[top] Blue Dragon Skils Strategy Guide

Version <#history> 1.2  2012 by Bill Pringle, all rights reserved.

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    [toc] Table of Contents

  * Introduction <#intro>
  * Most Useful Skills <#useful>
  * Strategy for Leveling Up Skills <#sequence>
  * Suggestions for Recovering and Leveling Up <#level>
  * Misc. Comments and Suggestions <#misc>
  * Formats of this FAQ <#formats>
  * Version History <#history>


    [intro] Introduction

Blue Dragon is an RPG game written by the same person who created the
original Final Fantasy game, Hironobu Sakaguchi. The game is cartoon
based rather than realistic, and is somewhat like many Final Fantasy
games. Characters have normal types of stats (attack, defence, agility,
etc.) that are increased as the characters gain experience. Besides the
normal character level based on experienced, a character gains Skill
Points (SP) which allows them to advance in their current skill role.

Each character has a unique dragon, which has the ability to perform
magic. Each dragon can assume one of several roles (sword master, white
magic, black magic, etc.) that affects their stats (e.g., Monk has more
defense than mages, Ninja has more speed and stealth.) As a character
fights, they gain Skill Points (SP), which advances the current dragon
role. Each role has a series of skills that the character can learn when
they reach a certain rank (level) in that role.

What makes Blue Dragon interesting is that each character can mix and
match skills regardless of their roles. For example, one of the skills
for the Ninja role is *Ninja Swiftness*. If a Monk equips that skill,
they will have the same speed and agility as a Ninja, while still
posessing the basic stats of the Monk role. If done correctly, towards
the end of the game, each character can be a formidal fighter, able to
perform physical and magical actions as desired.

There are other FAQs for Blue Dragon, including some that will list all
the skills for each role. However, I was not able to find one that
explained which skills were more useful than others, suggested the order
you might want to take when leveling up, etc. That is why I created this
FAQ. I hope you find it useful. If you have any questions comments,
praises etc. feel free to contact me
<mailto:wrp103@gmail.com?Subject=Radiata_Stories_CheckList>.

Top of Page <#top>


    [useful] Most Useful Skills

  * Swordmaster <#useful-sm>
  * White Magic <#useful-wm>
  * Black Magic <#useful-bm>
  * Monk <#useful-mo>
  * Assassin <#useful-as>
  * Generalist <#useful-ge>
  * Guardian <#useful-gu>
  * Barrier <#useful-ba>
  * Support <#useful-su>

While each role has a number of useful skills, I find that I tend to
equip certain skills more than others. Here is a breakdown of my
favorite skills and why, grouped by shawdow class.

[useful-sm] Swordmaster
    This is Shu's initial class. All of your fighters should master this
    class by the end of the game. 

    Mow Down 2
        Mow Down 2 hits everyone in a given row with about the same
        force as if you were hitting one enemy. If you have Long Range
        Attack equipped, you can target either the front or back row. 
        This is a quick way to end a fight, even with medium hard
        enemies. Most enemies will be defeated after the second attack,
        if not the first. 
        The downside is that Loot only works with Attack, so if an enemy
        has useful items, you might want to attack them individually (or
        use Steal). 
        Be careful, there are some enemies that will always
        counter-attack a physical attack. Using Mow Down will cause your
        fighter to get hit for each enemy in the row. 
    Magic Sword
        This skill lets your physical fighters enhance their attacks on
        a single enemy with magic. The fighter need not have gained the
        Magic skill in order to perform the attack, as long as the level
        of Magic Sword is at least as high as the attack, and you have
        obtained the spell for your party. 
        The biggest drawback of Magic Sword over the actual spell is
        that you can only target a single enemy. For magic spells that
        can target a group (row or all), it is best to cast the spell if
        the skill is equipped. 
        There are a few cases where an enemy (usually a boss) will react
        differently to a Magic Sword attack than the same Magic spell
        attack. In that case, use the attack that results in the least
        damage to your party. 
    Absorb HP
        This skill heals the fighter by a percentage of the damage they
        cause. This is very handy in the early parts of the game, but
        becomes less useful later on. Once you have healers with
        sufficient MP, you probably don't want to use this skill any more. 
    Absorb MP
        This skill is similar to Absorb HP, except that it some of your
        MP is recovered. This is handy during the early parts of the
        game or if your fighter uses things like Magic Sword a lot. 

    It is also handy for your mages if you don't have the Extract spells
    yet.

