2. Blue Dragon General hints and tipsUpdate notes

Exploring the World

In the game you will find a lot of items scattered everywhere. You can examine basically everything, even the most useless rock, wooden pillar, wall, or piece of metal. There are the typical chests containing items too, and they can be found even on the open World Map; however, the other interactions with items will not be found in the open world, but just in the cities/dungeons.
The interaction can lead to different results: you can simply receive a whatever information on what you examined ("This piece of wood is very spiky"); you can receive a common item (a Medicine, for example) which is never relevant; you can receive a small amount of Gold (typically 10 units) which is useful only in the beginning of the game as you may guess from the "Got 1,000,000 Gold" achievement; you can earn a small stat bonus ("Max HP +1") or an Exp/SP bonus; you can get a status such as Poison or the healing for that status; then you can get a Medal, which I'll explain soon below here; at last, you can get a "Nothing".

The Nothings you get aren't completely useless: in fact, you'll be collecting them and someone in the world of Blue Dragon will keep track of how many you've collected. Dozens, hundreads, thousands of Nothings (there are about 2,000 in the game). This "Nothing Man" will also give you rewards for your effort of searching everywhere for them: they don't work as "coins" you can spend, you will just be rewarded according to how many you found. Some of the prizes are really nice, but they require more than a thousand of Nothings, so you should really ponder well whether to spend time searching for them or not. Either way, you will still need to hunt at least 200 of them, because the Acorn Shoes you earn for that amount of Nothings found can only be obtained this way. Read below for more info about the Nothing Man and the prizes.
On the Marketplace you can find some item packs for 200 MSP; one of them contains the "Nothing Glasses", which will mark the position of the nothings on the screen (with a little green star), when you come close enough.

Nothing Man

50 - Leather Belt
100 - Stomach-Band
200 - Acorn Shoes
400 - Ballet Shoes
600 - Champion's Belt
800 - Belt of Hermes
1,000 - Shoes of Hermes
1,200 - Black Belt
1,400 - Lei
1,800 - Ribbon

The Medals work similarly. The main difference is that Medals will be found in huge amounts also in treasure chests and they are less popular in their interactions. The kind of items you can buy by exchanging them is also different, and the character who will trade them, a certain "Toripo", will only appear in rare occasions (the Nothing Man is pretty much always available in the same place). Moreover, the Medals-price of his goodies will increase by two units everytime you buy a unit of that kind (the first [Whatever] item costs 2 Medals, the second [Whatever] item costs 4 Medals, the third costs 6 Medals and so on). The cost will not be reset the next time you find this shop around: if you leave the shop the first time and the [Whatever item] had cost 8 Medals, it will cost 8 Medals the next time you'll find the shop too. The Medals can also be found (massively) in treasure chests.

Toripo's Shop
Disc One - Available in Gul Mountains. Toripo leaves when you quit the shop menu.
Disc Two - Available as soon as you start, found on your way. He will stay here until you rest at the Inn to continue with the story.
Disc Two - Available at the end of the Underground River. Toripo leaves when you quit the shop menu.
Disc Three - Available in Devour Forest. Toripo leaves when you quit the shop menu.
Disc Three - Available in Noluta Village after fighting the Azure Sentinel. He will stay here until you proceed with the story events.
Disc Three - Aurora Ruins. Toripo will stay here.
Disc Three - Mecha Robo Cube. Toripo will stay here.

- Sword Master Heart
- Guardian Heart
- Monk Heart
- Assassin Heart
- Black Magic Heart
- White Magic Heart
- Barrier Magic Heart
- Support Magic Heart
- Generalist Heart
- HP Up Elixir
- MP Boost Elixir
- Brawler Elixir
- War-Mage Elixir
- Fortification Elixir
- Magical Fortification Elixir
- Alacrity Elixir


You can skip cutscenes by means of pressing the Start button. You can disable this function in the in-game menu (Y button) > Settings > Skip Events Disable. The Start button will not skip the cutscenes now, nor it will be able (sadly) to interrupt them.

