An alternate retelling of the Omega raid storyline in which Omega successfully ascertains and harnesses what lies at the heart of a mortal's strength.

Hit Ability Type Description
00:14
00:14
Program Loop (+ 8 others) Mechanic

A major mechanic revolving around towers and tethers.

Inflicts the following effects:

  • 2 random players with Looper Looper (16s) and First in Line First in Line
  • 2 random players with Looper Looper (25s) and Second in Line Second in Line
  • 2 random players with Looper Looper (34s) and Third in Line Third in Line
  • 2 random players with Looper Looper (43s) and Fourth in Line Fourth in Line
Then spawns two towers and two tethers originating from the boss and begins casting Blaster. The tethers can be passed between players by moving through them.

Each tower must be soaked by exactly one player with the Looper Looper effect. Towers ignore players without this effect. Soaking a tower inflicts Twice-come Ruin Twice-come Ruin and resolves Looper Looper for that player; if Looper Looper is allowed to expire on its own, the player will be inflicted with Memory Loss Memory Loss and likely wall themselves.

The Blaster tethers release a massive blast roughly the size of the boss's hitbox around the tethered players. The tethered players, as well as anyone else hit by the explosion, are inflicted with HP Penalty HP Penalty and Twice-come Ruin Twice-come Ruin.

This mechanic then repeats three more times. Note the following:

  • Tethers don't disappear after Blaster resolves; they remain on whichever players last had them until the fourth set resolves.
  • The next set of towers spawns in a translucent state even before the current set has resolved.
  • There are, in total, 8 possible locations for towers to spawn (2 per cardinal, slightly offset from that cardinal to either side).
  • A tower cannot spawn in a location it has already spawned before. In some cases this allows you to predict where the next set of towers is going to spawn even before they appear.
  • Towers can never spawn on both positions of the same cardinal.

As each Twice-come Ruin Twice-come Ruin stack lasts for exactly 1 full turn of the mechanic, there is only one order to resolve the mechanic in:

Turn 1: First in Line First in Line soaks towers, Third in Line Third in Line takes tethers and brings them to an empty cardinal.

Turn 2: Second in Line Second in Line soaks towers, Fourth in Line Fourth in Line takes tethers and brings them to an empty cardinal.

Turn 3: Third in Line Third in Line soaks towers, First in Line First in Line takes tethers and brings them to an empty cardinal.

Turn 4: Fourth in Line Fourth in Line soaks towers, Second in Line Second in Line takes tethers and brings them to an empty cardinal.

In other words: after resolving your tower or tether, you do nothing for a turn, then the next turn your role is whichever role you haven't had yet.

Since there are always two players assigned to each mechanic, it is strongly recommended to use a priority system to determine who takes which tower/tether (and, in the case of tethers, where to bring that tether as well). If you're using Party Finder, check with your Data Center's Ultimate Discord to learn what priority system your Data Center uses. For example, LPDU (Light) uses M1/M2/MT/OT/R1/R2/H1/H2 where, if you are to the left of your partner in that list, you take the clockwise tower/tether starting from north, and if you are to the right of your partner in that list, you take the counter-clockwise tower/tether starting from north. As a result, M1 always goes clockwise no matter what, and H2 always goes counter-clockwise no matter what.

  • If you forget which turn it is or what your job on this turn is, check your debuffs. If your Looper Looper debuff is about to expire, it's your turn to take a tower. If your "x in line" debuff and Looper Looper debuffs are gone and you have a Twice-come Ruin Twice-come Ruin stack that is about to expire or has already expired, it's your turn to take a tether. If your HP Penalty HP Penalty expires and you're suddenly on 1% HP, it's your turn to take a tower (unless Program Loop has already concluded).

  • It is recommended to manually sort your party list so that the players you need to look at to determine your priority are at the very top. For example, using the LPDU priority described above, R1 would move the R2, H1, and H2 players to the top of their party list. If any of them have the same number, the R1 player would move clockwise; otherwise they would move counter-clockwise.

  • Taking your tether max melee in your designated empty cardinal is far enough to avoid hitting players on the tower cardinals, allowing you to keep full uptime on the boss.

  • After your tether is resolved, don't immediately beeline for the nearest tower cardinal. Instead, go slightly inside the hitbox so that any non-tether players can make their way past you, then wait until the next tether player has taken their tether from you before moving into a safe spot.

  • Never move directly through the center of the boss's hitbox, as you will likely steal someone else's tether and cause a wipe.

  • Since towers completely ignore players without Looper Looper, after you resolve your tower, you can then stand in any tower you wish while waiting for your Twice-come Ruin Twice-come Ruin to expire.

  • Healers must heal the Third in Line Third in Line and Fourth in Line Fourth in Line players after their HP Penalty HP Penalty expires, as they'll die from Storage Violation otherwise. Tanks can help by using targeted mitigation like The Blackest Night The Blackest Night or Heart of Corundum Heart of Corundum.

  • After the Program Loop cast, Omega does one more auto-attack before beginning the Blaster cast, at which point Omega's position and rotation is locked in for the remainder of the mechanic. It can be helpful to turn the boss to the southwest or southeast (depending on where your melees are in your priority order) before the Blaster cast begins, to give your melees easy access to positionals.

  • Miscounting or forgetting your turn.

  • Ignoring or forgetting the priority and not adjusting.

  • Moving while passing off a tether. (This increases the likelihood of other players passing through the tether and being unable to take it.)

  • Rotating the wrong way and stealing someone else's tether.

  • LPDU

    Uses (N) M1 ← M2 ← MT ← OT ← R1 ← R2 ← H1 ← H2 (S) priority.

  • 00:28
    00:28
    Blaster ×2 Defamation tether spread
    00:28
    00:28
    Storage Violation ×2 Towers
    00:38
    00:38
    Blaster ×2 Defamation tether spread
    00:38
    00:38
    Storage Violation ×2 Towers
    00:47
    00:47
    Blaster ×2 Defamation tether spread
    00:47
    00:47
    Storage Violation ×2 Towers
    00:56
    00:56
    Blaster ×2 Defamation tether spread
    00:56
    00:56
    Storage Violation ×2 Towers
    01:09
    01:09
    Pantokrator (+ 30 others) Mechanic

    Major mechanic with high movement and healing requirements.

    Inflicts the following effects on players:

    • 2 random players with Guided Missile Kyrios Incoming Guided Missile Kyrios Incoming (12s), First in Line First in Line, and Condensed Wave Cannon Kyrios Condensed Wave Cannon Kyrios (24s)
    • 2 random players with Guided Missile Kyrios Incoming Guided Missile Kyrios Incoming (18s), Second in Line Second in Line, and Condensed Wave Cannon Kyrios Condensed Wave Cannon Kyrios (30s)
    • 2 random players with Guided Missile Kyrios Incoming Guided Missile Kyrios Incoming (24s), Third in Line Third in Line, and Condensed Wave Cannon Kyrios Condensed Wave Cannon Kyrios (12s)
    • 2 random players with Guided Missile Kyrios Incoming Guided Missile Kyrios Incoming (30s), Fourth in Line Fourth in Line, and Condensed Wave Cannon Kyrios Condensed Wave Cannon Kyrios (18s)
    Next, Omega telegraphs two wide Flame Thrower conal AoEs on two random opposite positions. A few seconds later, a telegraphed Ballistic Impact puddle appears underneath each player. Flame Thrower resolves first, then rotates either clockwise or counter-clockwise in 2 second intervals until the mechanic is complete. Ballistic Impact resolves half a second later, and from then on spawns new puddles underneath each player every 2 seconds until the mechanic is complete as well.

    Additionally, the status effects on players will expire and execute their respective mechanic. Guided Missile Kyrios is a spread chariot that knocks any other players hit into the wall. Condensed Wave Cannon Kyrios is a line originating from Omega that must be shared with 3 other players to avoid dealing lethal damage.

    Like Program Loop, the debuff assignment is completely random and thus requires a priority system to handle. The flamethrower cones leave two safe spots for groups to assemble; each group must have only unique "x in line" debuffs amongst its members. As a caveat, both groups will likely be outside of the other group's healing range, so it's essential that each group features one healer. As such, a priority system like the following (LPDU) presents itself: MT/M1/R1/H1 for group 1, and OT/M2/R2/H2 for group 2 where, if duplicate "x in line" debuffs exist within the group, the leftmost member in this priority list swaps to the other group.

    As for where to place each group, it is most common to start group 1 north and group 2 south (or west/east) and rotate each group clockwise if the flamethrower cones happen to point directly north and south (or east/west).

    Like Program Loop, this mechanic has four turns. During each turn, the respective Guided Missile Kyrios Incoming Guided Missile Kyrios Incoming player must separate from the group to take their Guided Missile Kyrios alone, while the rest of the group must remain stacked to soak Condensed Wave Cannon Kyrios.

    There are two main ways of making this happen, see the strategies below.

    • Avoid gapclosers or dashes. They make movement unpredictable and may cause you to drop a puddle in an inopportune location.

    • Due to how fast the mechanic moves, healers don't have the luxury of long-casting AoE heals here. However, there is no other healing-intense mechanic until Phase 3, so both the party and the healers should aim to use every single mitigation and healing cooldown they have during this mechanic.

    • When moving out for your Guided Missile Kyrios (especially if you're a caster), consider using Sprint to be able to place your puddles more accurately and return to the party in time.

    • Forgetting your turn and bombing the party (especially common for First in Line First in Line).

    • Ignoring or forgetting the priority and not adjusting.

    • Improper puddle placements (e.g. placing a puddle directly in the party's way while coming back after your Guided Missile Kyrios).

  • Chased

    The group stays next to the Flame Thrower that chases the group, while the Guided Missile Kyrios baiter moves deep inside Omega's hitbox to get to the cone that moves away from the group. Moving inside the hitbox reduces the movement requirement and ensures that any puddles this player drops are not in the way of the rest of the group. After Guided Missile Kyrios the baiter waits until their next puddle drop, then quickly moves back to the group.

  • Chasing

    The group stays next to the Flame Thrower that moves away from the group, while the Guided Missile Kyrios baiter moves backwards slightly or simply waits in place until they've baited their Guided Missile Kyrios. After baiting their missile, they move back up to the group through Omega's hitbox to reduce the movement requirement and avoid stepping into any puddles the group leaves behind.

  • 01:15
    01:15
    Flame Thrower Cone rotating AoEs
    01:21
    01:21
    Condensed Wave Cannon Kyrios ×2 Line targeted stack
    01:21
    01:21
    Guided Missile Kyrios ×2 Chariot spread
    01:21
    01:21
    Flame Thrower Cone rotating AoEs
    01:21
    01:21
    Ballistic Impact Chariot baited AoE
    01:23
    01:23
    Flame Thrower Cone rotating AoEs
    01:23
    01:23
    Ballistic Impact Chariot baited AoE
    01:25
    01:25
    Flame Thrower Cone rotating AoEs
    01:25
    01:25
    Ballistic Impact Chariot baited AoE
    01:27
    01:27
    Condensed Wave Cannon Kyrios ×2 Line targeted stack
    01:27
    01:27
    Guided Missile Kyrios ×2 Chariot spread
    01:27
    01:27
    Flame Thrower Cone rotating AoEs
    01:27
    01:27
    Ballistic Impact Chariot baited AoE
    01:29
    01:29
    Flame Thrower Cone rotating AoEs
    01:29
    01:29
    Ballistic Impact Chariot baited AoE
    01:31
    01:31
    Flame Thrower Cone rotating AoEs
    01:31
    01:31
    Ballistic Impact Chariot baited AoE
    01:33
    01:33
    Condensed Wave Cannon Kyrios ×2 Line targeted stack
    01:33
    01:33
    Guided Missile Kyrios ×2 Chariot spread
    01:33
    01:33
    Flame Thrower Cone rotating AoEs
    01:33
    01:33
    Ballistic Impact Chariot baited AoE
    01:35
    01:35
    Flame Thrower Cone rotating AoEs
    01:35
    01:35
    Ballistic Impact Chariot baited AoE
    01:37
    01:37
    Flame Thrower Cone rotating AoEs
    01:37
    01:37
    Ballistic Impact Chariot baited AoE
    01:39
    01:39
    Condensed Wave Cannon Kyrios ×2 Line targeted stack
    01:39
    01:39
    Guided Missile Kyrios ×2 Chariot spread
    01:39
    01:39
    Flame Thrower Cone rotating AoEs
    01:39
    01:39
    Ballistic Impact Chariot baited AoE
    01:41
    01:41
    Flame Thrower Cone rotating AoEs
    01:48
    01:48
    Wave Cannon Kyrios ×3 Line spread

    A line beam that fires at 3 random non-tanks. The targeted players are marked before the hit. Inflicts Magic Vulnerability Up Magic Vulnerability Up.

    As this ability hits twice in a row, you can either designate three positions for the marked players to take their beam at, or you can simply have all players spread in fixed positions. This is easier if your tanks invuln Diffuse Wave Cannon Kyrios. Make sure all non-tank players are inside the hitbox during this, to avoid accidentally baiting a tankbuster toward the party.

    01:48
    01:48
    Diffuse Wave Cannon Kyrios ×2 (+ 5 others) Cone tankbuster (far)

    A wide conal tankbuster on the farthest 2 players from Omega. Lethal to non-tanks. Hits 5 times in quick succession.

    All non-tank players should be inside the hitbox while tanks should be outside. If tanks invuln this tankbuster, they can stack together, greatly increasing the space available for the rest of the party to spread for Wave Cannon Kyrios.

    01:48
    01:48
    Diffuse Wave Cannon Kyrios (Hit) ×2 Cone tankbuster (far)
    01:50
    01:50
    Diffuse Wave Cannon Kyrios (Hit) ×2 Cone tankbuster (far)
    01:52
    01:52
    Diffuse Wave Cannon Kyrios (Hit) ×2 Cone tankbuster (far)
    01:54
    01:54
    Diffuse Wave Cannon Kyrios (Hit) ×2 Cone tankbuster (far)
    01:56
    01:56
    Diffuse Wave Cannon Kyrios (Hit) ×2 Cone tankbuster (far)
    01:57
    01:57
    Wave Cannon Kyrios ×3 Line spread

    3 more beams target the 3 non-tank players who weren't targeted by the first set.

    If anyone is dead, a beam may target a player who was already targeted, leading to certain death.

    As this ability hits twice in a row, you can either designate three positions for the marked players to take their beam at, or you can simply have all players spread in fixed positions. This is easier if your tanks invuln Diffuse Wave Cannon Kyrios. Make sure all non-tank players are inside the hitbox during this, to avoid accidentally baiting a tankbuster toward the party.

    02:10
    02:10
    Atomic Ray Enrage

    Omega enrages, wiping the party.

    Note that, although party buffs come off cooldown here, it is strongly advised to hold them for the start of Phase 2.

    02:15*
    00:04
    Targetable

    The enemy or enemies on the field become targetable (again).

    02:18
    00:07
    Firewall Mechanic

    Inflicts Packet Filter F Packet Filter F on the four closest players to Omega-M and Packet Filter M Packet Filter M on all remaining players (regardless of distance to Omega-F).

    It is recommended to assign one light party to Omega-M and one to Omega-F. Make sure the four players assigned to Omega-M are on or inside Omega-M's hitbox, or they may be selected for Omega-F instead. The players assigned to Omega-F can be anywhere in the arena (as long as they're not on or inside Omega-M's hitbox), but should probably be close to Omega-F's hitbox to ensure they're in range for raid buffs.

    Note that you get 2 GCDs worth of cleaves until Firewall is cast, during which it is strongly recommended to use abilities like Shadowbringer Shadowbringer or Phlegma III Phlegma III that can cleave both targets.

    02:26
    00:15
    Solar Ray ×2 Chariot tankbuster (MT)

    A heavy-hitting tankbuster from Omega-M and Omega-F.

    02:43
    00:32
    Party Synergy (+ 12 others) Mechanic

    Omega-M and Omega-F disappear and tether each player to another player, inflicting either Mid Glitch Mid Glitch or Remote Glitch Remote Glitch on all players, and show a matching PlayStation headmarker above all players and their partners.

