KINGDOM HEARTS
Re:Chain of Memories
North American Release
PlayStation 2
FAQ & WALKTHROUGH
By S. L. Richardson (a.k.a. Falconesque)
Guide Version: 1.1
Last Revised: Tuesday, July 28, 2009
Best viewed with a monospace font, such as Monaco or Courier.
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.:| CONTENTS |:.
A. Overview
A.1 Spoilers
A.2 Expectations
A.3 Preliminaries
B. Walkthrough, Part I - Sora's Story
C. Walkthrough, Part II - Riku's Story
D. Menus
D.1 Menus - Common
* D.1.1 Review Decks
D.1.2 World Map
D.1.3 Map Cards
* D.1.4 World Cards
* D.1.5 Status
* D.1.6 Journal & D Report
D.1.7 Settings
D.2 Menus - Sora
D.2.1 Review Decks
* D.2.2 World Map
* D.2.3 Map Cards
* D.2.4 World Cards
D.2.5 Status
D.2.6 Journal
* D.2.7 Settings
D.3 Menus - Riku
D.3.1 Review Decks
* D.3.2 World Map
* D.3.3 Map Cards
* D.3.4 World Cards
D.3.5 Status
D.3.6 D Report
* D.3.7 Settings
E. Reference
E.1 Cards
E.1.1 Battle Cards - Sora
E.1.2 Battle Cards - Riku
E.1.3 Enemy Cards
E.1.4 Map Cards
E.1.5 World Cards
E.1.6 Gimmick Cards
E.1.7 Special Cards
E.2 ASCII World Maps
E.2.1 Maps - Sora
E.2.2 Maps - Riku
E.3 Miscellanea
E.3.1 Controls
E.3.2 Save Files
E.3.3 Deck Building
E.3.4 Boss Lifebar Stats
E.3.5 Battle Spoils
E.3.6 Battle Record Screens
E.3.7 Game Manual Errata
E.3.8 Event Room Criteria
F. FAQ - Frequently Asked Questions
G. About this Guide
G.1 Legal Info
G.2 About the Author
G.3 Revision History
G.4 Acknowledgements
* Shared topic; defers to or augments the same-named common or
character-specific section(s).
. SEARCH TIPS .
Copy and paste the desired contents heading (such as "E.1.3 Enemy Cards" or
simply "E.1.3") into your program's search or find feature. Do NOT select
any "case sensitive" or "match case" option if offered, however.
This guide adheres to the spelling as seen in-game, exactly as shown on the
screen. The game has a few inconsistencies, however, so consider searching
for singular instances -- "friend" rather than "friends".
.:| A. OVERVIEW |:.
Welcome to this walkthrough for the North American release of Kingdom
Hearts Re:Chain of Memories (KH-ReCOM) for PlayStation 2 consoles.
.: A.1 SPOILERS :.
Spoilers are avoided throughout. This isn't a record of the game's script,
so no story recapping along the way either.
The walkthrough sections are spoiler-free, insomuch as presuming all events
leading up to a particular passage have been played through. Bosses are
identified only as they're encountered, not beforehand. Read ahead at your
own peril.
Reference sections are devoid of most context that could spoil the
game-play story. However, for some gamers even character and location names
may prove spoilers. Gauge accordingly.
.: A.2 EXPECTATIONS :.
KH-ReCOM is part of a series of games developed by Square Enix. The series'
myriad releases may prove confusing.
The author has played the North American releases of both the original
Kingdom Hearts (KH) and its sequel Kingdom Hearts II (KH2) numerous times
across all difficulty modes. The author has NOT played the original Kingdom
Hearts: Chain of Memories (KH-COM) for GameBoy Advance, nor the version of
KH-ReCOM that was the "plus" portion of the Kingdom Hearts II Final Mix +
(KH2-FM+) Japanese release. The author does not read any form of Japanese
and does not have access to any of the Ultimania guides.
Visit GameFAQs.com for more info on any earlier Kingdom Hearts release:
KH* ........ http://www.gamefaqs.com/console/ps2/home/516587.html
KH-COM ..... http://www.gamefaqs.com/portable/gbadvance/home/919011.html
KH2 ........ http://www.gamefaqs.com/console/ps2/home/915410.html
KH2-FM+ .... http://www.gamefaqs.com/console/ps2/home/935702.html
KH-ReCOM ... http://www.gamefaqs.com/console/ps2/home/954016.html
* Including info for Kingdom Hearts Final Mix (KH-FM).
KH-ReCOM alludes to (if not quite retelling) events played out in KH. While
playing other titles in the Kingdom Hearts series isn't strictly necessary
before starting KH-ReCOM, playing KH first is strongly recommended. Both
the game and this guide presume a familiarity with KH.
.: A.3 PRELIMINARIES :.
KH-ReCOM is played in two parts. The first part must be completed through
to its end before the second part becomes available. Both parts must be
completed at least once before 100% completion is possible.
Power up your console and ensure your memory card has at least 100K
available. Then insert your KH-ReCOM game disc. To start the game, either
in the Browser select the game disc, or reset your console.