    Boost Critical Damage
        This skill increases the amount of damage that is inflicted with
        a critical hit. It doesn't increase the changes of a critical
        hit (that can be done with the Monk skill Critical Hit Lift),
        but if it happens, the damage will be greater. 
        You probably want to use this skill at the beginning of the
        game, but as the Attack level of your fighters increase, you
        won't need it except maybe for boss fights. 

[useful-wm] White Magic
    This is Jiro's default shadoe class. I tend to have Jiro and Kluke
    master both White and Black magic. 
    The main advantage of White Magic is the ability to cure your party.
    I generally like to have all of my characters able to perform a
    basic heal, possibly as much as Zephyr. That way, if an enemy is
    immune or resistant to physical damage, your fighters can take over
    the job of healing the party while your mages deal major damage. 
    Towards the end of the game, I have my fighters max out on both
    White and Black magic. 
    If you have enough skill slots, Resurrection is handy, but I tend to
    use the Previve spell instead. 
    I don't tend to use items, but if you do, then Double Item is
    certainly a skill you should equip. It basically gives your
    character the ability to use two items during a single turn. You can
    use two items on the same characer (or enemy) or use them on two
    different ones. 
[useful-bm] Black Magic
    This is Kluke's initial shadow class. I suggest that both Jiro and
    Kluke master both white and black magic. Later in the game, after
    your fighters have mastered their shadow classes, you should
    consider having your fighters level up Black Magic. 

    Regenerate MP
        This skill causes you to gain MP as you walk. This is very handy
        early in the game, and for use with Field Barrier 3, so that you
        are less likely to run out of MP. 
    Boost MP
        This is another handy skill for for mages at the beginning of
        the game. Once your MP gets to be fairly large, and especially
        when they learn the Extract spells, this is less useful. 

[useful-mo] Monk
    This is Marumaro's initial shadow class. All of your fighters should
    master this class. 

    Absolute Counterattack
        Any character with this equipped will always counterattack any
        physical attack they receive. The Counterattack Boost skill (an
        earlier form of this skill) will increase the chance of a
        counterattack. 
        Equip Counterattack Boost when available and it will
        automatically upgrade to this when you max out Monk. 
        I have seen cases where the enemy managed a surprise attack, but
        the battle was over before my party had a turn. Each enemy
        attacked one of my fighters in the front row, whose
        counterattack killed off the attacker. 
    Battle Essence
        This skill should be equipped on all your fighters (unless they
        are using the Monk role.) 

[useful-as] Assassin
    This is Zola's default shadow class. All your fighters should max
    out this class. 

    Steal / Loot / Treasure Hunt
        This skill has a character attempt to steal an item fron a
        single enemy. You can only steal once from an enemy. 
        This is a great way to build up your inventory of items or gain
        money by selling the items you stole. 
        The Treasure Hunt skill increases the chance for a rare item.
        Once a character has the Loot skill, I will tend to use that
        instead of steal. Loot attempts to perform a steal during a
        regular attack. (This is similar to Mug in many Final Fantasy
        games.) 
    Ninja Swiftness
        This skill will give your character the same speed as they would
        have as a Ninja when it is equipped for another shadow class. 
        I recommend that all of your characters have this skill
        equipped. You can often avoid any damage to your party because
        the enemy never gets a turn. 
    Long Range Attack
        This skill allows you to physically attack from either the front
        or back row with no loss in attack strength. It also allows you
        to attack the back row of the enemy. 
    Double Strike
        When this skill is equipped, the character will perform two hits
        per attack.
        This is a must-have skill for all of your physical attackers. I
        also equip this skill for my mages, who can do considerable
        physical damage towards the end of the game. 

[useful-ge] Generalist
    This class gives you the ability to equip more skills and
    accessories. All your characters should master this shadow class,
    but you should do it over time at the start. It takes a long time to
    master this class, but you can do it in smaller time periods. 
    My general rule is that when I am having trouble deciding which of
    two skills I want to equip, then I should switch to Generalist and
    gain a few more skill slots. 
[useful-gu] Guardian
    This shadow class provides various fighting buffs. All of your
    fighters should master this class. 
    The most important skill in this class is Total Guard, especially
    when equipped with Absolute Counterattack. 
[useful-ba] Barrier
    This shadow class provides buffs for your party. I don't tend to use
    buffs or debuffs except maybe for boss fights. So the only skill
    that I use is Field Barrier. Unfortunately, you don't get Field
    Barrier 3 until rank 50. 
[useful-su] Support
    This shadow class provides mostly debuffs against your enemy, which
    I don't tend to use except maybe in boss fights. What it also
    includes are some good skills for magic casters. 

