Eorzea was destroyed by a force of unimaginable power raining down from the sky. It is the dawn of a new age!
With the magitek field now out of commission, the path to the Ultima Weapon lies open. While the Immortal Flames sweep Castrum Meridianum and suppress the remnants of the enemy garrison, you and your comrades must fight your way to the innermost sector of the Praetorium, there to locate and destroy the Ultima Weapon. Cid's airship, the Enterprise, will bear you to the stage of the final confrontation.
Duty finder description
The original version of the Praetorium was a dungeon in Final Fantasy XIV, and the final dungeon of A Realm Reborn. It was the second of only two 8-man dungeons players would encounter, and the last of three duties representing the climax of A Realm Reborn along with Cape Westwind and Castrum Meridianum. As part of the Main Scenario roulette, several cinematics played throughout the duty that could not be skipped, preventing new players experiencing the dungeon for the first time from being left behind. The dungeon was split into three smaller duties in patch 6.1—a 4-man dungeon representing the bulk of the original duty, along with a 4-man trial and a solo quest battle representing the final battles.
Objectives[]
Objectives are paraphrased and expanded on from their in-game listing for clarity.
- Arrive in the command chamber
- Defeat the Mark II magitek colossus and secure the command chamber
- Make for the Laboritorium Primum
- Board the magitek armor
- Defeat Nero tol Scaeva
- Defeat Gaius van Baelsar
- Defeat the Ultima Weapon
- Defeat Lahabrea
Progression[]
The Praetorium has no item level sync and is extremely easy for most parties. Owing to this low difficulty, most of the details in this section can be ignored when running the duty normally. Most groups will simply round up as many enemies as possible to AoE them down, and ignore adds during boss encounters in favor of burning the boss down. Running the duty with minimum item level enforced and The Echo silenced can make it more of a challenge, and this section is generally written with this in mind.
Sky Level[]
Airship Platform[]
Only a single group of enemies can be found in this section, defending the Magitek Terminal that allows access to Castrum Control. The Magitek Terminal functions without needing to defeat these enemies, and most groups speed-running the Praetorium will try to skip them by going directly to the terminal. Players with enmity may have difficulty interacting with the Terminal and get left behind; in this case they can simply wait for the rest of the party to engage the boss in the Command Chamber, which will allow them to teleport there.
Castrum Control[]
Anti-aircraft Control[]
Immediately upon arriving in Anti-aircraft Control the party will be faced with a gate controlled by another Magitek Terminal. This Terminal requires an Imperial Identification Key dropped by the enemies guarding it to activate, so the party can't skip past them like in the Sky Level.
Once through the gate, a speed-running party will typically Sprint along the castrum exterior and back inside, ignoring any enemies. Non-speedrunning parties will need to watch out for AoE bombardment from Imperial Assault Crafts while outside the castrum as they fight through the enemies. Upon moving back inside the bombardment from the Assault Craft will reveal a path down to Castrum Defense.
Castrum Defense[]
Magitek Armor Bay[]
Parties arriving in the Magitek Armor Bay will discover a Magitek Transporter guarded by a group of enemies that allows access to the Main Level. Much like the Terminal on the Sky Level, the Transporter can be freely interacted with, and speed-running parties will ignore the enemies and simply move through the Transporter. As with the Sky Level, any players left behind can simply wait for the party to engage the boss in the Command Chamber before rejoining them.
Main Level[]
The party will immediately encounter another group of enemies on the Main Level, guarding the Magitek Terminal that grants access to the Command Chamber. This terminal requires another Identification Key dropped by these enemies, preventing the party from ignoring them.
Command Chamber[]
Encounter overview | ||||
---|---|---|---|---|
Mechanic | Phase | Description | Details | |
Phases | Phase 1: 100-90% HP Phase 2: 90-50% HP Phase 3: 50-0% HP | |||
Attack ID#870 |
All | Melee auto-attack. | ||
Exhaust ID#1372 |
2-3 | Untelegraphed AoE damage and heavy knockback in frontal line. | ||
Magitek Ray ID#1370 |
2-3 | Ranged AoE damage and 15s Burns, dealing additional damage over time. | ||
Overheat ID#1371 |
3 | Grants Boost to self for 30s, increasing damage dealt by next Grand Sword. |
The Mark II Magitek Colossus is a simple but hard-hitting boss. It biggest threat is its Grand Sword, which hits hard and has a much shorter recast than on other Magitek Colossi. As Grand Sword is an instant cleave, poor positioning on the Mark II can quickly devastate the party, while Magitek Ray and the knockback from Exhaust can force the party out of position.
The tank should ensure the Mark II is always faced away from the party, ideally with their backs to the wall so as not to get knocked into a vulnerable position by Exhaust. When dropped below 50%, the Mark II will begin using Overheat before Grand Sword, granting itself Boost and massively increasing Grand Sword's damage. Tanks should ensure they use mitigation abilities after Overheat, and positioning is doubly important here as a boosted Grand Sword can easily one-shot frailer party members.
Players left behind by speed-running groups can rejoin the party here by accepting the teleport offer that appears when the party engages the Mark II. Upon defeating the Mark II the party can use the Magitek Terminal behind to activate the lift and descend down to the Ground Level. This is not a teleport but a single moving platform; the party should wait until all players are on the lift before activating it. If a player is left behind, the lift can be called back by using the Terminal again.
Ground Level[]
Central Hall, Training Area, and Armor Recognition Chamber[]
As the party moves through the Central Hall they will encounter a Cermet Bulkhead. The Bulkhead's Vulnerability Down renders invulnearble to most damage, and the party does not have the tools to break through it yet. They should instead ignore it and move on to the Training Area. Here they will find another gate activated by yet another Magitek Terminal, again requiring an Identification Key from the enemies guarding it to activate.
Once through the gate the party will come to the Armor Recognition Chamber which contains an Identification Key Reader. This will authorize them to operate a suit of Magitek Armor, but authorization is not shared—all party members must interact with the Identification Key Reader. In the same room is another lift like the Command Chamber, controlled by another Magitek Terminal. Wait for all party members to board the lift to proceed.
Magitek Armor Bay, Outer Walk, Central Hall, and Magitek Lift[]
The lift will take the party back up to the Magitek Armor Bay where they can claim Magitek Armor for themselves. Any party members without authorization will be unable to use the Magitek Armor and get left behind by the party, requiring riding the lift all the way back down to get authorized.
The Magitek Armor replaces the party's actions with Magitek Cannon, and large targeted AoE, and Photon Stream, a frontal line AoE. These actions deal a fixed 4500 and 3000 damage, respectively. A full party riding the Armor will make quick work of any enemies they encounter, though the Armor provides no protection itself, so players still need to avoid AoE attacks. After acquiring the Armor the party can descend back down to the Outer Walk on the Main Level, mowing through the enemies here and making their way back inside to the Central Hall on the Ground Level. The fixed damage attacks of the Magitek Armor ignore the Cermet Bulkhead's invulnerability, allowing the party to destroy it and enter the Magitek Lift to the Research Level.
