Blue Dragon Walkthrough

4. Disc One Walkthrough

Introduction

This walkthrough is spoiler-free, so you can navigate it at any time.
I will warn you when a missable achievement is ahead, so you know in advance if you should proceed/save/whatever. I will also warn you whenever there is a missable item/monster.
Keep in mind that for the Item and Monster datas (there's an achievement for collecting them) you don't have to do anything special: collect a certain item once, and it'll be in your collection; beat a monster once and it'll be in your collection. The DLC content is not required for these achievements.

As for the walkthrough content, you'll see some maps in the walkthrough. This is a typical one, and here's how you read it:

- Light-blue dots mark chests, and the content is linked to them
- Red-blue dots mark particular chests which contain items essential to progress
- The chests can be marked with a symbol like this -> (*) <- and a note will be reported to explain what it is about (for example the chest may not be available immediately as you enter the area)
- The colored -> * <- symbols (blue in the sample map) mark a barrier of that color; you'll be able to solve these puzzles later in the game. The barriers can either block your path making a wall, or be around a chest you therefore can't open. If you see them in brackets like this -> (*) <- it refers to other notes written on the map and is NOT a barrier
- The blue -> S <- marks the location of a save point
- Other special notes and labels may occur and will be explained in the map or in the following text description

These maps will substitute most of the indications, but don't forget to check the text description for other information.

In particular, I'll describe the story progression steps like this:

- Go here
- Then go there

All the secondary information, suggestions and notes will be written in Italic style like this line.

Item and monster checklists will introduce the sections: I will describe them in the order as they come, grouping the new item/monsters first, and then the ones you should have already registered.
The name of items and monsters containing spoiler will be omitted and substituted with three question marks ( ??? ). They are all story related, therefore you can't miss them.

I suggest taking a read at the boss fights strategies before triggering them, so you can have an idea on the equipment and skills you will need.

At last, I'll be referring to playthroughs played on Normal difficulty, which is enjoyable and enough to earn any achievement.

Disc One Walkthrough

Talta Village

Item checklist:

- Max HP +1 Bonus
- Medicine (I # 001)
- Thorn Grass (I # 029)
- Medicine, Thorn Grass

- HP Up Elixir (I # 070)

Monster checklist:

- None (*)

(*) Note: when you fight a monster which will not end in the Monster Collection, I will not mention it in the checklist. Your first fight is just the case.

As you take control of Shu, go around the windmill well behind you and examine it for a Max HP +1 enhancement. In a bag on the left of where you are there's Medicine 1x and just on its left a Thorn Grass 1x near some rocks. There's a Medicine 1x near the upper-left wooden pillar (examine the bag). Near some rocks on the right of the water there's another Thorn Grass 1x (other rocks contain a Nothing). There are also four more Nothing: one examining one of the wooden pillars, two examining two bags, and another near another rock. In addition to these, some other items will contain little amounts of Gold.

The above description is just to show you how you should move if you want to explore every possible interaction spot in the game. If you haven't already, please take a read at the General hints and tips section where I speak about them.
After this sample I will not confuse you with these long and pointless descriptions again: the full exploration is a die hard task, and requires a lot of patience. Reading indications on where to find these minor items, or even watching a picture of them, would be less effective for you than just wandering around tapping A all the time, that is the only real way of collecting these overall unrewarding items. Remember that to complete the item collection you will have to find 200 "Nothing"s, so a bit of exploration is required and best done in the first phases of the game where the items you find are more useful than they would be later.

- Go down the path to trigger some scenes
- After them you'll control Fushira: speak with Jiro's parents, then move to the left side to trigger more scenes
- You'll control Shu again: speak with a yellow dressed kid on the right (Coluti) to get an HP Up Elixir, then approach the shark-like thing to trigger the first fight of the game

Boss Fight # 1 - Land Shark
The fight is nothing hard: attack a couple of times (don't worry about your health, the game has calculated the damage so you don't need to heal), then hit the boss on its weak spot when it'll be revealed (move the target pointer).

- After more scenes, speak with your buddy Jiro and then approach the monster to trigger some more scenes
- Approach the net to continue with the story

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Ancient Ruins - Caverns

Map of the area

Item checklist:

- Light Crystal 1x (I # 007)
- Stone Bracelet 1x (I # 158)
- Stone Necklace (I # 223)
- Phoenix Talon 1x (I # 011)
- Medicine, Medicine, Thorn Grass

Monster checklist:

- Poo Snake (M # 001)

In this area you'll find your first "real" enemies. Before fighting any, it's advisable to grab and equip the Stone Bracelet, since it'll boost your ATK much enough as to one-shot them.
Don't bother with the blue barrier you can see around a chest and on the way south; you'll come across many of these in the story, and eventually you'll be told about them.
About around the spot marked with a brown circlet you can find several machinerys which you can examine to loot a Medicine, a Mobility Balm, a Steadiness Salve, another Medicine and a Medal.

- Go towards the giant rocked-fin near where you start to trigger a scene after which you'll join Jiro and Kluke
- Open the chests around the place (the ones containing the Stone equipments are not required to progress); after opening the four of them, a very quick scene will show another chest appearing near the save point; open it to get the Phoenix Talon and trigger more scenes

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Flying Fortress

Map of the area

Item checklist:

- Creature Compendium (I # 318)
- Light Sphere (I # 319)
- Lv 1 - Heal (I # 086)
- Lv 1 - Wind (I # 105)
- Medicine, Stone Necklace, Medicine, Light Crystal

Monster checklist:

- Mecha Robo (M # 068)

There's a Medicine interacting with something just behind you, and you can find a Deodorant examining the coupling on the right side.

- Pick the Creature Compendium in a chest, then move towards the front door (there are three doors, all locked now). A fight will trigger after some scenes

Boss Fight # 2 - Nene
Get defeated as you prefer. You could deal thousands of damage to this enemy, but he would not die; just attack until the fight comes to an end.

- More scenes will follow
- When you take the controls back, go at the center of the room to trigger more scenes

* MISSABLE ACHIEVEMENT # 1 - Closed Flying Fortress Door *

- You don't have to fight the monsters and there's no special reward for defeating them, but please be sure to save your game before proceeding through the door north (just opened): the first missable achievement of the game is waiting just past the door
- The minigame is very simple: smash A like crazy to fill the gauge three times. If you fail, a monster will break in and trigger a short fight, besides missing the achievement (Dashboard > Load the game back, if that happens)


Secret Achievement Achievement in Blue Dragon

Secret Achievement9 (5)

Offline Required - This achievement requires play in offline game modesSingle Player - This achievement can be obtained in single player game modes
Continue playing to unlock this secret achievement. (Secret)

The video above is just to give you an idea of the timing (you have to be decently quick), of course there's not much to learn from watching it since I'm just tapping A.
Once you're through it, before doing anything else, you can explore the "new" area a bit: on the right a Cable Conductor will reveal a Stone-Be-Gone item, while on the left more Cable Conductors will earn you a Medicine and a Medal. On the left there's also a Pipe which you can examine for another Medicine.

- Follow the events after some cutscenes until the Shadows will be introduced to you; two robots will let you test them (meanwhile you will automatically acquire the Light Sphere, Lv 1 - Heal and Lv 1 - Wind in your item collection)
- After the mandatory fight, go near that sort of mini-airship to trigger more scenes (there is no reward for beating that endless amount of enemies)

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Mechat Crash Site

Map of the area

Item checklist:

- Magical Medicine (I # 004)
- Antidote (I # 020)
- Ruby (I # 032)
- Medicine, Stone Bracelet

There's a broken tree on the south side you can examine for a Medicine. On the left side there are two Medals among two different groups of rocks.

- Save and examine the water if you want, then head north pushing the piece of mechat blocking the way to progress to the open world

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World Map - Near Mechat Crash Site

Item checklist:

- Stone Ring (I # 193)
- Mega Medicine (I # 002)
- Magical Medicine

Monster checklist:

- Ancient Katydid (M # 043)
- Poo Snake

As you approach any enemy, some tutorials will trigger to explain you how to deal with enemy encounters. In particular, the RT button will now open a circular range within which you can "pick" enemies to fight from an handy list; you can also use the X button to dash towards them (directing with LS helps), something you could do since the beginning to be honest.

You will start appreciating also the difference between first and second line. The lines are mainly important because the distance will determine whether you'll be able to attack an enemy or not (your front line can't reach the enemies in their second line with physical attacks). Beating the first line will expose the second-lined enemies on the main front, basically promoting them to the first line.

Some more tutorials are bound to come after few fights, explaining the Skills, the Monster Fights and some more.

You'll also probably reach Lv 5 with at least a member of your party; you'll be given the option of choosing a new class to learn for your Shadow every five levels. For information and suggestions, please read the General hints and tips section.

- Go ahead to the next area

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Lot Wilderness - East

Map of the area

Item checklist:

- Lv 1 - Flare (I # 104)
- Deodorant (I # 021)
- Stone Earring (I # 253)
- Emerald (I # 035)
- Fresh Garlic (I # 015)
- Thorn Grass, Antidote, Antidote, 200 Gold, Magical Medicine, Phoenix Talon, 300 Gold, Magical Medicine, Stone Ring, Antidote

Monster checklist:

- Fat Rat (M # 162)
- Smirking Scorpion (M # 064)
- Poo Snake, Ancient Katydid

Don't worry about the new enemies: you can easily deal with them. There are two big trees you can interact with: you'll push them down, creating a bridge leading to a chest both the times. In addition to the chests and a lot of interactions with trees and rocks, you can also push down some rocks in the middle of the way to reveal items under them. All these items are as valuable as those you can find in the interaction points, so they don't contain anything important.