To interrupt the cutscenes (pausing the game, basically) without skipping them, the closest thing to a pause to do is pressing the guide button on the controller (the one you press to turn it on, and opens that big pop up in the middle of the screen).

There's no soft reset other than the Back shortcut to the main menu in your in-game menu (where you can edit your party).

You can turn off the annoying voice which comments what happens in the environment in the in-game menu (Y button) > Settings > Audio Hints Off .

You can download the New Game + feature from the marketplace (it's included in the Ultra Hard Mode DLC) to start a new playthrough with everything (level, gold, equipment) you had in your previous data. This is very helpful if you missed something, since you can speedrun through the game in about 5-6 hours and get what you missed.

If you're making a New Game + playthrough and you are in some of the can't-win battles where you have to wait the turns of the enemy, the best way to skip turns is using an item (for example the unlimited Creature Compendium). This saves some minutes, especially if your characters have high Agility and it would take you a lot before the turns of the boss finally come.

Make good use of the Encyclopedia which you find among your items soon after few events. It will contain useful information on items, monsters, spells and even some battle records.


Miscellaneous Achievements tips

For the "100 Monster Fights" achievement you can trigger a monster fight, flee, trigger it again, flee again and so on: it counts them as different fights as long as you engage them. You're also bound to get the achievement for a multi-monster fight in the process. Here they are:

For the "100 Back Attacks" achievement you can exploit enemies fleeing away from you (you can use the "Repel Aura" skill of the Monk, which works on most the enemies) and again you can engage, flee, engage again, flee again and so on. There's also an achievement for your first back attack. Here they are:

The two 0-G achievements should come easily, and you can flee and engage the same fight again for them too:


Exp Grinding, SP Grinding and Gold Grinding

The Exp Grinding is best done in an optional place available near the end of the game, the Ancient Ruins - Forest dungeon. As you enter there will be some Zebra Poo Snakes around a chest: your task is to get them all into a linked fight and wipe out their parties quickly (they only have 150 HP) to gather some thousands of experience. Then exit to the world map and enter again.
The accessory to increase the experience gained is the Lei. You can steal one from the Moody Dragon and find another in the Upper Mecha Base. At last, one is also earned for collecting 1,400 Nothings. More Leis won't stack.
Another decent place where to farm experience is against the Golden Poo Snake used also to farm Gold (read below). Keep in mind that you usually get better results (in terms of power) if you level up your shadows rather than your overall level. However, you still need to hit level 99 with your characters for this achievement:

The SP Grinding will take place in the Laser Field area and rely on the Field Barrier 3 ability of the Barrier Mage (learnt at level 50 of this class; Field Barrier 2 works 10 times worse but it is still a good strategy, and it's learned at level 21). Add Stink to your characters and go to a spot (shown in this video) where the Flying Needle Moles will easily respawn.
The accessories to increase the SP gained are the Eyepatch (only one availble in the game) and the Black Belts. You can get as many Black Belts you want from the Corrosive Poo enemy: steal them from him, leave the area/save-quit-reload and steal more. There are also two Black Belts in chests: one from the red barrier chest in Mural Town and another in a chest in the Ancient Ruins - Forest. More of these items won't stack (not even Black Belt and Eyepatch).
Keep in mind that you can't use the "Heart" enhancement items to level up your shadow classes from level 98 to level 99, or you will miss the achievements related to mastering the classes!
There are 10 achievements related to this and some read, in their description, not to use these Hearts. Others don't have this warning, but it is still valid: don't ever use those hearts to level from 98 to 99. Here's the 10 achievements you will earn:

