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== First Floor == |
== First Floor == |
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You must choose East or West when entering the area. The East path is somewhat easier and provides more cells, but the west path offers an NM as well as several armoury crates with various temporary items. |
You must choose East or West when entering the area. The East path is somewhat easier and provides more cells, but the west path offers an NM as well as several armoury crates with various temporary items. |
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== Second Floor == |
== Second Floor == |
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== Third Floor == |
== Third Floor == |
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== Fourth Floor == |
== Fourth Floor == |
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== Fifth Floor == |
== Fifth Floor == |
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=== Area Drop Theme === |
=== Area Drop Theme === |
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− | *Level 15 Armor ([[:Category:Salvage# |
+ | *Level 15 Armor ([[:Category:Salvage#Route Categorization|Salvage Route 1]]) |
**Body Armor: Drops from the [[Don Poroggo]] (Slot NM). |
**Body Armor: Drops from the [[Don Poroggo]] (Slot NM). |
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**Other Armor: Common drop from NMs. |
**Other Armor: Common drop from NMs. |
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− | *Level 25 Armor ([[:Category:Salvage# |
+ | *Level 25 Armor ([[:Category:Salvage#Route Categorization|Salvage Route 3]]) |
**Drops from boss ([[Long-Armed Chariot]]). |
**Drops from boss ([[Long-Armed Chariot]]). |
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− | *Level 35 Armor ([[:Category:Salvage# |
+ | *Level 35 Armor ([[:Category:Salvage#Route Categorization|Salvage Route 2]]) |
**Rare drop from NMs. |
**Rare drop from NMs. |
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Revision as of 17:23, 29 December 2008
Table of Contents
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Zone Information
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Description
The Silver Sea Remnants are one of the areas of Salvage. | ||||||||||||||||||||||||||||||||||||
Connections
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First Floor
You must choose East or West when entering the area. The East path is somewhat easier and provides more cells, but the west path offers an NM as well as several armoury crates with various temporary items.
All the mobs on this floor are fomor, and can drop any of the cells to unlock your abilities/stats unless specified below.
The fomors aggro to job abilities and low HP at 20'. They also aggro to sound. They do not link to other fomors except where noted. They link to Imps by sound; Imps link to Fomors by sight. Be careful when pulling from mixed groups of Fomors and Imps.
The first room before choosing a path will contain a golden Armoury Crate with 10 cells that are deposited into the treasure pool upon opening. The drops are partially random and partially fixed, but will always contain at least one each of Weapon, Magic, Sub Job, Abilities and random stats and armor.
West Path
- The first room has 1 Fomor.
- The Two Branches at F/G-8 each hold 4 Fomors and 4 Chests per room, total of 16.
- The Fomors always drop 3-4 cells at random.
- The chests have various temporary medicines (no drinks) including dusty potions, reraise scrolls, elixirs, and rarely megalixirs.
- The last big room at G-10 has 6 Fomors all in a row, they will all link (sac pulls may be necessary)
- These Fomors are somewhat stronger than the other Fomors in the zone
- They need to be killed to proceed.
- They have fixed drop types. The southernmost-monk drops 3 Magic cells.
- Hume MNK : Weapon x3, Hand x1
- Hume MNK : Magic x3, VIT x1
- Hume RNG : Sub Job x3, Ranged x1
- Mithra RDM : HP x3, MP x1
- Mithra RDM : Body x3, Feet x1
- Elvaan COR : Ability x3, STR x1
- Upon killing all 6 of these Fomors, the NM Hammerblow Majanun spawns which can drop Hikazu Kabuto (very low drop rate).
- These Fomors are somewhat stronger than the other Fomors in the zone
East Path
- The first room has 1 Fomor.
- Two fomor per room after the first, each has a random chance of dropping a chest.
- The fomor always drop 4-5 cells at random.
- The last room has 8 fomor, stronger than those on the rest of the floor, with slightly more HP.
- These fomor always drop 5 cells, 3 of one kind and 2 of another. You can get all of the most useful cells in this room. It is recommended to kill the Hume MNKs first to expedite the rest of the room.
