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WIKI/Dungeons/Meso Terminal

Meso Terminal

Dawntrail

Overview

The lights of Living Memory no longer shine, and the Meso Terminal at its center stands silent amidst the wistful echoes of lives once lived. A monument to the existence of the Alexandrian people, as well as a resting place for their memories, it is within this soaring spire that Calyx maintains his stronghold. The self-proclaimed architect of mankind's evolution has invited you to confront him in the upper reaches of the terminal─an invitation you must accept lest his atrocities continue to escalate. Step into the structure's glowing interior, and begin your wary ascent through the midst of the dreaming Endless...

Duty Support

  • Wuk Lamat: Intrepid (Tank or DPS)
  • G'raha Tia: All-rounder (Tank or Healer)
  • Alphinaud: Sage (Healer)
  • Sphene: Zoemancer (DPS)
  • Krile: Pictomancer (DPS)
  • Alisaie: Red Mage (DPS)
  • Y'shtola: Sorceress (DPS)

Objectives

  • Clear the lower circuits.
  • Defeat the chirurgeon general.
  • Clear the central circuits.
  • Defeat the hooded headsmen.
  • Clear the upper circuits.
  • Defeat the Immortal Remains.

Enemies

  • Terminal Watchman
  • Terminal Leptocyon
  • Preserved Medic
  • Terminal Claw
  • Terminal Bot
  • Preserved Prisoner
  • Terminal Dataguarder
  • Terminal Turret
  • Preserved Soldier

Encounter Notes

  • The Preserved Medics at the end of first area will cast Alexandrian Gravity, a telegraphed circle AoE that does 50% maximum HP in damage, so it is important not to be hit by this.

Boss Notes

  • Note that failing any mechanics in these fights will result in the player who failed them receiving a 1 minute stacking Vulnerability Up debuff.
  • This battle has four enemies: the Ravenous Headsman, Bloody Headsman, Pale Headsman, and Pestilent Headsman. For much of the battle, each party member will be forced to attack an assigned enemy based on a debuff determined by role and will dodge mechanics by themselves. Thus, this fight essentially contains four miniature duels.
  • Players may fall off the edge of the arena to their deaths.

Boss Encounters

Chirurgeon General

  • Medicine Field: Party-wide magical damage and spawns a dangerous AoE at the edge of the arena.
  • Liquid chemical dispensers whir into action... Activates the four dispensers at the intercardinals, causing two to spawn large circle AoE telegraphs and the other two to spawn smaller telegraphs, leaving safe spaces near the small AoEs. In addition, a small green knockback telegraph will spawn east or west and will resolve after its overhead timer expires (Pungent Aerosol), dealing minor magical damage. Position to avoid being knocked back into the wall or use knockback immune. Afterwards, the circle AoE telegraphs will resolve after their overhead timers expire, giving ample time for players who took the knockback to adjust to a safe spot.
  • Biochemical Front: Telegraphed frontal cleave.
  • The boss will summon another knockback telegraph.
  • Sensory Deprivation: Your senses are dulled, preventing you from predicting attacks... Party-wide magical damage and gives everyone an Insensible debuff, causing them to "hallucinate" for mechanic indicators. In this first usage, a fake knockback telegraph will appear opposite the real one. In addition, the overhead timers will become broken and unreliable, but still appear 5 seconds prior to a mechanic resolving. The party will need to focus on the real knockback telegraph.
  • Concentrated Dose: Telegraphed magical tankbuster that inflicts a 15-second cleansable poison.
  • The boss will again spawn four circle AoE telegraphs and one knockback, then use another Sensory Deprivation, causing the circle AoEs to become blurred and cover the entire arena, while spawning another fake knockback telegraph. Either the circle AoEs or knockback will resolve first based on where the timer appears. The party will need to remember both the real knockback origin and the circle AoE safe spots.

Hooded Headsmen

  • Immediately after pulling, each enemy will use Lawless Pursuit, tethering a different player and giving them a debuff based on which add tethered them:
  • Healer: Bloody Headsman ( Cell Block α)
  • Tank: Pale Headsman ( Cell Block β)
  • DPS: Ravenous Headsman or Pestilent Headsman ( Cell Block γ or Cell Block δ)
  • Each player will only be able to damage the enemy they are assigned to. The enemies will also receive corresponding color statuses ( Guard on Duty α/β/γ/δ)
  • Shackles of Fate: Each enemy will briefly stun their target player and pull them into a different small circular enclosure to fight. Players will be unable to leave the enclosure until their opponent is defeated. Attempting to do so will inflict damage, a Vulnerability Up stack, and cause the player to be drawn back in.
  • Dismemberment: Spawns sets of two blades at the edge of each circle, leaving gaps. Another set of blades will then spawn on the opposite end. These denote late telegraphed line AoEs confined to each circle.
  • Peal of Judgment: Spawns opposite sets of electrified knives that will travel through each circle, leaving gaps to dodge. Being hit will inflict a 15-second cleansable paralysis.
  • Chopping Block or Execution Wheel: Each enemy uses a telegraphed point-blank or donut AoE, respectively.
  • Flaying Flail: Each enemy spawns three spiked balls above each circle. They will drop down as late telegraphed small circle AoEs.
  • Role-specific mechanics: Each enemy then uses a different mechanic based on the player's role.
  • Death Penalty (healer): Inflicts a 10-second cleansable doom.

Memory Meld: The Immortal Remains

  • Recollection: Party-wide magical damage.
  • Memento: Transitions the arena and summons multiple untargetable Bygone Aerostats at the south and west.
  • Memories of the slain are made manifest... The boss will summon shades of Alexandrian citizens that will be used in multiple mechanics.
  • Electray: The aerostats will tether the shades, indicating two sets of crisscrossing telegraphed line AoEs.
  • To resolve, stand on a shade that is not tethered to avoid the first set. Then, move to a shade that was just killed to avoid the second set.
  • Memory of the Storm: Line stack AoE marker on a random player, dealing magical damage.
  • Memento: Transitions the arena again.
  • Memories of an enemy bombardment are made manifest... The boss summons more shades:
  • A group of five shades will be hit with a large, late telegraphed circle AoE.
  • The isolated single shades will be hit with a small, late telegraphed circle AoE.
  • Move to the opposite part of the arena from the groups of five shades to avoid.
  • The Immortal Remains is gathering energy... The boss will wind up one of its arms, denoting a half-room cleave with no ground indicator.

Duty Information

  • Duty Finder: Dungeons (Dawntrail)
  • Roulette: Level Cap Dungeons
  • Modes: duty support, trust, explorer
  • Time Limit: 90

Achievements

Music