We've made it to Karnak, where everybody loves fire. On your way here, make sure to pick up the blue magic ???? from the Wild Dogs in the forests. Not a whole lot else going on here. Onward to the Fire Ship.
In the Fire Ship, equip those Silver Glasses to prevent Cool Dusts' Flash (Which can also be learned for blue magic.) The Mottletraps have Exploder blue magic if they get hit with Bolt as well. Don't miss the Thief's Glove accessory in the dungeon as well. It will be invaluable the rest of the game. At the end you fight the Liquid Flame boss. The only thing to note here is you want to defeat it in its cyclone form (Pictured). This will cause it to drop a Fire Bow. You can buy this later, but the amount will be a little much; best to get a freebie here. It will only change forms after a hit and using the current forms special attack, so if it gets low on HP you can cast Fire on it to heal some HP to keep it alive until the cyclone form. Make absolutely sure that you go back and save after the boss. The next part is extremely frustrating.
So....I could have swore I had a picture here...but apparently not. Countdown at the Karnak Castle time. You got 10 minutes to get all 15 chests and hopefully learn Doom Claw from the boss; and maybe Aero2 from the Gigas (But not prioritized). The Sorcerer enemy has Mage Slasher to steal, which you won't be able to
buy until later, but the Hunting Knife you are about to find way
outclasses it. Make sure the character with the highest speed stat has the thief's Flee ability since they will get their turn first. Personally, I would make a blue mage with black secondary ability, a monk with Learning ability, Knight with white ability, and Thief with flee. This will give you two chances to learn the blue magic and good offense. This isn't too terrible if you know where you're going and don't push too much time trying to do optional things. If all goes well, you should have 2+ minutes to get Doom Claw from the Iron Claw boss. This isn't the only chance you have, but the next opportunity comes a lot later in the game.
Karnak Castle is gone, but you got some new jobs. Try to get Trainer to level 2 so you can gain the Control ability. It will be useful for the entire game and necessary for many blue magics. Now that the fire is out in town, there is a Fire Rod in a barrel you couldn't get earlier on the ramparts of Karnak Town. There is a new merchant in the weapon/armor shop now as well. Making your way to the Ancient Library now, make sure you save, and engage the sole monster in the desert section of the world map. He's got Aqua Rake blue magic and you can steal a Trident from them if you wish; you can buy this shortly though. In the forests you can find the Mythril Dragons, control it for the Pep up blue magic. Speaking of blue magic, lots to be had in the Ancient Library's underground. Page 64 has L.5 Doom, Page 32 has Aero2, Page 256 has Guard-Off (Control) and Moon Flute, and finally the boss Biblos (Pictured) has Magic Hammer. For an extra scene you can summon Ifrit during the Biblos battle. Isn't it crazy how this obscure boss would later become a playable character in Final Fantasy Tactics? After this, you gain the Fire Ship and we can do a few optional things; which will be covered in part 3. Thanks for reading.