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Salvage run guide

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Where: the four Remnants under Alzadaal Undersea Ruins: Zhayolm Remnants, Arrapago Remnants, Bhaflau Remnants and Silver Sea Remnants.

How: take a Remnants Permit, walk in stripped of everything, win back your gear and abilities with cells, and fight floor by floor to the chariot at the top.

This page is the run itself: the route, the pops and the fights. For the permit, the gateway positions, the Silver Sea deck cells and Ghanraam's sets, see Salvage. For the +1 sets, see Salvage +1 armor.

Getting in

- Permit: every player needs their own Remnants Permit, bought from Zasshal in Aht Urhgan Whitegate for 500 points from any one Assault area. One a day; it is used up when you enter. Clan Centurio's Provisioner also stocks it (see Clan Centurio).
- Level: main job 65 or higher.
- Group: the leader touches the Remnants' Gilded Gateway; everyone in the leader's party who is in the zone, within 50 yalms and holding a permit goes in. One missing permit or one member too far away stops the whole party.
- Imbued items: if anyone is carrying an imbued item, the gateway refuses the party. Put them away first.
- Trusts: none. Trusts can't be called in any of the Remnants.
- Time: 100 minutes. Warnings come at 10, 5 and 1 minute.
- Wipe: if everyone is down for 3 minutes, the run fails and you are sent out.
- Leaving early: everyone gets that Remnants' cage of fireflies on entry. Use it to warp out.

What happens when you enter

All your equipment comes off and five restrictions go on. They last the whole run (100 minutes) unless a cell removes them:

Restriction | What it does | Cells that lift it |
Encumbrance | Every equipment slot locked | One cell per pair of slots (table below) |
Obliviscence | No support job | Duplicatus Cell |
Impairment | No job abilities and no weapon skills | Opacus Cell |
Omerta | No magic of any kind | Praecipitatio Cell |
Debilitation | STR, DEX, VIT, AGI, INT, MND and CHR -30 each; max HP and MP -40% | One cell per stat (table below) |

Equipment cell | Unlocks | Stat cell | Removes |
Incus Cell | Main and sub | Pannus Cell | STR down |
Castellanus Cell | Head and neck | Fractus Cell | DEX down |
Cumulus Cell | Body | Congestus Cell | VIT down |
Radiatus Cell | Hands | Nimbus Cell | AGI down |
Stratus Cell | Legs and feet | Velum Cell | INT down |
Cirrocumulus Cell | Waist and back | Pileus Cell | MND down |
Undulatus Cell | Ranged and ammo | Mediocris Cell | CHR down |
Virga Cell | Earrings and rings | Humilus Cell | HP down |
| | Spissatus Cell | MP down |

Cells only work inside the Remnants. Each Remnants starts you with a crate near the entrance holding a first batch for the party to lot. In Zhayolm, Arrapago and Bhaflau it always holds two Incus, a Duplicatus, a Praecipitatio, an Opacus, one more Praecipitatio or Opacus, and four random cells. After that, cells come from the monsters.

Who gets the cells

Hand them out in this order and the run stays fast:

- Incus to the main damage dealers and the tank: a weapon matters more than anything else.
- Praecipitatio to the healer first, then the other mages. A healer without magic is a passenger.
- Opacus to whoever's weapon skills carry the damage, and to the tank for its job abilities.
- Duplicatus, then Humilus and Spissatus, then the equipment cells for the slots your gear relies on.
- Stat cells last. Each is worth 30 points of one stat.

When you use a magic, ability or stat cell, your pet loses the same restriction.

Pops: Sockets and Slots

Every Remnants has a Socket and a Slot somewhere along the route (where each one is, is in the floor notes below). They are the run's two optional notorious monsters.

- Socket: trade it 1 to 5 cells, all of one kind. Its NM appears, and when it dies it drops twice the cells you traded. Put in the cell your party is shortest of.
- Slot: trade it one card from a different Remnants. Its NM drops a Salvage armor piece every time.