- Fight the new monsters to collect their data, loot the chests and head out in the new area

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Sheep Tribe Camp - Wilderness

Map of the area

Item checklist:

- Sleep Powder (I # 046)
- Sapphire (I # 038)
- The Way of the Thief (I # 050)
- Magical Medicine

This is a safe area. Here you can find four chests, the first shops of the game (there are accessory shops, spell shops and item shops) and also your first Inn where you can rest (that is to say, recover full HP and MP) for 18 Gold. You can also find a weird device, but we'll deal with it later. For your information, a chest containing a spell you already bought (for example the earlier chest containing Flare) will hold part of the value of the item in the shop instead of the spell, since you only need to get a spell once.

Shops

- Medicine - 30 G
- Magical Medicine - 250 G
- Phoenix Talon - 100 G
- Deodorant - 20 G
- Fresh Garlic - 80 G

- Stone Bracelet - 100 G
- Stone Ring - 80 G
- Stone Necklace - 150 G
- Stone Earring - 60 G

- Black Magic Lv 1 - Flare - 600 G
- Black Magic Lv 1 - Water - 450 G (I # 106)
- Support Magic Lv 1 - Slow - 500 G (I # 122)
- Barrier Magic Lv 1 - Shield - 500 G (I # 140)

- Speak with the red-dressing Sheep Tribeman for a short dialogue, buy whatever you want/can afford (the spells are likely to be the best choice), loot the chests, and head north

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Lot Wilderness - West

Map of the area

Item checklist:

- Copper Bracelet (I # 159)
- Stout Garlic (I # 016)
- Thorn Vines (I # 030)
- Kelolon Powder (I # 044)
- Amethyst (I # 041)
- Shadow Crystal (I # 009)
- Copper Earring (I # 254)
- Light Crystal, 500 Gold, Light Crystal

Monster checklist:

- Green Grunt (M # 136)
- Flamboyant Dinoram (M # 261)
- Poo Snake, Ancient Katydid, Smirking Scorpion

Be careful against the green monsters; they're weak against the Magic Sword attacks of Shu and will lose their weapons in the attack too. There are again rocks you can push down; the one opposite the chest containing the Kelolon Powder has a nice Mega Magical Medicine which you may want to pick.
As you progress, you will eventually notice a "Checkpoint" message in the bottom-left corner of the screen, alerting you of the upcoming danger -- the checkpoints back you up if a Game Over occurs, but keep in mind that they aren't game data: if you turn off the console, you'll only be able to restart from the usual save data.
I suggest giving Kluke some physical defense equipment, otherwise she will probably be by far the weakest of the party with her low HP.

- Proceed until you trigger the checkpoint, then go on a bit to trigger some dialogues and a boss fight

Boss Fight # 3 - Flamboyant Dinoram
The music you're hearing is called "Eternity", in case you wonder. The boss shouldn't be underestimated.
A good party against this monster is the default one, with a healer, a black mage and a melee attacker; you may want to turn Shu into a Monk, so you can use the charged melee attacks with him to deal extra damage.
The boss has a weak spot which can be reached with your spells (not with melee attacks), except Water; Flare will work well, and casting it all the time is Kluke's fixed task, possibly charging the spell as much as you can until before the boss's turn. Shu should always aim for the body with possibly charged attacks (also Magic Sword attacks), while Jiro will heal when necessary (probably all the time), but he shouldn't need to charge the healings.
The boss can guard with the tail, entering a recovery status at the same time; hit its weak spot to stop this. When he uses the tail to hit all your party, I recommend to use a Light Crystal instead than the Heal spell, or you may not be able to keep up with the healings on the long run.
When it will be close to death, it'll bend a bit allowing you to hit the weak spot with melee attacks too; finish it off.
If you're having problems with it, place Jiro and Kluke in the second line and Shu alone in the front line. Attack with Shu and Kluke (don't aim at the weak spot) and always cast a non-charged Heal spell on Shu with Jiro. If Shu is hurt and Jiro's turn is after a turn of the boss, guard with Shu so you can take the hit without dying, then heal with Jiro.
The boss has 320 HP.

At the end of the fight you'll receive a Light Crystal and a Shadow Crystal. You can also head back to the camp and speak with Donpa in the middle of the area to receive a Mega Medicine; while you're there it's also advisable to take a rest at the Inn to refill your HP and MP for few Gold, but you'll also find another "Inn" soon ahead.

- Loot the last chest of the West Lot Wilderness past where you fought, then exit north

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World Map - Eastern Lot Wilderness and Western Lot Wilderness

Map of the area

Item checklist:

- Vitality Elixir (I # 048)
- Poison Powder (I # 045)
- Kelolon Elixir (I # 047)
- Mega Magical Medicine (I # 005)
- Invisibility Elixir (I # 062)
- Shadow Crystal (I # 009)
- Magic Crystal Earring (I # 255)
- Vitality Elixir, Emerald, Stout Garlic

Monster checklist:

- Scavenger Wolf Ghost (M # 038)
- Apocolypse Moth (M # 053)
- Green Grunt
- Gotsu-Gotsu, Green Soldier, Lazy Bear (*)

(*) It's not advisable to fight these three monsters now (they belong to parts of the World Map where you shouldn't be), since they're even stronger than the boss you've just tackled.

As you go west you will see a yellow thing on the way; it's your next destination, but you can go around it and explore the rest of the area to loot the the chests in advance; if you do so, don't fight any of the monsters there (except the Green Grunt if you just can't ignore them). To grab the chest with the Magic Crystal Earring inside it seems like you have to fight the Green Soldier, but it's not like that: you can go around him. If you don't manage to, there's a little trick: save the game when you are in front of him, then quit and load your game back to reset the spawns of the area; now quickly go past where he is slowly spawning from the ground to reach the chest, and do the same trick (if necessary) to "exit" the dead end with your bounty.

- Approach the giant drill machine, being aware that you won't be able to go back for a short while

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Drill Machine

Map of the area
Note: the new -> W <- symbol represents a feature which will be introduced to you when you reach that area.

Item checklist:

- Warp Key x 23 (I # 320)
- No-Ghost Device (I # 027)
- Medal, Phoenix Talon, Mega Medicine, Medals x 2, Medals x 3, Ruby, Medals x 5, Sapphire, Light Crystal

Monster checklist:

- Medic Maintenancer (M # 060)
- Intercept Electrogue (M # 058) (*)
- Winking Patroller (M # 260)
- Mecha Robo

(*) This monster appears in the party of the Medic Maintenancer.

Shops

- Antidote - 25 G
- Medicine, Magical Medicine, Phoenix Talon, Deodorant, Fresh Garlic

- Copper Bracelet - 200 G
- Copper Ring - 220 G (I # 194)
- Copper Necklace - 300 G (I # 224)
- Copper Earring - 120 G

- White Magic Lv 1 - Cure Poison - 600 G (I # 087)
- Flare, Water, Slow, Shield

From now on, the Exp bonus interactions may net you Exp +50 instead of Exp +10 (one is just on the left of the first chest as you enter), and you'll also find the first SP bonuses (one in the Cockpit, SP +10).
There is an Inn function near the save point (cost: 18 Gold); the "guy" providing it will also explain you the function of the darker segment of the charge meter in battle (the one you fill, for example, when casting a spell). Some of the air conducts in the place will drop your HP by 5 units if you examine them.
The mechanical enemies in the area are weak against the Water element, so use that one especially if there are more enemies in a single line.

- Reach the area with the [W] symbol (it's Floor 2B); this will trigger a fight against the Winking Patroller (use water based attacks and keep an eye at your health), unlock the door to the Cockpit and introduce the Warp Devices feature

Warp Device # 1/23 - Drill Machine - Floor 2B
One achievement requires you to activate all of them. To do so, simply use the keys you just received near one of these devices, and you'll turn them on enabling a very handy warp net. To use the system, open your main menu with Y and choose "Warp" for a free ride.

- Next, head to the Cockpit; on your way you'll have to fight 3x Mecha Robo and an easy boss fight will occur when you enter the Cockpit itself

Boss Fight # 4 - Marumaro
This fight will automatically end at the third turn of the boss; you can simply defend all the time.

- Exit the area, maybe after taking a break at the Inn if you need to refill your MP

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Ancient Hospital Ruins

Map of the area
Note: the underlined items are key items needed to open other rooms/chests. You can lightly see the white barriers (there are two, plus a blue one).

* MISSABLE MONSTER # 1 *
You must come across this monster for story related reasons: be sure to defeat it before it can split in two different monsters.

