| aurik_ffxi ( @ 2007-02-01 13:49:00 |
SilverSea Remnants Guide
Having covered Bhaflau, the next zone I will go into detail about is Silver Sea. For great justice.
Having covered Bhaflau, the next zone I will go into detail about is Silver Sea. For great justice.
SilverSea Remnants, like Bhaflau, is only 5 layers deep. Because of this, much more is known about the boss, and there have been a fair number of recorded boss kills. An excellent "quick guide to win" can be found at Kanican's LJ: http://kanican.livejournal.com/2007/01/0 3/
SilverSea drops the following armor:
LV 15 pieces:
Ares head (Gyro 3gear)
Ares body (Don Poroggo)
Morrigan head (Citadel Chelonian ??)
Morrigan body (Don Poroggo)
Marduk hands (Gyro 1gear)
Usukane legs (Powderkeg Yanadahn)
Skadi feet (Dekka)
All these items are 100% drop off of a particular NM in the zone.
LV 25 pieces:
Ares hands
Morrigan hands
Marduk legs
Usukane feet
Skadi head
Skadi body
The boss "Long-Armed Chariot" always drops 2 pieces of lv25 armor.
LV 35 pieces:
Ares legs (Gyro 3gear ??)
Morrigan legs (Powderkeg Yanadahn ??)
Marduk feet (Dekka)
Usukane head (Hammerblow Majanun)
Usukane body (Citadel Chelonian ??)
Skadi hands (Gyro 1gear)
All these items are non-100% drop off of a particular NM in the zone.
The majority of monsters in this zone are Fomor and Imps. In fact, the first floor is entirely fomor. One consideration to keep in mind is that Fomor use Dancing Chains, a powerful AoE drown effect. Without erase or cures, this TP move can be devastating. Keep non-critical players out of AoE range at all times. For the beginning floor, critical melee will find it helpful to bring Au Lait (Pear, Pamama, or Persikos) to offset the HP loss from this TP move.
Layer 1

On this layer, you must choose to go East or West. Going West is a more time consuming path, but rewards you with an attempt to kill Hammerblow Majanun, who sometimes drops the lv35 Usukane head.
If you choose to go west:
The first room contains a single monk. Each of the 4 "side" rooms contains 4 fomor and 4 chests. The fomor are stationary and can be pulled one at a time. They always drop 2 cells each at complete random from the 20 types.
Further south you will reach a room with 6 stationary fomors. These fomors are positioned in such a way that all 6 will link. They also hit twice as hard as the upper fomors. It is suggested to do a sacrifice pull to take out 2-3 fomors first. These fomors have static drops: 3 of one type, either HP, Weapons, Magic, SJ, body armor, or Abilities.
When all 6 fomors are defeated, the door to the end is unlocked, and Hammerblow Majanun spawns. Hammerblow is a MNK type. He drops only the lv35 Usukane head, and not 100%.
If you choose to go east:
Each room beyond the first (which contains a monk) contains 2 roaming fomor. While there are only 13 "easy" fomor on this side, compared to 17 "easy" fomor on the west, each fomor drops 3 cells instead of 2. These cells are completely random on type. Chests are randomly spawned when fomors are killed; expect only 1 or 2 total.
Further south you will reach a room with 8 roaming fomors. These fomors hit harder, but drop 5 cells each: 3 of one type and 2 of another. Once again, their drops are semi-static, which means you will always get some magic, some weapons, et cetera. For reference, one of the monk fomor dropped 3 magic cells. It is unclear whether the same fomor drops the same cells every time, however.
The door to the west is always open. Send a scout with sneak and full HP through towards the porter.
The 16 fomor room:
These fomor follow like the Hpemde in sea. However they will not attack unless someone approaches with low HP or no sneak. Their HP is rather low and they hit only lightly like the initial fomors. They respawn instantly when killed, and drop cells about 50% of the time. In general one should not waste time farming these. Send someone to hit the porter up once finished with the "hard" fomors along the south.

The entire 2nd layer is empty save the large rooms. The alliance must choose 1 wing to go up. The fastest way to the boss is the southwest wing.
To the northwest is the socket for cell duplication. Much like in Bhaflau, you can trade 1-5 of one type of cell to the slot to pop the NM, Gakke. When Gakke dies, he will drop twice what was traded to him. Also in the northwest is a Deadpan Devilet. When Deadpan is killed, he will drop 10 cells and another NM Imp, Dekka, will spawn. When Dekka is slain he will always drop the lv15 Skadi feet and occasionally the lv35 Marduk feet as well.
To the northeast there are 4 Heraldic Imps and 16 fomor. The imps have semi-static drops and the fomor drop randomly. The monsters hit very hard. Furthermore, imps and fomor will link to one another, so use extreme caution when pulling. The door to the porter is always open.
If you choose a north path, you will be able to pop Gyroscopic 1Gear on the 3rd layer.
To the southwest there are also 4 Heraldic Imps and 16 fomor. Like the northeast, the imps have semi-static drops and fomor have random drops. Use extreme caution when pulling. The door to the porter is always open.
To the southeast there are 4 devilets and 16 fomor. The door to the porter is locked, and all 4 devilets must be defeated to unlock it. Also, when all 16 fomor are slain, a RDM fomor NM "Powderkeg Yanadahn" will spawn. Powderkeg always drops the lv15 Usukane legs and occasionally the lv35 Morrigan legs as well.
If you choose a south path, you will be unable to pop Gyroscopic 1Gear on the 3rd layer.

