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Silver Sea Remnants II
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- The entrance area for the Silver Sea Remnants II can be reached by using the northeast teleporter on the Nyzul Isle map of the Alzadaal Undersea Ruins.
- In Silver Sea Remnants II, the only monsters initially present are Archaic Ramparts. All additional monsters spawn as Reinforcements instantly upon aggroing (sound aggro) or shortly after performing an offensive action against an Archaic Rampart. In some instances, the monsters spawned will differ depending on whether the rampart was aggroed or linked.
- Note: Archaic Ramparts/Gear/Gears have extended link/aggro range during nighttime and certain weather conditions.
Notorious Monsters & Drops
Notorious Monsters | |||
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Notorious Monster | Location(s) | Plans Dropped | |
Voracious Carrion | F1 (west) | Primacy Plans x1 | |
Apkallu Avenger | F1 (east) | Tutelary Plans x1 | |
Seafarer Piliproon | F1 (center) | Primacy Plans x1-2 | |
Fomor Windwalker | F2 (center) | Primacy Plans x1-2 | |
Stoneplate Ghalimad | F2 (west) | Tutelary Plans x1-2 | |
Quickdirk Kahladijn | F2 (east) | Primacy Plans x1-2 | |
Lunatic Psycheflayer | F3 (north) | Tutelary Plans x1-2 | |
Argent-eyed Orobon | F3 (south) | Primacy Plans x1-2 | |
Long-Armed Chariot | F3 (east/west) | Primacy Plans x1-2 Tutelary Plans x0-1 |
Optimized Plans Farming
Primacy Plans
The following route will acquire 6-11 Primacy Plans and 0-1 Tutelary Plans. This is the best path for farming Primacy Plans in any area.
- F1: West: Voracious Carrion, then Seafarer Piliproon
- F2: Fomor Windwalker, then east to Quickdirk Kahladijn. Teleport southeast.
- F3: South: Defeat Argent-eyed Orobon, then Long-Armed Chariot
Tutelary Plans
The following route will acquire 3-6 Tutelary Plans and 3-6 Primacy Plans. A better optimized path for farming Tutelary Plans can be taken in Bhaflau Remnants II.
- F1: East: Apkallu Avenger, then Seafarer Piliproon
- F2: Fomor Windwalker, then west to Stoneplate Ghalimad. Teleport northwest.
- F3: North: Defeat Lunatic Psycheflayer, then Long-Armed Chariot
First Floor
1F Pathos Unlocks (Western Path) | |||
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Enemies | Unlocks | ||
Doomed | Sub Job, Job Abilities, VIT | ||
Qiqirn (BLM) | Magic, Head/Neck, Sub Job | ||
Qiqirn (THF) | Legs/Feet, Job Abilities, Sub Job | ||
Imp | MND, INT |
1F Pathos Unlocks (Eastern Path) | |||
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Enemies | Cell | ||
Apkallu | Job Abilities, DEX, VIT | ||
Qiqirn (BLM) | Magic, Head/Neck, Sub Job | ||
Qiqirn (THF) | Legs/Feet, Job Abilities, Sub Job | ||
Imp | MND, INT |
Central Start Room
- The initial Runic Lamp appears in this room.
- From this room either the West or East path may be taken. Once a door to one of the paths is opened, the other will lock.
West Path (Primacy Plans) | East Path (Tutelary Plans) |
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Southern Rooms
- After defeating the 4 Archaic Ramparts and any spawned Reinforcements from the last large room along the chosen path (G-10 or I-10), an additional Archaic Rampart will spawn on the south side of the connecting room in H-10 (this rampart will still spawn even if the previous 4 Archaic Ramparts are defeated before calling reinforcements). The H-10 rampart will spawn Seafarer Piliproon (NM) upon engaging.
- Seafarer Piliproon is a THF Qiqirn and will use Perfect Dodge once.
- One additional Archaic Rampart in the center room before the teleport will spawn Qiqirn (BLM), Qiqirn (THF), and Imp x3.
Second Floor
2F Pathos Unlocks | |||
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Enemies | Unlocks | ||
Ashu Talif Crew (RDM) | CHR, HP | ||
Ashu Talif Crew (PLD) | STR, VIT, MP | ||
Ashu Talif Crew (THF) | DEX, AGI, HP | ||
Ashu Talif Crew (DRK) | STR, MP | ||
Ashu Talif Crew (MNK) | DEX, AGI, HP | ||
Ashu Talif Crew (BLM) | INT, MND, MP |
Large numbers of Ashu Talif Crew will spawn throughout this floor. Unlocking the door to the east section will lock the door to the west section and vice versa. After entering the east or west paths, unlocking the door to the north room will lock the door to the south room and vice versa.
Central Area
- Ramparts roaming the four central halls will each spawn 3 Ashu Talif Crew.
- West side north to south: THF x3 -> PLD x3 -> DRK x3 -> RDM x3
- East side north to south: RDM x3 -> DRK x3 -> PLD x3 -> THF x3
- If a rampart is linked instead of aggroed or pulled directly, the Ashu Talif will spawn as an alternate job. RDM or THF will spawn as MNK, and DRK or PLD will spawn as BLM.
- An easy way to force rampart links is to hold one rampart from a set of Ashu Talif without killing it, sneak up the party member with hate as they kite ahead of it, then kite the rampart through a corner where Ashu Talif have not yet spawned. The sneaked party member will not aggro the ramparts, and the rampart chasing them will link both of the corner ramparts causing the alternate spawns to occur.
- Another effective way to link the ramparts is to aggro it as it is moving away from you towards the corner and the other rampart, since they both move into the corner at the same time. By the time you aggro it, the other rampart will be in linking range.