Item checklist:

- Mental Surge (I # 026)
- Mega MP Up Elixir (I # 073)
- Lv 1 - Shine (I # 088)
- Mobility Balm (I # 022)
- Silver Ring (I # 196)
- Head Doctor's Office Key (I # 338)
- Silver Bracelet (I # 161)
- Magic Crystal Ring (I # 195)
- Safe Key (I # 339)
- Mega HP Up Elixir (I # 072)
- Black Magic Heart (I # 079)
- White Magic Heart (I # 080)
- Silver Necklace (I # 226)
- Ultra Medicine (I # 003)
- Treasure Chest Key (I # 340)
- MP Boost Elixir (I # 071)
- Silver Earring (I # 256)
- Magic Crystal Necklace (I # 225)
- Magic Crystal Bracelet (I # 160)
- Glowing Liquid (I # 321)
- Vitality Elixir, HP Up Elixir, Mega Magical Medicine, Magical Medicine, Invisibility Elixir, Magical Medicine, Mega Magical Medicine, 300 Gold, Invisibility Elixir, Medals x 5, Phoenix Talon, Mega Magical Medicine, Ultra Medicine, Poison Powder, Shadow Crystal, Kelolon Powder

Monster checklist:

- Hover Alarm (M # 055)
- Midnight Ghost (M # 179)
- Wandering Wrath (M # 198)
- Flame Wolf Ghost (M # 039)
- Snow Wolf Ghost (M # 040)
- Icefire Wolf Ghost (M # 263)
- Medic Maintenancer, Intercept Electrogue

This place can be quite confusing, so be sure to follow the map. The Hover Alarms can spawn an Intercept Electrogue group if you fall under their laser. The Wandering Wrath is rather powerful (nothing you can't handle); use your spells on him (Flare is ok). The Flame Wolf Ghost is weak against Water element of course, and viceversa the Ice one is weak against Fire; they hit quite hard, so whenever possible try to lure either of the one near the other one (if there's any) to trigger a monster fight and make it easier.
Since the place is very big, you may not want to examine all the interactions; I'll point out the few ones which earn you SP/Exp/Stat Bonuses; all the rest are common items, 10 Golds and Nothings as usual. The Mega MP Up Elixir chest is behind the drill. If you examine the cash register near the HP Up Elixir on F1 you will get 10 Medals. In the "Healing" area you can find a couple of medical devices near the healing device which will earn you a couple of SP +2 bonuses; a third one nets you Exp +100, still in that room (it's near the chest with Lv 1 - Shine).
To access the Head Doctor's Room you need the specific key; the Safe Key inside the Head Doctor's Room is on a shelf, not in a chest. There's a Magic Defense +1 Bonus on the right of the chest contaning the Invisibility Elixir on F2. In the room with the Silver Necklace on F3 there's a medical instrument on the left of the light switch for Magic Attack +1 Bonus as well as another one for SP +2. Another SP +2 Bonus is earned examining the medical instrument on the left of the switch in the Save Point room, and on the left of the chest (containing Medals 5x) in that very area there's another instrument for Exp +100.

- Reach the Switch Room this way: on F1 go upstairs to F2; on F2 go upstairs with the western stairs to enter F3 from south; on F3 go downstairs with the north-western stairs; on F2 now you'll be just near the Switch Room; activate one of the panels there to turn on the power for the Elevator
- From either F2 or F1, take the elevator to F3 to reach a part you couldn't access otherwise, then go fighting the boss ahead being aware that it is a missable monster

Boss Fight # 5 - Icefire Wolf Ghost
Missable monster note: be careful not to take too much time before finishing it off: if you waste your turns it will eventually split into the two different wolves it's made of, so you will not be able to defeat the Icefire Wolf Ghost itself, thus missing it in your Monster Collection.
The boss will alternate its elements continuously (either Fire or Water), and you should try to act accordingly. Keep in mind that it will counter with the element change after your attacks. As soon as the fight starts you will see either a blue or a red sort of barrier in front of him. If you see he stars with a "red" element change, he has fire element => hit with a Water attack first; viceversa if it's blue. Be warned that if you attack his strong element you will heal him as much as he would suffer.
A good strategy is to defend all the time with two characters and use your Black Mage's spell charged to as much as you can before the boss's turn, so you deal a lot of damage and you make sure nothing triggers his counter element change. You can do the same with the Flare/Water Sword charged attacks if you have Shu as Monk. A well charged attack of these will deal more than 400 HP of damage to the boss, while a good spell will deal around 250-300 HP of damage.
The boss will die after taking 800 HP of damage.

In the next big area, the Hall, you can interact only with some fallen monitors on the left; one earns you SP +2. When you go north to the Urn Room you'll also find a save point and a warp device. Examining the correct urn will trigger some cutscenes which will lead you away from this area; not a big deal since you can easily warp back right here, but if you want to interact with the rest of the items now, avoid the right urn (read below). Actually, it's the usual garbage; the only three things worth remembering are three of the urns which contain 3, 4 and 6 Medals (two are north, about at the center, one is more south-west). I promise the game will get better and better from now on.

Warp Device # 2/23 - Ancient Hospital Ruins - Urn Room

- From the Hall go north, then examine the urn on the right wall, northeast (marked on the map with a red dot; you recognise it also because it's the only one completely "hidden" from the shadow of a shelf), and you'll receive the Glowing Liquid

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Lago Village

Map of the area

Item checklist:

- Grand Shadow Crystal (I # 010)
- Medals x 7, Medal, Medals x 9, Medals x 3, Medicine, Shadow Crystal

Shops

- Mobility Balm - 20 G
- Medicine, Magical Medicine, Phoenix Talon, Antidote, Deodorant, Fresh Garlic

- Silver Bracelet - 400 G
- Silver Ring - 450 G
- Silver Necklace - 600 G
- Silver Earring - 320 G

- White Magic Lv 1 - Shine - 550 G
- White Magic Lv 2 - Cure Kelolon - 1,000 G (I # 089)
- White Magic Lv 2 - Regenerate - 1,050 G (I # 091)
- Black Magic Lv 2 - Ground - 850 G (I # 107)
- Black Magic Lv 2 - Shadow - 1,100 G (I # 109)
- Support Magic Lv 1 - Sleep - 450 G (I # 123)
- Support Magic Lv 2 - Quick - 950 G (I # 125)
- Barrier Magic Lv 1 - Shell - 500 G (I # 141)
- Barrier Magic Lv 2 - Trapfloor - 900 G (I # 143)

- Follow the events: speak with the Devees outside the Town Hall for some scenes, then enter it; after more scenes head outside for even more scenes

On the right of the door as you exit the Town Hall there's a Devee working as Spell Shop, but you probably can't afford all of them right now (purchase the black magic spells if you have to make a choice); like the rest of the shops here, it'll be available only after some of the events. The spell Ground will help in many upcoming fights: get it. You can examine the giant statue in the Town Hall several times to recover your status.
The interactions don't have anything special, but in the Item Shop there are some shelves with some books: "The Tale of Valon the Wizard" Part 1 and Part 2; they're both very hidden in the darkness on the left and right of the Devee working there. A third book is in a more visible spot, and it's called "Chronicle of Killer Bandit, the Pirate Maiden (Vol. 1). All the interactions with books will prompt the A button command on the bottom-left of the screen.

Warp Device # 3/23 - Lago Village

- At last, go looking for Marumaro and exit the village

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World Map - Western Lot Wilderness, Near Lago Village, Lago Village - South and Wetlands

Map of the area

Item checklist:

- Stone-Be-Gone (I # 025)
- Grand Amethyst (I # 042)
- Repeater Weed (I # 052)
- Thorn Vines, Mental Surge, Copper Necklace

Monster checklist:

- Gotsu-Gotsu (M # 128)
- Green Soldier (M # 142)
- Ancient Cricket (M # 045)
- Ancient Moth (M # 051)
- Sonic Strike Fish (M # 022)
- Cutlass Fish (M # 026)
- Ghost Crab (M # 031)
- Green Grunt

Before going "right" as the Devee suggested, first go left: you should now be able to fight the Gotsu-Gotsu (they are weak against Wind) and the Green Soldier to collect their datas.
On the way to your goal, the Ancient Crickets and Moths are very weak, just wipe them out without caring much of the negative statuses they cast. The fishes are weak against Fire; if the Sonic Strike Fishes go underground and you have no other enemies to fight, defend/heal until they're out. If the Ghost Crabs "possess" one of your characters, attack him/her to set him/her free and damage (or kill) the crab.

- Proceed all the way south to the entrance of the Undersea Caverns

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Undersea Caverns

Map of the area

Item checklist:

- Iridescent Wind (I # 056)
- Water Earring (I # 258)
- Prismatic Crystal (I # 051)
- Generalist Heart (I # 083)
- Fish-Shaped Key (I # 341)
- Hexagonal Crystal (I # 342)
- Lv 3 - Flara (I # 110)
- Cure-All (I # 028)
- Water Necklace (I # 228)
- Ultra Medicine, Amethyst

Monster checklist:

- Hermit Crab Poo (M # 014)
- Magic Jellyfish (M # 018)
- Broadsword Fish (M # 029)
- Hydrattler (M # 245)
- Poo Snake, Cutlass Fish, Ghost Crab

The Jellyfish enemies are a first example of enemies using Field Abilities; stay away from them while they are releasing shockwaves around. The Broadsword Fish can enter a Monster Fight with the Hermit Crab Poo which will break its armor; if you can't make this happen, fight the armored fish with magic spells charged at your best.
In the place there are interactions mainly on the walls; most are useless, but you can find an Exp +50 Bonus on the walls near the chest with the Generalist Heart and on the right wall a bit south from that very chest an SP +5 Bonus. Behind the chest with the Hexagonal Crystal there's another SP +5 Bonus on the wall. On the left just past a small bridge blocked by a Cutlass Fish there's a Defense +1 Bonus.
The Transformation Box will work only for one item you choose. A Medicine will be turned into a Mega Medicine; a Light/Shadow Crystal into a Grand Light/Shadow Crystal; your choice.
Trivia: past the bridge where an enemy will suddenly appear (soon after the Ultra Medicine chest), printed on several rocks and barnacles, especially on the right side, you should see some creepy face shapes like
this one. Nene's everlasting marks of pain, random figures or just a coincidence?