    Omega-M and Omega-F then reappear and prepare a deadly AoE combination. Each of them also spawns a fake clone of themselves that does nothing and merely serves to misdirect players. The true and fake copies each follow a set of strict rules that makes identifying the true bosses simple:

    • The true Omega-M will always spawn between a cardinal and an intercardinal, and will always face the true Omega-F.
    • The true Omega-F will always spawn opposite the true Omega-M (i.e. also between a cardinal and an intercardinal), and will always face him.
    • The fake Omega-M will always spawn in the center of the arena and will always wield a sword (without a shield).
    • The fake Omega-F will always spawn on a cardinal or intercardinal, and will always wield a staff.
    The true Omega-M's and Omega-F's stances and weapons indicate which attack each will use:
    • Omega-F with a staff: a plus-shaped AoE in the direction she is facing (Optimized Blizzard III)
    • Omega-F with blade legs: cleaves her sides, leaving a safe line toward Omega-M (Superliminal Steel)
    • Omega-M with a sword: a chariot AoE on his position (Efficient Bladework)
    • Omega-F with a sword and shield: a dynamo AoE on his position (Beyond Strength)
    While this is happening, a massive synthetic eye (Optical Unit) spawns on a random cardinal or intercardinal outside the arena. Some time after Omega-M and Omega-F have executed their respective AoEs, this eye will fire a deadly Optical Laser line AoE through the center of the arena. At the same time, Optimized Fire III (a chariot spread) resolves on each player. This AoE is deadly if the correct distance between each tethered pair (defined by Mid Glitch Mid Glitch or Remote Glitch Remote Glitch) is not maintained.

    Finally, Omega-F appears in the center of the arena while 5 clones of Omega-M appear close to the edge of the arena. Two random players are marked with stacks, Omega-F executes a knockback from the center, and all Omega-Ms execute a large chariot AoE from their position. There are always 3 Omega-Ms spawning directly beside one another, with a gap between every other Omega-M.

    If your party is still alive at this point, Mid Glitch Mid Glitch/Remote Glitch Remote Glitch expires, and the Omega-M that is sandwiched between the two other Omega-Ms, and the Omega-F in the center become targetable again and the next mechanical sequence commences.

    While Party Synergy is casting, preposition yourselves into 2 conga lines (one per light party) or one big conga line for the whole party. There must always be 4 players per Optical Laser side, and two tethered players cannot be on the same side, so if any tether pair is in the same group, one of them (usually the southmost one) adjusts to the other group.

    With groups settled, it now becomes time to identify the true Omega-F and Omega-M and their combined safe spot. There are many ways to go about finding the correct bosses, but the simplest way is to find the Omega-M who is not in the center of the arena. The Omega-F he is facing is the true Omega-F.

    The following safe spots are possible:

    • staff + sword: stay away from Omega-M and Omega-F (be careful not to be on Omega-F's sides; ideally just stick close but not too close to Omega-M's sides)
    • staff + shield: only Omega-M's sides are safe
    • blade legs + sword: stack on Omega-F
    • blade legs + shield: stack on Omega-M
    Note that there is not enough time to raise anyone, so if anyone dies during this step the mechanic is no longer resolvable and a wipe is all but guaranteed.

    While moving into the safe spot (or after moving into the safe spot), find the Optical Unit on the outside of the arena. This eye will be the new north for the duration of the mechanic. Note that the eye emits a directional sound when it spawns, which can make locating it easier.

    All group 1 players position themselves throughout the arena on the eye's left side (west), while all group 2 players position themselves throughout the arena on the eye's right side (east). Use the PlayStation headmarkers you received at the start of the mechanic to determine your final position. Most groups opt for (from closest to the eye to farthest from the eye): crosssquarecircletriangle (also known as BPOG – blue, purple, orange, green).

    Note that the positions must be adjusted based on Mid Glitch Mid Glitch or Remote Glitch Remote Glitch.

    For Mid Glitch Mid Glitch, stand close to but not right next to the Optical Laser line. Note that the line is not telegraphed, so it is recommended to use arena markers to position yourself. For instance, with the standard LPDU markers, the correct distance is on the inside of the markers that are right next to Optical Laser (see the diagram).

    For Remote Glitch Remote Glitch, stand at the edge of the arena. Be aware that the tether must be stretched to almost the full diameter of the arena, which means group 2 must invert their positions if it's Remote Glitch Remote Glitch (so they would use trianglecirclesquarecross instead of crosssquarecircletriangle).

    Wait until the AoEs go off, then check both yourself and your partner to see if either of you have one of the stack markers. Each stack deals lethal damage if not taken with exactly 4 players, so equal groups must be reestablished – reestablished because it is not guaranteed that both stacks target players on opposite sides. If there are two stacks in the same group/side, one of them (usually the southmost one) and their tether partner must swap groups. This is why it is important to look at your partner. If there are two stacks per side and either you or your partner have the southmost one, both of you must swap sides.

    Identify the three Omega-Ms in a row and orient yourself toward them. If you're in group 1 and you're looking at the three side-by-side clones, you must always be knocked into the safe spot to your left. If you're in group 2, you must either be knocked back into the safe spot on your right (if it's Remote Glitch Remote Glitch) or the safe spot behind you (if it's Mid Glitch Mid Glitch). This knockback cannot be negated. There is, however, enough time after the knockback for slight position adjustments, so precision is not required here.

    • Look around to find the eye after moving into the safe spot for the initial AoEs. You should already know where the eye is after the AoEs have resolved.

    • The eye makes an audible directional sound when it spawns, which can be used to pinpoint its location without looking.

    • Use Sprint to make it to your Optimized Fire III spot in time in case you were late to find the eye, or your spot happens to be on the opposite side of the arena from the initial AoE safe spot.

    • The initial AoEs make a return in Run: ****mi* (Omega Version), so this mechanic can be used to practice the dodges.

    • Failing to identify the safe spot in time.

    • Failing to find the eye in time and being late to your Optimized Fire III spot.

    • Mid Glitch Mid Glitch: improperly judging the distance.

    • Remote Glitch Remote Glitch as group 2: forgetting to invert your position from crosssquarecircletriangle to trianglecirclesquarecross.

    • After Optimized Fire III: not checking your partner for the stack marker to see if you have to swap groups.

  • LPDU

  • 02:46
    00:35
    Untargetable
    02:52
    00:41
    Subject Simulation M Preparation
    02:52
    00:41
    Subject Simulation F Preparation
    02:53
    00:42
    Beyond Strength Dynamo AoE
    02:53
    00:42
    Efficient Bladework Chariot AoE
    02:53
    00:42
    Superliminal Steel Sides AoE
    02:53
    00:42
    Optimized Blizzard III Plus-shaped AoE
    03:00
    00:49
    Optimized Fire III ×8 Chariot spread
    03:00
    00:49
    Optical Laser Line AoE
    03:07
    00:56
    Discharger Knockback
    03:11
    01:00
    Spotlight ×2 Chariot targeted stack
    03:11
    01:00
    Efficient Bladework ×5 Chariot AoE
    03:15
    01:04
    Targetable

    The enemy or enemies on the field become targetable (again).

    03:24
    01:13
    Synthetic Shield Preparation

    Omega-M creates a synthetic shield. This shield is used in the following mechanics: Optimized Passage of Arms, Beyond Defense, or Pile Pitch.

    03:35
    01:24
    Limitless Synergy (+ 8 others) Mechanic

    Omega-M teleports to the center of the arena and faces south. Omega-F teleports behind him while he engages Optimized Passage of Arms, rendering Omega-F invulnerable.

    Additionally, several clones spawn outside of the arena:

    • An Omega-M clone and an Omega-F clone spawn on opposite sides, each spawning a passable tether, and begin casting Optimized Bladedance. On execution, these tethers resolve into massive 90° conal tankbusters.
    • One Omega-M clone spawns on a random position and begins casting Optimized Sagittarius Arrow, a baited line AoE on a random party member. The position of this AoE snapshots at the start of the Optimized Sagittarius Arrow cast.
    • One Omega-M clone that prepares a Synthetic Shield and begins casting Beyond Defense into Pile Pitch once Optimized Bladedance resolves.
    • One Omega-F clone that does nothing for now but begins casting Optimized Meteor on 3 random party members once Optimized Bladedance resolves.
    After all mechanics resolve, an Omega-M and Omega-F clone spawn behind Omega-F and command the eye to execute Cosmo Memory.

    The party should preposition at max melee to the south of Omega-M. After the Limitless Synergy cast concludes, you once again have about 2-3 GCDs to cleave both bosses until Omega-F becomes invulnerable.

    Once tethers spawn, tanks should grab the tethers and move to the edge of the arena, slightly clockwise of their respective clone. If done correctly, the tankbusters leave a gap in the form of a narrow line through the center in which the party can stack.

    Consequently, after tanks have grabbed their tethers, the party should immediately move into the center of the arena, right on top of Omega-M. Do not wait for the Optimized Sagittarius Arrow telegraph to appear as it has already snapshot its position.

    If the Optimized Sagittarius Arrow clone spawned behind or in front of the party, the center may not be safe. In this case, wait for the telegraph to appear, then move slightly towards one of the two Optimized Bladedance clones, just enough to get out of the AoE.

    Afterwards, two previously designated party members (usually the tanks) should move in-between the party and the Omega-M clone with the Synthetic Shield at max melee to intercept Beyond Defense. Whichever of these two players is targeted should immediately circle around the party, ending up on the opposite side so they cannot be targeted for or hit by Pile Pitch, which is lethal to that player. The other player should move in to stack with the party for Pile Pitch. It is okay for the Beyond Defense baiters to also be targeted for Optimized Meteor.

    The intended way to resolve Optimized Meteor is to have these players move out of the Pile Pitch party stack, but with sufficient shielding and mitigation the Optimized Meteor players can just stack with the party. This has become the preferred way to handle this mechanic in most parties.

    Remember to heal up and mitigate for Cosmo Meteor, then it's just DPS until both bosses are dead.

    • The angle of Optimized Sagittarius Arrow snapshots when the corresponding Omega-M begins the animation. Therefore you can move out of it immediately, without having to wait for the AoE telegraph to appear.

    • If you're a ranged player, you can safely move to the edge of the arena if targeted by Optimized Meteor to reduce the damage taken by the party. However, be mindful of the shielded Omega-M and do not move to the edge closest to him, or you may bait Beyond Defense, which will make it impossible to escape the follow-up Pile Pitch. If you're a melee player with Optimized Meteor, do not move to max melee; this will not meaningfully decrease the flare damage and only serves to increase the damage the party takes from Pile Pitch (since there's now one less player in the stack).

    • If the Optimized Sagittarius Arrow clone spawns directly behind or in front of the party (thus shooting the line through the middle), check the positions of the Optimized Bladedance and their tethers. Try to dodge perpendicular to those tethers after the tanks have taken them to the edge.

    • If you "randomly" die, Optimized Sagittarius Arrow may be to blame. Anyone standing in Optimized Sagittarius Arrow when the AoE telegraph disappears are already dead, but they don't actually die until the arrow firing animation has completely finished.

    • Tanks greeding for uptime and not moving to the edge in time (thus tankbustering the entire party).

    • Tanks not properly communicating whether they'll take their tether to the clockwise or counter-clockwise edge and leaving no safe spot for the party.

    • In the attempt to avoid Optimized Sagittarius Arrow, dodging directly into Optimized Bladedance.

    • The player who was targeted by Beyond Defense not moving around the party stack in time to avoid being one of the closest 2 players to the clone and taking the follow-up Pile Pitch.

  • LPDU/NA

  • 03:35
    01:24
    Packet Filter F Packet Filter F
    Packet Filter M Packet Filter M
    Status expiration
    03:40
    01:29
    Optimized Passage of Arms Mechanic
    03:48
    01:37
    Optimized Bladedance ×2 Cone tankbuster (tether)
    03:48
    01:37
    Optimized Sagittarius Arrow Line baited AoE
    03:59
    01:48
    Beyond Defense Chariot spread (close)
    04:02
    01:51
    Optimized Meteor ×3 Proximity
    04:02
    01:51
    Pile Pitch Chariot stack
    04:14
    02:03
    Cosmo Memory Raidwide
    04:42
    02:31
    Laser Shower Enrage

    Omega-F finishes her enrage cast and wipes the party.

    Note that, although party buffs come off cooldown here, it is strongly advised to hold as many of them as possible for the start of Phase 3.

    • As a general rule of thumb, if Omega-F's healthbar reaches the "O" in her name before the castbar reaches the "o" in "Laser Shower", you're on track for DPS. If the castbar reaches the "o" first, you're behind on DPS and should consider using some of your cooldowns to kill Omega-F in time.

    • Needless to say, don't hold cooldowns while you're still progging P3.

    04:52*
    00:10
    Transition (+ 9 others) Mechanic

    When the transition starts, the following debuffs are inflicted on players:

    • 4 players with Sniper Cannon Fodder Sniper Cannon Fodder (a spread)
    • 2 players with High-powered Sniper Cannon Fodder High-powered Sniper Cannon Fodder (a partner stack)
    In addition, a telegraphed chariot AoE appears underneath the boss's Superfluid Superfluid puddle, giving players time to move out of it before it goes into effect and becomes a persistent death zone for the rest of the transition that continuously emits Wave Repeater.

    3 mechanical hands spawn close to the outside of the arena, then another 3 hands spawn in-between them. Each hand emits a telegraphed Colossal Blow about 12 seconds after it spawns.

    The entire party should organize into a conga line to the south. Each Data Center's Party Finder may use a different line-up order, but the actual order makes no difference for the mechanic. LPDU uses R1/M1/MT/H1/H2/OT/M2/R2.

    Look at your debuffs. Once debuffs come out, take a step back if you get Sniper Cannon Fodder Sniper Cannon Fodder, take a step forward if you get High-powered Sniper Cannon Fodder High-powered Sniper Cannon Fodder, and stay put if you get nothing. Wait until everyone there are 2 people in your new line (as nothing or High-powered Sniper Cannon Fodder High-powered Sniper Cannon Fodder) or 4 people (as Sniper Cannon Fodder Sniper Cannon Fodder). Whichever position you are in this new line-up determines your position (see the diagram).

    Stay out of the first Colossal Blow, then step into both it and the preceding Wave Repeater hit. The sniper cannons resolve at the same time as the second set of Colossal Blow, greatly limiting the available safe spots. This means that if anyone is out of position, there is no longer enough space to resolve the mechanic without deaths.

    • It is not necessary to pay attention to which set of hands spawns first. As long as you stand centered in-between the 2 closest hands, you'll always have enough time to step out of the first AoE. Sprint makes this even easier.

    • Not stepping out of the conga line in time and confusing your party members.

    • If you're a High-powered Sniper Cannon Fodder High-powered Sniper Cannon Fodder, not checking to make sure you're stacking with a no-debuff player, and vice-versa.

    04:59
    00:17
    Wave Repeater Expanding rings
    05:01
    00:19
    Wave Repeater Expanding rings
    05:03
    00:21
    Wave Repeater Expanding rings
    05:05
    00:23
    Wave Repeater Expanding rings
    05:07
    00:25
    Wave Repeater Expanding rings
    05:09
    00:27
    Colossal Blow Chariot AoE
    05:11
    00:29
    Sniper Cannon ×2 Chariot spread
    05:11
    00:29
    High-powered Sniper Cannon ×2 Chariot partner stack
    05:11
    00:29
    Colossal Blow Chariot AoE
    05:15
    00:33
    Targetable

    The enemy or enemies on the field become targetable (again).

    05:24
    00:42
    Hello, World (+ 37 others) Mechanic

    Heavy raidwide that begins the next major mechanic.

    Please note that, while this mechanic is technically quite complicated, resolving it is actually quite simple. If reading all the technical specifications on how the mechanic works confuses you, try skipping to the "Resolve" section below.

    Inflicts the following debuffs on all players:

    • Local Code Smell Local Code Smell (2×23s, 2×44s, 2×65s, 2×86s)
    • Remote Code Smell Remote Code Smell (2×23s, 2×44s, 2×65s, 2×86s)
    • Latent Synchronization Bug Latent Synchronization Bug (8×69s)
    The 2 Local Code Smell Local Code Smell players with a duration of 23s are also inflicted with Latent Defect Latent Defect.

