Hell on Rails Trial Guide

Last updated Yesterday at 00:00 by Lyra

Welcome to our guide to Hell on Rails, the seventh normal trial of Dawntrail released in Patch 7.4 Into the Mist. This guide aims to prepare players for the encounter so they will know what to expect, with simple mechanic instructions and notes on what to watch out for.

1.

Introduction to Hell on Rails

Trial 7 Banner FFXIV

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...

1.1.

Unlock Requirements

Hell on Rails can be unlocked in Patch 7.4 after completing the main scenario quest "Where We Call Home." The duty requires an item level of 745. Players above Level 100 will be level synced to Level 100 when entering.

2.

Doomtrain Trial Guide

The Doomtrain is fought on several different train cars, each with their own unique mechanics. Doomtrain is always at the front of the car, and is omnidirectional. Players will have to jump from car to car to survive the onslaught. Each car is divided into four columns and several rows.

2.1.

Phase One: Cars 1 to 3

2.1.1.

Phase One Mechanics

The following mechanics are introduced on cars 1, 2, and 3.

  • Lightning Burst: Magical AoE tank buster on both tanks.
  • Lightning Express: Lightning line AoEs on all four columns, indicated by runes at the front. Also knocks back. Dodge the runes depending on your elevation.
  • Windpipe: A draw-in from the front, with an AoE covering the front two rows.
  • Unlimited Express: Deals physical damage and knocks all players to the next car.
  • Turret Crossing: Turrets spawn at the side of the train and fire line AoEs across when lighting up. Use the blocks to line-of-sight the laser.
  • Head-On Emission: An AoE on the entire platform. Will either hit the floor, indicated by "Energy crackles between the Doomtrain's jaws...", or the air which is indicated by "The Doomtrain's headlamp glows ominously..." Dodge by moving up or down with the teleporter.
  • Runaway Train: Teleports all players to another dimension.
2.1.2.

Phase One Strategy

  • This car introduces you to the basic mechanics of the boss. Note the runes on Lightning Express with two different elevations. This will be relevant later.
  • On car 2, blocks appear which act as walls that prevent movement and can also be used as line-of-sight for the turret lasers.
  • On car 3, teleporters appear with elevated platforms on the left and right. Use these to dodge Head-on Emission and Lightning Express.
2.2.

Adds Phase: Aether Surge

Players have to kill the Aether add in the middle before the Doom-engine Power gauge fills up completely.

2.2.1.

Adds Phase Mechanics

The following mechanics are introduced in the adds phase.

  • Aether Surge: A rotating train appears outside the arena. This repeatedly targets a tank with a large conal AoE tank buster, alternating between both tanks. Move near the train's stopping location and point this away from the party in the middle. There are also conal AoEs coming from the middle.
2.3.

Phase Two: Cars 4 and 5

2.3.1.

Phase Two Mechanics

The following mechanics are introduced or modified in phase two.

  • Arcane Revelation: The Doomtrain creates a lightning circle on the arena which explodes in a large AoE. This will then rotate along a predetermined path, exploding when Doomtrain's aetherial arms clap.
  • Derailment Siege: A multi-hit shared tower that must be soaked by the party at the front of the train.
  • Derail: Destroys the car. Move to the back and use the teleporter to move to the next car.
2.3.2.

Phase Two Strategy

  • Car 4 introduces Arcane Revelation. Look at where the beam is rotating to, then as the hands clasp move to the safe spot. It only will ever hit four locations, so the front, opposite corners, or back will be safe.
  • Car 5 combines the fight's mechanics into a final car. There is one raised platform on the right that is required for Head-on Emission and Lightning Express.
3.

Rewards

Completion of this duty rewards 12 Allagan Mathematics of Heliometry and 8 Allagan Tomestones of Mnemonics.

4.

Changelog

  • 17 Dec. 2025: Guide added.
Show more
Show less