Should a party member lose their Magitek Armor, they can reacquire it at the start of the Outer Walk or in the Magitek Armor Bay. Players that died can use the shortcut at the beginning of the duty, which will deposit them in the Magitek Armor Bay. Players that otherwise lose their Armor a significant distance away can use Return to return to the start and use the shortcut.
Research Level[]
Magitek Research[]
As the party makes their way through Magitek Research they will come to choke points guarded by Proto Ultima Arm Units. The Arm Units are stationary, but an invisible wall appears behind them whenever they appear, preventing the party from just moving past them. The Arm Units will use Clearout, a hard hitting cone attack with deceptively long reach, whenever anyone gets within range, so players should stay back a safe distance an use the long range Magitek Cannon to defeat them. Trying to engage them on foot is futile, as they boast a Vulnerability Down buff that reduces their damage taken to single digits—only the fixed damage attacks of the Magitek Armor can bypass this.
At the end of Magitek Research the party will find a Cermet Blast Door. Like the Bulkhead and Arm Units this can only be destroyed by the Magitek Armor. Unfortunately doing so in this case overloads the Armor in the subsequent cutscene, forcing the party to continue on foot. They cannot reacquire the Armor, but from this point forwards the duty consists solely of boss battles.
Laboritorium Primum[]
Encounter overview | |||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Mechanic | Phase | Description | Details | ||||||||||||||
Phases | Phase 1: 100-80% HP Phase 2: 80-40% HP Phase 3: 40-0% HP | ||||||||||||||||
Rotation | 1 | Sideswing → Sideswing → Sideswing → Spine Shatter ↻ | |||||||||||||||
2 | Wheel of Suffering → Iron Uprising → Wheel of Suffering ↻ | ||||||||||||||||
3 | Wheel of Suffering → Augmented Uprising → Iron Uprising → Augmented Shatter → Wheel of Suffering → Augmented Uprising → Augmented Suffering → Wheel of Suffering → Augmented Uprising → Iron Uprising → Wheel of Suffering → Augmented Uprising → Augmented Suffering ↻ | ||||||||||||||||
Attack ID#872 |
All | Melee auto-attack. | |||||||||||||||
Electrocution [note 1] |
All | Outer ring of arena begins inflicting Electrocution 15s after battle begins, dealing damage over time. | |||||||||||||||
Sideswing ID#1152 |
1 | Untelegraphed AoE damage in short frontal cone. | |||||||||||||||
Spine Shatter ID#1153 |
1 | Untelegraphed damage to primary target. | |||||||||||||||
Iron Uprising ID#1155 |
2 | Untelegraphed AoE damage and knockback in short frontal cone. | |||||||||||||||
Wheel of Suffering ID#1154 |
2 | Untelegraphed AoE damage and knockback to nearby enemies. | |||||||||||||||
Reinforcements [note 1] |
2-3 | Summons a Magitek Death Claw every 20s in phase 2, or 10s in phase 3; Magitek Death Claws fixate on a random target to whom they are tethered; maximum of 8 Magitek Death Claws active at any time. | |||||||||||||||
Augmented Shatter ID#1158 |
3 | Untelegraphed damage to primary target. | |||||||||||||||
Augmented Suffering ID#1156 |
3 | AoE damage, heavy knockback, and 30s Heavy to nearby enemies. | |||||||||||||||
Augmented Uprising ID#1157 |
3 | AoE damage, heavy knockback, and 30s Heavy in short frontal cone. | |||||||||||||||
|
Nero can be a chaotic fight due to the extreme amount of knockback going around. Nearly all actions used by Nero and his adds deal some manner of knockback, from minor setbacks to launching players clear across the arena. This is further exacerbated by the field that appears around the outer ring of the arena that inflicts Electrocution on anyone standing in it, as players will regularly find themselves thrown into the electricity.
When Nero drops below 80% HP he begins using his knockback abilities while a Magitek Death Claw will spawn every 20 seconds. This will accelerate to every 10 seconds below 40%. The Death Claws will tether to a target, fixating on them and spamming the Hand, inflicting heavy knockback. The Death Claws are very frail, and can and should be disposed of quickly before their numbers and knockback starts getting out of hand.
Players can use knockback-preventing actions such as Arm's Length to alleviate the annoyance of getting bounced around the arena, though their long recasts and short durations generally mean they can only prevent one or two knockbacks. They are best saved for if the player anticipates getting hit by the Hand from the Death Claws. Nero's big knockbacks, Augmented Uprising and Augmented Suffering, are telegraphed and can be avoided. His other knockbacks are comparatively minor and untelegraphed.
The Echelon[]
Encounter overview | ||||
---|---|---|---|---|
Mechanic | Phase | Description | Details | |
Phases | Phase 1: 100-90% HP Phase 2: 90-80% HP Phase 3: 80-20% HP Encounter ends at 20% HP | |||
Rotation | 1 | Innocence → Heirsbane → Hand of the Empire ↻ | ||
2 | Reset | |||
3 | Innocence → Bleeding → Hand of the Empire x5 → Heirsbane → Terminus Est → Innocence → Sentence → Hand of the Empire x3 → Heirsbane → Judgment → Innocence → (Sentence → Terminus Est) x3 → Heirsbane → Terminus Est ↻[note 2] | |||
Attack ID#870 |
All | Melee auto-attack. | ||
Hand of the Empire ID#1197 |
All | Untelegraphed ranged AoE damage to a random target and nearby enemies. | ||
Heirsbane ID#1196 |
All | Untelegraphed ranged damage to primary target. | ||
Innocence ID#1195 |
All | Untelegraphed AoE damage in short frontal cone. | ||
Bleeding [note 1] |
3 | Boss creates a pool of blue fire on his current position that inflicts Bleeding, dealing damage over time. | ||
Judgment ID#1201/1203 |
3 | Inflicts an untelegraphed ranged Stun on a random target for 6s; deals AoE damage to target and nearby enemies after a delay. | ||
Sentence ID#1157 |
3 | Teleports to a random target, dealing damage and inflicting heavy knockback. | ||
Terminus Est ID#1198/1202 |
3 | Creates an "X" facing a random target; deals untelegraphed AoE damage in a long frontal line after a delay. |
Using the Magitek Terminal to access the Echelon will teleport the entire party to the arena.
Gaius' most dangerous abilities are Innocence and Terminus Est. Innocence is a hard-hitting, untelegraphed frontal cone, while Terminus Est creates a delayed line AoE that is only telegraphed by the direction of the cross it creates. Players will need to ensure they aren't standing in front of Gaius or Terminus Est at any given time.
