The Clyteum Dungeon Guide (FFXIV Dawntrail) – Boss Mechanics & Strategy

Duty Information
Expansion: Dawntrail
Encounter: The Clyteum
Players: 4 Players (1 Tank, 1 Healer, 2 DPS)
Duty Finder Type: Dungeon
Level: 100
Unlock Requirement: Two Worlds Entwined
Common Failure Points
- Moving or attacking while the Motion Tracker debuff is active during Motion Scanner and being launched.
- Failing to dodge Surface Missile circle AoEs during the second Petrifying Beam cast and walking into petrification.
- Missing the late-telegraphed frontal line from Mortifying Flesh by not reading the boss spin in time.
- Not grouping inside a Bodyweight Exorcism tower and leaving the stack marker unresolved.
- Standing in the center during Chort’s second Mortifying Flesh and being caught by the second dash.
- Misreading the facing of large adds during Puppet Strings and walking into the late-telegraphed cone.
- Stopping movement during String Up and being incapacitated.
- Failing to project the final add landing positions during Puppet Mastery and having no safe zone when it resolves.
Dungeon Overview
The Clyteum is a level 100 dungeon introduced in patch 7.5 of Dawntrail. Its three encounters escalate from single-mechanic pattern recognition into complex multi-add management with overlapping late-telegraphed AoEs. Each boss introduces a distinct system that builds toward Malphas’s full puppet orchestration in the final fight.
Unlike earlier Dawntrail dungeons, The Clyteum leans heavily on late telegraphs and forced immobility windows. Players who default to late repositioning will be punished consistently — success comes from reading boss and add orientation before AoE indicators appear.
All three bosses apply stacking Vulnerability Up on failure, and the final encounter’s add phase can compound mistakes into unrecoverable sequences quickly.
Need the unlock path? See All FFXIV Dungeon Unlock Requirements.
Dungeon Objectives
- Clear the Commercium.
- Defeat the Eye of the Scorpion.
- Clear a path to the Clyteum.
- Defeat the Chort.
- Clear the Clyteum.
- Defeat Malphas.
Walkthrough Highlights
Late Telegraphs Across All Three Encounters
The Clyteum’s defining characteristic is its consistent use of late-telegraphed attacks. Mortifying Flesh, Void Dark, Puppet Strings, and Basic Vomit all resolve with minimal visual warning. Waiting to see the floor indicator before moving is not viable — players must read boss and add orientation and commit early.
Add Management in the Final Encounter
Malphas introduces a progressively complex puppet system. By the end of the fight, the boss is simultaneously puppeting multiple large and small adds into layered conal and point-blank AoE patterns. Identifying which adds pose immediate danger and pre-positioning before patterns lock in is the key to clean execution.
Boss Encounters
Eye of the Scorpion
Key Mechanics
Eyes on Me — Raidwide magical damage. The first cast also compresses the arena into a smaller square by spawning dangerous border AoEs. Do not stand near the edges for the remainder of the fight.
Petrifying Beam — The boss moves to the north wall and gains Directional Disregard, then begins tracking a moving red cone. The cone locks in when the cast bar fills — players hit are Petrified. On the second cast, Surface Missile circle AoEs are placed around the arena simultaneously. Dodge the circles while tracking where the cone is going to lock.
Motion Scanner — An unavoidable line AoE sweeps across the arena. Players inside receive Motion Tracker: any movement or attack while the debuff is active deals magical damage and launches them. Hold all movement and actions until the debuff expires.
Penetrator Missile (no cast bar) — Stack marker on a random player. Group up to share damage.
Anti-personnel Missile (no cast bar) — Spread marker on each player. When combined with Motion Scanner, pre-spread before the sweep begins and do not move until Motion Tracker falls off.
Strategy Notes
This fight is primarily a discipline check. Motion Scanner’s debuff lingers — healers especially need to pause GCDs during the window. The sweep is unavoidable, so there is no safe position to dodge it; the only task is holding still afterward.
For Petrifying Beam, the cone tracks slowly before locking. Begin moving away from its projected endpoint early rather than waiting for the final position. On the second use, resolve Surface Missile circles first, then adjust for the cone.
Anti-personnel Missile combined with Motion Scanner requires pre-spreading before the sweep arrives. Once Motion Tracker is active, stay spread and hold position until it drops.
Failure Points
The most common failures are acting during Motion Tracker — from a healing GCD or a clipped DPS rotation — and walking into the locked cone during the second Petrifying Beam by focusing on Surface Missile circles rather than tracking the beam’s final angle.
Chort
Key Mechanics
Ripples of Gloom — Raidwide magical damage. The first cast also compresses the arena into a smaller circle with a dangerous outer ring. Avoid the perimeter throughout the fight.
Mortifying Flesh — The boss spins briefly, then fires a late-telegraphed frontal line AoE. It then goes untargetable and rolls around the outer edge before dashing through the center with another late-telegraphed line, followed by a telegraphed radial knockback from the center. Knockback immunity negates the radial. The second use includes two center dashes instead of one.
Basic Vomit — Late-telegraphed frontal conal AoE targeting a random player. Read the boss’s facing and move to its flank or rear before it resolves.