Depending on whether the alliance took a north or south path on the 2nd layer limits where the alliance can go on the 3rd layer.
On the north path, the large room will have single-gears and a Devilet. Kill the Devilet to unlock the door to the central area. Kill all 8 of the gears and the NM Gyroscopic Gear (a single gear) will spawn. Gyro Gear always drops the lv15 Marduk hands and occasionally drops the lv35 Skadi hands as well.
The Slot is in the north path somewhere (Can someone pinpoint where it is for me?). When a Zhayolm Card is traded to the slot, a nm Don Porrogo spawns. Don Poroggo drops the lv15 Morrigan body armor 100% of the time.
On the south path, the large room will have 4 ramparts, 2 gear-clusters and 2 single-gears. The ramparts will summon hounds ("Garm"), blm or war skeletons ("Doom Mage" or "Guard Skeleton"), or Ghosts ("Haunt") with their Reinforcements TP move. Note that while gears and ramparts drop cells, summoned mobs only drop a single cell rarely. The door to the central area is always unlocked.
Once in the central area, the alliance has a choice to go west or east. The fastest way to get to the boss is the west. The only way to pop the NM Citadel Chelonian is the east side porter.
On the west side, there are 4 ramparts, 4 gear-clusters and 4 single-gears. The door to the porter is always unlocked. The ramparts summon the same monsters as the ones found in the south.
On the east side, there are 4 ramparts, 4 gear-clusters and 4 single-gears. Only 1 rampart must be killed to unlock the locked door, but which one it is seems to be random. The rampart which unlocks the door is immobile and seems to have higher HP, while the other 3 ramparts will move when pulled and seem to have normal HP. Gears will link to aggroed ramparts, which makes killing the correct rampart difficult, as likely the entire room will link or detect magic during the fight with the key rampart.
If all 8 gears in the room are slain, the NM Gyroscopic Gears will spawn. Gyroscopic Gears always drops the lv15 Ares mask and occasionally drops the lv35 Ares legs (? needs verification) as well.

(Original map thanks to Sykes)
On the west side,
Caution or enhanced movement speed can be used to avoid/outrun the Gears in each square room. All aggro can be avoided when sending a single person to the porter. The door at the end of the floor is always unlocked.
On the east side,
Each square room contains 4 chests with a single item. When the item is taken, the chest will respawn momentarily. After the respawning chest has been looted several times it will no longer respawn.
6 single-gears roam the entire floor in a group. These gears are suceptible to both sleep and lullaby. They can be pulled without linking with extreme extreme caution but it is much easier to just sleep and zerg them one-by-one similar to dynamis. Ensure that everyone has shell, as the majority of damage they cause is magical.
The rectangular room contains 10 roaming gear-clusters, a stationary chariot, and 4 stationary ramparts. The chariot must be defeated to unlock the door to the porter. If the goal is not to attempt the boss, the chariot can be ignored.
If all 4 ramparts are defeated, another rampart will pop at the north entrance to the room. The ramparts will move when pulled and will link to nearby gears, so sacrifice pulls are suggested if the objective is to kill the rampart. The ramparts summon Efts, Raptors and Lizards with the Reinforcements TP move.
The popped rampart will summon Citadel Chelonian (Adamantoise-type? needs verification) when it uses Reinforcements. However, it is possible that randomly the rampart will not use Reinforcements, instead using other TP moves.
When Citadel Chelonian is defeated, he drops the lv15 Morrigan head (? needs verification) and the lv35 Usukane body (? needs verification)
SilverSea boss fight
The 5th floor contains only the SilverSea boss. He has approximately 50,000HP, and like the Bhaflau boss does not have auto-regen. Instead of using Homing Missile, the boss has another move Brainjack which causes 1-2 minutes of charm as well as a strong 23dmg/tic DoT, which will prevent sleep. He does not use this move until under 80%, though the conditions under which he uses the move is still not well known.
By keeping the boss DoT'd while the alliance recovers from a wipe, any damage dealt to him will not be regenerated. Thus, the current strategy to defeat this boss is repeated zerging and wiping, with 1 or 2 people assigned to keep DoT on the boss at all times. The use of staff-rangers and staff-tanks is ideal, as these members will not pose a serious threat when charmed.
When the boss dies, he will drop 2 of the following lv25 pieces:
Ares hands
Morrigan hands
Marduk legs
Usukane feet
Skadi head
Skadi body
SilverSea drops the following armor:
LV 15 pieces:
Ares head (Gyro 3gear)
Ares body (Don Poroggo)
Morrigan head (Citadel Chelonian ??)
Morrigan body (Don Poroggo)
Marduk hands (Gyro 1gear)
Usukane legs (Powderkeg Yanadahn)
Skadi feet (Dekka)
All these items are 100% drop off of a particular NM in the zone.
LV 25 pieces:
Ares hands
Morrigan hands
Marduk legs
Usukane feet
Skadi head
Skadi body
The boss "Long-Armed Chariot" always drops 2 pieces of lv25 armor.
LV 35 pieces:
Ares legs (Gyro 3gear ??)
Morrigan legs (Powderkeg Yanadahn ??)
Marduk feet (Dekka)
Usukane head (Hammerblow Majanun)
Usukane body (Citadel Chelonian ??)
Skadi hands (Gyro 1gear)
All these items are non-100% drop off of a particular NM in the zone.
The majority of monsters in this zone are Fomor and Imps. In fact, the first floor is entirely fomor. One consideration to keep in mind is that Fomor use Dancing Chains, a powerful AoE drown effect. Without erase or cures, this TP move can be devastating. Keep non-critical players out of AoE range at all times. For the beginning floor, critical melee will find it helpful to bring Au Lait (Pear, Pamama, or Persikos) to offset the HP loss from this TP move.
Layer 1

