Dungeons in Final Fantasy XIV are instanced areas that contain powerful monsters, great loot, several mini-boss fights, and a final boss that groups of adventurers can test their mettle against. Each dungeon has requirements as far as how many people can come in and the minimum and maximum levels allowed, and some have quest completion requirements before they can be accessed. 
|Dungeon||Minimum Level||Sync Level||Party Size||Location|
|Sastasha||15||18||4||Western La Noscea|
|Tam-Tara Deepcroft||16||19||4||Central Shroud|
|Copperbell Mines||17||20||4||Western Thanalan|
|The Thousand Maws of Toto-Rak||24||27||4||South Shroud|
|Haukke Manor||28||32||4||Central Shroud|
|Brayflox's Longstop||32||34||4||Eastern La Noscea|
|The Sunken Temple of Qarn||35||37||4||Southern Thanalan|
|Cutter's Cry||38||40||4||Central Thanalan|
|Stone Vigil||41||43||4||Coerthas Central Highlands|
|The Dzemael Darkhold||44||46||4||Coerthas Central Highlands|
|The Aurum Vale||47||49||4||Coerthas Central Highlands|
|Castrum Meridianum||50||50||8||Northern Thanalan|
|The Praetorium||50||50||8||Northern Thanalan|
|The Wanderer's Palace||50||50||4||Upper La Noscea|
|Amdapor Keep||50||50||4||South Shroud|
The grotto is said to be a safe haven for pirates looking to remain beyond the reach of justice. However, these grasping rogues have been emboldened by powerful new allies, and would scheme to command the seas of Eorzea. This is the first dungeon players have access to. You must be on the "It's Probably Pirates" step of the level 15 class story line to initially enter Sastasha.
Tam-Tara Deepcroft is located in the Central Shroud, south of Bentbranch Meadows. A malevolent force lingers in the Black Shroud, and the dead have grown restless in this subterranean burial site. The evil here must be purged, that the souls of the departed may know peace once more. Your party's skills will be tested against the undead as well as cultists who are trying to use their new undead army for nefarious purposes. There are various orbs that are feeding power into a main orb in the center of the chamber. Your group is tasked with plowing your way through the various mobs inhabiting the tomb and fighting boss battles at each orb to shut it down.
Recently reopened to meet the burgeoning demand for ore, an unforseen accident has necessitated the mine's closure. What manner of danger could have forced the miners to flee in terror? Copperbell Mines is the third dungeon players will encounter as they continue their level 15 city quest.
Formerly the training grounds of Coliseum champions, Halatali has since been given over to wild fiends. It will take more than an ordinary champion to tame these bloodthirsty creatures. The Immortal Flames need assistance clearing the dungeon of its very powerful denizens.
Named after a man-eating creature from ancient Padjali folklore, the Thousand Maws of Toto--Rak was built on the site of a natural cave system beneath Silent Arbor. Until recently, it held all of Gridania's foulest criminals, from arcanists to poachers, but the completion of a new gaol closer to the city heralded its abandonment.
Horribly scarred during the Calamity, a fallen beauty has taken refuge here, that none may gaze upon her now twisted figure. Whispers say she has paid a terrible price to reclaim what was taken from her.
Nestled deep within the wilds of eastern La Noscea, this goblin settlement is ever at the mercy of savage wildlife. Its denizens would greatly welcome the aid of brave adventurers to bring a semblance of peace to their lives.