After the Disney and Square Enix logo screens, and other copyright info is
displayed, the title screen appears.
Tip! Select nothing on the title screen. After a few idle moments the
opening credits sequence automatically begins, consisting of a dance mix of
"Simple and Clean" (the Planitb remix of KH's theme song) playing over a
compilation of full-motion video (FMV) and cutscene elements from KH, and
(perhaps) KH-FM. The sequence may be interrupted by pressing any button on
your controller. The title screen again displays afterward.
If you're continuing with a previously saved KH-ReCOM game, select LOAD.
Choose the appropriate memory card slot, then your save file. (The most
recently saved game is highlighted by default.) Skip ahead in this guide to
where you left off.
Reminder: In the North American release, select options by pressing the
cross (X) button on your controller; cancel or back up one screen by
pressing the circle (O) button. In this guide, the terms "select" and
"choose" mean moving the highlight with either the directional pad (D-pad)
or left analog stick to the appropriate option and pressing X.
.:| B. WALKTHROUGH, PART I - SORA'S STORY |:.
If you're new to KH-ReCOM, from the title screen choose NEW GAME. Decide
which game mode you wish to select.
--- YOU DECIDE! -----
For this guide, Standard Mode is presumed. Beginner Mode presents easier
enemies, while Proud Mode serves up tougher battles, but storywise both
follow along the same lines as Standard Mode.
Note: While KH and KH2 include bonus content based on the game mode
selected, in KH-ReCOM only the artwork displayed at game-end differs, and
that display IS included for all three modes.
Unlike other new-game options, the game mode cannot be changed in the
middle of a game.
--- END INTELL! -----
Next select whether you wish the vibration setting on or off. This setting
may be changed later.
Lastly, select your audio settings. Stereo divides sound between the left
and right speakers, Dolby Pro Logic II provides four-channel surround sound
for compatible systems, while Mono channels sound through your center
speaker(s).
Confirm your settings to proceed. (Or select No to back up and change your
selections.) The title screen "shatters" and the opening credits sequence
plays.
Tip! This sequence and all of the game's cutscenes may be paused by
pressing the Start button. Choose Continue to resume the scene. Or choose
Skip Event to move on to the next event (regain control, begin battle, and
so on). Skipping scenes in KH-ReCOM has no ill effect on the completion
percentage, if such concerns you.
More cutscenes follow and serve up some exposition.
Note: The heart-shaped Kingdom Hearts icon in the lower-right corner of the
intervening black screens indicates when the game is loading.
You receive your first world card for Traverse Town. Approaching the doors
is automatic this first time. Press X once you've read the Help text, then
press X again to actually make the selection -- no other choice is
possible.
Tip! For details on all cards found in KH-ReCOM, see section "E.1 CARDS".
.: B.1 TRAVERSE TOWN (1F) :.
Next up is some standard dialogue. The keyblade icon bounces when the text
is complete and you need to press X to continue. Proceed through the
conversation and the introductory "battle."
. TUTORIALS .
Note: Buttons used in these tutorials reflect the game's default settings,
but several controls may be adjusted later, when you gain access to the
Settings menu.
First, friend cards are explained.
IMPORTANT! Helpful texts appear within a black rectangle the first time a
new feature is encountered. These are ONE-TIME ONLY instructions and no log
is available within the game to review these Help texts. So read the black
Help texts completely before doing anything, otherwise the button you press
may immediately dismiss the Help text. And if the text won't dismiss during
tutorial segments, cycle through the allowed actions (usually listed) until
the text goes away.
Perform Sora's two basic moves -- press square to Dodge Roll, and O to
jump. Then you need to "attack" with three cards; watch the card revolver
in the lower-left corner. Next, learn how to lock-on to a target. Using
cards from and reloading the card revolver is explained -- notice that
pressing up-arrow takes you immediately to the reload card. The whole
"focusing" bit means to hold down X as the reload card "fills". Release X
and the reload card holds the partial refill as-is.
Tip! In normal gameplay, you can start the reload before all cards are
exhausted. Leave yourself the option of cycling to a card as needed, then
returning (up-arrow) to complete the reload.
Easily forgotten since it's explained this early in the game but key to
winning many battles, how to change card categories using Select is
explained. Notice the area pointed out, beside the revolver.
Receive the Key of Beginnings card (or simply "Beginnings keycard"). Then
you're taken through commands available in field rooms. (Be sure to chase
down the Blizzard magic card that pops out of the barrel.) After tossing
the "marked" crate, run into the stunned heartless to engage a real battle.
Watch for any green friend cards that appear and experience crystals (blue
or red, large or small) dropped when a heartless is defeated -- chase down
everything to "pick up" the objects; they won't hang around forever. EXP is
NOT always automatically picked up.
Note: This tutorial battle can be a little tricky if you're a seasoned
Kingdom Hearts player. Remember that pressing X in battle expends a card,
so get accustomed to watching your enemy's deck in the lower-right corner
while cycling left and right through the card revolver to find a card
valued higher than your opponent's card.
. ROOM SYNTHESIS .
Tip! Before examining the closed doors, you can explore this Unknown Room
untroubled by random encounters. Once through the doors, that changes.