    Double Cast
        This is a must-have skill for your mages.
        It allows a character to perform two spells in one move. There
        is no restrictions on what spells: you can cast the same
        offensive spell twice against a boss, you can cast a heal on
        your party and an attack on the enemy, etc. 
    Spell Duration
        If you tend to use buff and debuff spells, this skill can come
        in handy. 

Top of Page <#top>


    [sequence] Strategy for Leveling Up Skills

  * Pace Yourself When Gaining Skills <#seq-pace>
  * Leveling Up Magic Users <#seq-mage>
  * Leveling Up Physical Fighters <#seq-fighter>


      [seq-pace] Pace Yourself When Gaining Skills

Your first impulse is probably to have your mages max out their magic
class and the fighters max out their default class. Actually, that is
not a good idea, since you end up spending a lot of time gaining skills
that you can't really use yet. Better to be leveling up other shadow
classes and gaining useful skills that you can use now.

For example, magic spells are gained only at certain points in the game,
so it makes no sense to have Level 6 White or Black magic if you don't
have the corresponding spells. Another great example is the Generalist
class, which everyone should max out, but not at the start of the game.
It makes no sense to have 8 skill slots available if you don't have 8
skills that you want to equip. And if you still aren't convinced,
consider this: you can't generate enough SP points early in the game to
max out your shadow classes in a resonable amount of time.

The strategy that I suggest is that you identify which skills you want
to have, and arrange them by priority. Then work towards those skills so
that you get the optimum number of skills as early as practical. You
should have a different set of skills for each character, arranged so
that your party has the optimal skills available at any one time. This
is especially important at the beginning of the game. Towards the end of
the game, my characters have mastered most (if not all) classes,
although the actual skills that are equipped might be slightly different.

A good rule of thumb is that when you find yourself trying to decide
which skill to equip, it is probably time to switch to Generalist and
gain some more skill slots. Don't try to gain too many slots too fast;
better to gain the skills and then get the slots than the other way around.

Top of Page <#top>


      [seq-mage] Leveling Up Magic Users

For mages, you want to concentrate mostly on magic based skills,
although you will want some physical skills as well. This will help
raise their HP and defense so that they will survive battles.

Jiro starts with White Magic, while Kluke starts with Black Magic. The
skills you want both of them to have is Black Magic rank 8, which gives
you Regenerate MP, and White Magic 9, which gives you Zephyr. So after
Jiro gets Zephtr, change his shadow class to Black Magic until he gets
Regenerate MP. The opposite with Kluke: when she gets Regeneate MP, have
her level up White Magic until she gets Zephyr.

You don't want to get too far ahead in your White/Black magic rank.
Whatever level of spells you have, that is the level your shadow should
be. I suggest that you keep Jiro and Kluke at about the same levels for
both Black and White Magic. That way they become interchangeable, and
you can attack or cure as needed on either of their turns.

Once Jiro and Kluke have reached the level you want for Black and White
Magic, start beefing up their physical stats. Assign them to Sword
Master until they reach Absorb HP. Then assign them to Assassin at least
until they reach Ninja Swiftness, and then Loot. Another good physical
class for your mages is Guardian, which has an HP Boost skill starting
at rank 9.

If you have the time, let them learn Long-Range Attack, which will allow
them to steal from the back row. As soon as they learn Steal, equip it
for both of them. When battling weak enemies, have them steal rather
than waste MP, provided your physical fighters can handle the enemies.

Once you are no longer worried about your mages being killed off because
of their poor HP, start them on Support Magic. I don't tend to use
support magic myself, but the class has some very useful skills,
especially Double Cast once you master it. The Magic Essence skill can
help you with your magic attack power, and Spell Duration could be handy
if you used status type spells.

After your mages have mastered the Magic classes, start them back on the
fighting classes. You will find that Jiro packs quite a punch later in
the game, and Kluke is no slouch, either.

A typical skill set for a mage might be:

  * White Magic
  * Black Magic
  * Double Cast
  * Ninja Swiftness
  * Long-Range Attack
  * Steal / Loot
  * Treasure Hunt

Towards the end of the game, I will also equip Battle Essence, since
they can deal considerable damage by then, especially if you also have
Double-Strike equipped. Why waste MP when you can take an enemy out with
a physical attack?

