurm fires two unmarked stack AoEs at the closest two players. Inflicts magic vuln.
  • Netherworld Far: Lindwurm fires two unmarked stack AoEs at the furthest two players. Inflicts magic vuln.
  • Reenactment: The player clones execute their mechanics in the order they spawned.
3.4.2.

Phase Two Strategy

The phase begins with the boss going to the middle if not already and casting Staging. This summons eight player clones, starting north and south and rotating clockwise. Player clones will copy the mechanic players receive from boss tethers or boss clone tethers, and go off later in the phase with Reenactment. This will be important in the final phase. For now, identify which is your clone (you are also tethered to it), which determines the mechanic you will do for the rest of the phase; from now on, the player is referenced by the location of their player clone. Head to your clone for visual identification if needed.

Replication 2

At this point, the boss will cast Replication 2, spawning six boss clones around the arena. Each player except the player tethered to the south player clone will then pick up a tether, as there are six from bosses and one from the boss. There are two Scalding Waves (cones), two Mana Burst (defamation), and two Heavy Slam (stack), but the order they spawn is random. To help others, once you have the tether you need stay as close under the boss clone as possible.

  1. The north player picks up the boss tether.
  2. The northeast player picks up the first cone boss tether going north clockwise.
  3. The east player picks up the first stack boss tether going north clockwise.
  4. The southeast player picks up the first defamation boss tether going north clockwise.
  5. The northwest player picks up the first cone boss tether going northwest counterclockwise.
  6. The east player picks up the first stack boss tether going northwest counterclockwise.
  7. The southeast player picks up the first defamation boss tether going northwest counterclockwise.
Replication 2

As the tethers lock in, the boss casts Firefall Splash. At the end of this castbar, the boss jumps to the boss tether player and does the southwest, southeast, and boss mechanics: three Mana Bursts and conal AoEs on the closest four players. The southwest player goes to the west wall, the southeast player goes to the east wall, and the south player goes to the south wall, leaving the north safe. The rest of the party will go north to satisfy the rest of the mechanics: the north player baits Firefall Splash in the middle of the diamond between the A and 1 markers, while the other four players bait the conal AoEs near the wall, in order of west, northwest, northeast, and east.

Afterwards, the east and west clone mechanics will go off. Players need to stack on the southwest and southeast of the boss to share damage. The west players go southwest and the east players go southeast; the north player goes southeast and the south player goes southwest. After the stack, the cone clone mechanic goes off. Preposition by having the cone players in the front of the stack, so they always shoot their clone through the boss and away from the other party. At the same time, the boss casts Snaking Kick, so get behind it.

Now the boss casts Reenactment, which makes the player clones go off in order they spawned. North and south go off first, which is Firefall Splash on the north clone and Mana Burst on the south clone. Additionally, Lindwurm casts either Netherworld Near or Netherworld Far. We have the same players baiting the cones, so the remaining players will bait the Near or Far on their side. Always have the southwest and southeast players baiting, and the non-baiter should stand at max melee range. The baiting player will go into the boss hitbox for Near and slightly out if Far.

Next, split into light parties of melees and tanks, and ranged and healers. These light parties will soak the clone stack AoEs west and east, with the ranged group going west and the melee group going east. The ranged group needs to wait for the southwest AoE to go off before heading to their clone, but they can stay there after. The melee group can go immediately, but have to run back north to dodge the southeast clone. Avoid the cones coming from the northeast and northwest clones. Afterwards, return to the middle for the next mini-phase.

3.5.

Phase Three: Mutating Cells

In phase three, players soak cells. This is a small mini-phase before the second half of the fight.

3.5.1.

Phase Three Mechanics

The following mechanics are introduced in the third phase.

  • Mutating Cells: The boss jumps to the middle. All players are inflicted with Mutation Alpha or Mutation Beta debuffs. Players with Mutation Alpha who take damage will take extra damage and receive a damage down debuff when the debuff expires. When debuffs expire for the first time, all players receive the Mutating Cells debuff and then receive the opposite debuff.
  • Blood Mana: Summons two black holes east and west and shapes that slowly move towards it. There are four shapes indicating different mechanics: a green donut for donut AoE, a blue sphere for circle AoE, an orange crystal for east and west cleaves, and a purple crystal for north and south cleaves. Colliding with a crystal once they begin moving will stop its movement and deal shared AoE damage to nearby players.
  • Blood Wakening: The black holes will do the shape mechanics in the order they entered.
  • Netherworld Near: Now hits the closest player, is slightly larger, and deals more damage.
  • Netherworld Far: Now hits the furthest player, is slightly larger, and deals more damage.
3.5.2.

Phase Three Strategy

The phase begins with the Mutating Cells cast. Have the Beta tank provoke the boss, as we do not want any Alpha players taking any damage in the phase. Shapes spawn in the following configuration, though it can be mirrored or swapped. One black hole will have equidistant shapes, while the other will have two shapes closer and two shapes further.

