__ ___ __ __ __ __ / //_(_)__ ___ ____/ /__ __ _ / // /__ ___ _____/ /____ / ,< / / _ Y _ `/ _ / _ \/ ' \/ _ / -_) _ `/ __/ __(_-< /_/|_/_/_//_|_, /\_,_/\___/_/_/_/_//_/\__/\_,_/_/ \__/___/ /___/ Chain of Memories FAQ/Walkthrough By: Greg Boccia aka MysticalMoon Email: mystical_moon@comcast.net Please read Email Policy before sending e-mail İ2004 MysticalMoon Version .95 "Walking this road without you.. ...to remake forgotten promises and meet you at road's end" Table of Contents: - Introduction - Characters - Controls - Game Basics - Walkthrough - Sora's Story - Reverse Rebirth - Room Synthesis - Cards - Map Cards - Attack Cards - Magic Cards - Friend Cards - Enemy Cards - Sleights - FAQs - Email Policy - Thanks Version History: Version .10 11-17-04 - First version, upto floor 2 complete. Expect much more to come as well as an english conversion when it comes out. Version .20 11-18-04 - The first world section is complete. More on the Room Synthesis and cards, as well as the effects of using them when the NA version is released. Version .60 11-20-04 - Sora's Story completed and upto Monstro complete for the Reverse Rebirth part. Expect the enemies for each World to be included when the NA version is out along with more on the Room Synthesis and what all the cards do. Card List to be developed later. Version .75 11-21-04 - Walkthrough completed. Version .80 12-03-04 - Added a little content and a card list which is not yet completed. Version .85 12-15-04 - Translated through the entire first section of worlds. Working on remodeling the guide, tell me how it looks so far. Version .90 12-16-04 - All of Sora's side translated and remodeled. Changed the characters descriptions and added the map cards in the Room Synthesis section. Version .92 12-21-04 - All the cards done, only the attacks sleights done. Riku story (Reverse/Rebirth) still needs to be translated. The guide has been completely remodeled except for RR part. FAQs section added and how to get Key to Rewards added. Version .95 12-25-04 - All sleights and cards completed, fully. All that's left is the Reverse/Rebirth section. Send any questions you have soon, the final version will be coming soon. ================================================================================ --------------------------------- Introduction --------------------------------- ================================================================================ Kingdom Hearts: Chain of Memories takes place right after the ending of the original. The opening scene shows Sora, Donald and Goofy who meet with Pluto and discover a note with him containing the royal symbol. Sora follows but is soon confronted by a cloaked man who warns of something tragic to come. The group arrives at Castle Oblivion, a strange and mysterious place that may tell the story of memories lost. ================================================================================ ---------------------------------- Characters ---------------------------------- ================================================================================ S o r a The main character and protagonist throughout the game, Sora is the rightful wielder of the Keyblade. In search for his lost friends, he is on a journey that is full of twists and turns -- mystery is around every corner and Sora doesn't know what to expect... ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ D o n a l d Our magic-using friend is back, but this time Donald plays a minimal roll in battle and is more part of the story aspect. Use him when ever possible in a fight because he can heal Sora and damage enemies on the field with his magic prowess. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ G o o f y The shield-bearing phenomenon is geared and ready for action, except he's now just a card like Donald when the battles roll around. Call upon Goofy and he'll spin across the battlefield doing heavy damage to anything in his path. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ R i k u Our other hero returns but he is still under the influence of dark powers. Will Riku break free of this void or will the darkness hold him forever? ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ M i c k e y The king who reigns over Disney Castle. He set off alone to protect his world and all worlds from the dominion of the dark. When Riku fell into the realm of darkness, the king showed him the way, but the two were separated when the door to darkness was closed. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A x e l No. 8 in the Organization A mysterious figure who stands in Sora's path. Hard to read, half the time Axel seems to just be messing around... but for all we know, he's done more thinking than everyone else put together. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ L a r x e n e No. 12 in the Organization A member of the group that controls Castle Oblivion. Larxene is unfeeling and loves nothing more than to bring other people down. She is on good terms with Axel but still mocks everyone and trusts no one. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ V e x e n No. 4 in the Organization A man absorbed in his dubious research in Castle Oblivion. Vexen tried to destroy Sora by controlling Riku and pitting the two against each other. When his plan failed, he confronted Sora personally. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Z e x i o n No. 6 in the Organization Zexion generally avoids dirtying his own hands when there are deeds to be done. However, with the destruction of Vexen and Lexaeus, he was force into action. Zexion confronted Riku disguised as Sora. But Riku no longer feared the dark, and victory was beyond Zexion's reach. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ L e x a e u s No. 5 in the Organization A born warrior, Lexaeus effortlessly brandishes a gigantic tomahawk. To counterbalance his rival Marluxia's bid for Sora's power, Lexaeus tried to conquer Riku. He failed, but with his dying strength dragged Riku into the realm of darkness. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ M a r l u x i a No. 11 in the Organization Lord of Castle Oblivion and a member of the Organization. In a move to bring the group under his control, Marluxia used Namine to overrun Sora's memory and tried to claim the power of the Keyblade. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ DiZ Truly an enigma. DiZ appeared before Riku in the guise of Ansem, presenting him with choices regarding the darkness within his heart. It is said he and the King have met. ================================================================================ ---------------------------------- Controls ------------------------------------ ================================================================================ In the field ------------ Start - Brings up the menu Select - N/A A Button - Attack Open Doors Save B Button - Jump L Button - N/A R Button - N/A D-Pad - Move Sora/Riku Battle ------ Start - Pauses the game Select - N/A A Button - Use card B Button - Jump L Button - Scroll through cards R Button - Scroll through cards L + R Button - Add card to combo list Initiate combo D-Pad - Move Sora/Riku At anytime during the game you may press and hold Start, Select, A, and B to reset the game. ================================================================================ --------------------------------- Game Basics ---------------------------------- ================================================================================ In the field are often boxes or breakable things that contain HP, smash them. Other things in the field react to being slashed or touched and maybe yield cards. Green orbs are health and red orbs are for moogle points. The moogle points are used to buy cards at the shops. Moogle Shops appear when you use a Moogle Card in room synthesis, here you can use points you've saved to purchase new cards or sell cards for more points. You need to reload cards during battle to keep a constant supply. Cycle through the card reel until find the reload card, then hold down the A Button to reload. The number on the reload card is the reload counter, which indicates how long it will take to reload. - The first card you use in a sleight and certain other cards can't be reloaded. You don't have to wait for your cards to run out before reloading -- in fact, it's sometimes better to reload when you get the chance. To quickly access the reload card during battle, hold down the L or R Button to spin the card reel. It will stop automatically when the reload card is selected. Pressing the L and R Buttons simultaneously allows you to stock the currently selected card. After stocking three cards, you can unleash their power by once again pressing the L and R Buttons simultaneously. Normally, Sora will use the three cards sequentially as a combo. However, if Sora has learned a sleight that matches the types or total value of the stocked cards, then he will perform the sleight. (The total value and sleight name appear to the right of the stocked cards.) Even if only one or two cards is stocked, you can use them by selecting the reload card and pressing the L and R Buttons simultaneously. Sora can learn sleights during story events or when leveling up. - You can't stcok enemy cards or trick cards. Cards have values ranging from 0 to 9. By using a card with a higher value than the card played by an enemy, you can nullify that enemy's attack and strike back. This is called a card break. However, the opposite is also true -- if the enemy's card has a higher value than the card you use, your attack will be broken and the enemy will have an opportunity to strike back. Timing is important when using a zero card. Zero cards will always win a card break when played last, but lose the break when played first. Enemies drop various things during battle such as HP, experience points, Cards and Premium Bonuses. When Sora gains a level one of three things can be done: HP Boost: Raises max HP by 15 CP Boost: Raises max CP by 25 Sleights: Sora acquires a currently learnable sleight ================================================================================ --------------------------------- Walkthrough ---------------------------------- ================================================================================ +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+- Note: This walkthrough gives little spoilers away in the game about the plot. The spoilers are minor and only summarize briefly what happens in the game. Most major spoils are noticed before they are given away, please take note of this. +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+- ******************************************************************************** Floor 1 - Traverse Town Enemies: Blue Rhapsody, Guard Armor*, Shadow, Soldier Map Cards: Tranquil Darkness, Teeming Darkness, Feeble Darkness Sleeping Darkness, Meeting Ground Battle Cards: Kingdom Key, Blizzard, Fire, Cure, Potion, Lionheart, Simba Sleights: Blizzara, Blizzaga, Cura, Curaga, Fira, Firaga, Goofy Charge Goofy Tornado, Magic, Proud Roar ******************************************************************************** / / /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/ / 8-B /__ / 7 /__ / 9 / /______/ /______/ /______/ / / / / /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/ /ŻŻŻŻŻŻ/ Key: E - Event room / 6-E /__ / 5 / / 10 / B - Boss room /______/ /______/ /______/ H - Hidden Chamber / / / / /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/ /ŻŻŻŻŻŻ/ 4E - 1+, Key of Beginnings / 4-E /__ / 3 / / H / 6E - 3+, Key of Guidance /______/ /______/ /______/ 8B - Green, Key to Truth / / H - Key to Rewards /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/ / 1 /__ / 2 / /______/ /______/ +=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+- The Hidden Chamber yields the Lionheart card. Key to Reward cards cannot be found until Floor 7, but when you get one be sure to stop back and open the door here as you would in any other world before Floor 7. Key to Reward cards are most commonly found in the last few floors, so don't worry too much about them now. +=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+- After the opening scene Sora, Donald, and Goofy enter the great Castle Oblivion. Goofy wonders if the group should just be heading in and Sora just wants to find what he's looking for. Goofy turns to shut the door and notices the hooded man. The man explains that in this Castle Oblivion "to lose is to gain, and to gain is to lose". He then leads Sora into a memory of Traverse Town and begins a tutorial on battling. Sora is then left to go after a brief scene. Open the door and then go through another brief tutorial on how to save, break boxes, and initiate battle. Head through the door and then up. In this room head left and use a level 1 or higher card in combination with the Key of Beginnings to enter a scene with Leon and Yuffie. The group makes a few strange discoveries and Leon teaches Sora a few new tricks in another tutorial. Leon also gives Sora the Simba Summon Card and the scene ends. Sora obtains the Key of Guidance. Head up to the next area and then use the Key of Guidance on the door at left to enter another scene. The group continues to expand their knowledge on the situation with Aerith's help and Leon's quick reaction to one of Sora's old memories. Aerith explains that the memories are tied to them through Sora's heart. When the scene ends Sora obtains the Key to Truth. Head through the door at the top and in the next area use the Key to Truth to enter another scene. This scene involves Cid who magically knows Sora's name. He warns the group of the Gizmo Bell, when it rings a giant Heartless will appear. The bell strikes and the first boss battle begins. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Guard Armor Experience: 48 HP: (Foot) 1/2 Bar HP: (Arm) 1/2 Bar HP: (Body) 3/4 Bar Resists: All elements Leaves: Guard Armor Card Attacks: Stomp, Slash, Spin Guard Armor is one of the easier bosses in the game with his slow attacks and low CV. The enemy consists of 5 parts -- 2 feet, 2 arms, and a body. Focus on the arms first to eliminate the Spin attack and then the feet. Once the limbs have been defeated, the body is now open for damage. Pummel away at the body to end the battle. Note: The Trick Card in this battle causes Guard Armor to crash to the ground and leaves him unable to attack. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Aerith, Leon, and Yuffie enter the scene and have a conversation with Sora. As Donald and Goofy begin to leave, Sora turns and talks with Aerith who tells Sora that the town and everyone in it must be a figment of his imagination since the town was created from Sora's memories. Sora leaves but Donald and Goofy ask who he was talking to. Climb the ladder and save, then return to Castle Oblivion through the door. The hooded man talks with Sora again and a red-haired man enters the scene. The two have a brief conversation about who will test Sora. The red-haired man gives Sora his name, Axel, and a battle ensues. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Axel Experience: 75 HP: 3/4 Bar Resists: Thunder and Neutral Absorb: Fire Leaves: Fire Card Attacks: Slash, Fire Wall Axel uses normal attacks and can warp around the screen. When he warps he will generally stock a card or two. When Axel completes his stock he will use the Fire Wall sleight, simply use one of your level 0 cards to negate the attack. Use the Blizzard Card that you have to deal a good amount of damage quickly. Axel isn't that difficult, just stay on the move and make sure you can heal and stop Fire Wall whenever you need to. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ After the battle Sora gets new World Cards and realizes he needs them to go on. Axel reenters and tells Sora some things and he even offers a hint to his riddle, but Sora says that he'll do it on his own. Axel leaves a warning that if Sora awakes forgotten memories, he might not be himself. Head up the steps and the group tries to recollect a castle they once had gone through, but they cannot come up with it. Save if you want, then head up the stairs and go to Agrabah. +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+- Note: Any world can be chosen, but the guide will follow the sequential order that is default. Boss HP is effected by this and is only valid if you follow the guide. The HP is directly determined by the floor you are on and not the world you are on. Maps provided for each world also only correspond to the correct floor. Example, if you choose Halloween Town first then the map for Agrabah and boss drops/experience will be valid for Halloween Town because information is based on floor, not world. This also applies for Calm Bounty and Hidden Chamber rooms. +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+- ******************************************************************************** Floor 2 - Agrabah Enemies: Air Soldier, Bandit, Barrel Spider, Fat Bandit, Green Requiem, Jafar* Shadow, Yellow Opera Battle Cards: Three Wishes, Ether, Genie, Gravity Map Cards: Premium Room, White Room, Black Room, Martial Waking Sorcerous Waking, Alchemic Waking, Stagnant Space, Strong Initiative Lasting Daze, Calm Bounty, Moment's Reprieve, Moogle Room Sleights: Blazing Donald, Gravira, Graviga, Sandstorm, Showtime ******************************************************************************** /ŻŻŻŻŻŻ/ / H / /______/ Key: E - Event room / / / / B - Boss room /ŻŻŻŻŻŻ/ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/ H - Hidden Chamber / 5-E / / 6 /__ / 8 / /______/ /______/ /______/ 2E - Green, Key of Beginnings / / / / 5E - 15, Key of Guidance /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/ 7B - Red, Key to Truth / 4 /__ / 3 / H - Blue, Key to Rewards /______/ /______/ / / /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/ / 2-E /__ / 1 /__ / 7-B / /______/ /______/ /______/ / / +=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+- A Calm Bounty room yields the Gravity magic card. The Hidden Chamber also gives the Blazing Donald sleight. +=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+- When Sora enters, Aladdin is in some trouble. Fight off the enemies and then more appear, Aladdin resorts to calling the Genie to dispose of the enemies. Genie explains his limits and is gone. Aladdin needs to get to the palace, but since Sora is headed that way too, they agree to team up. Sora obtains the Key of Beginnings. Head left and open the door using the Key of Beginnings to view a scene where Aladdin agrees to free Genie with his final wish. Sora gets the Key of Guidance. Head through the door at the top and then head left. Open the door in this area using the Key of Guidance and you will see Jasmine surrounded by Heartless. Once more Genie takes care of the Heartless, but more appear, time to fight. Jafar manages to steal the lamp while you were battling and he takes Jasmine with him. Sora gets the Key to Truth and the Ether item card. Head down two screens and open the door on the right using the Key to Truth. The group throws their plan into action and Sora, Donald, and Goofy take on the Genie Jafar. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Jafar Experience: 233 HP: 1 Bar Resists: All elements Leaves: Jafar Card Attacks: Giant Fireball, Laser Eye, Fire Smash Jafar himself cannot be attacked, so don't try to hurt him. Instead wait till the platforms rise high enough for you to jump and hit his lamp that Iago is carrying. The Giant Fireball usually has a high CV, so use a 0 to break the attack when you can. The Trick card raises the platforms to maximum height so that you can just pummel the lamp for a lot of damage. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ After the battle, Aladdin frees the Genie. Genie gives Sora the Genie Summon Card and Aladdin takes off. Save and enter the door nearest Sora to return to Castle Oblivion. Goofy stumbles on about Hollow Bastion but still can't come up with the name. However, he does manage to recall Sora freeing Kairi's heart there. Donald then asks Jiminy to use his journal to get the name, but the journal is cleared for some awkward reason. Head up the steps to see a strange girl scribbling in a book. The group grows hesitant in continuing on as they realize they will lose their memories in searching for their friends, but Goofy reassures them that they will never forget their friends. Go up the steps and head to Olympus Coliseum. ******************************************************************************** Floor 3 - Olympus Coliseum Enemies: Barrel Spider, Blue Rhapsody, Bouncywild, Cloud*, Hades*, Large Body Powerwild, Shadow Battle Cards: Olympia, Cloud, Hi-Potion, Metal Chocobo Map Cards: Premium Room, White Room, Black Room, Martial Waking Sorcerous Waking, Alchemic Waking, Stagnant Space, Strong Initiative Lasting Daze, Calm Bounty, Moment's Reprieve, Moogle Room Sleights: Blizzard Raid, Cross-Slash, Omnislash ******************************************************************************** / / /ŻŻŻŻŻŻ/ / 9 / /______/ / / Key: E - Event room /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/ B - Boss room / 8-B /__ / 4 /__ / 5 / H - Hidden Chamber /______/ /______/ /______/ / / / / 6E - 5+, 7+, Key of Beginnings /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/ /ŻŻŻŻŻŻ/ 7E - Green, Key of Guidance / H /__ / 3 / / 6-E / 8B - 3-, Key to Truth /______/ /______/ /______/ H - 0 Red, Key to Rewards / / /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/ / 1 /__ / 2 /__ / 7-E / /______/ /______/ /______/ / / +=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+- This world yields the Blizzard Raid sleight in a Calm Bounty room. The Hidden Chamber rewards Sora with the Metal Chocobo card. +=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+- The opening scene shows the group reading an anouncement. A tournament is under way, so Sora rushes along to complete the preliminary rounds. Hades enters the scene after and shows his anger towards Hercules. Cloud enters and is then dismissed to take out Hercules. Sora obtains the Key of Beginnings. +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+- Note: The Olympia card can be found and purchased now. +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+- Head through the door at right and battle a few enemies. Head up two screens and right one, open the door using the Key of Beginnings. A scene with Phil occurs and after some debate, Sora is allowed to compete. Phil goes over the rules and the games begin. Sora obtains the Key of Guidance. Head down two screens and open the closed area with the Key of Guidance. Here the group meets up with Cloud. Donald mistakes the situation as an interference but Cloud tells the three to continue on. Cloud is here for business, but Sora won't let that go through. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Cloud Experience: 308 HP: 1/2 Bar Leaves: Hi-Potion Attacks: Cross Slash, Omni Slash, Hard Slash Cloud tends to use his sleights often, simply break them with a 0 card and attack constantly. His cards don't hold a high value so most of your attacks should go through. Omni Slash is the more deadly of his two sleights, be sure to stop that one. Cloud is also relatively slow, be sure to capitalize on that. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Cloud seems to have taken off, hurry to the finish line. With the Key to Truth in hand, head up two screens and open the closed door using the Key to Truth. Hercules has Cloud beat, but Cloud needs his memories back so he tries to fight on. Hades interferes and fires Cloud, but before Hades can't send Hercules to the Underworld, Sora stops him. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Hades Experience: 372 HP: 1 Bar Resists: Neutral Absorb: Fire Immune: Thunder Leaves: Hades Card Attacks: Firaga Ball, Fire Slash, Fire Finger, Flamethrower Temper Flare Hades can get rough if you don't pay attention to his sleights. He will typically use Temper Flare off the start to speed his actions up and increase his attack power. Try to stop this if you can, if you can't use a 0 to break the sleight then do your best to dodge his attacks. The Firaga Ball does a decent amount of damage, but also allows a large amont of time to be broken so be sure to do so. Hades is also weak against Ice magic, so having a few Blizzards in your deck should help. Be sure to minimize the amount fo sleights you use. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ After the battle the games get cancelled and Cloud comes around. He gives Sora the Cloud Card and leaves in search of his memories. Go up the ladder and save, then go through the door. The group makes certain they remember what they are looking for when you make it back to Castle Oblivion. Head up the steps to view a rather informing scene about the hooded people, the Organization. +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+- Note: The enclosed area goes over what Axel and Larxene say and what it means. If for any reason you do not want to know the information, skip this area. Larxene is talking with Axel and they discuss why and how Sora was able to return to normal after becoming a Heartless. It is the reason the Organization has been formed and only one man other than Sora was able to overcome the odd. +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+- At the top of the steps Sora shows Donald and Goofy the lucky charm Kairi had given him. Sora promised to return it, so he can never forget her. A vision of Kairi forms, but it is interlaced with that of the girl in the chair in a previous scene. Goofy brings Sora back to reality and the group heads on. Save and then head to the next area, Wonderland. ******************************************************************************** Floor 4 - Wonderland Enemies: Card Soldier*, Creeper Plant, Crescendo, Large Body, Red Nocturne Shadow, Soldier, Trickmaster* Battle Cards: Lady Luck, Stop Map Cards: Premium Room, White Room, Black Room, Martial Waking Sorcerous Waking, Alchemic Waking, Stagnant Space, Strong Initiative Lasting Daze, Calm Bounty, Moment's Reprieve, Moogle Room Sleights: Stopra, Stopga, Stop Raid ******************************************************************************** / / /ŻŻŻŻŻŻ/ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/ / H / / 8-B /__ / 7 /__ / 10 / Key: E - Event room /______/ /______/ /______/ /______/ B - Boss room / / / / H - Hidden Chamber /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/ / 9 /__ / 4 /__ / 3 /__ / 6-E / 5E - 8+, Key of Beginnings /______/ /______/ /______/ /______/ 6E - 1+, Key of Guidance / / / / 8B - Red, Green, Key to Truth /ŻŻŻŻŻŻ/ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/ H - 9 Red, 9 Green, Key to / 5-E / / 2 /__ / 1 / Rewards /______/ /______/ /______/ / / +=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+- The Stop magic card can be found in a Calm Bounty room. The Hidden Chamber also holds the Stop Raid sleight. +=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+- A rabbit enters the seen frantically running about looking for the trial room in fear that he will lose his head. The group continues on in the peaceful- looking area. Sora obtains the Key of Beginnings. Head through the door at left and then go up one screen. Try to squeeze a Moogle Shop in somewhere along the line to get a Lady Luck card. Continue left and then down using the Key of Beginnings. Here Her Majesty the Queen of Hearts has forgotten her memories and charges Alice with the theft of them. Sora intervenes and the Queen sends her Card Soldiers after him. The Card Soldiers are nothing too hard, they are as tough as a normal battle. After the cards have been defeated, Alice seems to have gotten away but the Queen sends more Card Soldiers after Sora; Sora runs away. Sora obtains the Key of Guidance. Head right one screen and open the door at right using the Key of Guidance. Sora finds Alice in this room, but also the Cheshire Cat who has a few words for the group that leaves them confused. Sora obtains the Key to Truth. You get dropped off in the first area, so head left and up two screens. Open the door to reveal a new area, then open the door in this room using the Key to Truth. The new scenery startles the group, but Alice wants to take a look around but unfortunately it gets here captured. Before the Queen can do anything she loses her memory and a battle begins. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Trickmaster Experience: 512 HP 1 1/8 Bar Resists: All elements Leaves: Trickmaster Card Attacks: Uppercut, Flame Shot The Trickmaster won't use any sleights, but the Flame Shot can do a bit of damage. Stay away from the Trickmaster when you are not attacking with an attack card, it leaves room to dodge his attacks. The Trick card will raise a table allowing you to attack the Trickmaster without jumping. Stick to normal attack cards, Cloud is a good card to use if you are on the table. Once the table is raised, Trickmaster will try to knock it down periodically, just stop him from doing so and the battle will end swiftly. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ After the battle Alice uses some quick thinking to trick the Queen. Climb the vine and save, then return to the castle. Sora tries to remember the girl he saw in his vision, but Donald snaps him out of his thinking process. Head up the stairs and to see the girl scribbling in a book again. Sora remembers the girl now, she was on Destiny Islands with him but she left while he was little, but Sora cannot recall her name. When you're ready, head up the stairs and go to the next world, Monstro. ******************************************************************************** Floor 5 - Monstro Enemies: Air Soldier, Barrel Spider, Green Requiem, Large Body, Parasite Cage* Search Ghost, Shadow, Tornado Step, Yellow Opera Battle Cards: Wishing Star, Dumbo Map Cards: Premium Room, White Room, Black Room, Martial Waking Sorcerous Waking, Alchemic Waking, Stagnant Space, Strong Initiative Lasting Daze, Calm Bounty, Moment's Reprieve, Moogle Room Sleights: Fire Raid, Aqua Splash, Splash ******************************************************************************** / / /ŻŻŻŻŻŻ/ /ŻŻŻŻŻŻ/ / 11 / / 10-E / /______/ /______/ / / / / /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/ /ŻŻŻŻŻŻ/ Key: E - Event room / 8 /__ / 9 / / H / B - Boss room /______/ /______/ /______/ H - Hidden Chamber / / / / /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/ / 2 /__ / 3 /__ / 4 /__ / 5-E / /______/ /______/ /______/ /______/ 5E - 20, Key of Beginnings / / / / 7B - 0, Key of Guidance /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/ 10E - Red, 5-, Key to Truth / 1 /__ / 6 / H - 15 Green, Key to Rewards /______/ /______/ / / / / /ŻŻŻŻŻŻ/ / 7-B / /______/ +=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+- This world yields the Fire Raid sleight in a Calm Bounty room. The Hidden Chamber also gives the Aqua Splash sleight. +=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+- When the group arrives they are not sure where they are, but Pinocchio enters the scene and lets the group know whats going on. Jiminy recognizes Pinocchio's voice and starts talking with him, when Pinoke mentions Geppetto the gang heads off to find him. Sora obtains the Key of Beginnings. Head right one screen, up one, and right one more. Try for a Moogle Shop since they now have the Wishing Star card. Open the door at the right using the Key of Beginnings. Geppetto explains how he got in Monstro and that he doesn't mind since he found Pinocchio. Jiminy tells the group they need to find the little puppet. Sora obtains the Key of Guidance. Head left one screen and down another, open the door at the bottom using the Key of Guidance. The group finds Pinocchio who fesses up and the group gives him the courage to tell Geppetto the truth. The ground shakes and a Parasite Cage catches Pinocchio. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Parasite Cage Experience: 651 HP 1 1/4 Bar Resists: All elements Leaves: Parasite Cage Card Attacks: Tentacle Whip, Poison Sora is at a disadvantage this battle, the water is poison and the platforms that he can stand on only stay up for a little while so you must jump from one platform to another. Fortunately, after a few attacks the Parasite Cage doubles over and is left open for attacks. Keep hopping around the platforms and attack with Attack cards do the most damage. The Trick card lets Sora walk on the water without getting hurt for a limited time, using Cloud in this short timelength can do some extra damage to get the battle moving a lot faster. Keep moving and attacking to take down this foe. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ After the fight, Pinocchio comes up with an idea to have Monstro cough the group out. Sora heads on with Donald and Goofy, Pinocchio returns to Geppetto. Sora obtains the Key to Truth. Head up one screen, left one, up one, and right another. Try for some Almighty Darkness rooms in there to get some good drops and experience. Use the Key to Truth to open the door. A battle ensues, fight the Heartless but defeat them in large groups to raise the meter at the top-right to full. When it is full it will not drop, if it doesn't reach maximum you will have to fight again until it gets to the maximum. The battle yields the Dumbo Card and the group is then shot out and notices that the ship has been taken out safely. Save and return to Castle Oblivion. Sora begins to remember more about the girl he used to know and realizes what the hooded men said is true, "to lose is to gain, to gain is to lose". Head up the steps to view another scene between Axel and Larxene. +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+- Note: The enclosed area goes over what Axel and Larxene say and what it means. If for any reason you do not want to know the information, skip this area. Axel decides to let Larxene test Sora this time around. Revealed in the convo is a plan to take over the Organization, what it is remains unclear. Sora is apparently the key to this and is not to be killed. Larxene reminds Axel to keep the plan a secret, but Axel seems to have other plans with his final comment. +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+- Head up the steps and go to the only world available, Halloween Town. ******************************************************************************** Floor 6 - Halloween Town Enemies: Creeper Plant, Gargoyle, Oogie Boogie*, Search Ghost, Wight Knight Battle Cards: Thunder, Pumpkinhead Map Cards: Premium Room, White Room, Black Room, Martial Waking Sorcerous Waking, Alchemic Waking, Stagnant Space, Strong Initiative Lasting Daze, Calm Bounty, Moment's Reprieve, Moogle Room Sleights: Gifted Miracle, Gravity Raid, Surprise!, Terror ******************************************************************************** /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/ / 5 /__ / 6 / /______/ /______/ / / / / / / /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/ /ŻŻŻŻŻŻ/ /ŻŻŻŻŻŻ/ / 4-E /__ / 3 / / 7-E / / 12 /Key: E - Event room /______/ /______/ /______/ /______/ B - Boss room / / / / H - Hidden Chamber /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/ / 1 /__ / 2 /__ / 8 /__ / 9 /__ / 10 / /______/ /______/ /______/ /______/ /______/ 4E - 3, 4, Key of Beginning / / / / / / 7E - 6, 7, Key of Guidance /ŻŻŻŻŻŻ/ /ŻŻŻŻŻŻ/ 11B - 3- Red, 30 Green, Key / H / / 11-B / to Truth /______/ /______/ H - 20 Red, Key to Rewards +=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+- The Calm Bounty room here brings about the Gifted Miracle sleight. Gravity Raid can also be found in the Hidden Chamber. +=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+- Here the group meets Jack Skellington, king of nightmares and terror. He tells the group of a problem and Heartless appear. After defeating them Jack asks Sora to follow him to Dr. Finkelstein's lab. You learn the Terror sleight and Sora obtains the Key of Beginnings. Head right and up one screen each, open the door at the left using the Key of Beginnings. The Doctor thinks Sally took his potion, a failed experiment that drew the Heartless to the town. Sora tags along with Jack to find out about the "true memories". Sora obtains the Key of Guidance. Sora starts from the beginning, head right one screen, up two, and right one more. Open the door at the bottom using the Key of Guidance. The group finds Sally, but she's hesitant to hand over the potion. Oogie Boogie dashes into the scene and steals the potion, then swears to bring misery to Halloween Town. Sora obtains the Key to Truth. Head down one screen and right three, be sure to make an Almighty Darkness room to increase the chances of drops. Open the door at the bottom using the Key to Truth. As Sora enters the scene, Oogie chugs the potion and starts to flip out. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Oogie Boogie Experience: 791 HP: 1 1/3 Bar Weakness: Physical Resists: All elements Leaves: Oogie Boogie Card Attack: Dice Roll Oogie is most likely the easiest boss in the game. His Dice Roll is always a level 7, simply break it three times and the gates drop. Pummel him with all you got while the gates are down and then repeat the process till Oogie is dead. The only thing you don't want to do is use sleights and kill all of your cards. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Sora is asked to drink the last of the potion, but refuses since he wants to find the true memories on his own. Climb the ladder and save, then go back to Castle Oblivion. Larxene appears and Donald picks up that she is with Axel. She tells Sora that the poor little girl will be upset since he forgot her name -- they have the girl captive and Sora's job is to save her. Sora remembers the girls name, it's Namine. He picks up the charm that was given to him by her and Larxene strikes. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Larxene Experience: 2325 HP: 2 Bars Resists: Fire Blizzard Leaves: Thunder Card Recommended: Oogie Boogie Card Attacks: Thunder, Beam Shot, Lightning Bolt Larxene is very quick and can use a lot of cards really fast. Take advantage of her constantly using sleights and break them, making her lose a card for nought. Don't let her use Lightning Bolt, it does decent damage and paralyzes Sora. Larxene will use attacks constantly, so keep moving and focus on card breaking her to get an attack in. Heal when she reloads her cards or if it gets really tough, use the Oogie Boogie card to recover HP quickly. Larxene is the toughest enemy you've faced so far, but keep it simple and you can beat her. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Larxene mocks Sora and then gives him more World Cards. Sora is mad at Larxene because she made him remember, not himself. Head up the stairs and a scene occurs involving Axel, Larxene, and Vexen, another member of the Organization. +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+- Note: The enclosed area goes over what the Organization says and what it means. If for any reason you do not want to know the information, skip this area. Larxene returns and says the battle wore her out, even though she threw it. Axel disagrees and thinks she just plain old lost it, then a second voice agrees with Axel. An old man by the name of Vexen enters and wants to test out Sora, but Larxene knows he just wants to test one of his experiments. At the end of the scene, a figure much like Riku appears at the bottom of the screen. +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+- When you are ready go up the stairs and enter the next world, Atlantica. ******************************************************************************** Floor 7 - Atlantica Enemies: Aquatank, Darkball, Screwdiver, Sea Neon, Search Ghost, Ursula* Battle Cards: Aero, Crabclaw Map Cards: Almighty Darkness, Looming Darkness, Premium Room. White Room Black Room, Martial Waking, Sorcerous Waking, Alchemic Waking Meeting Ground, Strong Initiative, Lasting Daze, Guarded Trove False Bounty, Moment's Reprieve, Moogle Room, Key to Rewards Sleights: Aerora, Aeroga, Homing Blizzara, Quake, Shock Impact, Spiral Wave ******************************************************************************** / / /ŻŻŻŻŻŻ/ /ŻŻŻŻŻŻ/ /ŻŻŻŻŻŻ/ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/ / 11 / / O / / H / / 6 /__ / 7-E /Key: E - Event room /______/ /______/ /______/ /______/ /______/ B - Boss room / / / / / / / / H - Hidden /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/ Chamber / 9 /__ / 8 /__ / 5 /__ / 2 /__ / 1 / O - Optional /______/ /______/ /______/ /______/ /______/ / / / / / / / / /ŻŻŻŻŻŻ/ /ŻŻŻŻŻŻ/ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/ 4E - Red, Key of Beginnings / 10-B / / O / / 4-E /__ / 3 / 7E - Green, Key of Guidance /______/ /______/ /______/ /______/ 10B - Blue, Key to Truth H - 30, Key to Rewards +=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+- Two Calm Bounty rooms will net the Shock Impact and Homing Blizzara sleights. The Hidden Chamber here yields the Quake sleight. Key to Reward cards are now available here so be sure to pick up one by fighting in a tough rooms. +=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+- Ariel enters the scene and seems to be hiding something. Sora obtains the Key of Beginnings. Head left one screen and down another, make a Moogle Shop and get a Crabs Claw card. Open the door using the Key of Beginnings. Here Sora deducts that Ariel took Triton's trident and sets out to solve this mystery. Sora obtains the Key of Guidance. From where you are dropped off, head right one screen and up another. Open the door using the Key of Guidance. Ursula tries to trick Ariel in this scene, but Sora tells Ariel not to trust Ursula and then agrees to help her out. Sora obtains the Key to Truth. Sora starts off at the beginning again, head left 4 screens and open the door at the bottom using the Key to Truth. Ariel trades the trident for Flounder but Ursula wants to show Ariel other worlds like she always wanted to. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Ursula Experience: 1730 HP: (Tentacle) 1/4 Bar (Ursula) 1 1/4 Bar Resists: All elements Leaves: Ursula Card Attacks: Bubble, Tentacle Ursula has one attack that does decent damage, the Bubble attack. Simply card break this attack and the battle is all downhill. To reach Ursula herself, you need to take out a tentacle first. The tentacles rejuvenate, but just keep hacking away. Ursula will move side to side as the battle prolongs, but will stop when she is going to attack, card break and counter during this time. The Trick card will lower Ursula so that just her head shows, allowing time for a lot of damage to be done. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ After the battle everyone is reunited and Ariel decides to tell the truth in the end. Climb the ladder and save, then go through the door. Sora meets up Riku on this floor, but Riku is angry since Sora is searching for Namine instead of him. Riku hints at Sora being the reason Namine left the islands and that Namine doesn't want to see Sora. Riku transforms and defends Namine indirectly, then tells Sora he's sick of him. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Riku Experience: 2775 HP: 2 Bars Leaves: Aero Card Resists: All elements Attacks: Slash, Whirl Slash, Dash Slash Riku is pretty fast, but he uses no sleights and has a low amount of cards. Magic will be pretty useless in this battle, so stick to a high amount of attack cards. When Riku attacks, simply dodge roll and counter him. Riku recharges very often so take advantage of that as well. Riku isn't that hard, just dodge and attack to take him down and heal when needed. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ After the battle Riku takes off, head up the stairs and enter the next floor. Sora is worried about Riku and since Mickey should've been with him the group thinks something is wrong with him too. Jiminy conspires that Riku simply forgot that Sora and him were friends. When you're ready, head to Neverland. ******************************************************************************** Floor 8 - Neverland Enemies: Air Pirate, Air Soldier, Barrel Spider, Captain Hook*, Crescendo Darkball, Gargoyle, Pirate, Shadow, Yellow Opera Battle Cards: Fairy Harp, Tinker Bell Map Cards: Almighty Darkness, Looming Darkness, Premium Room. White Room Black Room, Martial Waking, Sorcerous Waking, Alchemic Waking Meeting Ground, Strong Initiative, Lasting Daze, Guarded Trove False Bounty, Moment's Reprieve, Moogle Room, Key to Rewards Sleights: Warpinator, Homing Fira, Hummingbird, Teleport, Thunder Raid Twinkle ******************************************************************************** / / /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/ / 12 /__ / 9 /__ / 10-B / /______/ /______/ /______/ / / /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/ / 11 /__ / 8 /__ / O / Key: E - Event room /______/ /______/ /______/ B - Boss room / / / / H - Hidden Chamber /ŻŻŻŻŻŻ/ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/ O - Optional / H / / 3 /__ / 4-E / /______/ /______/ /______/ 4E - 5, Key of Beginnings / / 6E - 6, Key of Guidance /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/ 10B - 30, Key to Truth / 1 /__ / 2 /__ / 5 / H - 15 Blue, Key to Rewards /______/ /______/ /______/ / / / / / / /ŻŻŻŻŻŻ/ /ŻŻŻŻŻŻ/ / 7 / / 6-E / /______/ /______/ +=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+- Teleport and Homing Fira are new sleights that come in Calm Bounty rooms. The Hidden Chamber holds the Thunder Raid sleight. +=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+- As the group enters Neverland they notice they are on a ship, Tinkerbell comes in to help the group out. Sora obtains the Key of Beginnings. Head right one screen and up another, the Moogle shops have the Fairy Harp now so stop by for one. Open the door using the Key of Beginnings to find Peter Pan who teams up with Sora until he finds Wendy. Sora obtains the Key of Guidance. Go down one screen and right one more, open the door here using the Key of Guidance. In here Sora finds Wendy, but she tells Peter that she wants to go back to London. Peter takes off in fury while Sora tells everyone the plan. Sora obtains the Key to Truth. From an optional room, head up four screens and open the door using the Key to Truth. Here Hook deducts that the group is conspiring with Peter Pan and has a trap set, but Peter comes in and ruins it. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Captain Hook Experience: 1990 HP: 1 1/2 Bar Resists: Neutral Blizzard Immune: Thunder Leaves: Captain Hook Card Recommended: Oogie Boogie Card Attacks: Combo & Present, Rush & Present, Fury Blade The ship tilts and moves both characters making the battle difficult. Hook also has the ability to slash very fast and his two sleights involve massive bombing that can be hard to dodge depending on which way the ship is tilted. Be sure to stop his sleights or you will pay dearly for it, they take away a lot of HP. If you get in a hole, use Curaga or the Oogie Boogie card to quickly recover health. Magic will do well in attacking from a distance, staying close to Hook could regretful with out high level cards. The Trick card here simply stops the ship from rocking. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ With Hook out of commission, Wendy still wants to return to London. Sora teaches Peter a few things about memories and Tinkerbell leaves her card for you to use. Save and return to Castle Oblivion. Riku stuns Sora with more harsh words and swears to protect Namine, the most important thing to him. Sora decides to jog Riku's memory. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Riku II Experience: 3225 HP: 2 Bars Leaves: Warpinator sleight Resists: All elements Attacks: Slash, Whirl Slash, Dash Slash, Dark Firaga It's the same Riku as before, apply the same tactics but this time be more cautious of his new technique, Dark Firaga. It can do a bit of damage, be sure to dodge roll to avoid it. Heal when Riku is charging his cards to be safe. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Riku is enraged and after some more jibber jabber, takes off to the next floor. Sora learns Warpinator. Head up the stairs to view a scene with Axel and Namine. Sora is baffled over why Riku would want to attack him when they both want the same thing. Donald can't remember Kairi, and Sora replaces Kairi with Namine in his memory of childhood friends. Go on to the next world when you are ready, Hollow Bastion. ******************************************************************************** Floor 9 - Hollow Bastion Enemies: Darkball, Defender, Dragon Maleficent*, Large Body, Soldier Tornado Step, Wizard, Wyvern Battle Cards: Divine Rose, Mushu Map Cards: Almighty Darkness, Looming Darkness, Premium Room. White Room Black Room, Martial Waking, Sorcerous Waking, Alchemic Waking Meeting Ground, Strong Initiative, Lasting Daze, Guarded Trove False Bounty, Moment's Reprieve, Moogle Room, Key to Rewards Sleights: Cross Slash+, Ferocious Lunge, Flare Breath, Reflect Raid ******************************************************************************** /ŻŻŻŻŻŻ/__/ŻŻŻŻŻŻ/ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/ / 6-E /__/ 5 / / O /__ / H / /______/ /______/ /______/ /______/ / / / / /ŻŻŻŻŻŻ/ /ŻŻŻŻŻŻ/ / 4 / / O / Key: E - Event room /______/ /______/ B - Boss room / / / / H - Hidden Chamber /ŻŻŻŻŻŻ/__/ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/ O - Optional / 11-B /__/ 3 /__ / 7 /__ / 12 / /______/ /______/ /______/ /______/ 6E - Red, Key of Beginnings / / / / 10E - 9, Key of Guidance /ŻŻŻŻŻŻ/ /ŻŻŻŻŻŻ/ 11B - 1, Key to Truth / 2 / / 8 / H - 2 Blue, Key to Rewards /______/ /______/ / / / / /ŻŻŻŻŻŻ/ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/ / 1 / / 9 /__ / 10-E / /______/ /______/ /______/ / / +=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+- Hollow Bastion nets two more rewards in Calm Bounty rooms, Cross Slash+ and Reflect Raid sleights. The Hidden Chamber holds a nice present, the Mushu card. +=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+- Beast and Belle are in conflict and Belle takes off. Sora tries to reassure Beast, but he is shot down. Sora obtains the Key of Beginnings. Head up four screens, make a Moogle Shop again so you can get a Divine Rose card. Open the door using the Key of Beginnings to talk with Belle. She doesn't want Beast to see how she feels because she's afraid Beast will get hurt by Maleficent. The dark queen enters the scene and takes Belle away. Sora obtains the Key of Guidance. Go down two screens, right one, and down two more. Use the excess of rooms to build your levels and gain a Wyvern card. Open the door with the Key of Guidance to see Sora stop Maleficent just in time. Beast comes and Belle casts him aside, but he doesn't care because he loves her. In one swift movement Maleficent goes for Beasts heart, but Belle interferes and hers is taken. Sora obtains the Key to Truth. Head up two screens and left one, open the left door using the Key to Truth. Maleficent explains the whole situation and then sets out to take Beasts heart as well. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Dragon Maleficent Experience: 2249 HP: 1 7/8 Bar Resists: All elements Leaves: Maleficent Card Attacks: Stomp, Fire Breath, Fire The giant dragon is nothing compared to the tougher bosses you've faced before but can do heavy damage. Watch out for the fire that Maleficent lays on the ground, take it out to get the Trick card and raise a platform. From that height you can take it easy on healing, just pummel Maleficent all that you can. Heal when you can card break her and use Cloud's Cross-Slash to deal a hefty amount of damage quickly. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ After the battle Belle is restored and Beast rejoices with her. Climb the ladder and save, then go back to Castle Oblivion, again. No Riku this time, head up the steps to see a scene with the Organization. +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+- Note: The enclosed area goes over what the Organization says and what it means. If for any reason you do not want to know the information, skip this area. Larxene teases Vexen for his failed toy, Riku. Axel joins in insisting that Riku must be waiting further up for Sora. Another hooded figure enters, Marluxia a man who seems to be a leader commanding Vexen to not fail again. Vexen calls Marluxia "No.11" and himself "No.4", the meaning of this is unclear. Marluxia threatens to report Vexen's failure to a Superior unless he personally takes out Sora. Marluxia confirms the girl to be Namine, the girl Sora supposively made a promise to. +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+- Sora tells the others he has no intention of turning back, he wants to fulfill his promise to Namine. Save if you want, then head to the Hundred Acre Wood. ******************************************************************************** Floor 10 - Hundred Acre Wood Battle Cards: Mega-Ether, Spellbinder, Elixir Sleights: Bind, Confuse, Idyll Romp, Synchro ******************************************************************************** A series of events can be completed here to get the Bambi Summon Card. In order to get it, do the following events. Make sure Pooh gets his honey or he will get a rumbly in his tumbly, and don't get too far ahead or he'll fall to the ground and sleep. - Lead Pooh to Rabbit's cart and he will climb in (use the R Button), this will make one of the wheels fall off. - Now stand next to Piglet and lead Pooh there to engage in conversation and get the Confuse sleight. - Lead Pooh to the group of balloons, Owl will then pop them bringing Pooh back down, you get the Spellbinder card. - Have Pooh fall into the hole that has tracks before it, Roo will pop out and hand you an Elixir. - Head past Tigger and talk to Eeyore who needs his tail. Get Pooh to jump from stump to stump in a counter-clockwise motion, Tigger comes by and rewards Sora with the Idyll Romp sleight. - Take Pooh to the beehive just before Tigger and bees will chase Pooh into a tree and Eeyore's tail will fall. Take it back to Eeyore to get the Bind sleight. - Head past the stumps and cabbage starts to roll down the trail. Hit 14 of them and Rabbit comes by and rewards Sora with the Synchro sleight. - Finally, take Winnie the Pooh to the end of the trail to get the Bambi Summon Card. When you leave the area and exit back to Castle Oblivion, Vexen is there and he has been waiting for you. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Vexen Experience: 4125 HP: 2 Bars Resists: Neutral Thunder Absorbs: Ice Immune: Physical Recommended: Maleficent Card Leaves: Mega-Ether Attacks: Freeze, Attack Vexen uses a shield, so the only way to damage him is to strike from behind. He tends to use his Freeze sleight often, so be wary of it and dodge roll when he begins to use it. Be patient with this battle and card breaks as your chance to strike. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Vexen leaves a strange message about memories on the other side of Sora's heart that formed the new World Card. Head up the steps for another meeting of the Organization. +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+- Note: The enclosed area goes over what the Organization says and what it means. If for any reason you do not want to know the information, skip this area. Vexen apparently has led Sora into an area the Organization had not planned for. Marluxia orders Axel to take Vexen out after informing everyone that Namine can take care of hiding the "other side" from Sora. +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+- Sora is skeptical about using the card, but it's all he's got so head off to Twilight Town. ******************************************************************************** Floor 11 - Twilight Town Enemies: Air Soldier, Barrel Spider, Riku*, Shadow, Soldier, Vexen* Battle Cards: Mega Potion, One-Winged Angel Map Cards: Almighty Darkness, Looming Darkness, Premium Room. White Room Black Room, Martial Waking, Sorcerous Waking, Alchemic Waking Meeting Ground, Strong Initiative, Lasting Daze, Guarded Trove False Bounty, Moment's Reprieve, Moogle Room, Mingling Worlds Key to Rewards Sleights: Firaga Break, Warp ******************************************************************************** /ŻŻŻŻŻŻ/__/ŻŻŻŻŻŻ/ / 5-B /__/ 4 / /______/ /______/ / / / / Key: B - Boss room /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/ H - Hidden Chamber / H /__ / 3 /__ / 6 / O - Optional /______/ /______/ /______/ / / 5B - 5+, 5-, Blue, Key of Beginnings /ŻŻŻŻŻŻ/__/ŻŻŻŻŻŻ/ H - 8 Blue, 1 Red, 20 Green, Key to Rewards / 1 /__/ 2 / /______/ /______/ / / / / /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/ / O /__ / O /__ / O / /______/ ______/ /______/ +=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+- Firaga Break can be found in a Calm Bounty room. The Hidden Chamber holds the Warp sleight. After defeating Marluxia you can come back here and receive the One-Winged Angel from a Treasure Spot or a Calm Bounty room. +=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+- When Sora enters Twilight Town he reminisces of Namine, she appears and seems to be apologetic, but Sora cannot see her. Sora obtains the Key of Beginnings. Head right one and up two screens, open the door with the Key of Beginnings. +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+- Note: What Vexen says ties the plot together from the original and now, do not read below if you do not wish to know. Vexen speaks of how the his feeling of once being here should be more real then fake memories implanted by Namine, for the obvious reason that the memories he has aren't real. Vexen tells Sora that his "other side" was here, meaning Sora has another part of him somewhere that remembers Twilight Town. "If you remain bound by the chains of memory, and refuse to believe your heart then you may as well throw your heart away" Vexen almost pleads Sora to trust his heart and not his mind, commenting on how Sora is just a slave to memories like HIS Riku. +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+- ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Vexen II Experience: 5700 HP: 2 Bars Resists: Neutral Thunder Absorbs: Ice Immune: Physical Recommended: Maleficent Card Leaves: Vexen Card Attacks: Freeze, Iceburn, Ice Needles, Shield Swipe Vexen has a few more tricks up his sleeve this time around. Watch for a crazy Ice Needles attack that follows Sora and the Iceburn attack that freezes parts of the ground. Dodge the Ice Needles by running away from it, big loops around the screen seem to work. If Sora touches the ice on the ground he will slip leaving himself open for an attack. Use the same tactics as before and heal when needed. When Vexen is low on cards, use the Maleficent Card and go on a spree of attacks to deal a hefty amount of damage. Vexen will use Auto-Life and come back with 1/2 life bar when you defeat him, just take him down again to end the battle. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ After the battle Vexen tries to warn Sora of falling into the darkness and becoming Marluxia's pawn, but before he can say anymore Axel finishes him. After the scene, climb the ladder, save, and return to the castle. The organization has another meeting. +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+- Note: The enclosed area goes over what the Organization says and what it means. If for any reason you do not want to know the information, skip this area. The Organization has been testing it's members in order to take over the rest of the Organization. Sora is the key to this and Namine is supposed to change and manipulate Sora's memories, but what for? +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+- Riku returns and he debates with Sora over who made the promise to Namine. The war of words quickly turns into a war of might after Riku presents a lucky charm just like Sora's. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Riku III Experience: 5700 HP: 2 Bars Resists: All elements Leaves: Mega Potion Attacks: Dark Firaga, Dizzy Slash, Combo Slash, Dive Slash Same as before except with a new jump technique. If you have NeoShadow card use it off the start to whittle some HP off of Riku and make the battle alittle bit easier. All in all this should be one of the easier ones. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Riku storms off after the battle, but leaves the lucky charm. When Sora picks it up it turns into a World Card. Head up the steps to see Sora explode on Donald and Goofy. Donald simply thought it was awkward that he and Riku had the exact same memory. +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+- Note: The enclosed area goes over what Axel is doing at the moment. Axel has apparently been using everyone for one master plan of his own, the pieces are set in motion and now Axel just wants to watch the show. Namine is released freely. +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+- Time to discover the truth in all the mess, head to Destiny Islands. ******************************************************************************** Floor 12 - Destiny Islands Enemies: Barrel Spider, Creeper Plant, Crescendo, Darkball, Darkside* Replica Riku*, Shadow, Tornado Step Battle Cards: Megalixir, Oathkeeper, Oblivion Map Cards: Almighty Darkness, Looming Darkness, Premium Room, White Room Black Room, Guarded Trove, False Bounty, Moment's Reprieve Moogle Room, Mingling Worlds, Key to Rewards Sleights: Judgment ******************************************************************************** /ŻŻŻŻŻŻ/__/ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/ / 10 /__/ 6 /__ / 7 /__ / 8 /__ / 9-B / /______/ /______/ /______/ /______/ /______/ / / / / /ŻŻŻŻŻŻ/ /ŻŻŻŻŻŻ/ / 5 / / H / Key: E - Event room /______/ /______/ B - Boss room / / H - Hidden Chamber /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/ / 3 /__ / 4-E / /______/ /______/ 4E - 2, 8, Key of Beginnings / / 9B - 50, Key of Guidance /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/ H - 33 Blue, 33 Green, 33 Red, Key to Rewards / 2 /__ / 1 / /______/ /______/ / / +=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+- A Calm Bounty room will nab the Judgment sleight while the final Hidden Chamber holds the grande Megalixir. +=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+-+=+- Sora can't remember Tidus, Wakka, and Selphie and nothing else really clearly about the island except that he and Namine used to play here. Sora obtains the Key of Beginnings. Head left one and up one screen, open the door at the right using the Key of Beginnings. Here the meteor shower starts to take place shortly Sora sees Riku, a good form of Riku. Sora obtains the Key of Guidance. Sora starts at the beginning, head left and up one screen apiece again. This time go up again for two screens and right for another two. Open the door with the Key of Guidance to fight Darkside. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Darkside Experience: 5558 HP: 3 1/2 Bars Resists: All elements Leaves: Darkness Card Attacks: Smash, Darkness, Heart Shot, Omega Shot Darkside goes in a pattern of Darkness, Heartshot, Smash, Omega Shot. Simply get it down and pack in for a long battle. Don't use sleights or you'll find yourself low on cards. Hits directly on Darkside (his head) do more than those on his hand so jump and attack when he uses Darkness. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Sora finds Namine, but the real Namine appears to tell Sora that the Namine he was talking to is not in his heart. A scene occurs where the charm changes to it's true form and Namine changes to Kairi, Sora remembers the person but can not remember her name. Sora obtains the Oathkeeper. Climb the ladder and save, enter the castle prepared. Namine tries to explain that Kairi is the one in Sora's heart, but Riku comes back to protect Namine for the final time. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Riku IV Experience: 6825 HP: 3 Bars Resists: All elements Recommended: Vexen Card Leaves: Riku Card Attacks: Dash Slash, Dizzy Slash, Dark Firaga, Dark Aura Quite possibly the hardest battle in the game. Riku holds back nothing and comes packed with very high level cards and a lot of speed. The most deadly part of his arsenal is a new sleight, Dark Aura. This most will leave you completely decimated if it goes off, do not let Riku use this attack, card break it at all costs. This tactic will limit Riku's cards and leave you time to reload your deck and use the Vexen card incase something goes wrong. Stick to breaking his cards and then attacking, he is simply too fast to try and out card. Take the battle slow and focus on what cards he is using in order to get an attack or a Cure in. Dodge roll to avoid most of the attacks and capitalize on his long reload at the beginning to take Riku down. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ After the battle go back and save your game. Now approach Riku and he then slashes Sora, Namine sticks up and defends Sora but to no avail. Larxene comes in with startling information. +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+- Note: The enclosed area goes over what Larxene says. Larxene tells Sora that the Riku he has been fighting is nothing but a fake, a mere creation of Vexen's. Namine has implanted memories into his head and he had been fighting you over pointless things, Namine is the cause for all of the memory loss. The Organization was going to take the power of the Keyblade and use it but Axel let Namine fix Sora before he broke. +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+- Before Larxene can finish off Sora, Goofy blocks her attack and Donald heals him. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Larxene II Experience: 6263 HP: 3 Bars Resists: Fire Blizzard Leaves: Larxene Card Recommended: Vexen Card Attacks: Continuous Slash, Thundara, Lightning Bolt, Teleport Rush Beam Shot Larxene has a vicious new sleight called Teleport Rush, it really works like Dark Aura except its not as damaging. Larxene also has a nasty Continuous Slash that can destroy you if caught in the corner. Lightning Bolt still paralyzes you after its done, so avoid that one as well. When she uses here enemy card just keep dodge rolling, she moves incredibly fast during this period. Again, use the NeoShadow enemy card while she does this to take away HP while you buy some time. Use Vexen when you can incase anything goes wrong. Having a large stack of low level (3-7) cards will prove useful for continuously using sleights which damage Larxene the most. Heal when she charges her cards or use a 0 Cure to do some healing and break a sleight. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Larxene fades into oblivion and the groups talks with Namine to find out what has happened. +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+- Note: The enclosed area goes over what Namine says. Namine says that she simply replaced everyone's memories. This was the plan for the Organization and they took her fear of being alone and used it against her to do their will. However, Namine says that the memories can be restored on the 13th floor. +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+- Sora obtains the Oblivion. Take this chance to pilfer all the Hidden Chambers in each world and nab all the Calm Bounty treasures you might have missed. Max out Sora's HP at 560 and aim for being in the upper 60's to mid 70's level wise. Head up to Castle Oblivion's world. ******************************************************************************** Floor 13 - Castle Oblivion Enemies: NeoShadow, Shadow, Defender, Wizard, Red Nocturne, Blue Rhapsody Yellow Opera, Green Requiem ******************************************************************************** / / /ŻŻŻŻŻŻ/__/ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/ / 14-B /__/ 13 /__ / 15 /__ / 16 /__ / 17 / /______/ /______/ /______/ /______/ /______/ / / / / Key: B - Boss room /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/ /ŻŻŻŻŻŻ/ / 11 /__ / 12 / / 16 / 14B - 1 Blue /______/ /______/ /______/ 3 Red / / / / 99 /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/ Key of Beginning / 10 /__ / 9 /__ / 8 /__ / 7 /__ / 6 / /______/ /______/ /______/ /______/ /______/ / / /ŻŻŻŻŻŻ/ / 5 / /______/ / / /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/__ /ŻŻŻŻŻŻ/ / 1 /__ / 2 /__ / 3 /__ / 4 / /______/ /______/ /______/ /______/ / / The three stop to think, but can't remember anything. They make the same promise they made in the first game however, "All for one, one for all". Sora learns Trinity Limit. Sora obtains the Key of Beginnings. Start off by heading right 3 screens, after you synthesize the third door a scene shows Marluxia coming up behind Nanime. Now head up two screens and then left four more screens. Another scene occurs, this time with Axel and Marluxia. +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+- Note: The enclosed area goes over what happens. Axel turns out to be a double agent, staying true to the Organization and investigating what Marluxia and Larxene had planned. He then draws his weapon in order to follow his order, "eliminate all the traitors". +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+- Up one, right one, and up one last screen. Open the door at left using the Key of Beginnings. When you enter the room Sora interrupts Axel and Marluxia. Marluxia thinks he decoys Sora, but Sora says he'll take Axel down and then him -- Marluxia fled with Namine. Axel says he has a lot in common with Sora, but he must fight even if he doesn't want to. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Axel Experience: 6825 HP: 3 Bars Resists: Neutral Thunder Absorb: Fire Leaves: Axel Card Recommended: Vexen Card Attacks: Fire Tooth, Fire Wall, Slash. Warp-Slash Try and keep your distance and when Axel closes the gap, strike him. Use a lot of high level cards to take him down with ease. Though he is fast, most of his cards aren't that powerful so high level cards will not be broken. Healing should not be a problem since Axel has a low amount of cards, just heal when he has to recharge. Use Vexen off the start incase the Fire Tooth catches you off guard. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Axel leaves a mysterious message, then leaves. Head to the far right and try to create a save room, then return to the castle for the final time. After some talk about keeping promises, the Riku replica appears to prove Marluxia wrong. Marluxia then summons his giant scythe for battle. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Marluxia Experience: 13131 HP: 4 Bars Weakness: Physical Resists: All element Attacks: Blossom Shower, Death Scythe, Ground Wave, Swift Marluxia is slow, but his attacks are deadly, especially Death Scythe. Keep on the move and try to wear Marluxia down at first. Break his sleights and keep moving, heal when he recharges his cards. Count of 10 sleights and then start attacking him, his cards will be diminished enough to let you attack without much worry of being broken with high level cards. Stick it to him with cards like Oblivion to deal a lot of damage. An Omnislash would prove useful in the battle since Marluxia is weak against physical attacks. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+- Note: The enclosed area goes over how to get a few special cards but only if you have beaten the game already. The Ultima Weapon, Diamond Dust, and One-Winged Angel cards can all be gotten after beating Marluxia the first time and after beating Reverse Rebirth. Create a Calm Bounty room in Castle Oblivion to get the Ultima Weapon. Diamond Dust and the One-Winged Angel can be obtained through a Moogle Shop in Castle Oblivion. The enemy cards for Ansem and Lexaeus can also be gotten through Calm Bounty rooms if Reverse Rebirth mode is beaten. +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+- Unfortunately, that wasn't the real Marluxia. Riku slashes through another fake, but the real Marluxia lies behind the door. Go back and save if you want, then go through the door. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Marluxia Redux HP: 4 Bars Weakness: Physical Resists: All elements Attacks: Petal Spawn, Spike Attack, Blade Shot, Blossom Shower Charge This isn't exactly a hard battle, but a very long one. Marluxia has a simple pattern after you take out his arms, which is Petal Spawn, Blossom Shower, Spike Attack, Charge. Then he hovers lower to the ground and uses Petal Spawn again. When you fall off the ship he uses Blade Shot, avoid this by jumping over the Blades. During each phase you must card break to move to the next phase, the easiest time to do damage is when you are on to of the ship but you can attack Marluxia while he does other attacks, its just rare that the window of oppurtunity presents itself. Keep the attacks up and wait this battle out, heal when you need and card break while you heal to save time. Another good tactic is to unleash Cloud Summons one at a time when you are on the ship, this will take away 3/4 a life bar and make the battle go by much faster. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ The ending now takes place, congratulations on beating Kingdom Hearts: Chain of Memories. +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+- Note: The enclosed area goes over what happens at the end. Sora seals the door at Castle Oblivion with the power of the Keyblade. The Riku replica takes off and Sora feels like he let him down. Namine explains that memories are like parts of a chain, you can undo the links and rearrange them but you can't destroy them. Namine promises to help this time, but Sora gets that he won't be able to remember anything about what happened in Castle Oblivion, even Namine. The three must sleep in strange configurations to restore their memories, Donald and Goofy head off. Sora promises to never forget Namine. Namine tells Sora that he is beginning to remember already, the charms shape is changing back to normal -- Sora remembers Kairi and all his friends. With his last words to Namine, Sora tells her she will be "forgotten but not lost". After the credits roll words appear, "Fading memories, reconstructing memories, and a dream -- a dream of you in a world without you" +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+- Reverse Rebirth mode is now available for play. ================================================================================ ------------------------------ Reverse Rebirth --------------------------------- ================================================================================ Riku awakens to a strange and mysterious voice, a Map Card is given to him by an entity and then he appears inside Castle Oblivion. Go through the door and enter Hollow Bastion. ******************************************************************************** Basement Floor 1 - Hollow Bastion Enemies: ******************************************************************************** After the unknown man speaks, Riku runs off. Head up and then right, enter the door at right using the Key Card. In this area Riku has another conversation with this unknown man, head out and then left and up. Enter the door at left using the Heart Card. After another conversation in this area, head up and open the door using the Heartless Card. ----------------- Boss: Maleficent \_____________________________________________________________ | Attacks: Stomp, Fire Breath, Fire | Strategy: Jump and attack Maleficent to deal the initial damage. When she lays | out the fire on the ground take it out and you should get the Special| Card. Use it immediately and stand on the pillar and just go all out | on her, shouldn't be too hard, just mash the A Button | Spoils: Maleficent Enemy Card | ------------------------------------------------------------------------------- After you take down Maleficent, enter the door at top and go back to Castle Oblivion. Here the unknown man reveals himself as Ansem, Riku strikes at him but is repeled backwards. When Ansem moves in Mickey enters and heals Riku. ------ Ansem \________________________________________________________________________ | Attacks: Guardian Dash, Guardian Attack | Strategy: Ansem's attacks are pretty weak and since you can't do anything else | just start up the Maleficent Enemy Card and hack away. Use the Mickey| Cards when they come to deal some extra damage if you like, the | battle isn't too hard. | ------------------------------------------------------------------------------- After you beat Ansem he gives you a card and bestows in Riku Dark Powers. The DP points now reflect that and are used in battle. Head up the stairs and a scene with Vixen and two other Organization members, Zexion and Lexus. Riku then starts to talk and a hologram of Mickey appears, now head up the stairs of floor 11 and go to Agrabah. ******************************************************************************** Agrabah Enemies: ******************************************************************************** Head up and then right, open the door at with the Key Card to fight Jafar. ------------ Boss: Jafar \__________________________________________________________________ | Attacks: Giant Fireball, Laser Eye, Smash | Strategy: You can't hurt Jafar, so attack the lamp that Iago is carrying. Try | and judge where the pillars are moving so that you can get a good | ways up and able yourself to strike the lamp. The Special Card will | bring the pillars all the way, so be sure to unleash the combos at | that point. If you get into Dark Mode just go insane and destroy the | lamp. | Spoils: Jafar Enemy Card | ------------------------------------------------------------------------------- Head left and then up until you exit Agrabah and enter Castle Oblivion. Head up the stairs to see a scene with Zexion and Vixen, enter the door and goto Monstro. ******************************************************************************** Monstro Enemies: ******************************************************************************** Go and then head right until you open the door with the Key Card. -------------------- Boss: Parasite Cage \__________________________________________________________ | Attacks: Tentacle Whip, Poison | Strategy: Get up close to him and unleash combo after combo until you reach | Dark Mode. When you do just keep on using combos, if you get the | Special Card use it and you can walk on the water without taking any | damage, but it won't really help since this enemy will be dead in no | time if you just keep pummeling him. | Spoils: Parasite Cage Enemy Card | ------------------------------------------------------------------------------- After the battle head all the back left and enter the door at the top, go in the door there to return to Castle Oblivion. ------ Vixen \________________________________________________________________________ | Attacks: Freeze, Deflect, Normal Attack | Strategy: Get behind him and use combos till you reach Dark Mode, then just let| loose on him. If you get all three CV 9 cards in a combo you can do | Shadows of Oblivion and end the fight really quickly. Just use your | superior speed and get behind Vixen and pummel him with attacks. | ------------------------------------------------------------------------------- After the battle Vixen puts in some words and then he leaves. Head to the next floor and save, now go through the door and to Neverland. ******************************************************************************** Neverland Enemies: ******************************************************************************** Go up two screens and open the door using the Key Card to fight Captain Hook. ------------------- Boss: Captain Hook \___________________________________________________________ | Attacks: Fury Attack, Exploding Present, Slice, Bomb Deluxe | Strategy: He is a little more difficult then the other bosses, but is still | rather easy. Dodge him and wait to card break him, this way you will | enter Dark Mode. Be careful while in Dark Mode because if you get | knocked out of it you might not be able to recover. Just let loose | with normal attacks while in Dark Mode and make sure you dodge his | Fury Attack and Bomb Deluxe attacks. | Spoils: Captain Hook Enemy Card | ------------------------------------------------------------------------------- After you take down Hook, head right two screen and then up, leave this World and enter Castle Oblivion. Run up the stairs to see another scene with Zexion and Lexus. Now head through the door and go to Traverse Town. ******************************************************************************** Traverse Town Enemies: ******************************************************************************** Head up one screen, right, and then up two more. Enter the door at the top using the Key Card to fight Guard Armor. ------------------ Boss: Guard Armor \____________________________________________________________ | Attacks: Spin, Stomp | Strategy: Just hack away at him and use the Special Card when you can. If he | starts to spin then just start dodging so you don't lose any HP. | Spoils: Guard Armor Enemy Card | ------------------------------------------------------------------------------- After the Guard Armor is defeated go left two screens and up one; return to Castle Oblivion. When you get back Riku runs into a Dark version of himself. ---------- Dark Riku \____________________________________________________________________ | Attacks: Energy Pulse, Dizzy Slash, Spin Slash | Strategy: Hack away this clone and try to get a few card breaks in. You should | reach Dark Mode in no time since his Energy Pulse will hit a couple | times. When you reach Dark Mode use Shadows of Oblivion to take away | a life bar of health and make the battle alot easier. Then just go | and pummel Dark Riku into submission. | ------------------------------------------------------------------------------- After the battle Riku strikes his clone but is re0peled back, Dark Riku then takes off. Head up the stairs to see the Dark Riku and Vixen talking and then Ansem enters to talk to Riku, he gives Riku another Map Card. Head up the stairs and go to Atlantica. ******************************************************************************** Atlantica Enemies: ******************************************************************************** Head up one screen, right, and then up two more. Enter the door at the top using the Key Card to fight Ursula. ------------- Boss: Ursula \_________________________________________________________________ | Attacks: Big Shot, Lightning, Tentacle | Strategy: Take out her tentacles and the destroy her face. When she yells get | out of the way because she shoots a giant beam out of her mouth. | The lightning is hard to dodge, but if you get the Special Card you | should be fine since it lowers Ursula's head and leaves her open to | attacks. | ------------------------------------------------------------------------------- After the battle head down two screens, left two, and then up two more -- go back to the Castle Oblivion. Head up the steps to see a conversation between Axel, Vixen, and Larxene -- it is the same scene we see in Sora's story and this time instead of seeing just Riku's head, we see all of him come through to talk with the other members. Larxene