/__/' _ _/ _ )__/_ _ __/ _ / )//)(/(/()//) / /(-(// /_) _/ KINGDOM HEARTS North American Release PlayStation 2 MISSABLE GUIDE By S. L. Richardson (a.k.a. Falconesque) Guide Version: 1.0 Last Revised: Friday, August 27, 2010 Best viewed with a monospace font, such as Monaco or Courier. 123456789|123456789|123456789|123456789|123456789|123456789|123456789|12345 =========================================================================== .:| CONTENTS :..........................................................:.: + Introduction - Spoilers - What's Included + Conventions Used - Definitions + General Tips + Walkthrough + Bonus! - Missable Texts + About This Guide .:| INTRODUCTION :......................................................:.: Missable (mi-sab'l) a. That can be or is likely to be missed. [A Supplement to the Oxford English Dictionary: Volume II (H-N); 1976] Let's cut to the chase. NO UNIQUE INVENTORY ITEM in the game is missable, not if you're thorough and complete each world. That said, there are plenty of things in KINGDOM HEARTS (KH) with a single or a very limited chance of obtaining as the game progresses. This guide endeavors to catalogue those things and address this very frequently asked question. Welcome. IMPORTANT. Information in this guide is based on the game's North American release. Other releases may not conform exactly and you may need to make adjustments. For the Final Mix (KH-FM) release in particular, consult the KH-FM guides found at GameFAQs.com to learn about its numerous changes. :.: SPOILERS :.: WARNING! If you are new to KH, STOP HERE. The game is best when discovered on your own the first time through. None of the opening questions make or break the experience, so answer from your heart. Anything important can be picked up later. Many players revisit KH regularly, even annually, so odds are you'll be back. Enjoy the adventure. Impossible to compile a missables guide without at least referring to milestones in a game's progress. The aim is to convey those milestones without giving away the farm on anything else. One such milestone is referenced time and again, however, so let's establish a bit of shorthand for that now to forestall its repetition. "Auto-ejected from Hollow Bastion" refers to a point in one world's events where Sora and company are automatically returned to Traverse Town. When this actually happens (rather than when such a move is simply suggested), you'll know it. :.: WHAT'S INCLUDED :.: If you can backtrack at ANY point in the game and get the thing, it's not missable. Scenes are listed, but random bits of dialogue usually are not unless the exchange yields a significant clue. Boss reactions aren't listed either. Some are worth looking for, but while technically missable, so is everything concerning these one-time-only confrontations. Also not included from these encounters is when obscure targets might earn you additional EXP or items. A good walkthrough or boss guide already details all such things. However, a few easily missed opportunities are included. Also, a few things commonly (but incorrectly) considered missable are detailed. Anyone who may believe they'll find an answer in this guide likely will find an answer. (Contact the author if you don't. Glad to explain or fix.) Lastly, missable things unique to other KH releases are not listed. :.: CONVENTIONS USED :.: When something becomes missable is included, where significant. Collect the item before the milestone or the opportunity is lost. Phrases like "return to [someplace]" are purposely vague and leave the method to your own discretion when "how" is of no importance. If "someplace" is nearer to a gummi landing point than traversing across several rooms, by all means, feel free to take the shortcut. Proper names are capitalized, such as Accessory Shop. Generic terms are not, including heartless species, except in the case of Journal articles, like Shadow, found in the Characters section under Heartless. Names appear as displayed in the game, in context as needed. For example, walking around Traverse Town one area is named First District. But from the gummi ship, the landing point is named 1st District. Helpful for searching this guide. Magic elements are named if the precise strength makes no difference. Elements upgrade at various events, which can occur in other than the "obvious" order. When a strength is named, such as Blizzara instead of Blizzard, it's probably significant. Gummi block names conform with terms used in JungleJim's Gummi Ship FAQ for easy cross-referencing. DEFINITIONS RESET. The PS2 console includes a reset button to reload the game from disc, often called a "hard reset". KH includes a controller command that quickly returns you to the title screen, called a "soft reset". On your controller, hold down all four shoulder buttons, then tap both Select and Start at the same time (L1+L2+R1+R2+Select+Start; game manual, page 3). WARNING! With any sort of reset, your game is NOT saved. FARM. To do something solely to acquire something, usually an inventory item, as in farming a garden for its vegetables. Synonymous with "harvest." GRIND. To do something methodically and repeatedly, as in grinding wheat berries into flour. Fighting random heartless for the EXP needed to level-up. A set course over which heartless are fought. Often coupled with item farming. SPAWN. The appearance of something or causing something to appear, usually a random heartless. TRIGGER. A milestone at which something occurs. Crossing that milestone. ZONE. A "room" or other singular area. Moving from one area to another. ZONELINE. The border between zones, crossing two of which is generally required to respawn heartless, except "next door" to a save point. .:| GENERAL TIPS :......................................................:.: Lots of folks run into issues and wonder whether they've uncovered a glitch or something missable. Neither is usually the case, so let's clear those issues out of the way. :.: ABILITIES: Donald & Goofy :.: Donald Duck or Goofy must be in the active party to learn abilities at level-up. If swapped out, the ability is deferred until the next time they level-up AND are included in the active party. For example, if Goofy is LV 29 and you replace him with Ariel, when Goofy reaches LV 30 he won't learn MP Gift. If he's swapped in again, he learns the ability at LV 31 instead. No level-up notice is displayed for party members not in the active party. :.: TREASURE CHESTS: Revealed :.: Some methods for revealing treasure chests are missable, but once revealed the chests (and their contents) remain until opened and are not missable. In locations where two chests are eventually revealed, the chests are staggered around the space and don't overlay each other. A special case in Halloween Town can move chests to another location, if needed. A technicality, but worth mentioning. :.: JOURNAL: Mini Games :.: New articles appear in the Journal's Mini Games section when the mini game has been attempted, cleared, or completed. If a mini game is not listed, successfully complete the missing mini game. :.: SELECT WORLD :.: No world in the game is missable. One widespread issue, however, involves traveling to a new world for the first time, which may lead someone here. A new world can only be targeted on the Select World screen from an already visited world right next door. No exceptions, and having a Warp gummi installed does not change this restriction. If you can't target a new world: 1. On the Select World screen, with the green cursor highlight a known world "right next door" to the new world. 