Friday, 26 June 2015

Turbo Charged Walkthrough - Bhaflau Remnants II


Building a Mythic Weapon? Need some quick gil? We've got you covered.
This guide will quickly take you through optimal Alexandrite farming routes as a Puppetmaster, circa June 2015.

Setup & Requirements


Master

Minimum:

Optimized:

Automaton (Stormwaker)

Recommended Attachments:
  • Eraser (Erase)
  • Damage Gauge (Prioritize Curing)
  • Disrupter (Dispel)
  • Economizer (Convert Dark Maneuvers into MP)
  • Power Cooler (Reduce MP cost)
  • Optic Fiber

Walkthrough



  • Unlock all available pathos from the Runic Lamp and head west or east into the first room.
  • Both routes contain the same amount of enemies and pathos unlocks per enemy.
  • For players under ilvl 117, the west route is recommended.
  • For players ilvl 117+, the east route is slightly faster.


  • West: Defeat a single Wamouracampa to unlock Head & Neck, Rings & Earrings, and Back & Waist.
  • East: Defeat a single Fly to unlock Head & NeckRings & Earrings, and Back & Waist.
  • Ignore the second Wamouracampa Fly and head to one of the two small rooms to the east or west.


  • West: Defeat the Wamoura to unlock Legs & Feet, Body and Hands.
  • East: Defeat the Black Pudding to unlock Legs & Feet, Body and Hands.
  • Backtrack to the room you were in and unlock the door to the north.


  • Ignore the first Moblin Poniardman / Moblin Armsman and head for the large room to the north.
  • Engage and defeat the second Moblin Poniardman / Moblin Armsman in the large room to unlock Ranged & Ammo.
  • Once Ranged & Ammo is unlocked, reactivate your Automaton to gain any bonuses from your Animator.
  • You can now apply a style lock/glamour via the /lockstyle on text command to avoid blinking!


  • If you defeat the Moblin within a set time limit, another Moblin NM will spawn depending on which path you chose:
  • WestSilent Smotherer Silak, a THF that uses Perfect Dodge.
  • EastThroat Tearer Tregotroq, a WAR that uses Mighty Strikes.
  • Both Moblins have a 10% chance to drop a Cotton Purse (5-20 Alexandrite) and various Salvage II equipment plans.


  • Both west and east paths converge and lead to a large room in the centre of the map.
  • Defeat the Dahak in the large room to unlock HP & MP.
  • If you didn't unlock HP from the starting lamp, take extra caution to remove all buffs before engaging, this lowers the damage received from Nullsong's dispel.
  • With full Automaton buffs (Protect / Shell / Stoneskin / Haste II / Phalanx, etc.), Nullsong can deal at least 700-800 damage!
  • Double check you have unlocked all equipment, HP & MP, then teleport to the next floor.


  • Skip Floor II. Feel free to go either east or west.


  • If you get aggro, use Ventriloquy to turn your Automaton into a decoy, as you will need to open two doors with confirmation messages on the way to the teleport.


  • The starting position for Floor III depends on which teleport you used on Floor II.
  • Head to the large room to the east.


  • In the centre of the room are three Archaic Gear (single).
  • Defeating them will unlock MND, AGI, DEX.
  • Feel free to defeat more than one Archaic Gear on the way to the large room if time allows, but the drop rate on Alexandrite from single gears without Treasure Hunter is incredibly low.


  • Defeating the three Archaic Gear makes an Archaic Rampart appear to the south of the room.


  • Attack the Archaic Rampart (do not use Weapon Skills) until it has enough TP to use the ability Reinforcements.
  • You may need to unequip your main weapon if you are ilvl 117+!


  • Reinforcements will spawn 14 Archaic Gears (triple), which drop one Alexandrite each, and unlock the final set of  STRINT, VIT and CHR pathos from your character.
  • You will also gain a single Alexandrite after defeating the Archaic Rampart.


  • A quick method of defeating the Archaic Gears is to gather them up and use Spinning Attack.
  • For players under ilvl 117, it is recommended you only round up half of the room at once due to Spinning Attack's random damage.
  • Keep rotating Light/Dark Maneuvers and Deploy your Automaton on whichever set of gears you aren't currently attacking in order to keep it engaged for a steady supply of Cure IVs.


  • Once all 14 Archaic Gears have been defeated, do not open the door to the south.
  • Instead, head to the west side of the floor and repeat the process:
  • Archaic Gear (3) → Archaic Rampart (Reinforcements) → Archaic Gears (14)
  • After the second set of Archaic Gears are defeated, double check you have unlocked all pathos, open the door to the south then teleport to the next floor.