Top of Page <#top>


      [seq-fighter] Leveling Up Physical Fighters

For fighters, you want to concentrate on fighting based skills, although
you will also want some magic skills as well. At a minimum, each
character should be able to heal the party; optimally, they should be
able to resurrect a KO'd character as well. For really tough boss
fights, the strong fighters might be the only ones to survive a brutal
attack, so you want them to be able to heal the party.

Each fighter starts with their own starting shadow character. You will
want all three of them to master all three of these classes, as well as
some other classes later on.

All your fighters should be skilled in Sword Master, since that gives
them the ability to perform magic attacks. The other great fighting
skill for Sword Master is Mow Down, which can keep your fights short.
Once a character learns Mow Down 2, you should switch them out to
another fighting class, since the remaining skills for Sword Master are
mainly for Magic Sword levels, and you don't know those spells yet. Once
a character has learned Absorb HP, equip it until you are no longer
worried about them getting killed off.

When first learning the Monk class, try to get at least to stage 19 so
that you can equip Battle Essence, which will give a higher attack power
when you have other shadow classes assigned. You want to eventually
master this class so that you can get Absolute Counterattack.

When starting on Assassin, try to get to rank 14 for Ninja Swiftness.
Your next goal would be rank 26 for Long-Range Attack, and finally rank
35 for Double-Strike.

Guardian is a good shadow class for fighters, although I don't tend to
start on it until I have mastered the other fighter classes.

The goal for your fighters should be a Guardian with the following skills:

  * Magic Sword
  * Battle Essence
  * Absolute Counterattack
  * Ninja Swiftness
  * Long-Range Attack
  * Double-Strike

That leaves you some additional slots of your choice. If you equip Total
Guard, that person will protect anyone about to be killed off, and if
they have Absolute Counterattack equipped, will do damage to the attacker.

I tend to have one of my fighters equipped with Field Barrier whenever I
want to use it, since they don't tend to use MP otherwise. If you have
Field Barrier equipped, try to also equip Regenerate MP, and you will
probably not run out of MP.

If you have leveled up Black Magic to a good level, you might consider
equipping that rather than Magic Sword.


    [level] Suggestions for Recovering and Leveling Up

  * Leveling Exp/SP Points <#level-exp>
  * Gaining SP Points <#level-sp>
  * Free Healing Places <#level-heal>

There are two kinds of leveling up: (1) by Experience and (2) by Skill
Points (SP). While Experience will help the overall stats of a
character, the set of skills that are available often have a greater
impact on the capabilities of the character.

I prefer to level up both experience and SP at the same time, so I
usually prefer to fight rather than use a Field Barrier. There are times
when the Field Barrier is better.

Top of Page <#top>


      [level-exp] Leveling Exp/SP Points

One of the things I look for when leveling up is a free place to recover
HP/MP that is near a source of enemy fights. For Blue Dragon, it is even
better if the source is near a warp point.

You can spend time fighting just outside of camps and towns. When you
run out of enemies, or you start to have trouble, or even if you have
just gained enough that you don't want to do it over again, go back into
the town / camp, heal and save. The enemies will be back when you go out
again, so you can start over.

What I usually do is to check to see how many points we get from the
fights, and how many points before the next character gains. You can
then estimate how many fights it will take for the next level. If it
isn't too many fights, then I check the time and fight until the
character gains. That will tell me about how long it will take for the
next level. The more a character gains, the longer it will take to the
next level. When I don't want to wait for the next level up, then I
progress the game.

Here are some good places to level up your characters:

Mechat Crash Site
    When you get your shadows and escape in the Mechat, it crashes in
    the first area where you can do considerable leveling up. You might
    be impatient to get on with the game, but the time you spend
    leveling up early in the game saves you even more in total game
    play. If your characters are strong, then you will be able to move
    through the game much faster. 
    This area doesn't have a warp point, but you can exit to the next
    area, fight until you clear out the enemies, return to heal and
    save, and go back out and fight some more. When you find the fights
    easy, consider going into the adjacent area (Lot Wilderness - East.)
    There are more enemies, and more experience. You can fight for a
    while, go back to heal and save, and return. 
Ancient Hospital
    The hospital has a free healing device near the entrance, so when
    you get here, you can spend some more time leveling up. There is a
    warp point in the building, but it is a bit from the healing spot,
    so once I progress beyond this place, I don't to come back unless I
    need to. However, the free healing and save point, plus the presence
    of shops in the Drill Machine next door make this an ideal place to
    level up during the early part of the game. 
Western Deserted Island
    Once you get the airship, you will want to travel the world
    collecting chests that you can't get othereise. On the Western
    Deserted Island you will find lots of Sea Temple Turtles, but if you
    fight there long enough, you should encounter the rare Thief Crab.
    Each fight is worth 5 SP points, so this might be a good time to
    gain SP points for a less used shaddow class, especially if you have
    accessories that double your SP points.. 
    It seemed like forever before I found my first Thief Crab, and then
    I saw my second one a few minutes later. 

