Editing Bravely Default/Chapter 1

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Head south until you reach a city with many windmills. Move along the straight pathway until you reach the outside of the Ancheim palace. As the Crystal of Wind has been consumed by darkness, wind no longer blows and the city employs forced manual labor to sustain its industrial power. Enter the palace to have an unhelpful chat with the king, Eloch Quentis Khamer VIII. Agnes suggests heading to the Temple of Wind so that the Wind Crystal may be restored.
Head south until you reach a city with many windmills. Move along the straight pathway until you reach the outside of the Ancheim palace. As the Crystal of Wind has been consumed by darkness, wind no longer blows and the city employs forced manual labor to sustain its industrial power. Enter the palace to have an unhelpful chat with the king, Eloch Quentis Khamer VIII. Agnes suggests heading to the Temple of Wind so that the Wind Crystal may be restored.
Reenter the palace and search around the posts below the throne to find a Phoenix Down. Outside, head down the nearest staircase and inspect the lamp at the end of the corner to get a Hi-Potion. Finally, head west from the palace to the scroll shop. Inspect the door to the left of the guard to find an Ether.


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This is another straightforward path leading to the next set of stairs. You can inspect the dining room along the way if you want. Head south down the passage. Before the hallway transitions into a room, move east to enter a secret corridor. Head south to the end to find a Peace Ring that grants Confuse immunity. Back on the main path, head west to a dead end. You will find a chest containing Ether there. Head north, west and north again, ignoring all of the side paths, until you come to a series of three rooms. The leftmost room contains a Mythril Rod, the middle room has a strange figure that won't help you at this stage in the game, and the right room has the stairs leading downward.
This is another straightforward path leading to the next set of stairs. You can inspect the dining room along the way if you want. Head south down the passage. Before the hallway transitions into a room, move east to enter a secret corridor. Head south to the end to find a Peace Ring that grants Confuse immunity. Back on the main path, head west to a dead end. You will find a chest containing Ether there. Head north, west and north again, ignoring all of the side paths, until you come to a series of three rooms. The leftmost room contains a Mythril Rod, the middle room has a strange figure that won't help you at this stage in the game, and the right room has the stairs leading downward.
{{spoiler|title=Anchorite|
On the third floor of the Temple of Wind, there is an anthropomorphic owl who says he is the anchorite of wind. If you have a Level 3 or higher Summoner, he will grant you the use of Hresvelgr, but only if you can weather an attack from the summon. He will use it from the very start of the battle, so there's no way to reduce damage using Default or other defense buffs. If at least one member of your party survives the attack, you will be able to use Hresvelgr, a powerful avian summon that deals heavy wind damage. If none of your characters can take it, it's a game over, so make sure to save your game beforehand.
}}


Back on the first floor, go down the hallway and head north into the room with fabric strewn around. Inspect the room and Agnes suggests to visit the altar. As you continue down the corridor, be sure to pull the sparkling lever to open the door to the south, creating a massive shortcut from the entrance to the altar. Continue to head east until you reach another narrow corridor. Head south to find a Mythril Dagger.
Back on the first floor, go down the hallway and head north into the room with fabric strewn around. Inspect the room and Agnes suggests to visit the altar. As you continue down the corridor, be sure to pull the sparkling lever to open the door to the south, creating a massive shortcut from the entrance to the altar. Continue to head east until you reach another narrow corridor. Head south to find a Mythril Dagger.
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After landing in Yulyana, go straight to the closest building to enter the sage's residence. After exchanging greetings, the sage says that rainbow thread is needed for the vestment, and the vestal must retrieve it herself from the Vestment Cave, which requires you to trek around the lake to the other end of Yulyana.
After landing in Yulyana, go straight to the closest building to enter the sage's residence. After exchanging greetings, the sage says that rainbow thread is needed for the vestment, and the vestal must retrieve it herself from the Vestment Cave, which requires you to trek around the lake to the other end of Yulyana.


For the time being, the Needleworks will serve as your base of operations. It's a small area, but has all the standard amenities a city can offer. You can rest for free in the east room of the Needlworks by checking the beds. Beside the flowing river, you can also find a fox that will sell you various items and an Adventurer. The weapons and armor the shop carries are a bit expensive, but they're better than the ones found in Ancheim. Inspect the room opposite the one with the beds to find a Peace Ring, then look around the area near the talking fox for an Antartic Wind.
For the time being, the Needleworks will serve as your base of operations. It's a small area, but has all the standard amenities a city can offer. You can rest for free in the east room of the Needlworks by checking the beds. Beside the flowing river, you can also find a fox that will sell you various items and an Adventurer. The weapons and armor the shop carries are a bit expensive, but they're better than the ones found in Ancheim.


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==The Wind Crystal awakens==
==The Wind Crystal awakens==
With Othros out of the way, it's finally time to proceed with the Awakening ritual. Simply mash {{3ds|X}} until Airy tells you to stop. The restored crystal glows with a bright green light, and a shield now prevents anyone from tampering it. All of your party members can now equip an additional support command, so adjust your Abilities accordingly. With the winds blowing again, you should return to Ancheim.
With Othros out of the way, it's finally time to proceed with the Awakening ritual. Simply mash {{3ds|X}} until Airy tells you to stop. The restored crystal glows with a bright green light, and a shield now prevents anyone from tampering it. With the winds blowing again, you should return to Ancheim.