The Gold Grinding can be made faster by means of the Crown of the King Ghost. To get it you have to open the red-barrier chest (read about barriers below) in the Exile Forest (optional area) to retrieve the Epistle of the King Ghost, and then go to the Forest of the Dead and "insert" the letter into a special treasure chest found behind a green-barrier wall. You can find this in the walkthrough of disc two page. The best place is the "Southern Deserted Island" (available near the end of the game; it's a region of the world map) against the enemy "Golden Poo Snake". You may also need the Poo Bracelet (found in a blue-barrier chest in the first area of Jibral) and possibly equipment which increases agility (Belt of Hermes, Shoes of Hermes and others), since this enemy is very fast and will flee as soon as he can. The downside of this is that this enemy hardly respawns, but you can have better results if you add the Stink status on your character(s) by means of the Fresh Garlic/Stout Garlic item (available in almost every item shop). I don't suggest running through the island: you will probably get more spawns if you just wait a couple of seconds in a place on the island, then move a few steps somewhere else and wait there too, then move a bit again and wait, etc. You may even just wait in the same place. Don't worry if you occasionally get 0 Gold from the fights: it just happens sometimes. Here's the achievement you will eventually earn:



After a few story events you will learn that in this game there are several classes. According to your current class, "shadow" class if you want, your character's status will change. Leveling up the shadows can net even better results than leveling up the "normal" level of your characters, and it will let you learn new skills.

You can learn a new class every five levels of your "normal level", and there are no requirements such as "to unlock the support magic you must have mastered the black magic".

The default classes are more than enough to get through most of the game with ease, but if you want to optimise your time and effort, then you want to change something.

The main change I suggest doing during the story is changing Jiro's class to Barrier Magic as soon as you can unlock it. Then stick with it and if you get any extra SP (for example while examining objects), give it all to him. On the other hand you also want Kluke to take the responsability of both magical damage and magical healings; that is to say she has to change her class from White Magic to Black Magic, leveling these two about together, and while she's a White Mage you will add the Black Magic skill to her skillset, and viceversa you will add the White Magic skill when she's a Black Magician: this way she can both heal (rarely happens) and attack. Without thinking too much about it, you could make a dungeon as black mage and the next as white mage. This is made more do-able thanks to the fact that the game is quite easy overall, except for a few particular fights, and that's why you can afford having a character (Jiro) who will basically sit there in the fights all the time.
The payback will come when you will reach the Laser Field in disc two: by then you will have learned the precious Field Barrier 2 skill with Jiro, and you will be able to start leveling up your shadows (including the Barrier Mage) with little effort; also because soon after the Laser Field area you will be able to get as many Black Belts as you want from the Corrosive Poo enemy (this will all be explained in the walkthrough of disc two if you need more details). Grind there a bit and you will reach level 50 with the Barrier Magic class, unlocking Field Barrier 3 which is an amazing skill. With this skill you can then start grinding even all the way to level 99 with your shadows. It doesn't take that much either, but obviously this will make the game much easier.
Field Barrier 3 is also a great way of getting through many dungeons without fighting too much. Especially near the end of the game you won't want to keep fighting hordes of enemies, spending hours to clear some normal dungeons. Field Barrier 3 will speed things up for you. Both Field Barrier 2 and Field Barrier 3 are skills used on the field (yep, as you're walking) and they will create a barrier around your character, instant-killing most of the enemies you already killed at least once. Sometimes you have to kill an enemy more than once (five times for example) before the barrier can instant-kill them on the field. The large-sized enemies will break the barrier as well as enemies more powerful than you, but these are the few exceptions. The intersting side is that, besides dispatching of the enemies, Field Barrier 2 will earn you half the SP that enemy is worth, while Field Barrier 3 will earn you all the SP of that enemy. This typically means 2 SP with Field Barrier 3, rarely 3, even more rarely 4, but of course they will stack when you find a place where enemies respawn endlessly. The main problem is that these abilities consume MP when they kill a monster. Field Barrier 2 consumes 10 MP for every defeated enemy, while Field Barrier 3 consumes only a single MP every kill. That's why it's so much better, that's why the developers put this skill available only at level 50, and that's why you want it.