Next up are the basic mechanics of room synthesis. Approach the closed
doors and press triangle.
The Help texts can be a little difficult to see on this busy screen. Scroll
through the few card types present, watching the description at the bottom
of the screen. Select the Moment's Reprieve card, your only option for this
tutorial. Select "1" (one), also your only option for now. Once the map
card is selected, Sora automatically enters the new Moment's Reprieve room,
and receives a brief tutorial on saving.
CONTROL! You finally gain some real control.
. SAVE POINT .
Jump up onto the higher platform and use the save point. The first time,
pick an empty slot. Two files are written to your memory card: a System
Data file, 40 KB; plus the game save, 53 KB (on the save screen, games
played in Beginner or Proud Modes are so noted; in the Browser a filled
star means Proud Mode, an open star notes Standard Mode, and no star is
added for Beginner Mode). Subsequent times, you're prompted before
overwriting an already-used save slot. Press O repeatedly to exit from the
save screen.
Tip! Even the best games and memory cards are susceptible to occasional
data corruption. Pick two slots and alternate saving between the two as
your game progresses.
. MENUS .
Now is a great time to explore the menus and read all about everything. In
Status, new sleights are marked as "New!"; the mark dims as you scroll over
the sleight's name, but take the time to read the Help text for each
sleight. Sleight help is also accessible from some commands under Review
Decks. In Journal, headings displaying "New!" include at least one unread
entry; once read, "New!" appears dimmed until the journal is exited.
. FIELD ROOMS .
For the moment, restrict your exploration to these first two rooms (Unknown
Room, Moment's Reprieve) -- to level up, collect a few cards, practice
moves described in the game manual, review new things in the menus, and get
a feel for the game. Also, be sure to adjust the game's Settings to your
liking, such as setting Camera Vertical to Reverse.
Many walls have a narrow lip around the upper edge. Practice jumping onto
the lip and scooting back and forth. You can also dangle from edges
overhead and practice releasing your hold or pulling yourself up.
Hit the lamp post and any barrels or crates standing around. Doing so may
yield green Health Point (HP) replenishing orbs, red Moogle Point (MP)
orbs, a variety of battle cards, or nothing at all. Don't miss the smaller
lanterns hanging from walls, though you may need to jump to reach them.
Tip! What you find varies room by room and, a little later, world by world.
Watch for targets on banners, trees, presents, or blocks. (You can't
lock-on to these targets, however.) If nothing happens, try jumping atop
the feature, or striking it repeatedly. But be ready to chase after your
spoils; cards in particular like to bounce around the field.
As you collect new battle cards, be sure to add them to your deck (Menu >
Review Decks > Edit Deck; see section "D. MENUS" for more help using these
or any other menu commands). Experiment with rearranging your deck, too.
. RANDOM BATTLES .
Be prepared for battle. Heartless, the random foes of the game, are either
plainly visible in Unknown Room or only appear as you walk around. A
heartless may wink out again if you walk out of its designated area. Some
may chase you.
Remember, battle doesn't start until you attack or run into a heartless in
the field. Attacking is the better choice, by far; enemies are then stunned
for a few seconds at the outset and slightly damaged (more so later on.)
Alternatively, you may pick up (press triangle) any marked crate or barrel
and hurl the object (press triangle again, or X) at a targeted enemy in the
field to stun, or even confuse it if the markings include question marks.
Then simply walk into the stunned or confused enemy -- when battle starts
those enemies, too, are stunned or confused. (Attacking a confused enemy in
the field, however, results in stunned enemies in battle, not confused.)
Tip! Stunning enemies with crates and barrels is also handy for keeping the
heartless at bay while collecting goods from broken scenery.
Be sure to use a cure card to heal up during battle. Or run at what looks
like an exitway to bring up the Escape gauge -- any damage taken resets the
gauge, but once it fills, you leave the battlefield. Once back in the
field, break up scenery for HP orbs or dash back to the save point as
needed. Then come back for more -- at least until the heartless stop
appearing in Unknown Room.
--- YOU DECIDE! -----
When Sora obtains a new level, you're offered two or three choices: +15 HP,
+25 CP, or learning a new sleight.
When a new sleight is offered, take it! These skills come up in a set
order, every fifth level-up (LV 2, 7, 12, and so on). But whether you
accept the first sleight at LV 2 or LV 62, the first sleight learned is
always Sliding Dash. When a new sleight isn't available, you're always
offered the other two choices; they never dim. And you have a decision to
make based on your playing style or dexterity.
More HP gives you a little leeway for taking damage while choosing among
the cards in your deck. More CP (card points; sometimes called capacity
points) gives you elbow room for adding more or better cards to your deck.
In general, lean toward more CP (and carefully arranging your deck so
you're not hunting for cards), say, two or three boosts to CP for every one
time you choose more HP.
For some excellent discussion on leveling as well as deck building, read
Cody Trombley's Advanced Deck Building Guide for KH-COM:
http://www.gamefaqs.com/portable/gbadvance/file/919011/46554
--- END INTELL! -----
You can now backtrack all the way to the first-floor (1F) Entrance Hall,
even though it doesn't appear on the World Map, where you can talk to Goofy
and Donald. There's a save point there, too.