  • After taking the west teleport from Floor III, you will appear on the west path of Floor IV.
  • Head to the north.


  • In the second room, you will find two Archaic Gears (triple), both drop a single Alexandrite.
  • Optionally, you can defeat them at the same time to make the Archaic Gears NM appear.
  • You can easily do this by taking one set of gears to 15~% HP then switching target (remember to Retrieve your Automaton!), once the second target is also around 15~% HP, use Spinning Attack to finish them both off.
  • Unlike other NMs on this floor, the Archaic Gears NM does not drop any Alexandrite.
  • Keep heading north and enter the large room.


  • Defeat Long-Bowed Chariot.
  • Keep up a single Light Maneuver to get rid of Bind / Paralyze.
  • Long-Bowed Chariot has a 10% chance to drop a Cotton Purse (5-20 Alexandrite).
  • Keep heading north.


  • Defeat the single Acrolith in the next room and follow the path to the east.
  • Enter another room with a second Acrolith in it.
  • Defeating both Acrolith spawns a third Acrolith NM.
  • All three Acrolith have a 10% chance to drop a Cotton Purse (5-20 Alexandrite).
  • On the third Acrolith, save up 900-1000 TP on both the Master and Automaton, and make sure you have Haste II / Haste Samba active.
  • Head east and open the door leading to the centre room.


  • As soon as you open the door, three Archaic Gears (triple) will spawn.
  • All three Archaic Gears must be defeated within 2 minutes from the time of opening the door to unlock the boss for this floor.
  • Stringing Pummel → Ventriloquy → Stringing Pummel is a fantastic way to get rid of two sets of gears, before quickly taking down the third and final set.


  • If you managed to defeat all three Archaic Gears within 2 minutes, an Archaic Rampart will appear along the north wall.
  • Similar to the previous floor, attack it until it uses Reinforcements to spawn Cerberus.


  • Cerberus won't use any of its special moves until its HP is at 25%.
  • As Cerberus's HP decreases, he gains an incredible amount of Damage Taken Reduction, affecting physical damage more than magical.
  • This can be bypassed with elemental magic from your Automaton, and timing Magic Bursts is incredibly effective.
  • Rotate Light/Dark/Ice Maneuvers, and keep an eye on your Automaton's MP. You might need to reapply Light as Eraser will be used a lot during the fight.
  • Dark Maneuver should always be active for Disruptor/Dispel during Magma Hoplon.
  • Watch out for Paralyze and Burn, always have enough TP ready for Healing Waltz when they occur.
  • While this fight can be long, it is also fairly easy. just keep an eye on your HP and status effects and Weapon Skill at every chance you get.
  • Upon defeat, Cerberus is guaranteed to drop various Salvage II equipment and has a 10% chance to drop a Linen Pouch (50-99 Alexandrite).
  • After defeating Cerberus, head south then teleport to the next floor.


  • Head north to the large room where an Archaic Rampart will spawn Orthrus Seether before disappearing.


  • Upon defeat, Orthrus Seether is guaranteed to drop a Linen Pouch (50-99 Alexandrite) in addition to various Salvage II equipment.


  • Unlike CerberusOrthrus Seether won't use any of its special moves until its HP is at 50%.
  • At 25% HP, Orthrus Seether will gain a new ability, Archeon Flame, and begin to use two abilities back to back. Archeon Flame, much like Gates of Hades, is a magical AoE ability that inflicts a high damage Burn effect. It can be extremely dangerous, so keep an eye on your HP and remove any status ailments as soon as possible with Healing Waltz.
  • Much like Cerberus, as Orthrus Seether's HP decreases, he gains an incredible amount of Damage Taken Reduction, affecting physical damage more than magical.
  • This can be bypassed with elemental magic from your Automaton, and timing Magic Bursts is incredibly effective.


  • Much like Cerberus, be sure to rotate Light/Dark/Ice Maneuvers, and keep an eye on your Automaton's MP. You might need to reapply Light as Eraser will be used a lot during the fight.
  • Dark Maneuver should always be active for Disruptor/Dispel during Magma Hoplon.
  • Watch out for Paralyze and Burn, always have enough TP ready for Healing Waltz when they occur.
  • Under 25% HP, keep an eye on your HP and status ailments. Prioritize healing yourself with Waltzes over Weapon Skills, as a combo of Archeon Flame → Magma Hoplon can be dangerous as you cannot generate any TP while Hoplon's shield effect is active.


Congratulations! You just cleared Bhaflau Remnants II! On average, you can expect to obtain 100Alexandrite per run.

May lady luck be with you! Thanks for reading!