Bhaflau Remnants II

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*The entrance area for Bhaflau Remnants II can be reached by using the southeast teleporter on the Nyzul Isle map of the Alzadaal Undersea Ruins.
*Bhaflau Remnants II has far fewer monsters than the other Level 99 Salvage areas, and on floors 1 and 2, each monster has considerably more HP than monsters in the other zones. However, the primary unlock method in Bhaflau is via Runic Lamp rather than via defeating monsters. Each non-NM defeated on floors 1 and 2 yields 10 Runic Lamp uses on the next floor (i.e. clearing all 7 non-NM monsters on floor 1 will allow 70 Runic Lamp uses on floor 2). Defeating one of each type of monster will allow you to use the next floor's lamp to unlock that monster's associated restrictions, so it is possible to have a full party very close to fully unlocked at the Runic Lamp on floor 3.
==Notorious Monsters & Drops==
Notorious Monsters 	Notorious Monsters	Notorious Monsters 	Notorious Monsters
Notorious Monster 	Location(s) 	Plans Dropped 	
Throat Tearer Tregotroq	F1 (east) 	Ritualistic Plans x1 	
Silent Smotherer Silak 	F1 (west) 	Tutelary Plans x1 	
Smouldering Dahak 	F1 (center) 	Ritualistic Plans x1Tutelary Plans x0-1 	
Troll Occultist 	F2 (center) 	Ritualistic Plans x1-2Tutelary Plans x0-1	
Troll Spellbinder 	F2 (northeast) 	Tutelary Plans x1-2Ritualistic Plans x0-1	
Troll Pugilist 	F2 (southeast) 	Tutelary Plans x1-2Ritualistic Plans x0-1	
Troll Guardian 	F2 (northwest) 	Ritualistic Plans x1-2Tutelary Plans x0-1	
Troll Huntsman 	F2 (southwest) 	Primacy Plans x1-3 	
Archaic Gear (NM) 	F4 (east) 	Ritualistic Plans x1-2Tutelary Plans x0-1	
Archaic Gears (NM) 	F4 (west) 	Tutelary Plans x1-2Ritualistic Plans x0-1	
Acrolith (NM) 	F4 (east) 	Ritualistic Plans x1-2Tutelary Plans x0-1	
Acrolith (NM) 	F4 (west) 	Tutelary Plans x1-2Ritualistic Plans x0-1	
Boss Monsters 	Boss Monsters 	Boss Monsters	Boss Monsters
Boss 	Available Drops 	 	
Cerberus 	: Ate's Gauntlets, Ate's Mask, Ate's Sollerets, Idi's Ledelsens, Idi's Mask, Namru's Crackows, Namru's Dastanas, Neit's Crown, Neit's Cuffs: Ate's Flanchard, Genta Hara-Ate, Idi's Jerkin, Namru's Shalwar, Neit's Coat, Neit's Slops: Linen Coin Purse	 	
Orthrus Seether	: Ate's Flanchard, Ate's Gauntlets, Genta Hara-Ate, Idi's Jerkin, Namru's Dastanas, Namru's Shalwar, Neit's Coat, Neit's Cuffs, Neit's Slops: Ate's Mask, Ate's Sollerets, Idi's Ledelsens, Idi's Mask, Namru's Crackows, Neit's Crown: Linen Coin Purse	 	
== Optimized Plans Farming ==
Note: On either path, the second Troll on F2 can be substituted for going west -> southwest to Troll Huntsman. This will reduce the available Ritualistic and Tutelary Plans but add 1-3 Primacy Plans to the total.
===Ritualistic Plans===
The following route will acquire 6-10 Ritualistic Plans and 0-5 Tutelary Plans. This is the best (and only) path for farming Ritualistic Plans in any area. 
*F1: East: Throat Tearer Tregotroq, then Smouldering Dahak
*F2: Troll Occultist, then west -> northwest to Troll Guardian.