- Hume MNK : Weapon x3, STR x2
- Hume MNK : Magic x3, Feet x2
- Elvaan COR : Ability x3, Hand x2
- Elvaan COR : HP x3, MND x2
- Hume RNG : SJ x3, Head x2
- Hume RNG : VIT x3, Ring x2
- Mithra RDM : Ranged x3, Waist x2
- Mithra RDM : Body x3, MP x2
- These fomor always drop 5 cells, 3 of one kind and 2 of another. You can get all of the most useful cells in this room. It is recommended to kill the Hume MNKs first to expedite the rest of the room.
Central Area
- 16 Fomors which constantly respawn
- They drop cells at less than 50% chance, but have very low HP (500?) and are weak.
- If you enter the room all of them will aggro you.
- Not true, if you enter the room with Sneak on, all of the Fomor will follow you, not aggro. Tested five times with no trouble so far.
- The aggro boundary starts where the narrow hallway ends. Do not enter the room without sneak. The aggro boundary ends where the narrow hallway begins before the door to the teleporter (Fomors will become stuck behind an invisible wall), so you can drop sneak safely if you are directly next to the door.
- If you pass them with sneak on, they will follow you but not attack, so you can gather them for -ga nuking.
- If you leave the room those that are too far away will stop following while those close to you will follow.
- If you pull one without entering the room it will not link with any other Fomors.
Second Floor
- The SW and NE paths are similar in difficulty (easiest of the four paths).
- After opening one of the doors (SE, NW, NE, SW) the rest of the doors become sealed and unpassable.
- Fomors link to imps and imps link to fomors, but fomors will not link with other fomors and imps will not link with other imps.
- Ashu Talif Crew on this floor drop 3-4 cells each at random.
- Heraldic Imps and Devilets on this floor drop 4 cells in pairs (six possible types: HP, sub job, ablities, weapon, magic, body).
NW -- The door to the teleport is locked and Deadpan Devilet must be killed to unlock it.
- Deadpan Devilet NM. Drops 10 cells (four types: HP, sub job, abilities, weapons), two each of two types, and three each of the other two types.
- Dekka Imp NM always drops Njord's Ledelsens; can drop Enlil's Crackows.
- Pops after the Deadpan Devilet is killed at the north end of the room, opposite of the Deadpan Devilet's starting location.
- The socket to spawn Gakke is in this path, right behind the Deadpan Devilet.
- Armoury Crate x4
NE -- The door to the teleport is always unlocked.
- Heraldic Imp x4
- Ashu Talif Crew x16
- Monsters in this wing will randomly drop Armoury Crates.
SW -- The door to the teleport is always unlocked.
- Heraldic Imp x4
- Ashu Talif Crew x16
- Monsters in this wing will randomly drop Armoury Crates.
SE -- The door to the teleport is locked and all four Devilets must be killed to unlock it.
- Devilet x4
- Ashu Talif Crew x16
- Powderkeg Yanadahn RDM Fomor NM; pops after clearing all Fomors; always drops Hoshikazu Hakama, rarely drops Macha's Slops.
- Armoury Crate x4
Third Floor
- Where you start on this level is determined by the teleporter you took on the second floor.
- Archaic Machinery on this floor drop 3-5 cells at random. Reinforcements from Archaic Rampart drop one cell.
North Side
- Devilet -- must be killed in order to open the door to the central area.
- Patrols the room at extreme speed. Does not aggro or link.
- Deaggros and returns to patrolling after 10-15% damage has been dealt to it.
- Does not regenerate HP after running away.
- Drops 5 cells: Body x2, Head x1, Legs x1, and Hands x1
- Archaic Gear x8
- Gyroscopic Gear NM (H-7) pops after clearing all Archaic Gear.
- Always drops Anu's Gages, sometimes drops Freya's Gloves.
- Trade a Zhayolm Card to slot to pop the Don Poroggo spawns at H-7 after the Devilet is defeated.
- Drops Enyo's Breastplate (100%) & Nemain's Robe (100%)
South Side -- The door to the central area is always unlocked.
- Archaic Gear x2
- Archaic Gears x2
- Archaic Rampart x4
- Reinforcements: Haunt, Garm, Guard Skeleton, Doom Mage
West Side -- The door to the teleport is always unlocked.