Mutating Cells

For Blood Mana, players have to soak shapes to delay them going into the black holes to create safe spots. The "intended" way of doing the mechanic involves four Beta players soaking first, then the other four soaking after the swap. Instead, we can have the Beta tank use mitigation and soak the north shape, while the other three players soak the south shape. To identify which shape to soak, look on the side with non-equidistant shapes. Players will be soaking shapes on the equidistant side that are the shapes closer on the non-equidistant side. For example, in the image above, Betas are soaking the green donut and orange crystal on the east side.

The shapes spawn in a pattern where players will always either soak the blue and purple shapes or the green and orange shapes. Once a shape is soaked, run back centre taking care not to collide with any shapes. The debuffs will swap. Identify which black hole you are going to first based on what shapes were soaked: if blue and purple, stay on that side, and if green and orange, go to the opposite side. This will always create a configuration where the north and south of the shape is safe from the conal AoE and is a donut AoE. Wait until the shapes go into the black hole as they do an AoE when they do, and move into it.

The boss then casts Blood Wakening, which makes the shapes go off. The black hole players are currently under will do an east-west conal AoE and a donut AoE, while the black hole opposite does a point-blank AoE and a north-south conal AoE. Immediately run to the other black hole, as the AoEs will flip. Once those AoEs go off, the boss casts Netherworld Near or Netherworld Far, which must be soaked by the new Beta debuff players as they have swapped. For Near, those players go under the boss, and for Far, those players go front of the boss far away. Do the opposite as an Alpha debuff.

Finally, the boss will cast another Arcadia Aflame: mitigate this heavily, but save some mitigation. It casts a Double Sobat on the tanks, so mitigate and do the tank buster mechanic. The tank who soaked the shape earlier has the option to use their invuln here if they don't have much mitigation. Heal up and prepare for the second half of the fight.

3.6.

Phase Four: Idyllic Dream

In phase four players have to deal with a combination of mechanics seen previously.

3.6.1.

Phase Four Mechanics

The following mechanics are introduced in the final phase.

  • Idyllic Dream: Massive raidwide damage, roughly 300k unmitigated. Begins the Idyllic Dream phase.
  • Staging: Now spawns four player clones cardinal or intercardinal first, then the opposite.
  • Twisted Vision: The key mechanic of the phase. When cast, sends all objects summoned by the boss to a different dimension, storing the mechanic for later. After Lindwurm's Meteor, Twisted Vision also moves players between dimensions, represented by either the normal arena or an arena with two platforms east and west. Mechanics in dimensions are frozen in time when players are not in the dimension, and will continue after players return.
  • Replication 3: Summons three boss clones. Two will be north and south, and one will be offset in the middle. The offset clone will prepare a point-blank AoE, while either the north or south clone will have a north and south conal AoE, and the other has the opposite.
  • Replication 4: Lindwurm summons eight clones that tether to players, becoming boss clones. They spawn two at a time, spawning north and south and going clockwise each time. They will either have Mana Burst or Heavy Slam, and always alternate, having four of each mechanic.
  • Lindwurm's Meteor: Massive raidwide damage, roughly 300k unmitigated. Splits the arena into two platforms west and east. Lindwurm removes positional requirements and slightly increases its hitbox size. Subsequent Twisted Vision casts change the arena instantly between this arena and the normal arena.
  • Downfall: Summons four towers on each platform at relative intercardinals. Each tower needs to be soaked and can be one of four mechanics per platform.
    • Dark towers will shoot a line AoE towards the closest player, inflicting a cleansable Doom debuff and dealing magic damage. Players are also inflicted with Nearby Portent which shoots a cone at the closest player when the debuff expires, as well as Lindwurm's Portent which is an AoE on the player when it expires.
    • Wind towers knock players up in the direction they are standing relative to the middle of the tower. Players are also inflicted with Faraway Portent which shoots a cone at the furthest player when the debuff expires, as well as Lindwurm's Portent which is an AoE on the player when it expires.
    • Fire towers inflict Hot-blooded to players inside the tower, which is a Pyretic debuff that prevents movement (or they will be knocked up). Players can still cast and use actions.
    • Earth towers leave behind an AoE that explode on the tower's position roughly 4 seconds later.
  • Arcadian Arcanum: Four players of one role are targeted by an AoE that deals magic damage and inflicts a Holy Resistance debuff.
  • Temporal Curtain: Summons a dimensional portal one of the boss clones goes through. That boss clone will come out of the portal at the very end of Idyllic Dream.
  • Arcadian Hell: Raidwide magic damage from the boss and clones. The boss raidwide deals roughly 200k unmitigated, and the clones do around 15k each.
3.6.2.