2. Select Warp Drive. 3. Upon arrival, choose Select World (instead of a landing point). 4. With the green cursor, highlight the "dot" for the new world. 5. Select Normal Drive. Shazam, you're on your way. Warp Drive is never an option for traveling to a new world, not on the first trip. (And from farther away, even Normal Drive won't appear.) You must fly to the new world via Normal Drive before Warp Drive becomes available, whether you Disembark or not. OPTIONAL WORLDS If you're concerned with missables, skipping worlds is probably not an issue. But to be thorough, several worlds are optional and skipping any optional world means you skip some or all of it goodies, too, and some of those items are indeed unique. Optional worlds can always be visited later, however, so none are missable. HUNDRED ACRE WOOD. Nothing requires you to enter the world. The world has a keyhole, however (on its hasp), which must be locked to view the "Special Secret" at game end. MONSTRO. One event requires landing in Monstro's Mouth, but once the entry scenes play out, you can leave by way of the save point and never return if you like. Monstro has no keyhole, but completion has a direct bearing on end-game extras. The world is marked "complete" when Sora and company are automatically returned to the gummi ship following the world's last event. Note: When Monstro is completed, a new house appears in Traverse Town's First District, up the steps around the Accessory Shop. Easier to check. NEVERLAND. No, Neverland itself is NOT optional, but the new dot for Neverland won't appear until two of the three preceding worlds are completed. Monstro displays a "complete" icon, while Atlantica and Halloween Town show the usual locked-keyhole icon. Where Monstro is located makes no difference. :.: RANDOM DIALOGUE :.: What one character says varies, all the time, and EVERYTHING is too easily missed. For instance: o If you never include Tarzan in your party, you'll never hear him say "Goofy!" in battle when his Healing Herb targets Goofy. o When Cid takes the two Navi-G Pieces in the Accessory Shop and tells you to find him in the Third District, if you exit and reenter the shop, the new clerk tells you Cid has gone home. The first is not unique but the second is, and is never heard again once Cid's move plays out. Generally speaking, talk to a new non-playing character (NPC) until he, she, or it repeats the first thing that was said. Most NPCs have at least two or three things to say. But sometimes a line is forced to the top -- significant hints of something new to look into -- so watch out for these one-time additions. Sometimes the opposite is true, too, and what's important to hear is NOT the first thing uttered. Usually, however, the texts are randomized. Speak with the NPC three to five (or more) times to gauge the responses and hear everything. If something feels like it's changed or a milestone has been turned, talking to NPCs may yield new dialogue. If an NPC moves, for instance. The game often rewards caution as well as exploration. If a boss fight is looming, backtrack to a save point. Watch for differences along the way for hints. Likewise, save before talking with a group of NPCs. One may trigger the next scene, rendering what everyone else might have said as missable. :.: GUMMI SHIP: LANDING POINTS :.: Save points must be used in some manner, or they don't appear as landing points. Standing atop a save point long enough for your gauges to fill is usually all that's needed. NEVERLAND This seems critical in Neverland, but all permanent landing points CAN be activated later. Neverland's pirate ship offers two permanent save points: Ship: Hold .... beside the initial starting point Ship: Cabin ... below the cabin's always-shut trap door Important! A temporary save point in a neighboring room (below the always-open trap door) is also identified as "Ship: Cabin", good for the moment it's available but not for returning later. If neither of the ship's permanent save points is used, anything left on the ship becomes unobtainable, at least for the short term. The third permanent landing point is Clock Tower, which can be reached from the pirate ship but no exit from Clock Tower leads back to the ship. Solution? When your party is auto-ejected from Hollow Bastion, Clock Tower is disabled as a landing point and if neither of the ship's landing points are active, then Disembark is offered instead. Select Disembark and Sora lands right on top of the Ship: Hold save point. :.: DALMATIANS' HOUSE :.: When Sora and company are auto-ejected from Hollow Bastion, up to that point you can have obtained all but one remaining set of puppies. If you are missing any puppies (other than Dalmatians 61, 62, and 63) this is the time to hunt them down. Once only those three puppies remain at large (or at least ninety puppies have been collected), visit Dalmatians' House and collect any outstanding rewards. DO NOT visit Dalmatians' House again, not until every chest is opened, you've reached the game's final save point, and you've won the Hades Cup -- or at least advanced far enough to have upgraded your blizzard spell. Why? The final gift involves gummi blocks you can't sell, and a few remaining chests can't be opened if you have no room for their contents. :.: DROP RATES & SCARCITY :.: You know something reportedly happens, but won't no matter what you try. The trouble may reside in the random factors Squaresoft was known to include in many of its programmed computations, such as Monstro's appearance or item drop-rate percentages. In KH, these factors are determined when you load a game. So when things are not swinging your way, save your game if needed, then either use the soft-reset command (L1+L2+R1+R2+Select+Start; fast) or reset the console (slow) and then load your game fresh. The results may improve. Tip! For more-recent Square Enix titles, a hard reset of the console is instead often required. .:| WALKTHROUGH :.......................................................:.: Taking the worlds in Battle LV order, as auto-advanced in the story, or by the earliest possible means. Look for repeat visits. :.: GAME MODE :.: BATTLE RECORD. At the very end of a game, a record of various statistics is displayed if the game was played in Expert mode. Missable, when Normal mode is selected and confirmed. Note: Other KH releases and other games in the series can or may make a greater distinction between game mode and end-game bonus content. A good walkthrough addresses those concerns, so be sure to look around. :.: AWAKENING :.: Wait, there are missables at the very start? Yes, there are. Two extra item slots ... Choose the shield One extra item slot .... Choose the sword Two extra MP ........... Choose the rod These extras aren't necessarily immediate, but can accrue over the course of a game. And they are unique -- no other means for obtaining these extras exists. Every other stat boost resulting from the choices made here may be compensated for through items either found or synthesized. DREAM SWORD. Jump up on the pedestal to view the sword in Sora's hand, his only weapon to resemble a regular old sword rather than a key. Needn't be chosen to view the sword. Sora's dream weapon isn't