- Head north where the Fish-Shaped Key is located, kill the Broadsword Fish to make the chest actually spawn, use the key to open the chest with the Hexagonal Crystal, put it in the barnacle to make a bridge appear, then go ahead and fight the boss

Boss Fight # 6 - Hydrattler
This boss can be annoying with his Panic-causing attack. Your best weapon here is the Ground spell charged to the max (it's the best choice since it hits each of the four heads); cast it few times and the boss's heads will be done for. Meanwhile, attack with Shu and Marumaro's attacks (charged, if possible); the boss doesn't have a particular weakness against fire, in case you wonder. As the Creature Compendium suggests, if your party is poisoned (and your party will be mainly poisoned as soon as you start the fight) you can charge the Cure Poison spell and it will heal everyone instead than a single target: make good use of this.
Each head has 345 HP.

Don't worry if your HP and MP are dried out by this battle, you'll find a recovery place very soon.

- Exit north to the World Map again

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World Map - Island of the Dead

Item checklist:

- Princess' Kiss (I # 024)

Go left to find a Sheep Tribe Camp settlement.

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Sheep Tribe Camp - Forest

Map of the area

Item checklist:

- Grand Ruby (I # 033)
- Invisibility Elixir, Mega Magical Medicine, Ultra Medicine

- Heaving Herb (I # 329)
- Mega Medicine
- Earth Bracelet (I # 165)

Shops

- Steadiness Salve - 20 G (I # 023)
- Medicine, Magical Medicine, Phoenix Talon, Antidote, Deodorant, Mobility Balm, Fresh Garlic

- Silver Bracelet, Silver Ring, Silver Necklace, Silver Earring

- Cure Poison, Shine, Cure Kelolon, Regenerate, Flare, Water, Ground, Shadow, Slow, Sleep, Quick, Shield, Shell, Trapfloor

Warp Device # 4/23 - Sheep Tribe Camp - Forest

Quest note: speak with the character north-east to receive the Heaving Herb and start a little quest. You'll have to warp to the other Sheep Tribe Camp (the Wilderness one) and speak with the coughing character on the left of the fire (opposite Donpa) to hand it over. Next, warp back in the Forest camp and speak with the previous character again to gather more Heaving Herb. Warp again to the Wilderness camp and hand them over again. Back to the Forest camp, do this again and in the Wilderness Camp the Tribesman will be finally healed, giving you the reward as you return to the Forest Camp: Mega Medicine and Earth Bracelet.

In the upcoming area you'll deal a lot of damage with the Shine spell (White Magic), so be sure you have it before proceeding. Remember to activate the Warp Device, sleep at the Inn and possibly purchase the spells you couldn't afford earlier.

After your business here, head out and reach the Forest itself.

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Forest of the Dead

Map of the area

Item checklist:

- Grand Sapphire (I # 039)
- Thorn Branch (I # 031)
- Iridescent Cyclone (I # 057)
- Grand Emerald (I # 036)
- Spirit of the Elder Tree (I # 322)
- Death Earring (I # 279)
- Earth Ring (I # 200)
- Mega Invisibility Elixir (I # 063)
- Lv 4 - Shina (I # 097)
- Magic Elixir (I # 049)
- Earth Necklace (I # 230)
- Phoenix Wing (I # 012)
- Water Ring (I # 198)
- Wind Earring (I # 259)
- Gabo Leaf (I # 323)
- Light Crystal, Earth Bracelet, Steadiness Salve, Repeater Weed, 1,000 Gold, Thorn Vines, Mega Medicine, 500 Gold, Grand Ruby, Mega Magical Medicine, Kelolon Powder, Princess' Kiss, No-Ghost Device, The Way of the Thief

Monster checklist:

- Green Skeleton (M # 077)
- Grinning Ghost (M # 233)
- Acornivore (M # 104)
- Purple Skeleton (M # 078)
- Thief Ghost (M # 187)
- Shooter Ghost (M # 196)
- Slime Roamer (M # 049)
- King Ghost (M # 265)
- Scavenger Wolf Ghost, Ancient Moth, Fat Rat, Ghost Crab

There are no interactions in this whole place, except few shining objects left on the ground from giant nuts falling from some trees (careful: some of them are not treasures but the Acornivore enemy). All the ghosts are weak against light element, that is to say the white spell Shine (and superiors). The Acornivore enemies can "eat" your characters: hit them to make them spit him/her out. They are weak against Fire and can enter monster fights with the Fat Rats. The Ghost Thief enemies can steal your items: defeat them before they can run away with them. The Grinning Ghost hits pretty heavy, be careful. The Shooter Ghosts can shoot you while you walk around the field. The Scavenger Wolf Ghosts can enter monster fights with the skeletons.
If you step in the poisoned areas all your party will be poisoned; avoid them.

- Grab the Spirit of the Elder Tree east and bring it to the tree (possibly using the other bridge which is poison-free)
- Optional: turn off the poison-making machine north. When you're near the exit to the boss area you can also activate the Warp Device, warp to any other place (a Camp, for example) to refill your status at any Inn, then warp back in the forest to fight the boss

Warp Device # 5/23 - Forest of the Dead

- Head to the next area to fight the boss (examine the plants there)

Boss Fight # 7 - King Ghost
As any other ghost, it is weak against Shine and Shina. Use Shina Sword, charged if possible, and the spell itself with your white mage(s). The boss has 1,300 HP, and can hit very hard on a single target (around 80-90 HP of damage) or on multiple targets (with an earth attack of 60 HP of damage on each character). He can also summon other ghosts, and you'll see it charging the spell (it'll be shaking for the effort of it until the next turn): if you hit his Crown meanwhile he does that, you'll stop his charging, but you'll also suffer heavily from his counter (he might attack twice everyone). On the other hand, the spell Shina (you get it in a chest in the forest, north) will insta-kill all the summoned ghosts: if you charge it and make sure it's released after the summoning you'll probably achieve a better result than hitting the Crown to prevent it. Other than stopping the summoning animation, the Crown is not anything special, and has a high defense too: just don't bother with it and focus on the main boss. Don't give too much priority to the healing and try to finish him off as soon as possible.
You will get the Gabo Leaf after the fight.

When you're done with it, a Save Point will spawn near the Warp Device; not really the most useful thing now you're done with this place.

- Warp back to Lago Village

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Lago Village

Map of the area

Item checklist:

- Shadow Crystal, Medicine, Medicine

- Fire Ring (I # 197)
- Ordeal Ring (I # 201)
- Flame Bracelet (I # 162)
- Ordeal Earring (I # 261)

- Enter the Town Hall to trigger some scenes
- Exit the building (you'll be outside through the ladder " L3 "), then enter the Town Hall again for more scenes
- Exit the Town Hall for more scenes
- Head to the exit of Lago Village for another quick scene, then exit to the World Map

You can examine some items in Marumaro's house (the " L3 " place) for the usual interactions, and the Shops will be available again after the scenes outside the Town Hall with new goodies (in particular, purchase the spell Zephyr). At that point you will also be able to use the ladders, which will lead to several houses, all filled up with interaction-items which will net you more items than Nothings/Gold; they're still just common items though. There's also a quest for interacting with the Altars in the several houses.

Quest note: for this quest you need to examine the Altars in every house (get in them through the ladders) you can enter, that is to say each of them except L1 (which isn't a house at all) and L4. Some of them have basements, and L2 in particular has a second Altar in the basement itself. After the six of them, examine the altar in the Town Hall to receive the Fire Ring, your reward.

L1-A leads you to L1-B and viceversa.
L2 leads you to the Village Chief's House: you can find an Altar here. Then go down to the basement, where you can examine a painting for SP +2 and another Altar. In the basement itself there are also the books "The Tale of Valon the Wizard" Part 3 and "Chronicle of Killer Bandit, the Pirate Maiden (Vol. 2)" which are hidden in the darkness as usual: they're located on a side of the ladder, while on the other side there's a chest with a Shadow Crystal inside.
L3 is Marumaro's House, and it has another Altar
; other than this, it has nothing you couldn't find earlier.
L4 is the Devee Hermit house, and you can't enter it.
L5 is the Plant-Lover's House. An Altar is located here. Examine the grey idol in the same area, as you enter, for SP +10. There's a chest on the same floor containing a Medicine. Down the ladder there are several plants (and a small table too) which all give common items.
L6 is the Young Couple's House and has another Altar, and if you approach the two Devees here you'll see a short scene; you can speak with them afterward for status recovery, but nothing else. You can pass through them to examine the sword-like object behind if you try to get through in the right spot between them; that item is a Nothing anyway.
L7 is the Old Man's House and has the last Altar. You can also find another grey idol which you can examine for Agility +1 bonus, while the painting earns you Exp +10. There's a chest with another Medicine too.
As a small downside for completing the quest (examining the altar in the Town Hall to receive the Fire Ring) you won't be able to use the altar in the Town Hall for healing anymore.