punishes the Dark Riku by knocking him aside and giving a little wink. Head through the door and to Olympus Coliseum. ******************************************************************************** Olympus Coliseum Enemies: ******************************************************************************** Head up two screens and then right two more, enter the door at right to face off with Hades, Lord of the Underworld. ------------ Boss: Hades \__________________________________________________________________ | Attacks: Fireball, Fire Slash, Fire Finger, Flamethrower | Strategy: Hades moves pretty quick and gets alot of attacks off, so Dodge when | when you can. Use the level 0 cards you get to card break his combos | and enter Dark Mode. From there just attack when you can card break | or when he recharges his cards, you can usually get a streak of hits | in to destroy his health. Ofcourse, if you have three level 9 cards | combine them to do Shadows of Oblivion. | Spoils: Hades Enemy Card | ------------------------------------------------------------------------------- Head up, left, up and out to return to Castle Oblivion. Run up the steps to see Larxene and Namine talking. Dark Riku enters and shows Namine her charm. Go through the door to Wonderland. ******************************************************************************** Wonderland Enemies: ******************************************************************************** Head up two screens and then left three, enter the door at the top to fight Trickmaster. ------------------ Boss: Trickmaster \____________________________________________________________ | Attacks: Uppercut, Flame Shot | Strategy: He attacks really slowly so card break his only attacks and let loose| a great fury of attacks. Use the Special Card to raise a table and | make it easier to just punish this creature. | ------------------------------------------------------------------------------- After the battle head right and then up, return to Castle Oblivion and go up the steps to view a scene of Zexion and Lexus. Head through the door and off to Halloween Town. ******************************************************************************** Halloween Town Enemies: ******************************************************************************** Head up one screen, left one, down, left, up, left, and enter the door at the left using the Key Card to square off with Oogie Boogie. ------------------- Boss: Oogie Boogie \___________________________________________________________ | Attacks: Dice Roll | Strategy: Extremely simple, card break his dice he rolls which are always a CV | of 7 and after three times his gates drop so you can attack. Just | go up and pummel him when the gates drop, the Special Card drops the | gates so you can just use that if you don't want to card break three | times. | Spoils: Oogie Boogie Enemy Card | ------------------------------------------------------------------------------- After taking down Oogie Boogie, head up, right, up, right, and then out of Halloween Town and into Castle Oblivion. Lexus is there waiting for Riku and a battle begins. ------ Lexus \________________________________________________________________________ | Attacks: Rock Fest, Power Slash, Sword Toss | Strategy: Use the CV 0 cards you have to negate his combos, then get into Dark | Mode. Use Shadows of Oblivion as many times as you can to deal a | massive amount of damage to Lexus and leave him incredibly weak. Do | not let him use his Rock Fest, it's hard to dodge and does quite a | bit of damage and also knocks away at the DP. Keep up the pressure on| attacks when you can no longer use Shadows of Oblivion and instead | use Energy Pulse. Lexus is only hard if you are not patient, use the | Mickey cards wisely to heal -- use them when Lexus charges his deck. | Spoils: Lexus Enemy Card | ------------------------------------------------------------------------------- After the battle Lexus vanishes and Riku awakes in a strange place. Ansem enters and talks with Riku but Mickey interferes before anything could happen and Riku wakes up on the floor in Castle Oblivion. Head up the steps and Zexion talks with Axel about Lexus and how Riku is progressing too far. Zexion appears and gives Riku another Map Card, so save and then enter the door to Destiny Islands. ******************************************************************************** Destiny Islands Enemies: ******************************************************************************** Riku walks a ways and see Wakka, Tidus, and Selphie but they just disappear. Start by going up one screen, left two, and up another one. Enter the door at left using the Key Card to see Kairi but she too vanishes. Zexion enters and shows another Riku, but Riku ends up fighting Darkside. --------------- Boss: Darkside \_______________________________________________________________ | Attacks: Smash, Darkness, Heart Shot, Omega Shot | Strategy: He goes in a pattern of Darkness, Heartshot, Smash, Omega Shot. Start| card breaking him off the start and then work into damaging him when | he uses Darkness. Don't use Shadows of Oblivion even if you can, the | attack will only waste time in this battle, simply attack every round| without a combo to defeat Darkside. | Spoils: Darkside Enemy Card | ------------------------------------------------------------------------------- After the battle Sora enters and knocks Riku out, when Riku awakes Kairi talks to him. Riku enters Dark Mode and reveals Sora as Zexion disguised; Riku strikes Zexion and he disappears. Head up one screen, right, and up again to leave the World and reenter Castle Oblivion. Run up the steps to see Zexion appear and in pain. Axel and Dark Riku enter and Zexion rises to his foot with delight. Dark Riku seems to strike Zexion at the end but the screen fades black and we view the real Riku who is confronted with Ansem again. Riku is lifted into the air but Mickey comes to the rescue again and after some chatting hands Riku another Map Card. Head up the steps and into Twilight Town. ******************************************************************************** Twilight Town Enemies: ******************************************************************************** Riku enters and feels something is wrong, then Ansem enters and begins to talk with him. After some talking Ansem appears as a cloaked figure in red with several belts rapped around him, then he disappears. Head up and through the door at the top using the Key Card, Riku appears near the gate and Dark Riku enters for another fight. ---------------- Boss: Dark Riku \______________________________________________________________ | Attacks: Spin Slash, Dizzy Slash, Energy Pulse, Shadows of Oblivion | Strategy: Start off by using the Guard Armor Enemy Card, this will increase | your range on your attack. Now be patient and wait to card break him | on one of his combos, this will land 9 DP. Do this a few times and | try to card break during the midst of battle to get into Dark Mode. | From here switch to the Maleficent Enemy Card and start attacking | like crazy, use Energy Pulse if you can to do even more damage. Try | to not revert to normal Riku, if you do repeat the pattern of card | breaking again to enter Dark Mode. This time use the Jafar Enemy Card| so that you cannot be card broken, now just start mashing A and do as| much damage as you can. If it starts to get rough use the Oogie Enemy| Card to start rehealing. By now Dark Riku should have low health, so | just stick it to him and play safe to defeat this tough enemy. | ------------------------------------------------------------------------------- After the battle, Dark Riku fades out. Head left one screen and then up three more, enter the door at the top with the Heart Card. In this room we meet up with Namine who shows Riku Sora's frozen body. When the conversation is over head down three screens, right two screens, and up three more. Exit at the top of the screen to return to Castle Oblivion. When you get there, Mickey rushes up and we meet the red cloaked man again. He gives Riku the final Map Card and the two rush up the steps. After another conversation head through the door to Castle Oblivion. ******************************************************************************** Castle Oblivion Enemies: ******************************************************************************** As Riku rushes in he yells as Ansem begins to talk, Riku then just continues on. Head up two screens and open the door at the top using the Key Card. Ansem appears and is determined to stop you here and now. ------------ Boss: Ansem \__________________________________________________________________ | Attacks: Guardian Dash, Guardian Attack, Guardian Summon | Strategy: Be patient and card break him until you can reach Dark Mode. At this | point unleash as many Energy Pulses as you can, Shadows of Oblivion | just seems to get blocked several times by the Guardian. Be sure to | card break or even dodge his Guardian Dash attack, it can hurt if you| get hit several times. Use the Oogie Boogie and Maleficent Cards to | heal and do extra in the midst of battle. When Ansem's HP drops below| one and one-half life bar he will begin doing a Guardian Summon in | which his Guardian appears from underneath you in a dash, be sure to | card break this or you will most likely die. Keep HP high and the | pressure on in Dark Mode to take down this relentless foe. | ------------------------------------------------------------------------------- ================================================================================ ------------------------------- Room Synthesis --------------------------------- ================================================================================ |\ /\ /| | \/ \/ | | | A typical map card looks like this. The numbers and colors on | | cards determine what doors can be opened. Certain criteria needs | | to be met during the Room Synthesis or else the door simply does | | not open. The value of the card you use to create a room also | | affects the criteria of doors to surrounding rooms, so plan | | ahead when choosing your cards. |________| Criteria: In the examples "n" is any given number. n^ - Must provide a card with a value equal to or greater than n. n(down) - Must provide a card with a value equal to or less than n. n - Must provide a card with a value equal to n. n>10 - If n is greater than 10, cards must be totaled to equal or surpass that value. Color - Provide a card with the given color. Key(gold) - Provide the matching Key card. Zero cards (marked with a 0) can be used to match any value, but not including exacts. There are certain special doors where you need to fulfill more than one criterion to open the door. An example would be seeing a red card with an =n value combined with a Key to Rewards. The cards themselves also create rooms based on what card you use. In the Card section is a list that goes over which cards make what rooms and what color they are. The rooms that provide the greater challenge typically reap the greater rewards such as increased chances of enemy card drops, premium bonuses, and Key to Reward drops. ================================================================================ ------------------------------------ Cards ------------------------------------- ================================================================================ +-+-+-+-+-+-+-+-+-+ M a p C a r d s | +-+-+-+-+-+-+-+-+-+ Map cards are cards using in Room Synthesis, they are the basis of the game and create the rooms that Sora and Riku travel through in their journey. ============ Color: Red - ============ Total: 9 .::Tranquil Darkness::. Size: Medium Heartless: 5 Treasure Spots: Average A room where only a few Heartless appear. .::Teeming Darkness::. Size: Large Heartless: 8 Treasure Spots: Many A room where many Heartless appear. Enemies are more likely to drop enemy cards. .::Feeble Darkness::. Size: Small Heartless: 5 Treasure Spots: Few to None A room where Heartless with weak cards appear. .::Almighty Darkness::. Size: Medium Heartless: 8 Treasure Spots: Average A room where Heartless with strong cards appear. Enemies are more likely to drop enemy cards. .::Sleeping Darkness::. Size: Small Heartless: 3 Treasure Spots: Few to None A room where Heartless are drowsy and easy to ambush. .::Looming Darkness::. Size: Large Heartless: 8 Treasure Spots: Many A room where Heartless attack relentlessly. Enemies are more likely to drop enemy cards. .::Premium Room::. Size: Medium Heartless: 3 Treasure Spots: Average A room where victory often leads to Premium Bonuses. .::White Room::. Size: Large Heartless: 2 Treasure Spots: Many A room where only White Mushrooms appear. But what happens when you help them out? .::Black Room::. Size: Medium Heartless: 2 Treasure Spots: Few to Average A room where only Black Fungi appear. But what happens when you defeat one? ============== Color: Green - ============== Total: 7 .::Martial Waking::. Size: Medium Heartless: 6 Treasure Spots: Average A room where attack cards are more effective. .::Sorcerous Waking::. Size: Medium Heartless: 6 Treasure Spots: Average A room where magic cards are more effective. .::Alchemic Waking::. Size: Medium Heartless: 6 Treasure Spots: Average A room where item cards are more effective. .::Meeting Ground::. Size: Medium Heartless: 6 Treasure Spots: Average A room where a friend card appears at the beginning of all battles (if your friends are with you). .::Stagnant Space::. Size: Large Heartless: 5 Treasure Spots: Few to Average A room where the Heartless move slowly. .::Strong Initiative::. Size: Large Heartless: 5 Treasure Spots: Many A room where striking first in the field does additional damage to Heartless. .::Lasting Daze::. Size: Large Heartless: 5 Treasure Spots: Few to Average A room where striking first in the field stuns all Heartless that join the battle. ============= Color: Blue - ============= Total: 6 .::Calm Bounty::. Size: Small Heartless: 0 Treasure Spots: Few A room containing treasure. .::Guarded Trove::. Size: Small Heartless: 5 Treasure Spots: Few A room where treasure is guarded by Heartless. .::False Bounty::. Size: Small Heartless: 7 Treasure Spots: Few A room where only one treasure chest is real. Opening the wrong chest triggers a battle. .::Moment's Reprieve::. Size: Small Heartless: 0 Treasure Spots: Few A room where you can save your progress. .::Mingling Worlds::. Size: Random Heartless: Random Treasure Spots: Random A room where anything could happen. .::Moogle Room::. Size: Small Heartless: 0 Treasure Spots: Few A room where cards can be traded with moogles at the Moogle Shop. =============== Color: Yellow - =============== Total: 4 .::Key of Beginnings::. A room where untold stories unfold. .::Key of Guidance::. A room where untold stories unfold. .::Key to Truth::. A room where untold stories unfold. .::Key to Rewards::. A room containing special treasure. +-+-+-+-+-+-+-+-+-+-+-+-+ A t t a c k C a r d s | +-+-+-+-+-+-+-+-+-+-+-+-+ These are the cards that are most commonly used. They deal physical damage to enemies and sometimes add on element effects -- only used in battle. The ratings go in order from D to *, * being the best. The obtained section is where you can get the card first, afterwards all cards are available in drops and in Moogle Shops. ========= S o r a - ========= Total: 17 .::Kingdom Key::. Number: 1 Obtained: N/A Strike: D+ Thrust D+ Combo Finish: D+ Swing Speed: B Element: Physical Break Recovery: B Required CP: * The default weapon. Not very powerful, but reliable and easy to handle. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Three Wishes::. Number: 2 Obtained: Agrabah Strike C+ Thrust: D+ Combo Finish: B Swing Speed: A Element: Physical Break Recovery: B Required CP: A Obtained in Agrabah. Fairly strong with a fast swing. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Crabclaw::. Number: 3 Obtained: Atlantica Strike: C Thrust: C Combo Finish: B+ Swing Speed: B Element: Physical Break Recovery: * Required CP: B Obtained in Atlantica. Easy to handle with an impressive recovery time after card breaks. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Pumpkinhead::. Number: 4 Obtained: Halloween Town Strike: C+ Thrust: C+ Combo Finish: D+ Swing Speed: B Element: Physical Break Recovery: A Required CP: A Obtained in Halloween Town. Easy to handle with a fast recovery after a card break. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Fairy Harp::. Number: 5 Obtained: Never Land Strike: C+ Thrust: C+ Combo Finish: C Swing Speed: * Element: Physical Break Recovery: B Required CP: B Obtained in Never Land. Easy to handle with a formidable swing speed. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Wishing Star::. Number: 6 Obtained: Monstro Strike: C Thrust: C Combo Finish: D+ Swing Speed: A Element: Physical Break Recovery: A Required CP: A Obtained in Monstro. Not very powerful, but very easy to handle. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Spellbinder::. Number: 7 Obtained: Hundred Acre Wood, present from Owl Strike: D+ Thrust: A Combo Finish: D+ Swing Speed: C Element: Lightning Break Recovery: A Required CP: B A special attack card with lightning-based attacks. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Metal Chocobo::. Number: 8 Obtained: Olympus Coliseum, Hidden Chamber Strike: C+ Thrust: C+ Combo Finish: B+ Swing Speed: C Element: Neutral Break Recovery: B Required CP: B A special attack card that can break through physical defenses. A bit difficult to handle. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Olympia::. Number: 9 Obtained: Olympus Coliseum Strike: C+ Thrust: D+ Combo Finish: B Swing Speed: C Element: Physical Break Recovery: A Required CP: A Obtained in Olympus Coliseum. Powerful with a quick recover after card breaks. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Lionheart::. Number: 10 Obtained: Traverse Town, Hidden Chamber Strike: B Thrust: B Combo Finish: B Swing Speed: D Element: Fire Break Recovery: A Required CP: B A special attack card with fire-based attacks. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Lady Luck::. Number: 11 Obtained: Wonderland Strike: C+ Thrust: C+ Combo Finish: D Swing Speed: A Element: Physical Break Recovery: B Required CP: A Obtained in Wonderland. A balanced weapon that is easy to handle. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Divine Rose::. Number: 12 Obtained: Hollow Bastion Strike: A Thrust: D+ Combo Finish: C Swing Speed: A Element: Physical Break Recovery: C Required CP: B Obtained in Hollow Bastion. Features a powerful strike and fast swing. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Oathkeeper::. Number: 13 Obtained: After Darkside battle Strike: B Thrust: * Combo Finish: B+ Swing Speed: B Element: Physical Break Recovery: B Required CP: C A well-balanced weapon with a very powerful thrust. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Oblivion::. Number: 14 Obtained: After Larxene II battle Strike: A Thrust: A Combo Finish: D Swing Speed: C Element: Neutral Break Recovery: A Required: C A special attack card that can break through physical defenses. First-class strength. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Diamond Dust::. Number: 15 Obtained: Castle Oblivion after defeatin Marluxia Strike: B+ Thrust: B+ Combo Finish: B Swing Speed: * Element: Ice Break Recovery: * Required CP: C A special attack card with ice-based attacks. Powerful and the easiest to handle. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::One-Winged Angel::. Number: 16 Obtained: Twilight Town after defeating Marluxia Strike: C Thrust: C Combo Finish: * Swing Speed: A Element: Fire Break Recovery: C Required CP: C A special attack card with fire-based attacks. Exceptional combo finish. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Ultima Weapon::. Number: 17 Obtained: Castle Oblivion after Reverse Rebirth is complete and after Marluxia is beaten the first time, Calm Bounty room Strike: * Thrust: * Combo Finish: A Swing Speed: B Element: Physical Break Recovery: B Required CP: D The strongest attack card to be found. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +-+-+-+-+-+-+-+-+-+-+-+ M a g i c C a r d s | +-+-+-+-+-+-+-+-+-+-+-+ The magic spells deal element damage and are great for exposing an enemy's weakness. Total: 14 .::Fire::. Number: 1 Obtained: Axel Magic that deals fire damage. Stock 2 cards for Fire and 3 cards for Firaga. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Blizzard::. Number: 2 Obtained: N/A Magic that deal ice damage. Stock 2 cards for Blizzara and 3 cards for Blizzaga. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Thunder::. Number: 3 Obtained: Larxene Magic that deals lightning damage. Stock 2 cards for Thundara and 3 cards for Thundaga. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Cure::. Number: 4 Obtained: Barrel in tutorial Magic that restores HP. Stock 2 cards for Cura and 3 cards for Curaga. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Gravity::. Number: 5 Obtained: Agrabah, Calm Bounty room Magic that deals damage relative to the enemy's remaining HP. Stock 2 cards for Gravira and 3 cards for Graviga. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Stop::. Number: 6 Obtained: Wonderland, Calm Bounty room Magic that halts enemy movement for a set time period. Stock 2 cards for Stopra and 3 cards for Stopga. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Aero::. Number: 7 Obtained: After Riku battle Magic that blows away nearby enemies and inflicts damage. Stock 2 cards for Aerora and 3 cards for Aeroga. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Simba::. Number: 8 Obtained: From Leon Simba lets out a mighty roar that deals damage to enemies in front of him. Stock more than one and his roar will also stun enemies. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Dumbo::. Number: 9 Obtained: After final room in Monstro Dumbo douses enemies with water over a set time period, dealing ice damage. Stock more than one to prolong the attack. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Bambi::. Number: 10 Obtained: Complete all of the Hundred Acre Woods Bambi bounds around and drops recovery items. Stock more than one to boost the effect. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Mushu::. Number: 11 Obtained: Hollow Bastion, Hidden Chamber Mushu breathes fire at the enemy, dealing fire damage. Stock more than one to prolong the effect. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Genie::. Number: 12 Obtained: After Agrabah is complete Genie casts Thundara, Gravira, or Stopra. Stock more than one and Genie will cast mutliple spells. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Tinker Bell::. Number: 13 Obtained: After Never Land is complete Tinker Bell restores HP over a set time period. Stock more than one to boost the effect. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Cloud::. Number: 14 Obtained: After Olympus Coliseum is complete Cloud unleashes two successive sword attacks. Stock 3 cards to use Omnislash. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +-+-+-+-+-+-+-+-+-+-+ I t e m C a r d s | +-+-+-+-+-+-+-+-+-+-+ These cards are most helpful when you need to recharge but the recharge meter is high. Total: 7 .::Potion::. Number: 1 Obtained: N/A Quickly reloads attack cards with no charge time required. It does not work on cards that cannot be reloaded. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Hi-Potion::. Number: 2 Obtained: After Cloud battle Quickly reloads attack cards with no charge time required. Even normally unreloadable cards are restored. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Mega-Potion::. Number: 3 Obtained: After Riku III battle Quickly reloads attack cards with no charge time and reset the reload counter. Even normally unreloadable cards are restored. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Ether::. Number: 4 Obtained: After rescuing Jasmine Quickly reloads magic cards with no charge time required. It does not work on cards that cannot be reloaded. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Mega-Ether::. Number: 5 Obtained: After Vexen battle Quickly reloads magic cards with no charge time and resets the reload counter. Even normally unreloadable cards are restored. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Elixir::. Number: 6 Obtained: Roo in the 100 Acre Wood Quickly reloads attack cards and magic cards, uncluding normally unreloadable cards. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Megalixir::. Number: 7 Obtained: Destiny Islands, Hidden Chamber Quickly reloads attack cards and magic cards, including normally unreloadable cards. The reload counter is also reset. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +-+-+-+-+-+-+-+-+-+-+-+-+ F r i e n d C a r d s | +-+-+-+-+-+-+-+-+-+-+-+-+ Friend cards are dropped randomly in battles and can be used like normal cards would. Total: 7 .::Donald Duck::. Number: 1 Obtained: All worlds Donald randomly casts Fire, Blizzard, Thunder, or Cure. Stock more than one to power up Donald's magic. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Goofy::. Number: 2 Obtained: All worlds Goofy swings his shield at the enemy. Stock more than one to power up Goofy's attack. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Aladdin::. Number: 3 Obtained: Agrabah Aladdin swings his sword at the enemy repeatedly. Stock more than one to power up Aladdin's attack. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Jack::. Number: 4 Obtained: Halloween Town Jack casts Fire, Blizzard, Thunder, or Gravity. Stock more than one to power up Jack's magic. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Ariel::. Number: 5 Obtained: Atlantica Ariel whirls across the field, striking many enemies. Stock more than one to power up Ariel's attack. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Peter Pan::. Number: 6 Obtained: Never Land Peter Pan attacks with dagger. Stock more than one to power up Peter's attack. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::The Beast::. Number: 7 Obtained: Hollow Bastion The Beast mows down anyone in Sora's path. Stock more than one to power up the Beasts's attack. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +-+-+-+-+-+-+-+-+-+-+-+ E n e m y C a r d s | +-+-+-+-+-+-+-+-+-+-+-+ Enemy cards are obtained from defeating enemies. If you are lucky enough they will drop their cards and you can use their abilities in battle for the duration of the card. Total: 49 .::Shadow::. Number: 1 Ability: Incrementor Duration: 2 reloads Increase the value of all cards by 1. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Soldier::. Number: 2 Ability: Combo Plus Duration: 3 reloads Add an extra hit to normal combos. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Large Body::. Number: 3 Ability: Guard Duration: 1 reload Deflect frontal physical attacks and completely nullify damage. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Red Nocturne::. Number: 4 Ability: Fire Boost Duration: 1 reload Increase the strength of Fire abilities. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Blue Rhapsody::. Number: 5 Ability: Blizzard Boost Duration: 1 reload Increase the strength of Blizzard abilities. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Yellow Opera::. Number: 6 Ability: Thunder Boost Duration: 1 reload Increase the strength of Thunder abilities. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Green Requiem::. Number: 7 Ability: Cure Boost Duration: 1 reload Increas the potency of Cure abilities. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Powerwild::. Number: 8 Ability: Retrograde Duration: 1 reload Reverse the values of all cards. 1 becomes 9, 2 becomes 8, etc. Cards with value 0 are not affected. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Bouncywild::. Number: 9 Ability: Draw Duration: 5 reloads Attract fallen cards and items for easy retrieval. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Air Soldier::. Number: 10 Ability: Reload Kinesis Duration: 3 reloads Reload while in motion. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Bandit::. Number: 11 Ability: Combo Finish Duration: 1 reload Make any normal attack as strong as a finishing blow. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Fat Bandit::. Number: 12 Ability: Back Attack Duration: 2 reloads Increase damage when striking enemies from behind. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Barrel Spider::. Number: 13 Ability: Quickload Duration: 3 reloads Reload cards instantly. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Search Ghost::. Number: 14 Ability: Drain Duration: 1 reload Absorb enemy HP when striking with attack cards, but enemies will drop fewer items. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Sea Neon::. Number: 15 Ability: Random Values Duration: 1 reload Randomize the values of cards you use. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Screwdiver::. Number: 16 Ability: Decrementor Duration: 1 reload Decrease the values of call cards by 1. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Aquatank::. Number: 17 Ability: Auto-Reload Duration: 1 reload Automatically reload cards when they run out. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Wight Knight::. Number: 18 Ability: Float Duration: 3 reloads Alter the gravity to increase jumping ability. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Gargoyle::. Number: 19 Ability: Vanish Duration: 1 reload Become invisible and reduce your chances of being hit. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Pirate::. Number: 20 Ability: All Zeros Duration: 1 reload Change the values of all cards to 0. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Air Pirate::. Number: 21 Ability: Item Bracer Duration: 3 reloads Stop enemies from breaking item cards you use. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Darkball::. Number: 22 Ability: Cardblind Duration: 3 reloads Hide the cards you hold from hostile eyes. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Defender::. Number: 23 Ability: Protect Duration: 1 reload Decrease damage from physical attacks by the enemy. Magical attacks do normal damage. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Wyvern::. Number: 24 Ability: Reload Lock Duration: 3 reloads Reload without incrementing the reload counter. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Wizard::. Number: 25 Ability: Magic Boost Duration: 1 reload Forfeit summon card use to power up magic cards. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Neoshadow::. Number: 26 Ability: Bio Duration: 1 reload Cause enemies' HP to gradually drop. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::White Mushroom::. Number: 27 Ability: Hyper Healing Duration: 3 reloads Restore some HP every time you use a friend card. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Black Fungus::. Number: 28 Ability: Random Flush Duration: 1 reload Activate a random enemy card effect. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Creeper Plant::. Number: 29 Ability: Leaf Bracer Duration: 1 reload Stop enemies from breaking Cure abilities you use. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Tornado Step::. Number: 30 Ability: Reload Haste Duration: 1 reload Subtract 2 from the reload counter. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Crescendo::.. Number: 31 Ability: Summon Boost Duration: 1 reload Forfeit magic card use to power up summon cards. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Guard Armor::. Number: 32 Ability: Wide Attack Duration: 30 attacks Slightly extend the range of attack cards. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Parasite Cage::. Number: 33 Ability: Dispel Break an opponent's enemy card without fail. Nothing happens if your opponent has no enemy card in play. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Trickmaster::. Number: 34 Ability: Value Break Duration: 10 breaks When you lose a card break, reduce the value of the enemy's card by the value of your broken card. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Darkside::. Number: 35 Ability: Mimic Copy the enemy card your opponent is using. Nothing happens if your opponent has no enemy card in play. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Card Soldier::. Number: 36 Ability: Attack Haste Duration: 10 attacks Increase the swing speed of attack cards. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Hades::. Number: 37 Ability: Berserk Effect: Resistant to fire Stunned by ice Duration: 30 attacks Boost the power of attack cards when low on HP (when the gauge is flashing red). ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Jafar::. Nunber: 38 Ability: Attack Bracer Duration: 20 attacks Stop enemies from breaking attack cards you use. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Oogie Boogie::. Number: 39 Ability: Regen Duration: 10 uses Gradually restore HP. HP returns more quickly when low. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Ursula::. Number: 40 Ability: Shell Duration: 5 hits taken Halve the damage from magical attacks by the enemy. Summon magic does normal damage. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Hook::. Number: 41 Ability: Second Chance Effect: Resistant to lightning Stunned by fire Duration: 3 uses Retain 1 HP after a critical hit, provided you have 2 or more HP left. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Dragon Maleficent::. Number: 42 Ability: Overdrive Duration: 30 attacks Sacrifice reload speed to power up attack cards. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Riku::. Number: 43 Ability: Sleight Lock Effect: Resistant to fire, ice, and lightning Duration: 5 sleights Keep cards used in sleights available for reloading. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Axel::. Number: 44 Ability: Quick Recovery Effect: Immune to fire Stunned by ice Duration: 10 hits taken Use cards even while staggering from damage. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Larxene::. Number: 45 Ability: Dash Effect: Immune to lightning Weak against special attacks Duration: 15 cards Increase running speed. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Vexen::. Number: 46 Ability: Auto-Life Effect: Immune to ice Stunned by fire Duration: 1 use Revive automatically when your HP reach 0. Only a small amount of HP is restored. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Marluxia::. Number: 47 Ability: Double Sleight Effect: Resistant to fire, ice, lightning and special attacks Weak against physical attacks Duration: 3 sleights Use stocked cards and sleights twice in a row. However, during versus battles it bumps up the reload counter. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Lexaeus::. Number: 48 Ability: Warp Break Effect: Immune to ice Resistant to physical attacks Weak against special attacks Duration: 50 attacks Obliterate enemies with the finishing blow of a combo with a success rate. During versus battles you can stun your opponent. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Ansem::. Number: 49 Ability: Sleightblind Effect: Resistant to fire, ice, and lightning Duration: 10 sleights Conceal your stocked cards from opponents. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ========= R i k u - ========= Riku doesn't get any Moogle Rooms or Premium Rooms because he doesn't need them, same applies to other various map cards. Riku uses the Soul Eater as his primary weapon and is the only card he can use for physical damage. The cards are randomly assembled for each floor but all the cards can be used in boss fights. The King is the only Friend Card that Riku can use, but he is available in all floors. The King restores HP, stuns and deals damage to all enemies, and reloads all cards. Only a select few of the Enemy Cards are used, but all the bosses that Riku fights except Ansem will yield a card. ================================================================================ ---------------------------------- Sleights ------------------------------------ ================================================================================ Sleights are used by stocking (L + R) 3 cards and hitting L + R, but only as long as the conditions are met for a sleight. Sleights are listed by name in the order that the game does it. ========= S o r a - ========= +-+-+-+-+-+-+-+-+ P h y s i c a l | +-+-+-+-+-+-+-+-+ Physical sleights are the most commonly used but there aren't as many as there is for other conditions. .::Sliding Dash::. Learned: Level 2 Condition: Three attack cards of the same type Value: 10-15 Slide toward distant targets for a close-range attack. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Blitz::. Learned: 17 Condition: Three attack cards of differing types Value: 10-15 Unleash a powerful three-hit combo upon the enemy. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Stun Impact::. Learned: 7 Condition: Three attack cards of the same type Value: 20-23 Stun surrounding enemies with a single attack. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Zantetsuken::. Learned: 27 Condition: Three attack cards Value: 0 or 27 Break a card and render it unrealoadable until the end of the battle. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Strike Raid::. Learned: 12 Condition: Three attack cards Value: 24-26 Hurl the Keyblade forward, stunning and dealing damage to enemies in its path. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Sonic Blade::. Learned: 22 Condition: Three attack cards of differing types Value: 20-23 Rock across the field, striking down any enemies in the way. Press the A Button for up to six additional attacks. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Ars Arcanum::. Learned: 37 Condition: Three attack cards Value: 1-6 Rain a flurry of blows upon the enemy. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Ragnarok::. Learned: 47 Condition: Three attack cards Value: 7-9 Leap into the air and fire a steam of rays in front of you. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Trinity Limit::. Learned: 13F Condition: Donald Goofy Attack Card Inflict heavy damage on all enemies in sight. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +-+-+-+-+-+-+-+ M a g i c a l | +-+-+-+-+-+-+-+ .::Blizzara::. Learned: N/A Condition: 2 Blizzards Chill the opposition with powerful ice magic ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Blizzaga::. Learned: N/A Condition: 3 Blizzards Freeze the opposition with supreme ice magic. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Cura::. Learned: N/A Condition: 2 Cures Restore a lot of HP. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Curaga::. Learned: N/A Condition: 3 Cures Restore a very large amount of HP. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Gravira::. Learned: N/A Condition: 2 Gravities Deal damage relative to the enemy's remaining HP. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Graviga::. Learned: N/A Condition: 3 Gravities Deal damage relative to the enemy's remaining HP. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Stopra::. Learned: N/A Condition: 2 Stops Halt enemy movement for a long period of time. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Stopga::. Learned: N/A Condition: 3 Stops Halt enemy movement for a very long period of time. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Fire Raid::. Learned: Chest in Monstro Condition: Fire 2 Attack Cards Hurl the Keyblade and inflict fire damage. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Blizzard Raid::. Learned: Chest in Coliseum Condition: Blizzard 2 Attack Cards Hurl the Keyblade and inflict ice damage. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Thunder Raid::. Learned: Never Land, Hidden Chamber Conditon: Thunder 2 Attack Cards Hurl the Keyblade and inflict lightning damage. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Gravity Raid::. Learned: Halloween Town, Hidden Chamber Condition: Gravity 2 Attack Cards Hurl the Keyblade and trigger Gravity upon impact. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Stop Raid::. Learned: Wonderland, Hidden Chamber Condition: Stop 2 Attack Cards Hurl the Keyblade and trigger Stop upon impact. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Judgment::. Learned: Chest in Destiny Islands Condition: Aero 2 Attack Cards Hurl the Keyblade toward the enemy for multiple attacks. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Reflect Raid::. Learned: Chest in Hollow Bastion Conditon: Cloud 2 Attack Cards Hurl the Keyblade and make it ricochet around to strike many enemies. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Homing Fira::. Learned: Chest in Never Land Condition: Aero Fira Magic Card Cast a Fira spell that seeks out the targeted enemy. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Firaga Break::. Learned: Chest in Twilight Town Condition: Fire Mushu Attack Card Inflict fire damage on enemies in front of you with a powerful attack. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Mega Flare::. Learned: Level 52 Condition: Mushu 2 Fires Incinerate all enemies in a wide area. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Homing Blizzara::. Learned: Chest in Atlantica Condition: Aero Blizzard Magic Card Cast a Blizzara spell that seeks out the targeted enemy. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Aqua Splash::. Learned: Monstro, Hidden Chamber Condition: Blizzard Fire Aero Spray melted ice at the enemy over a period of time, inflicting ice damage. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Shock Impact::. Learned: Chest in Atlantica Condition: Simba 2 Attack Cards Simba's roar sends enemies flying and triggers Stop. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Tornado::. Learned: N/A Condition: Aero Gravity Summon Card Blow away enemies in a wide area, inflicting damage and stunning them. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Bind::. Learned: Eeyore, 100 Acre Woods Conditon: Gravity Stop Magic Card Hold enemies in place. Enemies can still attack from their positions. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Quake::. Learned: N/A Condition: Gravity Simba Magic Card Inflict damage on all ground enemies with a violent tremor. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Confuse::. Learned: Piglet, 100 Acre Woods Condtion: Genie Tinker Bell Summon Card Temporarily confuses enemies so they attack less often. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Warpinator::. Learned: After Riku II battle Condition: Stop Gravity Aero Eliminate the closest enemy. Not always successful. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Warp::. Learned: Hidden Chamber at Twilight Town Condition: Stop 2 Aeros Eliminate all enemies in sight. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Synchro::. Learned: Rabbit, 100 Acre Woods Condition: Cure Gravity Aero Set surrounding enemies' HP to that of the target. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Terror::. Learned: When helping Jack Condition: 2 Summon Cards Jack OR Simba Mushu Item Card Strike fear in the enemy so they no longer approach. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Gifted Miracle::. Learned: Chest in Halloween Town Condition: Summon Card Magic Card Jack OR Bambi Blizzard Item Card Reload cards and reset the counter while restoring HP to friends and foes alike. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Teleport::. Learned: Chest in Never Land Condition: 2 Magic Cards Peter Pan OR Stop Aero Item Card Rematerialize behind the targeted enemy, stunning it for a short time. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Holy::. Learned: Level 42 Condition: Mega-Ether Megalixir Item Card Inflict damage on a targeted enemy and all surrounding enemies. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +-+-+-+-+-+-+-+ S p e c i a l | +-+-+-+-+-+-+-+ .::Proud Roar::. Learned: N/A Condition: 2 Simbas OR 3 Simbas Simba's roar stuns and deals damage to enemies in front of him. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Splash::. Learned: N/A Condition: 2 Dumbos OR 3 Dumbos Dumbo douses enemies over a set time period, dealing ice damage. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Flare Breath::. Learned: N/A Condition: 2 Mushus OR 3 Mushus Mushu breathes fire at enemies in a wide area, inflicting fire damage. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Showtime::. Learned: N/A Conditon: 2 Genies OR 3 Genies Genie randomly casts two (or three) spells chosen from Gravira, Thundara, and Stopra ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Twinkle::. Learned: N/A Condition: 2 Tinker Bells OR 3 Tinker Bells Tinker Bell restores a lot of HP over a set time period. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Cross-slash::. Learned: N/A Condition: 2 Clouds Cloud assaults the enemy with a three-hit combo. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Omnislash::. Learned: N/A Condition: 3 Clouds Cloud swoops down from the skies, attacking enemies in a wide area. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Cross-slash+::. Learned: Hollow Bastion, Calm Bounty room Condition: 2 Clouds Cloud singles out an enemy and uses Cross-slash. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Idyll Romp::. Learned: Tigger, 100 Acre Woods Conditon: Bambi 2 Attack Cards Bambi zigzags around the battlefield, confusing the enemy. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Magic::. Learned: N/A Condition: 2 Donalds Or 3 Donalds Donald double-casts Fira(ga), Blizzara(ga), Thundara(ga), or Cura(ga). ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Blazing Donald::. Learned: Agrabah, Hidden Chamber Condtion: Fire Donald Magic Donald flubs a Fire spell... ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Goofy Charge::. Learned: N/A Condition: 2 Goofies Goofy rushes at enemies, bashing and stunning them with his shield. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Goofy Tornado::. Learned: N/A Conditon: 3 Goofies Goofy whirls his shield around, bashing enemies in a wide area. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Sandstorm::. Learned: N/A Condition: 2 Aladdins OR 3 Aladdins Aladdin runs around while swinging his sword. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Surprise!::. Learned: N/A Condition: 2 Jacks OR 3 Jacks Jack double(triple)-casts Fira, Blizzara, Thundara, or Gravira. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Spiral Wave::. Learned: N/A Condition: 2 Ariels Or 3 Ariels Ariel whirls back and forth, striking many enemies. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Hummingbird::. Learned: N/A Condition: 2 Peter Pans OR 3 Peter Pans Peter Pan soars around, striking enemies in a wide area. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Ferocious Lunge::. Learned: N/A Condition: 2 Beasts OR 3 Beasts The Beast charges in a straight line, scattering the opposition. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ========= R i k u - ========= .::Dark Break::. Learned: N/A Conditon: 3 Soul Eaters Dark Mode Value: 5-15 Riku takes to the sky and lands on his opponents, hit B to slash them in the back. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Dark Firaga::. Learned: N/A Condition: 3 Soul Eaters Dark Mode Value: 16-25 Riku fires a seeking Fireball full of dark energy. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .::Dark Aura::. Learned: N/A Condition: 3 Soul Eaters Dark Mode Value: 27 Riku calls upon supreme darkness and flies across the screen dealing massive damage. At the end, Riku unleashes energy from the ground. ================================================================================ -------------------------------- Email Policy ---------------------------------- ================================================================================ This section's purpose is to inform those of you who do not know how to send a proper email to someone who writes a FAQ. When sending me an email you may: Give new information Tell some new strategy Ask a question not answered in this FAQ/Walkthrough Praise me or tell me what I need to do to make it more pleasing Tell me how much you like this game Tell any glitches that occurred or anything un-ordinary Please when sending me an email do not: Give old information Say something old Ask something already answered Send me hate mail Tell me you hate this game Say something obviously stupid Send me mail after this FAQ/Walkthrough is finalized If you follow those simple rules when sending an email I will be more than happy to return a message to you. ================================================================================ ------------------------------------ FAQs -------------------------------------- ================================================================================ Q. How do I get a Key to Rewards? A. White Mushrooms often give them as do Almighty Darkness rooms. To get it from a White Mushroom, use Fire when they shiver, Blizzard when they fan to cool themselves, and Thunder when they have a lightbulb over their head. ================================================================================ ----------------------------------- Thanks ------------------------------------- ================================================================================ Me, Greg Boccia, for writing the guide GameFAQs.com for posting this FAQ/Walkthrough IGN.com for posting this FAQ/Walkthrough ================================================================================ ---------------------------------- Copyright ----------------------------------- ================================================================================ This document is Copyright İ2004 MysticalMoon and is the intellectual property of the author. It may be not be reproduced under any circumstances except for personal, private use as long as it remains in its unaltered, unedited form. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. The following sites are allowed to use my guide: GameFAQs.com Ign.com kingdomhearts2.net