    Also inflicts each of the following debuffs on 2 random players:

    • Overflow Code Smell Overflow Code Smell and either Underflow Code Smell Underflow Code Smell or Performance Code Smell Performance Code Smell
    • Synchronization Code Smell Synchronization Code Smell and either Performance Code Smell Performance Code Smell or Underflow Code Smell Underflow Code Smell
    All of these gray debuffs are considered "inactive" and do not yet have an effect. After they expire, they turn into:
    • Local Code Smell Local Code SmellLocal Regression Local Regression
    • Remote Code Smell Remote Code SmellRemote Regression Remote Regression
    • Overflow Code Smell Overflow Code SmellCritical Overflow Bug Critical Overflow Bug
    • Synchronization Code Smell Synchronization Code SmellCritical Synchronization Bug Critical Synchronization Bug
    • Underflow Code Smell Underflow Code SmellCritical Underflow Bug Critical Underflow Bug
    • Performance Code Smell Performance Code SmellCritical Performance Bug Critical Performance Bug
    Omega then spawns 4 large towers (2 blue, 2 red) around the arena and begins casting Latent Defect. The towers always spawn on either cardinals or intercardinals. Towers with the same colour can never spawn opposite each other, only adjacent.

    At the end of the cast, all towers and critical bug debuffs resolve, causing a wipe if any towers are left unsoaked or any critical bugs are resolved incorrectly (more on how to resolve them correctly later). This is also where all 4 currently inactive tethers become active and can now break.

    Additionally, the blue towers inflict Latent Performance Defect Latent Performance Defect on all players inside, and the red towers Cascading Latent Defect Cascading Latent Defect. Both are 10 second debuffs that resolve when Critical Performance Bug Critical Performance Bug and Critical Underflow Bug Critical Underflow Bug, respectively, expire. If a defect is allowed to expire on its own, the party wipes. In other words: if a player soaks a blue tower without Critical Performance Bug Critical Performance Bug, or if a player soaks a red tower without Critical Underflow Bug Critical Underflow Bug, the party wipes 10 seconds later.

    In addition to (potentially) resolving Latent Performance Defect Latent Performance Defect or Cascading Latent Defect Cascading Latent Defect, each critical bug (if resolved correctly) turns into one of the following buffs:

    • Critical Overflow Bug Critical Overflow BugOverflow Debugger Overflow Debugger
    • Critical Synchronization Bug Critical Synchronization BugSynchronization Debugger Synchronization Debugger
    • Critical Underflow Bug Critical Underflow BugUnderflow Debugger Underflow Debugger
    • Critical Performance Bug Critical Performance BugPerformance Debugger Performance Debugger
    Each debugger renders the player immune to this type of critical bug for the remainder of the mechanic, even if they fulfill the conditions for being inflicted with it again.

    Omega repeats Latent Defect 4 times, then casts Critical Error at the end, a heavy raidwide that inflicts all players with all critical bugs again – unless they have the corresponding debugger. Critical bugs are only resolvable during Hello, World, so all players must have all 4 debuggers during Critical Error or a wipe is guaranteed.

    Each critical bug can be passed to other players in some way:

    • Critical Overflow Bug Critical Overflow Bug: a huge defamation type AoE that inflicts Critical Overflow Bug Critical Overflow Bug to anyone else hit by it.
    • Critical Synchronization Bug Critical Synchronization Bug: a small 2-man stack that inflicts Critical Synchronization Bug Critical Synchronization Bug to anyone else in the stack.
    • Critical Underflow Bug Critical Underflow Bug: a rot that inflicts Critical Underflow Bug Critical Underflow Bug to anyone coming into contact with this player. Explodes in a small AoE at the end of its duration.
    • Critical Performance Bug Critical Performance Bug: a rot that inflicts Critical Performance Bug Critical Performance Bug to anyone coming into contact with this player. Explodes in a small AoE at the end of its duration.

    While the mechanic seems complicated, the debuffs inflicted at the start ensure that there is only one way to resolve the mechanic correctly.

    First, in this description, the following terms will be used instead of the full ability names:

    • Critical Overflow Bug Critical Overflow Bug will be called "defamation".
    • Critical Synchronization Bug Critical Synchronization Bug will be called "stack".
    • Critical Underflow Bug Critical Underflow Bug will be called "red rot".
    • Critical Performance Bug Critical Performance Bug will be called "blue rot".
    • Local Regression Local Regression will be called "red-green tether".
    • Remote Regression Remote Regression will be called "blue tether".
    At the start of the mechanic, the party should position itself in a loose spread (ideally at clock spots) to avoid accidentally passing rots. Next, look at the party's debuffs and find a player with Critical Overflow Bug Critical Overflow Bug. If that player has Critical Underflow Bug Critical Underflow Bug, red is the "defamation colour". If that player has Critical Performance Bug Critical Performance Bug, blue is the "defamation colour". Remember this colour, as it doesn't change throughout the whole mechanic.

    The first red-green tether players always have Latent Defect Latent Defect, requiring them to be hit by Critical Overflow Bug (defamation). Thus, the following order of operations establishes itself, which remains the same throughout all 4 Latent Defects:

    Step 1:

    • Red rots go to red towers.
    • Blue rots go to blue towers.
    • All tower players either stand at max melee if their tower is the defamation tower, or at the edge of their tower closest to the other tower if it isn't.
    • The blue tether players stand in-between the non-defamation towers, each stacking with one of the players inside those towers.
    • The red tether players each stand just outside of a defamation tower in-between a defamation tower and a non-defamation tower. Try to stand just outside the hitbox to avoid being clipped by the other defamation.
    Step 2:
    • Latent Defect resolves.
    • Tower players get Synchronization Debugger Synchronization Debugger or Overflow Debugger Overflow Debugger.
    • Blue tether players get Critical Synchronization Bug Critical Synchronization Bug and red-green tether players get Critical Overflow Bug Critical Overflow Bug.
    Step 3:
    • Red-green tether players move on top of their respective tower players to receive their rot.
    • Blue tether players wait half a GCD for Magic Vulnerability Up Magic Vulnerability Up to expire, then move on top of their respective tower players to receive their rot. This automatically breaks their tether.
    • Red-green tether players wait a GCD or two for the blue tether's Magic Vulnerability Up Magic Vulnerability Up to expire, then move toward each other to break their own tether.
    • After this, make sure to stay away from the previous tower players as their rot will shortly explode and kill anyone nearby.
    These steps repeat for every Latent Defect. However, the last Latent Defect has a slight variation: instead of red-green tether players going to the defamation towers, they instead pretend they're blue tether players and stack on top of a blue tether player. This is because, at this point, both of these players should already have Overflow Debugger Overflow Debugger, so there is no reason to be hit by defamation again, and it makes more sense for these players to help soak the stack.

    If done correctly, all 8 players should have all 4 debuggers at the end of the mechanic.

    • Each Latent Defect set has 3 instances of heavy raidwide damage. Therefore, properly planning out your mitigation and healing is essential to survive this mechanic.

    • Outside of the Latent Defect casts, the boss is constantly auto-attacking the main tank for over 30k damage per auto during the entire mechanic. There are no tankbusters until Phase 5, so make sure to use all your personal mitigation during this phase (except for your invuln). Off-tanks and healers should try to help the main tank as well. You may even want to consider a tankswap at some point during the mechanic.

    • It is very easy to accidentally pass rot while moving to your tower. To avoid this, rots should always move outside the hitbox, and tethers should always move inside the hitbox. Be aware of healers, who may have to go into the hitbox to heal (while also having rot).

    • Timing is extremely important during this mechanic. Rots must be passed within 1 or at most 2 GCDs of the towers resolving. If passed too early or too late, Cascading Latent Defect Cascading Latent Defect/Latent Performance Defect Latent Performance Defect will expire, causing a wipe.

    • Timing is also extremely important for the tether breaks. Avoid breaking a tether while Magic Vulnerability Up Magic Vulnerability Up or Magic Vulnerability Up Magic Vulnerability Up is still active. It won't cause a wipe but will deal significantly increased damage which healers may not be prepared to heal.

    • Colliding with another player and passing rot unintentionally.

    • Passing or taking rot too late, causing Latent Performance Defect Latent Performance Defect or Cascading Latent Defect Cascading Latent Defect to expire before the rot and wiping the party.

    • Being mid-movement while attempting to pass your rot. (Similar to Blaster tethers, this increases the likelihood of rot not being passed.)

    • Snapping both tethers at the same time.

    • Snapping a tether too late.

    • Forgetting which set of towers are the Critical Overflow Bug Critical Overflow Bug towers and which the Critical Synchronization Bug Critical Synchronization Bug towers.

    • Forgetting to count which set of Latent Defect it is and therefore forgetting to take the last red-green tether to the Critical Synchronization Bug Critical Synchronization Bug towers instead of the Critical Overflow Bug Critical Overflow Bug towers (therefore consuming your Overflow Debugger Overflow Debugger, getting another set of Critical Overflow Bug Critical Overflow Bug during Critical Error and wiping the party).

    This mechanic uses various programming terms for its submechanics, such as:

    • Hello World: a simple program that just prints "Hello World" to the console. One of the most common examples used to teach beginners the syntax of a new programming language.
    • Code Smell: any kind of code that is considered "bad" by modern programming standards, often violating agreed upon best practices. Can often result in subtle, hard-to-diagnose bugs.
    • Overflow/underflow: before storing a number in a variable, you have to first define the "size" of that variable (i.e. how big the numbers that you're storing in it can be). This size determines how much memory the variable takes up. If you try to store a too-large number in a too-small variable, the number overflows (meaning that it wraps back around to 0). Underflow is the opposite of that, when you try to store a too-small number in a too-small variable (for instance trying to store a negative value in a variable that can only store positive values).
    • Debugger: tool used to step through code one line at a time and inspect the values of each variable at runtime. Useful for diagnosing bugs.
  • PF Standard

  • 05:47
    01:05
    Latent Defect Chariot towers
    05:48
    01:06
    Critical Overflow Bug ×2 Defamation AoE
    05:48
    01:06
    Critical Synchronization Bug ×2 Chariot partner stack
    05:48
    01:06
    Latent Performance Defect ×2 Chariot towers
    05:48
    01:06
    Cascading Latent Defect ×2 Chariot towers
    05:49
    01:07
    Patch Raidwide
    05:51
    01:09
    Patch Raidwide
    05:54
    01:12
    Critical Underflow Bug ×2 Chariot spread
    05:54
    01:12
    Critical Performance Bug ×2 Chariot spread
    06:08
    01:26
    Latent Defect Chariot towers
    06:09
    01:27
    Latent Performance Defect ×2 Chariot towers
    06:09
    01:27
    Cascading Latent Defect ×2 Chariot towers
    06:09
    01:27
    Critical Overflow Bug ×2 Defamation AoE
    06:09
    01:27
    Critical Synchronization Bug ×2 Chariot partner stack
    06:11
    01:29
    Patch Raidwide
    06:13
    01:31
    Patch Raidwide
    06:17
    01:35
    Critical Performance Bug ×2 Chariot spread
    06:17
    01:35
    Critical Underflow Bug ×2 Chariot spread
    06:17
    01:35
    Critical Performance Bug ×2 Chariot spread
    06:29
    01:47
    Latent Defect Chariot towers
    06:30
    01:48
    Latent Performance Defect ×2 Chariot towers
    06:30
    01:48
    Cascading Latent Defect ×2 Chariot towers
    06:30
    01:48
    Critical Synchronization Bug ×2 Chariot partner stack
    06:30
    01:48
    Critical Overflow Bug ×2 Defamation AoE
    06:32
    01:50
    Patch Raidwide
    06:34
    01:52
    Patch Raidwide
    06:38
    01:55
    Critical Performance Bug ×2 Chariot spread
    06:38
    01:56
    Critical Underflow Bug ×2 Chariot spread
    06:50
    02:08
    Latent Defect Chariot towers
    06:52
    02:09
    Critical Synchronization Bug ×2 Chariot partner stack
    06:52
    02:09
    Critical Overflow Bug ×2 Defamation AoE
    06:52
    02:09
    Latent Performance Defect ×2 Chariot towers
    06:52
    02:09
    Cascading Latent Defect ×2 Chariot towers
    06:52
    02:09
    Patch Raidwide
    06:54
    02:12
    Patch Raidwide
    06:59
    02:17
    Critical Performance Bug ×2 Chariot spread
    07:00
    02:18
    Critical Underflow Bug ×2 Chariot spread
    07:13
    02:30
    Critical Error Check

    Major raidwide that inflicts Critical Overflow Bug Critical Overflow Bug on all players. Can only be prevented through Overflow Debugger Overflow Debugger.

    If any Critical Overflow Bugs Critical Overflow Bugs are successfully inflicted, the next mechanic is unresolvable, necessitating that all players have Overflow Debugger Overflow Debugger at the end of Hello, World.

    Note: All players should also have Underflow Debugger Underflow Debugger and Performance Debugger Performance Debugger, and most players should have Synchronization Debugger Synchronization Debugger at this point. However, these debuffs are not relevant for Critical Error and will persist even past this cast, only expiring at the start of Phase 5.

    07:34
    02:52
    Oversampled Wave Cannon ×8 Mechanic

    Monitors appear on either the left or right side of Omega as well as the left or right side of three random players (through Oversampled Wave Cannon Loading Oversampled Wave Cannon Loading).

    At the end of the cast all monitors resolve, hitting two random players on the indicated side with large chariot AoEs that inflict Magic Vulnerability Up Magic Vulnerability Up and Twice-come Ruin Twice-come Ruin.

    As there are 4 sets of monitors which hit 2 players each, each player is allowed to only receive one monitor AoE. To accomplish this, first identify whether Omega's east or west is the monitor side. Only 2 players should be on that side. All other players should be on the non-monitor side, where the three monitor players must position and rotate themselves in such a way that there are only 2 players on each of their monitor side as well. This removes the randomness from the mechanic.

    Note that the Oversampled Wave Cannon Loading Oversampled Wave Cannon Loading can (and must!) themselves receive an Oversampled Wave Cannon hit.

    Check the diagram for an example of how LPDU handles this mechanic.

    Be aware that attacking the boss with anything but an auto-attack will briefly turn your character, so consider staying idle at the end of the cast if you're an Oversampled Wave Cannon Loading Oversampled Wave Cannon Loading player.

    • The snapshot for which players are targeted by the monitors is unforgiving. Do not greed for uptime if you have Oversampled Wave Cannon Loading Oversampled Wave Cannon Loading.

    • Forgetting which non-monitor/monitor player goes where.

    • Greeding for uptime and targeting the wrong players with Oversampled Wave Cannon Loading Oversampled Wave Cannon Loading.

    • Angling your monitors, thus targeting the wrong players.

    • Not being spread far enough apart and cleaving someone else with your monitor AoE.

  • LPDU

    Players line up in a conga line from north to south on the boss's west side in the following order: H1, H2, M1, M2, M1, M2, R1, R2

    Each player now counts their position only amongst players with the same responsibility, i.e. Oversampled Wave Cannon Loading Oversampled Wave Cannon Loading players ignore non-monitor players and only count their position amongst the other monitor players from 1–3, and non-monitor players only count amongst non-monitor players (from 1–5).

    • Monitor 1 goes to the non-boss-monitor side and centers themselves inside the 1/4 marker, facing their monitor towards the east (if on the east side) or west (if on the west side).
    • Monitor 2 goes to the boss monitor side and aligns themselves with the south edge of the 1/4 marker, facing their monitor north.
    • Monitor 3 goes to the boss monitor side and aligns themselves with the north edge of the 2/3 marker, facing their monitor south.
    All non-monitor players position themselves on the non-boss-monitor side.
    • Non-monitor 1 positions themselves max melee above the A marker (north).
    • Non-monitor 2 positions themselves max melee between 1 and B (or 4 and D).
    • Non-monitor 3 positions themselves max melee between B and 2 (or D and 3).
    • Non-monitor 4 positions themselves on the southwest corner of the 2/3 marker.
    • Non-monitor 5 positions themselves max melee below the C marker (south).
  • 07:50
    03:08
    Ion Efflux Enrage

    Omega enrages and wipes the party.

    07:58*
    00:07
    Targetable

    The enemy or enemies on the field become targetable (again).