You can go where Marumaro was crying the first time you came to Lago Village to find a Devee: speak with him, then examine the rock on his left for a weird dialogue.
Speak with the Devee Tribe Chieftain again after all the story events here (after being taught the "dance" for your next destination), who will be near where you are (near the exit of the village) to have him unlock the secret chests which contain the Ordeal Ring, Flame Bracelet and Ordeal Earring.

Shops

- Medicine, Magical Medicine, Phoenix Talon, Antidote, Deodorant, Mobility Balm, Steadiness Salve, Fresh Garlic

- Silver Bracelet, Silver Ring, Silver Necklace, Silver Earring

- White Magic Lv 2 - Zephyr - 1,200 G (I # 090)
- Black Magic Lv 2 - Extract - 1,200 G (I # 108)
- Support Magic Lv 2 - Poison - 850 G (I # 127)
- Barrier Magic Lv 2 - Wall - 1,150 G (I # 145)
- Cure Poison, Shine, Cure Kelolon, Regenerate, Flare, Water, Ground, Shadow, Slow, Sleep, Quick, Shield, Shell, Trapfloor

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World Map - Gul Highlands and Gul Mountains

Map of the area

Item checklist:

- Devee Elixir (I # 055)
- Wind Ring (I # 199)
- Flawless Emerald (I # 037)
- Ordeal Bracelet (I # 166)
- Grand Amethyst, Iridescent Wind, Thorn Branch, Prismatic Crystal

Monster checklist:

- Lazy Bear (M # 205)
- Ancient Beetle (M # 088)
- Ancient Scarab (M # 090)
- Compost Poo Snake (M # 007)
- Hunter Ghost (M # 194)
- Apocolypse Moth

You can lower the power of the Lazy Bears with Flara Sword. The Ancient Beetle and Scarab can trigger a monster fight with each other, and the Ground spell will damage all of them together. The Compost Poo Snake are very weak and a single non-charged hit will be enough. The Hunter Ghosts can shoot you on the field and can enter a monster fight with the Lazy Bears; they're weak against Shine and superiors. Since the Apocolypse Moths mixed in other parties can represent a problem for their negative statuses, it's advisable to take their line out immediately with a single Water spell (you shouldn't need to charge it).

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Gul Mountains

Map of the area

Item checklist:

- Flawless Ruby (I # 034)
- Lv 2 - Dizzy (I # 126)
- Wind Bracelet (I # 164)
- Earth Earring (I # 260)
- Flawless Sapphire (I # 040)
- Lv 2 - Resist (I # 144)
- Power-Swap Dart (I # 053)
- Ancient Fossil (I # 058)
- Flawless Amethyst (I # 043)
- Ordeal Necklace (I # 231)
- Poison Powder, Grand Emerald, Mega Invisibility Elixir, Grand Sapphire, Medals x 5, Medals x 7, 2,000 Gold, 1,000 Gold, Light Crystal, Phoenix Wing, Medals x 9

Monster checklist:

- Paralyzing Scorpion (M # 065)
- Ore Hermit (M # 016)
- Chain-Gang Ghost (M # 235)
- Stone Poo Snake (M # 002)
- Bandit Ghost (M # 188)
- Ghost Crab Mimic (M # 032)
- Mist Walker (M # 047)
- Apocolypse Moth, Thief Ghost

Save at the entrance before proceeding any further. After few steps you'll meet a strange character named Torippo who will exchange your Medals for any [Shadow Class] Heart item or any [Status] Elixir. Every time you buy one the price (just for that same item) will increase by two medals. You will be able to get these items by other means, so feel free to purchase what you want. However, keep in mind that as soon as you exit the shop menu Torippo will leave and he's not to be found again anytime soon.

On the ground there will be some poison puddles (the status won't stick, but hurts and slows you down while you're there) -- if you must step into them to proceed, you can spam the " X " button to jump onwards and LS_Forward to get out of there more quickly. You can interact with most the crystals on the ground (some will drop your HP a bit), and the glowing sap on some trees will always net you HP recovery. The crystals I've marked on the map with brown circles will net you Attack +1, Exp +10, SP +5, Exp +100, SP +5, SP +5, Exp +10.
Several monsters in the area have high physical defense. You will use the Water spell on several enemies, hence it's best if you give the Water Ring to the offensive spells caster. Try to save your Sword Master's MP for Shina attacks against the new ghost enemies. Attack the Stone Poo Snakes with Water to reduce their defense. The Paralyzing Scorpions and the Ghost Crab Mimics are regular foes: Ground against the former, Fire attacks against the latter. The two Ghosts enemies will go down with light elemental attacks: the Bandits can carry Thief Ghosts with them, and the Chain-Gang Ghost (they have about 900 HP) can enter a monster fight with the Ore Hermit, which otherwise have very high physical defense and are best killed with a charged Water spell (especially when they hide in their shells). If you need to save MP, the Water spell can take out multiple Thief Ghosts on the same line. The Mist Walkers will cause a intense fog when you approach them on the field, but a single physical attack gets rid of them.

Warp Device # 6/23 - Gul Mountains

- Exit the area

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World Map - Near Talta Village

Map of the area

Item checklist:

- Fire Necklace (I # 227)
- Part of Eternal Engine (I # 060)

Monster checklist:

- Snakeface (M # 132)
- Snakween (M # 134)
- Mountain Crab (M # 034)
- Paralyzing Scorpion, Poo Snake

Use the usual Ground spell on the new large groups of enemies, especially on the Mountain Crabs which are weak against them. Wind is also good against the snakes.
The next safe area is not immediately ahead, but you will soon find a warp device: try to resist another bit.

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Talta Village

Map of the area

Item checklist:

- Lv 3 - Winda (I # 111)
- Broken Eternal Engine (I # 061)
- Ancient Phonograph (I # 326)
- Lv 3 - Heala (I # 092)
- Fushira's Letter (I # 325)
- Medals x 7, Medals x 9, Medals x 8, Ordeal Ring, Medal, Ordeal Earring

Monster checklist:

- Rolling Ripper (M # 092)
- Skeleton Captain (M # 081)
- Mad Eye (M # 154)
- Purple Skeleton

You probably want to reach the Warp Device before exploring the area, so you can warp away to to restore your energies at any Inn and then warp back here, ready to tackle the next fights.

Warp Device # 7/23 - Talta Village

The examinations on the "ground floor" are really garbage (about no items), but if you go where the trap for the Land Shark was, about five of its broken pieces will earn you Exp +10 each.
The Skeleton monsters are weak against the usual light, and they are both lifelong (especially the new Skeleton Captain): go hard on them with all the light attacks you can.
In the Private House there's nothing much valuable except the book "The Tale of Valon the Wizard" Part 4.
In Shu's House you can find a couple of Exp +10.
In Jiro's House
there are two entrances and two rooms upstairs. On the left of one entrance you will find the spell Lv 3 - Heala in a drawer, and upstairs in front of this entrance there's a bedroom with nothing special inside. Up the other stairs you can find a library room with the books "Portrait of a Machine" Part 1, Part 2 and Part 3; the desk here earns you Exp +10.
In Kluke's House there are again two entrances. Near one of them there's a bed and two diaries on the desk there; near the other entrance there's a chest with the Ancient Phonograph inside and stairs in front of it; you can "use" this item from the Valuable Items list to listen to some songs. On the second floor some of the flowers will give you Exp +10 and you will find the book "The Tale of Valon the Wizard" Part 5.
In Fushira's Workshop there are three Exp +10 interactions and a letter on the table.
If you speak with the coughing Peddler you will trigger a fight against the Mad Eye, an optional boss. Note that the Mad Eye enemy can spawn also in the area "Road to Jibral", available in disc two and disc three (this is in case you miss this fight now).

Optional Boss Fight - Mad Eye
The fight starts with two Green Skeletons and a Purple Skeleton along with the Mad Eye which will be defending (it basically can't take any damage at first). A Shina spell will kill the Green Skeletons and almost kill the Purple one which you can finish with regular hits. When they are all dead, the Mad Eye will summon two Purple Skeletons and a Skeleton Captain: beat them. At last, it will summon three Captain Skeletons (charge Shina for good here). Once they're gone, the boss becomes defenseless and you can take it out easily: just don't use light spells/light sword attacks, because it will guard them.

An Inn will be revealed behind the Peddler: enter it to find more interactions (in the room with Poruto there's a memo note earning you Exp +10 and one of the drawers has 1,500 Gold inside). Speak with Poruto a couple of times to get the Ordeal Earring. He also offers you the Inn and Shops functions.

