The Meso Terminal
The Meso Terminal
- Level
- 100
- Item Level
- 720
- Difficulty
- Normal
- Party size
- Light Party
4 man • 1
1
2 
- Unsyncing
- Not Allowed
- Time limit
- 90 minutes
- Phoenix Down
- Available
- Duty Finder
- Dungeons (Dawntrail)
- Roulette
- Expert
- Tomestones
80
50 - Req. quest
- A Terminal Invitation
- Entrance
- Living Memory (X:21.3, Y:28.6)
- Modes
Duty Support
Trust
Explorer- Trust EXP
0- Patch
- 7.3
“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...
— In-game description
The Meso Terminal is a level 100 dungeon introduced in patch 7.3 with Dawntrail.
Duty Support
- Party member selection is available.
| Wuk Lamat | G'raha Tia | Alphinaud | Sphene | Krile | Alisaie | Y'shtola | |
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| Class | |||||||
| Role | Tank or DPS | Tank or Healer | Healer | DPS | DPS | DPS | 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
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.
Bosses
Note that failing any mechanics in these fights will result in the player who failed them receiving a 1 minute stacking Vulnerability Up debuff.
- 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
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.
- 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.
- Will Breaker (tank): a long cast that should be interrupted to prevent damage and a Physical Vulnerability Up. Followed by Relentless Torment, a physical tankbuster.
- Hellmaker (DPS): The floor inflicts a persistent burns that can be removed by destroying the Hellmaker add. During this, the headsmen will use Peal of Judgment and then Flaying Flail. If the Hellmaker is left alive for too long, the burn damage ticks will significantly increase, acting as a soft enrage.
- Serial Torture: A combination of Dismemberment and Flaying Flail. Order of events is first line AoEs > circle AoEs > second line AoEs > telegraphed point-blank or donut AoE (Chopping Block / Execution Wheel) from boss.
- Head-splitting Roar: Party-wide magical damage.
- Once players defeat their respective enemy, their enclosure will disappear and they will receive the Fugitive from Justice and are free to enter other players' enclosures and damage their opponent.
- If any player dies, their opponent's enclosure will disappear and they will not do anything. However, any freshly resurrected or free players will be tethered by them and forced into a new enclosure to begin another duel.
Memory Meld: The Immortal Remains
Players may fall off the edge of the arena to their deaths.
- 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.
- Impression: The boss will summon more shades in groups of either five or one, then used a telegraphed blue knockback circle. Position to be knocked back towards a corner containing one shade, or use knockback immune and avoid the shades normally.
- Memory of the Pyre: Telegraphed magical tankbuster.
- Memento: Transitions the arena for a third and final time.
- Memories of war casualties are made manifest... The boss summons six shades near the north. The shades will begin running to one point. Move to a side of the arena that is away from the trajectories of the shades, because they will be followed by two wide, late telegraphed line AoEs (Keraunography).
- The pattern will always be a "straight" line going east-west or north-south, paired with a "diagonal line" that intersects it at the far end.
- This attacks is used again and immediately followed with the criss-crossing line AoEs from the first phase.
- The boss will then summon, on opposite corners, two groups of three shades each, which will each run to two locations with follow-up line AoEs.
Loot
Hooded Headsmen
- Immortal Remains Card (Drops at a fixed rate)
| Name | Type | Item Level | Rarity | Quantity |
|---|---|---|---|---|
| Micro Crow | Minion | N/A | Basic | 1 |
| Mistic Memory Bottoms of Casting | Legs | 735 | Green | 1 |
| Mistic Memory Bottoms of Healing | Legs | 735 | Green | 1 |
| Mistic Memory Brais of Scouting | Legs | 735 | Green | 1 |
| Mistic Memory Brais of Striking | Legs | 735 | Green | 1 |
| Mistic Memory Coat of Casting | Body | 735 | Green | 1 |
| Mistic Memory Coat of Healing | Body | 735 | Green | 1 |
| Mistic Memory Gaskins of Fending | Legs | 735 | Green | 1 |
| Mistic Memory Gaskins of Maiming | Legs | 735 | Green | 1 |
| Mistic Memory Mail of Fending | Body | 735 | Green | 1 |
| Mistic Memory Mail of Maiming | Body | 735 | Green | 1 |
| Mistic Memory Sarouel of Aiming | Legs | 735 | Green | 1 |
| Mistic Memory Shirt of Scouting | Body | 735 | Green | 1 |
| Mistic Memory Shirt of Striking | Body | 735 | Green | 1 |
| Mistic Memory Top of Aiming | Body | 735 | Green | 1 |
| Remembrance Orchestrion Roll | Orchestrion Roll | N/A | Basic | 1 |
Treasure Coffers
Treasure Coffer 1 (X: 14.2 Y: 11.8)
Treasure Coffer 2 (X: 11.2 Y: 10.4)
Treasure Coffer 3 (X: 8.8 Y: 10.9)
Treasure Coffer 4 (X: 11.9 Y: 12.6)
Achievements
This duty is associated with the following achievements:
| Name | Points | Task | Reward | Patch |
|---|---|---|---|---|
| Mapping the Realm: The Meso Terminal | 10 | Discover every location within the Meso Terminal. | - | 7.3 |
Music
| Section | Theme |
|---|---|
| Main | Remembrance |
| Mid-Bosses | Roads Forsaken |
| Final Boss | Pathmaker |
Images
Gear Images
Dungeon Images
Dialogue
Calyx: Ah, you've come. I'll begin by wearing you down. Terminal Watchman: Intruders detected. Terminal Watchman: Issue no warnings.