    08:12
    00:21
    Wave Cannon (+ 19 others) Mechanic

    3 sets of spreads followed by stacks.

    During the cast, line stack markers appear on 2 random players. However, before these resolve, Omega first fires lasers at all 8 players that deal moderate damage, inflict Magic Vulnerability Up Magic Vulnerability Up, and leave behind an "afterimage" that resolves at the same time as the stacks 5 seconds later.

    This mechanic repeats three times until Alpha Omega begins casting its enrage, Blue Screen.

    After the first set, Alpha Omega also fires out Wave Repeater.

    Ignore the line stack markers when they appear. Do not get baited by the line stack markers – the first mechanic that resolves is the Wave Cannon (Spread). Wait until they have gone off, then stack in two groups. Do not stack somewhere a player resolved a protean laser before.

    A good idea is to leave the south safe for the stacks and have 4 players spread on the west and 4 players on the east. If one of these two 4-player groups has 2 stacks, the southern stack should swap alongside the southmost player of the other group.

    Remember to dodge Wave Repeater. In general, a good strategy is to resolve the stacks and spreads within the ring just outside Omega's hitbox, then quickly step into the inner ring once Wave Repeater hits there, and go back once Wave Repeater has hit the outer ring.

    It is strongly recommended to use melee LB3 at the start of this phase or the DPS check is close to impossible.

    • Forgetting to swap sides as the second stack on a given side.

    • Forgetting to swap sides if you're the first player on a given side and your side has no stacks. (A 3-player stack results in lethal damage.)

    • Forgetting to move in and being hit by Wave Repeater.

    • Not moving back to your designated spot in time and baiting a Wave Cannon (Lines) in the wrong location (on top of a stack).

  • South Safe

    Everyone spreads in predetermined positions around Omega's sides, leaving south safe for the stacks.

  • 08:12
    00:22
    Wave Cannon (Spread) ×8 Line spread
    08:17
    00:26
    Wave Cannon (Lines) ×8 Line baited AoE
    08:17
    00:27
    Wave Cannon (Stack) ×2 Line targeted stack
    08:22
    00:31
    Wave Repeater Expanding rings
    08:23
    00:32
    Wave Cannon (Spread) ×8 Line spread
    08:24
    00:33
    Wave Repeater Expanding rings
    08:26
    00:35
    Wave Repeater Expanding rings
    08:28
    00:37
    Wave Cannon (Lines) ×8 Line baited AoE
    08:28
    00:37
    Wave Repeater Expanding rings
    08:28
    00:37
    Wave Cannon (Stack) ×2 Line targeted stack
    08:30
    00:39
    Wave Repeater Expanding rings
    08:38
    00:47
    Wave Cannon (Spread) ×8 Line spread
    08:39
    00:49
    Wave Repeater Expanding rings
    08:41
    00:51
    Wave Repeater Expanding rings
    08:43
    00:52
    Wave Cannon (Lines) ×8 Line baited AoE
    08:43
    00:52
    Wave Cannon (Stack) ×2 Line targeted stack
    08:43
    00:53
    Wave Repeater Expanding rings
    08:45
    00:55
    Wave Repeater Expanding rings
    08:47
    00:57
    Wave Repeater Expanding rings
    08:53
    01:03
    Blue Screen Enrage (threshold)

    Kills all players if the boss is not brought below 20% health, otherwise deals moderate damage and advances the fight to Phase 5.

    If you used your 2 minutes at the end of Phase 3, use melee LB3 here to beat the DPS check.

    The DPS checks in Phase 3 and 4 are deliberately designed in such a way as to require the use of melee LB3 in either P3 or P4.

    09:09
    00:15
    Targetable

    The enemy or enemies on the field become targetable (again).

    09:17
    00:23
    Solar Ray (+ 2 others) Chariot tankbuster (MT)

    Similar to Solar Ray (single), but deals significantly more damage, inflicts Magic Vulnerability Up Magic Vulnerability Up, and executes twice in quick succession.

    Either invuln both hits or tankswap in-between the hits.

    09:17
    00:23
    Solar Ray (Hit) Chariot tankbuster (MT)
    09:20
    00:26
    Solar Ray (Hit) Chariot tankbuster (MT)
    09:34
    00:40
    Run: ****mi* (Delta Version) (+ 23 others) Trio

    Heavy raidwide that initiates the first of three trios.

    After the raidwide, Omega-M becomes untargetable and tethers all players to another player: two pairs via Remote Code Smell Remote Code Smell and two pairs via Local Code Smell Local Code Smell. Additionally, one player is inflicted with Hello, Near World Hello, Near World and one player with Hello, Distant World Hello, Distant World. At the same time, Beetle Omega and Final Omega spawn on two random opposite cardinals, and an Optical Unit on one of the two remaining cardinals.

    Multiple things now happen at the same time:

    Fists

    After some time, untargetable Rocket Punch fists spawn on top of every player. There will be 4 fists with blue lights and 4 fists with yellow lights. All Remote Code Smell Remote Code Smell players are guaranteed to get exactly 2 blue fists and 2 yellow fists between them, but the exact distribution is random. Same with Local Code Smell Local Code Smell players. Each fist "belongs" to the player it spawned on, but the fists stay in place after they spawn. Approximately 11 seconds after they spawn (2 seconds after the tethers become active), the fists jump towards the player they belong to. If this player is stacked with a player of the opposite-coloured fist, a small puddle appears as the fists smash into each other and harmlessly explode, otherwise the fist smashes the ground and wipes the raid.

    Arms

    Shortly after the fists initially spawn, one Arm Unit spawns near the Optical Unit, one directly opposite, and four more spawn 60° offset from the first two for a total of six. Each Arm Unit is either a Left Arm Unit or a Right Arm Unit, denoted by the rotating arrow marker (blue/counter-clockwise arrows for Left; yellow/clockwise arrows for Right). A few seconds after the fists resolve, each arm snapshots towards the closest player to that arm and, after a brief delay, begins firing a Hyper Pulse where that player was that then rotates in the indicated direction.

    Optical Unit

    The Optical Unit fires an Optical Laser (same as the one during Party Synergy) through the middle of the arena at the same time as the fists resolve.

    Omega-M

    Shortly before fists resolve, Omega-M spawns in the center of the arena and, shortly after fists resolve, targets one of the two closest players to him with Beyond Defense, and then the closest player after that with Pile Pitch.

    Monitors

    After the fists resolve, a random Remote Regression Remote Regression (blue tether) player is inflicted with Oversampled Wave Cannon Loading Oversampled Wave Cannon Loading, showing monitors on either side of them. Final Omega also prepares monitors on either its left or right. Both sets of monitors resolve at the same time as Pile Pitch.

    Beetle

    After all other mechanics are resolved, Beetle Omega begins to cast Swivel Cannon, indicated by the blue lights on either side of it, significantly limiting the amount of space available to resolve Hello, Near World Hello, Near World and Hello, Distant World Hello, Distant World, which resolve shortly after.

    Hello, Near/Distant World

    Represents the main mechanic of Phase 5.

    Hello, Near World Hello, Near World and Hello, Distant World Hello, Distant World both resolve, causing those players to explode in large AoEs that wipe the raid if any other player is clipped, and inflicting Magic Vulnerability Up Magic Vulnerability Up and a stack of Quickening Dynamis Quickening Dynamis to them. Hello, Near World Hello, Near World then jumps to the closest player via a smaller AoE and Hello, Distant World Hello, Distant World to the farthest player, inflicting the same statuses, then each jump one last time.

    Each set of Hello, Near World Hello, Near World/Hello, Distant World Hello, Distant World therefore applies 6 stacks of Quickening Dynamis Quickening Dynamis to players. In total, Phase 5 features 4 sets of Hello, Near/Distant World, adding up to 24 stacks throughout the whole phase. By the end of the phase each player must have Quickening Dynamis Quickening Dynamis or a wipe is guaranteed in Phase 6. This means that no stacks may be wasted (by having a jump go to a player who already has Quickening Dynamis Quickening Dynamis ).

    Since any player can only accumulate one stack of Quickening Dynamis Quickening Dynamis per Hello, Near/Distant World set without dying, this also means that each player has to "sit out" 1 of the 4 sets and avoid being targeted by a jump.

    Be aware that if a player with Hello, Near World Hello, Near World or Hello, Distant World Hello, Distant World dies, all players are killed instantly.

    There are many ways to handle this mechanic. Check the diagrams for some of the most common ways.

    The most important strat-agnostic things are:

    • Pair both red-green (Local Regression Local Regression) pairs and both blue (Remote Regression Remote Regression) pairs with each other to resolve fists. Never pair different tether types with each other, as this may result in the fists all being the same colour and therefore unresolvable. If two fist-paired players have the same-coloured fist, simply swap with your tether partner and fists will be correctly resolved.
    • Don't be in the middle while resolving fists. A common strategy is to place both blue tethers on the Beetle side of the arena, and both red-green pairs on the Final Omega side.
    • You can combine fists with your tether partner if you both get opposite-coloured fists, but due to the distance requirements of the tethers this may make executing the rest of the mechanic more difficult and is therefore not recommended.
    • The Left/Right Arm Unit rotator indicator disappears before the arm actually targets a player. Do not move away from the arm as soon as the rotator indicator disappears; instead wait until the yellow line telegraph appears.
    • Being mid-movement while the Rocket Punch fists snapshot. (This always causes Unmitigated Explosion, even if you're on top of a player with a differently coloured fist.)

    • As an arm unit baiter, moving to the incorrect side of your arm or not reaching the correct side in time, thus cleaving the entire arena.

    • As an arm baiter Oversampled Wave Cannon Loading Oversampled Wave Cannon Loading player, forgetting to use Sprint and arriving too late to the middle to properly angle your monitor.

    • As the Oversampled Wave Cannon Loading Oversampled Wave Cannon Loading player, not moving far enough horizontally from the Pile Pitch stack, thus causing one of the players in the stack to be targeted by Oversampled Wave Cannon and wiping the party.

    • As a monitor baiter, not moving close enough to the wall and cleaving someone else with your AoE, especially on the non-monitor side (where you may cleave the Beyond Defense player who had to move out of the stack).

    • As a red-green pair (especially the pair that snaps their tether first), not waiting long enough for all Twice-come Ruin Twice-come Ruins to expire and inflicting Doom Doom. (Not every Twice-come Ruin Twice-come Ruin has the same duration.)

    • As the red-green pair that snaps their tether last, snapping it too late, thus causing it to snap on its own and wipe the party.

  • LPDU Standard

    At the start, red-green tethers go to Final Omega, blue tethers to Beetle Omega. For each colour of tether, one pair is closer to the center, the other closest to their Omega. If one pair has a healer and the other doesn't, the healer pair prioritizes the center arena spot.

    For blue tethers, the pair closest to Beetle Omega keeps their tether short. The pair closer to the center keeps their tether long. The idea is to have this blue tether snap instantly once the tethers become active.

    The two pairs closest to the center each watch the other tether player they're closest to. When fists spawn, each center tether player compares their fist with that outer tether player's fist. If their fists match colours, the center pair switches positions.

    The red-green tether players can stack on their markers immediately. The blue tether players will not stack; instead the center pair waits until their tether becomes active and snaps, then collapses onto the other pair. These players must make sure they're fast about it; if they're not standing still when fists snapshot, the party wipes.

    If all fists were handled correctly, the blue tether pair that still has their tether as well as the red-green tether pair closer to the edge move out to bait the closest two Arm Units, thus snapping their tether. The blue tether pair whose tether already snapped move towards the center to bait Beyond Defense. The red-green tether pair that was closer to the center bait the sidemost Arm Units.

    After telegraphs appear, both pairs of red-green tethers move close to the sidemost edges to bait Oversampled Wave Cannon. The red-green pair that baited the sidemost Arm Units moves closer to the Beetle side, while the other pair stays on the Final Omega side.

    As for the (former) blue tethers: each of them, except for the player hit by Beyond Defense stacks close to the center on the non-monitor side. The Beyond Defense player moves away from the stack towards either Beetle or Final Omega, but has to make sure they stay vertically aligned with the stack so as to not accidentally bait a monitor.

    One random blue tether player will receive Oversampled Wave Cannon Loading Oversampled Wave Cannon Loading. This player must be at the front of the stack, facing away from the center. Be aware that this player may be the Beyond Defense player, in which case they will still move out as before but also have to face the correct direction.

    If all mechanics properly resolve, watch Beetle Omega for the shining blue lights that appear on either side of it. Set up for Hello, Near/Distant World on the other side in the following way:

    • The two blue tether players without anything go to the edge, lining themselves up with the center of the 2/3 marker.
    • The blue tether player with Hello, Near World Hello, Near World lines themselves up with the B/D marker, directly in front of Omega's cleave.
    • The blue tether player with Hello, Distant World Hello, Distant World lines themselves up with the B/D marker at the edge of the arena.
    • The red-green tether pair that baited the sidemost Arm Units wait for Twice-come Ruin Twice-come Ruin to expire on all players, then collapse onto each other on the safe side to snap their tether and line themselves up with the 1/4 marker – one player directly in front of Omega's cleave, the other in the center of the marker.
    • The red-green tether pair that baited the Arm Units closer to Final Omega rotate clockwise such that one player ends up directly underneath Beetle Omega, and the other player opposite. Both should stand directly in front of the cleave.
    After all Hello, Near/Distant World jumps resolve, the last remaining red-green tether pair must snap their tether, but they must wait for all Twice-come Ruin Twice-come Ruin to expire first.

  • 09:37
    00:43
    Untargetable
    09:55
    01:01
    Patch Raidwide
    09:57
    01:03
    Optical Laser Line AoE
    09:59
    01:05
    Patch Raidwide
    10:00
    01:06
    Explosion Chariot baited AoE
    10:02
    01:08
    Beyond Defense Chariot spread (close)
    10:05
    01:11
    Hyper Pulse Line rotating AoEs
    10:05
    01:11
    Hyper Pulse Line rotating AoEs
    10:05
    01:11
    Hyper Pulse Line rotating AoEs
    10:06
    01:12
    Hyper Pulse Line rotating AoEs
    10:06
    01:12
    Hyper Pulse Line rotating AoEs
    10:07
    01:13
    Hyper Pulse Line rotating AoEs
    10:07
    01:13
    Oversampled Wave Cannon ×4 Mechanic
    10:08
    01:14
    Pile Pitch Chariot stack
    10:15
    01:21
    Patch Raidwide
    10:21
    01:27
    Hello, Near/Distant World Mechanic
    10:21
    01:27
    Hello, Near World Chariot spread
    10:21
    01:27
    Hello, Distant World Chariot spread
    10:22
    01:28
    Hello, Near World Chariot spread
    10:22
    01:28
    Hello, Distant World Chariot spread
    10:23
    01:29
    Hello, Near World Chariot spread
    10:23
    01:29
    Hello, Distant World Chariot spread
    10:28
    01:34
    Patch Raidwide
    10:26
    01:32
    Targetable

    The enemy or enemies on the field become targetable (again).

    10:39
    01:45
    Solar Ray (+ 2 others) Chariot tankbuster (MT)

    Similar to Solar Ray (single), but deals significantly more damage, inflicts Magic Vulnerability Up Magic Vulnerability Up, and executes twice in quick succession.

    Either invuln both hits or tankswap in-between the hits.

    10:39
    01:45
    Solar Ray (Hit) Chariot tankbuster (MT)
    10:42
    01:48
    Solar Ray (Hit) Chariot tankbuster (MT)
    10:56
    02:02
    Run: ****mi* (Sigma Version) (+ 15 others) Trio

    Heavy raidwide that initiates the second of three trios.

    Also inflicts one player with Hello, Near World Hello, Near World and another player with Hello, Distant World Hello, Distant World.

    Proteans

    Omega-M goes untargetable and two Right Arm Units appear. Unlike the units in Run: ****mi* (Delta Version), these units draw a visual tether toward the farthest player and, at the end of the mechanic, shoot a laser at these players. The tether isn't fixed; it dynamically changes its target based on who is farthest from the arm at any given point in time.

    After the arms appear, Omega-M reappears opposite the arms. Each player is also inflicted with Mid Glitch Mid Glitch or Remote Glitch Remote Glitch and assigned a PlayStation symbol (crosssquarecircletriangle). Same as Party Synergy, same-symbol players are tethered together.