Phase Four Strategy

Idyllic Dream is the capstone mechanic of the fight, combining all mechanics seen previously and some extra. Players will have to memorize stored mechanics and execute them flawlessly in order to beat the fight. Make sure to mitigate the initial cast. Throughout the phase, the MT will be constantly auto-attacked by the boss when it is not casting.

The phase begins with Staging player clones. Remember which set of clones spawned first, cardinal or intercardinal. All players need to identify which clone they are tethered to, which determines their mechanic for all clone-related sections later. As boss clones are summoned later and we have learned from Replication 2 that any tether mechanic players take from boss clones repeat on the player clones, we need to set the player clones up such that the mechanic can be satisfied later. This is done by having the four Mana Burst defamations on the south to northwest side of the arena, and the Heavy Slam stacks on the north to southeast side of the arena. Players will now be referred to as their player clone position, and should pick up the boss tether mechanic that corresponds to their position.

Idyllic Dream

We do so by pairing off players based on the order the boss clones will eventually spawn in. We know that boss clones spawn in pairs north and south, and alternate clockwise similar to Staging 1. We also know that the boss clone tether mechanics always alternate. This means that each pair can be assigned two clones, and they will grab the mechanic that satisfies the player clone mechanic they want.

  1. If your player clone is north or south (the first boss clones that will eventually spawn), you will be grabbing your boss clone tether from the boss clone at 1 or directly clockwise from 1.
  2. If your player clone is northeast or southwest (the second boss clones that will eventually spawn), you will be grabbing your boss clone tether from the boss clone at 2 or directly clockwise from 2.
  3. If your player clone is east or west (the third boss clones that will eventually spawn), you will be grabbing your boss clone tether from the boss clone at 3 or directly clockwise from 3.
  4. If your player clone is southeast or northwest (the fourth boss clones that will eventually spawn), you will be grabbing your boss clone tether from the boss clone at 4 or directly clockwise from 4.

The player clones will then be stored with Twisted Dimension, making them disappear for a while. The boss will then cast Replication 3. The AoEs shown need to be remembered. The easiest way to do so is to memorize or write down the north clone's safe spots: either east-west or north-south. The south clone will always have the opposite safe spots, and the clone closer to the centre will always be a point-blank AoE. Players should also memorize the safe spots not covered by any AoE. These will then be stored with Twisted Vision, but will be relevant fairly shortly.

Idyllic Dream

The boss then casts Replication 4. These are the boss clones that spawn in pairs starting north and south and rotating clockwise. Players should already know what tether they are picking up from the clones in their quadrant. Players will also have to remember if the north and south clones were Mana Burst (defamation) or Heavy Slam (stack). This will be the first mechanic that goes off when the boss clone mechanics happen again. Additionally, players are split into their "clone light parties" based on what quadrant they are in: 1 and 2 will be the north party, and 3 and 4 will be the south party.

Right before the boss clone tethers lock in, Lindwurm will start casting Twisted Vision. This one brings the boss clones from Replication 3 back, and they will immediately do their AoE mechanics. Recall the safe spots from all AoEs and head there before the cast finishes. Players can move early, making sure not to take another person's tether or give someone else their tether.

Idyllic Dream

Next, the party needs to split up into their true light parties. Mitigate for Lindwurm's Meteor. Four towers will spawn on each platform at relative intercardinals. Players need to pre-position on these towers with supports left and DPS right, melee front and ranged back. This ensures players are spread for Arcadian Arcanum. If a player is hit by Arcadian Arcanum and their tower is Dark or Wind with a white top, they need to visually swap towers with their melee or ranged partner. This ensures that players understand which towers they will be taking later. With how towers are positioned and how the spread is done, either melee and tanks or ranged and healers will both be swapping. If possible, remember your tower mechanic for later, though you have time to react when it comes back.

The boss then casts Twisted Vision. This transports players back to the regular arena, freezing the meteor dimension in place. Immediately, the boss clones will come back and do their respective mechanics. Players need to split into their clone light parties and do the defamation and stack mechanics. Start heading to your north and south spots and recall whether if it was defamation or stack first.

Idyllic Dream

If defamation was first, the odd quadrant players with defamation need to go out west and east, while the rest of the players move closer to the wall to be safe. If stack was first, all players move closer to the boss at max melee range to soak the stack together. The mechanics always alternate, so after first defamation or first stack it will be the opposite. For the second set, the even quadrant players with defamation will go out west and east. Only the defamation players need to care about their mechanic, as other players will all be stacking.

Afterwards, the boss will cast another Twisted Vision. Immediately head to your true light party platforms, as this cast will resume the two platform phase immediately where it left off: as the towers are about to go off. Head to your tower, look at the mechanic or recall it, and do what is needed. Dark players bait the laser outside of the platform towards the north or south. Wind players get knocked back to the other platform. Fire players stay still, and Earth players move out of the tower after soaking. Healers will have to cleanse both Dark players, so figure out an Esuna priority.