Proceed to elimination. Calyx: I've created new Endless for you. Not all are warriors, but they will follow orders. Calyx: “Kill” and “survive” and so forth. Here, I shall prepare the stage for battle. Preserved Medic: We won't let you harm our charges! Preserved Medic: You'll have to go through me! Preserved Medic: Enemy soldiers! Calyx: The memories of a physician. One who saves lives should be reluctant to die.
Chirurgeon General: Loath as I am to employ medicines in the application of harm, I will protect my patients. Chirurgeon General: Activate dispensers! Chirurgeon General: A potent concoction, this one.
...I am sorry, but you must be stopped. Calyx: Oh, you've overburdened the system. No matter. It served its purpose.
Calyx: Next, we visit a prison of sinister repute. I need not compel them to fight. Preserved Prisoner: We'll show you how it works around here! Preserved Prisoner: We've got just the tools for the job. Preserved Prisoner: Ah, a little light exercise! Preserved Prisoner: Hee hee hee! Calyx: These are loyal executioners. They shall deal appropriately with “criminals.”
Calyx: Your sentence is death. How long can you defy it? Calyx: Criminals may run, but they cannot escape. Ravenous Headsman: Your sentencing awaits... Bloody Headsman: Let us count your crimes... Bloody Headsman: The hour of the condemned is nigh... Ravenous Headsman: For each accused, a fitting punishment! Calyx: Beginning to tire? Good. I bid you continue on.
Calyx: Memories from an age rife with death... The desperation will serve well. Calyx: The enemy is at the gate. To arms, good soldiers─protect your kingdom. Preserved Soldier: Invaders! Preserved Soldier: You'll go no further! Preserved Soldier: Their legs may tremble, but our hearts are steady! Preserved Soldier: With faith and steel... Preserved Soldier: For my family!
For my people!
Calyx: Very well... If one by one they fall, I'll send them all as one. Calyx: Recall the anguish you felt when you faced death, and rise. Rise to defend your nation, your people, and your loved ones.
Calyx: An amalgam of memories. Let us see how it fares. Calyx: It is the midst of the Storm Surge. Memories of the slain are made manifest... Calyx: Countless lives are lost in the senseless conflict. Calyx: The war swells in scope and intensity. Memories of an enemy bombardment are made manifest... The Immortal Remains is gathering energy... Calyx: The bombs rain down without pause or mercy. Calyx: The spark of life is dimmed with every blinding flash. Memories of war casualties are made manifest... Calyx: Death is everywhere, pillaging the promise of the future. The Immortal Remains is gathering energy...
Lore
Data Station 1
“What is Preservation's purpose? The answer to that question is simple: to ensure the survival of mankind. In a world beset by lightning-aspected imbalance, this means securing a place where people may live in safety, as well as establishing a treatment for the levin sickness which plagues us.
Many approaches were considered, but in the end, it was a child─a youth of undeniable genius─who discovered the most brilliant and complete solution to all the challenges we now face.
— Data Station
Data Station 2
“According to Master Calyx, it is not the body which provides life to a living being, but the soul. Furthermore, it is the memories etched upon that ephemeral giver of existence which encapsulate one's true self. Based upon these principles, he has proposed a methodology for preserving souls using electrope technology─as souls are composed entirely of aether, he asserts that storage via contemporary means should be eminently possible.
Experiments conducted on criminal subjects and volunteers have, in fact, already proven successful in capturing the aether released at the moment of death. Mankind as we know it has taken a great leap forward.
— Data Station
Data Station 3
“We have succeeded in transferring a soul stored within a specialized electrope device into a mechanical soldier, resulting in full control and function. No longer need we fear the erosion which lightning energies inflict upon flesh-and-blood bodies. Yet despite this crucial breakthrough, Master Calyx remains unsatisfied. He would divorce memory from soul, siphoning the soul's aether reserves whilst granting eternal life to the individual's memories. Unfettered to a soul, memories can not only be stored, but also backed up as data─the Endless will be beings of pure information.
His foreshortened lifespan was, perhaps, the very perspective needed to conceive of such a unique evolutionary path.
— Data Station
Trivia
- One of the locales in this dungeon is Ruby's tavern in Alexandria from Final Fantasy IX.
- The Hooded Headsmen are references to the four horsemen of the apocalypse. Ravenous, Pestilent, Bloody, and Pale referring to Famine, Pestilence, War, and Death, respectively (also known as the black rider, white rider, red rider, and pale rider respectively).






