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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.


{|{{prettytable}}
{|{{prettytable}}
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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.
 
{|{{prettytable}}
! colspan="6" | Armory
|-
! colspan="2" | Weapons
! colspan="2" | Armor
! colspan="2" | Accessories
|-
! Name !! Cost !! Name !! Cost !! Name !! Cost
|-
| Mythril Sword || 1000 || Mythril Shield || 600 || Mythril Gloves || 200
|-
| Mythril Axe || 1200 || Mythril Helm || 400 || Mythril Bangle || 150
|-
| Mythril Spear || 900 || Cat-Ear Hood || 220 || Mage Shell || 300
|-
| Mythril Rod || 750 || Tiger Mask || 250 || White Cape || 1000
|-
| Mythril Staff || 600 || Mythril Armor || 1000 || Clothespin || 100
|-
| Mythril Dagger || 700 || Tabby Suit || 700
|-
| Mythril Bow || 850 || Mythril Plate || 850
|-
| Mythril Knuckles || 500
|}
 
{|{{prettytable}}
! colspan="2" | Trader
! colspan="2" | Spells
|-
! Name !! Cost !! Name !! Cost
|-
| Potion || 20 || Cure || 200
|-
| Hi-Potion || 150 || Poisona || 200
|-
| Phoenix Down || 100 || Blindna || 200
|-
| Ether || 1000 || Fire || 200
|-
| Antidote || 10 || Blizzard || 200
|-
| Eye Drops || 20 || Thunder || 200
|}


==Vestment Cave==
==Vestment Cave==
The path to Vestment Cave is quite long, so you'll likely encounter some overworld enemies along the way. Blood Bats are annoying as they can drain your HP, but Zombie Wolves are the true damage-dealers, as they can raise their P.Atk at the cost of their health. Greater Caits are also common around the forest, and can make Zombie Wolves quite deadly. Inside the Vestment Cave, Dark Lanterns join the mix, and they can easily inflict your party members with dread status.
From the entrance, follow the path around a bend, then take the top route. Continue along the route until you see a branching path. Head down it to a dead end with a Hi-Potion. Back on the main path, go north until another branching passageway appears. Head west and north to find a chest with a Phoenix Down. Return to the center and continue north until you reach a split path. Both lead to the steps downward and take roughly the same time, so pick either one and head on down.
Now that you're on floor B1, head down the passage to a dead end to get 500 pg from the chest. Backtrack a bit and travel west. Ignore the branching passage north as it leads to a locked blue chest. Head west until you reach a junction, and head north to find a chest with a Remedy. Now head south down the path until you reach a dead end with some steps. You'll end up on an isolated section of the lower floor, with one chest containing a Mage Shell. Head upstairs, get to the center and travel south from there to reach the stairs leading to the rest of B2F.
The southern half of this floor is quite linear until you reach the western end. Head south from here to reach a chest containing Echo Herbs. Head north and follow the path until you reach a junction. Go west to arrive at a chest with an Ether. Now keep heading east, past a junction, until you reach a dead-end, where you'll find a Teleport Stone. Return to where the path splits and head south, then west to reach a chest containing 1000 pg. Go north then east this time to reach the steps downward. Finish up your preparations with the adventurer, then move toward the clearing up north.


===Boss: Dragon===
===Boss: Dragon===
At the deepest level of Vestment Cave, the beautiful rainbow thread can be found. However, it is guarded by a ferocious Dragon, so you have no choice but to take this dangerous beast out. The Dragon is a brute, but its sheer power makes up for its simple tactics. Other than its normal attacks, it can use Mow Down to strike your whole party, and Bully to target your lowest HP target. It will often use both out of a Brave, which can likely incapacitate one of your party members in one turn, so keep an eye on everyone's health. The dragon is vulnerable to Blizzard, but resists Fire.
Your main concern in this battle is simply keeping your health up, as the Dragon lacks any disruptive debuffs or tricky combat tactics. Timely uses of Default will prevent you from taking too much damage, as with liberal use of Protect. A Black Mage is also of good offensive help, as Blizzard will chip away a lot of health. As long as you can keep your party members alive and well, you'll be able to slay the dragon with a bit of effort.
==The new vestment==
With the Dragon defeated, you can take the Rainbow Thread back to the Needleworks. That night, Tiz wakes up to chance upon Agnes talking to the sage about the vestal of water, Olivia, and her mysterious pendant. The next morning, Agnes and Sage Yulyana present the finished vestment. It's time to head back to the Temple of Wind and restore the crystal! Fly back to Harena on the Eschalot, then head straight for the temple.