Note: The hall is actually in the castle, rather than the Traverse Town
"world." You won't be able to view the world map from the hallway, either.
When you're ready to move on, return to Moment's Reprieve and save. Press
Select to bring up the world map (or press Start and choose World Map).
. World Map - First Floor .
[E1] [E2] [E3]
: : :
Enter - [UR] - [F1] - [F2] - [F4] - [F5]
+
[E4]...[F3] - [CR] - Exit
Enter, Entrance Hall (1F); Exit, Exit Hall (1F)
UR, Unknown Room; F[n], field room; CR, Conqueror's Respite
E[n], event room [1-Beginnings; 2-Guidance; 3-Truth; 4-Rewards]
Note: Field rooms in this guide's ASCII maps are numbered from the top
down, starting with the left-most column. The numbering has no significance
beyond a counting; visit field rooms in whatever order you like.
How field rooms are labeled in the on-screen world map depends on the map
cards used to unlock (or "synthesize") each room. If you choose a Tranquil
Darkness map card, for example, the room appears as "Tranquil Darkness" on
the world map.
Note: Map card values have no significance on anything other than meeting
and establishing criteria.
Use the D-pad or left analog stick to move the pointer and explore the map.
The keyblade icon hovers over your current location. A small icon rotates
above Moment's Reprieve, handy for finding save points at a glance. And
since you have the Key of Beginnings, the room the keycard unlocks is
outlined on the world map. Review the map often to plan your route.
Note: Access to the first three event rooms vanishes after you visit each
of those story rooms. The fourth event room cannot be accessed without a
rare keycard, not available until later in the game. For more help reading
on-screen world maps, see section "D.1.2 WORLD MAP".
Fill out Traverse Town as you please. Head toward the Beginnings event
room, but take your time and clear the heartless from all levels of each
field room you synthesize.
Remember everything the hooded man explained, especially the bit about
picking enemy cards in battle by pressing Select. Easily forgotten, since
you have none at the beginning, but most heartless may occasionally drop an
enemy card at battle's end. For more on collecting and using enemy cards,
see section "E.1.3 ENEMY CARDS".
--- MINI CHALLENGE! -----
Four different heartless infesting Traverse Town may be encountered in
random battles.
Your challenge, should you choose to accept it: Obtain an enemy card for
each of the four heartless, but do so BEFORE visiting the third event room.
Tip! The Teeming Darkness map card is valuable toward this end.
--- GAUNTLET STOWED! ----
A maximum of 99 map cards may be held at one time. You needn't worry for a
time yet, but strive for keeping at least one of every value (0-9) for each
color group. Excess cards may be discarded through the Map Cards menu, or
they may be used to resynthesize field rooms you've already unlocked.
Yes, rooms may be synthesized anew if you seek more heartless to fight.
When you move near an already opened doorway -- including doors leading
into the world's first (Unknown Room) and last (Conqueror's Respite) rooms
-- and the green "reaction" prompt appears, press triangle. Select a map
card to resynthesize the field room lying beyond the doorway, or press O to
cancel. Review the world map first and take care you don't wipe out needed
rooms unintentionally (the save point in the last room is MIGHTY handy).
Note: If you're familiar with KH, simply moving two-rooms-away-and-back
does NOT regenerate enemies in KH-ReCOM.
For all that, Traverse Town has a straightforward path. When you attempt
opening the Beginnings event room, a Help text explains crown-emblazoned
doors.
Note: The map cards used to open event rooms have no bearing whatsoever on
the events themselves. Winnow a few unwanted map cards, if you like.
Inside the Beginnings room, Leon teaches you about card breaks, stocking
cards, and the benefits of combos. (Tip! Watch Leon's deck in the
lower-right corner. The next card he'll play is face-up and, looking
carefully, his deck includes a gray-backed enemy card.) He also introduces
the concept of "sleights", stocked cards that invoke a special attack
rather than a combo. At the end, you receive a Simba summon card, plus the
Key of Guidance. Visit Status to learn about several new sleights you just
learned.
Make your way to the Guidance room for a scene, and you receive the Key to
Truth card.
Note: Keycards are nearly always obtained in this fashion. From now on,
this guide won't mention the first two event rooms unless more happens than
a scene and the next keycard.
Save before using the Key to Truth card. And consider editing your deck,
arranging cards for sleights, adding new cards, and so on. Without
exception, a fight of some sort is part of the events unlocked with the
Truth keycard.
Warning! The author is an unabashed button masher. If you crave additional
boss strategies, download the KH-ReCOM Boss FAQ found at GameFAQs.com. Boss
strategies for KH-COM may also prove useful, but the same boss may behave a
little differently in KH-ReCOM.
- - - Boss! - - -
Guard Armor is a good first boss. You need to take down its torso, but must
remove its hands and feet for a clear shot. Target a body part, but take
care not to limit your attacks. Dodge roll away before reloading -- the
battlefield is big. Use all the deck techniques you've learned. And button
mashing works fine, too.
