From Final Fantasy XIV Wiki
Jump to: navigation, search

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. [1]

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
Halatali 20 23 4 Eastern 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


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.

Copperbell Mines


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.

The Thousand Maws of Toto-Rak


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.

Haukke Manor


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.

Brayflox's Longstop


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.

The Sunken Temple of Qarn


Cutter's Cry

The Stone Vigil

Dzemael Darkhold

  1. - Instanced Dungeons