Bodyweight Exorcism — Spawns four sequential stack marker towers, each dealing physical damage. The group must stack inside each tower as it activates and move together to the next in order.
Evil Emission — Spread marker AoE on each player. Move apart quickly.
Profane Pressure — Stack marker on the healer. Group on the healer to share damage.
Strategy Notes
The practical tell for Mortifying Flesh is the boss beginning to spin — treat that as the signal to move to its flank before the line resolves. After the boss rolls to the outer edge, stay near the center and move to the side of its dash path once it orients toward the arena. On the second use, the boss dashes twice, so stay clear of the center until both resolve.
For Bodyweight Exorcism, move as a unit. Towers spawn sequentially — the whole group should shift together from one to the next rather than spreading and regrouping.
Failure Points
The two most common wipes are being hit by the late-telegraphed center dash during Mortifying Flesh — especially the second use with two consecutive dashes — and the group splitting during Bodyweight Exorcism and failing to stack inside a tower before it resolves.
Masterful Manipulator: Malphas
Key Mechanics
Rubbish Disposal — Raidwide magical damage. The first cast also compresses the arena. Stay well inside the safe zone throughout.
Void Dark — Late-telegraphed frontal 180-degree AoE. Read the boss’s facing and move to its rear half before it resolves.
Scrap Meddle (first use) — Spawns line AoE telegraphs that summon adds: multiple small scraps and one large scrap. Move between the line telegraphs, then manage the resulting adds.
Puppet Strings (large add) — Malphas puppets the large add into a late-telegraphed conal AoE from its facing. Read the add’s orientation and move to its side before it fires.
Puppet Strings (small adds) — Malphas puppets all small adds simultaneously into point-blank AoEs. Move away from all small add positions before they resolve.
Gluttonous Wire — Stack marker on the healer. Group on the healer to share damage.
Scrap Meddle (second use) — Same as the first, but now spawns two large adds alongside the small adds.
Puppet Pair — Malphas puppets all adds simultaneously, producing a combined pattern of conal AoEs from large adds and point-blank AoEs from small adds. Find a position that avoids all cone arcs and all small add circles at the same time.
String Up — Players must keep moving when the cast resolves or they are temporarily incapacitated. Begin moving before the cast finishes and continue until the effect ends.
Shadow Play — Telegraphed magical tankbuster.
Puppet Mastery — All adds are lifted airborne and rotate until the cast bar fills, then snap to final positions and fire their respective attacks. Track where each add will land at the moment the cast ends and identify a safe zone before they resolve.
Wrathful Wire (no cast bar) — Spread marker on each player, used immediately after Puppet Mastery resolves. After finding the safe zone from the add drop pattern, spread from that position as soon as the add AoEs go off.
Strategy Notes
The first half of this fight is a read-the-adds exercise. Puppet Strings on the large add and small adds both have late telegraphs — positioning must be based on add orientation, not AoE indicator appearance.
Puppet Pair combines both patterns simultaneously. Scan all add positions before it resolves: large adds produce directional cones, small adds produce circles. Find a gap where no cone arc intersects and no small add position overlaps — usually between two large adds where their cones don’t converge, at a distance from nearby small adds.
Puppet Mastery is the fight’s hardest mechanic. Adds rotate continuously until the cast ends, then snap to final positions. Watch the rotation and project where each add will land — do not wait for the snap. Commit to a safe zone early, because last-second repositioning almost never works. Immediately after Puppet Mastery resolves, Wrathful Wire fires with no cast bar, so spread from your safe position as soon as the add AoEs hit.
String Up is a forced movement check. Start moving slightly before the cast resolves and continue through the full duration. Any stop triggers the incapacitation.
Failure Points
Wipes most commonly occur during Puppet Mastery when players misread the rotation endpoint or wait too long to commit to a safe zone, and from Wrathful Wire catching players who haven’t spread after the add AoEs resolved. Void Dark is a secondary failure point for players who lose track of the boss’s facing during add phases.
Difficulty Assessment
The Clyteum sits in the upper-middle tier of Dawntrail dungeons. Its individual mechanics are readable, but the consistent late-telegraph pattern across all three fights means the dungeon punishes reaction-based play much more than read-based positioning.
The dungeon emphasizes:
- reading boss and add orientation before AoE indicators appear
- add prioritization and pattern mapping under pressure
- precise timing on forced movement and forced stillness windows
- sustained individual awareness through the full Malphas add sequence
Groups that commit to reads early will find this dungeon clean. Groups that wait for floor indicators before moving will get caught repeatedly — particularly across Mortifying Flesh, Puppet Strings, and Puppet Mastery.
Previous Dungeon: The Underkeep | Back to Dawntrail Dungeons
Guildmaster Notes
The Clyteum is not a place of monsters acting on instinct. Every enemy here is being directed. The Eye scans and fires. The Chort rolls and charges. And Malphas stands behind all of it, pulling the strings with the calm precision of someone who has never had to do the work himself.
There is something uncomfortable about fighting a puppeteer. The adds are not the threat — they are just the mechanism. The real problem is the one who understands your patterns before you understand his.
By the time Malphas falls, it is not because you overpowered him. It is because you learned to read the motion before the wire pulled taut. That is the only victory this dungeon offers, and it is enough.