Shops

- Medicine, Magical Medicine, Phoenix Talon, Antidote, Deodorant, Mobility Balm, Steadiness Salve, Fresh Garlic

- Support Magic Lv 1 - Deflect - 550 G (I # 124)
- Barrier Magic Lv 1 - Heal Up - 650 G (I # 142)
- Cure Poison, Shine, Cure Kelolon, Zephyr, Regenerate, Flare, Water, Ground, Extract, Shadow, Slow, Sleep, Quick, Poison, Shield, Shell, Trapfloor, Wall

- Pick Fushira's Letter in Fushira's Workshop, then exit to the World Map again

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World Map - Near Talta Village

Map of the area

- Enter the Mural Valley - West

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Mural Valley - West

Map of the area

Item checklist:

- Gorgo Elixir (I # 054)
- Lv 4 - Cure Paralysis (I # 095)
- Ancient Feather (I # 059)
- Ultra Magical Medicine (I # 006)
- Grand Light Crystal (I # 008)
- Water Bracelet (I # 163)
- Fire Earring (I # 257)
- Wind Necklace (I # 229)
- Grand Ruby, Thorn Branch, Medals x 2, Flawless Sapphire, Flawless Ruby, Iridescent Wind, Medals x 7, Medals x 4, Flawless Amethyst, 500 Gold, Iridescent Cyclone, Ancient Fossil, Flawless Emerald, Medals x 9, 1,000 Gold, Medals x 8

Monster checklist:

- Evil Mural (M # 242)
- Hawk Eye (M # 191)
- Misfortune Mural (M # 241)
- Shrike Cockatrice (M # 120)
- Pungent Poo Snake (M # 008) (*)
- Apocolypse Moth, Stone Poo Snake

(*) This monster appears in the party of the Shrike Cockatrice.

As you defeat the Murals (marked on the map as red dots), new chests will appear.
The Murals can't be defeated by means of the Barrier Field (enter a fight with them using the RT field menu, don't attempt to get them with the "
X " button because it easily misses), and will trigger a monster fight with the Hawk Eyes. The former are rather weak against the Water Sword attack (a non-charged one should be enough for the Evil Murals), while the latter are weak against Wind and a simple Wind Sword/Winda spell will blow them out. The Shrike Cockatrices can enhance their power on the field, and will hit hard in battle; however, they are rather weak (about 110 HP) and a non-charged Ground spell should be enough for their group. The Pungent Poo Snake and the Apocolypse Moth will accompany the last three Shrike Cockatrice groups: cast Water on their line to wipe them out at once; the Stone Poo Snake is in one of these groups too.
There are very few interactions available on some wooden parts, small rocks on the paths and few more in the "green" areas. There's a pipe near the chest with Medals x 9 inside (guarded by a Shrike Cockatrice) which earns you Magic Attack +1, and another pipe (near the chest with 1,000 Gold) will give you Agility +1.

- Make your way out to Mural Town

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Mural Town

Map of the area

Item checklist:

- Mystery Part Alpha (I # 360)
- Part of Eternal Engine, Ancient Feather, Gorgo Elixir

Shops

- Medicine, Magical Medicine, Phoenix Talon, Antidote, Deodorant, Mobility Balm, Steadiness Salve, Fresh Garlic

- Mithril Bracelet - 600 G (I # 167)
- Mithril Ring - 750 G (I # 202)
- Mithril Necklace - 800 G (I # 232)
- Mithril Earring - 410 G (I # 262)

- White Magic Lv 3 - Heala - 2,250 G
- Black Magic Lv 3 - Flara - 2,300 G
- Black Magic Lv 3 - Winda - 1,950 G
- Support Magic Lv 2 - Dizzy - 1,000 G
- Barrier Magic Lv 2 - Resist - 1,000 G
- Cure Poison, Shine, Cure Kelolon, Zephyr, Regenerate, Flare, Water, Ground, Shadow, Slow, Sleep, Deflect Quick, Poison, Shield, Shell, Heal Up, Trapfloor, Wall

Warp Device # 8/23 - Mural Town

The brown circles mark interactions which will net you Exp +100, SP +5, Magic Attack +1. On the way you will pick the Mystery Part Alpha which will be useful later in the game.

- Examine the machinery to unlock the door, then exit to Mural Valley - East when you're restored (a boss fight will come up soon)

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Mural Valley - East

Map of the area

Item checklist:

- Jibral Earring (I # 263)
- Shabby Book (I # 324)
- Water Bracelet (I # 163)
- Iridescent Cyclone, Medals x 2, Wind Necklace, Repeater Weed, Ancient Feather, Medals x 7, Medals x 8, Light Crystal, Flawless Emerald, Flawless Ruby, Mega Invisibility Elixir, Grand Light Crystal, Grand Emerald, Prismatic Crystal, Phoenix Wing, Ultra Magical Medicine, Sleep Powder, Broken Eternal Engine

Monster checklist:

- Flame Raptor (M # 124)
- Ruby Halbird (M # 192)
- Poison Mural (M # 243)
- Chaos Mural (M # 244)
- Misfortune Mural, Shrike Cockatrice, Stone Poo Snake, Pungent Poo Snake, Apocolypse Moth, Hawk Eye

- After few steps a boss fight will trigger

Boss Fight # 8 - Flame Raptor
As you were exiting the town, the Mural told you it's weak against Wind, but this bird is in fact also weak against Water. In terms of damage Wind which equals Water, but you now have Winda, and not Watera, so of course Winda hits more than Water. In terms of safety, be aware that the boss will enhance its power if you use wind attacks. The boss has a wind-based attack (Hurricane) which deals about 60 HP of damage to everyone. It also has another attack, "Fire Breath" (fire based), used regardless of your attacks, which causes about the same damage but only to the first line: the Wind/Fire Necklaces will help, but aren't crucial now you have Zephyr. Whether to go hard on him with Winda or to play more safely with Water is up to you; either way, make sure your HP are always high enough as to stand its hits. At last, the boss can also heal itself for about 220 HP.
The boss has 2,000 HP in total.

The area works exactly as the Mural Valley - West one. Killing Murals will spawn chests. In this area you will have to cross two bridges to make them fall (go from C1-A to C1-B -- or viceversa -- and same with C2-A/B), so you can use them as a ladder. The map of the area you see in the game is the same as the one I've hosted, with the only difference that I've split the three layers it's made of, while the game stacks them up.
The Ruby Halbirds are weak against Wind and the new Murals are weak against Water as the previous ones.
When you get the Shabby Book you can give go back and give it to the Mural to receive Lv 3 - Reflect in return.
The Transformation Box can transform a Medicine into a Mega Medicine, a Shadow Crystal into a Grand Shadow Crystal, and a Jibral Earring into a Jibral Ring (you get a Jibral Ring later in the game anyway; the Jibral Ring has Magic Attack +75). The Transformation Box - II will use three items (read: the same item three times, like 3x Ruby) to get a more powerful version: 3x Ruby/Sapphire/Amethyst -> 1x Flawless Ruby/Sapphire/Amethyst. It's usable only once like the "original" Transformation Box.

The brown circles mark interactions with pipes which will net you SP +10 and Max MP +1.

- Make your way out of this place, causing the fall of two bridges (each leading to a lower floor of the area) to find the exit

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Road To Jibral

Map of the area (partial)

Monster checklist:

- Steel-Eating Tiger (M # 225)
- Dullahan (M # 266)

Before the water, on the right side, there are two rocks: the bigger one will earn you SP +10.
The Steel-Eating Tigers hit very hard: the first encounter against them should start with them attacking your characters in the front line, but don't waste turns healing: focus on killing one of them with the most powerful charged attacks you have (they don't have more than 300-350 HP), then go on the other one.

* Missable Achievement # 2 - Wagon Escort: Perfect *
This missable achievement isn't already ahead: you will have another chance to save just before it, but this is your last chance to go around and level up. You will not need a particular preparation, but the skill Field Barrier (level 2, possibly) will help a lot since you'll have to deal with Steel-Eating Tiger groups on the field, and that skill can make your work much easier, faster and safer (and less frustrating if you have to restart).

- Go south-west to trigger a couple of fights, one being a boss fight

Boss Fight # 9 - Dullahan
Spam anything Ground-related: the spell Ground and Ground Sword attacks will be great to knock it off. The boss can counter your attacks, but isn't any strong (the damage it deals is strangely weak): as long as you go with Ground, you'll be fine. When it will be close to death it will use "Last Resort", basically going Berserker (higher attack, much lower defense): however now it will deal around 150 HP of damage, another couple of attacks should finish the fight.
The boss has 1,200 HP.

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Talta Village Camp

Item checklist:

- Lv 4 - Kelolon (I # 132)
- Magic Elixir, Grand Amethyst

This is a one-time-only area, but it doesn't have unique items. Besides the usual interactions, there are three chests hidden in the darkness: one is near the Item Shop tent (selling just regular healing items) and has a Magic Elixir; considering the theoretical "exit" of this area (you can't really go out) as "north", another chest will be south (Grand Amethyst) and the last chest will be found on the east side. This last one is completely invisible: hug the east wall and search for it. You should find it straight east of a (sort of) horse. It has Lv 4 - Kelolon. If you want to save the game, please do so on a second slot.

- Enter the tent near the save point (behind where you start) to triggere a scene; then approach the fire

* MISSABLE ACHIEVEMENT # 2 - Wagon Escort: Perfect *
You will be given an automatic request to save the game: be sure to do so, possibly on a second slot different from your last save before the fights with the Tigers and Dullahan. I will describe the achievement below.