Once Gaius gets into his full rotation he will begin dropping a pool of blue fire at the start of each rotation. The pools inflict Bleeding on anyone standing in them. These pools are extremely long-lived and will likely last the entire encounter, denying space to avoid Gaius' more dangerous maneuvers. In addition Gaius will occasionally teleport to a random party member to use Sentence on them, inflicting a heavy knockback.
Judgement inflicts a non-dispellable Stun on a targeted player before dealing AoE damage at their location. While the damage is unavoidable for the target other players should ensure they move away before taking undue damage. Gaius will also repeatedly fire Hand of the Empire at random targets. This has a small AoE, so players should try to stay spread out.
Porta Decumana[]
Part 1[]
Encounter overview | ||||
---|---|---|---|---|
Mechanic | Phase | Description | Details | |
Phases | Phase 1: Magitek Ray x6 Phase 2: 100-70% HP Phase 3: 70-35% HP Phase 4: 35-0% HP | |||
Rotation | 1 | Magitek Ray x3 ↻ | ||
2 | Ceruleum Vent → Vulcan Burst → Ceruleum Vent → Eye of the Storm → Ceruleum Vent → Geocrush → Vulcan Burst → Ceruleum Vent x2 → Eye of the Storm → Geocrush ↻ | |||
3 | Ceruleum Vent → outer Radiant Plume → inner Weight of the Land → Ceruleum Vent → inner Radiant Plume → Ceruleum Vent → outer Weight of the Land → Ceruleum Vent → outer Radiant Plume → inner Weight of the Land → Ceruleum Vent → inner Radiant Plume → outer Weight of the Land ↻ | |||
4 | Ceruleum Vent x2 → Homing Lasers → Ceruleum Vent → Eruption x3 → Ceruleum Vent → Homing Lasers → Ceruleum Vent → line Radiant Plume → Ceruleum Vent → corner Radiant Plume → Homing Lasers → Ceruleum Vent x2 → Eruption → Homing Lasers → Eruption x2 → Ceruleum Vent x2 → line Radiant Plume → Ceruleum Vent → corner Radiant Plume ↻ | |||
Damage Up and Vulnerability Down [note 1] |
1 | Begins the battle with innate Damage Up and Vulnerability Down, increasing damage dealt and reducing damage taken; loses both statuses at the end of first phase. | ||
Magitek Ray ID#1421/1422/1423 |
1 | Deals damage in a long line; used three times consecutively, with a forward-facing line and lines 45° to either side in random order. | ||
Aerial Blast ID#1183/1411 |
2 | Summons Ultima Garuda to deal heavy unavoidable AoE damage. | ||
Attack ID#1420 |
2-4 | Ranged AoE auto-attack. | ||
Ceruleum Vent ID#1179 |
2-4 | Untelegraphed AoE damage to nearby enemies. | ||
Eye of the Storm ID#1410 |
2 | AoE damage around outer edge of arena and draws-in towards center. | ||
Geocrush ID#1407 |
2 | Summons Ultima Titan to deal unavoidable, untelegraphed AoE damage, dealing greater damage towards center of the arena. | ||
Vulcan Burst ID#1182 |
2 | Untelegraphed AoE damage and heavy knockback to nearby enemies. | ||
Earthen Fury ID#1187/1408 |
3 | Summons Ultima Titan to deal heavy unavoidable AoE damage. | ||
Radiant Plume ID#1403 |
3-4 | AoE damage around the outer edge, in the center, in the corners, or in a rough line dividing the arena. | ||
Weight of the Land ID#1424 |
3 | AoE damage around the outer edge or in the center of the arena. | ||
Eruption ID#1402 |
4 | Ranged AoE damage to a random target and nearby enemies; may be used several times in succession on the same target | ||
Hellfire ID#1189/1405 |
4 | Summons Ultima Ifrit to deal heavy unavoidable AoE damage. | ||
Homing Lasers ID#1180 |
4 | Untelegraphed range AoE damage to a random target and nearby enemies. |
Using the Porta Decumana Entryway to will teleport the entire party to the arena. The Ultima Weapon begins the first battle with Damage Up and Vulnerability Down, the latter drastically reducing its damage taken. This phase is short, consisting only of the Weapon using two volleys of its Magitek Ray, which fires three consecutive line AoEs directly ahead and 45° to either side relative to the player it initially targeted. It will not auto-attack, so players just need to dodge the easily avoidable Magitek Rays. They should not use any major cooldowns while the Vulnerability Down is present. After the second volley, the arena will glow with a white light as Hydaelyn removes the Weapon's buffs, at which point the encounter begins proper. The Weapon will begin using its auto-attack, which deals AoE damage so players need to steer clear of the tank.
During the Garuda phase the Weapon focuses on knocking around the party into other attacks. Vulcan Burst will knock back players to the outer edge of the arena where they will be susceptible to Eye of the Storm. Eye of the Storm in turn knocks them back towards the center followed by an immediate Geocrush. Geocrush deals greater damage towards the center of its effect, so players hit by Eye of the Storm will often take the brunt of it. There is a significant gap between Vulcan Burst and the telegraphed Eye of the Storm, so players can easily avoid getting hit by it, allowing them to minimize the damage they take from Geocrush.
The Titan phase sees the Weapon alternate between Radiant Plume and Weight of the Land. Both are functionally identical, forming several AoEs either around the outer edge of the arena or in the center, though Weight of the Land has a slightly smaller AoE. The Weapon will simply alternate between outer and inner versions of each during this phase.
During the final phase the Weapon begin targeting random party members with Homing Lasers and Eruption. Homing Lasers is an untelegraphed AoE that players will want to spread out for, while Eruption will detonate three consecutive AoEs at the players position. The targeted player should try to run the Eruptions away from the rest of the party. It will continue using Radiant Plumes, but their patterns are now changed to alternate between the corners of the arena or a line dividing it.
In all three primal phases the Weapon will use Ceruleum Vent, an untelegraphed point blank AoE, so ranged players should keep their distance. In addition it will use the associated primal's ultimate attack if the phase lasts too long. These deal heavy damage to the entire party but are survivable so long as the party avoids the Weapon's other attacks.
