[top] Blue Dragon Skils Strategy Guide Version <#history> 1.2 © 2012 by Bill Pringle, all rights reserved. *Restrictions on Use* You are free to quote brief portions of this guide for non-commercial use, such as answering questions on bulletin boards, provided you clearly mention that you got the information from this FAQ by Bill Pringle. It is very irritating to see my work quoted on web sites without credit. [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:firstname.lastname@example.org?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.