Zhayolm Remnants Guide

This guide is designed for ~3 level 99 players. It assumes that you will be fairly well geared and knowledgeable. There are a variety of job combinations that can do the things described in this guide, but the same basic strategy applies.
The trip to level 99 has left Salvage monsters somewhat impotent, and utterly at the mercy of any evasive player. Using evasive DDs will make your Salvage experience a lot less stressful on your healers.
== Party Setups ==
You should only need 3~4 people to complete this zone with near-maximum efficiency. Though the basic ones are plentiful, cells are an incredibly limiting and important part of Zhayolm Remnants. It is important to avoid bringing too many people, and is especially important to avoid bringing too many jobs that need Ranged Cells to function. 5-6 players is fine, but you need to manage your cells properly and can't rely too much on any one cell.
Also, Treasure Hunter is important here both for Poroggo Madame drops and for cell drops on the second floor. This hurts jobs like Beastmaster, which need a pet (and thus a Ranged cell) to have a real advantage. Still though, pet jobs are useful for soaking up damage from the boss.
Option 1: DDs/Healer party:
* 2x DDs (One THF required if you want drops or to pop the NMs)
** BST recommended as the second DD.
* 2x Mages (RDM, SCH, or COR + WHM works best)
** Have the mages sub SMN.
* This party will be able to kill 5F and 6F Poroggo Madame and Battleclad Chariot
* An alternative to bringing pet jobs is to bring a Ninja with Migawari: Ichi and simply negate Discoid.
Option 2: BST party:
* 2x BST/DNC
* 1x THF
* This party will likely be able to kill 5F and 6F Poroggo Madame and Battleclad Chariot
== Cell Distribution ==
Zhayolm Remnants gives the largest degree of control over Cells, but also requires the largest amount of cell management. If you want to pop the 5th and 6th floor frogs, you will need 3 (and only 3) players entirely free of Salvage debuffs. It is theorized that any multiple of 3 works, but keeping only 3 players is the easiest way. As such, you need to choose your players carefully. Your supply of HP (Humilus), MP (Spissatus), Weapon (Incus), Ability (Opacus), Magic (Praecipitatio), and Sub Job (Duplicatus) are essentially unlimited, so as long as people are willing to be naked and statless, there's no compelling reason to keep them away. Also, this means you're free to distribute those four types of cells however makes the most sense from the starting chest
It is recommended that you unlock your melee players, or players that need ranged cells. Ranged and Rings are the two hardest cells to get in this zone, so any job that requires them must be one of your three unlock jobs. You have a larger supply of all the other cells, so they aren't anything to worry about. However, cells tend to drop in triplets and it is safest by far to designate your three "unlocked" players and have them lot in order. If you bring too many people, this can result in three fully clothed individuals and a naked alliance.
Do not use any Virga (Ring) or Undulatus (Ammo) cells until the guide tells you to.
Mage Cells : MP (Spissatus), Magic (Praecipitatio), MND (Pileus), INT (Velum), and CHR (Mediocris)
* There is no need to conserve MP or Stat cells from the starting chest, as they are plentiful later on.
* If all you have is a WHM, you should consider giving them Refresh armor cells early on as well.
* Mages will need HP cells if you're doing the boss.
Melee Cells : Melees get priority on all but the 5 Mage Cells, and "unlock" players get priority over everyone for any cell that they need to unlock.
== Walkthrough ==
Zhayolm is all about cell management. If you're one of the three "unlock" players, make space in your inventory. If you lose a cell, it could cost you and your party the entire run. Lotting the correct cells and passing the ones other people have lotted is essential, as is reporting when you're fully cleared. Say when all of your encumberment icons have been removed, and then load your lightluggage cell-passing profile.
In order to get 35-Armor pieces in this zone, you need to pop the floor 5 and 6 Poroggo Madames, which requires that some rather obscure and very specific conditions be met. For floor 5 frog, you need to have 3 players entirely cleared of Pathos. For floor 6 frog, you need to have defeated 4 Notorious Monsters previously.
Note the day that you enter
Recommended Supplies:
* Attack food
* Silver Sea Card or a lot of Hi-Potions. Having the card makes this zone a lot easier.
* Echo Drops
* For BST, several pets, pet food, and some Dawn Mulsums.
===Floor 1===
* Enter, open the chest, and pass/lot cells quickly.
** Do not use any cells if you lack a Silver Sea Card.
* You can see on the map to the right that the floor is divided into four sections. Each section has one type of monster that drops one of the four basic cells. If you do not have a Silver Sea Card, you will need to clear a wing and kill the Poroggo Gent without using any cells. This is difficult and honestly not recommended, but can be done with two players with Hand-to-Hand skill and some Hi-Potions.
** Mamool Ja Zenists drop chests with 18 Dusty Potions in them, if you are cheap. You still need enough Hi-Potions to be able to kill the Zenist, though.
* The central 4 rooms will have two dropping monsters and will drop one of each of the four cells total. Unless you need more of one specific type of cell, it is recommended to just stick to the center four rooms.