    Shortly after, Final Omega spawns in the center of the arena and begins casting Wave Cannon as 6 players receive a red headmarker on top of them with 2 players remaining unmarked. The 2 unmarked players will never be paired with each other. At the end of the cast, Wave Cannon fires a cone at each marked player and the two arms fire Hyper Pulse at the two farthest players. Both of these inflict Magic Vulnerability Up Magic Vulnerability Up.

    Towers

    After Wave Cannon resolves, towers appear. The towers spawn in different configurations depending on if it's Remote Glitch Remote Glitch or Mid Glitch Mid Glitch, but otherwise they always spawn in the same configuration. They may, however, be rotated: if wherever Omega-M spawned at the beginning of the mechanic is considered "relative north", then the towers always spawn either north-relative or south-relative.

    Before the towers explode, Omega-F appears in the center and casts Discharger, knocking players back. As Remote Glitch Remote Glitch/Mid Glitch Mid Glitch is still active here, players must be knocked into a tower away from their tether partner.

    Note that all players are required to resolve the towers.

    Hello World

    Omega's Rear Power Unit (the ring) spawns in the center of the arena, shows a rotation indicator, and prepares to cast Rear Lasers. At the same time, Omega-F spawns in-line with the Rear Power Unit and prepares to cast either Superliminal Steel or Optimized Blizzard III. Finally, the Right Arm Units from the first part of this mechanic return, but this time they're placed in the wall on the far side of Omega-F.

    Rear Lasers begins rotating, then Superliminal Steel/Optimized Blizzard III resolves while Rear Lasers are still rotating, then Hello, Near/Distant World and Hyper Pulse resolve at the same time after Rear Lasers have stopped firing.

    As soon as the PlayStation symbols appear, the party should establish a 2-column conga line somewhere in the arena. It's common to line up in front of Omega-M. Don't line up in the center, as Final Omega's model will make it impossible to see the subsequent markers.

    Once markers appear, place the 2 unmarked players on the cardinals or intercardinals opposite the arms and the other 6 players on the other 6 cardinals or intercardinals. Each player should be opposite their tether partner. If it's Remote Glitch Remote Glitch, all players should stand on the wall. If it's Mid Glitch Mid Glitch, all players should stand on the fourth ring on the floor from the center of the arena.

    Most PF strategies designate fixed positions based on your initial position in the conga line. The diagram shows these positions for LPDU. After the spreads resolve, remember the marker you spread on and face your camera back towards Omega-M (or opposite him). That way, when towers spawn, you'll already be looking at either the northmost or southmost tower(s), and there is no chance of getting turned around. Most strategies designate towers based on the marker you spread on. Again, the diagram shows the LPDU designations.

    Wait on any of the center rings to be knocked back to your tower, then either stand in the center of the tower (Mid Glitch Mid Glitch) or on the far edge of the tower (Remote Glitch Remote Glitch).

    After towers resolve, assign Hello World spots, then find Omega-F. Go towards her if you're one of the Rear Arm Unit baiters or the first Hello, Distant World target. Everyone else goes opposite Omega-F. Check which direction the Rear Lasers rotate and move slightly towards the other direction to avoid being in the immediate path of the lasers.

    Take another look at Omega-F; check whether she's holding a staff or her legs are blades. If it's the former, do not follow the rotating laser until she executes Optimized Blizzard III, otherwise follow the laser.

    Lastly, move to Hello, Near/Distant World spots, taking care to avoid being in the path of the Rear Arm Units. Check the diagram for how LPDU handles this Hello, Near/Distant World.

    • Forgetting the marker you initially spread on or otherwise forgetting which tower that correlates to.

    • Not fixing your camera on the relative north/south, thus getting turned around and choosing the wrong tower.

    • As the two players designated for Hyper Pulse, not properly prepositioning or otherwise failing to communicate which arm each one takes.

    • As the second player to be hit by Hello, Near World, seeing that the other player is behind you and deciding to take their spot instead. (There is enough time for someone to make it to their spot if they move on the edge, even if they're slightly late, but due to how slowly player movement updates on other players' screens, there is not enough time to respond to someone else taking their spot.)

  • LPDU

    Line up in two rows in front of Omega-M in the order of crosssquarecircletriangle, with cross being closest to Omega-M. Then, from Final Omega, with Omega-M counting as north:

    • The first double-marked pair goes west/east, respectively.
    • The second double-marked pair goes north/south, respectively.
    • The first single-marked pair goes northeast (unmarked) and southwest (marked).
    • The second single-marked pair goes northwest (unmarked) and southeast (marked).
    The waymark you are on at this point determines your tower. "North", in this case, will either be where Omega-M spawned or directly opposite. To identify which it is, look at relative north and south and find the spot that has one tower (Remote Glitch) or two towers (Mid Glitch).
    • Waymark 1 takes the northwest tower, waymark 2 the northeast tower (Mid Glitch). In Far Glitch, waymarks 1 and 2 take the northmost tower.
    • Waymark 3 takes the southwest 2-person tower, waymark 4 the southeast 2-person tower.
    • Waymarks A–D take the southern towers, with A taking the westmost tower and D taking the eastmost tower.
  • 10:59
    02:05
    Untargetable
    11:13
    02:19
    Subject Simulation F Preparation
    11:18
    02:24
    Hyper Pulse ×2 Line spread (far)
    11:18
    02:24
    Wave Cannon ×6 Line spread
    11:27
    02:33
    Discharger Knockback
    11:30
    02:36
    Storage Violation Towers
    11:48
    02:54
    Superliminal Steel Sides AoE
    11:55
    03:01
    Hello, Near/Distant World Mechanic
    11:55
    03:01
    Hello, Near World Chariot spread
    11:55
    03:01
    Hello, Distant World Chariot spread
    11:55
    03:01
    Hyper Pulse ×2 Line spread (far)
    11:56
    03:02
    Hello, Near World Chariot spread
    11:56
    03:02
    Hello, Distant World Chariot spread
    11:57
    03:03
    Hello, Near World Chariot spread
    11:57
    03:03
    Hello, Distant World Chariot spread
    12:00
    03:06
    Targetable

    The enemy or enemies on the field become targetable (again).

    12:08
    03:14
    Solar Ray (+ 2 others) Chariot tankbuster (MT)

    Similar to Solar Ray (single), but deals significantly more damage, inflicts Magic Vulnerability Up Magic Vulnerability Up, and executes twice in quick succession.

    Either invuln both hits or tankswap in-between the hits.

    12:08
    03:14
    Solar Ray (Hit) Chariot tankbuster (MT)
    12:12
    03:18
    Solar Ray (Hit) Chariot tankbuster (MT)
    12:25
    03:31
    Run: ****mi* (Omega Version) (+ 27 others) Trio

    Heavy raidwide that initiates the third of three trios.

    Also inflicts two players with Hello, Near World Hello, Near World and two other players with Hello, Distant World Hello, Distant World. These players are marked with First in Line First in Line or Second in Line Second in Line to indicate which set of Hello, Near/Distant World debuffs resolves first.

    A player cannot be inflicted with both First in Line First in Line and Second in Line Second in Line at the same time.

    AoEs

    Final Omega spawns in the center of the arena along with a clone of Omega-M and Omega-F to either side of him. Similar to Party Synergy, these clones are either equipped with a sword or shield, or a staff or blade legs respectively, and prepare to execute a combination of Efficient Bladework/Beyond Strength and Optimized Blizzard III/Superliminal Steel.

    Then, a second set of Omega-F and Omega-M clones spawns perpendicular to the first ones, who also prepare to execute a combination of the above AoEs.

    Final Omega either doesn't change the rotation of its ring or turns it sidewards and begins to cast Diffuse Wave Cannon as the ring starts to glow. At the end of the cast, Diffuse Wave Cannon shoots two massive conal AoEs towards either side of the ring, with only the ring's sides remaining safe. In addition, the first set of clones' AoEs resolves here.

    After a brief delay, Final Omega's ring rotates by 90° and executes Diffuse Wave Cannon again. The second set of clones' AoEs resolves here.

    Note that the clones always spawn on intercardinals while the ring can only face cardinals.

    Also note that Omega-F remains targetable for the entire duration of this part of the mechanic.

    Hello World, Part 1

    Omega-F disappears and Final Omega prepares to cast Oversampled Wave Cannon with monitors pointing to either the east or west side of the arena. The first set of Hello, Near/Distant World resolves at the same time as Oversampled Wave Cannon.

    Hello World, Part 2

    Final Omega disappears and Beetle Omega spawns on either the east or west side of the arena, and prepares to cast Blaster with two tethers spawning on random players. The second set of Hello, Near/Distant World resolves just after Blaster.

    Keep track of whichever set of clones spawns first and visualize the safe spot. Unless you have brain power to spare, ignore the other set of clones for now.

    Wait for Final Omega to begin casting Diffuse Wave Cannon. Don't move into the safe spot before this, as Final Omega may rotate its ring at this time, thus changing the safe spot. After moving into the first safe spot, look at the next set of clones and visualize their safe spot.

    After the first set of AoEs resolves, either move about 90° counter-clockwise or 90° clockwise into the next safe spot. Do not stay or move across the arena as Final Omega is guaranteed to rotate its ring by 90° here.

    If you've handled P5 correctly up until now, there should be 4 players with Quickening Dynamis Quickening Dynamis and 4 players with Quickening Dynamis Quickening Dynamis in your party at this time. Randomly choose 2 of the Quickening Dynamis Quickening Dynamis players to bait Oversampled Wave Cannon. All other players should receive another stack, thus giving you 6 players with Quickening Dynamis Quickening Dynamis and 2 players with Quickening Dynamis Quickening Dynamis . The 2 players with Quickening Dynamis Quickening Dynamis must take care of the subsequent Blaster tethers.

    If executed correctly, everyone should now have Quickening Dynamis Quickening Dynamis , paving the way for Phase 6.

    If anyone doesn't have Quickening Dynamis Quickening Dynamis at this point you are guaranteed to wipe early into Phase 6, so it's recommended to wipe the pull immediately.

    • It's recommended to use most of your remaining party mitigation after the initial cast of Run: ****mi* (Omega Version). This will allow players (even non-tanks) to survive a hit during the first part of the mechanic, thus keeping the pull alive (though the player will be inflicted with Damage Down Damage Down). If this happens, it is strongly recommended to wall yourself at the earliest opportunity to get rid of Damage Down Damage Down. The Blind Faith DPS check may not be possible to beat otherwise. Make absolutely sure to only wall yourself if a) you do not have Hello, Near World Hello, Near World or Hello, Distant World Hello, Distant World and the first set of Hello, Near/Distant World has finished executing, or b) the second set of Hello, Near/Distant World has finished executing. In other words, do not wall yourself if you have a mechanical responsibility in the next 10 seconds.

    • Generally, you can categorize each dodge into one of three categories: a close dodge (Superliminal Steel + Beyond Strength/Efficient Bladework), a mid dodge (Optimized Blizzard III + Beyond Strength), and a far dodge (Optimized Blizzard III + Efficient Bladework). As the main condition for which type of dodge it is lies in Omega-F's attack, it is her stance that you should identify first. If she has blade legs, you already know it'll be a close dodge. Otherwise, check Omega-M to determine whether it's a mid or a far dodge.

    • Not reading Omega-F's or Omega-M's stance correctly.

    • When Final Omega's ring is facing north/south: aligning yourself with the edge of the ring rather than the arena markers. (When Omega's ring faces north/south, the ring is offset from the center of Omega's hitbox and cannot be used to align yourself with its cones.)

    • Oversampled Wave Cannon players standing too close to the Hello, Near/Distant World players and vice-versa. It is recommended to stand at the edge of the arena as a monitor player.

    • Blaster tether players standing too close to the Hello, Near/Distant World players and vice-versa. It is recommended to stand at the edge of the arena as a tethered player.

  • LPDU

    PF standard. Shows all possible dodge patterns during the initial AoEs. It is recommended to mark players who take the Hello, Near/Distant World baits to remove the ambiguity about positioning.

  • 12:44
    03:50
    Diffuse Wave Cannon Cone AoE
    12:44
    03:50
    Optimized Blizzard III Plus-shaped AoE
    12:44
    03:50
    Superliminal Steel Sides AoE
    12:44
    03:50
    Beyond Strength Dynamo AoE
    12:44
    03:50
    Efficient Bladework Chariot AoE
    12:47
    03:53
    Diffuse Wave Cannon Cone AoE
    12:47
    03:53
    Optimized Blizzard III Plus-shaped AoE
    12:47
    03:53
    Superliminal Steel Sides AoE
    12:47
    03:53
    Beyond Strength Dynamo AoE
    12:47
    03:53
    Efficient Bladework Chariot AoE
    12:49
    03:55
    Untargetable
    13:00
    04:06
    Hello, Near/Distant World Mechanic
    13:00
    04:06
    Hello, Near World Chariot spread
    13:00
    04:06
    Hello, Distant World Chariot spread
    13:01
    04:07
    Oversampled Wave Cannon ×2 Mechanic
    13:01
    04:07
    Hello, Near World Chariot spread
    13:01
    04:07
    Hello, Distant World Chariot spread
    13:02
    04:08
    Hello, Near World Chariot spread
    13:02
    04:08
    Hello, Distant World Chariot spread
    13:17
    04:23
    Blaster ×2 Defamation tether spread
    13:18
    04:24
    Hello, Near/Distant World Mechanic
    13:18
    04:24
    Hello, Near World Chariot spread
    13:18
    04:24
    Hello, Distant World Chariot spread
    13:19
    04:25
    Hello, Near World Chariot spread
    13:19
    04:25
    Hello, Distant World Chariot spread
    13:20
    04:26
    Hello, Near World Chariot spread
    13:20
    04:26
    Hello, Distant World Chariot spread
    13:23
    04:29
    Targetable

    The enemy or enemies on the field become targetable (again).

    13:32
    04:38
    Solar Ray (+ 2 others) Chariot tankbuster (MT)

    Similar to Solar Ray (single), but deals significantly more damage, inflicts Magic Vulnerability Up Magic Vulnerability Up, and executes twice in quick succession.

    Either invuln both hits or tankswap in-between the hits.

    13:32
    04:38
    Solar Ray (Hit) Chariot tankbuster (MT)
    13:35
    04:41
    Solar Ray (Hit) Chariot tankbuster (MT)
    13:55
    05:01
    Blind Faith Enrage (threshold)

    The death wall surrounding the arena disappears and Omega-F begins casting Blind Faith. If she is not brought below 20% HP before the cast finishes, wipes the party.

    14:50
    00:55
    Targetable

    The enemy or enemies on the field become targetable (again).

    15:03
    01:07
    Cosmo Memory Raidwide (LB)

    Heavy raidwide. Wipes the party unless a tank LB3 is used.

    Upgrades Quickening Dynamis Quickening Dynamis into Brilliant Dynamis Brilliant Dynamis and gives Alpha Omega Code: ****mi* Code: ****mi*.

    Due to Brilliant Dynamis Brilliant Dynamis's (and Spark of Dynamis Spark of Dynamis's) damage resistance, it is required for all 8 players to have this buff at this point. If any players missed a stack of Quickening Dynamis Quickening Dynamis in Phase 5, it is no longer possible to finish the fight.

    Brilliant Dynamis Brilliant Dynamis also gives a player the ability to use a limit break for free once the limit break bar is filled. Mechanically this phase requires:

    • tank LB3 (Cosmo Memory and Magic Number)
    • healer LB3 (Magic Number)
    • caster LB3 and 1× pranged LB3 (Cosmo Meteor)
    This leaves 3 possible melee LB3s for a total of 10 available limit breaks during this phase. As of patch 6.5, it is possible to skip one melee LB3 if your damage is good, but the others cannot currently be skipped as the DPS check is designed with 3 melee LB3s in mind.