*F3: Teleport East
*F4: East: Archaic Gear, then Acrolith
===Tutelary Plans===
The following route will acquire 4-11 Tutelary Plans and 2-6 Ritualistic Plans. This is the best path for farming Tutelary Plans in any area. 
*F1: West: Silent Smotherer Silak, then Smouldering Dahak
*F2: Troll Occultist, then east -> northeast or southeast to Troll Spellbinder or Troll Pugilist.
*F3: Teleport West
*F4: West: Archaic Gears, then Acrolith
== First Floor == 
{| class=default1 width="100%" style="text-align:center;"	1F Pathos Unlocks (Western Path)(Tutelary)	1F Pathos Unlocks (Western Path)(Tutelary)	1F Pathos Unlocks (Western Path)(Tutelary)	1F Pathos Unlocks (Western Path)(Tutelary)
Enemies 	Unlocks 	 	 	
Wamouracampa 	Head/Neck, Rings/Earrings, Back/Waist 	 	 	
Wamoura 	Legs/Feet, Body, Hands 	 	 	
Moblin Poniardman	Weapon, Ranged, Legs/Feet 	 	 	
Dahak 	HP, MP 	 	 	
	
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
* The first two rooms: Wamouracampa 1x (Total: 2)
* Branching rooms (Southwest and Northeast): Wamoura 1x (Total: 2)
* Northern square room and rectangle room: Moblin Poniardman 1x (Total: 2)
West path Notorious Monsters
:Silent Smotherer Silak: Defeat the Moblin Poniardman in the large room in a certain amount of time.
East Path
*The first two rooms along this path each contain one Fly. A Black Pudding is located at the ends of the halls which join the second room on the east and west sides.
*The third room along the path and the fourth larger open room each contain one Moblin Armsman
East path Notorious Monsters
:Throat Tearer Tregotroq: Defeat the Moblin Armsman in the large room in a certain amount of time.
Central Area
*The final large room after the paths come together contains one Dahak.
Central Notorious Monsters
:Smouldering Dahak: Defeat the Dahak within the central room, then open the door that grants access to the teleporter.
== Second Floor ==
{| class=default1 width="100%" align="left" style="text-align:center;"	2F Pathos Unlocks 	2F Pathos Unlocks	2F Pathos Unlocks	2F Pathos Unlocks
Enemies 	Unlocks 	 	 	
Troll Stoneworker	Job Abilities, Sub Job, DEX	 	 	
Troll Smelter 	Job Abilities, Sub Job, AGI	 	 	
Troll Cameist 	Magic, Sub Job, MND 	 	 	
Troll Gemologist 	Magic, Sub Job, VIT 	 	 	
Troll Lapidarist 	Magic, Sub Job, STR 	 	 	
Troll Engraver 	Job Abilities, Sub Job, CHR	 	 	
Central Area
*The central loop will contain one each of Troll Stoneworker (SE), Troll Smelter (SW), Troll Cameist (NE), and Troll Gemologist (NW).
*Notorious monsters in the corner rooms will only be spawned if the corresponding monster in the central area was killed prior to opening the door to leave the central area.
*Once the door to the east or west past is opened, the opposite door will lock, and Troll Occultist (NM) will spawn in the northern room of the central loop (H-8).
East Path
*The east path contains one Troll Lapidarist in the center area and two more Troll Lapidarists to the north and south. Opening the door to the northeast will lock the door southeast, and vice versa.
Northeast Room
*The northeast room contains Troll Spellbinder (NM) if Troll Cameist was killed prior to exiting the center area. This NM is a RDM and will use Chainspell.
Southeast Room
*The southeast room contains Troll Pugilist (NM) if Troll Stoneworker was killed prior to exiting the center area. This NM is a MNK and will use Hundred Fists.
West Path
*The west path contains one Troll Engraver in the center area and two more Troll Engravers to the north and south. Opening the door to the northwest will lock the door southwest, and vice versa.
Northwest Room
*The northwest room contains Troll Guardian (NM) if Troll Gemologist was killed prior to exiting the center area. This NM is a PLD and will use Invincible.
