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All the mobs in this Floor are Fomor, and can drop any of the Cells to unlock your abilities/stats.
 
All the mobs in this Floor are Fomor, and can drop any of the Cells to unlock your abilities/stats.
   
  +
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 Fomors blood aggro to low HP.
 
   
 
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. It is unclear whether the drops are random or fixed, but one crate contained the following:
 
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. It is unclear whether the drops are random or fixed, but one crate contained the following:
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*The first room has 1 Fomor.
 
*The first room has 1 Fomor.
 
*The Two Branches at F/G-8 each hold 4 Fomor and 4 Chests per room, total of 16.
 
*The Two Branches at F/G-8 each hold 4 Fomor and 4 Chests per room, total of 16.
**The fomors always drop 2 cells at random. {{verification}}
+
**The fomors always drop 3-5 cells at random.
**The Chests seem to despawn once you aggro the "deeper" room
 
 
*The last big room at G-10 has 6 Fomor all in a row, they will all link (sac pulls may be necessary)
 
*The last big room at G-10 has 6 Fomor 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
 
**These Fomors are somewhat stronger than the other Fomors in the zone
 
***They need to be killed to proceed.
 
***They need to be killed to proceed.
  +
***They have fixed drop types. The southernmost-monk drops 3 Magic cells.
***They drops 3 cells of one type each. (Either HP, Weapons, Magic, SJ, body armor, or Abilities)
 
 
**Upon killing all 6 of these Fomor, an NM [[Hammerblow Majanun]] spawns which can drop [[Hikazu Kabuto]] (low drop rate).
 
**Upon killing all 6 of these Fomor, an NM [[Hammerblow Majanun]] spawns which can drop [[Hikazu Kabuto]] (low drop rate).
   
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*Two fomor per room after the first, each has a random chance of dropping a chest.
 
*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 fomor always drop 4-5 cells at random.
*The last room has 8 fomor, 4-5x stronger than those on the rest of the floor, with slightly more HP. They are also spaced far enough apart to pull without links.
+
*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 MNK first to expedite the rest of the room.
 
**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 MNK first to expedite the rest of the room.
 
***Hume MNK : Weapon x3, STR x2
 
***Hume MNK : Weapon x3, STR x2
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'''NW''' -- The door to the teleport is locked and [[Deadpan Devilet]] must be killed to unlock it.
 
'''NW''' -- The door to the teleport is locked and [[Deadpan Devilet]] must be killed to unlock it.
* [[Deadpan Devilet]] NM. It has a LOT of HP. If you wipe it WILL regen to full HP, so it is not a strategy. Should not be fought where it spawns if there is any chance of wiping. Drops 10 Cells.
+
* [[Deadpan Devilet]] NM. Drops 10 Cells.
 
* [[Dekka]] Imp NM always drops [[Njord's Ledelsens]], can drop [[Enlil's Crackows]].
 
* [[Dekka]] Imp NM always drops [[Njord's Ledelsens]], can drop [[Enlil's Crackows]].
 
** Pops after [[Deadpan Devilet]] is killed at the north end of the room, opposite Deadpan's starting location.
 
** Pops after [[Deadpan Devilet]] is killed at the north end of the room, opposite Deadpan's starting location.
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'''North Side'''
 
'''North Side'''
 
* [[Devilet]] -- must be killed in order to open the door to the central area.
 
* [[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.
** Moves at [[Flee]] speed, runs away after every ~30 seconds of fighting.
 
  +
** Deaggros and returns to patrolling after 10-15% damage has been dealt to it.
 
** Does not regenerate HP after running away.
 
** Does not regenerate HP after running away.
** Links with [[Archaic Gear]] in the area.
 
 
* [[Archaic Gear]] x8
 
* [[Archaic Gear]] x8
 
* [[Gyroscopic Gear]] NM (H-7) pops after clearing all [[Archaic Gear]].
 
* [[Gyroscopic Gear]] NM (H-7) pops after clearing all [[Archaic Gear]].
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** Reinforcements: [[Haunt]], [[Garm]], [[Guard Skeleton]], [[Doom Mage]]
 
** Reinforcements: [[Haunt]], [[Garm]], [[Guard Skeleton]], [[Doom Mage]]
 
* [[Gyroscopic Gears]] NM pops after clearing all [[Archaic Gears]] and [[Archaic Gear]].
 