    Other things to know include:

    • The auto attacks in this phase target the main target and the farthest target. Alpha Omega always executes 2 auto-attacks in-between major mechanics, so after each major mechanic, it is essential that the party steps into the hitbox and the off-tank outside.
    • Due to the strict LB requirements, a non-standard dps composition (i.e. a party that is not composed of meleemeleecasterpranged) cannot finish the fight. Unlike DSR, you can finish the fight with only 1 healer or even 0 healers though, provided you bring sufficient DPS.
    • Any death before Cosmo Meteor is an automatic wipe as that player loses their Brilliant Dynamis Brilliant Dynamis/Spark of Dynamis Spark of Dynamis, meaning that even if raised they will just die again to the next damage instance. The only time players are allowed to die is to the last hit(s) of Cosmo Meteor, and only if they're a dps, otherwise they'll lose their free LB3 (but only supports should still have any LB3s left here).
    15:17
    01:22
    Cosmo Arrow (+ 7 others) Rectangle exaflares

    Exasquares.

    Alpha Omega fires up arrows that come down in two fixed shapes: a cross-shaped AoE in the middle, and lines around the outside of the arena. Which of these shapes impacts first depends on which of the two is telegraphed first.

    After the arrows come down, square-shaped AoEs that are half the width of the initial AoEs begin to travel outwards (for the cross) and inwards (for the outside lines).

    Note that there is no guarantee you'll see both patterns within a pull. You may only get the cross-first pattern both times the ability is used in this phase, or vice-versa.

    Determine which of the two patterns is used. Generally, these are the accepted dodge strategies (though other dodges are possible), with each comma indicating one hit of the AoEs:

    • cross first: in, stay, out, stay, sides, in.
    • outer first: out, stay, in, sides, in.
    For "sides", the cardinal edges of Alpha Omega's hitbox are safe. Check the diagrams for a better idea of where to stand.

    For the first Cosmo Arrow, have both tanks dodge from separate starting positions, and have the rest of the party dodge from the same starting position. This way everyone will already be in position for Cosmo Dive at the end.

    For the second Cosmo Arrow, have 2 players per starting position and dodge towards opposite sides during the "sides" step of the dodge. See the diagram for an illustration. Doing this will automatically have every player spread for Wave Cannon.

  • In First (LPDU)

    How LPDU resolves the "in first" pattern during the second Cosmo Arrow. For the first one you don't need to spread, so pick any position and follow that movement.

  • Out First (LPDU)

    How LPDU resolves the "out first" pattern during the second Cosmo Arrow. For the first one you don't need to spread, so pick any position and follow that movement.

  • In Only

    Demonstrates the movement of the inner AoEs in isolation. Does not appear like this in the game.

  • Out Only

    Demonstrates the movement of the outer AoEs in isolation. Does not appear like this in the game.

  • 15:19
    01:24
    Cosmo Arrow (Initial Hit) Rectangle AoE
    15:21
    01:26
    Cosmo Arrow (Initial Hit) Rectangle AoE
    15:21
    01:26
    Cosmo Arrow (Exa) ×8 Rectangle exaflares
    15:23
    01:28
    Cosmo Arrow (Exa) ×8 Rectangle exaflares
    15:25
    01:30
    Cosmo Arrow (Exa) ×8 Rectangle exaflares
    15:27
    01:32
    Cosmo Arrow (Exa) ×8 Rectangle exaflares
    15:29
    01:34
    Cosmo Arrow (Exa) ×8 Rectangle exaflares
    15:32
    01:36
    Cosmo Dive (+ 2 others) Chariot mechanic

    Hits the two closest targets with tankbusters and the farthest target with a stack.

    The stack deals lethal damage if soaked with less than 6 players.

    Have both tanks stand inside the hitbox (but away from each other), and the party outside or on the edge of the hitbox.

    Use light party mitigation and light tank mitigation (Rampart Rampart and short mits). You'll need your heavy mits for Wave Cannon.

    15:34
    01:39
    Cosmo Dive (Stack) Chariot stack

    The stack of Cosmo Dive. Hits the farthest target.

    15:34
    01:39
    Cosmo Dive (TB) ×2 Chariot tankbuster (close)

    The tankbusters of Cosmo Dive. Hits the closest 2 targets.

    15:50
    01:55
    Unlimited Wave Cannon (+ 10 others) Chariot exaflares

    A circle with arrows appears on a random cardinal or intercardinal about half a second before the end of the cast. Three more circles then appear clockwise or counter-clockwise, each with a slight delay.

    Five seconds after the cast, big telegraphed AoEs spawn underneath each party member that resolve 2.7 seconds later. They do not follow players. More AoEs spawn underneath each party member every 2 seconds. At the same time, the first of the arrow circles on the outside of the arena resolves into exaflares that travel across the arena in the indicated direction, then the next, and so on.

    Stack in the center of the arena with the entire party. During the cast, continuously turn your camera until you've found the location of the first exaflare. Once the cast finishes and the first set of AoEs appears underneath players, move toward the marker next to the first exaflare that does not have another exaflare on top of it, then move into where the first exaflare was, and continue to move around the hitbox at max melee until you're clear.

    Just like Pantokrator, don't move too far ahead – only move just outside the previous set of baited AoEs until the next set of baited AoEs appears.

  • PF Standard

    Stack middle, then follow the first exaflare that appeared.

  • 15:56
    02:00
    Wave Cannon (Baits) ×8 Chariot baited AoE
    15:57
    02:02
    Wave Cannon (Exaflare) Chariot exaflares
    15:58
    02:02
    Wave Cannon (Baits) ×8 Chariot baited AoE
    15:58
    02:03
    Wave Cannon (Exaflare) Chariot exaflares
    15:59
    02:04
    Wave Cannon (Exaflare) Chariot exaflares
    16:00
    02:04
    Wave Cannon (Baits) ×8 Chariot baited AoE
    16:00
    02:05
    Wave Cannon (Exaflare) Chariot exaflares
    16:02
    02:06
    Wave Cannon (Baits) ×8 Chariot baited AoE
    16:04
    02:08
    Wave Cannon (Baits) ×8 Chariot baited AoE
    16:06
    02:10
    Wave Cannon (Baits) ×8 Chariot baited AoE
    16:08
    02:13
    Wave Cannon (+ 3 others) Mechanic

    Shortly after the start of the cast fires lasers at 4 random players, then the other 4 players.

    At the end of the cast, executes a Wild Charge towards a random player that deals massive damage to the first targets in line and split damage to all remaining party members.

    Note that unlike most mechanics on Thaliak, the timestamp of this mechanic indicates the start of the cast, not the end.

    Stay spread until the second set of proteans, then heal the party and stack on a designated cardinal (e.g. south) with both tanks in front of the party. Requires heavy tank mits and party mits.

    If tanks have their invuln available, have one tank invuln and use their personal mit on the other tank, who should use everything they have (excluding Rampart Rampart).

    16:11
    02:16
    Wave Cannon ×4 Line spread

    Fires lasers at 4 random party members, then lasers at the remaining 4. Each laser deals heavy damage and inflicts Magic Vulnerability Up Magic Vulnerability Up.

    16:13
    02:18
    Wave Cannon ×4 Line spread

    Fires lasers at 4 random party members, then lasers at the remaining 4. Each laser deals heavy damage and inflicts Magic Vulnerability Up Magic Vulnerability Up.

    16:20
    02:24
    Wave Cannon Line Wild Charge

    A Wild Charge that hits the two closest targets for about 360,000 damage and all remaining targets for about 100,000 if the whole party is stacked. If not, the attack is unsurvivable.

    16:34
    02:38
    Cosmo Arrow (+ 7 others) Rectangle exaflares

    Exasquares.

    Alpha Omega fires up arrows that come down in two fixed shapes: a cross-shaped AoE in the middle, and lines around the outside of the arena. Which of these shapes impacts first depends on which of the two is telegraphed first.

    After the arrows come down, square-shaped AoEs that are half the width of the initial AoEs begin to travel outwards (for the cross) and inwards (for the outside lines).

    Note that there is no guarantee you'll see both patterns within a pull. You may only get the cross-first pattern both times the ability is used in this phase, or vice-versa.

    Determine which of the two patterns is used. Generally, these are the accepted dodge strategies (though other dodges are possible), with each comma indicating one hit of the AoEs:

    • cross first: in, stay, out, stay, sides, in.
    • outer first: out, stay, in, sides, in.
    For "sides", the cardinal edges of Alpha Omega's hitbox are safe. Check the diagrams for a better idea of where to stand.

    For the first Cosmo Arrow, have both tanks dodge from separate starting positions, and have the rest of the party dodge from the same starting position. This way everyone will already be in position for Cosmo Dive at the end.

    For the second Cosmo Arrow, have 2 players per starting position and dodge towards opposite sides during the "sides" step of the dodge. See the diagram for an illustration. Doing this will automatically have every player spread for Wave Cannon.

  • In First (LPDU)

    How LPDU resolves the "in first" pattern during the second Cosmo Arrow. For the first one you don't need to spread, so pick any position and follow that movement.

  • Out First (LPDU)

    How LPDU resolves the "out first" pattern during the second Cosmo Arrow. For the first one you don't need to spread, so pick any position and follow that movement.

  • In Only

    Demonstrates the movement of the inner AoEs in isolation. Does not appear like this in the game.

  • Out Only

    Demonstrates the movement of the outer AoEs in isolation. Does not appear like this in the game.

  • 16:36
    02:40
    Cosmo Arrow (Initial Hit) Rectangle AoE
    16:38
    02:42
    Cosmo Arrow (Initial Hit) Rectangle AoE
    16:38
    02:42
    Cosmo Arrow (Exa) ×8 Rectangle exaflares
    16:40
    02:44
    Cosmo Arrow (Exa) ×8 Rectangle exaflares
    16:42
    02:46
    Cosmo Arrow (Exa) ×8 Rectangle exaflares
    16:44
    02:48
    Cosmo Arrow (Exa) ×8 Rectangle exaflares
    16:46
    02:50
    Cosmo Arrow (Exa) ×8 Rectangle exaflares
    16:42
    02:47
    Wave Cannon (+ 3 others) Mechanic

    Shortly after the start of the cast fires lasers at 4 random players, then the other 4 players.

    At the end of the cast, executes a Wild Charge towards a random player that deals massive damage to the first targets in line and split damage to all remaining party members.

    Note that unlike most mechanics on Thaliak, the timestamp of this mechanic indicates the start of the cast, not the end.

    Stay spread until the second set of proteans, then heal the party and stack on a designated cardinal (e.g. south) with both tanks in front of the party. Requires heavy tank mits and party mits.

    If tanks have their invuln available, have one tank invuln and use their personal mit on the other tank, who should use everything they have (excluding Rampart Rampart).

    16:45
    02:50
    Wave Cannon ×4 Line spread

    Fires lasers at 4 random party members, then lasers at the remaining 4. Each laser deals heavy damage and inflicts Magic Vulnerability Up Magic Vulnerability Up.

    16:47
    02:52
    Wave Cannon ×4 Line spread

    Fires lasers at 4 random party members, then lasers at the remaining 4. Each laser deals heavy damage and inflicts Magic Vulnerability Up Magic Vulnerability Up.

    16:53
    02:58
    Wave Cannon Line Wild Charge

    A Wild Charge that hits the two closest targets for about 360,000 damage and all remaining targets for about 100,000 if the whole party is stacked. If not, the attack is unsurvivable.

    17:07
    03:11
    Unlimited Wave Cannon (+ 10 others) Chariot exaflares

    A circle with arrows appears on a random cardinal or intercardinal about half a second before the end of the cast. Three more circles then appear clockwise or counter-clockwise, each with a slight delay.

    Five seconds after the cast, big telegraphed AoEs spawn underneath each party member that resolve 2.7 seconds later. They do not follow players. More AoEs spawn underneath each party member every 2 seconds. At the same time, the first of the arrow circles on the outside of the arena resolves into exaflares that travel across the arena in the indicated direction, then the next, and so on.

    Stack in the center of the arena with the entire party. During the cast, continuously turn your camera until you've found the location of the first exaflare. Once the cast finishes and the first set of AoEs appears underneath players, move toward the marker next to the first exaflare that does not have another exaflare on top of it, then move into where the first exaflare was, and continue to move around the hitbox at max melee until you're clear.

    Just like Pantokrator, don't move too far ahead – only move just outside the previous set of baited AoEs until the next set of baited AoEs appears.

  • PF Standard

    Stack middle, then follow the first exaflare that appeared.

  • 17:12
    03:16
    Wave Cannon (Baits) ×8 Chariot baited AoE
    17:13
    03:18
    Wave Cannon (Exaflare) Chariot exaflares
    17:14
    03:18
    Wave Cannon (Baits) ×8 Chariot baited AoE
    17:15
    03:19
    Wave Cannon (Exaflare) Chariot exaflares
    17:15
    03:20
    Wave Cannon (Exaflare) Chariot exaflares
    17:16
    03:20
    Wave Cannon (Baits) ×8 Chariot baited AoE
    17:17
    03:21
    Wave Cannon (Exaflare) Chariot exaflares
    17:18
    03:22
    Wave Cannon (Baits) ×8 Chariot baited AoE
    17:20
    03:24
    Wave Cannon (Baits) ×8 Chariot baited AoE
    17:22
    03:26
    Wave Cannon (Baits) ×8 Chariot baited AoE
    17:24
    03:29
    Limit Break Hint

    Use 2× melee LB3s here.

    This is your one and only chance to use two of your melee LB3s. You can't use them sooner (due to missing limit break gauge) or later (due to other limit break requirements and mechanics), so don't miss this window.

    If the first melee LB3 is late, the second melee player must make sure to preposition in the center before using their limit break, as they'll be in animation lock as the Cosmo Meteor baits appear.

    17:25
    03:30
    Cosmo Dive (+ 2 others) Chariot mechanic

    Hits the two closest targets with tankbusters and the farthest target with a stack.

    The stack deals lethal damage if soaked with less than 6 players.

    Have both tanks stand inside the hitbox (but away from each other), and the party outside or on the edge of the hitbox.

    Use light party mitigation and light tank mitigation (Rampart Rampart and short mits). You'll need your heavy mits for Wave Cannon.

    17:28
    03:32
    Cosmo Dive (Stack) Chariot stack

    The stack of Cosmo Dive. Hits the farthest target.

    17:28
    03:32
    Cosmo Dive (TB) ×2 Chariot tankbuster (close)

    The tankbusters of Cosmo Dive. Hits the closest 2 targets.

    17:47
    03:51
    Cosmo Meteor (+ 7 others) Adds

    First, spawns massive baited AoEs underneath every party member.

    A short while later, spawns eight adds around the hitbox: 6× Cosmo Comet and 2× Cosmo Meteor. The meteors always spawn north and south while the remaining ones spawn on the other cardinals and intercardinals. If not killed within 15 seconds, they will wipe the party.

    At the same time, hits 4 party members with targeted spreads, then the other 4.

    There is a second round of spreads that functions the same as the first, then 3 players are targeted by flare markers. At the same time as the flares resolve, a random non-flare player is targeted with a stack that is lethal if taken with less than 5 players.

    At the start of the cast, everyone should stack dead-center of Alpha Omega's hitbox. Wait until the AoEs appear, then everyone moves out to their designated clock spot.

    Note that your pranged player must be either north or south (in line with the Cosmo Meteors), so if your main tank's usual clock spot is north, have them swap with the pranged for this mechanic.

    As soon as the comets are targetable, have your caster use their limit break 3, which will destroy all Cosmo Comets and leave only the Cosmo Meteors alive. You cannot DPS these adds manually; if you do, you'll be sacrificing boss DPS and will hit enrage.

    Use all your remaining party mitigation before the first round of spreads, heal between the two rounds of spreads.

    Once the caster limit break has finished, have your pranged use their limit break to destroy the remaining 2 Cosmo Meteors.

    Flares will appear here. One of them should go north or south while the other two should go east and west. The party should stack on whichever clock spot belongs to the pranged during this mechanic (either north or south).

    Be aware that your pranged will be casting their limit break during this part, so they'll be utterly immobile. If they're a flare, the party must therefore adjust and stack on the opposite clock spot, as the pranged player cannot move away.

  • LPDU

    MT and the physical ranged swap clock spots. One of the healers goes in after the baited AoEs resolve so they can reach everyone with heals.

