Condensed information about Arrapago Remnants.
Repost any important data that I missed.
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The original thread can be found here:
viewtopic.php?f=24&t=14623
Wiki page for Bhaflau can be found here:
http://wiki.ffxiclopedia.org/Arrapago_Remnants
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Arrapago drops
Level 15 armor:
* Usukane: Hoshikazu Hachimaki (head)
* Skadi: Njord's Gloves (hands)
* Ares: Enyo's Cuisses (legs)
* Morrigan: Nemain's Slops (legs)
* Marduk: Anu's Gaiters (feet)
Drops randomly off of any Gear-family monster in the zone.
* Usukane: Hoshikazu Gi (body)
100% drop off of Princess Pudding, floor 2 Card NM (Bhaflau Card). The Slot is in the southeast wing of the 2nd floor.
Level 25 armor:
* Marduk: Ea's Tiara (head)
* Marduk: Ea's Doublet (body)
* Usukane: Tsukikazu Gote (hands)
* Skadi: Freyr's Trousers (legs)
* Ares: Phobos's Sabatons (feet)
* Morrigan: Bodb's Pigaches (feet)
1 lv25 armor drops from the megaboss (Armored Chariot) 100% of the time.
Level 35 armor:
* Morrigan: Macha's Crown (head)
Drops rarely from the oversized Soulflayer in 4F South
* Ares: Deimos Mask (head)
Drops rarely from the oversized Bhoot in 4F North
* Morrigan: Macha's Coat (body)
Drops rarely from any Qiqirn Treasure Hunter in the zone.
* Ares: Deimos Cuirass (body)
Drops rarely from any Qiqirn Astrologer in the zone.
* Marduk: Enlil's Kolluks (hands)
* Usukane: Hikazu Hakama (legs)
* Skadi: Freya's Ledelsens (feet)
Drops rarely from any Archaic Chariot on floor 5
Lv35 armor drop rate is somewhere around 5-15% per piece.
Cell Mechanics
Potential cell drops are detailed on the Wiki page in-depth. Each monster type has several types of cells it potentially drops, which is constant throughout the zone. Monsters on higher floors tend to have higher drop rates than the monsters on initial floors.
The cell-duplication Socket spawns on the second floor, in the southwest room. The cell-duplication NM is a difficult soulflayer which can use Reprobation and hits hard so caution is advised.
NM Mechanics
Qiqirn Astrologer:
When attacked, he will cast a spell, run away a few steps, cast a spell, run away, and eventually he will cast Warp on himself and depop. The Astrologer is immune to stun and silence and highly resistant to sleep, lullaby, gravity, bind. He has high magic attack power (a tier4 spell can land for 600+ dmg) and is almost impossible to interrupt while casting.
His run path goes from his start point, to the floor-exit portal, and back again.
A Duplicatus cell can sometimes be stolen from him. He can drop the Deimos Cuirass rarely.
Qiqirn Treasure Hunter:
When attacked, the Treasure Hunter will engage for a few moments and then run away, dropping AoE-damage mines behind him. After running away for a few moments, he will stop and attack the person highest on his hate list if he can find them. If he cannot find them, he will deaggro and continue to the next endpoint on his path. His path has two endpoints: one in the room where he starts, and one at the porter at the beginning of the floor. He will run to one and, if he has hate on someone, will run to the other. If he deaggros he will idle at his endpoint until reaggroed.
He is extremely resistant to bind, sleep, lullaby, gravity, and is immune to stun. His job is thf which means he has high evasion and can triple attack.
A Cumulus cell can sometimes be stolen from him. He can drop the Macha's Coat rarely.
Big Bhoot:
This one hits harder and has more HP and sometimes drops the Deimos Mask. The large Bhoot also has the ability to use Perdition (instant death, can only be avoided by stunning).
Big Soulflayer:
This one hits harder and has more HP and sometimes drops the Macha's Crown. The large Soulflayer also has the ability to use Reprobation, a large-AoE version of Mind Purge.
Archaic Chariot:
Normal-difficulty chariot. Has approximately 15,000hp. Does not use any special moves outside the normal Chariot TP attacks. Sometimes drops Hikazu Hakama, Freya's Ledelsens, and Enlil's Kolluks. It can drop several armor at once but has not yet been seen to drop multiple of the same armor.
