Mephilia and Kamiizumi
Now that the sandstorm around Ancheim has subsided, a new sidequest awaits. First, head for the dormitory at the west side of Al-Khampis and speak with Martha behind the counter. Apparently Kamiizumi has recovered and he's left an errand for his trusty disciple.
Leave Al-Khampis from its north exit and travel to Ancheim to the north-west. Inside the city, raid the stores with their new equipment and scrolls. If you don't have enough money, don't fret because you can always come back later, but definitely buy three Clothespin accessories.
For free items head for Ancheim Palace towards the north-east and inspect the throne at the end for a Stopwatch . Outside the palace, go down the stairs to the right and hug the corner for a Tengu Yawn . There are more hidden items, but they're out of reach right now.
Anyway, once you've seen the sights, make your way to the Power Betterment Office toward the far east of the city. Inside, check out the bookcase to the right of the desk for a Gold Hourglass . Before anyone accuses you of theft, speak to the man behind the desk.
Right now Gho is at work; leave the office and head back towards the Magics store, then enter the door on the left to find his workplace. Yup, it's the Grand Mill Works from Bravely Default. Inside, proceed ahead and you'll find Gho sulking in the corner on the right.
After Gho explains his predicament, a surprise guest--Mephilia the Summoner--barges in and teleports Gho away. With Gho's whereabouts a mystery, return to the Power Betterment Office and speak to his boss again. So it seems Gho has gone to the Miasma Woods. Oh boy...
Exit Ancheim and chart a course east past the cliffs surrounding Ancheim, then north-east into the depths of the woods. At the end of the road is the entrance to the dreaded Miasma Woods dungeons.
Note : For this dungeon, we strongly recommend equipping the Dungeon Master (Freelancer Level 4) support ability. If you don't have this ability yet, you'll need a healthy supply of Antidotes--and by that, we mean a few dozen. Or you could use Halfsies in battle to share one Antidote.
Additionally, it would help if you equipped the Clothespins that you purchased from Ancheim. Otherwise, strong physical attackers such as Fencers or Thieves with the Mythril Bow will be key as many of the monsters have high magic defence. But keep a Wizard for backup.
Miasma Woods - South
Enemy Tips : Trolls can use Mad Frenzy to boost its physical attack; they can also Default and then Brave twice on the next turn, causing them become immobile for one turn. Exterminate them the turn they go immobile or unleash a flurry of Darts on the turn they Brave.
Treants like to use Lullaby to send the party to sleep; laugh in their face with the Clothespin and cut them down with strong physical attacks. Great Moths often use Wing Scales to cause damage and potentially inflict confusion--finish them quick because confusion is a nuisance.
Watch out because this dungeon is full of dark, poisonous swamp that inflicts poison on your party when you walk on it. With the Dungeon Master support ability, you've got nothing to worry about, but without it you'll want to tread carefully if you value your health.
From the entrance, go north and east around the swamp ahead. Before continuing, approach the swamp from its east to pick up an Antidote on the floor. Next, head east and then north when you reach the corner. Look out for the little patches on swamp on the left and then the right.
Once the area opens up again, head west to find a stretch of swamp. Run across to find 500 pg on the floor, then cross back over and sip on an Antidote or four if you went in unprotected. Back on the other side, carry on north to exit the area.
Enemy Tips : Wait, there's more! Don't understimate the Alraunes because of their size; they can use Paralysing Pollen to hot your party and potentially inflict paralysis. Greater Caits can use Pay to Win to boost their ally's critical rate.
Finally, Myconids may use Spore to summon another Myconid when hit with a physical attack. Myconids are fairly weak so you can abuse Spore somehwat to gain more experience and job points. Just make sure to have somebody ready to cast Heat Needle to finish the deed.
In the second area, head forward and the road will fork briefly. On your left, there's a chest at the far end, but a pool of deadly swamp stands between your path. If you have Dungeon Master or don't mind the taste of poison, run across to find a Wakeup Bell hidden inside.
Back near the entrance, head all the way east to discover another blue locked chest . Once you've mentally or physically made a note, backtrack a bit and follow the path going north, being careful (or not careful) to avoid the swamp on its left side. After turning the corner, head east.
Soon, a long stretch of swamp will appear on your right. If you want, cross south-east over the swamp to find 420 pg lying on the forest floor. For more goodies, cross north-east for a chest containing a chilly Antarctic Wind . Then go north-west, along the narrow swamp-ridden path.
Afterwards, head north and around for another chest--this one holding a prized Ether . Finally, travel south and follow the woodland path as it twists and turns, eventually cutting through swamp. To the far north-west is the exit to the final section of the woods.