Part 2[]
Encounter overview | |||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Mechanic | Phase | Description | Details | ||||||||||||||
Phases | Phase 1: 100-90% HP Phase 2: 90-80% HP Phase 3: 80-70% HP Phase 4: 70-60% HP Phase 5: 60-40% HP Phase 6: 40-20% HP Phase 7: 20-10% HP Phase 8: 10-0% HP | ||||||||||||||||
Rotation | 1-2 | Ceruleum Vent → Homing Lasers → Magitek Ray x3 ↻ | |||||||||||||||
3-4 | Ceruleum Vent → Homing Lasers → Diffractive Laser → Magitek Ray x3 ↻ | ||||||||||||||||
5-7 | Ceruleum Vent → Homing Lasers → Diffractive Laser → Aetheroplasm → Magitek Ray x3 → Tank Purge ↻ | ||||||||||||||||
Attack ID#1420 |
1-7 | Ranged AoE auto-attack. | |||||||||||||||
Ceruleum Vent ID#1179 |
1-7 | Untelegraphed AoE damage to nearby enemies. | |||||||||||||||
Magitek Ray ID#1421/1422/1423 |
1-7 | Deals damage in a long line; used three times consecutively, with a forward-facing line and lines 45° to either side in random order. | |||||||||||||||
Homing Lasers ID#1180 |
1-7 | Untelegraphed ranged AoE damage to a random target and nearby enemies. | |||||||||||||||
Reinforcements [note 1] |
2, 4, 6 | Summons 2 Magitek Bits in phase 2, 4 in phase 4, and 6 in phase 6. | |||||||||||||||
Diffractive Laser ID#1175 |
3-7 | Heavy untelegraphed AoE damage in a frontal cone. | |||||||||||||||
Freefire ID#1192 |
3, 5, 7 | Summons an Imperial Assault Craft to deal unavoidable AoE damage, dealing greater damage towards center of the effect. | |||||||||||||||
Aetheroplasm ID#1174 |
5-7 | Summons an Aetheroplasm that follows a random target; explodes after a short delay or upon contact with any player, dealing AoE damage to nearby enemies. | |||||||||||||||
Tank Purge ID#1190 |
5-7 | Heavy unavoidable AoE damage. | |||||||||||||||
Ultima ID#1193/1194 |
8 | Massive unavoidable AoE damage after a long cast. | |||||||||||||||
|
The Ultima Weapon retains its Magitek Ray, Ceruleum Vent, and Homing Lasers for this phase. Its most dangerous new ability is Diffractive Laser, an untelegraphed frontal cone tankbuster. Non-tanks players should never find themselves in front of the Weapon for this battle.
Other new abilities include Aetheroplasm, which targets a random player and spawns an orb that follows them. If the Aetheroplasm contacts any player it will detonate, dealing heavy AoE damage to nearby players. The orb moves slowly and will detonate itself after some time, so players simply need to stay clear of it. Freefall occurs once passed each HP threshold, dealing proximity-based AoE damage, while Tank Purge is an hard hitting unavoidable room-wide AoE.
At 70% and 40% the Weapon will spawn Magitek Bits, which will spam the Assault Cannon line AoE. The Bits can make standing still nearly impossible without taking damage and should be dealt with quickly.
Below 10% HP the Weapon will teleport to the center of the arena and begin casting Ultima. This is a hard enrage DPS check, as should Ultima deals enough damage to easily wipe out a synced party, ignoring invulnerability effects. Unsynced players who survive this will find that the Ultima Weapon no longer uses any actions or even auto-attack after casting Ultima.
Part 3[]
Encounter overview | ||||
---|---|---|---|---|
Mechanic | Description | Details | ||
Blessing of Light [note 1] |
Players are granted Blessing of Light for the duration of the encounter; this is a purely cosmetic status with no discernable effect. | |||
Dark Orb ID#1374 |
Ranged damage to a random target. | |||
Grip of Night ID#1376 |
Untelegraphed AoE damage and knockback in a short cone facing a random target in range. | |||
Sea of Pitch ID#1391 |
Creates a pool under 4 random targets; after a delay the pool explodes upon contact with any player, damaging nearby enemies. | |||
Shadow Flare ID#1377 |
Heavy unavoidable AoE damage. |
Lahabrea is a simple fight compared to the prior encounters with the Ultima Weapon. He will target random players with Dark Orb and use Grip of Night whenever a player is within range, knocking them back. Sea of Pitch creates void pools under four random players. After a short period the pools will be primed to detonate on player contact, but are otherwise harmless. Grip of Night can potentially knock players back into a pool so they should watch their positioning. Shadow Flare is a hard hitting room-wide AoE, but as long as players are avoiding Sea of Pitch it shouldn't be fatal.
Maps[]
Interactive map[]
Enemies[]
Enemy | Pic | HP | Abilities | Areas |
---|---|---|---|---|
1st Cohort Eques | 8,025 | Attack, True Thrust | Sky Level Anti-aircraft Station Main Level Training Area Outer Walk | |
1st Cohort Hoplomachus | 8,025 | Attack, Fast Blade, Rampart[note 6] | Sky Level Anti-aircraft Station | |
1st Cohort Laquearius | 8,025 | Attack, Overpower | Central Hall Training Area Outer Walk | |
1st Cohort Medicus | 8,025 | Aero, Cure[note 7] | Anti-aircraft Station Main Level Training Area | |
1st Cohort Primi Ordines | 8,025 | Attack, Fast Blade, Fight or Flight, Rampart[note 8] | Main Level Training Area | |
1st Cohort Secutor | 8,025 | Attack, Featherfoot, Triple Threat[note 9] | Sky Level Anti-aircraft Station Magitek Armor Bay | |
1st Cohort Sagittarius | 8,025 | Attack, Venomous Bite, Windbite | Anti-aircraft Station | |
1st Cohort Signifer | 4,011 | Dark Fire III, Thunder[note 10] | Anti-aircraft Station Magitek Armor Bay Main Level Central Hall | |
Aetheroplasm (Second Ultima Weapon encounter) |
2,589 | Aetheroplasm Untargetable |
Porta Decumana | |
Cermet Blast Door | 31,068 | Innate Vulnerability Down | Magitek Research | |
Cermet Bulkhead | 31,068 | Innate Vulnerability Down | Central Hall | |
Gaius van Baelsar | 146,951 | Attack, Hand of the Empire, Heirsbane, Innocence, Judgment, Sentence, Terminus Est | The Echelon | |
Imperial Assault Craft | 2,589 | Mana Cannon Untargetable |
Anti-aircraft Station Outer Walk | |
Imperial Assault Craft (Second Ultima Weapon encounter) |
2,589 | Freefire Untargetable |
Porta Decumana | |
Lahabrea | 81,708 | Dark Orb, Grip of Night, Sea of Pitch, Shadow Flare | Porta Decumana | |
Magitek Bit (Second Ultima Weapon encounter) |
1,035 | Assault Cannon | Porta Decumana | |
Magitek Colossus | 8,025 | Attack, Exhaust, Grand Sword, Magitek Ray | Central Hall Magitek Research | |
Magitek Death Claw | 8,025 | Attack, Defensive Maneuvers, The Hand, Shred | Anti-aircraft Station Main Level Training Area Magitek Research | |
Magitek Death Claw (Nero tol Scaeva encounter) |
776 | The Hand | Laboritorium Primum | |
Magitek Reaper | 8,025 | Magitek Cannon, Photon Stream | Anti-aircraft Station Magitek Armor Bay Outer Walk | |
Magitek Vanguard H-1 | 8,025 | Attack, Cermet Drill, Drill Cannons, Overcharge | Training Area Outer Walk Magitek Research | |
Mark II Magitek Colossus | 64,725 | Attack, Exhaust, Grand Sword, Magitek Ray, Overheat | Command Chamber | |
Proto Ultima Arm Unit | 30,497 | Clearout Innate Vulnerability Down |
Magitek Research | |
Nero tol Scaeva | 116,505 | Attack, Augmented Shatter, Augmented Suffering, Augmented Uprising, Iron Uprising, Sideswing, Spine Shatter, Wheel of Suffering | Laboritorium Primum | |
Ultima Garuda (First Ultima Weapon encounter) |
77,670 | Aerial Blast Untargetable |
Porta Decumana | |
Ultima Ifrit (First Ultima Weapon encounter) |
77,670 | Hellfire Untargetable |
Porta Decumana | |
Ultima Titan (First Ultima Weapon encounter) |
77,670 | Earthen Fury, Geocrush Untargetable |
Porta Decumana | |
The Ultima Weapon (First encounter) |
244,919 | Aerial Blast, Attack, Ceruleum Vent, Earthen Fury, Eruption, Eye of the Storm, Hellfire, Homing Lasers, Magitek Ray, Radiant Plume, Vulcan Burst, Weight of the Land Innate Damage Up Innate Vulnerability Down |
Porta Decumana | |
The Ultima Weapon (Second encounter) |
163,288 | Attack, Ceruleum Vent, Diffractive Laser, Homing Lasers, Magitek Ray, Tank Purge, Ultima | Porta Decumana |
Quests[]
The Praetorium is unlocked during the main scenario quest The Ultimate Weapon, and completion of the duty is the final objective of A Realm Reborn's original release.
