aurik_ffxi ([info]aurik_ffxi) wrote,
@ 2007-01-31 15:31:00
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Bhaflau Remnants guide
Bhaflau Remnants in-depth (split out of the previous update)

Of the 4 salvage zones, Bhaflau Remnants is widely regarded as the most "newbie" friendly.  Not coincidentally, at this time a lot more information about the zone is known compared to the other 3.  Thus, it makes for an ideal starting place to learn and try salvage.

Bhaflau drops the following armor pieces:
LV 15 pieces:
Ares feet
Morrigan feet
Marduk head
Marduk body
Usukane hands
Skadi legs

Of these items, all except the Marduk body drops randomly off of virtually any enemy in the zone.  The Marduk body is a 100% drop from a Soulflayer NM "Demented Jalaawa" popped by trading an Arrapago Card to the Slot on the 3rd floor.

LV 25 pieces:
Ares head
Ares body
Morrigan head
Morrigan body
Marduk hands
Usukane legs
Skadi feet

The boss "Long-Bowed Chariot" always drops 2 pieces of LV25 armor.

LV35 pieces:
Ares hands (Unconfirmed)
Morrigan hands (1st floor NM)
Marduk legs (1st floor NM)
Usukane feet (2nd floor NM)
Skadi head (2nd floor NM)
Skadi body (Unconfirmed)

These are rare drops off of summoned NMs from the Reactionary Ramparts on floor 1-4.


(Map courtesy Wiki / Valyana)

Your ally will start south of "A".  You may choose the east or west path.  Once a path has been chosen, you cannot access the other path.  On both paths there are bombs and trolls which drop critical Incus, Humilius, Duplicatus and Spissatus cells. 

On the west path, the Wamouras each drop a lot of various armor-unlocking cells.
On the east path, the Erucas each drop a lot of various stat-unlocking cells.
No matter the path, the only Praecipitatio cells you will find are off of the more difficult monsters located at C.  Either 3 flying Wamouras (if you took the west path) or 3 Scorpions (if you took the east path) wait there, and each one will drop at least 1 magic cell, along with several ability cells.

Occasionally in the dead-end rooms G-8, F/G-10, I-8, or I/J-10 a NM bomb named "Mad Bomber" will be present.  Once he is aggroed, he will self-destruct in a limited amount of time.  If you kill him before he can self-destruct, an NPC "Dormant Rampart" will spawn.  Upon activating to this NPC, the alliance will be transported to a side-area with a special monster "Reactionary Rampart".  This rampart will not attack, but instead repeatedly use the TP move "Reinforcements" to summon Chigoes, while steadily losing HP.  A maximum of 5 chigoes will be summoned at any given time.  Occasionally instead of summoning a Chigoe, it will summon a spider NM "Gate Widow".  Gate Widow is confirmed to drop the level 35 pieces of Morrigan hands and Marduk Legs.

When the Reactionary Rampart dies, you will be transported back to the main area, where you can continue to ascend.



The monsters on the second layer have more HP and hit harder than the monsters on the first, so take care.

The flans in the central area drop Praecipitatio and Opacus cells.  Killing all 4 flans will occasionally cause a Dormant Rampart to spawn in one of the 4 Flan rooms.  When triggered, the alliance will once again be ported to a room with a Reactionary Rampart.  This rampart spawns Hunting Wasps instead of Chigoes, and occasionally spawns a NM Soldier Pephedro.  Soldier Pephedro can drop the lv35 Skadi head and the lv35 Usukane feet.  Once again, when the rampart dies the alliance will be returned to the main area.

The alliance must choose a direction (east or west) after killing the Flans.  On opening the door east or west, the Socket may spawn in the next room.  By trading 1-5 cells of the same type to the socket, a NM "Flux Flan" is popped.  When this NM dies it will drop exactly twice what was traded to the socket.

Heading north or south from the socket room, the alliance will encounter Trolls and either Scorpions or flying Wamoura.  Every mob in the small first room encountered will drop Incus, Humilius, and a number of stat-unlocking cells.  Every mob in the larger outer room encountered will drop Incus, Humilius, and armor-unlocking cells.  The choice of going north or south will impact where the alliance will start on the 3rd layer; the north path will take the alliance to Trolls and the south path will take the alliance to Black Puddings.



On the 3rd layer, the mobs are yet again more difficult than the 2nd.  Where the alliance starts depends on which teleporter was taken on the 2nd layer.  Drops on this floor are apparently per-room, rather than by mob family.  Not all drop patterns have been resolved, but in general:

Flans drop Weapons, HP, MP, Magic, and Subjobs
Trolls drop Weapons, HP, MP, and Abilities
Flans/trolls on the east side drop equipment
Flans/trolls on the west side drop stats
The single and triple gears drop the Bhaflau card, as well as (rarely) Opacus and Praecipitatio cells.