retained. Note: Identical, more powerful Dream Rod and Dream Shield weapons can be obtained later for Donald and Goofy. Not missable, except in the weak form used by Sora. :.: DESTINY ISLANDS :.: The world is a training ground and won't be revisited later in the game. Most items found are "quest" items, required to move onward. They aren't optional, nor do they carry forward, and so they aren't missable. CONSUMABLES. Kairi can hand over one item at the end of each day, so you can receive up to two items from her. In each case, it's possible to obtain a Hi-Potion, a Potion, or no item. Which item you obtain is determined by how you interact with her. When she offers three options, the choice is significant. The choices are independent on each day. Hi-Potion ... Don't talk to her at all. Any answer when offered fewer than three choices. First choice among three, "It's all under control." Potion ...... Second choice among three, "I'm a little lost." Nothing ..... Third choice among three, "I'm totally clueless." The second choice offers a hint about one item you're seeking. The third choice explains everything outstanding. DUELING RIKU. Possible only on the first day. Each win nets you a potion. Note: The "score" kept between Sora and Riku has no known bearing on anything in the game. ISLAND FRIENDS. Interacting with Selphie, Wakka, and Tidus is only possible here and now, and the duels are optional, so dueling with each is missable. SCENES. On the first day, talking to each of the other three kids has a very brief scene with a single line of dialogue. Note: Even though you can duel them, they're still NPCs with cycling dialogue, and there's a tidbit about inventing blitzball. SCENES. On the second day, talk to each of them for slightly longer scenes that convey hints and "color." THREE ON ONE. Dueling all three at once is possible only after each of the three participants has been individually defeated at least once. Beating all three earns you a potion. PRETTY STONE. Race and defeat Riku on the second day. Good for selling (nine stones buy any one of the accessories next offered). Tip! Don't follow Riku. Fall down to your right and take the beach straight to the stairs. You hear Riku trip the loose board. Fall down to the next beach, too. Avoid jumping whenever possible. Often considered missable, but that's incorrect. Two Pretty Stone items are found in chests in the next world. RAFT NAME. And if you win the race and name the raft, talk to Kairi until you can choose "It's all under control" (you still get the Hi-Potion). She then comments on the name. Excalibur... That's a cool name. Sounds good to me! Excalibur... That sounds familiar. Where have I heard it before? Since you named the raft, are you the captain? Then from now on, I'll say, "Aye, aye, Captain Sora!" If Riku wins, she says, "Highwind... That's a cool name." And "Since Riku named the raft, is he the captain?" No "sounds good" and nothing about her calling Riku captain. Note: The winning name may be changed later, so only the bragging rights are missable. PROTECT CHAIN. Accessory found on the second day. On the Cove side, approach the marked crate and choose Lift. Carry the box over toward the hole in the cliffside. While facing the hole, choose Throw. Climb atop the crate and jump, grab hold, and pull yourself up to reach the chest. Tip! The right side is a pixel or two lower, easier to grab ahold. LV 100. Yes, it's possible to reach Level 100 without ever leaving the islands. This falls into the realm of "impossible" challenges, but a documented case may be observed via the following links: Windows Media format (20 MB), http://www.zshare.net/video/75775745e3ac76a0/ Flash format, http://www.youtube.com/profile_videos?user=WalkThruWalls EARLY LEVELING. In a more reasonable vein, you can use the same technique to gain a few levels or until Sora learns an ability or two. Note: A little leveling gives you a nice buffer at the start but doesn't make Sora invincible by any means. In fact, for repeat players doing so or not makes almost no difference over the course of an entire game. If you're interested, Tidus offers a very predictable pattern and yields the best Tech points for the least effort, uninterrupted over the longest duration. If Sora is a few steps away, Tidus runs straight at Sora. When he does, turn and run towards him. When he grunts, swing for the parry, then immediately move a few steps away again. Every time you parry Tidus's attack you earn 2p without inflicting any damage, so you can continue doing the same thing for as long as you like. (In some cases you may be earning 4p; see the LV 100 video above.) The first three abilities are learned at LV 9, 12, and 15, making those good targets. Reaching LV 15 is easily accomplished within an hour and a half or less. Tip! If you'll spend time leveling with Tidus, skip dueling with either Selphie or Wakka so the three-on-one duel isn't activated. Saves needing to scroll over that option time and again. :.: TRAVERSE TOWN :.: CLUES. In Second District, enter the Hotel's Hallway. Examine the paintings at either end and then strike the concierge's bell three times. You're clued to a puzzle you can solve shortly. Once the puzzle is solved and events in Third District conclude, the clues are no longer repeated. SCENES. When heartless first appear, taking the Second District's various exits also shows scenes with Donald and Goofy. Two of these scenes are mandatory (Gizmo Shop, Alleyway), but the remaining two (Hotel south, Dalmatians' House) may be missed. Note: No scenes accompany entering Hotel from the north or reentering Gizmo Shop by its far door. ELIXIR. Defeat Leon and this item is handed over a little later. The scene immediately after the fight is also (very) slightly different. MEGA-POTION. After events in Green Room, return to First District and talk to Aerith. Missable, once events in Third District unfold. SCENE. After events in Third District, by the cafe talk to Yuffie and Aerith, then Leon, which triggers a brief scene regarding the dalmatians. Missable, once a shop is entered or another exit is taken the group vanishes. ARTS. Not missable, but an excellent opportunity for obtaining Fire Arts items, which are a great source of munny this early. When you first board the gummi ship, immediately target Traverse Town and land. In Second District, white mushrooms are found in the Hotel's Red Room with remarkable frequency. As the game progresses, however, mushrooms spawn less frequently and eventually vacate this location. One quick method for encountering white mushrooms and few others is retreading a course from Red Room, across Green Room, onto the balcony in Alleyway, and then back across Green Room to enter Red Room again. Once Green Room is cleared, it remains so, back and forth. Skip or defeat the heartless at either end, as you wish. Tip! Only five Mystery Goo items are required to synthesize one of everything in the moogles' repertoire. Lucky Strike abilities greatly increase the odds of obtaining gems and goo. :.: WONDERLAND :.: Tip! First visit Olympus Coliseum, just to complete Phil's training with the barrels, after which Sora learns Thunder magic. (Obtain the Entry Pass, but leave for now.) Thunder is enjoyed by a few of Wonderland's flowers. EVIDENCE. Only a single piece of "evidence" is required before moving the story forward. The remaining three are missable, once you