The boss may play its own enemy card (unlikely, but possible). Just as when
you play one, the ability unleashed (Wide Attack, in this case) and a
counter are displayed beside the boss's revolver. You can't do anything
about it (yet), but for now get accustomed to seeing it happen.
Also, keep an eye on the battlefield for when the gimmick card turns up.
It's green and sports King Mickey's profile. Gimmick cards only appear in
boss fights and you can never hold more than one at a time. Like the Donald
and Goofy friend cards, the gimmick card bounces around the battlefield and
must be picked up. It won't stick around after battle either, so use it!
You may need to do something specific for a gimmick card to appear, such as
card break the boss or finish a combo. Gimmick cards have different effects
for each boss; in this fight, it briefly stuns Guard Armor so all of its
parts collapse to the ground within easy reach.
Tip! Gimmick cards are always zero cards! Time its use well to card break
the boss AND get the special effect.
Another card can turn up in boss fights, the Pluto friend card. He digs up
HP orbs, MP orbs, or the spent cards from your deck, perhaps unreloadable
cards. Wait until you can stock more than one for better rewards.
- - - - - - - - -
For winning, you receive the Guard Armor enemy card. And you've been moved
to the last room, Conqueror's Respite, which contains a save point and the
way out of the Traverse Town world.
Unlock the remaining field room, if you like, but be sure to save before
exiting Traverse Town.
. Exit Hall (1F) / Entrance Hall (2F) .
Another boss awaits in the Exit Hall.
- - - Boss! - - -
Axel teleports around, so try to keep a lock on him at all times. He stocks
up his cards, has one sleight (Fire Wall), but also needs to reload the
same as Sora.
Tip! Press Start to pause the fight and look over Axel's deck. His deck
holds an enemy card, but in other fights you might spot item cards, too.
Fire heals Axel, so avoid calling upon Donald. Blizzard is a good choice
against Axel since he's weak to ice. If you have a Blue Rhapsody enemy card
to play, even better. Use a zero card to card break his sleight.
Keep an eye on your deck and lead with friend cards when you can. Pluto may
lend a paw, too.
- - - - - - - - -
After defeating Axel, you receive a Fire magic card as well as five new
world cards (Block A: Agrabah, Olympus Coliseum, Wonderland, Monstro,
Halloween Town).
Tip! A good precaution after an exit-boss: Step back into Conqueror's
Respite and again save.
Take a moment to review Jiminy's Journal. The Traverse Town story and
character entries are now available. In the Exit Hall, approach the up
staircase for a Help text warning that continuing up to the next floor
erases all of the rooms you've synthesized throughout Traverse Town.
Note: Whether going up or down, leaving a floor resets the world's rooms.
For example, if you're in Entrance Hall (3F) and take the stairs down to
Exit Hall (2F), the world on the third floor is reset as if you'd never
visited (save for completed event rooms). When you then enter the world on
the second floor, it too is reset but you enter from Conqueror's Respite.
--- RECAP! ----------
One floor finished. Each floor consists of an Entrance Hall, which includes
a save point, where you use a world card to move into an Unknown Room for
the selected world. The keycards -- Beginnings, Guidance, Truth -- lead
from one to the next. With the Truth keycard, you face a battle and
afterward move into Conqueror's Respite, which includes a save point and an
exit from the world. The last stop is the floor's Exit Hall, where stairs
lead up to the next floor.
You may face an Organization boss in the Exit Hall, or up in the next
floor's Entrance Hall.
Each world also includes a fourth event room that opens with a rare keycard
not found until later in the game. More on that then.
--- END INTELL! -----
Okay, if you haven't already done so return to the Exit Hall (1F) and
ascend the stairs. After the scene walk over to the black globe for a Help
text on these warp points. Take a look at the World Warp interface (ah,
it's an elevator) then press O to exit without warping. (At this point you
can also walk back down to Traverse Town, though its Entrance Hall now
sports a warp point, too.)
Tip! If you run short on map cards or want a cheap way to level up or hunt
down random enemy cards, use the warp point to return to an already visited
world. The destination's first room is generated without eating up a map
card and once the room is cleared you can duck back out to the Entrance
Hall to warp again.
Use the save point, talk to Donald and Goofy, then examine the big doors.
--- YOU DECIDE! -----
While this guide takes the worlds in the order they come up, you can use
the five new world cards ("Block A" in this guide) however you like between
floors two through six (2F-6F). Once a world is synthesized, however, the
world can't be reassigned to another floor for this playthrough.
The higher the floor, the more HP (and EXP) enemies have. With bosses the
difference is about half a lifebar between adjacent floors, but the diff
between the block's lowest and highest floors might give you trouble. All
bosses are not created equal, however, and many worlds also include a minor
boss or one (or more) forced fights.
The difference is practically unnoticeable with random enemies, but on some
worlds the random foes go much easier on you in the number of waves, number
of heartless per wave, or difficulty of a particular heartless.
Some worlds may prove a better match for tackling early on, too, when you
may have only a handful of cards at your disposal.
The last consideration is the usefulness of the world's spoils -- summons,
sleights, enemy cards, broader skills, keyblades found, and so on.