Top of Page <#top>


      [level-sp] Gaining SP Points

When you are revisiting areas you first visited early in the game (for
example, when you are removing barriers from chests), the amount of
experience you get from the monsters is very low, and not worth the
time. In cases like this, turn on your field barrier and you can simply
charge through the enemies. I usually take some extra time to run into
nearby enemies, especially if there are a lot of enemies in a small
area. Even if you only get 1 or 2 SP per enemy, you can rack up quite a
number of points in a fairly short time.

Here are some of my favorite places to level up with Field Barriers:

Underground River
    Warp to the Ancient Factory, and walk back into the Underground
    River area. Keep bearing left until you get to the area where you
    fought the optional dragon. There are tons of kelolons running
    around. Just keep running back and forth around the lake. The ones
    that flee will turn up on your way back. Keep it up until you have
    gotten all (or most) of the enemies. You can exit to the Ancient
    Factory, save your game, and go back and do it again. 
Mecha Base
    As soon as you leave Pachess Town, instead of traveling north
    towards Nene's Fortress, head south and find the Mechat Base. You
    will recognize it from the circular track that has the base
    travelling around. You don't need to actually enter the base
    (although I suggest you at least get the spellbooks as far as you
    can travel). If you notice, as the base travels around the track, it
    spawns a lot of smaller robots that will tend to approach you rather
    than run away, like some others. You can stay behind the base and
    run at the robots using whatever field barrier you have. 
    If you want to do something else, you can simply stand on the inside
    curve right next to the track. As the base moves past, it will spawn
    robots that willl move towards you, giving you lots of experience.
    Each time one of your characters gains a level, the game will
    display the new skill and wait for you to click the "A" button to
    continue. If you have a turbo controller (or a piece of tape ;^),
    you can use it to keep generating button clicks so that the game
    continues. Let the game run for a couple of hours and all your
    characters should be maxed out for their current shadow. This would
    be helpful for something like Barrier Magic, which doesn't max out
    until rank 50. 

Top of Page <#top>


      [level-heal] Free Places to Heal

The cost of healing in Blue Dragon isn't very much, but I tend to be a
cheap-skate and look for free places. The best healing places for me are
where I can get to them quickly and get free healing.

Here is a list of my favorite healing places:

Lago Village
    After you have saved Marumaro's home town, whenever you return, you
    can sleep for free at his house. From the warp point, go up the ramp
    and turn left. Make the next right and at the end of that path is
    Marumaro's house. Talk to his mother and she will let you stay for
    free. 
Baroy Town
    Warp to Baroy Town and run around the two buildings to get to the
    Inn, where you can sleep for free. This still works after the city
    has been deserted by the robots, so there is no time wasted in extra
    dialog. Remember, you don't need to return to the warp device to
    warp to wherever you want to go. 

Top of Page <#top>


    [misc] Misc. Comments and Suggestions

  * Use a Turbo Controller <#misc-turbo>
  * You Can Warp from Anywhere <#misc-warp>
  * Pay Attention to Formation <#misc-rows>
  * Pay Attention to Attack Order <#misc-order>

This is a "catch-all" section for anything I want to say that doesn't
fit anywhere else.


      [misc-turbo] Use a Turbo Controller

There are several times when a turbo controller can be really handy.
There are several button mashing scenes where you have to hit a button
at a ridiculous rate. I don't mind trying button mashing once or twice,
but if I can't do it after a few attempts, I just want to move on.

