FFXIV Patch 7.4 Hell on Rails (Extreme) Mechanics Guide
Hell on Rails (Extreme) is one of Patch 7.4’s most fast-paced trials, featuring constant movement, precise positioning, and alternating pair and spread mechanics across multiple train cars. Rainesama shared a guide on his YouTube channel, breaking down each phase clearly to help our group learn the fight quickly and secure consistent clears. But before that, if you want a quicker way, you can directly choose to buy FFXIV Extreme Trials boosting at MmoGah, a store that has been in the market for nearly two decades. Now, let’s dive in.
Car One
Car One introduces damaged yellow tiles with purple borders, which can be used to prevent sliding during knockbacks and draw-ins.
A recurring mechanic throughout the fight is Dead Man’s Overdraught - four orbs indicate a pair resolution, and eight orbs indicate a spread resolution. Because some Overdraughts are stocked and resolve much later, having someone call these via macro can be extremely helpful.
Next is Dead Man’s Express, which spawns four lasers at the front of the train. When the cast finishes, the party is knocked back. Anyone positioned in front of a low laser will take heavy damage and receive a vulnerability stack. After resolving the knockback, the group spreads into pairs, with melees closer and ranged farther away.
Next, Doomtrain casts the opposite Overdraught variant, followed by Dead Man’s Windpipe, a draw-in marked by white smoke. The stocked Overdraught resolves immediately afterward. Knockback immunity works here and is particularly useful for melee uptime. Players pulled all the way to the front two tiles will be hit by a telegraphed AoE.
The phase ends with Unlimited Express, dealing heavy raid damage and knocking everyone into Car Two.
Car Two
Car Two introduces large black crates, which block shots from the purple turrets. Note that the damaged yellow tiles do not block turret fire.
After stocking an Overdraught, Doomtrain casts Turret Crossing, spawning turret columns to the east and west. One turret will begin charging, and the raid must hide behind crates to avoid the blast. Watching the Electray cast bars helps track the sequence. While turrets fire, Doomtrain may cast either Dead Man’s Express (lasers + knockback) or Dead Man’s Windpipe (draw-in). Express is more movement-intensive due to positioning for both lasers and knockback immediately after turret shots. Once resolved, handle the stocked Overdraught as before.
Doomtrain then stocks the other Overdraught variant, followed by another turret set and Lightning Burst tankbusters on the top two enmity targets. Tanks should move away from the group as soon as Electray finishes casting.
After a third turret volley, the remaining Express or Windpipe resolves, followed by the stocked Overdraught. Unlimited Express then knocks the raid into Car Three.
Car Three
Car Three has no special terrain. Doomtrain opens with Lightning Burst tankbusters, then casts Runaway Train, transporting the raid into the DPS check phase.
Add Phase (DPS Check)
An Aether add appears at the center of the arena along with the Doom-engine Power gauge, which fills to 100 and enrages the boss if not cleared in time. A Ghost Train circles the arena. Its stopping point becomes relatively north for the entire phase. When the train’s whistle sounds, it fires either two shots (shared stacks on both healers) or three shots (spread AoEs on three random non-tanks). Listen carefully for the sound cue. During every volley, tanks also receive conal tankbusters.
When the train stops:
- Tanks move to the northwest and northeast.
- The rest of the raid stays between them.
For two-shot stacks:
- Light Party 1 stands north of the add at max Melee.
- Light Party 2 stands south at max Melee.
For spreads:
- Healers go north and south at the edge.
- Ranged stay slightly inward on their side.
- Melees spread east and west.
The key is staying near the center and reacting immediately when the train stops. The arena edge is not lethal. With clean execution, the add dies after three volleys, though additional cycles may occur during progression. Once defeated, Doomtrain casts Runaway Train to return to the raid.
Car Three (Return)
Back on the platform, Doomtrain gains arms and casts Shockwave for heavy raid damage, followed by Lightning Burst tankbusters. Next is Derailment Siege, spawning a multi-hit tower. After three hits, the raid must move south before the platform is destroyed. Tanks can solo this with invulnerability, but since this is the easiest Siege, saving invulns for later is recommended.
Car Four
Car Four features raised platforms in the northeast and southwest, accessed via teleporters. Start stacked at the landing point. When Doomtrain snaps, baited circle AoEs appear under all players—move to dodge them. Doomtrain then telegraphs red headlight (hits upper platforms), and blue lightning (hits lower platforms). Use teleporters accordingly. Afterward, Melee move to the northeast platform. Ranged move to the southwest platform.
Arcane Revelation summons a moving spotlight that travels along a diamond path. One tank and one healer receive the Designated Conductor debuff, requiring them to share stacks whenever the light stops.
Dodge to the nearest safe corner each time the light pauses. Watch Doomtrain’s hands—heavy lightning crackling signals the final movement. React early, or you will not escape in time.
After the first stack, reset positions and repeat twice more. Following three stacks, Doomtrain repeats the red/blue mechanic, another snap bait, tankbusters, and then Derailment Siege again—this time with four hits—before transitioning.
Car Five
Car Five is crowded with black crates, heavily restricting movement. Psychokinesis lifts crates to create space. Two players are targeted with Plummet circle AoEs as crates fall. Getting hit is acceptable as long as circles don’t overlap.
This is followed immediately by snap baits. A simple rule helps here: no one stands in the exact center unless dodging a snap. Move to corners, wait for the snap, then return mid. The pattern repeats with increasing Plummets:
- Second Psychokinesis: three Plummets, followed by tankbusters.
- Third Psychokinesis: five Plummets, then snap baits.
A five-hit Derailment Siege tower spawns north. While waiting, identify the open path south—only one route is safe, and it is random. This is the first Siege where invulnerability is strongly recommended, especially if deaths occurred earlier. After five hits, move on.
Car Six (Final)
The final car includes black crates on the east, a damaged yellow tile in the southeast, and a long, raised platform in the southwest.
Doomtrain stocks an Overdraught and summons turrets. This is followed by the red/blue up/down mechanic. A second turret set appears, and Psychokinesis removes eastern crates—use the raised platform to dodge.
Four players receive Plummet, immediately followed by snap baits. A third turret set overlaps with Express or Windpipe, so resolve carefully and remember the lasers if Express appears. The stocked Overdraught then resolves.
After Lightning Burst, Doomtrain stocks another Overdraught and repeats Arcane Revelation. Handle this the same as before, with Melee northeast and Ranged southwest.
After two stacks, another snap bait occurs, followed by Express or Windpipe, another red/blue mechanic, tankbusters, and a final snap bait. The fight concludes with a six-hit Derailment Siege, which should be invulned if possible. If Doomtrain is not defeated, it will cast Derail as a hard enrage.