On this layer, you must choose to go East or West. Going West is a more time consuming path, but rewards you with an attempt to kill Hammerblow Majanun, who sometimes drops the lv35 Usukane head.
If you choose to go west:
The first room contains a single monk. Each of the 4 "side" rooms contains 4 fomor and 4 chests. The fomor are stationary and can be pulled one at a time. They always drop 2 cells each at complete random from the 20 types.
Further south you will reach a room with 6 stationary fomors. These fomors are positioned in such a way that all 6 will link. They also hit twice as hard as the upper fomors. It is suggested to do a sacrifice pull to take out 2-3 fomors first. These fomors have static drops: 3 of one type, either HP, Weapons, Magic, SJ, body armor, or Abilities.
When all 6 fomors are defeated, the door to the end is unlocked, and Hammerblow Majanun spawns. Hammerblow is a MNK type. He drops only the lv35 Usukane head, and not 100%.
If you choose to go east:
Each room beyond the first (which contains a monk) contains 2 roaming fomor. While there are only 13 "easy" fomor on this side, compared to 17 "easy" fomor on the west, each fomor drops 3 cells instead of 2. These cells are completely random on type. Chests are randomly spawned when fomors are killed; expect only 1 or 2 total.
Further south you will reach a room with 8 roaming fomors. These fomors hit harder, but drop 5 cells each: 3 of one type and 2 of another. Once again, their drops are semi-static, which means you will always get some magic, some weapons, et cetera. For reference, one of the monk fomor dropped 3 magic cells. It is unclear whether the same fomor drops the same cells every time, however.
The door to the west is always open. Send a scout with sneak and full HP through towards the porter.
The 16 fomor room:
These fomor follow like the Hpemde in sea. However they will not attack unless someone approaches with low HP or no sneak. Their HP is rather low and they hit only lightly like the initial fomors. They respawn instantly when killed, and drop cells about 50% of the time. In general one should not waste time farming these. Send someone to hit the porter up once finished with the "hard" fomors along the south.

The entire 2nd layer is empty save the large rooms. The alliance must choose 1 wing to go up. The fastest way to the boss is the southwest wing.
To the northwest is the socket for cell duplication. Much like in Bhaflau, you can trade 1-5 of one type of cell to the slot to pop the NM, Gakke. When Gakke dies, he will drop twice what was traded to him. Also in the northwest is a Deadpan Devilet. When Deadpan is killed, he will drop 10 cells and another NM Imp, Dekka, will spawn. When Dekka is slain he will always drop the lv15 Skadi feet and occasionally the lv35 Marduk feet as well.
To the northeast there are 4 Heraldic Imps and 16 fomor. The imps have semi-static drops and the fomor drop randomly. The monsters hit very hard. Furthermore, imps and fomor will link to one another, so use extreme caution when pulling. The door to the porter is always open.
If you choose a north path, you will be able to pop Gyroscopic 1Gear on the 3rd layer.
To the southwest there are also 4 Heraldic Imps and 16 fomor. Like the northeast, the imps have semi-static drops and fomor have random drops. Use extreme caution when pulling. The door to the porter is always open.
To the southeast there are 4 devilets and 16 fomor. The door to the porter is locked, and all 4 devilets must be defeated to unlock it. Also, when all 16 fomor are slain, a RDM fomor NM "Powderkeg Yanadahn" will spawn. Powderkeg always drops the lv15 Usukane legs and occasionally the lv35 Morrigan legs as well.
If you choose a south path, you will be unable to pop Gyroscopic 1Gear on the 3rd layer.