Script[]
The Praetorium script | |
---|---|
Sky Level | |
Intro cutscene | |
Cid | So here we are... |
Cid | The Ultima Weapon will almost certainly be housed in the depths of the complex. |
Branch: If the player character is imported from the original release | |
Cid | You know, the sort of place a Warrior of Light would boldly go with no thought for personal safety. Oh, if only one were with us! |
Branch ends | |
Cid | This is it, my friend! |
End cutscene | |
System (Magitek Terminal) |
Activate the lift? |
System (Imperial Identification Key) |
The [enemy] drops an imperial identification key. |
System (Imperial Identification Key) |
You obtain an imperial identification key. |
System (Magitek Terminal) |
An imperial identification key is required to operate Garlean devices. |
System (Magitek Terminal) |
Use the imperial identification key to deactivate the lock? |
System (Magitek Terminal) |
Wall lock deactivated. |
Magitek Armor Bay | |
System (Magitek Transporter) |
Use the magitek transporter? |
Main Level | |
System (Imperial Identification Key) |
The [enemy] drops an imperial identification key. |
System (Imperial Identification Key) |
You obtain an imperial identification key. |
System (Magitek Terminal) |
An imperial identification key is required to operate Garlean devices. |
System (Magitek Terminal) |
Use the imperial identification key to deactivate the lock? |
System (Magitek Terminal) |
Command chamber lock deactivated. |
Command Chamber | |
Cutscene | |
Cid | Gaius! |
Gaius van Baelsar | Ah, Cid, my boy... You are late. |
Gaius van Baelsar | There is something I always meant to tell you, yet the time never seemed right. It concerns your father. |
Cid | ...What of him? |
Gaius van Baelsar | In the winter of his years, Midas came to abhor his part in Meteor. He told me that he wanted nothing more than to wash his hands of the whole sordid business. |
Cid | But he did not wash his hands of it. He helmed the project until the day it killed him! |
Gaius van Baelsar | Come now, Cid...you must know that he did not have the luxury of choice. By the time he realized his error, it was too late. Meteor had him completely in its thrall. |
Gaius van Baelsar | Shortly before his...transformation, mayhap sensing that something was amiss, your father confided to me all the regrets of his life. Most of them concerned you. |
Gaius van Baelsar | Early on in your career, he realized that while you had a talent for devising armaments, it would never fulfill you. Long before you knew your own mind, he saw that you would be far happier using your knowledge for peaceful purposes, and the thought touched him. He was a changed man for it, though he could not let it show. |
Cid | You blew holes in this place just so you could say this to me!? What is it you want, Gaius!? |
Gaius van Baelsar | I want you at my side, Cid. Take up your father's mantle, and become the Empire's lead engineer. It is your destiny. |
Cid | My father had a change of heart—you said so yourself! Besides, I have long known my destiny, and I assure you, it lies not with the Empire! |
Gaius van Baelsar | A pity. And what of you, adventurer? Will you not consider making common cause with me? |
Gaius van Baelsar | With your powers joined to mine, we might do much for this realm. Together, we could bring order to Eorzea, and usher in a lasting peace. |
Gaius van Baelsar | No? And I can expect no better answer than this? So be it. It was your strength that made me proffer my hand in friendship, and it is your strength that makes me proffer now my blade. Save as an ally, you are too dangerous to be let to remain. |
Gaius van Baelsar | Run, Cid. Or stay. It makes no matter. You cannot escape the past. |
Cid | Gaius, wait! ...Damn it! |
End cutscene | |
Cutscene (after defeating the Mark II magitek colossus) | |
Cid | Knowing Gaius, he is headed for the Ultima Weapon. If we find him, so too will we find our quarry. |
Cid | With these instruments, we can monitor every nook and cranny in the castrum. |
Cid | I think it's time we divided our forces. Pray go on and give chase. I'll track your movements from here and guide you through the complex. |
Cid | We'll stay in contact via linkpearl. Be careful, all right? |
End cutscene | |
System (Magitek Terminal) |
Activate the lift? |
System (Magitek Terminal) |
Summon the lift? |
Central Hall | |
Cid | You'll need proper firepower to blast through that. Try and find another path to the armor bay. |
System | The training area walls slide open. You have been spotted! |
Training Area | |
Cid | Well, well, would you look at this! I've found just the unit for you, [Forename]! |
Cid | I'll send the identification data to the terminal. You can use that to activate her. |
Cid | There aught to be an identification terminal nearby. You need to complete pilot registration before you can activate an armor. |
System (Imperial Identification Key) |
The [enemy] drops an imperial identification key. |
System (Imperial Identification Key) |
You obtain an imperial identification key. |
System (Magitek Terminal) |
An imperial identification key is required to operate Garlean devices. |
System (Magitek Terminal) |
Use the imperial identification key to deactivate the lock? |
System (Magitek Terminal) |
Wall lock deactivated. |
Armor Recognition Chamber | |
System (Identification Key Reader) |
You are now authorized to operate a suit of magitek armor! |
System (Magitek Terminal) |
Activate the lift? |
System (Magitek Terminal) |
Summon the lift? |
Magitek Armor Bay | |
System (Magitek Armor) |
You are not authorized to operate this suit of magitek armor. |
System (Magitek Armor) |
Strap into the magitek armor? |
Cutscene | |
Cid | Ah, there she is! |
Cid | I trust you recognize our old friend. “Maggie,” was it? They must have shipped her here from Centri. |
Cid | Considering all she's been through, it's a wonder she's still operational. Tough old girl! |
Cid | Now that you're suitably armed, you can blast open that bulkhead. The external walkway will take you back there. |
Cid | Follow it till you come upon a way down to the lower level. |
End cutscene | |
Magitek Research | |
System | Descending to research level. |
System | Proceeding to ground level. |
Cutscene | |
Cid | That bulkhead is composed of a special alloy. Extremely tough. Ordinary fire won't leave a mark, I'm afraid. |
Cid | You'll need to divert all power to the magitek cannon, as I did so memorably once before. |