- Archaic Gear x4
- Archaic Gears x4
- Archaic Rampart x4
- Reinforcements: Haunt, Garm, Guard Skeleton, Doom Mage
East Side -- The door to the teleport is locked and a particular Archaic Rampart must be killed to unlock it.
- Archaic Gear x4
- Archaic Gears x4
- Archaic Rampart x4 -- the Rampart which unlocks the door to the teleporter is immobile.
- Reinforcements: Haunt, Garm, Guard Skeleton, Doom Mage
- Strategy to quickly kill proper rampart involves someone training everything else in room, and having everyone quickly defeat the rampart which does not move with the rest of the train.
- Gyroscopic Gears NM pops after clearing all Archaic Gears and Archaic Gear.
- Always drops Enyo's Mask, sometimes drops Deimos's Cuisses
Fourth Floor
Archaic Machinery on this floor drop 3-5 cells at random. Reinforcements from Archaic Rampart drop one cell.
West Side -- the door to the teleporter is always open.
- Archaic Gear x2 per square room (8 total), roaming
- Archaic Gears x2 per square room (8 total), roaming
- Archaic Chariot (stationary in the rectangular room)
- Archaic Rampart x4 (stationary in the rectangular room)
- Reinforcements: Night Eft, Sand Lizard, Deinonychus
East Side -- the door to the teleporter is locked. The Archaic Chariot must be defeated in order to open it.
- 4 treasure chests spawn in each square room. Each treasure chest contains a single item at random. When taken, the chest will respawn with a new item.
- Archaic Gear x6 roaming up and down the entire map in a pack on the east side.
- Patrol takes ~10 minutes to complete one loop.
- Archaic Gears x10 (roaming in the rectangular room)
- Archaic Rampart x4 (stationary in the rectangular room)
- Reinforcements: Night Eft, Sand Lizard, Deinonychus
- Archaic Chariot (stationary in the rectangular room)
- When killed, the teleporter door unlocks.
- Archaic Rampart spawns in the center of the rectangular room when the original Archaic Rampart x4 are defeated
- Reinforcements: Citadel Chelonian NM, drops Nemain's Crown 100% of the time and rarely Hikazu Hara-Ate.
- If left unaggroed, the spawned Archaic Rampart will summon Citadel Chelonian after a short while(about 1 minute) without any provocation.
- Citadel Chelonian can be pulled safely even if the room has not been cleared: it will not link any archaic machinery in the room or the Archaic Rampart which spawned it.
- Citadel Chelonian spawns after the original 4 stationary ramparts are defeated and the 5th spawned rampart remains unaggroed.
- Drops Nemain's Crown 100% of the time and Hikazu Hara-Ate very rarely.
Popping Citadel Chelonian -- Caution!!! The room that the rampart pops in is very unsafe and everything links. Best way to take care of this is to have a Thief Flee and Perfect Dodge and run in other direction while 4 DDs with voke go into the room and grab 1 Rampart Each and take it to the Entrance where you came in. And you kill there. That way the Thief has the roaming gears and the whole room of aggro, the ramparts will not leave the room via thief.
Fifth Floor
- Long-Armed Chariot boss NM
- Uses normal Chariot attacks, plus Brainjack: Charm plus DoT for ~90 sec
- Often uses Brainjack several times in quick succession.
- Can drop Phobos's Gauntlets, Bodb's Cuffs, Ea's Brais, Tsukikazu Sune-Ate, Freyr's Mask, Freyr's Jerkin
- Uses normal Chariot attacks, plus Brainjack: Charm plus DoT for ~90 sec
Equipment
Area Drop Theme
- Level 15 Armor (Salvage Route 1)
- Body Armor: Drops from the Don Poroggo (Slot NM).
- Other Armor: Common drop from NMs.
- Level 25 Armor (Salvage Route 3)
- Drops from boss (Long-Armed Chariot).
- Level 35 Armor (Salvage Route 2)
- Rare drop from NMs.