present your evidence. BLIZZARD. Not missable. When the Claw Marks evidence is obtained, Cheshire Cat appears and Sora learns Blizzard magic early. Finding this evidence is not required and if it's skipped, Blizzard is instead learned after the world's final boss. MEGA-POTION. After the encounter with Card Soldiers, return to Rabbit Hole and defeat all enemies. A chime sounds and a chest appears. Missable, once Sora and company are auto-ejected from Hollow Bastion. CHESTS. Not missable, but many ask after chests that appear unreachable, one in Lotus Forest and three in Tea Party Garden. Returning later, other skills help reach those out of the way chests. Note: The fourth chest in Tea Party Garden can be obtained from the start. A good walkthrough tells how, such as ElectroSpecter's guide. ALICE. Not missable, but a frequently asked question. The Journal's entries update only after significant milestones, so the edict to "Find Alice" is just a general nudge. Talk to NPCs for clues on where to go and what to do next, or consult a good walkthrough. :.: OLYMPUS COLISEUM :.: PHIL'S TRAINING. After the preliminaries, you can redo Phil's training against your choice of the two barrel courses and improve your times. (The times are seen nowhere except during each training run.) Missable, once the Phil Cup opens for competition. SPECIAL SECRET. Numerous events, but only three must be completed to lock the Coliseum's keyhole: Phil's training with barrels, the preliminaries, and the Hercules Cup, entered together. The Hades Cup is also required to unlock the special secret at the end. LEADER BOARD. The sign in Coliseum Gates, just outside of Lobby, changes as you go, touting select upcoming events and Sora's prowess. Missable, once the next message appears. CUP PREVIEWS. Over on Gates' other side, "coming soon" notice boards appear before where the Phil, Pegasus, and Hercules Cups seedings will be listed. Visit after completing the preliminaries or the last competition's main format. Missable, once each cup opens for competition. CLUE. When you attempt to put out any of the flaming pots with Blizzard magic, examining a pot clues you that Blizzard isn't strong enough. Missable, once Blizzard upgrades to Blizzara. Note: Coliseum events become available over the course of a game. For milestone purposes, only "enter together" is ever required. Look for a thorough breakdown of which event is required for what later in this guide. :.: DEEP JUNGLE :.: No item is missable. Returning later, other skills help reach out of the way chests here, as well. INCIDENTAL. Leave the tent before viewing the slides for a brief exchange with Clayton outside. Missable, once all six slides are viewed. SABOR. Not missable, but an opportunity some may not want to miss since Sabor is the only source of EXP before heartless arrive. Sabor can appear in Camp, Bamboo Thicket, or Cliff, as well as Tree House. In the thicket, Sabor may not jump from the bamboo right away, but the kitty's appearance is audible. Note: More than the usual two zonelines may need crossing, so include Hippo's Lagoon or Tent if Camp-to-Cliff is your preference. THUNDER GEMS. Also not missable, but an easy way of obtaining Thunder Gem synthesis materials presents itself -- great if you dislike swimming. When white mushrooms appear in Camp, especially, they are spaced well apart and Thunder is more likely to strike only the targeted spore. Do so three times for the gem. Tip! With the save point inside Tent, Camp is in fact an excellent location for "farming" a variety of items dropped by white mushrooms. Save first. Peek outside and if you don't see a mushroom walking around, duck back inside and then check again. Repeat until one appears. If none appear after ten look-sees, soft-reset and load your game fresh. Good spacing with a nearby save point is available in Wonderland, too, but the few extra steps needed make the farming a tad slower. :.: TRAVERSE TOWN :.: SCENE. After speaking with Cid outside in First District, inside the Accessory Shop find Pinocchio lying on the floor by the counter. Missable, once you land in Monstro the first time. Note: The clerk and the moogle won't return until Pinocchio leaves. If you need to make a purchase, talk with Pinocchio and view the scene, then leave the shop and enter again. Pinocchio will have gone and the others returned. CLUE. In Second District, examining the bells before the mosaic displays a clue. Missable, once the puzzle is solved. ART. The mosaic in Second District changes each time the Gizmo Shop bell is rung. Before ringing the bell is the last chance to see the first mosaic, then you have only one chance for an up-close view of the second and third mosaics. Missable, once the fourth and final mosaic is displayed. SCENE. Talk with Cid after obtaining the third navigation gummi in Second District for a brief scene. Missable, once a fourth navigation gummi is obtained. :.: HUNDRED ACRE WOOD :.: Note: Since completing the world can be accomplished in stages or all at once, everything is lumped together here. SPECIAL SECRET. The world is entirely skippable, but it has a keyhole (on the book's hasp) and must be locked to obtain the bonus at end-game. POOH BEAR'S HOUSE. After clearing each mini game, return to Pooh's house before leaving the book. Pooh may do something new for you. o After the Hunny Tree, Pooh is found in bed. o After Block Tigger, Pooh is inside doing his stoutness exercises. o After Pooh's Swing, Pooh is outside sitting before the campfire. Note: He remains there until Sora casts Fire magic on the campfire. o After Tigger's Giant Pot, Pooh is inside examining the curtains. Open the window, and go outside to find Pooh looking out the window. o The same, after Muddy Path. Missable, once the next mini game is activated. Pooh may have gone if Sora leaves the book and then returns, too. Note: Also at Pooh's house, Owl's litany reflects the scores qualifying Sora for Cheer. If a mini game isn't mentioned, a higher score is needed. LETTER. Outside Rabbit's House, striking the mailbox reveals a letter. What the letter says changes after each mini game is completed, replacing what was said previously. For the final message, Sora must qualify for Cheer. :.: AGRABAH :.: SHOP. A peddler appears in Aladdin's House at two key points. o After freeing Carpet, before scene in Alley o After events in Palaces Gates, before returning "to the desert!" He sells a few items (Potion, Hi-Potion, Ether, Tent, and Camping Set) and buys any of the usual stuff, a la the Item Shop. INCIDENTAL. After locking the keyhole three NPCs, lookalikes to Wakka and two Traverse Town regulars, appear in Palace Gates, Alley, and Plaza. Missable, once the gummi ship is boarded and heartless return to Agrabah. :.: DEEP JUNGLE :.: GREEN TRINITY. Not missable, but certainly hard to spot. From Tunnel or Climbing Trees, take the exit to Treetop. The green trinity mark is found at the convergence of Treetop's two exits, about dead center. Watching for "Trinity" on the menu is helpful. :.: OLYMPUS COLISEUM :.: FIRAGA-G. Put out all of the flaming pots with Blizzara magic to make the chest appear. Missable, once Blizzara upgrades to Blizzaga. :.: TRAVERSE TOWN :.: ONE-WAY DOOR. In First District, the door to Item Workshop remains locked until it's opened from within. In Accessory Shop, climb the ladder and then exit the moogle's shop by the ordinary door. :.: MONSTRO :.: LANDING POINT. Not missable, but sometimes a pain. You can land at the Monstro world in any of three ways. 1. From anywhere, target Monstro and choose Warp Drive. 