Look north. Dark and Wind players will receive proximity debuffs that need to be baited by the Earth and Fire players. Additionally, they'll have AoEs so other players can't be too close to them. We can have players have set positions relative to north, and this will satisfy all debuffs.

Idyllic Dream
  1. Dark players will be northwest or northeast. They will shoot a cone at the opposing platform's Earth or Fire ranged.
  2. Wind players will be east or west of the boss, slightly north to avoid the Dark cone. They will shoot a cone at their own platform's Earth or Fire melee.
  3. Earth and Fire players are baiting cones, with the melee near the boss north and the ranged far away south.

Once all the cones are successfully baited, heal up. You may have noticed that the clones from Replication 3 have appeared again. Lindwurm will cast Temporal Curtain, and either the north clone or the south clone will jump in the portal. Remember which clone this was and the safe spots for later. Next, the remaining two clones will jump to one platform each. Look at where the remaining north or south clone jumps, and remember that platform and the safe spot for later.

Idyllic Dream

The boss then casts Twisted Vision, returning the arena back to normal. This time, recall which set of player clones spawned first, cardinal or intercardinal. The party needs to soak the player clone stacks that spawned first while avoiding the player clone defamations. Luckily, we have placed the defamations all on one side and the clones all on one side. The party should go to the stack at quadrant 1, while the tanks go take the stack at quadrant 2. In the example above, it was cardinals first. If it was intercardinals, everything would be rotated clockwise.

Immediately after, the boss will begin casting Twisted Vision. This will return the arena to the two platforms and do the boss clone mechanic. Recall the platform the and the safe spot earlier. The party heads to that platform and dodges the clone AoE. The clone spawns in the centre of the platform, so the conal AoEs are larger than the platform originally suggests.

This is followed by another Twisted Vision. This time the party is doing the second set of player clone defamations and stacks. If it was cardinal last time, it's intercardinal this time and vice versa. Again, the party goes to the stack at quadrant 1 and the tanks soak the stack at quadrant 2. Immediately after soaking, the Temporal Curtain spawns north and the clone from earlier appears. Recall its safe spots and dodge: either sides of the clone or front and back.

Heal up and mitigate for Idyllic Dream. This ends the phase and takes players into the final segment of the fight. It starts with Double Sobat and tanks should use their invulns if they haven't already. This is followed by a final Replication which summons boss clones. These all cast Arcadian Hell, a magic raidwide. This will happen twice, with the clones splitting the second time: the first one deals roughly 260k damage total, while the second one deals roughly 320k damage total. Mitigate and heal for each of these. After the second one, the boss will prepare to do its final enrage, an Arcadian Hell with many, many adds that wipes the party. Defeat the boss before it defeats you!

3.6.3.

Idyllic Dream Memory Mechanics

Here are a list of mechanics you need to remember for Idyllic Dream. Use macros to communicate to your party members for the group ones, and use /echo macros to remember your own mechanics.

  1. Party: remember if player clones spawned cardinal or intercardinal.
  2. Self: remember your clone position.
  3. Party: remember the safe zone for either the north or south clone as well as the safe zone for all the AoEs.
  4. Party: remember if the first set of boss clones were defamation or stack.
  5. Self: remember tower spots and if you swapped.
  6. Party: remember final safe spots for portal boss clone.
  7. Party: remember safe platform and safe spots on platform.
3.7.

Party Finder Strategies

Amendments to the guide above based on popular strategies used in party finder will be used here.

  • Ranged players should discuss with their partner whether they are baiting fire/dark for Replication 1 true north (snake prio) or clone relative.
  • There are multiple ways to handle Idyllic Dream. The most popular one used in PF, DN, is described in the guide, and there are other clone assignments that may work better but are not as popular.
4.

Loot

When Lindwurm is defeated, a treasure coffer will appear that contains a Grand Champion's Weapon Coffer and a random Grand Champion's weapon. When opened by a player, these coffers contain an item level 795 Grand Champion's weapon for the job the player is currently on. The amount of loot that appears depend on how many players have already cleared during the weekly lockout. If no players have cleared yet, both the coffer and random weapon will appear, as well as an Lowrider T1RANT Identification Key mount, Grooving Green minion, and The Arcadion Orchestrion Roll. If one to four players have already cleared, either the random weapon or everything else will appear. If five or more players have already cleared, no treasure coffer will appear.

Players who defeat the encounter for the first time during the weekly reset will also receive an AAC Illustrated: HW Edition IV token. Eight of these can be traded in for a Grand Champion weapon of your choosing at an Arcadion gear vendor, as well as any other AAC Illustrated HW token from the raid tier at a 1:1 conversion rate.

5.

Changelog

  • 23 Jan. 2026: Guide added.
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