* [[Gyroscopic Gears]] NM pops after clearing all [[Archaic Gears]] and [[Archaic Gear]].
** Always drops [[Enyo's Mask]].
+
** Always drops [[Enyo's Mask]], sometimes drops [[Deimos Cuisses]]{{verification}}
 
   
 
<br clear=all>
 
<br clear=all>
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* [[Long-Armed Chariot]] boss NM
 
* [[Long-Armed Chariot]] boss NM
 
** Uses normal [[:category:Chariots|Chariot]] attacks, plus '''Brainjack:''' [[Charm]] plus DoT for ~90 sec
 
** Uses normal [[:category:Chariots|Chariot]] attacks, plus '''Brainjack:''' [[Charm]] plus DoT for ~90 sec
** Often uses Brainjack up to 4 times in a row
+
** 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]]
 
** Can drop [[Phobos's Gauntlets]], [[Bodb's Cuffs]], [[Ea's Brais]], [[Tsukikazu Sune-Ate]], [[Freyr's Mask]], [[Freyr's Jerkin]]
 
<br /><br /><br /><br />
 
<br /><br /><br /><br />

Revision as of 00:28, 9 June 2007

Silver sea remnants 1 annotated

Silver Sea Remnants
Map 1

First Floor

You must choose East or West when entering the area. The East path is significantly easier, but the West path has an NM.

All the mobs in this Floor are Fomor, and can drop any of the Cells to unlock your abilities/stats.

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. It is unclear whether the drops are random or fixed, but one crate contained the following:

West Path

  • The first room has 1 Fomor.
  • The Two Branches at F/G-8 each hold 4 Fomor and 4 Chests per room, total of 16.
    • The fomors always drop 3-5 cells at random.
  • The last big room at G-10 has 6 Fomor 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.
    • Upon killing all 6 of these Fomor, an NM Hammerblow Majanun spawns which can drop Hikazu Kabuto (low drop rate).

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 MNK 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

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.
      • The aggro boundary starts where the narrow hallway ends. Do not enter the room without sneak/invis. The aggro boundary ends where the narrow hallway begins before the door to the teleport (fomor will become stuck behind an invisible wall), so you can drop invis safely if you are directly next to the door.
    • If you pass them with sneak/invis 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 Fomor.
    • Recommended to send 1 person to teleport and farm as much as you can before wiping and then warp



Silver sea remnants 2 annotated

Silver Sea Remnants
Map 2

Second Floor

  • The SW path is reported to be the easiest.
  • After opening one of the doors (SE, NW, NE, SW) the rest of the doors become sealed and unpassable.
  • Fomors and imps links together.

NW -- The door to the teleport is locked and Deadpan Devilet must be killed to unlock it.

NE -- The door to the teleport is always unlocked.

SW -- The door to the teleport is always unlocked.

SE -- The door to the teleport is locked and a particular Devilet must be killed to unlock it.


Silver sea remnants 3 annotated

Silver Sea Remnants
Map 3

Third Floor

Where you start on this level is determined by the teleporter you took on the second floor.

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.
  • Archaic Gear x8
  • Gyroscopic Gear NM (H-7) pops after clearing all Archaic Gear.
  • The slot to pop the Don Poroggo spawns at H-7 after the Devilet is defeated.

South Side -- The door to the central area is always unlocked.

West Side -- The door to the teleport is always unlocked.

East Side -- The door to the teleport is locked and a particular Archaic Rampart must be killed to unlock it.


File:Silver sea remnants 4.jpg

Silver Sea Remnants
Map 4

Fourth Floor

The two sides seem similar, each has:

West Side -- the door to the teleporter is always open.


East Side -- the door to the teleporter is locked. The Archaic Chariot must be defeated in order to open it.


Silver sea remnants 5

Silver Sea Remnants
Map 5

Fifth Floor






Equipment

Area Drop Theme


Availability

Set Tier 1 (Lv.15) Tier 2 (Lv.25) Tier 3 (Lv.35)
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
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