Block A, default order:
Agrabah, Olympus Coliseum, Wonderland, Monstro, Halloween Town
Random enemies, easy -> hard:
Wonderland, Olympus Coliseum, Monstro, Agrabah, Halloween Town
Boss, demi-boss, & forced fights, easy -> hard:
Halloween Town, Monstro, Wonderland, Olympus Coliseum, Agrabah
Goodies, greater -> lesser usefulness
Monstro, Olympus Coliseum, Agrabah, Wonderland, Halloween Town
Note: All but the default order is gauged by the author's opinion at this
writing. Agree or disagree, but hopefully food for thought in making your
own decision.
--- END INTELL! -----
Select the Agrabah world card, or one of your own choosing.
.: B.2 AGRABAH (2F) :.
. World Map - Second Floor .
[E1] [F1]...[E2]
: |
Enter - [UR] - [F2] - [F3]...[E4]
: +
[E3] [CR] - Exit
Enter, Entrance Hall (2F); Exit, Exit Hall (2F)
UR, Unknown Room; F[n], field room; CR, Conqueror's Respite
E[n], event room [1-Beginnings; 2-Guidance; 3-Truth; 4-Rewards]
Note: "World Map" is a bit of a misnomer. The map above shows the layout
for the second floor, regardless of which world card you used. See section
"E.2 ASCII WORLD MAPS" to view all maps independent of any world.
A forced fight welcomes you to Agrabah, a few waves of the local heartless.
Nothing for winning except the Beginnings keycard.
. FIELD ROOM SYNTHESIS .
Okay, a little more exposition before pressing onward. With all the
tutorials in Traverse Town, some fine points were absent or glossed over,
such as room synthesis. Call up the world map, press X, and view the
synthesis criteria for the next room. Usually, criteria for normal field
rooms is set dynamically. If a door needs a map card valued at one or more,
as the first door does, but you use a map card valued at three, doors
leading from the next room will ask for cards valued at four or higher -- a
value of "one more than the last door" you opened. Something to keep in
mind as you explore. Exit the world map screen.
. BOUNTY! .
You begin obtaining Calm Bounty cards on the second floor, the first of
three "bounty" type map cards. Be sure to use at least one in every world
to learn something new.
Tip! Hold off returning to Traverse Town for the time being. Another reason
to return reveals itself soon.
Here in Agrabah, synthesize a Calm Bounty room for a Gravity magic card.
Once you unearth this first card, gravity cards spring from barrels, other
chests, and so on. You won't find gravity cards anywhere, however, until
this first one is discovered. Many new cards act this way, in fact -- the
first is linked to some action or storyline event, and only afterward will
others turn up.
. HEY, KUPO! .
Another new map card of note synthesizes moogle rooms. Moogles trade packs
of cards for your MP, or you can trade in battle cards for more MP. (There
IS a limit on the number of battle cards allowed, but it's a big number and
usually not a problem.)
Tip! Moogle shops are upgraded on higher floors, with better offerings at
higher prices. Also, you always receive five battle cards free when
visiting a new moogle shop; better to resynthesize a few moogle rooms than
deleting these map cards.
. OTHER WORLDLY CARDS .
Also, break up scenery for the Three Wishes attack card -- many worlds
offer a new themely keyblade. Watch out for barrel spiders, rare heartless
that can pop from any smashed barrel, pretty common in Agrabah.
Abuse Aladdin whenever his friend card appears; he damages enemies, but
also drops lots of MP orbs. Stock up two or three cards for loads more.
Training-wise, Agrabah is good ground for acclimatizing to the game's
at-times odd perspective shifts and how far away things (like heartless?)
really are. Observe the difference in the size of jars and barrels as you
draw near or move away in the field.
Save before entering the Guidance room.
- - - Boss? - - -
Another forced fight. Several waves of this world's heartless, a bit
tougher.
Take care depleting your deck. A solid combo calls up Pluto, who may dig up
HP and MP orbs, or some of your spent cards. Hold off on the pooch until
the third wave if you can; Lucky Bounty LV2 or LV3 can be worth the wait.
- - - - - - - - -
Receive an Ether item card for winning this time. Save again before using
the Truth keycard.
- - - Boss! - - -
Jafar-Genie can be annoying. Target the tiny thing flying around, Iago
carrying the lamp. Keep an eye on what Jafar's up to, however, and dodge
roll when beams shoot your way, or duck down to a lower level.
Deck some high cards, nine or zero, to card break attacks. Use the gimmick
card whenever it turns up to level the platforms at their highest.
Perspective seems the biggest hindrance in this fight. Make good use of the
right analog stick. The Guard Armor enemy card extends your reach, too.
- - - - - - - - -
Receive Jafar's enemy card; it's a good one. You also get the Genie summon
card. Take the exit....
. Exit Hall (2F) / Entrance Hall (3F) .
...for a scene. Up the stairs for more scenes. Then save and pick the next
world.
Note: Events in hallways are also linked to the castle floor, not the world
visited on that floor. So if you picked a world other than Agrabah, it
makes no difference in the hallways.
.: B.3 OLYMPUS COLISEUM (3F) :.