  • 17:47
    03:51
    Cosmo Meteor (Baits) Defamation baited AoE
    17:52
    03:57
    Cosmo Meteor (Spreads) ×4 Chariot spread
    17:53
    03:58
    Cosmo Meteor (Spreads) ×4 Chariot spread
    17:58
    04:03
    Cosmo Meteor (Spreads) ×4 Chariot spread
    17:59
    04:04
    Cosmo Meteor (Spreads) ×4 Chariot spread
    18:10
    04:15
    Cosmo Meteor (Flare) ×3 Proximity
    18:10
    04:15
    Cosmo Meteor (Stack) Chariot stack
    18:22
    04:27
    Magic Number Raidwide (LB)

    Annihilates the party. Can only be survived with a tank LB3, in which case the attack deals heavy damage and inflicts Magic Number Magic Number on all party members, a debuff that must be cleansed using healer LB3 within 6 seconds or the party wipes.

    Note that Cover Cover prevents the targeted player from being inflicted with Magic Number Magic Number. This can be used to essentially "skip" one Magic Number if one of your healers has died and lost their free LB3. (Have the non-PLD use tank LB3 while the PLD Cover Covers the healer who still has Brilliant Dynamis Brilliant Dynamis, then have the PLD click off their LB3 buff immediately to ensure they die to the cast without having to wait for Magic Number Magic Number to expire. The healer raises the PLD, the PLD uses tank LB3 and the healer uses healer LB3 to raise the rest of the party.)

    In programming terms, a magic number is a number that is used directly in source code. This is an anti-pattern; best practice is to extract such numbers into named constants and then reference the constant anywhere the number is needed. This way the name of that constant explains what the number means.

    For instance, if you saw an expression like "8 × 8760", you'd probably have no idea what this expression calculates. However, if you instead rewrite it as "8 × HOURS_PER_YEAR", now you know exactly that this expression calculates the number of hours in 8 years.

    18:38
    04:43
    Magic Number Raidwide (LB)

    Annihilates the party. Can only be survived with a tank LB3, in which case the attack deals heavy damage and inflicts Magic Number Magic Number on all party members, a debuff that must be cleansed using healer LB3 within 6 seconds or the party wipes.

    Note that Cover Cover prevents the targeted player from being inflicted with Magic Number Magic Number. This can be used to essentially "skip" one Magic Number if one of your healers has died and lost their free LB3. (Have the non-PLD use tank LB3 while the PLD Cover Covers the healer who still has Brilliant Dynamis Brilliant Dynamis, then have the PLD click off their LB3 buff immediately to ensure they die to the cast without having to wait for Magic Number Magic Number to expire. The healer raises the PLD, the PLD uses tank LB3 and the healer uses healer LB3 to raise the rest of the party.)

    In programming terms, a magic number is a number that is used directly in source code. This is an anti-pattern; best practice is to extract such numbers into named constants and then reference the constant anywhere the number is needed. This way the name of that constant explains what the number means.

    For instance, if you saw an expression like "8 × 8760", you'd probably have no idea what this expression calculates. However, if you instead rewrite it as "8 × HOURS_PER_YEAR", now you know exactly that this expression calculates the number of hours in 8 years.

    19:04
    05:08
    Run: ****mi* Enrage

    Alpha Omega has finished writing the Dynamis program and begins to run it. Cancel its execution or face the end.

    Program Loop

    A major mechanic revolving around towers and tethers.

    Inflicts the following effects:

    • 2 random players with Looper Looper (16s) and First in Line First in Line
    • 2 random players with Looper Looper (25s) and Second in Line Second in Line
    • 2 random players with Looper Looper (34s) and Third in Line Third in Line
    • 2 random players with Looper Looper (43s) and Fourth in Line Fourth in Line
    Then spawns two towers and two tethers originating from the boss and begins casting Blaster. The tethers can be passed between players by moving through them.

    Each tower must be soaked by exactly one player with the Looper Looper effect. Towers ignore players without this effect. Soaking a tower inflicts Twice-come Ruin Twice-come Ruin and resolves Looper Looper for that player; if Looper Looper is allowed to expire on its own, the player will be inflicted with Memory Loss Memory Loss and likely wall themselves.

    The Blaster tethers release a massive blast roughly the size of the boss's hitbox around the tethered players. The tethered players, as well as anyone else hit by the explosion, are inflicted with HP Penalty HP Penalty and Twice-come Ruin Twice-come Ruin.

    This mechanic then repeats three more times. Note the following:

    • Tethers don't disappear after Blaster resolves; they remain on whichever players last had them until the fourth set resolves.
    • The next set of towers spawns in a translucent state even before the current set has resolved.
    • There are, in total, 8 possible locations for towers to spawn (2 per cardinal, slightly offset from that cardinal to either side).
    • A tower cannot spawn in a location it has already spawned before. In some cases this allows you to predict where the next set of towers is going to spawn even before they appear.
    • Towers can never spawn on both positions of the same cardinal.
  • LPDU

    Uses (N) M1 ← M2 ← MT ← OT ← R1 ← R2 ← H1 ← H2 (S) priority.

  • Pantokrator

    Major mechanic with high movement and healing requirements.

    Inflicts the following effects on players:

    • 2 random players with Guided Missile Kyrios Incoming Guided Missile Kyrios Incoming (12s), First in Line First in Line, and Condensed Wave Cannon Kyrios Condensed Wave Cannon Kyrios (24s)
    • 2 random players with Guided Missile Kyrios Incoming Guided Missile Kyrios Incoming (18s), Second in Line Second in Line, and Condensed Wave Cannon Kyrios Condensed Wave Cannon Kyrios (30s)
    • 2 random players with Guided Missile Kyrios Incoming Guided Missile Kyrios Incoming (24s), Third in Line Third in Line, and Condensed Wave Cannon Kyrios Condensed Wave Cannon Kyrios (12s)
    • 2 random players with Guided Missile Kyrios Incoming Guided Missile Kyrios Incoming (30s), Fourth in Line Fourth in Line, and Condensed Wave Cannon Kyrios Condensed Wave Cannon Kyrios (18s)
    Next, Omega telegraphs two wide Flame Thrower conal AoEs on two random opposite positions. A few seconds later, a telegraphed Ballistic Impact puddle appears underneath each player. Flame Thrower resolves first, then rotates either clockwise or counter-clockwise in 2 second intervals until the mechanic is complete. Ballistic Impact resolves half a second later, and from then on spawns new puddles underneath each player every 2 seconds until the mechanic is complete as well.

    Additionally, the status effects on players will expire and execute their respective mechanic. Guided Missile Kyrios is a spread chariot that knocks any other players hit into the wall. Condensed Wave Cannon Kyrios is a line originating from Omega that must be shared with 3 other players to avoid dealing lethal damage.

  • Chased

    The group stays next to the Flame Thrower that chases the group, while the Guided Missile Kyrios baiter moves deep inside Omega's hitbox to get to the cone that moves away from the group. Moving inside the hitbox reduces the movement requirement and ensures that any puddles this player drops are not in the way of the rest of the group. After Guided Missile Kyrios the baiter waits until their next puddle drop, then quickly moves back to the group.

  • Chasing

    The group stays next to the Flame Thrower that moves away from the group, while the Guided Missile Kyrios baiter moves backwards slightly or simply waits in place until they've baited their Guided Missile Kyrios. After baiting their missile, they move back up to the group through Omega's hitbox to reduce the movement requirement and avoid stepping into any puddles the group leaves behind.

  • Party Synergy

    Omega-M and Omega-F disappear and tether each player to another player, inflicting either Mid Glitch Mid Glitch or Remote Glitch Remote Glitch on all players, and show a matching PlayStation headmarker above all players and their partners.

    Omega-M and Omega-F then reappear and prepare a deadly AoE combination. Each of them also spawns a fake clone of themselves that does nothing and merely serves to misdirect players. The true and fake copies each follow a set of strict rules that makes identifying the true bosses simple:

    • The true Omega-M will always spawn between a cardinal and an intercardinal, and will always face the true Omega-F.
    • The true Omega-F will always spawn opposite the true Omega-M (i.e. also between a cardinal and an intercardinal), and will always face him.
    • The fake Omega-M will always spawn in the center of the arena and will always wield a sword (without a shield).
    • The fake Omega-F will always spawn on a cardinal or intercardinal, and will always wield a staff.
    The true Omega-M's and Omega-F's stances and weapons indicate which attack each will use:
    • Omega-F with a staff: a plus-shaped AoE in the direction she is facing (Optimized Blizzard III)
    • Omega-F with blade legs: cleaves her sides, leaving a safe line toward Omega-M (Superliminal Steel)
    • Omega-M with a sword: a chariot AoE on his position (Efficient Bladework)
    • Omega-F with a sword and shield: a dynamo AoE on his position (Beyond Strength)
    While this is happening, a massive synthetic eye (Optical Unit) spawns on a random cardinal or intercardinal outside the arena. Some time after Omega-M and Omega-F have executed their respective AoEs, this eye will fire a deadly Optical Laser line AoE through the center of the arena. At the same time, Optimized Fire III (a chariot spread) resolves on each player. This AoE is deadly if the correct distance between each tethered pair (defined by Mid Glitch Mid Glitch or Remote Glitch Remote Glitch) is not maintained.

    Finally, Omega-F appears in the center of the arena while 5 clones of Omega-M appear close to the edge of the arena. Two random players are marked with stacks, Omega-F executes a knockback from the center, and all Omega-Ms execute a large chariot AoE from their position. There are always 3 Omega-Ms spawning directly beside one another, with a gap between every other Omega-M.

    If your party is still alive at this point, Mid Glitch Mid Glitch/Remote Glitch Remote Glitch expires, and the Omega-M that is sandwiched between the two other Omega-Ms, and the Omega-F in the center become targetable again and the next mechanical sequence commences.

  • LPDU

  • Limitless Synergy

    Omega-M teleports to the center of the arena and faces south. Omega-F teleports behind him while he engages Optimized Passage of Arms, rendering Omega-F invulnerable.

    Additionally, several clones spawn outside of the arena:

    • An Omega-M clone and an Omega-F clone spawn on opposite sides, each spawning a passable tether, and begin casting Optimized Bladedance. On execution, these tethers resolve into massive 90° conal tankbusters.
    • One Omega-M clone spawns on a random position and begins casting Optimized Sagittarius Arrow, a baited line AoE on a random party member. The position of this AoE snapshots at the start of the Optimized Sagittarius Arrow cast.
    • One Omega-M clone that prepares a Synthetic Shield and begins casting Beyond Defense into Pile Pitch once Optimized Bladedance resolves.
    • One Omega-F clone that does nothing for now but begins casting Optimized Meteor on 3 random party members once Optimized Bladedance resolves.
    After all mechanics resolve, an Omega-M and Omega-F clone spawn behind Omega-F and command the eye to execute Cosmo Memory.

  • LPDU/NA

  • Hello, World

    Heavy raidwide that begins the next major mechanic.

    Please note that, while this mechanic is technically quite complicated, resolving it is actually quite simple. If reading all the technical specifications on how the mechanic works confuses you, try skipping to the "Resolve" section below.

    Inflicts the following debuffs on all players:

    • Local Code Smell Local Code Smell (2×23s, 2×44s, 2×65s, 2×86s)
    • Remote Code Smell Remote Code Smell (2×23s, 2×44s, 2×65s, 2×86s)
    • Latent Synchronization Bug Latent Synchronization Bug (8×69s)
    The 2 Local Code Smell Local Code Smell players with a duration of 23s are also inflicted with Latent Defect Latent Defect.

    Also inflicts each of the following debuffs on 2 random players:

    • Overflow Code Smell Overflow Code Smell and either Underflow Code Smell Underflow Code Smell or Performance Code Smell Performance Code Smell
    • Synchronization Code Smell Synchronization Code Smell and either Performance Code Smell Performance Code Smell or Underflow Code Smell Underflow Code Smell
    All of these gray debuffs are considered "inactive" and do not yet have an effect. After they expire, they turn into:
    • Local Code Smell Local Code SmellLocal Regression Local Regression
    • Remote Code Smell Remote Code SmellRemote Regression Remote Regression
    • Overflow Code Smell Overflow Code SmellCritical Overflow Bug Critical Overflow Bug
    • Synchronization Code Smell Synchronization Code SmellCritical Synchronization Bug Critical Synchronization Bug
    • Underflow Code Smell Underflow Code SmellCritical Underflow Bug Critical Underflow Bug
    • Performance Code Smell Performance Code SmellCritical Performance Bug Critical Performance Bug
    Omega then spawns 4 large towers (2 blue, 2 red) around the arena and begins casting Latent Defect. The towers always spawn on either cardinals or intercardinals. Towers with the same colour can never spawn opposite each other, only adjacent.

    At the end of the cast, all towers and critical bug debuffs resolve, causing a wipe if any towers are left unsoaked or any critical bugs are resolved incorrectly (more on how to resolve them correctly later). This is also where all 4 currently inactive tethers become active and can now break.

    Additionally, the blue towers inflict Latent Performance Defect Latent Performance Defect on all players inside, and the red towers Cascading Latent Defect Cascading Latent Defect. Both are 10 second debuffs that resolve when Critical Performance Bug Critical Performance Bug and Critical Underflow Bug Critical Underflow Bug, respectively, expire. If a defect is allowed to expire on its own, the party wipes. In other words: if a player soaks a blue tower without Critical Performance Bug Critical Performance Bug, or if a player soaks a red tower without Critical Underflow Bug Critical Underflow Bug, the party wipes 10 seconds later.

    In addition to (potentially) resolving Latent Performance Defect Latent Performance Defect or Cascading Latent Defect Cascading Latent Defect, each critical bug (if resolved correctly) turns into one of the following buffs:

    • Critical Overflow Bug Critical Overflow BugOverflow Debugger Overflow Debugger
    • Critical Synchronization Bug Critical Synchronization BugSynchronization Debugger Synchronization Debugger
    • Critical Underflow Bug Critical Underflow BugUnderflow Debugger Underflow Debugger
    • Critical Performance Bug Critical Performance BugPerformance Debugger Performance Debugger
    Each debugger renders the player immune to this type of critical bug for the remainder of the mechanic, even if they fulfill the conditions for being inflicted with it again.

    Omega repeats Latent Defect 4 times, then casts Critical Error at the end, a heavy raidwide that inflicts all players with all critical bugs again – unless they have the corresponding debugger. Critical bugs are only resolvable during Hello, World, so all players must have all 4 debuggers during Critical Error or a wipe is guaranteed.

    Each critical bug can be passed to other players in some way:

    • Critical Overflow Bug Critical Overflow Bug: a huge defamation type AoE that inflicts Critical Overflow Bug Critical Overflow Bug to anyone else hit by it.
    • Critical Synchronization Bug Critical Synchronization Bug: a small 2-man stack that inflicts Critical Synchronization Bug Critical Synchronization Bug to anyone else in the stack.
    • Critical Underflow Bug Critical Underflow Bug: a rot that inflicts Critical Underflow Bug Critical Underflow Bug to anyone coming into contact with this player. Explodes in a small AoE at the end of its duration.
    • Critical Performance Bug Critical Performance Bug: a rot that inflicts Critical Performance Bug Critical Performance Bug to anyone coming into contact with this player. Explodes in a small AoE at the end of its duration.
  • PF Standard

  • Oversampled Wave Cannon

    Monitors appear on either the left or right side of Omega as well as the left or right side of three random players (through Oversampled Wave Cannon Loading Oversampled Wave Cannon Loading).

    At the end of the cast all monitors resolve, hitting two random players on the indicated side with large chariot AoEs that inflict Magic Vulnerability Up Magic Vulnerability Up and Twice-come Ruin Twice-come Ruin.

  • LPDU

    Players line up in a conga line from north to south on the boss's west side in the following order: H1, H2, M1, M2, M1, M2, R1, R2

    Each player now counts their position only amongst players with the same responsibility, i.e. Oversampled Wave Cannon Loading Oversampled Wave Cannon Loading players ignore non-monitor players and only count their position amongst the other monitor players from 1–3, and non-monitor players only count amongst non-monitor players (from 1–5).