Floor Mechanics
Floor 1:
There are 4 portals to the second floor. Which one used corresponds to the location the alliance appears on the second floor.
After a randomly chosen Lamia or Merrow is defeated, an Archaic Rampart spawns at the start of the 1st floor. It can use Reinforcements to summon a Cactuar when attacked.
Floor 2:
Only the wing initially chosen can be cleared. Keep this in mind if you plan to use the Socket (southwest) or Slot (southeast). A Qiqirn Astrologer will spawn near the center area, on a random side of the portal.
Floor 3:
Both the east/north and west/south paths can be explored here, but only 1 of the 2 doors to the portals can be opened. The south path leads to Soulflayers; the north path leads to Bhoots. When the door to a portal is opened, a Qiqirn Treasure Hunter will spawn by the portal.
Floor 4:
Depending on the porter used on floor 3, the alliance will appear in the north or south section of the floor.
The North half contains Bhoots in the north room. One of these Bhoots is larger than the rest, the "Big Bhoot". The South half contains Soulflayers in the south room. One of these Soulflayers is larger than the rest, the "Big Soulflayer". The southern rampart in the west room can summon a Morbol pet. Use caution.
When the door to a portal is opened, a Qiqirn Treasure Hunter will spawn by the portal.
Floor 5:
Depending on the porter used on floor 3, the alliance will appear in the north or south section of the floor.
The south half contains ramparts which summon Aquan mobs. The Rampart near the porter door can summon an Orobon. Use caution. The north half contains ramparts which summon Plantoids. When the door to the porter is opened, the Archaic Chariot spawns in the large ballroom, and a Qiqirn Astrologer will spawn in the small side-room near the start of the floor.
The ramparts on this floor sometimes aggro and sometimes do not. The exact method by which they aggro has not been completely settled.
Floor 6:
4x 1-gear, 4x 3-gear, and 2x Archaic Ramparts which all must be defeated to unlock the door to floor 7. Reinforcements of the Archaic Ramparts may also need to be defeated to unlock the door. The ramparts can summon multiple treants.
When the door to floor 7 is opened, 2 additional ramparts spawn in the dead-end rooms. These summon Korrigans and Saplings. There are also 2 Qiqirn Treasure Hunters in the dat files but nobody has discovered how to pop these.
Floor 7:
Only the boss, Armored Chariot, is on this floor.
Boss Mechanics
The boss of this zone is Armored Chariot, known hereafter as AC.
AC's movement speed has not yet been determined. He has 50,000hp. His base damage is fairly high, but his attack rating is rather low. He will hit a player with high defense and damage reduction for as low as 150ish. He will hit a player with negligible defense for as high as 500. Critical hits will cause a significant amount of damage. His accuracy is relatively low in that it may be possible to use an evasion set effectively.
AC uses normal chariot moves, with one addition: Mortal Revolution (MR). Mortal Revolution is a normal-range AoE centered around the source. It is a physical multi-hit weaponskill and can be absorbed using Utsusemi (up to 3 shadows). If Mortal Revolution causes damage, it will also cause a short Stun effect and Knockback. Mortal Revolution damage can range from moderate (300) to extreme (900+) depending on target defense, criticals, and the number of hits scored.
AC can double- and triple-attack. AC has TP-regen below 25%.
AC is somewhat resistant to stun. Bind, Sleep, Lullaby, and Gravity are ineffective. Shadowbind and all other debuffs are effective.
There have not been many recorded AC kills (partly because his drops cannot be completed until people discover the drop method of Zhayolm's lv35 items). One proven strategy is below:
*Straight-tank strategy
Using mnks, nins, wars, or other DD/nin, straight tank AC. Unlike LBC, no repositioning is required so the bind effect of Inertia Stream can be mostly ignored. Use of flash after Mortal Revolution can help stunned tanks to recover.
Less DDs on AC is usually preferrable, as his TP moves strip shadows and cause moderate damage to all targets in range. Blind or Kurayami will also reduce the strain on shadows and increase the likelihood of Mortal Revolution causing low damage or missing altogether.