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Slumber Disturbed (Tam-Tara Deepcroft Theme)

When you get sent in here, you're probably going to have a heart attack and think it's another dungeon. So you'll always have a really pleasant surprise when you realize it's only Tam-Tara instead of Toto-Rak. Don't you worry. This is a completionist LP. Even if Toto-Rak weren't on the main story path, we'd be going there eventually.



Orokin had to bow out for various reasons, so this is just Malachite and Ginger. Malachite is healing! And our poor Bard is having connection troubles. I've been there too. So many disconnects...



Our tank was a total newbie to the game. The poor guy wasn't very good, but he was trying his best! He even asked if anyone in the party had bonus positional damage, and then did his very best to always turn the enemies away so I could hit them. He was willing to learn, and we in turn were very supportive of him!



One thing I love about this community, is that for the most part it's full of good, positive people. There's a bunch of shitlords on Reddit who use the term "Great Community, By the Way" ironically to refer to people new to the game who aren't very good at it. They want everything to be like it is in WoW... runs that are entirely silent, with people skipping all the trash, and then starting slapfights over DPS meters.



In this game, the positivity is the best part. It's also enforced, kinda. Square's GMs take a very dim view of people who try to ruin the experience of others. Toxic people don't play FFXIV very long, because they wind up getting banned for being an unrepentant jackass. There's some people who unironically think first timer sprouts should skip all their cutscenes because it makes the run take longer.



We're at the first miniboss already, by the way. There's like five trash pulls between the entrance and the first boss. And one of them is entirely optional!

The Dalamud Priest has two imp friends who should be killed. Then just burn him until he dies.



After the priest dies, a voidsent spawns. Then burn the Void Soulcounter until it dies. The Soulcounter hits kinda hard, but that just means the healer will have to cast two healing spells instead of one.



Be sure to click on the Orb before you move on. If you don't, you'll have to backtrack all the way up here to do it.



Nobody ever goes into these side rooms, but there's treasure in them. Back in the day (before the most recent patch) there was nothing from these chests but inventory-clogging potions and other such nonsense. Now, there's no more trash drops like that. So any chest you find will only have worthwhile drops or rare crafting ingredients!



Counting the optional side room, there were two trash packs between bosses.





The boss so nice they did it twice. Now featuring a third imp. Once again, click on the orb. Don't forget or you're gonna have a bad time in like two minutes.





There's several encounters along the long path to the final boss, with only one optional room.



This is marked as the boss room, but it's not quite that simple.



Do you see that barrier in the background? It's locked with an item farther on. So we have to go ahead and double back before we can take on the back-to-back bosses.



Four enemies guard the Cultist Rosary, which is the key to the barrier about 5 seconds back.





The boss so nice... wait, didn't we already cover this? Yep, it's the same encounter as before, but now there's like four imps. It's not appreciably harder.



After you beat the boss, there's two orbs to click on.



A bridge rises up and...





A foestriker's skirt is added to the loot list! No wait, I mean the final boss appears out of the purple portal.



The tank was overly enthusiastic, and so Ginger gets locked out of the encounter. Thankfully we can just port right in without missing a beat. This quality of life feature wasn't always in the game for some reason. It took until mid-late Stormblood for it to be added!



Occasionally he'll go invulnerable and a bunch of adds will spawn. The "Inconspicuous Imps" are powering his shield, so we need to kill them. If you forget about this, just remember to kill everything that moves. That usually sorts out add problems in boss fights, and is good practice for the future.



The boss will sometimes cast a huge AOE circle that's pretty trivial to avoid. I'm also going to eventually stop mentioning those. So make it second nature now. Never stand in the yellow circles of Danger.



The boss's only gimmick are the imps, and they don't stand up very long to any sort of attacks. The training wheels are still pretty firmly on at this point!





Ginger's pretty happy about killing her first mindflayer! Anyway, that was Tam-Tara Deepcroft. Like I said, probably the easiest dungeon in the game.