The spawn condition for the Dormant Rampart on this floor has not yet been discovered.

In the center of the layer there is a Slot.  Trade an Arrapago Card here and a Soulflayer NM "Demented Jalaawa" will spawn.  He drops the lv15 Marduk body armor 100% of the time.

In any case, move up to the 4th layer after the alliance is sufficiently unlocked.  If you are going for the boss, note that almost nothing else will drop cells before the boss, so make sure your alliance is ready for the boss fight when you decide to hit the teleporter.

Do note that triple-gears use a powered up version of Rail Cannon compared to single-gears.  When the gear cluster has 3 modules, Rail Cannon is AoE and strips shadows.  When it has 2 modules, Rail Cannon is conic.  When it has 1 module, Rail Cannon is single target.  When the triple-gear drops below 50%, it will lose a module.  When it drops below 25% it loses another module.  Every time it uses Restoral it will regain a lost module.



Once again, where you start the layer depends on which side the alliance teleported up from on the 3rd layer.

On this floor the only mobs are 10 single-gears, 5 triple-gears, and an archaic chariot.  The single-gears aggro sound and magic.  If the single-gears detect a player before being attacked, they immediately teleport away.  Also, they teleport away after some time while being fought.  It is hypothesized that the Dormant Rampart for this floor spawns if the alliance successfully defeats all 10 single-gears without any teleporting away.  However, there have been no confirmation of that.

The gears and triple-gears rarely drop ability and magic cells, as well as the Bhaflau Card.

The door to the final teleporter is not locked: if the ally simply wants to fight the boss, one person can sneak to the teleporter and trigger it.  When your ally is ready and unweakened, buff up and use the teleporter for a full restoral and prepare for the final boss.

The final boss of this zone is the Long-Bowed Chariot.  He has 50,000HP.  He uses the following TP moves:
Inertia Stream -- AoE ~450 magic damage, strip shadows and bind
Discharge -- AoE ~400 magic damage, strip shadows and paralyze
Diffusion Ray -- Conic ~200 magic damage, strip shadows and full dispel
Homing Missile -- AoE 90% HP down and hate reset, 2 second charge-up ("Throat stab" effect)  Only used when the tank is directly in front.

The boss resists thunder spells, including Stun.  Use Ice and Fire.  He is succeptible to attack-down, defense-down, bloody bolts, bio, poison.  He does not have auto-regen and cannot be slept; DoT spells over the duration of the fight will help a lot.

There are many strategies to defeat the boss.  The most stable strategy (IMO) is listed here, but other plans have been shown to work as well.

Use one or two tanks with shadows.  Pld/nin is a good choice because the Boss's accuracy is extremely high; pld can self-cure and recast shadows using shield blocks.  The tank should be virtually totally unlocked, and should have a magic damage reduction set, because a majority of damage is caused through the incessant magic-based AoE TP moves he uses.

Have everyone else that can stand out of range of the AoE damage moves.  Use ranged attacks and spells (blizzard mainly) to slowly chip away at the boss.

The tank should stand on the side of the boss rather than the front.  The boss will periodically turn to face the tank; when he does this, have the tank circle around so that once again he is on the side.  This will prevent the boss from using Homing Missiles.  It is crucial to erase bind immediately for this reason.

Over a period of 30~ minutes, the ally should be able to chip away all of the Chariot's health and win.  The boss will drop 2 level 25 pieces from his treasure pool:
Ares head
Ares body
Morrigan head
Morrigan body
Marduk hands
Usukane legs
Skadi feet



(Post a new comment)


[info]khoisan
2007-02-02 05:50 pm UTC (link)
This is a great guide Aurik. I don't know how the hell you can play and pay attention to all those details. I'm all focused on adding up my punch damage lol

(Reply to this)


[info]angel_grrl
2007-02-04 08:38 pm UTC (link)
Great guide!

You might want to make a note for the Reactionary Rampart, at least the Floor 1 one spawned by defeating Mad Bomber. We engaged it as a full party and accidentally killed it before it spawned anything because we had no idea how weak it would be. Melee were reporting that they dealt more damage than normal, and my CourierCarrie was hitting close to her damage cap on normal hits. It was dead before we could call everyone off from hitting it, probably in less than 10 seconds.

Nowhere else I've read indicates that you need to be this careful if you're farming the Rampart for armor. I've added a note on the Bhaflau Remnants wiki.

(Reply to this)


[info]agrant
2008-01-17 05:59 am UTC (link)
Brilliant guide, I believe (from wiki) that you need to kill the gear within 60 seconds or it warps? we did it today but i forgot to time them. Any conformations on that?

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