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Road To Jibral

Item checklist:

- Thorn Branch

Monster checklist:

- Fat Pack Rat (M # 163)
- Steel-Eating Tiger

To get the achievement the Wagon must take no damage: repairing it to restore its status to the max (100 HP) won't count. If the Wagon "dies", it's game over; the last checkpoint was before the fight with Dullahan (you probably have just saved, but if you haven't, keep this in mind). This is where the monsters will spawn:

Map for the achievement

As I earlier suggested, you may want to "skip" the fights by means of Field Barrier: remember to set this skill from your RT-Field menu as soon as you take control of your characters when the minigame starts. Of the two monsters on the field you'll encounter, you still have to fight the Fat Pack Rat: activate your barrier after the first fight against them. Below will follow a video showing you the optimal way you should place yourself on the path in order to be fast enough as to reach the enemies before they can reach the Wagon. The Tigers are always slower than the Rats. If you go too far from the Wagons you'll get a white sentence on the screen ("You have to protect the Wagons!") and the Wagons will not proceed until you're close enough again. If you want to get the Thorn Branch in the only chest here, do so after dealing with the two enemies just before it (rat and tiger).

Wagon Escort: Perfect Achievement in Blue Dragon

Wagon Escort: Perfect65 (30)

Offline Required - This achievement requires play in offline game modesSingle Player - This achievement can be obtained in single player game modesMissable - This achievement will require starting a new save file if the opportunity to obtain it is missed
While escorting the wagon, make sure that it takes no damage.

The achievement should pop during a cutscene immediately after you're given the chance to save the game again.

- Deal with the minigame, at the end of which there'll also be a fight against a group of Steel-Eating Tigers: use the spell Ground to cut their health to half, then finish them off with physical attacks

During the events the game will also register the following items in your inventory: Jibral Bracelet (I # 168), Jibral Ring (I # 203), Jibral Necklace (I # 233), Jibral Earring.

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Jibral Castle Town

Map of the area

Item checklist:

- Body Builder's Elixir (I # 069)
- Banana (I # 336)
- Dog Collar (I # 286)
- Magic Shoes (I # 293)
- Leather Belt (I # 301)
- Acorn Shoes (I # 297) (*)
- Cure-All, Medals x 5, Medals x 3, Ultra Medicine, Grand Emerald, Medals x 5, Medals x 3, Ancient Fossil, Medals x 25, Grand Sapphire, Power-Swap Dart, Grand Ruby, Ancient Feather, Medal, Grand Amethyst

(*) Received by the Nothing Man if you have at least 200 Nothings. If you haven't now, the man will always be here anyway. This is the only way to get this item.

The place is very big, so if you need a quick reference just to proceed with the story, go where I've marked "SM" in red on the map (it's the second floor), speak with the character there, then follow the events until you have to go to a laboratory, marked with a red "Z", then save your game (because a missable achievement will follow) and rest at the Inn.

The red and blue lines on the map don't mark anything special: I just wanted to avoid lines confusion on that part, so I colored them.
After the first gate ahead from where you start (bottom of the map) you'll be in the "fountain" area.
Before the main street there are three girls you can talk to if you want to decide who of them is the prettiest: they'll give you a small reward (such as a Medal). There is an immense amount of items you can "interact" with in this town (the biggest of the game by far), but at this point of the game it feels pointless to list even those SP +2 which used to be valuable earlier, which I will therefore ignore here. Be warned that exploring everything means spending more than 2 hours tapping A, mostly for common items, 10 Golds and 150-200 Nothings.
The Item Shop sells some new goodies, but nothing you haven't already.
In the Accessory/Spell Shop you can find "The Tale of Valon the Wizard" Part 6 and Part 7 (near each other); new spells are for sale.

Shops

- Mega Medicine - 100 G
- Mega Magical Medicine - 500 G
- Light Crystal - 500 G
- Shadow Crystal - 450 G
- Stone-Be-Gone - 30 G
- Stout Garlic - 300 G
- Medicine, Magical Medicine, Phoenix Talon, Antidote, Deodorant, Mobility Balm, Steadiness Salve, Fresh Garlic

- Jibral Necklace - 1,400 G
- Jibral Earring - 650 G

- White Magic Lv 3 - Revive - 2,350 G (I # 093)
- White Magic Lv 3 - Cancel - 2,100 G (I # 094)
- Black Magic Lv 3 - Watera - 2,150 G (I # 112)
- Support Magic Lv 3 - Slowa - 2,200 G (I # 128)
- Barrier Magic Lv 3 - Shielda - 2,400 G (I # 146)
- Barrier Magic Lv 3 - Reflect - 2,400 G (I # 148)
- Cure Kelolon, Zephyr, Regenerate, Heala, Ground, Extract, Shadow, Flara, Winda, Quick, Dizzy, Poison, Trapfloor, Resist, Wall

In the Special Accessory Shop you can't buy anything now.
In the Shady Room (Sh on the map) you can't open the chests yet.
The House by the Fountain (HbF on the map) has no items, but you can speak with the man here to start a little quest which will be completed later.
The Vase Workshop will be very important in the next disc, so keep it in mind (it has nothing special now).
In the Bodyguard Office (Bg on the map) you can find some books on "How to Obtain Beautiful Muscles", two drawers, each containing a Body Builder's Elixir and a chest with a Banana inside.
In the Inn there are some chests to loot, but you can't sleep at the moment (you will recover your status soon automatically). On the first floor (where you enter) a room has a Vitality Elixir in a drawer and a chest with a Dog Collar. The other room on the first floor has nothing valuable. The corridor on the second floor has two chests containing the Magic Shoes and a Leather Belt. These are all "Special Accessories" which you can equip only by means of a skill of the Generalist class; don't worry about them now (more info on this in the General hints and tips page). Feel free to ignore the three rooms on this floor.
Before the bridge leading to the area with the Warp Device, you can go left in a narrow way down to find the Nothing Man, marked with the " N " on the map. If you need a rough indication, at this point of the game you should have not much more than 550 Nothings. You can refer to the General hints and tips for notes about this Nothing Man and his rewards.
If you enter the Jibral Castle (past the area with the Warp Device and another Save Point) you won't be able to exit for very few events (nothing to worry about).

Warp Device # 9/23 - Jibral Castle Town - Bell Tower

On the first floor of the castle there are two rooms before the stairs leading to the second floor: ignore the left one at first; on the right is the Kitchen with an incredible amount of interactions (none worth remembering) and a chest with a Grand Emerald inside.
On the second floor there are some offices: if you enter the Senior Minister's Hall and speak with him some events will trigger on your way out, but you'll be able to explore the rest of the area immediately after the scenes (follow the events on the roof of the castle). I will assume you do so, since some rooms will be unlocked after these few dialogues.
The Senior Minister's Hall (SM on the map) has a chest containing Medals x 5 and a lot of books: "Portrait of a Machine" Part 4, 5, 6, 7, 8, 9; "The Tale of Valon the Wizard" Part 8, 9, 10, 11, 12, 13, 14 and 15 (it doesn't really matter the order you pick them, the game sorts them for you).
The Minister of State's Hall (MS on the map) has a chest with Medals x 3 and more books: "The Tale of Valon the Wizard" Part 16, 17 and 18.
You cannot access Zola's Quarters (Zola's on the map) yet.
The Blademasters' Waiting Quarters (BWQ on the map) have a chest with an Ancient Fossil.
The Inner Courtyard has several nice interactions earning you some of those items which increase the parameters (examine the flower in the stone containers and the little statues with flowers on them). A chest contains Medals x 25.
On the third floor the Throne Room is completely out of interactions (the room is unlocked after the dialogues I was mentioning earlier).
The King's Quarters (King's on the map) has a chest to open for a Grand Sapphire and some books: "The Tale of Valon the Wizard" Part 19, 20, 21 and "Chronicle of Killer Bandit, the Pirate Maiden" Vol. 3 .
The Guest Quarters (Guest on the map) is pretty much empty other than interactions.

- Head north to the Castle, triggering occasional dialogues with random characters
- Reach the Senior Minister's Hall, speak with him, leave the room to trigger some scenes
- Follow the events on the roof (you can speak with the two characters at the end of some animations for extra scenes); as you exit you'll be told to go to the Laboratory

The basement (left door on the first area of the Castle) has a couple of chests and three rooms.
The Soldiers' Waiting Quarters (SWQ on the map) has three drawers and two chests which contain an Ancient Feather and a Medal.
The Lounge has a red barrier chest and books: "The Tale of Valon the Wizard" Part 22 and "Chronicle of Killer Bandit, the Pirate Maiden" Vol. 4.
In the Mechat Lab you can still find books: "Portrait of a Machine" Part 10 and 11.
The Eternal Engine Lab has a blue barrier chest and even another couple of books: "Portrait of a Machine" Part 12 and 13.

- Head back to the first floor and enter the Mechat Lab for an automatic dialogue with the researcher here (about the Mystery Part Alpha), then go on the room on the right of the stairs (the Eternal Engine Lab)
- Speak with Zola here and leave the room; when she asks, accept to follow her to her room to save yourself a trip

Zola's Quarters has a side room, a bathroom, where there are a couple of interactions netting you Experience points. In the main room there's a chest on the left side of the bed with a Grand Amethyst; the two drawers should be your last interactions in this town.

- Speak with Zola in her room for some scenes
- Head out of the castle and, after saving your game as a backup in case the achievement fails, go to the Inn; speak with the familiar character here and decide to sleep only when you are ready to tackle the upcoming un-exit-able dungeon of the game. In particular, I strongly advice to buy the spell Watera

* MISSABLE ACHIEVEMENT # 3 - ??? *
This achievement is one of the button-smashing ones and will take place soon. Your last chance to save is before reaching the roof of the castle. I've omitted the name of the achievement for story related reasons (read: spoiler alert).

