The Tam Tara Deepcroft
After this first excursion into the world of dungeons and FF14, I wanted more. All the loot I saw was for casters and tanks so obviously if I did more dungeons I'd see gear for Archers right? I wish. The quest for Tam Tara was just like the quest for the Sastasha. I talked to the person behind the central quest hub of Gridania and went out to talk to the gateguard next to the entrance.
After assembling a party, we headed in and were greeted by Garlaige Citadel. Now, if you've spent a lot of time with FFXI, you've no doubt experienced the joy of leveling in this zone. It is somewhat legendary for its skeletons, beetles, and bats. However, it is also a zone known for the difficulty of its treasure coffers and I laughed as we walked into an empty room with a coffer inside. Was this put here in jest? It had to be. I was pleasantly surprised at how well FF14 captured the essence of Garlaige while simultaneously presenting a new experience for FF14.
This dungeon is very direct. Players must deactivate a series of devices that are being used to summon a demon from some other dimension. Players run through the zone fighting cultists, beetles, skeletons, bats, and eventually come upon a central area in the zone where they engage the boss, a massive mind flayer named Galvanth the Dominator.
Tam Tara is the dungeon that introduces boss phases to players. Whereas a party could simply ignore the waves of adds in Sastasha, this boss did something a little different. Galvanth the Dominator becames invincible during the additional monster spawns. So, each time add waves spawned, we had to go to the four corners of the arena and dps down some adds. After finishing Galvanth off, we were awarded more loot but sadly, I still didn't get any. This is the life of the adventurer!
With the mind flayer down and the Tam Tara quests turned in, I headed to Ul'dah's central quest hub. At the bar, Momodi let me know that the Copperbell Mines were in trouble.