Another change I suggest doing is turning Shu into a Monk, but just for a short while: let him reach level 13 as Monk to learn Charged Attack, Meditation and Counterattack Boost, then turn him back into a Sword Master. The Monk seems more powerful, but most of the enemies of this game have elemental weaknesses, and the Sword Master uses these elements to deal a lot of damage.
For the same reason I also suggest turning another character (he'll be introduced to you soon in the story), who is a Monk by default, into a Sword Master for just a bit: stop at level 8 to learn Magic Sword 2, then turn him back to Monk.

There will be even another character introduced "much" later: leave this one on the default class (Assassin) since you will need somebody able to steal items (for example to get the Black Belts from the Corrosive Poo, or even missable items to steal from bosses).

The main change of classes will occur when, later, you will face the most powerful enemies of the game in optional side quests and in the final fights. You will need a more complete approach, but until then you should stick with the natural classes making just these changes here.

Below will follow the list of the abilities of each of the 9 classes and a quick introduction to the classes themselves. Before that I will list the total SP required to reach some fixed levels, so you have an idea on how long it might take to reach a certain skill. If I mention the words "field ability" it means a skill which doesn't have effects in battle but only as you're walking. These skills are introduced early in the game. For all the spells and the magic sword attacks keep in mind that you also need to purchase/find that spell for it to be usable. All the "[Something] Lv N" (such as Magic Sword Lv 3") abilities stack and include the previous ones (so the skills of Magic Sword Lv 3 are also the skills of Magic Sword Lv 2 and 1).

Level 5 - 20 SP
Level 10 - 90 SP
Level 15 - 210 SP
Level 20 - 380 SP
Level 25 - 600 SP
Level 30 - 870 SP
Level 35 - 1,190 SP
Level 50 - 2,450 SP
Level 99 - 7,350 SP

Sword Master
A complete class, very useful and provided with elemental attacks. This is the ideal fighter and the Magic Sword skill is not optional for the strongest enemies, since it will add the effect and power of the spells you own.

- Level 2: Magic Sword Lv 1 (spells available: Flare, Wind, Water)
- Level 5: Mow Down 1 (damages the first line of the enemies, however dealing half the damage of a normal hit)
- Level 8: Magic Sword Lv 2 (Ground, Shine and Shadow)
- Level 11: Absorb HP (absorbs 1/4 of the damage dealt as HP)
- Level 14: Magic Sword 3 (Flara, Winda, Watera)
- Level 17: Mow Down 2 (damages the first line of the enemies dealing almost the same damage as a normal hit)
- Level 20: Magic Sword 4 (Grounda, Shina, Shadowa)
- Level 23: Boost Critical Damage (increases the damage of a critical hit)
- Level 26: Magic Sword 5 (Flarus, Windus, Waterus)
- Level 29: Absorb MP (absorbs 1/4 of the damage dealt as MP)
- Level 32: Magic Sword 6 (Groundus, Erase, Shadowus)

Defensive class with high HP and defense. Not much useful by itself, but its "Sentinel Shield" ability is good.

- Level 3: Guard
- Level 6: Magic Defense Up (note: the "Magic Fence" ability of the Barrier Magic is more effective)
- Level 9: Boost Max HP +25%
- Level 12: Sentinel Shield (your physical defense will be the same as the guardian class regardless of the class where you equip this skill)
- Level 15: Caution (prevents first strikes of the enemies)
- Level 18: Charged Defense (you can charge the Defend command and defend more than the default 50%)
- Level 21: Vigilance (prevents back attack of the enemies)
- Level 24: Endure (the damage you take will lower your MP if your HP are running low)
- Level 27: Boost Max HP +50% (takes place of Boost Max HP +25%)
- Level 30: Total Guard
- Level 33: Berserker (the lower your HP, the higher your attack)

Offensive class with high HP and the highest physical attack. Its skill "Battle Essence" is very helpful. The charged attacks can be good but are a double edged sword: the more you charge, the more you'll have to wait before the next turn.