While some may think using a turbo controller in a fight it cheating,
there is another less controversial use for one. There are a gazillion
things in the game that you can examine for prizes: gold, medals, items,
and Nothings (which are something). I find it much easier to wander
around the edges of areas with the turbo set to mash the "A" button.
There are times when you have to be at the right angle for the click to
count, so having it continually clicking means you are less likely to
miss anything. Even with a turbo controller, I have revisited areas and
unexpectedly found something that hadn't been checked during my previous
visit(s).

Top of Page <#top>


      [misc-warp] You Can Warp from Anywhere

While you need an activated warp device to warp *to* someplace, you can
warp *from* most anywhere. I didn't figure that out until my most recent
time through the game. When I looked at the main menu, I noticed that
the /warp/ option was available, so I tried it and was pleased to find
that it worked. Before that, I would always run to the nearest warp
point so that I could warp someplace.

This opens up some interesting possibilities. For example, when in the
Sea Cube, there is a warp device and a save point at the very start of
the area. Each time I completed a floor, I would warp back to the
entrance, save the game (and possibly go someplace to heal), and then
walk back up to where I was. If you are having problems getting through
an area, this might be a good approach to take so that you don't have to
replay large amounts of fighting and gaining levels more than once.

Top of Page <#top>


      [misc-rows] Pay Attention to Formation

At the beginning of the game, be very careful about how you set up the
formation. Each character can be in the front or back row. The front row
tends to get hit more than the back row, so put your weaker characters
in the back. However, unless you have *Long Range Attack* equipped,
characters in the back row have very weak physical attacks. Magic
attacks are unaffected by what row you are in.

I tend to keep my fighters in the front row and my mages in the back
row. Another possible formation is to have all the characters with
Absolute Counterattack equipped in the front row, so that each time the
enemy attacks, they get damaged as well.

Top of Page <#top>


      Pay Attention to Attack Order

Keep track of the turn order during a fight. A good general rule is to
attack the enemy that will attack first. Ideally you want to defeat each
enemy before they get a chance to attack.

Attack order can also be handy when casting magic. You want to make sure
you heal before a tough enemy attacks, and perform an attack spell
before they attack rather than after.


      [misc-acc] When Changing Dragon Shadows, Check Accessories

Sometimes when you change dragon shadows, the accessories for the
character are left unchanged. Other times all their accessories are
removed. After you switch a shadow, double-check to make sure they still
have their accessories.


      [misc-gold-mecha] Gold Mecha Robo and King Poo

There are two optional bosses that are very tough: King Poo and Gold
Mecha Robo. They are very tough, but can be beat, although sometimes you
have to be lucky. There are many FAQ articles suggesting how to win;
some of the suggestions are helpful.

It is important to realize that you can steal from the Golden Robo Mecha
as early and possible, but not bother to fight them until you are
leveled up more. As soon as you have found all six mystery parts and
exchanged them with the head researcher at Jibral Castle, you can (and
should) take some time to steal from the Gold Robo Mecha. This will
allow you to raise the agility for your party so that often you will
never get any hits scored against them; you will take out the enemy
before they get a first turn. Towards the end of the game, I had all my
characters equipped with Ninja Swiftness, Battle Essense, Long Range
Attack, and Double Strike. I used physical attacks, and every character
was usually able to take out an enemy with one attack (two hits), or at
most two attacks for regular enemies. For boss fights, I was usually
able to defeat the boss before it was able to get in any hits.

One suggestion you will see is to try to attack the boss and an easy
enemy in the same fight. This will let you spend time buffing up your
party while you fight the weak enemy, so that you start off the boss
fight ready and able to fight well and deal out considerable damage.
This sounds good, but I tried for a long time to get a poo snake near
King Poo without success. Eventually, I gave up and took him on solo.

I fought King Poo before Gold Mecha Robo, but if I had to do it again, I
would do the Gold Mecha Robo first. Not necessarily to defeat him, but
to steal Golden Eternal Engines, which will permanently increase a
character's agility by 3. Probability the most important ability you
will need to defeat these two monsters is speed - high agility.


