|16||Central Shroud||4 Players||90 Minutes|
In order to explore the depths of Tam-Tara, you will need to complete the previous dungeon, Sastasha, as well as advance the main scenario questline to "Fire in the Gloom." Once you have received the quest, follow the steps until it instructs you to "Use the duty finder to enter Sastasha." You are now eligible to queue the dungeon using the duty finder or form your own group and enter.
As with Sastasha, this dungeon will be full of coffers. However, you will find the "keys" differ slightly. Rather than find an actual key, you will find objects called Cultist Orbs and, later on, Cultist Rosaries. Behind each boss is a Cultist Orb. All four are required to raise the bridge to access the final boss of Tam-Tara. Additionally, near the end, you will find a Sealed Barrier that requires the Cultist Rosaries to open.
Kill priority is Imps to remove immunity > other adds > Galvanth. Also, move out of the large red circle to avoid paralysis.
The first two bosses are the same, so I will cover them both here. The first boss encounter consists of a Dalamud Priest and two imps called Gravediggers. The order you kill them in is not important, as all of them are casters and should die easily. Once all three have been executed, a demon called a Void Soulcounter will spawn a few seconds later. This is the real boss of these platforms.
They will spawn on the steps directly in front of the Cultist Orb, so the tank should be ready to pick it up. I recommend pulling the demon off the steps and facing it away from the party. The only important ability it uses is called Condemnation, which will have both a cast bar and a red indicator in the ground. The tank should step out of the red indicator and reposition the boss away from the group once the ability goes off. Once the boss has died, make sure to grab the Cultist Orb before getting too distracted by the shiny loot.
The second boss is the same exact encounter, with the addition of an extra Gravedigger to deal with.
To access this boss, run passed the Sealed Barrier into a room that has Cultist Rosaries on a pedestal. Clear out the guards and grab the rosaries, which will allow to to break the Sealed Barrier.
While this boss has a different name, it is nearly identical to the previous fights with the Dalamud priests. Once again, kill the Gravediggers and Octavel in any order that you want. Once downed, a third and final Void Soulcounter will spawn in the middle between the cultist orbs. As with the others, stay out of the red indicator and you should have no problem.
Grab both Cultist Orbs and it's time to face the final boss!
While the boss may intially seem to be a Dalamud Priest with high HP, fear not! This boss will finally have some unique mechanics. At roughly 80% HP, the boss will spawn an Inconspicuous Imp in one corner of the room with a purple beam attaching them together. This imp makes the boss immune to damage, so everyone should switch targets to the imp and kill it as quickly as possible. This will occur a few more times throughout the fight.
The next time it occurs, around 60%, it will spawn not only the imp, but also a few more adds. The damage dealers should focus on the imp while the tank picks up the other adds. I recommend the healer stand on/near the tank to pile them up.
Once the imp has died, the damage dealers can clean up the adds before returning to dps the boss. Around this time, the boss will also gain a new attack, called Mind Blast. This will create a very large red indicator around the boss, which you should move out of. If you fail to move, you will be hit for moderate damage and be inflicted by Paralysis, which will randomly prevent you from attacking or casting.
Finally, at roughly 30%, the boss will once again go immune and spawn two imps and four other adds. In order to remove the damage immunity, both imps will need to die. Once again, DPS should focus on the imps while the tank collects the rest of the adds into a pile.
Once both imps die, it is a great time to either use a melee DPS limit break (Lancer / Pugilist) on the boss, or a DPS caster limit break (Arcanist / Thaumaturge) to AoE the adds down. Make sure to move out of Mind Blast, and Galvanth should drop easily at this point.