- Level 4: Attract Aura (same effect as status Stink: lures enemies on the field; this is a field ability and lasts 30 seconds)
- Level 7: Counterattack Boost (- Level 10: Meditation (heals HP and status ailments for free, but only during the fights)
- Level 13: Charged Attack (allows to charge normal attacks, magic sword attacks and mow down attacks)
- Level 16: Critical Hit Lift (increases chances of dealing a critical damage by a lot)
- Level 19: Battle Essence (your physical attack will be the same as the monk class regardless of the class where you equip this skill)
- Level 22: Repel Aura (causes the enemies to flee; this is a field ability and lasts 30 seconds)
- Level 25: Attack Amp (if you charge an attack you can damage also the enemies around your main target)
- Level 28: Less is More (the fewer accessories you put on, the higher your stats)
- Level 31: Final Counterattack (takes place of Counterattack Boost; always counters a physical attack)

Relies on agility and has the ability to steal items. "Loot" seems more effective than "Steal", and "Treasure Hunt" helps stealing the rare items of the enemies. This skill is crucial to get two items wihch can only be stolen from one-time only bosses, but also other powerful items such as the Ribbon. "Ninja Swiftness" is important too, as well as Double Strike and Long-Range Attack. Great skills but weak stats: it's best to learn the skills and use them on other classes.

- Level 2: Steal
- Level 5: Security (protects items and gold from being stolen)
- Level 8: Stun bomb (field ability, it makes first strikes easier)
- Level 11: Negotiate (saves 50% of gold when purchasing items)
- Level 14: Ninja Swiftness (your agility will be the same as the assassin class regardless of the class where you equip this skill)
- Level 17: Stealth (field ability which prevents you from being spotted by enemies. Lasers and alarms can still spot you. Lasts 30 seconds)
- Level 20: Surprise (if you attack an enemy directly on the field using the " X " button you have high chances of First Strike)
- Level 23: Loot (steals items while attacking)
- Level 26: Long-Range Attack (the damage you deal from the second line is the same you deal on the first line; moreover you can hit the enemies in their second line)
- Level 29: Control (possesses an enemy; cool but useless since you are always, obviously, more powerful than your enemies)
- Level 32: Treasure Hunt (increases the chances of stealing an item via Steal and Loot)
- Level 35: Double Strike (hits twice, but only with a normal physical attack)

Black Magic
This class has the most MP and high magic attack value (not the highest). It can attack with 5 of the 6 elements (fire, wind, water, earth, dark; light element belongs to the White Magic). It has an interesting skill, "Regenerate MP", useful in the first dungeons of the game.

- Level 4: Black Magic Lv 1 (Flare, Wind, Water)
- Level 8: Regenerate MP (restores 1 MP every 3 seconds of walking at the max possible speed. Walking against a wall doesn't count)
- Level 12: Black Magic Lv 2 (Ground, Extract, Shadow)
- Level 16: Black Magic Lv 3 (Flara, Winda, Watera)
- Level 20: Boost Max MP +25%
- Level 24: Black Magic Lv 4 (Grounda, Extracta, Shadowa)
- Level 28: Black Magic Lv 5 (Flarus, Windus, Waterus)
- Level 32: Boost Max MP +50% (takes place of Boost Max MP +25%)
- Level 36: Black Magic Lv 6 (Groundus, Extractus, Shadowus)

White Magic
The typical healer. The offensive light-elemental attacks in this game can only damage the Undead enemies: the other ones at most can be stunned by Shine/Shina. Quick Magic Charge is great for the hardest fights and Resurrection is very good too.