. World Map - Third Floor .
Enter - [UR] [E4] [E3]
| : :
[F1] - [F2] - [F3]
: |
[E2] [E1]...[F4] + [CR] - Exit
Enter, Entrance Hall (3F); Exit, Exit Hall (3F)
UR, Unknown Room; F[n], field room; CR, Conqueror's Respite
E[n], event room [1-Beginnings; 2-Guidance; 3-Truth; 4-Rewards]
A bounty room here yields the Blizzard Raid sleight. Expect to unearth
Olympia attack cards, too. Cupidic statuary fire confusing darts across
field rooms. Confuse just reverses your directions, though -- up is down,
left is right, and so on.
When the Guidance room is unlocked, you face....
- - - Boss! - - -
Cloud. Pretty powerful, lots of card breaks can quickly deplete your hand.
Pack your deck with high values to break his Omnislash.
Dodge roll to the side of his attacks and smack him back. Lather, rinse,
repeat.
- - - - - - - - -
Receive a Hi-Potion item card for the win. Before using the Key to Truth,
banish fire magic from your deck and stock up on some icy goodness.
- - - Boss! - - -
Hades likes fire, shrugs off lightning, and hates ice. Donald may heal Sora
with Cure, or he may heal Hades if he happens to call Fire; you decide if
the risk is worth it.
Don't want to "feel the heat"? Quick, dodge roll in the same direction
Hades is turning. Or just card break him. If you have a Blue Rhapsody card,
play it to boost your blizzards.
- - - - - - - - -
With a scene, you add Cloud as a summon card to your arsenal. (Aside:
Eerie, but Cloud looks closer to his FFVII FMV self in scenes here than he
ever does in KH.)
Save and exit.
. Exit Hall (3F) / Entrance Hall (4F) .
After a scene, take the stairs and choose your next world card.
.: B.4 WONDERLAND (4F) :.
. World Map - Fourth Floor .
[F2]...[E4]
|
[E1]...[F3] [E3]
| :
[F1] - [F4] - [F5]
| : +
Enter - [UR] [E2] [CR] - Exit
Enter, Entrance Hall (4F); Exit, Exit Hall (4F)
UR, Unknown Room; F[n], field room; CR, Conqueror's Respite
E[n], event room [1-Beginnings; 2-Guidance; 3-Truth; 4-Rewards]
A bit tricksy getting out of field rooms. Beat the heck out of the big
purple flowers until they explode; the vines girdling the doors vanish too.
Watch out for daffodil that fire off confusing mists.
Use a Calm Bounty map card in this world and your bounty the first time is
a Stop magic card. Look, too, for Lady Luck attack cards.
Save before entering the Beginnings room, where a battle is brewing.
- - - Boss! - - -
Card Soldiers, three waves of them -- first black cards, then red cards,
then both black and red cards. They're fast and like to gang up on you.
Stick 'em and run. Dodge roll is your best hope for survival. Use only
single-card attacks for the first wave of black cards. Try for the same
with the second round of red cards; use sleights or combos with care. And
use friend cards as they appear to lead your stocks so you don't deplete
your deck.
If you can, save your Potion cards for the third wave, which is a reprise
of the first two waves combined and a good bit tougher.
- - - - - - - - -
Receive the Card Soldier enemy card for winning. Continue on.
- - - Boss! - - -
Trickmaster can be grueling for button mashers. The boss doesn't stock
cards and yet seems to card break nearly everything thrown at it. Patience
is key, along with a carefully planned deck.
Fire magic connects from anywhere, as long as the boss is targeted and the
target can be seen. Stocks of magic cards do the most damage, in fact.
After a solid hit the boss bends low, stunned, spits out a few HP orbs, and
presents an easy target.
Safeguard against running out of cards. Stock cards ONLY when Donald or a
premium card can serve as the first card. WAIT for opportunities. The table
is good cover for refreshing your deck or blocking the boss's fire attack.
For all that, Trickmaster's biggest weakness is its big wind-up. Most of
its attacks are telegraphed and can be interrupted. Learn his ground-smash
attack and time your jumps well to avoid groundshaking damage. The gimmick
card raises the table again if it gets flattened.
- - - - - - - - -
After battle receive its enemy card.
. Exit Hall (4F) / Entrance Hall (5F) .
Exit to the hallway for a scene, take the stairs for another scene, and
save. Pick the next world.
.: B.5 MONSTRO (5F) :.
. World Map - Fifth Floor .
Enter - [UR] - [F2] - [F5] + [CR] - Exit
| | |
[E2]...[F1] - [F3] [F6]...[E3]
|
[F4]...[E4]
:
[E1]
Enter, Entrance Hall (5F); Exit, Exit Hall (5F)
UR, Unknown Room; F[n], field room; CR, Conqueror's Respite
E[n], event room [1-Beginnings; 2-Guidance; 3-Truth; 4-Rewards]
Synthesize a Calm Bounty room for the Fire Raid sleight and look out for
the Wishing Star keyblade here. After visiting the Beginnings room, Sora
learns the High Jump ability -- one good reason to tackle Monstro early.