Availability
Set | Tier 1 (Lv.15) | Tier 2 (Lv.25) | Tier 3 (Lv.35) | ||||||||||||
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Head | Body | Hands | Legs | Feet | Head | Body | Hands | Legs | Feet | Head | Body | Hands | Legs | Feet | |
Ares | |||||||||||||||
Skadi | |||||||||||||||
Usukane | |||||||||||||||
Marduk | |||||||||||||||
Morrigan |
Locations
Enemy Classification | Floor | Enemy Name | Set | Lv. | Item Name |
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NM Lv. 15 100% Lv. 35 Low Drop Rate |
1st | Hammerblow Majanun | Usukane | 35 | Hikazu Kabuto |
2nd | Dekka | Skadi | 15 | Njord's Ledelsens | |
Marduk | 35 | Enlil's Crackows | |||
Powderkeg Yanadahn | Usukane | 15 | Hoshikazu Hakama | ||
Morrigan | 35 | Macha's Slops | |||
3rd N | Gyroscopic Gear | Marduk | 15 | Anu's Gages | |
Skadi | 35 | Freya's Gloves | |||
3rd E | Gyroscopic Gears | Ares | 15 | Enyo's Mask | |
35 | Deimos's Cuisses | ||||
4th | Citadel Chelonian | Morrigan | 15 | Nemain's Crown | |
Usukane | 35 | Hikazu Hara-Ate | |||
Zhayolm Card NM 100% Drop |
3rd | Don Poroggo | Ares | 15 | Enyo's Breastplate |
Morrigan | 15 | Nemain's Robe | |||
Boss 2 drops, 100% |
5th | Long-Armed Chariot | Ares | 25 | Phobos's Gauntlets |
Skadi | 25 | Freyr's Mask | |||
25 | Freyr's Jerkin | ||||
Usukane | 25 | Tsukikazu Sune-Ate | |||
Marduk | 25 | Ea's Brais | |||
Morrigan | 25 | Bodb's Cuffs |
Possible Runs
Silver Sea Remnants has five floors. Each of the first four floors have directional options which prevent the group from choosing the other options on the run. The paths which include notorious monsters include further requirements that must be met to unlock doors to proceed, while the paths with no notorious monsters have doors which are always unlocked.
- Floor 1: You can choose west or east from the start. West leads to Hammerblow Majanun, but a locked door to the teleport. East leads to no NM, but an open door to the teleport.
- Floor 2: You can choose from 4 directions: NW, NE, SW, and SE. NW leads to Dekka and the socket and SE leads to Powderkeg Yanadahn; both have locked doors to the teleport. NE and SW both have open doors to the teleport, but no NMs.
- Floor 3: Teleporting from the NW or NE of floor 2 will lead to the north section of the third floor and prevent access to the south section. Teleporting from SW and SE, similarly, will lead to the south section of the third floor and prevent access to the north section. The north section of the floor has Gyroscopic Gear as well as the slot to pop Don Poroggo, but the door to the central area is locked. There are no NMs in the south area, but the door to the central area is unlocked. Both the north and south areas lead to the central area which provides access to the east and west areas. The east area has Gyroscopic Gears and a locked door to the teleport, while the west area has no NM and an open door to the teleport. You can, however, kill Gyroscopic Gears on the east side and take the teleporter on the west side, as no doors isolate the two rooms.
- Floor 4: The east area, accessed from the east teleport of floor 3, has Citadel Chelonian, but a locked door to the teleport. The west area, accessed from the west teleport of floor 3, has no NM, but an open door to the teleport.
- Floor 5: Long-Armed Chariot
There are 16 possible paths through Silver Sea Remnants ending at the boss which can be taken on any given run.
- The fastest possible path (no NMs) is F1 East - F2 Southwest - F3 South, then West - F4 West - F5 (Boss).
- The longest possible path (5-6 NMs) is F1 West - F2 Northwest - F3 North, then East - F4 East - F5 (Boss).
- All NMs is faily easy to complete within 100 minutes, all NMs plus the zone boss is exceedingly difficult.
- Because of the number of mobs which must be killed to pop it, the path including Powderkeg Yanadahn (F2 Southeast - F3 South) takes approximately as long as the path including both Dekka and Gyroscopic Gear (F2 Northwest - F3 North).
See Also
Salvage | |
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Ruins of Alzadaal |
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Bosses | |
Pathos of Alzadaal | |
Rewards | |
Other |