Cid | As you may recall, the armor's core is like to expire from the strain, but there's no help for it if we want to press on. |
Cid | Now, listen well. Press...<buzzzzzz>...the control...<fizzzzzz>...engage ancillary...then fire away. Don't mind the warning lights. |
Cid | You're a natural at this! All right, the way's clear, but it's just you and your own two feet now, so be careful. |
End cutscene | |
Laboritorium Primum | |
Cutscene | |
Nero tol Scaeva | You have been leaving a fine mess in your wake, adventurer. |
Cid | Is someone there!? |
Nero tol Scaeva | Garlond, old friend. How it warms the heart to hear your voice again after all these years. |
Cid | ...Nero? Is that you!? |
Nero tol Scaeva | You sound well. It would seem this savage land agrees with you. |
Cid | The highest ranking tribunus of the XIVth... It was you all this time? |
Nero tol Scaeva | Tell me, Garlond. How long do you intend to keep all the glory for yourself? |
Cid | Uh...what? You've lost me. |
Nero tol Scaeva | Don't play the fool with me. Ever since the Academy, I have been condemned to live in your shadow. |
Nero tol Scaeva | By all objective measure, I was the more talented of the two of us, yet that fact counted for naught beside your privileged birth. You were admired as the young prodigy simply because your father was the great Midas nan Garlond! |
Nero tol Scaeva | When you defected, I felt sure my star would finally rise... |
Nero tol Scaeva | But by disappearing, you acquired the status of a legend—your reputed genius gaining credence merely by dint of your absence! Instead of cursing you for a traitor, the people actually came to think of you more fondly! To this day, you are still the young prodigy of magitek! |
Nero tol Scaeva | I, meanwhile, have ever been made to feel second-rate—I who have continued to serve our nation faithfully. Whenever I fail to excel—why, it is only to be expected! Yet when I exceed all reasonable expectations, people proclaim that I walk in the footsteps of the great Cid nan bloody Garlond! |
Cid | Nero, I...I don't know what to say. |
Nero tol Scaeva | It matters not a whit what I achieve. Your existence has rendered mine worthless. Even Lord van Baelsar saw fit to offer you a place at his side—and this in spite of your betrayal! Did he extend any such offer to me—the man who has remained loyal to him for all these years? Why, no. He did not. |
Nero tol Scaeva | Long have I endured this injustice...but no more. |
Nero tol Scaeva | Lord van Baelsar is in the midst of activating the fully powered Ultima Weapon. |
Nero tol Scaeva | It is my magnum opus—the creation that will win me the recognition I am due. I will not let anyone interfere. |
Cid | Nero! What are you—!? |
Nero tol Scaeva | Ever since I first set foot in this benighted land, I have watched you—every move you have made, every step you have taken. |
Nero tol Scaeva | You have felled eikons, a feat made possible by the Echo, a peculiar power which shields you from their corrupting influence. |
Nero tol Scaeva | It is of little wonder that my lord has taken an interest in you. |
Nero tol Scaeva | As have I, if truth be told. It is my desire to harness your power for use in the Ultima Weapon. |
Nero tol Scaeva | Should I succeed, Lord van Baelsar will surely take notice! Beside this, Garlond's achievements will be as child's play! |
Nero tol Scaeva | Come, adventurer, and yield to me the secrets of your power! |
End cutscene | |
Nero tol Scaeva battle | |
Nero tol Scaeva (on pull) |
I have taken the liberty of preparing an electrifying stage for you. |
Nero tol Scaeva (HP <80%) |
Meet one of my creations. You might find it a handful. |
Nero tol Scaeva (HP <40%) |
I will lay Garlond low, but first I must break you! |
Nero tol Scaeva (HP <20%) |
<pant> I will not suffer...to be in another's shadow! |
Cutscene (after defeating Nero tol Scaeva) | |
Nero tol Scaeva | This changes...nothing... |
Nero tol Scaeva | I am the greatest engineer...the Empire has ever seen! By my hands...the field of magitek...shall reach its zenith! |
Nero tol Scaeva | Ahahahaha! The Ultima Weapon is activated, and it brims with the power of eikons! Nothing can withstand its might! |
Cid | Are you all right!? |
Cid | What of Nero!? ...Fled!? Damn it! |
Cid | In the instant prior to the blackout, the instruments detected a massive power surge from the deepest chamber. |
Cid | Gaius is certain to be there! We have no time to waste! |
End cutscene | |
The Echelon | |
System (Magitek Terminal) |
Activate the Echelon? ※All party members will join you. |
Cutscene | |
Cid | Word arrived from the Alliance a short while ago. It seems the Order of the Twin Adder has completed its blockade of Castrum Centri. |
Cid | What hands they can spare are hastening this way even as we speak, and likewise for the Maelstrom. All that's left is to destroy the Ultima Weapon! |
Cid | ...I should warn you: the chamber which houses the target appears to be saturated with aetheric energies. There's bound to be heavy interference. |
Cid | But even if we lose contact, you must go on. Just don't do anything I wouldn't do, all right? |
Cid | Look for the lift's control panel—it'll be somewhere nearby. |
Cid | Take the lift down, and you should find yourself in the chamber of the Ultima Weapon. |
Cid | Keep your eyes peeled—Gaius could be waiting for you down there. |
Cid | Oh, and don't even think about dying. You're too bloody useful! |
Cid | The interference is getting worse. I don't think the connection will last much— |
Gaius van Baelsar | Tell me...for whom do you fight? |
Dialogue choice | |
Choice A | Myself. |
Choice B | My friends. |
Choice C | Eorzea. |
Choice D | ... |
Choice has no bearing on subsequent dialogue | |
Gaius van Baelsar | Hmph! How very glib. And do you believe in Eorzea? |
Dialogue choice | |
Choice A | Yes. |
Choice B | No. |
Choice C | What the—? I don't even... |
Choice D | ... |
Choice has no bearing on subsequent dialogue | |
Gaius van Baelsar | Eorzea's unity is forged of falsehoods. Its city–states are built on deceit. And its faith is an instrument of deception. |
Gaius van Baelsar | It is naught but a cobweb of lies. To believe in Eorzea is to believe in nothing. |
Gaius van Baelsar | In Eorzea, the beast tribes often summon gods to fight in their stead—though your comrades only rarely respond in kind. Which is strange, is it not? |
