Zhayolm Remnants II

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Notorious Monsters & Drops

Notorious Monsters
Notorious Monster Location(s) Plans Dropped
Poroggo Comtesse F1 Bloodshed Plans x1
Archaic Gear (NM) F2 Umbrage Plans x1
Poroggo Comtesse F3 (east) Bloodshed Plans x1
Umbrage Plans x0-1
Archaic Gear (NM) F3 (west) Umbrage Plans x1
Bloodshed Plans x0-1
Archaic Gears (NM) F3 (both sides) Bloodshed Plans x1-2
Umbrage Plans x0-1
Mamool Ja Antiquary F5 (north) Umbrage Plans x1-2
Mamool Ja Backstabber F5 (south) Bloodshed Plans x1-2
Battleclad Chariot F5 (both sides) Bloodshed Plans x1-2
Umbrage Plans x0-1
Boss Monsters
Boss Available Drops
Hydra C: Ate's Gauntlets, Ate's Mask, Genta Kabuto, Idi's Ledelsens, Namru's Crackows, Neit's Cuffs
R: Ate's Flanchard, Idi's Jerkin, Idi's Trousers, Namru's Jubbah
R: Linen Coin Purse
Enraged Alfard C: Ate's Flanchard, Ate's Gauntlets, Idi's Jerkin, Idi's Trousers, Namru's Jubbah, Neit's Cuffs
U: Ate's Mask, Genta Kabuto, Idi's Ledelsens, Namru's Crackows
G: Linen Coin Purse



















Optimized Plans Farming

Note that both paths have the same number of guaranteed Bloodshed and Umbrage Plans, but the path specified for Bloodshed farming has a higher instance of random Bloodshed drops while the path for Umbrage farming has a higher instance of random Umbrage drops.

Bloodshed Plans

The following route will acquire 4-8 Bloodshed Plans and 2-4 Umbrage Plans. This is the best path for farming Bloodshed Plans in any area.

Umbrage Plans

The following route will acquire 4-10 Bloodshed Plans and 2-6 Umbrage Plans. A better optimized path for farming Umbrage Plans can be taken in Arrapago Remnants II.

First Floor

1F Pathos Unlocks
Enemies Unlocks
Toad CHR, DEX, Back/Waist
Crawler VIT, STR, Rings/Earrings
Mamool Ja Strapper (BST) Weapons, Job Abilities, HP
Mamool Ja Zenist (NIN) Sub Job, AGI, HP
Zhayolm Remnants 1F










  • The initial Runic Lamp offers 10 unlocks, like the starting chest in old Salvage.
  • The map divided into 4 wings connected in the center with 18 Toads or Crawlers, a Mamool Ja Strapper, and a Mamool Ja Zenist in each wing.
  • Mamool Ja guard the hallways leaving the central room of each wing and the hallways separating the third and fourth rooms in each wing. Note that while Weapons and Sub Job are not guaranteed to unlock upon defeating them, they will still be accessible on the Runic Lamp on floor 2 as long as one of each type was defeated on floor 1.
  • Clearing a wing completely will spawn a Poroggo Comtesse in the last room (only one can be spawned on this floor).
  • There are no requirements to unlock the door.

Second Floor

Zhayolm Remnants 2F
2F Pathos Unlocks
Enemies Unlocks
Toad CHR, DEX, Back/Waist
Crawler VIT, STR, Rings/Earrings
Mamool Ja Mimicker (BLU) Weapons, Job Abilities, MP
Mamool Ja Bounder (THF) Sub Job, AGI, HP










The wing you pick will likely contain the opposite monsters from the wing you left on the first floor.

Each room also contains a Mamool Ja Mimicker and a Mamool Ja Bounder. Clearing all 11 monsters within a room and then opening the exit door will spawn an Archaic Gear NM. Note that the monsters must be defeated before the door is opened or the NM will not spawn. You cannot enter any other wing, as the doors to them will remain locked.