Remnants | Socket NM | Slot takes | Slot NM | Slot NM always drops |
Zhayolm | Poroggo Madame | Silver Sea Card | Jakko | Njord's Jerkin |
Arrapago | Vile Wahzil | Bhaflau Card | Princess Pudding | Hoshikazu Gi |
Bhaflau | Flux Flan | Arrapago Card | Demented Jalaawa | Anu's Doublet |
Silver Sea | Gakke | Zhayolm Card | Citadel Chelonian | Nemain's Crown |

Farming cards:

- Zhayolm Cards drop from Zhayolm's Archaic Chariots, Gears and Ramparts. A full Zhayolm run usually ends with a few.
- Arrapago Cards drop from Arrapago's Archaic Gears, Gear and Ramparts.
- Bhaflau Cards drop from the Reactionary Ramparts in Bhaflau's bonus rooms, and rarely from its Archaic Chariots and Gear.
- Silver Sea Cards don't drop in the Remnants. Buy them from Clan Centurio's Provisioner (pop items, 1,000 clan points).

Zhayolm runs feed the Silver Sea Slot, and Arrapago and Bhaflau feed each other, so groups that run all four keep themselves supplied.

Zhayolm Remnants

The day of the week when you enter matters here: the Poroggo Madames take no damage from that day's element, and on Darksday they take double damage. It also decides which rampart opens floor 4.

Floor 1. Open the first door. Four groups wander the floor: Puks, Ziz, a Vagrant Lindwurm and Bull Bugards, with a few Mamool Ja Zenists. Each group you wipe out calls a Poroggo Gent. Kill the first Gent before anyone has used a cell and with the whole party alive, and a Poroggo Madame appears; she often drops one of Enyo's Gauntlets, Nemain's Cuffs, Anu's Brais, Hoshikazu Kyahan or Njord's Mask. So: fight the first group without using a cell, then cell up. When you are ready, take any of the four doors. Each leads to a different corner of floor 2.

Floor 2. You arrive in one corner. Clear its eight Draco Lizards or Wyverns and the corner's Mamool Ja leader appears; killing the leader clears the floor. The Socket and the Slot appear here, and the other three corners fill with monsters carrying more cells. Clear as many as you need, then take the porter.

Floor 3. Two paths, south and north, each a large Mamool Ja group with an Archaic Rampart. Wipe one whole group, rampart included, and a Poroggo Madame appears. See Salvage for what she drops. Then take the south or the north porter.

Floor 4. Four ramparts (First, Second, Third, Fourth). Only one opens the way, depending on the day you entered:

Day you entered | Rampart |
Firesday, Earthsday | First Rampart |
Watersday, Windsday | Second Rampart |
Iceday, Lightningday | Third Rampart |
Lightsday, Darksday | Fourth Rampart |

- North path: as soon as you pull one rampart, the other three vanish. Pull the right one. If you get it wrong, the porter takes you to the other north room to try again.
- South path: all four stay up; kill the right one.
- Bonus Madames: reach the south path within 47 minutes of entering and a Madame waits there (she leaves a crate of temporary items). Reach the north path within 30 minutes and the Madame there always drops Anu's Brais, Hoshikazu Kyahan and Njord's Mask. That's the fastest armor in Zhayolm. Plan the run around it.

Floor 5. Two routes, each three rooms of Archaic Gears patrolling set paths, with ramparts and an Archaic Chariot. Some gear rooms can be slept and some can't. A Madame appears when enough players have lifted all five restrictions: three on the north route, one on the south.

Floor 6. An Archaic Chariot that won't attack until you do. Pulling it calls twelve gears. Kill the chariot and all twelve and the door opens. If the party has killed four or more NMs so far (Madames, and Jakko counts as soon as he appears), a last Madame waits here.

Floor 7. Battleclad Chariot. See the boss notes below.

Arrapago Remnants

Floor 1. Opening the first door brings out the cell crate and a floor of Lamia and Merrow. They can break your weapon. Defeat ten and an Archaic Rampart appears. Any of the four porters takes you up.

Floor 2. Four corners again, one per porter. The Slot (Princess Pudding) appears in one corner and the Socket (Vile Wahzil) in another; you only get the on [cut off]