- Level 3: White Magic Lv 1 (Heal, Cure Poison, Shine)
- Level 6: Enhance Item Effect (+50% of their effect)
- Level 9: White Magic Lv 2 (Cure Kelolon, Zephyr, Regenerate)
- Level 12: Double Item
- Level 15: White Magic Lv 3 (Heala, Revive, Cancel)
- Level 18: Regenerate HP
- Level 21: White Magic Lv 4 (Cure Paralysis, Zephyra, Shina)
- Level 24: White Magic Lv 5 (Healus, Regenera, Erase)
- Level 27: White Magic Lv 6 (Cure-All, Zephyrus, Previve)
- Level 30: Quick Magic Charge (halves the time to charge a spell)
- Level 33: Resurrection (revives with full HP and MP if you die in battle; works only once per battle)

Barrier Magic
High HP and highest magical defense which can be carried to other classes with Barrier Fence. It's the "famous" class of Field Barrier 3. It's best to level up this class as early as possible. Wall and similar spells are fundamental to survive some of the hardest fights of the game.

- Level 3: Barrier Magic Lv 1 (Shield, Shell, Heal Up)
- Level 6: Field Barrier 1 (pretty much useless)
- Level 9: Barrier Magic Lv 2 (Trapfloor, Resist, Wall)
- Level 12: Magic Fence (your magic defense will be the same as the assassin class regardless of the class where you equip this skill)
- Level 15: Barrier Magic Lv 3 (Shielda, Shella, Reflect)
- Level 18: Barrier Magic Lv 4 (Trapfloora, Resista, Walla)
- Level 21: Field Barrier 2 (consumes 10 MP for every defeated enemy, earning you the SP he's worth)
- Level 24: Distress Barrier (casts several powerful defensive spells when you have critical HP)
- Level 27: Barrier Magic Lv 5 (Shieldus, Shellus, Reflecta)
- Level 30: Barrier Magic Lv 6 (Trapfloorus, Resistus, Wallus)
- Level 50: Field Barrier 3 (consumes 1 MP for every defeated enemy, earning you the SP he's worth)

Support Magic
Highest magical attack, great stats overall for a magician. It has valuable spells such as Quickus (speed in battle +50%), Attack Up, Magic Atk Up (+50% of the damage dealt, even if you already have 999 Attack/Magic Attack) and others. Double-Cast is excellent.

- Level 3: Support Magic Lv 1 (Slow, Sleep, Deflect)
- Level 7: Support Magic Lv 2 (Quick, Dizzy, Poison)
- Level 11: Support Magic Lv 3 (Slowa, Panic, Anchor)
- Level 14: Spell Duration +50%
- Level 19: Support Magic Lv 4 (Quicka, Kelolon, Attack Up)
- Level 23: Support Magic Lv 5 (Slowus, Paralyze, HP Max Up)
- Level 27: Magic Essence (your magic attack will be the same as the assassin class regardless of the class where you equip this skill)
- Level 31: Support Magic Lv 6 (Quickus, Curse, Magic Atk Up)
- Level 35: Double-Cast

Fundamental class for its skills, it's not to be used in battle. It has two essential skills: Skill +n and Accessory +n (up to Skill +8 and Accessory +3) which are not optional for the later part of the game. Skill +2 replaces Skill +1 and so on, they won't stack (same for the Accessory bonuses). The "Accessory +n" is referred to the Special Accessories such as Bow Tie, Leather Belt, etc. They are all the accessories which are not Bracelets, Rings, Necklaces or Earrings.

- Level 4: Accessory +1
- Level 8: Skill +2
- Level 11: Skill +3
- Level 15: Skill +4
- Level 18: Accessory +2
- Level 22: Skill +5
- Level 25: Skill +6
- Level 29: Skill +7
- Level 32: Accessory +3
- Level 36: Skill +8



In Blue Dragon there are barriers which can either be around chests or in front of places, serving as walls which prevent you from proceeding.

You will be able to remove the barriers by means of "devices". There are five colors of barriers (blue, red, green, white, black) and each has a device (Blue Device, Red Device and so on). Four of them are story-related, so you will get them in a specific moment of the game. The other one (the Black Device) is obtained in an optional area, the "Sea Cube", available only at the end of the game.

In the walkthrough I will speak about the "barriers hunt". You'll find the list of the barriers there.

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