Third Floor

3F Pathos Unlocks
Enemies Unlocks
Diremite STR, AGI, DEX
Pugil INT, MND, CHR
Mamool Ja Sophist (BLM) Magic, INT, MP
Mamool Ja Zenist (NIN) Sub Job, AGI, HP
Zhayolm Remnants 3F










There are two paths (West or East), and the teleport chosen will determine your path upwards on the fourth and fifth floors (South or North, respectively).

East Path > Northern Path - Umbrage Plans

  • The east path contains a room with 4 Diremites, then a room with an Archaic Rampart, and then a room with 4 more Diremites.
    • This Archaic Rampart can use Reinforcements and summon either a Diremite or an Archaic Gears NM. It can take several uses of Reinforcements before the NM is spawned.
  • There are many Mamool Ja in the northernmost room.
  • Opening the door to the teleporter spawns a Poroggo Comtesse NM in the northern room.

West Path > Southern Path - Bloodshed Plans

  • The west path contains a room with 4 Pugil, then a room with an Archaic Rampart, and then a room with 4 more Pugil.
    • This Archaic Rampart can use Reinforcements and summon either a Pugil or an Archaic Gears NM. It can take several uses of Reinforcements before the NM is spawned.
  • There are many Mamool Ja in the southernmost room.
  • Opening the door to the teleporter spawns an Archaic Gear NM in the southern room.




Fourth Floor

4F Pathos Unlocks (Northern Path)
Enemies Cell
Mamool Ja Savant (WHM) Magic, INT, MP
Mamool Ja Bounder (THF) Sub job, AGI, HP
Pugil INT, MND, CHR
4F Pathos Unlocks (Southern Path)
Enemies Unlocks
Mamool Ja Savant (WHM) Magic, INT, MP
Mamool Ja Bounder (THF) Sub job, AGI, HP
Diremite STR, AGI, DEX








Zhayolm Remnants 4F

Northern Path - Umbrage Plans

Southern Path - Bloodshed Plans


Note: Archaic Gear on the fourth floor do not unlock pathos restrictions.









Fifth Floor

5F Pathos Unlocks
Enemies Cell
Archaic Gear Head/Neck, Hands, Body, Legs/Feet
Archaic Gears Job Abilities, Ranged, Rings/Earrings, Back/Waist
Zhayolm Remnants 5F







The floor is again split into a southern and northern path based upon your decision on Floor 3.

Northern Path - Umbrage Plans

Southern Path - Bloodshed Plans

Sixth Floor

6F Pathos Unlocks
Enemies Cell
Archaic Gear Head/Neck, Hands, Body, Legs/Feet
Archaic Gears Job Abilities, Ranged, Rings/Earrings, Back/Waist
Zhayolm Remnants 6F








  • There are 3 Archaic Rampart, 9 Archaic Gear, and 4 Archaic Gears in the room, with 2 Acroliths in each side room.
  • The Archaic Ramparts in the southeast and southwest corners spawn Archaic Gears (they can each spawn 5 Archaic Gears before they will no longer use Reinforcments, if Alexandrite farming is desired).
  • After clearing the entire center room with the exception of the Archaic Rampart on the north side, that Archaic Rampart will use Reinforcements to summon Hydra after engaging. It will only use Reinforcements once, and if the room has not first been cleared, it will not use Reinforcements (it will use other standard rampart TP moves). As long as it is kept alive, it will use Reinforcements once the rest of the room has been cleared. It is not necessary to defeat the Acroliths in the side rooms to spawn Hydra.
    • Hydra can use all Hydra TP moves including damage immunity Bulwarks and has access to Nerve Gas at low HP.






Seventh Floor

If Hydra was spawned on the sixth floor, the final boss, Enraged Alfard, will spawn upon entering the last room. If Hydra was not previously spawned, it will spawn here instead of Enraged Alfard.

  • Attacks quickly and frequently attacks multiple times per round.
  • Uses all Hydra TP moves including Nerve Gas and damage immunity Bulwarks.
    • Nerve Gas applies a powerful Curse effect which will need to be removed quickly (Holy Water, Cursna).
    • Trembling can occasionally deal severe damage to one or more targets in range (1500+).