- Go on the roof of the castle: after the scenes you will have to button-smash three random buttons on the screen; you don't need to be as quick as for the first achievement, but do your best anyway
- Follow the events

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Final Dungeon of Disc One

Map of the area
Note: to avoid the spoiler I've omitted the name of this place, but you can easily recognise it.

* MISSABLE MONSTERS # 2 to # 5 *
Four monsters of this area are missable: be sure to defeat at least one of each of them. They're not hidden: you will find the four of them on your way, except the Winking Medic which will appear in most the monster parties but not on the field. Read the following description for more information.

Item checklist:

- Lv 4 - Shadowa (I # 115)
- Lv 4 - Trapfloora (I # 149)
- Elevator Key (I # 343)
- Supermetal Earring (I # 265)
- Supermetal Necklace (I # 235)
- Iridescent Wind, Phoenix Wing, 1,000 Gold, Flawless Emerald, Jibral Bracelet, Grand Amethyst, Cure-All, Broken Eternal Engine, Ancient Feather, The Way of the Thief, Shadow Crystal, Mega Magical Medicine, Ultra Medicine, Grand Light Crystal, Iridescent Cyclone

Monster checklist:

- Hover Patroller (M # 056)
- Security Mecha Robo (M # 170)
- Flying Mecha Robo (M # 069)
- Winking Medic (M # 061) (*)
- Machine Gun Crab (M # 036)
- Tailgunner Robo-Scorpion (M # 066)
- Silent Ku (M # 283)
- Turbulent Mai (M # 289)
- Double Axe (M # 217)
- Heat-Wave Sai (M # 285)
- Raging Kesu (M # 287)
- ??? (M # 280) [Not named for spoiler reasons]
- Intercept Electrogue, Mecha Robo

(*) This monster appears only in other monster's parties.

This place is also very big, but less confusing than Jibral: there's basically only a way to go. For a quick reference on what to do, as you arrive find the Elevator Key, use the elevator to reach the second floor. Here follow the only possible way around (you start south-west, go counter-clockwise), fighting several bosses, then exit north and follow the events: a missable achievement ends the dungeon, and a save point is just before it occurs. Don't haste with the events after the dungeon, there's a missable item just after it (explained in the next section, "Epilogue of Disc One").

The first area of this place has two "levels", but you essentially only need to explore the base level (go down either the two sets of stairs) which is the darker one on the in-game map.
The interactions are now pointless to describe, but there aren't too many after all.
Try to save your MP: this place is huge and you won't have a chance to heal (at the blue " H " on the map) before dealing with powerful opponents. There aren't particular notes about this place, despite its huge dimensions. As long as you follow the map you won't get lost. The "blue lines" are lasers blocking your way: they will be turned off turning off the corresponding red number. The blue numbers are on the side you can't reach with the laser still turned on.
The monsters are almost all weak against Water, except the Double Axe and some bosses. In the first area you can find the Hover Patrollers, summoning Intecrept Elecrogues. On the first floor you will easily come across the Security Mecha Robos which will be guarding some areas. You will also come across the Flying Mecha Robo standing in front of the door of a room you need to enter: his party will also include the old Mecha Robos and the Winking Medics. The Flying Mecha Robos can cast Reflect on their allies: watch out for which enemy receives Reflect if you plan on using spells. If these Medics cast Waterproof on any of their allies, avoid that element and go with Ground/Flara.
As you head to the second red number, you will find a large room with inside the Machine Gun Crabs and the Tailgunner Robo-Scorpions: the Crabs are rather strong against physical attacks, but a good Watera on them will do the work; Ground also works pretty well.

- Pick the Elevator Key, then use the Elevator
- Reach number #1 Red on the map
- Follow the way to a large room; west of here a boss fight will take place

Boss Fight # 10 - Silent Ku
Water works wonder against this enemy. Its regular attacks should deal around 60 HP of damage. However, if it enters the "Gunman mode" it will counter with heavy hits for around 150 HP of damage each: try to set your attacks so they end after its next turn (it will return "normal" on the first turn available); if you can't because they are not charge-able, do something else like defending. For this very reason it might be advisable not to over-charge your attacks: if you make sure they land before the boss's turn, then you will avoid your attacks landing when the boss is vengeful. Without his powerful counter, it will not be able to deal any relevant damage.
The boss has about 2,400 HP.

- Turn off number #2 Red, then go towards #3 Red. Before entering the room with another boss fight, set your formation the opposite way it normally is (reverse first and second line)

Boss Fight # 11 - Turbulent Mai
The boss starts reverting your formation, so it will be back to normal if you switched your characters as I told you. This will however go on continuously during the fight, so you will have to play accordingly. You should possibly attack with your spell casters when they are in the front line, and defend with them when they are on the second line (so they are ready to take the hit when the change occurs). As for the melee characters, if possible make their hits land on the boss before its turn if they are in the first line; if they are in the second line, make the hit land after the boss's turn. That should optimise the damage and safety as long as the boss isn't doing something else, such as "guarding" in a position which will let it miss easily your physical attacks.
The boss isn't weak against Water, but Shadow and Shadowa should deal more damage than usual.
It will die after taking 2,000 HP of damage.

- Turn off #3 Red, then walk to the safe room where you can heal and save

The Double Axe is a powerful enemy: heavy damage (around 60-70) and a lot of HP (about 1,000). It can even attack twice every turn, be careful. Take out the other enemies of the group with Ground and normal attacks, then focus on it. If you use Flara Sword on it, this will decrease its offensive power: that's about the same as with the Lazy Bears a while ago.

- Go towards #4 Red, defeating the Double Axe enemy first; since on your way back after turning off #4 Red a boss fight will trigger, it might be a good idea to go back and heal/save after defeating the Double Axe, then turn off #4 Red

Boss Fight # 12 - Heat-Wave Sai
This one is weak against Wind. Its attacks are quite powerful (it prefers the second line, where it can usually deal around 100 HP of damage), but you can keep up with your healing. The spell Winda isn't very powerful on it, but Wind/Winda Sword is. When it starts playing with a bomb, blow the bomb with Flara to avoid a powerful attack and deal a nice damage.
This boss has 3,700 HP.

- Exit this floor north
- In the "Warp Device Hall" (there's not warp device of those you're used, it's just a name) warp to the next area where there'll be a save point and a boss fight

Boss Fight # 13 - Raging Kesu
This boss is weak against Wind, which can also add Slow (by means of Wind[a] Sword, possibly charged), so go with it. It can cause the Silence/Paralyze status with its attacks, which are overall not so powerful; they are very frequent though. This fight will be over without any panic.
The boss has 2,200 HP.

- Take the warp to the next place, save and go ahead for another boss fight

Boss Fight # 14 - ??? (Monster ID # 280)
Not named for spoiler reasons, you will soon understand who or what is your opponent.
The fight starts with some minions: a Water Sword each and a final Watera spell on them all. The boss hits for about 50 HP of damage every time. It doesn't have a particular elemental weakness, but it seems rather resistant against Water: avoid it. It's immune against Ground. When it charges its power, an attack on everyone, dealing around 50 HP of damage each, is coming on its next turn. It can also summon its minions back: take them out again. The fight shouldn't be a problem as long as you keep your HP high enough and keep attacking with charge attacks such as Flara [Sword] or anything good you have.
The boss has 1,900 HP.

* MISSABLE ACHIEVEMENT # 4 - Mechat Shooting Stage 1: Perfect *
Your last chance to save is right in front of you as you take control of your characters after the scenes.
First of all, when it asks you if you want to play on easy, pick no: it must be on the default difficulty.
As for the minigame itself, shoot the opponent's missiles and landing bombs to gather missiles, and use your missiles constantly on the opponent's ship to knock it down. To use the missiles, first lock on any part of its ship, then release the missiles with B. To be honest, the best thing to do is spamming B while locking on its ship (if you can't lock a target, move your aim a bit to find something you can hit) and only when you feel safe. Your automatic gun is only useful for defense here, watch out to avoid it overheating (there's an indicator on the upper-left corner).

The opponent's ship will also "hide" from your sight, occasionally: according to which cannons you damaged, it will focus on other sides. Say you break his left cannons: it will prefer going on the left, so it can use its right cannons. Anyway, it should go like this: front > back > left > right. After a cutscene it will always be in front: aim for the engine here. For quick direction changes (90°) use LB and RB. The quicker you are at damaging its cannons, the easier it will be for you.

At this point I guess we can add to our list also the previous missable achievement without ruining any surprise:

Secret Achievement Achievement in Blue Dragon

Secret Achievement7 (5)

Offline Required - This achievement requires play in offline game modesSingle Player - This achievement can be obtained in single player game modesMissable - This achievement will require starting a new save file if the opportunity to obtain it is missed
Continue playing to unlock this secret achievement. (Secret)

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Epilogue of Disc One

Item checklist:

- Special Gift Card (I # 328)
- Special Gift Card
- Part of Eternal Engine

* MISSABLE ITEM # 1 *

Just on the left of where you will be after the scenes there's a black and purple dressed waiter: speak with him to receive the Special Gift Card, a missable item. A lonely soldier on the right of the third table on the right side will give you another Special Gift Card if you want -- you only need one anyway. There's also a chest with a Part of Eternal Engine on the right side, and on the opposite side of the room there's a friend of yours waiting for you to be ready: when you will say so, Disc One will be completed and you'll be asked to save before changing disc.

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