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Bravely Default
Strategy Guide

Author(s): Vincent Lau
First Published: 14-02-2014 / 00:00 GMT
Last Updated: 12-02-2019 / 20:25 GMT
Version: 1.0 (????) 20-05-2019 / 01:21 GMT

Bravely Default Guide

Last updated 3 months ago · Guide Information
Chapter 3: The Fire Crystal


So the big question: Is this a town on a ship or a ship that's a town?

Continuing from where the previous chapter left on, the crew disembark aboard the gargantuan ship, known as Grandship. There, they meet a woman who’s looking for a missing lad called Zatz; she asks the party to drag him to the tavern if they see him.

When you regain control, inspect the bottom-right corner to uncover an Antarctic Wind and the top-right corner for 1000 pg . Leave the area via the north to emerge in Grandship’s markets, where a small man is pleading for support towards the war effort. After the plea falls on deaf ears, speak to the man to discover he’s the Zatz you’re looking for.

Now you can return to the tavern, but before heading back, check the bottom-left corner to find an X-Potion ; seems like the trader misplaced one of their stock… You should also check out the shops, just in case anything catches your fancy. The armourer is carrying a nice-looking Viking Axe, which is good against aquatic monsters for example.

To Eisenberg

Stuck and don't know what to do? Nothing a quick trip to the tavern can't fix. (Disclaimer: Success not guaranteed.)

Inside the tavern, head for the centre and speak to Zatz who’s sitting next to the bar to learn about Eisenberg’s recent affairs. Apparently civil war has been going on for a few years and the unfortunate result is that the Temple of Fire has become inaccessible.

Still; Agnes wishes to ascertain the situation herself, so the gang prepare to leave for Eisenberg, with Zatz in tow. Before departing, inspect the barrels to the far left for a Bacchus’s Wine and the big table in the top-right corner for a nifty Flame Charm . To leave Grandship, use the forward-facing door on the right side of the initial area.

Back on the open sea, set a course directly west, towards the continent of Eisenberg, indicated by the orange exclamation mark. When you near the new landmass, navigate the Eschalot past the gap in the shoreline (or approach from the south) and you’ll find a landing bay to the north. Approach the bay and you’ll learn there’s no space to park the Eschalot and instead you’ll be ferried to land.


Item Price Comment
Viking Axe 4800 More damage to Aquatic monsters
Rod of Ice 3800 Water attacks do more damage
Diamond Staff 9000 -
Aeolian Bow 3600 -
Osafune 3500 -
Viking Coat 3000 -
Hermes Sandal 5000 Increases Agility
Artisan Gloves 2500 Increases Dexterity
Earthing Rod 2000 Provides immunity to Paralyse


Item Price Comment
Potion 20 Restores 150 HP
Hi-Potion 150 Restores 500 HP
Phoenix Down 100 Revives from K.O.
Ether 1000 Restores 40 MP
Antidote 10 Cures Poison
Eye Drops 20 Cures Blind
Echo Herbs 25 Cures Silence
Wakeup Bell 50 Cures Sleep
Balsam 100 Cures Dread
Remedy 500 Cures a variety of status ailments
Teleport Stone 100 Return to dungeon entrance


Item Price Comment
Cura 800 Restores medium HP
Raise 800 Revives from K.O.
Esuna 800 Cures a variety of status ailments
Fira 800 Moderate Fire damage
Blizzara 800 Moderate Water damage
Thundara 800 Moderate Lightning damage
Haste 400 Increases Speed
Teleport 400 Escape from battle or dungeon
Quara 400 Moderate Earth damage

Guide Information

  • Publisher
    Square Enix
  • Platforms
    Nintendo 3DS
  • Genre
  • Guide Release
    14 February 2014
  • Last Updated
    12 February 2019
  • Guide Author
    Vincent Lau

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