2. From a neighboring world -- Agrabah or either Atlantica or Halloween Town -- target Monstro and choose Normal Drive. 3. From a neighboring world, target the world beyond Monstro and choose Normal Drive. All three methods will get you there, but since Square is notorious for its random factors (set at load time), some days one way may work better than others. If Monstro is proving elusive, land (anywhere) and save if needed, reset and reload, then try again. Things might improve. WORLD EXIT. Nonexistent, rather than missable. To leave Monstro, use a save point. Or if you follow events through to their conclusion, your crew is automatically returned to the gummi ship. Trivia! A frequent question. Many never notice before Monstro for some reason, but in truth only two worlds offer a World Exit. CHEST. In Chamber 5, one chest sits atop a barrel. Not missable, but if you're concerned target the barrel and cast Fire to destroy it, settling the chest to the, er, "ground." Otherwise stand back and let the heartless come to you, using triangle to keep Donald and Goofy away from the barrel and prevent it getting pushed over the edge. SCENE. At the beginning of the battle in Stomach, the scene varies. Taken as soon as possible, the scene unfolds as normal (a la the Script FAQ at GameFAQs.com). But if you delay until after you're auto-ejected from Hollow Bastion, the scene is different, shorter. Trivia! Riku is still voiced normally, not overlayered as elsewhere. And in Mouth, Geppetto has moved slightly, too. SPECIAL SECRET. While Monstro has no keyhole, completing the world is required to unlock the Pegasus Cup. Unlocking the Pegasus Cup is required to open the Hades Cup, which is itself required to unlock the bonus content at game end. Whew. Note: You can complete the Hades Cup (together) without ever fighting in the Pegasus Cup. Look for a full Coliseum breakdown later in the guide. :.: OLYMPUS COLISEUM :.: PEGASUS CUP. Not missable, but a common question. The Pegasus Cup opens for competition once Monstro is complete. :.: ATLANTICA :.: SHARK! Multiple encounters with the shark, only two are required. Look for the fish in Sunken Ship, Undersea Gorge, and Undersea Valley. The item rewards from those battles are missable, drops to pick up like any other. DOLPHIN. The porpoise is not missable. If Flounder's "big fish" isn't appearing in Undersea Valley when you need it, return to Undersea Gorge and use its "Grab On" command there first. Swim back to the valley and the dolphin will then appear. "Grab On" appears dimmed as long as heartless are swimming around, so clear the immediate vicinity if needed. Tip! The dolphin swims along a set course. Pick a spot you know it'll pass, clear the area, then wait until it swims back to your location. :.: HALLOWEEN TOWN :.: TUB RIDE. Far below Oogie's Manor, find the bathtub circling the structure. Choose "Get In" and the tub carries Sora and company up to the front door. Missable, once the green door is entered. Tip! Helpful for finding the green door, in fact. Jump off the manor, get in the tub, and just before it drops you off, the door is visible in the video, below and a little to the left. The narrow shack is an elevator down to the green door. And a careful jump can skip the elevator ride. RED TRINITY. Found behind the front door into Oogie's Manor. Missable, also upon entering the green door. Notoriously, this is the one missable you may read about time and again. What's interesting, however, is that only the trinity mark itself is missable, which only affects the Journal's completion. The chest the trinity reveals is NOT missable. Note: In KH, Journal completion is NOT required to unlock any end-game bonus. (Reportedly this changed with the Final Mix release, however.) True for all six chests found around the manor, in fact, none of which are missable. During the manor fight, under one "foot" any of those chests remaining unopened can be seen. And afterward, return to Manor Ruins*, jump down, and look for a buried guillotine -- found about dead center, in front of a turret's broken cap. All six chests can appear at the base of the ramp, laid out as so: AB A, Dispel-G cone B, Mega-Ether CD C, Dispel-G round corner D, Mythril Shard (red trinity) E F E, Ether F, Ether A through D are red treasure chests. E and F are flat green chests. * Tip! Do so before returning to the gummi ship. The entire world is free of heartless at that moment, making for a quick trip. However.... CHRISTMAS CRYPT. Not missable, but after locking the world, you must board the gummi ship and land before entry is allowed. The crypt is found at Moonlight Hill with its curly cliff. :.: NEVERLAND :.: Nothing in Neverland is actually missable, but a pair of issues can arise that may make a player believe otherwise. SAVE POINTS. Neverland's two sections are separated by a one-way path. If the save points on the pirate ship -- Ship: Hold and Ship: Cabin -- are not used, then landing on the pirate ship can become impossible for a time. When this happens, Clock Tower is the only landing point offered. Problem is, two save points display as Ship: Cabin and one is a temporary save point that doesn't count as a landing point later. In Captain Hook's cabin are two trapdoors, one of which is always closed and must be Examined to access the permanent Ship: Cabin save point. Solution? After your party is auto-ejected from Hollow Bastion, fly back to Neverland. Disembark is again offered and Sora lands right on top of the Ship: Hold save point, activating the landing point. CLOCK TOWER. The same milestone disables Clock Tower as a landing point. Defeating Neverland's optional boss restores this landing point, but in the meantime the clock's hourly gifts are inaccessible. PUPPIES. If not yet collected, Dalmatians 43, 44, and 45 also require defeating Neverland's optional boss. Best to find the chest as soon as you arrive at the Clock Tower. ONE-WAY DOORS. The pirate ship has several doors that remain locked to force you in the desired direction. All open up as you go. Of note is the compartment with three doors. The lone door at one END leads to the room with the Ship: Cabin save point -- the permanent one -- and must first be exited from within. The lone door on one SIDE must first be entered from outside by using the lowest of Deck's two exits. INCIDENTAL. From Deck, fly down close to the open ocean. A wake forms behind Sora and crew as they zoom along. BAMBI. Once Sora can fly around Neverland, Bambi requires him to land and stay on his own two feet. If Sora takes wing, Bambi vanishes in short order, even if you stay close to the deck. As true below decks as topside, and with any flightless summons. HOURLY GIFTS. Not missable, but if the timing is a little off a twelve-hour delay is required. Some incorrect info is floating around, too, so to be plain the doors are tied to the hours elapsed in the current game, and only the hours. The six o'clock door can be opened when "time" (below "munny" on menu screens) falls anywhere between 30:00:00 and 30:59:59, for example, so the hour is truncated to 30:-- in the following table. -- DOOR -- -- HOURS ----------------------------------------------------- 12 o'clock 12:-- 24:-- 36:-- 48:-- 60:-- 72:-- 84:-- 