==Boss: Othros==
==Boss: Othros==
Return outside the altar using the shortcut you opened from before. Make your preparations and save with the Adventurer before entering. Inside, the crystal is surrounded by a fog of darkness. It turns out to be a monster thought to only exist in Crystalist scriptures, the two-headed Othros!
Both of Othros's heads count as one enemy, so it can attack twice per turn, not counting Braves. The blue head is weak to Fire and does water elemental damage with Deep Freeze, while the yellow head is weak to Blizzard and does fire elemental damage with Hellfire. When both heads have used their respective elemental attacks, they can perform the devastating Blazzard, which strikes your entire party. Stop this from happening by attacking one of the heads with their weakness after they used Deep Freeze or Hellfire. Once one head dies, the other will start using Brave more for aggressive attacks.
Concentrate your attack on one of the heads first. Taking it out means one less enemy to deal with, and removes the possibility of a Blazzard. A Black Mage is very helpful here, as you can target Othros's weakness directly, which can also shut down Blazzard. Due to Othros's fondness for magic attacks, White Mage's Shell should also be used for more protection. After killing a head, you should have an easier time with the other. Defeat both heads and claim the Tempest Braid!


==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.
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.


==Sub-scenario: The pompous king's downfall==
==Sub-scenario: The pompous king's downfall==
If you might recall from the previous sub-scenario, you've obtained a note from the Merchantry regarding a meeting at Grand Mill Works. This building is located next to the magic shop, and until you have restored the Wind Crystal, a guard will prevent you from entering it. Even after the guard leaves, you can only enter the building at nightfall. Wit on the overworld for the sun to set, then reenter the city. Head into the mill and up through the door to find...a maze-like dungeon!
===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.
On the 3rd floor, head down the hallway to the central junction. You can see an Adventurer to the north, but the lift beyond is not working. Go east and round the corner to a side room where a lever is located. Turning the lever activates the gears to the right of the lift, and you'll have to pull the lever on the opposite side to get it moving. Head south from the junction and go downstairs. There's only one branching path in this section of the mill. Go west for an X-Potion, then go east to find the steps leading up.
Back upstairs, head down the branching corridor to the west to get the Hi-Potion. After that, travel to the end of the main hallway to find the stairs. The lower floor is even more straightforward, as you only have to make a short detour to get an Ether from the chest. Head upstairs again at the end of the steps to find the left lever. Now that the lift is operational, return to where the Adventurer is. After preparing and saving with the Adventurer, pull the lever on the lift to head up. You'll wind up outside on a high balcony. Travel to the right until you reach another door. Head inside to find yourself in the Ancheim palace!
===Boss: King Khamer and Ciggma Khint===
King Khamer is quite peeved about being upstaged by Agnes, and laments his failed plan to spread Anticrystalism within Ancheim. He also fantasizes about killing the wind vestal to take control of the winds. Since the vestal is already here, it's time for an asterisk battle!
Khint is back, and his tactics haven't changed much. He'll still use Sword Magic Fire and Sword Magic Silence, the latter of which still requires some preemptive prevention. However, now he's more aggressive, occasionally using Braves for multiple attacks. He is also more loyal to the king than to his former employers, so you can't force him to depart. King Khamer is a Time Mage, and will use a variety of new spells. Khamer's main form of dealing damage is with Quara, a powerful Earth elemental attack that hits your whole party. His other spells are used for support only; he can use Veilga to increase him and Khint's evasion, or use Stop, which disables a party member completely. Stop cannot be removed by yourself, it can only wear off after a random turn.
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.
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!
==An unexpected passenger==
While everyone is on the airship, Ringabel decides to get some air and heads out. A while later, a black armored figure comes in and incapacitates Tiz. Edea recognizes him as the Dark Knight Alternis Dim, a member of the Council of Six, the highest governing body in Eternia, who she seems to have some history with. Alternis doesn't wish to fight against Edea and retreats, but not before shattering the Skystone powering the Eschalot. Without it, you're seabound, so the only way to go to Florem now is to enter the Miasma Woods.


{{Footer Nav|game=Bravely Default|prevpage=Intro|nextpage=Chapter 2}}
{{Footer Nav|game=Bravely Default|prevpage=Intro|nextpage=Chapter 2}}
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