Gaius van Baelsar | Are the “Twelve” otherwise engaged? I was given to understand they were your protectors. If you truly believe them your guardians, why do you not repeat the trick that served you so well at Carteneau, and call them down? |
Gaius van Baelsar | They will answer—so long as you lavish them with crystals and gorge them on aether. |
Gaius van Baelsar | Your gods are no different from those of the beasts—eikons every one. Accept but this, and you will see how Eorzea's faith is bleeding the land dry. |
Gaius van Baelsar | Nor is this unknown to your masters. Which prompts the question: why do they cling to these false deities? What drives even men of learning—even the great Louisoix—to grovel at their feet? |
Gaius van Baelsar | The answer? Your masters lack the strength to do otherwise! |
Gaius van Baelsar | For the world of man to mean anything, man must own the world. |
Gaius van Baelsar | To this end, he hath fought ever to raise himself through conflict—to grow rich through conquest. |
Gaius van Baelsar | And when the dust of battle settles, it is ever the strong who dictate the fate of the weak. |
Gaius van Baelsar | Knowing this, but a single path is open to the impotent ruler—that of false worship. A path which leads to enervation and death. |
Gaius van Baelsar | Only a man of power can rightly steer the course of civilization. And in this land of creeping mendacity, that one truth will prove its salvation. |
Gaius van Baelsar | Come, champion of Eorzea, face me! Your defeat shall serve as proof of my readiness to rule! |
Gaius van Baelsar | It is only right that I should take your realm. For none among you has the power to stop me! |
End cutscene | |
Gaius van Baelsar battle | |
Gaius van Baelsar (on pull) |
Let us dance, champion of Eorzea. |
Gaius van Baelsar (HP <80%) |
Impressive! Now it is my turn! |
Gaius van Baelsar (blue fire) |
Yaaaaaarrrgh! |
Cutscene (after defeating Gaius van Baelsar) | |
Gaius van Baelsar | I had not thought to be so hard-pressed. |
Gaius van Baelsar | Your strength is...most impressive. Such power befits a ruler! |
Gaius van Baelsar | Yet you lack the resolve to put it to proper use. A waste. |
End cutscene | |
Porta Decumana | |
System (Porta Decumana Entryway) |
Open the Porta Decumana entryway? ※All party members will join you. |
Cutscene | |
Gaius van Baelsar | Allow me, then, hero, to do that which you will not! |
Gaius van Baelsar | Bear witness to the true power of the Ultima Weapon! |
End cutscene | |
Ultima Weapon battle | |
Gaius van Baelsar (on pull) |
The Ultima Weapon has partaken of the power of eikons! None can stand against it! |
Hydaelyn (30s after pull) |
Hearken unto me, crystal bearer. Thy foe is Darkness clad in steel. |
Hydaelyn (30s after pull) |
If thou wouldst triumph, thou must look to the Light. |
Gaius van Baelsar (Aerial Blast) |
Yield to the storm! |
Hydaelyn (HP <70%) |
If thou wouldst triumph, thou must look to the Light. |
Gaius van Baelsar (HP <70%) |
Garuda's essence...torn from the Ultima Weapon!? |
Gaius van Baelsar (Earthen Fury) |
Kneel to the might below! |
Hydaelyn (HP <35%) |
If thou wouldst triumph, thou must look to the Light. |
Gaius van Baelsar (HP <35%) |
Titan's as well!? Impossible! |
Gaius van Baelsar (Hellfire) |
Succumb to the flames! |
Hydaelyn (HP <1%) |
If thou wouldst triumph, thou must look to the Light. |
Gaius van Baelsar (HP <1%) |
Nooo! How...how are you doing this!? |
Cutscene (after defeating the Ultima Weapon) | |
Gaius van Baelsar | But the Ultima Weapon is all-powerful! Why does my enemy still stand!? |
Gaius van Baelsar | Can [his/her] strength truly be so great? |
Lahabrea | It is the blessing of Light that confounds you. |
Gaius van Baelsar | Lahabrea. |
Lahabrea | Your foe acts under the protection of the Crystal [he/she] bears. |
Gaius van Baelsar | So, this is what empowers [him/her]. |
Lahabrea | Beyond mortal limits. |
Lahabrea | If you are to prevail, the hammer of Darkness must needs be brought to bear upon the shield of Light. |
Lahabrea | And so it shall, for the Ultima Weapon is host to a power of which you are as yet ignorant. |
Gaius van Baelsar | Speak plainly, Ascian. |
Lahabrea | The Heart of Sabik. It is the Weapon's core—an enigma whose surface even the vaunted scholars of ancient Allag failed to scratch. |
Lahabrea | The magic within has lain dormant for eons. |
Gaius van Baelsar | Of what magic do you speak? |
Lahabrea | A spell without parallel. Ultima. |
Lahabrea | I sought the life force of the primals for no other reason but to quicken the core. For the true power of the Ultima Weapon lies within its now-beating Heart! |
Gaius van Baelsar | Lahabrea... What have you done? |
Lahabrea | No more than was necessary...for my god to be reborn. |
Gaius van Baelsar | Damn you, Ascian! |
Lahabrea | The hour is at hand! Behold but a sliver of my god's power! |
Lahabrea | And from the deepest pit of the seven hells to the very pinnacle of the heavens, the world shall tremble! Unleash Ultima! |
Lahabrea | Ahahahahahaha! |
Gaius van Baelsar | Such devastation... This was not my intention... |
Lahabrea | Oh, Hydaelyn...it seems the task of keeping Your champion alive has exhausted what strength You had left. |
Lahabrea | Van Baelsar... Your enemy's shield is broken. |
Lahabrea | The rest I leave to you. |
Gaius van Baelsar | We will speak later, Ascian. |
Gaius van Baelsar | But first, I must deal with you. The question of who is mightier remains! |
Gaius van Baelsar | Come, adventurer! Let us find the answer together! |
End cutscene | |
Second Ultima Weapon battle | |
Gaius van Baelsar (on pull) |
We settle this once and for all! |
Gaius van Baelsar (HP <60%) |
This is most...unexpected. You are possessed of great might, this I will allow. |
Gaius van Baelsar (HP <60%) |
Yet yours is not the might of a ruler! Such is the difference between us—a difference that will assure my victory! |
Gaius van Baelsar (Tank Purge) |
I need not the power of eikons to defeat you! |
Gaius van Baelsar (Ultima) |
U-Ultima!? Curse you, Ascian! |
Gaius van Baelsar (Ultima) |
How much destruction must be wreaked before you are sated!? |
Hydaelyn (Ultima) |
I have not the strength...to shield thee again... |
Hydaelyn (Ultima) |
Permit not the manifestation of that vile magick...lest Darkness prevail! |
Warning (Ultima) |
Ultima detonation in 20 seconds. |
Warning (Ultima) |
Ultima detonation in 10 seconds. |
Warning (Ultima) |
Ultima detonation in 5... |
Warning (Ultima) |
4... |
Warning (Ultima) |
3... |
Warning (Ultima) |