Depending on whether the alliance took a north or south path on the 2nd layer limits where the alliance can go on the 3rd layer.
On the north path, the large room will have single-gears and a Devilet. Kill the Devilet to unlock the door to the central area. Kill all 8 of the gears and the NM Gyroscopic Gear (a single gear) will spawn. Gyro Gear always drops the lv15 Marduk hands and occasionally drops the lv35 Skadi hands as well.
The Slot is in the north path somewhere (Can someone pinpoint where it is for me?). When a Zhayolm Card is traded to the slot, a nm Don Porrogo spawns. Don Poroggo drops the lv15 Morrigan body armor 100% of the time.
On the south path, the large room will have 4 ramparts, 2 gear-clusters and 2 single-gears. The ramparts will summon hounds ("Garm"), blm or war skeletons ("Doom Mage" or "Guard Skeleton"), or Ghosts ("Haunt") with their Reinforcements TP move. Note that while gears and ramparts drop cells, summoned mobs only drop a single cell rarely. The door to the central area is always unlocked.
Once in the central area, the alliance has a choice to go west or east. The fastest way to get to the boss is the west. The only way to pop the NM Citadel Chelonian is the east side porter.
On the west side, there are 4 ramparts, 4 gear-clusters and 4 single-gears. The door to the porter is always unlocked. The ramparts summon the same monsters as the ones found in the south.
On the east side, there are 4 ramparts, 4 gear-clusters and 4 single-gears. Only 1 rampart must be killed to unlock the locked door, but which one it is seems to be random. The rampart which unlocks the door is immobile and seems to have higher HP, while the other 3 ramparts will move when pulled and seem to have normal HP. Gears will link to aggroed ramparts, which makes killing the correct rampart difficult, as likely the entire room will link or detect magic during the fight with the key rampart.
If all 8 gears in the room are slain, the NM Gyroscopic Gears will spawn. Gyroscopic Gears always drops the lv15 Ares mask and occasionally drops the lv35 Ares legs (? needs verification) as well.

(Original map thanks to Sykes)
On the west side,
Caution or enhanced movement speed can be used to avoid/outrun the Gears in each square room. All aggro can be avoided when sending a single person to the porter. The door at the end of the floor is always unlocked.
On the east side,
Each square room contains 4 chests with a single item. When the item is taken, the chest will respawn momentarily. After the respawning chest has been looted several times it will no longer respawn.
6 single-gears roam the entire floor in a group. These gears are suceptible to both sleep and lullaby. They can be pulled without linking with extreme extreme caution but it is much easier to just sleep and zerg them one-by-one similar to dynamis. Ensure that everyone has shell, as the majority of damage they cause is magical.
The rectangular room contains 10 roaming gear-clusters, a stationary chariot, and 4 stationary ramparts. The chariot must be defeated to unlock the door to the porter. If the goal is not to attempt the boss, the chariot can be ignored.
If all 4 ramparts are defeated, another rampart will pop at the north entrance to the room. The ramparts will move when pulled and will link to nearby gears, so sacrifice pulls are suggested if the objective is to kill the rampart. The ramparts summon Efts, Raptors and Lizards with the Reinforcements TP move.
The popped rampart will summon Citadel Chelonian (Adamantoise-type? needs verification) when it uses Reinforcements. However, it is possible that randomly the rampart will not use Reinforcements, instead using other TP moves.
When Citadel Chelonian is defeated, he drops the lv15 Morrigan head (? needs verification) and the lv35 Usukane body (? needs verification)
SilverSea boss fight
The 5th floor contains only the SilverSea boss. He has approximately 50,000HP, and like the Bhaflau boss does not have auto-regen. Instead of using Homing Missile, the boss has another move Brainjack which causes 1-2 minutes of charm as well as a strong 23dmg/tic DoT, which will prevent sleep. He does not use this move until under 80%, though the conditions under which he uses the move is still not well known.
By keeping the boss DoT'd while the alliance recovers from a wipe, any damage dealt to him will not be regenerated. Thus, the current strategy to defeat this boss is repeated zerging and wiping, with 1 or 2 people assigned to keep DoT on the boss at all times. The use of staff-rangers and staff-tanks is ideal, as these members will not pose a serious threat when charmed.
When the boss dies, he will drop 2 of the following lv25 pieces:
Ares hands
Morrigan hands
Marduk legs
Usukane feet
Skadi head
Skadi body