96:-- 1 o'clock 13:-- 25:-- 37:-- 49:-- 61:-- 73:-- 85:-- 97:-- 2 o'clock 14:-- 26:-- 38:-- 50:-- 62:-- 74:-- 86:-- 98:-- 3 o'clock 15:-- 27:-- 39:-- 51:-- 63:-- 75:-- 87:-- 99:-- 4 o'clock 16:-- 28:-- 40:-- 52:-- 64:-- 76:-- 88:-- 5 o'clock 17:-- 29:-- 41:-- 53:-- 65:-- 77:-- 89:-- 6 o'clock 18:-- 30:-- 42:-- 54:-- 66:-- 78:-- 90:-- 7 o'clock 19:-- 31:-- 43:-- 55:-- 67:-- 79:-- 91:-- 8 o'clock 20:-- 32:-- 44:-- 56:-- 68:-- 80:-- 92:-- 9 o'clock 21:-- 33:-- 45:-- 57:-- 69:-- 81:-- 93:-- 10 o'clock 22:-- 34:-- 46:-- 58:-- 70:-- 82:-- 94:-- 11 o'clock 23:-- 35:-- 47:-- 59:-- 71:-- 83:-- 95:-- Note: These are typical and usual. Anything altering the recorded time may require you to make adjustments accordingly. :.: OLYMPUS COLISEUM :.: OLYMPIA. Not missable, but opening the chest in Lobby requires completing the Phil, Pegasus, and Hercules Cup competitions (together). :.: HOLLOW BASTION :.: FLARE-G. Not missable, but a tricky chest seen down around Waterway. To reach the chest, cast Blizzard on the lowest of the two water bubbles by the Waterway save point. Quickly jump atop the frozen bubble and up into the girders. Swing the camera around until you find the chest. Note: Lots of things glimpsed through grillwork panels look like they may do something, but they don't. INCIDENTAL. The Library's initial configuration includes a boxed-in area that can be entered by jumping in from the upper level and opened from within. Missable, when the A volume is returned to its self. THUNDAGA-G. Also not missable, but confounds many players. In the castle's uppermost reaches is a Lift Stop without railings. Out in the middle may appear one or two chests, each sitting on a floating platform (all four of which may be targeted, by the way). These two chests are reached by way of the Library's Lift Stop, but the one holding the Thundaga-G requires solving a puzzle with the crystal switches around High Tower and changing the lift's course. Note: The chest(s) and platform(s) may be targeted from the Lift Stop on either side of Castle Chapel, in fact. CATCH-UP OPPORTUNITY. Consider the Castle Chapel save point as the last-chance jumping-off point for catching up on any outstanding challenges or sidequests before "everything changes" -- especially anything left to do at Neverland's Clock Tower. All Coliseum tournaments are about to get much tougher. "Make hay while the sun shines." Move past the Lift Stop and cross the room beyond, and there's no going back. :.: TRAVERSE TOWN :.: SCENE. In Secret Waterway, first speak to Kairi for a scene. The opportunity is gone once you approach the mural, partway to the sun. :.: OLYMPUS COLISEUM :.: HADES CUP. Not missable. The Hades Cup opens for competition once the Phil Cup, Pegasus Cup, and Hercules Cup have opened. Pegasus Cup opens for competition once Monstro is marked "complete." GOLD MATCH. Not missable. The question marks for the Gold Match do not appear until all four cups have been won. :.: END OF THE WORLD :.: MEGALIXIR. The last room of World Terminus, reached through a flaming pillar, is a one-time visit. Open the chest before leaving or it's lost. SAVE OPPORTUNITY. After opening the volcano's maw, rather than descending instead fly straight up -- a very long way up -- and return to World Terminus. Walk into the spot glowing green, then into the green pillar to return to Hundred Acre Wood, where you can save. BAMBI'S THIRD TIER. Prior to reaching the final save point and after defeating another behemoth heartless, a protracted battle provides the world's ONLY opportunity where summoning Bambi may reach his third tier of item drops. Once the emblem is cleared, the opportunity is gone for good. To try repeatedly, while at least one heartless remains leave the area by jumping up into the white opening and returning to the preceding room. Tip! There are far more than eighteen heartless, so ensure your MP is as high as possible to fill the gauge three times well before time runs out. EXTRA HEARTLESS. During the final confrontation, during the portion of the battle where Sora can fly as in Neverland, fly up as high as possible to encounter a bat-like heartless found nowhere else. Note: Unverified. May not appear unless Sora's health is critical, but that's a guess. SPECIAL SECRET. Meet a few simple requirements: o Collect all 99 dalmatian puppies and the prizes for doing so o Lock every keyhole, including Hundred Acre Wood and Olympus Coliseum o Win the Hades Cup (together) in Olympus Coliseum All cups must be opened before the Hades Cup opens for competition, so Monstro must be completed (even though that world has no keyhole) to open the Pegasus Cup. Winning the Phil or Pegasus Cups is not needed. Note: "Special Secret" is an extra movie that plays at game end. After the closing scene, credits roll (with some extra epilogue clips), then a scene in a green field takes place -- that's the usual ending sequence. After all that finishes is when the extra content plays if it was unlocked. Then.... THE END. Not missable, but a top question. When "The End" is displayed, reset your game or console. There is no more. Tip! If you play on Expert mode, jot down the Battle Record displayed and share it with fellow players on KH's Board or Answers page at GameFAQs (search for: Battle Record). Here's a template to use, if you like. - - - - - - - - CLIP! - - - - - - - - -Battle Record- Heartless defeated: nnnn Times defeated: nnn Attacks deflected: nnnn Times hit by an enemy: nnnn Total item usage: nnn Party member knockouts: nnn Curative spells cast on friend: nnn -Final Rest- Sora: LV nnn Donald: LV nnn Goofy: LV nnn Munny: nnnnn Time: nn:nn -Starting Choices- Mode: Expert Chose: Sword/Rod/Shield Gave Up: Sword/Rod/Shield Began at: Dawn/Midday/Night - - - - - - - - CLIP! - - - - - - - - Someone is always asking how long the game takes, what to choose at the start, and what level they should reach before the final fight. Posting your actual results can help! On Normal, the latter two segments are still informative to someone curious about those decisions. :.: CONCLUSION :.: If you didn't find what you were seeking, chances are it's not actually missable and a how-to for finding the item is already available in one or more walkthrough or in-depth guides. A few (very) frequently asked questions have been addressed, hopefully providing enough added info to help alleviate those oft-repeated posts and questions. If you believe you've found a real missable, however, by all means write! .:| BONUS! :............................................................:.: Yep, just for you, just for getting this far. The value of the following morsels is entirely up to you. :.: BOTTOMLESS WELLS :.: Early in the game, munny is continually short. So finding ever-filling stashes of consumable items is far better than spending your cash. Deep Jungle ...... Camp ............. Potion ...... Barrel Deep Jungle ...... Tree House ....... Potion ...... Barrel Atlantica ........ Ariel's Grotto ... Ether ....... Barrels x2 Atlantica ........ Below Deck ....... Ether ....... Barrels x4, crates x3 Hollow Bastion ... Entrance Hall .... Hi-Potion ... Urns x6 But the VERY BEST pillaging lies in Hundred Acre Wood. Visit Rabbit's House (upper-left corner) and clear the vegetable patch of its 12 pumpkins and 14 cabbages using "Pull Out". Potions are plentiful but very often you obtain an ELIXIR for your troubles. (Not an ether.) The odds of pulling up an item are random and yield from one to six items every pass, often more elixirs than potions, too. Enter Rabbit's actual house to reset the patch for another go. Deep Jungle's barrels also provide HP orbs. Breakables in Atlantica may yield MP orbs. Also, in Hollow Bastion the gargoyle heads on the Entrance Hall's upper floor spout off MP orbs, but only until all the candles are lit in the emblem piece puzzle. :.: STATUS BOOST ITEMS :.: Total number obtainable: Power Up ..... 13 Defense Up ... 14 AP Up ........ 9 The tally includes one of each synthesis item, finding every puppy, completing all variations of each Coliseum tournament, every hour of Neverland's Clock Tower, as well as opening every chest and completing all events. Trivia! Donald's AP naturally maxes out at 21 (LV 56) and his abilities need 23 AP total. Goofy's AP tops off at 27 (LV 70) and his abilities need 31 AP. Sora's 31 abilities require 66 AP. :.: CAMERA TRICK! :.: If you do lots of item farming and soft reset often, the direction the camera is facing at the moment you save can be an annoyance. If you're always swinging the camera around, face the camera the way you want it pointing after a reload and save again. :.: COLISEUM EVENTS :.: The numerous events in Olympus Coliseum can take a bit to figure out. Tournaments become available at set milestones in a game's progress, but "sequential" all depends on how you choose to progress and how far afield you wander from "the usual" course. None are missable, but taken out of order something can seem like it's "missing." Several magic elements or upgrades can be obtained, too, which are required to obtain every weapon from Merlin. PHIL'S TRAINING. Magic Element: Thunder Two courses with barrels. Both must be completed before Sora obtains an Entry Pass. Both may be replayed (to better a time seen only during the training), up until the Phil Cup opens. PRELIMINARIES. Magic Element: --- Entry Pass required. Fought in two stages, both stages must be completed to obtain the Hero License. PHIL CUP. Magic Element: Gravity After obtaining Hero License, lock Traverse Town's keyhole to open. Winning is required for special secret, Gold Match, Olympia key chain. Winning is NOT required to lock the Olympus Coliseum keyhole, however. PEGASUS CUP. Magic Element: --- Complete Monstro to open. Winning is required for special secret, Gold Match, and Olympia key chain. Winning is NOT required to lock Olympus Coliseum's keyhole. HERCULES CUP. Magic Element: --- Lock Neverland's keyhole to open. Winning is required for special secret, Gold Match, Platinum Match, and Olympia key chain, AND to lock the Olympus Coliseum keyhole. HADES CUP. Magic Element: Blizzard, Thunder After unlocking the Phil, Pegasus, and Hercules Cup tournaments, lock Hollow Bastion's keyhole to open. Winning is required for special secret and Gold Match. Winning is NOT required to lock Olympus Coliseum's keyhole. GOLD MATCH. Magic Element: --- Complete the Phil, Pegasus, Hercules, and Hades Cup tournaments to open. Not required for anything. PLATINUM MATCH. Magic Element: --- Complete the Hercules Cup to open. Also not required for anything. VARIATIONS. The Phil, Pegasus, Hercules, and Hades Cup tournaments must be entered "together" before the "Sora alone" variation is offered. The solo cup then must be defeated to unlock the "timed" variation. And once the timed run is complete, you can fight individual opponents (or opponent groups) as often as you like. KEYHOLE. Requires winning Phil's Training, Preliminaries, and Hercules Cup. Revealed by using the yellow trinity mark. TREASURE CHEST. Requires winning Phil Cup, Pegasus Cup, and Hercules Cup. :.: MUSHROOM HUNTING :.: Three varieties of mushrooms in KH provide tons of synthesis materials and several quirky unique items. Not missable, but can require a certain degree of determination. In all three cases, equipping as many Lucky Strike abilities as possible increases your chances for obtaining the best stuff, and ancillary characters can help you there. Note: The following are the author's personal recommendations, practices, and tips. These are by no means "the only way" or the best in every situation. WHITE MUSHROOMS Rewards: Arts items; shards; gems; Mystery Goo Sell: Arts, 250 munny Best hunting: Deep Jungle, Camp Far enough along to have some MP for farming Thunder Arts and Thunder Gems. Mushrooms are spaced out for fewer accidental hits. And while they throw in Cure gestures, still easy enough to garner the basic three elements, if you didn't already stock up in Traverse Town's Red Room. The save point in Tent makes this a great location. You still need to go elsewhere for the remaining specialty Arts, of course, and for specific gems or shards. But for the basics and Mystery Goo besides, few places are better this early. Trivia! So what's with the "dark" light and thunder? Their heads are bowed, their arms hang limp, and the light is dimmed over their heads. They are weary and need energy. Zzzap! Whoo-hoo! See how they dance! RARE TRUFFLE Rewards: Elixir; Megalixir; Mystery Goo; Shiitake Rank; Matsutake Rank Sell: Shiitake Rank, 100 munny; Matsutake Rank, 500 munny Best hunting: Neverland, Deck Obstructions are bad. Unobstructed invisible walls are GREAT. The quarterdeck, where there's a desk and a map, has the clearest space overhead, literally making the sky the limit. (The other areas have masts to deal with, a bit trickier.) And flying eliminates many of the pesky timing issues with jumps and such. Truly one of those "light bulb things" and you need to succeed only once before everything clicks into place. After that, the difficulty is reduced to getting the truffle airborne in good order. Equip a medium-length key chain or longer (Metal Chocobo is nice). Unequip all movement abilities (on a shield run, LV 40, the abilities were no problem; your mileage may vary). Get airborne. Target-lock. Get close enough for a solid lock reticle, but about level with the truffle. Take your hand OFF the left analog stick. (Limit your movement. Nudge to aim for open water when you can, or to avoid railings.) Swing once (and connect), count "one-thousand", swing, one-thousand, swing, one-thousand.... A steady pace gets you to the goal. Don't lose your cool or blink and you'll get there. Once you have a rhythm going, you can gradually pick up the pace. Expect level-ups galore and big item drops popping out at you. And if you don't like counting, the Tech display is one less than your actual count. If the truffle falls, follow it down. If it gets tangled up in the ropes, you may be able to resume juggling the truffle right where you left off. Tip! If you've played KH2, its Grandstander mini game follows nearly the same dynamics as juggling truffles on Deck. Check out the dissertations in the KH2 Journal-completion guides for another perspective. Could help. A quick-and-easy grind is to land in Ship: Cabin, exit by the door, cross diagonally, exit to Deck. From Deck, enter the lower (plain) door and retrace your steps to Ship: Cabin. BLACK FUNGUS Rewards: Mystery Goo; Mystery Mold; munny Sell: Mystery Mold, 9999 munny Best hunting: Hollow Bastion, Dungeon The location is cramped, and that works to your advantage. Goodly spawn rate, too. Travel by bubble doesn't count as a zoneline, however, so zone out to Base Level or use the save point to reload. Customize Stopra (Stopga, even