2... |
Warning (Ultima) |
1... |
Lahabrea (Ultima) |
Your time is at an end, Hydaelyn! |
Lahabrea (Ultima) |
From the deepest pit of the seven hells to the very pinnacle of the heavens, the world shall tremble! Unleash Ultima! |
Cutscene (after defeating the Ultima Weapon again) | |
Gaius van Baelsar | No... No, no, NO! Uh! |
Gaius van Baelsar | Heed me... The subjects of a weak ruler must needs look to a higher power for providence...and their dependence comes at a cost to the realm. |
Gaius van Baelsar | The misguided elevate the frail... And the frail lead the people astray. |
Gaius van Baelsar | Unless a man of power wrests control...the cycle will never be broken. |
Gaius van Baelsar | You... You of all people must see the truth in this. You who have the strength to rule... |
Lahabrea | Pathetic. |
Lahabrea | You boasted of unrivaled power. You were entrusted with the ultimate weapon. The ultimate magic! |
Lahabrea | And still you failed. So much for the glory of man. |
Lahabrea | The growing imbalance afflicting the planet must be redressed. |
Lahabrea | If it is permitted to worsen, the very laws of existence—both aetheric and physical—will be warped beyond all recognition. |
Lahabrea | Know you the root of this corruption? Hydaelyn! |
Lahabrea | Like a parasite, She must be burned out if the planet is to recover. |
Lahabrea | And naught but the return of the one true god will ensure Her complete excision. |
Lahabrea | Yet to pave the way for the master's return, a chaotic confluence of untold proportions must needs be brought about. And that will necessitate the presence of the primals. |
Lahabrea | Needless to say, both you and your Scion accomplices can not be suffered to interfere in this endeavor. |
Lahabrea | You will not leave this place alive. |
Lahabrea | It is past time your flame was extinguished...“Bringer of Light.” |
End cutscene | |
Lahabrea battle | |
Hydaelyn (on pull) |
If thou wouldst triumph, thou must look to the Light. |
Lahabrea (Grip of Night, voice only) |
Begone! |
Lahabrea (Grip of Night, voice only) |
Muahahaha! |
Lahabrea (Shadow Flare, voice only) |
You have meddled enough! |
Lahabrea (Shadow Flare, voice only) |
Hydaelyn cannot save you! |
Lahabrea (HP <80%) |
Ahahahaha! You are strong, Warrior of Light! |
Lahabrea (HP <80%) |
Yet know that if I should perish, so too will the mortal within whose flesh I reside. |
Lahabrea (HP <80%) |
Now make your choice and live with it! Muahahahahaha!. |
Hydaelyn (HP <80%) |
Mark not the Dark Minion's subtle words. |
Hydaelyn (HP <80%) |
Only Light may banish the Darkness. |
Hydaelyn (HP <80%) |
Receive of me this power, my child, and raise thy Crystal aloft! |
Cutscene (after defeating Lahabrea) | |
Hydaelyn | If thou wouldst pierce the shadows...make thee a blade of Light. |
Lahabrea | What!? |
Lahabrea | Yaaarrrgh! |
Lahabrea | The Light...it binds them... They are too many! |
Lahabrea | Aaaaaaaaarrrgh!!! |
End cutscene | |
Duty complete |
Musical themes[]
"Penitus" serves as the main background music for the Praetorium. "A Fine Death", "Steel Reason", "Bite of the Black Wolf", and "Thunderer" play during the battles against the Mark II Magitek Colossus, Nero tol Scaeva, Gaius van Baelsar and Lahabrea respectively. "The Maker's Ruin" plays during the first battle against the Ultima Weapon while "Ultima" plays during the second battle.
"Fever Dream", "The Only Path", "Kiss of Chaos", "Imperial Will", "Without Shadow", and "The Maker's Ruin" play during the various cutscenes that occur throughout the duty.
Behind the scenes[]
The Praetorium and Castrum Meridianum were notorious among fans for being easy dungeons made long due to the numerous unskippable cutscenes. Because the dungeons were tuned for the minimum item level of 42, but only synced to level 50 (effective item level 130), most mechanics were skipped and it was speed-ran as fast as possible.
As part of updates to the original A Realm Reborn Main Scenario in patch 6.1, this dungeon was changed to a 4-player instance with compatibility for the Duty Support System. The battles against the Ultima Weapon and Lahabrea were separated into as their own instances, The Porta Decumana trial and a solo quest battle during The Ultimate Weapon respectively. The original dungeon is now completed after the battle with Gaius in the Echelon, with significant changes to all boss encounters and general duty progression.
Other appearances[]
Dissidia Final Fantasy NT[]
The Porta Decumana appears as a stage representing Final Fantasy XIV. In the beginning of battle, the stage will elevate upwards until it reaches the top, wherein flames and destruction will engulf the stage, referencing Lahabrea's use of Ultima.
Theatrhythm Final Fantasy Curtain Call[]
The Praetorium appears as the Battle Music Sequence for "Ultima".
Pictlogica Final Fantasy[]
Final Fantasy Airborne Brigade[]
Final Fantasy Record Keeper[]
The Praetorium is split across five dungeons in Record Keeper. The Classic version of Part 1 can be unlocked upon completing Outlying Church (Classic), Part 2 is unlocked by Beddha Sandwaste (Classic), and Part 3 by Orphan's Cradle, Part 6 (Classic). Completing Part 3 unlocks Part 4, which in turn unlocks Part 5. Completing each part unlocks their respective Elite versions. The five parts see players fight through Scaeva's Lab (Laboritorium Primum), the Sloping Lift (The Echelon), and the Porta Decumana, battling records of Nero tol Scaeva, Gaius van Baelsar, the Ultima Weapon, and Lahabrea along the way.
Notes[]
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 There is no named action associated with this effect.
- ↑ Terminus Est in italics are swapped for Judgment every second rotation, while Judgment in italics are swapped for Terminus Est.
- ↑ Actions in italics are performed at least partially by the untargetable Ultima Garuda, Ultima Ifrit, and Ultima Titan entities.
- ↑ Actions in italics are performed by the untargetable Imperial Assault Craft and Aetheroplasm entities.
- ↑ Chance to drop for each individual party member that has completed the quest Triple Triad Trial.
- ↑ 1st Cohort Hoplomachii will only use Rampart below 50% HP.
- ↑ 1st Cohort Medicii will only use Cure on allies below 50% HP. They will not use it on themselves.
- ↑ 1st Cohort Primi Ordines will only use Rampart below 80% HP.
- ↑ 1st Cohort Secutores will only use Featherfoot below 80% HP.
- ↑ 1st Cohort Signiferi will only use Dark Fire III below 80% HP.