Blue Dragon -- Boss #11
Guards the teleporter on Mirage Tower 3F connecting to the Flying Fortress. 200 Magic Defense makes every offensive spell worthless. 96 Evasion means unbuffed attacks miss constantly. The entire fight is physical-stack defensive buffs, boost accuracy, and hit hard enough to push through 454 HP before your resources drain.
Blue Dragon Stats
HP
454
Attack
92
Defense
20
Magic Defense
200
Weakness
None
Resistance
Lightning, Earth
Strategy
With 200 Magic Defense, Flare barely registers. Your Black Wizard's only value here is casting Haste on your physical attackers-then sitting out or defending. Every offensive spell slot you burn is wasted. White Wizard: Protera on turn one, Invisira on turn two. Both cut incoming damage from the Blue Dragon's 92 Attack significantly. Curaja every turn after that. Black Wizard: Haste on your Knight first, then your Ninja. After that, use items or defend-do not waste Flare charges here. Knight: Use the Giant's Gloves (casts Saber) on turn one for the Attack boost. Then attack every turn. Dragon Mail from Mirage Tower 2F is the best defensive option-equip it before approaching the boss. Ninja or Master: Attack every turn. Physical damage from a Hasted Ninja with good gear can clear 454 HP in 4 to 5 rounds. The Blue Dragon's 96 Evasion means some attacks will miss even with buffs active. This extends the fight slightly but does not change the strategy. Keep everyone above 150 HP at all times-its 92 Attack hits hard on unprotected party members.
Quick Tips
- • Do not cast any offensive spells. 200 Magic Defense makes them a complete waste. Save every Flare and spell charge for Tiamat and the Flying Fortress ahead.
- • Cast Exit to save outside before engaging the Blue Dragon. You cannot save inside the Flying Fortress, and Tiamat (plus the potential Warmech encounter) can wipe an unprepared party. The Blue Dragon does not respawn-you can re-enter Mirage Tower later to use the teleporter.
- • Giant's Gloves are in the Sunken Shrine on B2. If you have them, the Saber buff on your Knight is the highest-value first turn in this fight.
Turn-by-Turn Guide
- 1. Turn 1: White Wizard casts Protera (damage reduction)
- 2. Black Wizard casts Haste on Knight
- 3. Knight uses Giant's Gloves for Saber (Attack boost)
- 4. Knight and Ninja both attack (4-5 rounds total)
- 5. Turn 2: White Wizard casts Invisira (evasion boost)
- 6. Turn 3+: White Wizard casts Curaja (keep HP > 150)
- 7. Continue attacking with physical damage only
- 8. Do NOT cast offensive spells (200 Magic Defense)
Rewards
The teleporter at the back of 3F is now accessible. Use the Warp Cube on it to warp up to the Flying Fortress. The Fortress has 5 floors with 34 chests and Tiamat waiting at the top-plan to clear it in a single run since you cannot leave once inside without losing progress. Consider casting Exit first to leave Mirage Tower, rest at an Inn, and restock on Potions and Ethers before returning through Mirage Tower to use the teleporter. The Blue Dragon will not reappear, so the teleporter stays open.