    • Monitor 1 goes to the non-boss-monitor side and centers themselves inside the 1/4 marker, facing their monitor towards the east (if on the east side) or west (if on the west side).
    • Monitor 2 goes to the boss monitor side and aligns themselves with the south edge of the 1/4 marker, facing their monitor north.
    • Monitor 3 goes to the boss monitor side and aligns themselves with the north edge of the 2/3 marker, facing their monitor south.
    All non-monitor players position themselves on the non-boss-monitor side.
    • Non-monitor 1 positions themselves max melee above the A marker (north).
    • Non-monitor 2 positions themselves max melee between 1 and B (or 4 and D).
    • Non-monitor 3 positions themselves max melee between B and 2 (or D and 3).
    • Non-monitor 4 positions themselves on the southwest corner of the 2/3 marker.
    • Non-monitor 5 positions themselves max melee below the C marker (south).
  • Wave Cannon

    3 sets of spreads followed by stacks.

    During the cast, line stack markers appear on 2 random players. However, before these resolve, Omega first fires lasers at all 8 players that deal moderate damage, inflict Magic Vulnerability Up Magic Vulnerability Up, and leave behind an "afterimage" that resolves at the same time as the stacks 5 seconds later.

    This mechanic repeats three times until Alpha Omega begins casting its enrage, Blue Screen.

    After the first set, Alpha Omega also fires out Wave Repeater.

  • South Safe

    Everyone spreads in predetermined positions around Omega's sides, leaving south safe for the stacks.

  • Run: ****mi* (Delta Version)

    Heavy raidwide that initiates the first of three trios.

    After the raidwide, Omega-M becomes untargetable and tethers all players to another player: two pairs via Remote Code Smell Remote Code Smell and two pairs via Local Code Smell Local Code Smell. Additionally, one player is inflicted with Hello, Near World Hello, Near World and one player with Hello, Distant World Hello, Distant World. At the same time, Beetle Omega and Final Omega spawn on two random opposite cardinals, and an Optical Unit on one of the two remaining cardinals.

    Multiple things now happen at the same time:

    Fists

    After some time, untargetable Rocket Punch fists spawn on top of every player. There will be 4 fists with blue lights and 4 fists with yellow lights. All Remote Code Smell Remote Code Smell players are guaranteed to get exactly 2 blue fists and 2 yellow fists between them, but the exact distribution is random. Same with Local Code Smell Local Code Smell players. Each fist "belongs" to the player it spawned on, but the fists stay in place after they spawn. Approximately 11 seconds after they spawn (2 seconds after the tethers become active), the fists jump towards the player they belong to. If this player is stacked with a player of the opposite-coloured fist, a small puddle appears as the fists smash into each other and harmlessly explode, otherwise the fist smashes the ground and wipes the raid.

    Arms

    Shortly after the fists initially spawn, one Arm Unit spawns near the Optical Unit, one directly opposite, and four more spawn 60° offset from the first two for a total of six. Each Arm Unit is either a Left Arm Unit or a Right Arm Unit, denoted by the rotating arrow marker (blue/counter-clockwise arrows for Left; yellow/clockwise arrows for Right). A few seconds after the fists resolve, each arm snapshots towards the closest player to that arm and, after a brief delay, begins firing a Hyper Pulse where that player was that then rotates in the indicated direction.

    Optical Unit

    The Optical Unit fires an Optical Laser (same as the one during Party Synergy) through the middle of the arena at the same time as the fists resolve.

    Omega-M

    Shortly before fists resolve, Omega-M spawns in the center of the arena and, shortly after fists resolve, targets one of the two closest players to him with Beyond Defense, and then the closest player after that with Pile Pitch.

    Monitors

    After the fists resolve, a random Remote Regression Remote Regression (blue tether) player is inflicted with Oversampled Wave Cannon Loading Oversampled Wave Cannon Loading, showing monitors on either side of them. Final Omega also prepares monitors on either its left or right. Both sets of monitors resolve at the same time as Pile Pitch.

    Beetle

    After all other mechanics are resolved, Beetle Omega begins to cast Swivel Cannon, indicated by the blue lights on either side of it, significantly limiting the amount of space available to resolve Hello, Near World Hello, Near World and Hello, Distant World Hello, Distant World, which resolve shortly after.

    Hello, Near/Distant World

    Represents the main mechanic of Phase 5.

    Hello, Near World Hello, Near World and Hello, Distant World Hello, Distant World both resolve, causing those players to explode in large AoEs that wipe the raid if any other player is clipped, and inflicting Magic Vulnerability Up Magic Vulnerability Up and a stack of Quickening Dynamis Quickening Dynamis to them. Hello, Near World Hello, Near World then jumps to the closest player via a smaller AoE and Hello, Distant World Hello, Distant World to the farthest player, inflicting the same statuses, then each jump one last time.

    Each set of Hello, Near World Hello, Near World/Hello, Distant World Hello, Distant World therefore applies 6 stacks of Quickening Dynamis Quickening Dynamis to players. In total, Phase 5 features 4 sets of Hello, Near/Distant World, adding up to 24 stacks throughout the whole phase. By the end of the phase each player must have Quickening Dynamis Quickening Dynamis or a wipe is guaranteed in Phase 6. This means that no stacks may be wasted (by having a jump go to a player who already has Quickening Dynamis Quickening Dynamis ).

    Since any player can only accumulate one stack of Quickening Dynamis Quickening Dynamis per Hello, Near/Distant World set without dying, this also means that each player has to "sit out" 1 of the 4 sets and avoid being targeted by a jump.

    Be aware that if a player with Hello, Near World Hello, Near World or Hello, Distant World Hello, Distant World dies, all players are killed instantly.

  • LPDU Standard

    At the start, red-green tethers go to Final Omega, blue tethers to Beetle Omega. For each colour of tether, one pair is closer to the center, the other closest to their Omega. If one pair has a healer and the other doesn't, the healer pair prioritizes the center arena spot.

    For blue tethers, the pair closest to Beetle Omega keeps their tether short. The pair closer to the center keeps their tether long. The idea is to have this blue tether snap instantly once the tethers become active.

    The two pairs closest to the center each watch the other tether player they're closest to. When fists spawn, each center tether player compares their fist with that outer tether player's fist. If their fists match colours, the center pair switches positions.

    The red-green tether players can stack on their markers immediately. The blue tether players will not stack; instead the center pair waits until their tether becomes active and snaps, then collapses onto the other pair. These players must make sure they're fast about it; if they're not standing still when fists snapshot, the party wipes.

    If all fists were handled correctly, the blue tether pair that still has their tether as well as the red-green tether pair closer to the edge move out to bait the closest two Arm Units, thus snapping their tether. The blue tether pair whose tether already snapped move towards the center to bait Beyond Defense. The red-green tether pair that was closer to the center bait the sidemost Arm Units.

    After telegraphs appear, both pairs of red-green tethers move close to the sidemost edges to bait Oversampled Wave Cannon. The red-green pair that baited the sidemost Arm Units moves closer to the Beetle side, while the other pair stays on the Final Omega side.

    As for the (former) blue tethers: each of them, except for the player hit by Beyond Defense stacks close to the center on the non-monitor side. The Beyond Defense player moves away from the stack towards either Beetle or Final Omega, but has to make sure they stay vertically aligned with the stack so as to not accidentally bait a monitor.

    One random blue tether player will receive Oversampled Wave Cannon Loading Oversampled Wave Cannon Loading. This player must be at the front of the stack, facing away from the center. Be aware that this player may be the Beyond Defense player, in which case they will still move out as before but also have to face the correct direction.

    If all mechanics properly resolve, watch Beetle Omega for the shining blue lights that appear on either side of it. Set up for Hello, Near/Distant World on the other side in the following way:

    • The two blue tether players without anything go to the edge, lining themselves up with the center of the 2/3 marker.
    • The blue tether player with Hello, Near World Hello, Near World lines themselves up with the B/D marker, directly in front of Omega's cleave.
    • The blue tether player with Hello, Distant World Hello, Distant World lines themselves up with the B/D marker at the edge of the arena.
    • The red-green tether pair that baited the sidemost Arm Units wait for Twice-come Ruin Twice-come Ruin to expire on all players, then collapse onto each other on the safe side to snap their tether and line themselves up with the 1/4 marker – one player directly in front of Omega's cleave, the other in the center of the marker.
    • The red-green tether pair that baited the Arm Units closer to Final Omega rotate clockwise such that one player ends up directly underneath Beetle Omega, and the other player opposite. Both should stand directly in front of the cleave.
    After all Hello, Near/Distant World jumps resolve, the last remaining red-green tether pair must snap their tether, but they must wait for all Twice-come Ruin Twice-come Ruin to expire first.

  • Cosmo Meteor

    First, spawns massive baited AoEs underneath every party member.

    A short while later, spawns eight adds around the hitbox: 6× Cosmo Comet and 2× Cosmo Meteor. The meteors always spawn north and south while the remaining ones spawn on the other cardinals and intercardinals. If not killed within 15 seconds, they will wipe the party.

    At the same time, hits 4 party members with targeted spreads, then the other 4.

    There is a second round of spreads that functions the same as the first, then 3 players are targeted by flare markers. At the same time as the flares resolve, a random non-flare player is targeted with a stack that is lethal if taken with less than 5 players.

  • LPDU

    MT and the physical ranged swap clock spots. One of the healers goes in after the baited AoEs resolve so they can reach everyone with heals.

  • Run: ****mi* (Sigma Version)

    Heavy raidwide that initiates the second of three trios.

    Also inflicts one player with Hello, Near World Hello, Near World and another player with Hello, Distant World Hello, Distant World.

    Proteans

    Omega-M goes untargetable and two Right Arm Units appear. Unlike the units in Run: ****mi* (Delta Version), these units draw a visual tether toward the farthest player and, at the end of the mechanic, shoot a laser at these players. The tether isn't fixed; it dynamically changes its target based on who is farthest from the arm at any given point in time.

    After the arms appear, Omega-M reappears opposite the arms. Each player is also inflicted with Mid Glitch Mid Glitch or Remote Glitch Remote Glitch and assigned a PlayStation symbol (crosssquarecircletriangle). Same as Party Synergy, same-symbol players are tethered together.

    Shortly after, Final Omega spawns in the center of the arena and begins casting Wave Cannon as 6 players receive a red headmarker on top of them with 2 players remaining unmarked. The 2 unmarked players will never be paired with each other. At the end of the cast, Wave Cannon fires a cone at each marked player and the two arms fire Hyper Pulse at the two farthest players. Both of these inflict Magic Vulnerability Up Magic Vulnerability Up.

    Towers

    After Wave Cannon resolves, towers appear. The towers spawn in different configurations depending on if it's Remote Glitch Remote Glitch or Mid Glitch Mid Glitch, but otherwise they always spawn in the same configuration. They may, however, be rotated: if wherever Omega-M spawned at the beginning of the mechanic is considered "relative north", then the towers always spawn either north-relative or south-relative.

    Before the towers explode, Omega-F appears in the center and casts Discharger, knocking players back. As Remote Glitch Remote Glitch/Mid Glitch Mid Glitch is still active here, players must be knocked into a tower away from their tether partner.

    Note that all players are required to resolve the towers.

    Hello World

    Omega's Rear Power Unit (the ring) spawns in the center of the arena, shows a rotation indicator, and prepares to cast Rear Lasers. At the same time, Omega-F spawns in-line with the Rear Power Unit and prepares to cast either Superliminal Steel or Optimized Blizzard III. Finally, the Right Arm Units from the first part of this mechanic return, but this time they're placed in the wall on the far side of Omega-F.

    Rear Lasers begins rotating, then Superliminal Steel/Optimized Blizzard III resolves while Rear Lasers are still rotating, then Hello, Near/Distant World and Hyper Pulse resolve at the same time after Rear Lasers have stopped firing.

  • LPDU

    Line up in two rows in front of Omega-M in the order of crosssquarecircletriangle, with cross being closest to Omega-M. Then, from Final Omega, with Omega-M counting as north:

    • The first double-marked pair goes west/east, respectively.
    • The second double-marked pair goes north/south, respectively.
    • The first single-marked pair goes northeast (unmarked) and southwest (marked).
    • The second single-marked pair goes northwest (unmarked) and southeast (marked).
    The waymark you are on at this point determines your tower. "North", in this case, will either be where Omega-M spawned or directly opposite. To identify which it is, look at relative north and south and find the spot that has one tower (Remote Glitch) or two towers (Mid Glitch).
    • Waymark 1 takes the northwest tower, waymark 2 the northeast tower (Mid Glitch). In Far Glitch, waymarks 1 and 2 take the northmost tower.
    • Waymark 3 takes the southwest 2-person tower, waymark 4 the southeast 2-person tower.
    • Waymarks A–D take the southern towers, with A taking the westmost tower and D taking the eastmost tower.
  • Run: ****mi* (Omega Version)

    Heavy raidwide that initiates the third of three trios.

    Also inflicts two players with Hello, Near World Hello, Near World and two other players with Hello, Distant World Hello, Distant World. These players are marked with First in Line First in Line or Second in Line Second in Line to indicate which set of Hello, Near/Distant World debuffs resolves first.

    A player cannot be inflicted with both First in Line First in Line and Second in Line Second in Line at the same time.

    AoEs

    Final Omega spawns in the center of the arena along with a clone of Omega-M and Omega-F to either side of him. Similar to Party Synergy, these clones are either equipped with a sword or shield, or a staff or blade legs respectively, and prepare to execute a combination of Efficient Bladework/Beyond Strength and Optimized Blizzard III/Superliminal Steel.

    Then, a second set of Omega-F and Omega-M clones spawns perpendicular to the first ones, who also prepare to execute a combination of the above AoEs.

    Final Omega either doesn't change the rotation of its ring or turns it sidewards and begins to cast Diffuse Wave Cannon as the ring starts to glow. At the end of the cast, Diffuse Wave Cannon shoots two massive conal AoEs towards either side of the ring, with only the ring's sides remaining safe. In addition, the first set of clones' AoEs resolves here.

    After a brief delay, Final Omega's ring rotates by 90° and executes Diffuse Wave Cannon again. The second set of clones' AoEs resolves here.

    Note that the clones always spawn on intercardinals while the ring can only face cardinals.

    Also note that Omega-F remains targetable for the entire duration of this part of the mechanic.

    Hello World, Part 1

    Omega-F disappears and Final Omega prepares to cast Oversampled Wave Cannon with monitors pointing to either the east or west side of the arena. The first set of Hello, Near/Distant World resolves at the same time as Oversampled Wave Cannon.

    Hello World, Part 2

    Final Omega disappears and Beetle Omega spawns on either the east or west side of the arena, and prepares to cast Blaster with two tethers spawning on random players. The second set of Hello, Near/Distant World resolves just after Blaster.

  • LPDU

    PF standard. Shows all possible dodge patterns during the initial AoEs. It is recommended to mark players who take the Hello, Near/Distant World baits to remove the ambiguity about positioning.

  • Cosmo Arrow

    Exasquares.

    Alpha Omega fires up arrows that come down in two fixed shapes: a cross-shaped AoE in the middle, and lines around the outside of the arena. Which of these shapes impacts first depends on which of the two is telegraphed first.

    After the arrows come down, square-shaped AoEs that are half the width of the initial AoEs begin to travel outwards (for the cross) and inwards (for the outside lines).

    Note that there is no guarantee you'll see both patterns within a pull. You may only get the cross-first pattern both times the ability is used in this phase, or vice-versa.

  • In First (LPDU)

    How LPDU resolves the "in first" pattern during the second Cosmo Arrow. For the first one you don't need to spread, so pick any position and follow that movement.

  • Out First (LPDU)

    How LPDU resolves the "out first" pattern during the second Cosmo Arrow. For the first one you don't need to spread, so pick any position and follow that movement.

  • In Only

    Demonstrates the movement of the inner AoEs in isolation. Does not appear like this in the game.

  • Out Only

    Demonstrates the movement of the outer AoEs in isolation. Does not appear like this in the game.

  • Unlimited Wave Cannon

    A circle with arrows appears on a random cardinal or intercardinal about half a second before the end of the cast. Three more circles then appear clockwise or counter-clockwise, each with a slight delay.

    Five seconds after the cast, big telegraphed AoEs spawn underneath each party member that resolve 2.7 seconds later. They do not follow players. More AoEs spawn underneath each party member every 2 seconds. At the same time, the first of the arrow circles on the outside of the arena resolves into exaflares that travel across the arena in the indicated direction, then the next, and so on.

  • PF Standard

    Stack middle, then follow the first exaflare that appeared.