* Kill as many monsters from each wing as you need. If you are going with a small group, feel free to get everyone everything, but do it quickly and don't over-farm. Only the first two monsters on widescan in each room will drop cells. Avoid wasting time.
** Most of the time, it will be unnecessary to enter any of the specific wings.
** Puk wing drops Weapon cells
** Ziz wing drops Magic cells
*** Do not silence the Ziz. Guillotine and Tachi: Gekko are not permitted.
** Vagrant Lindwurm wing drops Ability cells
** Bull Bugard wing drops Sub Job cells
* When you are almost done with the floor, send someone to the Northeast teleporter.	
===Floor 2===
* Zone up, clear the entire room (Northeast recommended), and then kill the resulting Mamool Ja.
** This will unlock the other doors and cause the Socket to Spawn.
* If you went up in the Northeast as recommended, you will be fighting Draco Lizards. Make sure they have Treasure Hunter before they die. Failing to get 2 Virga or 2 Undulatus and failing to get three of one of them means an unsuccessful run.
* If you do not get 3 Virga or 3 Undulatus, you can double the cells that you do get by trading to the Socket in the room.
** If you do get 3 Virga or 3 Undulatus, still trade a cell to the Socket and kill the NM for your 6th floor frog NM count. (1 NM)
* At this point, you can use Ranged/Ring cells
* Go to the other three wings and get your 3 "unlock" players the armor that each wing drops. Do not waste time farming additional cells for mage jobs, and do not fully unlock another player. If you have the ability to edit .dats or widescan, the information here will be useful and help you kill fewer monsters.
** Clockwise (left turns) is recommended.
* In the Northwest room, pop and kill Jakko with your Silver Sea Card if you have one. (2 NMs)
* After Jakko, make sure all of your "unlock" players are clear of Encumberment, and warp up at the central porter	
===Floor 3===
* By this point, your 3 "unlock" players should have all their equipment slots open.
* From the porter, clear the monsters westward for stat cells all the way to and including the Archaic Rampart, but do not open the door.
** Make sure that your 3 "unlock" players lot them in the proper order.
** Phalanx II still works well on this floor, allowing you to safely gather all the Mamool at once to kill with AoE Weapon Skills. Only recommended after your main three players are cleared of Pathos though, so you can avoid losing cells.
* When the Rampart is dead, a Poroggo Madame will spawn. Kill it (3 NMs) as someone uses Sneak and Invisible (Status) to get to the northern teleporter.
* Teleport up to the next floor (from the north), after making absolutely sure that your "unlock" 3 players have all their Pathos icons removed, and make sure everyone has HP but non-"unlock" players are not fully unlocked. There will be no more cells farmed after this point.	
===Floor 4===
* Floor 4 is short if done properly:
** If you entered on Fires or Earthsday, kill the First Rampart
** If you entered on Water or Windsday, kill the Second Rampart
** If you entered on Ice or Lightningday, kill the Third Rampart
** If you entered on Light or Darksday, kill the Fourth Rampart
* Use Invisible (Status) to avoid the Mamool Ja, and sneak past to kill the appropriate Rampart quickly.	
=== Floor 5 ===
* The first 35-dropping Poroggo Madame is on this floor, but there is a big room of gears between her and you. If you're standing at the entrance to the room with a lot of gears, her room is to your left.
** Kill any monsters you want on this floor, but be aware they cannot be slept.
* Fight the Poroggo Madame. If you have a way to Stun her (Blue Mage with Haste works well), try to Stun Frog Chorus. Keep DoT on her at all times, and try to stagger it so that Charmga will never cause Regen.
** For an Option 2 party (BSTs), just put your pets on her and stay out of range.
* After she dies, make your way to the Teleporter at the center of the level (again past gears).	
=== Floor 6 ===
* The second 35-dropping Poroggo Madame is on this floor, along with a non-aggressive Archaic Chariot. Ignore the Chariot at first and kill the frog, as described above.
* Once the frog is dead, make an action on the Chariot.
** This will spawn 12 pieces of Archaic Machinery, all unsleepable.
** At level 75, this was a monumental task that often required a sacrifice. At level 99, one player can take on a few Archanic machinery at once and it's much less of an issue.
* Clear all the Archaic Machinery to unlock the teleporter to the next floor.	
=== Floor 7 ===
* Battleclad Chariot has one threatening move, Discoid.
** Discoid does 4400 damage, divided among the targets and reduced by Shell and -% Magic Damage Taken gear. It is strongly recommended for the mages to sub SMN and keep Carbuncle out to mitigate some of this damage.
** BST, Pet, THF, 2x Mage, 2x Carbuncle makes 7 targets, which reduces damage to 484 per player. Very survivable.
** Discoid is 10' AoE damage around its target, while other Chariot AoEs are ~10' around the chariot. Make sure your mages are within 10' of the melee and further than 10' of the chariot if using this strategy.
** If using Migawari, make sure only the Ninja is in range and turn around when Migawari is down.
* For an Option 2 party, just put your pets on it and back away. Keep Pet Food and Dawn Mulsums handy. Discoid vs. two Pets = 2200 damage per pet, so you'll need them.