The wind has not blown to Ancheim yet, and King Khamer is using this opportunity to vilify the vestal. Agnes interrupts his speech and presents proof of Othros's defeat, as the winds begin to turn Ancheim's windmills once more. The people's regard for the vestal is restored, and the citizens of Ancheim are free from their forced labor. As you try to leave the city, you will be stopped and thanked by Prime Minister Harena. Your next destination is Florem to the north, but the only route there Harena knows about is through the dangerous Miasma Woods. Perhaps you should take the airship to Sage Yulyana and inquire about an alternate pathway.
The wind has not blown to Ancheim yet, and King Khamer is using this opportunity to vilify the vestal. Agnes interrupts his speech and presents proof of Othros's defeat, as the winds begin to turn Ancheim's windmills once more. The people's regard for the vestal is restored, and the citizens of Ancheim are free from their forced labor. As you try to leave the city, you will be stopped and thanked by Prime Minister Harena. Your next destination is Florem to the north, but the only route there Harena knows about is through the dangerous Miasma Woods. Perhaps you should take the airship to Sage Yulyana and inquire about an alternate pathway.
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===Grand Mill Works===
===Grand Mill Works===
This building is patrolled by many of the Merchantry's goons. The Merchantry Blade is the least threatening of the minions, but they can lower your M.Def with Carotid Slash. This can be dangerous when fighting alongside a Merchantry Mage, who can cast Fira and also inflict Sleep on your party members. However, your top priority should be on Merchantry Thugs. They can use Eye Gouge to inflict Blind and has an immensely powerful Strong Strike that can likely incapacitate a party member if it hits.
After rounding a corner, you'll quickly be presented with a choice of three paths. Take the lowest route to reach a dead end with a Remedy in a chest. If you want some extra loot, go north at the intersection and head up the stairs. Head down the corridor and take the first bend east. Travel to the end of the pathway and then go east for a Phoenix Down. Head west and go down the stairs to find a treasure room. You can get the items from two of the chests, Thumbing Claws and an Earthing Rod. Backtrack to the junction on the 2nd floor and use the steps on the middle path this time.
After rounding a corner, you'll quickly be presented with a choice of three paths. Take the lowest route to reach a dead end with a Remedy in a chest. If you want some extra loot, go north at the intersection and head up the stairs. Head down the corridor and take the first bend east. Travel to the end of the pathway and then go east for a Phoenix Down. Head west and go down the stairs to find a treasure room. You can get the items from two of the chests, Thumbing Claws and an Earthing Rod. Backtrack to the junction on the 2nd floor and use the steps on the middle path this time.


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Since you have already fought Khint twice, you should already have the equipment and tactics to nullify his attacks. While you aren't aiming to force him out of the battle, you should still concentrate on Khamer, as his spells are more disruptive. Quara damage can be reduced with group cast Cure, so keep your White Mage healthy for this. Be prepared to work around the inevitable Stop, and have an able Black Mage so you aren't too reliant on physical attackers when Veilga is casted. Once Khamer is defeated, you can focus fully on Khint. His Sword Magic is much less threatening than Khamer's Time Magic, so you can fight more conventionally until he falls.
Since you have already fought Khint twice, you should already have the equipment and tactics to nullify his attacks. While you aren't aiming to force him out of the battle, you should still concentrate on Khamer, as his spells are more disruptive. Quara damage can be reduced with group cast Cure, so keep your White Mage healthy for this. Be prepared to work around the inevitable Stop, and have an able Black Mage so you aren't too reliant on physical attackers when Veilga is casted. Once Khamer is defeated, you can focus fully on Khint. His Sword Magic is much less threatening than Khamer's Time Magic, so you can fight more conventionally until he falls.


Your reward for winning is two new asterisks. Khint leaves behind the Spell Fencer asterisk, a job that lets you imbue your sword with Black Magic spells for a variety of effects. As long as you have the corresponding Black Mage's spell scrolls, you'll be able to use them on your Spell Fencer as well. Meanwhile, Khamer's asterisk gives you the Time Mage job, which can learn a variety of speed-affecting buffs and debuffs as well as Earth elemental attacks. You can finally use the three cheapest scrolls from Ancheim's spell shop: Slow, Regen and Quake.
Your reward for winning is two new asterisks. Khint leaves behind the Spell Fencer asterisk, a job that lets you imbue your sword with Black Magic spells for a variety of effects. As long as you have the corresponding Black Mage's spell scrolls, you'll be able to use them on your Spell Fencer as well. Meanwhile, Khamer's asterisk gives you the Time Mage job, which can learn a variety of speed-affecting buffs and debuffs as well as Earth elemental attacks. You can finally use the three cheapest scrolls from Norende's spell shop: Slow, Regen and Quake.


With the king of Ancheim dead, Prime Minister Harena will temporarily take his place as ruler, who plans to eventually pass the power to govern on to the people. With a benevolent leader in charge, you've fully eliminated all of Ancheim's woes. It's time to move on to another region!
With the king of Ancheim dead, Prime Minister Harena will temporarily take his place as ruler, who plans to eventually pass the power to govern on to the people. With a benevolent leader in charge, you've fully eliminated all of Ancheim's woes. It's time to move on to another region!
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