better; Stop, don't bother). Equip Trinity Limit, every Critical Plus you have, and NO Combo Pluses (the finisher is what counts). Juggle accessories for the most MP you can manage. First, target-lock the center one and cast Stopra. Second, Trinity Limit. Once it's over, if they're still stunned, land a full three-hit combo on as many fungi as you can before Stopra wears off. Stop keeps the fungi from going statuesque on you, Trinity Limit has a good degree of critical mojo, and the combos just hedge your bet. Beast has some nice abilities that might help. For lots of great info on the nuts and bolts of mushroom hunting, take a look at ElectroSpecter's walkthrough (search for: [mshr]). http://www.gamefaqs.com/console/ps2/file/516587/19404 :.: MISSABLE TEXTS :.: Passing these along in case they were missed. TRAVERSE TOWN: Hotel, Hallway Before examining both paintings, strike the desk bell three times. No vacancy... Examine the paintings at both ends of the hallway. Paintings are great... Then strike the desk bell three times. Paintings are great... If you ever stay the night... Try hitting the clock... TRAVERSE TOWN: Second District Hotel, South Goofy: Doesn't look like he's here. Donald: Keep looking! Gizmo Shop Donald: Hmph. Where is he? Goofy: Leeeooon! Dalmatians' House Donald: Not here, either. Goofy: This could take a while... Alleyway Donald: Leeeon! Mister Leon? Goofy: Where are you? OLYMPUS COLISEUM: Coming Attractions! Return after completing the preliminaries: Aspiring heroes, try your strength in the Phil Cup! After locking Agrabah: Spread your wings, future heroes! The Pegasus Cup starts soon! Before locking Neverland: Hercules: Zero or Hero? Find out at the Hercules Cup! OLYMPUS COLISEUM: Leader Board After completing the preliminaries: The next event is coming soon! Don't miss it! When the Phil Cup seedings are listed: Calling all heroes! Sign up now for the games! After winning your first cup: A new hero has appeared in the games! Sora! Before locking Hollow Bastion: Don't miss the Hades Cup! Surprises aplenty! After winning all four cups: Sora dominates the games! A new hero is born! HUNDRED ACRE WOOD: Rabbit's House After Hunny Tree: I hope we'll be finding more honey together soon! --Pooh After Block Tigger: Mind if I bounce around in Rabbit's garden again? --Tigger After Pooh's Swing: Swinging is so much fun. I'd like to fly even farther! --Pooh After Tigger's Giant Pot: Let's bounce with Tigger again real soon! --Roo After Muddy Path: Please join our next game of hide-and-seek! --Pooh After Sora qualifies for Cheer: Everyone had a good time with you. Even Owl! --Pooh MONSTRO: Stomach's Alternative Scene [Opens the same. Riku stands over Pinocchio on a platform. Cut to Riku, close-up over-shoulder, centered on Pinocchio.] Sora (V.O.): Wait. What are you-- [Riku turns toward Sora, Donald, Goofy. Cut to Sora, over-shoulder toward Riku. Cut to Riku, walks to center.] Riku (sarcastic): What? You don't remember your best friend? [Cut to Sora, reverse close-up, keyblade drawn.] Sora: Liar! You're not Riku! [Jiminy rushes to Pinocchio. Continues as usual.] .:| ABOUT THIS GUIDE :..................................................:.: Topics regularly appear on the KH Board and Answers pages at GameFAQs.com requesting information about any missable items in the game. At last check, not one guide included a single "missable" (or "miss-able"). This guide was designed to address ALL of those concerns. Trivia! The earliest recorded uses of the word "missable" are associated with golf, dating to Scotland in the nineteen-twenties. Missible, while sounding close, is over a century older and refers rather to the delivering or sending of something, such as a letter (missive) or spear (missile). The goal is to include anything someone might consider missable, without prejudice. Not everyone will agree, that's a given. :.: LEGAL INFO :.: Copyright (c) 2010, Falconesque. All rights reserved. Protected by U.S. and international copyright law. Permission granted for posting as-is to GameFAQs.com, for the personal, noncommercial use of the site's members. Other guides found at GameFAQs.com and referenced herein are the sole property of their respective authors. KINGDOM HEARTS is copyright (c) 2002, Disney. Developed by Squaresoft. Brand and product names may be the trademarks or registered trademarks of their respective companies. :.: ABOUT THE AUTHOR :.: A technical writer and novelist, the author is a middle-aged gamer who's generally inept with the controller, but even so enjoys the Final Fantasy, Katamari Damacy, Kingdom Hearts, and Ratchet & Clank game series, as well as the original Jak & Daxter. The author wrote an award-winning FAQ & Walkthrough plus a specialized guide for OKAGE: SHADOW KING, a quirky early RPG for the PS2, as well as a walkthrough for KINGDOM HEARTS RE:CHAIN OF MEMORIES. The author contributed to two KINGDOM HEARTS II FAQs (Ultimaterializer X's Bestiary/Synthesis Guide and Megafierce's Synthesis Guide) and penned a similar synthesis cribsheet for the original KINGDOM HEARTS. The author's latest contributions, including game guides found nowhere else, may be found at: http://www.esque.com/slr/gamefaqs/ CONTACT INFO Your comments, corrections, and feedback are welcome and encouraged. Send your message to falconesque [dot] gfaqs [at] gmail [dot] com. Please include "KH" (sans quotation marks) in the Subject: to ensure a timely response. Alternatively, the author may also be reached at kh [dot] faqs [at] esque [dot] com. If you're stuck, don't wait for e-mail. For mid-game help, the message boards at GameFAQs.com can provide the fastest response possible, often in mere minutes. Using the search features, the answer may be awaiting you. KH message board; Search Topics is found below the topic list: http://www.gamefaqs.com/boards/gentopic.php?board=516587 http://www.gamefaqs.com/516587/b KH Answers page, for specific issues; Search Questions is right at the top: http://www.gamefaqs.com/console/ps2/qna/516587.html http://www.gamefaqs.com/516587/a If you feel this guide would benefit from something you discovered, please feel free to pass along the tip. Due credit always gladly attributed. The author may edit for clarity. Anyone offering how something is not missable, however, can expect a polite reply: "Not for you, perhaps, but thank you for writing." Requests for permission to repost this guide are not being entertained at this time. :.: REVISION HISTORY :.: Version 1.0 Inception: Saturday, June 12, 2010 Revised and confirmed against multiple complete playthroughs. Completed: Friday, August 27, 2010 Seeking the latest version of this guide? In order, try: http://www.esque.com/slr/gamefaqs/ http://www.gamefaqs.com/516587/f http://www.gamefaqs.com/console/ps2/game/516587.html http://www.gamefaqs.com/console/ps2/file/516587/60777 *http://db.gamefaqs.com/console/ps2/file/kingdom_hearts_missable.txt * Login at GameFAQs.com before trying this link. .: ACKNOWLEDGEMENTS :. Thanks go to John & Toria for their infectious exuberance over KH way back when. Thanks to the KH message board and QNA irregulars and passers-by, for many posts that gave rise to the need for this guide. Thanks especially to: DSkillz, for passing along the one place Bambi tops out in the final world. WalkThruWalls, for demonstrating LV 100 was attainable on the islands. Thanks, as well, to all who tirelessly slave over GameFAQs.com. FIN.