Talk:Bhaflau Remnants II

Ritualistic (Usukane) Plans/Boss Walkthrough
Summary:

My cousin and I use this setup and strategy to consistently farm and clear Bhaflau Remnants II zone in under 90min. Dropping the NQ/HQ bosses from the run would allow plans to be farmed in under 60min. To note, SCH and COR are dualed indicating that this can be cleared even faster. You can expect 5-10 plans as well as a minimum of 50 alexandrite per run. Note, adding more people to this run means killing additional mobs on each floor to obtain full unlocks for everyone. We have not varied from this path to obtain other plans, but I will add more guides as I trek through salvage. --Leauce (talk) 15:24, February 2, 2013 (UTC)

Jobs:

99MNK/NIN, 99THF/NIN, 99SCH/RDM, 99COR/WHM

Mobs:

Floor 1: FLYx1 (sound aggro), FLANx1 (sight aggro), MOBLINx1 (sight aggro), DAHAKx1 (sight/sound aggro).

Floor 2: TROLL SMELTERx1 (sight aggro), TROLL GEMOLOGISTx1 (sight aggro).

Floor 3: ARCHAIC GEARx5 (true sight aggro, sound aggro, aggro range extends at night), ARCHAIC GEARSx3 (true sight aggro, sound aggro, aggro range extends at night), ARCHAIC RAMPARTx1.

Floor 4: ARCHAIC GEAR[SMALL] (sight/sound aggro), ARCHAIC GEAR[LARGE] (sight/sound aggro), ACROLITHx2 (sight aggro), ARCHAIC GEARSx3 (sight/sound aggro).

Floor 1:

First runic lamp, SCH obtains JA, SUBJOB, and SPELLCASTING to apply AOE phalanx/regen5 to pt. (We do second JA to COR for rolls, and HP to SCH to help with sublimation). Take the EAST path and kill the fly in the first room. Move forward, avoid the second fly, and either head east or west towards a flan. Kill one of the flans then make your way NORTH, avoiding the fly, as well as bypassing the first moblin. Kill the moblin in the large north room as quickly as possible to force NM Throat Tearer Tregotroq to spawn. Kill NM for 1 plan drop, then make your way to the center room of the map. Either choose to fight or skip DAHAK. Skipping means losing out on a chance at 1 plan, as well as HP/MP unlock until the third floor. Killing DAHAK and opening the door to the porter will force SMOULDERING DAHAK to spawn. SMOULDERING DAHAK drops 1 plan. DAHAK is able to do back to back TP moves, including AOE dmg nullsong which wipes all buffs, making this fight tricky for a SCH with limited MP and stratagems. (We skip this DAHAK and do floor 2 without HP/MP unlocked, as these 2 DAHAK fights can easily go bad, not to mention take up at least 10min.) Zone up to floor 2.

Floor 2:

Unlock all gear for each member and head NORTH then WEST to the TROLL SMELTER. Kill TROLL SMELTER and head NORTH to kill TROLL GEMOLOGIST. After TROLL GEMOLOGIST is dead, have one person head back SOUTH to open the WEST door. Once the door is open, it will force NM TROLL OCCULTIST to spawn in the NORTH section, just EAST of where the TROLL GEMOLOGIST was fought and killed. Kill NM TROLL OCCULTIST for 1-2 plan drops (be wary of his attacks, keep HP up) and then invis everyone and head WEST through the door previously opened. Head to the NW section, bypassing 2 TROLL ENGRAVERS until you reach the NM TROLL GUARDIAN which was spawned by killing the TROLL GEMOLOGIST before opening the door to the WEST. Kill  NM TROLL GUARDIAN for 1-2 plan drops (be wary of his attacks, keep HP up) for 1 plan drop. Head to EAST porter, zone up to floor 3.

Floor 3:

Unlocks from lamp, then sneak up and head EAST past the first room of 2 ARCHAIC GEAR. Kill 2 of the 3 ARCHAIC GEAR in the next room for HP/MP, stat unlock on some members, then head SOUTH to the center, avoiding all ARCHAIC GEAR. Head EAST through the room with 3 ARCHAIC GEAR to the large room on the EAST side of the map. Kill the 3 ARCHAIC GEAR in the center of the room which forces an ARCHAIC RAMPART to spawn on the SOUTH end of the room. Setup camp on the SOUTH side of the ARCHAIC RAMPART. Kill the ARCHAIC RAMPART, but make sure it calls for reinforcements first before finishing it off. Kill 3 sets of ARCHAIC GEARS to unlock stats for members. (The lamp at the start of the next floor only has 3 unlocks, so make sure most stats are unlocked before zoning to the 4th floor.) Open the SOUTH door and port up to floor 4.

Floor 4:

Unlock final STATS, all members should be unlocked. Head to the first room with a small and large ARCHAIC GEAR. (We found it easier to identify by pulling both gears, smaller sits closer to the floor.) Kill the small ARCHAIC GEAR first then the large ARCHAIC GEAR. This will force NM ARCHAIC GEAR to spawn; kill for 1-2 plan drops. Head NORTH and bypass the chariot. Kill the first ACROLITH, then head farther NORTH and kill the second ACROLITH, which will force NM ACROLITH to spawn. Kill for 1-2 plan drops. Here you can end the plan farming run or move forward to fight NQ/HQ CERBERUS. Head NORTH until you reach a door, only open the door when you are ready for a fight. Open the door, and kill the 3 ARCHAIC GEARS that spawn in under 2min. This will force an ARCHAIC RAMPART to spawn. Prepare for NQ CERBERUS fight. (We do, Magus Rolls and Monk rolls and embrava once we are ready to engage.) Kill the rampart, but make sure that the NQ CERBERUS spawns from it first. See below for CERBERUS notes. After NQ CERBERUS is defeated, head to the port and zone to floor 5 for HQ CERBERUS SEETHER fight.

Floor 5:

Engage CERBERUS SEETHER using the same strategy as NQ CERBERUS. Congratulations on clear!

CERBERUS:

CERBERUS can be a challenge if you are not prepared. He builds resistance to the type of damage you deal the most while increasing damage taken from its inverse. Meaning that you want to keep physical and magical damage as equal as possible throughout the fight. This is easily accomplished with a MNK using formless strikes at the start and skillchaining with the THF to make LIGHT skillchains! Other combinations would work as well. Tossing in nukes from mages, or using a twilight scythe are alternative choices. CERBERUS can get spammy with TP moves. Keep mages at +20 distance away from tank to avoid being hit by TP move ULATION (aoe paralysis). Also, attempt to keep BARFIRA up to lessen the damage from TP move GATES OF HADES (aoe fire dmg as well as burn effect DOT). HQ CERBERUS gets access to TP move ACHEON FLAME under 20%HP (similar but stronger version of GATES OF HADES).