Bravely Default/Chapter 1: Difference between revisions

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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.
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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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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 Norende'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 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!
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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