Southwest Room
*The southwest room contains Troll Huntsman (NM) if Troll Smelter was killed prior to exiting the center area. This NM is a RNG and will use Eagle Eye Shot.
== Third Floor ==
{| class=default1 width="100%" align="left" style="text-align:center;"	3F Pathos Unlocks 	3F Pathos Unlocks	3F Pathos Unlocks	3F Pathos Unlocks
Enemies 	Unlocks 	 	 	
Archaic Gear 	MND, AGI, DEX, HP 	 	 	
Archaic Gears	STR, INT, VIT, CHR, MP	 	 	
While the path you start in is restricted depending on where you teleported from 2F, the general layout of monsters is identical regardless of which direction you come from:
*First room: Archaic Gear x2
*Second room: Archaic Gear x3
*Large room (north or south): Archaic Gear x6
*Center room: Archaic Gear x3
*Small rooms east and west of center: Archaic Gear x3 each
*Large rooms east and west: Archaic Gear x3 each
**Defeating the three Archaic Gear in the center of a large room spawns an Archaic Rampart.
***Each Archaic Rampart spawns Archaic Gears x14 throughout the large room in which it was spawned (they do not instantly aggro or link). These Archaic Ramparts and Archaic Gears each drop at least one Alexandrite.
== Fourth Floor==
{| class=default1 width="100%" align="left" style="text-align:center;"	3F Pathos Unlocks 	3F Pathos Unlocks	3F Pathos Unlocks	3F Pathos Unlocks
Enemies 	Unlocks 	 	 	
Archaic Gear 	MND, AGI, DEX, HP 	 	 	
Archaic Gears	STR, INT, VIT, CHR, MP	 	 	
The available path will be determined by which teleport was used on 3F.
Western Path
*Second room: Archaic Gears x2
**Defeating both Archaic Gears simultaneously will spawn Archaic Gears (NM) and can drop a Cotton Coin Purse.
*Central room: Long-Bowed Chariot uses Homing Missile and can drop a Cotton Coin Purse.
*Next two rooms: Acrolith x1 each and can drop a Cotton Coin Purse.
**Defeating both Acrolith will spawn Acrolith (NM) in the second Acrolith room and can drop a Cotton Coin Purse.
Eastern Path
*Second room: Archaic Gear x2
**The two Archaic Gear are slightly different sizes and hover at different heights. Defeating the lower/smaller Archaic Gear first and the higher/larger Archaic Gear second will spawn Archaic Gear (NM) in the same room and can drop a Cotton Coin Purse. 
*Central room: Long-Bowed Chariot uses Homing Missile and can drop a Cotton Coin Purse.
*Next two rooms: Acrolith x1 each and can drop a Cotton Coin Purse.
**Defeating both Acrolith will spawn Acrolith (NM) in the second Acrolith room and can drop a Cotton Coin Purse.
Central Area
*The room which connects both the east and west paths at H-9 contains three Archaic Gears 3x.
:Cerberus: Within two minutes of opening the door, defeat the three Archaic Gears within the room which connects both the east and west paths at H-9. This pops an Archaic Rampart which uses Reinforcements to spawn Cerberus (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. Cerberus gains considerable PDT- as the fight goes on unless magic damage is dealt; abilities and weapons which deal non-physical damage are extremely helpful later in the battle. Cerberus can use Gates of Hades below 25% HP.
== Fifth Floor==
If Cerberus was spawned on the fourth floor (whether or not it was defeated), the final boss, Orthrus Seether, will spawn upon entering the last room. If Cerberus was not previously spawned, it will spawn here instead of Orthrus Seether.
*Both Cerberus fights are similar, and as noted above, weapons or abilities which deal non-physical damage can be extremely helpful.
*Orthrus Seether can use Acheron Flame at low HP (<25%) and Gates of Hades at <50%.
*Defeating Orthrus Seether yields the title Bolide Baron.
Category:Salvage (Level 99)