- After defeating one Archaic Rampart of MNKs in the central area (rampart and 3 MNK reinforcements), a stationary rampart will pop in the south room of the central loop at (H-9) which spawns Fomor Windwalker (NM).
- Fomor Windwalker is a MNK fomor and will use Hundred Fists once.
West Path (Tutelary Plans) | East Path (Primacy Plans) |
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West Path
Northwest Room Southwest Room
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East Path
Northeast Room
Southeast Room
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Third Floor
3F Pathos Unlocks (North/South Rooms) | |||
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Enemies | Unlocks | ||
Orobon | Body, Rings/Earrings, HP, MP | ||
Psycheflayer | Weapons, Ranged, Magic |
3F Pathos Unlocks (East/West Rooms) | |||
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Enemies | Cell | ||
Archaic Gear | Weapons, Hands, Head/Neck, Body | ||
Archaic Gears | Ranged, Back/Waist, Earrings/Rings, Legs/Feet |
All monsters are located in the north, south, east, and west large rooms. Connecting hallways and rooms have no monsters present. Opening the door to leave the north or south rooms locks the door to the opposite room.
North Room (Tutelary Plans) | South Room (Primacy Plans) |
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North Room
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South Room
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East Room and West Room
- Both rooms have Four Archaic Ramparts which each spawn 1 Archaic Gears and 3 Archaic Gear.
- Defeating one random of the four Archaic Gears in either room pops an additional Archaic Rampart which spawns Long-Armed Chariot (NM). Can pop LAC on either side, but not both.
- Long-Armed Chariot can rarely use Brainjack (single target DoT/Charm), but only as a normal TP move, not multiple times in succession as in Silver Sea Remnants.
- Can avoid linking the singles: as soon as you enter the room put sneak on and go left or right along the wall to the closest pillar to the rampart. There are lines on the floor before and after the pillar. Go to the line closest to the rampart. Provoke it and only the triple Gears and the rampart will attack you. The three singles stay unaggro'd in a line. You don't have to pull back. You can provoke them one at a time from that pillar and they won't link. Do the same thing for the other side. This is dependent on it being daytime. Can also work during nighttime, but if weather is present.
Fourth Floor
4F Pathos Unlocks | |||
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Enemies | Unlocks | ||
Archaic Gear | Weapons, Hands, Head/Neck, Body | ||
Archaic Gears | Ranged, Back/Waist, Rings/Earrings, Legs/Feet |
East/West Paths
- Note: it is possible to get all 5 Acroliths by linking gears from previous ramparts.
- Each room contains one or more Archaic Ramparts that summon various types of archaic machinery: Archaic Gear x3-4, Archaic Gears x3-4, Acrolith, or Archaic Chariot x1-3. Archaic Gears (not Gear) and Archaic Chariots are guaranteed to drop 1-2 Alexandrite.
- First Room: 1 rampart: Archaic Gear x3
- Second Room: 1 rampart: Archaic Gear x3
- Third Room: 1 rampart: Archaic Gears x3
- Fourth Room (Large): Center rampart: Archaic Chariot x3, Side ramparts (2): Archaic Gears x4 each
- Fifth Room: 2 ramparts: Left: Archaic Gears x4, Right: Archaic Gears x4
- If these ramparts are linked to other ramparts instead of pulled directly, they will instead spawn Archaic Gears x3 and Acrolith x1 each.
- Sixth Room: 3 ramparts: Archaic Chariot x1 each
- If these ramparts are linked to other ramparts instead of pulled directly, they will instead spawn Acrolith x1 each.
Central Area
- The room which connects both the east and west paths at H-9 contains one additional Archaic Rampart which spawns Dvergr (NM). If you bring the rampart to too low of HP (under ~20%) too quickly, the rampart can have a significant delay (took over 10 minutes in one instance) in using Reinforcements. This rampart has extremely low hp. Recommend provoking it or some other non-melee action to get hate so it will spawn Dvergr as killing the rampart before the Dvergr spawns will prevent Bloodthirsty Dweorg from popping on next floor. The condition for the presence of this rampart is likely linked to the time taken between teleporting to F4 and opening the Gilded Doors to the central connecting room, so you should proceed immediately to the unlocking this door before tackling the rest of the floor.
- Dvergr has significant Fast Cast and can use most dvergr TP moves including Thundris Shriek. Addle or Pining Nocturne greatly increase its casting time. Recommend full time MDT/MDB gear if it uses Cackle (magic defense down) or Necrobane/Necropurge (curse that greatly reduces HP) as its nukes can one shot most without MDT/MDB gear on under those conditions.
Fifth Floor
If Dvergr was spawned in the fourth floor, the final boss, Bloodthirsty Dweorg, will spawn upon entering the last room. If Dvergr was not previously spawned, it will spawn here instead of Bloodthirsty Dweorg.
- Casts Blaze Spikes, Elemental Debuffs, single target tier V nukes, Drain, Aspir II, Firaga III, Flare, and single target and AoE enfeebles at Chainspell speed. Addle or Pining Nocturne greatly reduces its casting time.
- If the target is out of melee range, it will continue to cast spells at Chainspell speed with minimal delay between spells.
- Uses all Dvergr TP moves including Cackle
- Cackle will need to be erased quickly if possible (or have its effects prevented with Diabolos' Dream Shroud) as it is frequently immediately followed by a powerful nuke.
- Recommended to use Sacrifice on the player which Bloodthirsty Dweorg is currently attacking after Cackle if a WHM is present.
- Recommend full time MDT/MDB gear if it uses Cackle (magic defense down) or Necrobane/Necropurge (curse that greatly reduces HP) as its nukes can one shot most without MDT/MDB gear on under those conditions. Shadow Ring + Engulfer Cape is incredibly useful.
- Defeating this boss will yield the title Moon Maven.