        [misc-robo] Gold Mecha Robo

Stealing from the Gold Mecha Robo is simple, and you can quickly raise
your agility so that you should have no problems beating them. The trick
is that you fight, steal, then flee, then fight again. But you have to
leave the area so that the Golden Eternal Engine will respawn. I
developed a pattern that made this very easy:

To get started, warp to the Ancient Factory and save at the save point
right next to the warp device. From this point, I steal five times from
the Gold Mecha Robo, and then save the game. (I'm paranoid of losing
progress, so I save often.) After several of these cycles, I distribute
them to each party member. I start out with Shu as the party leader.
Here is the pattern:

  * Go through the door into the factory floor
  * Avoid battles (or use Field Barrier) and head to the back right and
    get on the conveyor.
  * When you exit the converyor, head right and attack the Gold Mecha Robo
  * Keep stealing until you succeed
  * Flee (if you press up on the D-pad, you will be a "Flee") If the
    flee doesn't work, keep trying - it shouldn't take too long.
  * Press the "Y" button to get the main menu
  * Press the right bumper button to change the leader to the next character
  * Select Warp (if you press up on the D-pad a couple of times, you
    will be at Warp
  * Select Ancient Factory (if you press up on the D-pad, it will take
    you to the last warp point. The Ancient Factory will be the entry
    above the top entry. Hold down the up button on the D-pad and let go
    just after you reach the top. Make sure you are on Ancient Factory
    and click on the "A" button to warp.
  * You will be back where you started. If you see Shu, then you have
    done this five times. If that is so, then save again.

The reason I like this is because this whole process will get very
boring, and I will lose track of how many times I have stolen. This way,
I can do other things while going through the motions. Every so often I
will distribute the Golden Eternal Engines to the party. Since you
should have a multiple of 5, you will be able to give the same number to
each character. For example, if you have 20 of them, then give each
character 4 of them.

You should be able to max out their agility, but I doubt that is really
necessary. I had them all around 300, which seemed to be fine. If you
are less bored, but all means keep going.


        [misc-poo] King Poo

As I mentioned earlier, some suggest trying to use the encounter circle
to enclose the boss and a minor enemy. I wasn't able to do that. If you
can do it, fine, but here is how you can do it using a back attack.

In some ways, King Poo is unpredictable. Every so often, he will keep
fighting several attacks at the same time. Now, I fought him before
stealing lots of Golden Eternal Engines, so my speed wasn't as fast as
it could have been. I selected equipment to increase their speed as much
as I could. Here are the skills that I had equipped for everyone:

  * Everyone had the Barrier Shadow assigned
  * Skill+8
  * Accessory+3
  * Ninja Swiftness
  * White Magic
  * Black Magic
  * Double Cast
  * Quick Magic Charge
  * Resurrection
  * Sentinel Shield
  * Endure
  * Support Magic
  * Barrier Magic (already equipped)

Regular physical attacks are pretty much useless, even with
Double-Strike, so I concentrated on magic attacks. There have been
various suggestions, usually Flarus, Waterus, or Shadowus. I found
Shadowus to do the most damage. The real damage happens when your
Corporeal attack is available. It probably will take you between 3 to 5
corporeal attacks to finish off King Poo.

When you start with a back attack, you get a head start on the fight.
What I noticed is if I didn't attack physically at the start, I was able
to do more before the king attacked.

At the start of the fight, I have each character cast Quickus on
themselves. If a character is killed off, they will get resurrected
(they start off with Ressurection equipped, which will resurrect them
once). Whenever that happens, have the character cast Previve on
themself, and Quickus during their next turn. From then on, keep casting
Shadowus until their Corporeal attack is available. Don't worry about
healing; a physical attack will take out your character regardless of
their HP.


    [formats] Formats of this FAQ

This page can be found in two forms: an HTML (web) page at
http://BillPringle.com/games/bluedragon_skills.html, and as a text file
on http://www.gamefaqs.com/. The HTML page will probably be updated more
often, and will always be the latest version. The HTML web page will
include hyperlinks, so you can click on a link to find the appropriate
section. The text file was created by the FireFox browser, which inserts
hyper-links inside angle brackets (<#like-this>). To find that location
with a text editor, use the search feature to find the target name in
square brackets ([like-this]). The link inside the angle brackets will
always start with a pound sign (#), indicating that the target is on the
current page. The square brackets won't have that pound sign. For
example, to find the target of link <#intro>, search for [intro].

If you are going to have an electronic copy of this FAQ, I recommend
that you get the HTML version from my web site instead of the text file.
It will allow you to take advantage of the hyperlinks, so that you can
quickly move from one section to another. It also saves you from
printing lots of pages.

Top of Page <#top>


    [history] Version History

24 May 2012 - Version 1.2
    Added King Poo and Gold Robo Mecha section
    Minor tweaks and editing
May 2012 - Version 1.1
    Typos, tweaks, etc. 
9 May 2012 - Version 1.0
    Initial release.