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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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Greek: Ά ά Έ έ Ή ή Ί ί Ό ό Ύ ύ Ώ ώ   Α α Β β Γ γ Δ δ   Ε ε Ζ ζ Η η Θ θ   Ι ι Κ κ Λ λ Μ μ   Ν ν Ξ ξ Ο ο Π π   Ρ ρ Σ σ ς Τ τ Υ υ   Φ φ Χ χ Ψ ψ Ω ω   {{Polytonic|}}
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