Lots of barrel spiders lurk 'round these parts. Watch for clocks in field
rooms. Strike them for goodies, but they also put a full stop on nearby
heartless.
Save before using the Key of Guidance. You face the world's real boss.
- - - Boss! - - -
Parasite Cage is surrounded by platforms that sink after a short time. The
green pool quickly saps your HP, so don't just stand there. Jump to another
as soon as the platform wobbles.
Stock up magic for distance attacks; use keyblades when you're close in. A
solid hit can stun the boss and produce HP orbs. Grab 'em and land a combo.
The gimmick card drains the poisonous pool and briefly gives you a nice
stable playing field.
- - - - - - - - -
You receive the Parasite Cage enemy card, a formidable defensive weapon and
a worthy addition to your deck prior to facing future bosses.
Save again before the Truth room, though what lies ahead is pretty
straightforward.
- - - Boss? - - -
A minigame closes out the level. You have two minutes, a meter, and shadows
galore! Taking 'em down fills the meter, but it's a leaky meter. Stockpile
Simba to whiz through masses of the little guys. Anything that hits
multiple nearby enemies is your friend. Magic-ga, Cloud, whatever you have.
No Continue screen on this one. If you didn't quite make it you can choose
to go again right away, or hold off a bit (say, to refine your deck). Nice
touch: With either choice, the entry scene is abbreviated, not that it was
very long to begin with.
Tip! This is a leveling hotspot. Experience is dropped by every defeated
shadow, even if the time limit isn't met. But leave at least one shadow
alive so you can play and lose ad nauseam.
- - - - - - - - -
The Dumbo summon card is yours for winning, good against fiery foes. Also,
a Minigames section has been added to Jiminy's Journal. Save and head out
to the Exit Hall.
. Exit Hall (5F) / Entrance Hall (6F) .
Watch the scene. Up the stairs for another, and then it's time to use the
last world card you have left.
.: B.6 HALLOWEEN TOWN (6F) :.
. World Map - Sixth Floor .
Enter - [UR] [E1]
| :
[F1] - [F5] - [F6]
| |
[E4]...[F2] [E2]...[F7]
|
[F3]
|
[E3]...[F4] + [CR] - Exit
Enter, Entrance Hall (6F); Exit, Exit Hall (6F)
UR, Unknown Room; F[n], field room; CR, Conqueror's Respite
E[n], event room [1-Beginnings; 2-Guidance; 3-Truth; 4-Rewards]
Things begin with a forced fight. A couple of waves, not too tough with
Jack's help. And afterward Sora learns the Terror sleight.
A bounty room here returns the Gifted Miracle sleight. Ravish the scenery
for Pumpkinhead keyblade cards. Lots of dual-target objects in field rooms,
but beware the fountains. Guillotine only pay out for landing a full combo,
and they can knick you, too.
- - - Boss! - - -
Oogie Boogie time. Smack down the dice he tosses. Watch for when the spike
fence falls then lay into him. Gimmick cards result from card breaks and
bashing the dice; they drop the spikes AND stun the bag o' bugs for a good
long time.
Pluto cards appear pretty regularly, so stock up three if you can for
better rewards.
- - - - - - - - -
You get Oogie Boogie's card, which lends you Regen. Save before leaving
Conqueror's Respite.
. Exit Hall (6F) / Entrance Hall (7F) .
In the Exit Hall (6F), a pretty foe awaits (no, not Axel, though he has
scenes to steal).
- - - Boss! - - -
Larxene relies on thunder magic. Fire and ice whittle away her lifebars in
short order, but sleights are her weakness.
For fun, take her out with a three-card Dumbo-cide (Splash LV3).
- - - - - - - - -
Thunder magic is yours for the win. Also, Sora receives four new world
cards (Block B: Atlantica, Neverland, Hollow Bastion, 100 Acre Wood) to use
on floors seven through ten (7F-10F). Review Jiminy's Journal for new story
data and save.
--- YOU DECIDE! -----
Now that you've seen all of what Block A offered, take a moment to review
your decisions when picking world cards.
With Block B, 100 Acre Wood provides a new wrinkle. Consider Pooh's world a
respite from random enemies and boss fights (if you've played KH or KH2,
you have an idea what to expect).
Tip! Pooh has a scene on leaving his world, for two scenes to replay if
Exit Hall events lead to Continue. You can press Start and select Skip
Event for each scene, or consider placing Pooh on the ninth floor.
The three other worlds are a near match overall, with scant few factors
swinging the gauge. The world maps vary in breadth, so you may wish to
preview all five side-by-side in section "E.2.1 MAPS - SORA".
Note: Yes, five. 100 Acre Wood has a special map that replaces the usual
world map for its assigned floor.
Block B, default order:
Atlantica, Neverland, Hollow Bastion, 100 Acre Wood
Random enemies, easy -> hard:
100 Acre Wood, Atlantica, Neverland, Hollow Bastion
Boss, demi-boss, & forced fights, easy -> hard:
100 Acre Wood, Atlantica, Neverland, Hollow Bastion
Goodies, greater -> lesser usefulness
Neverland, 100 Acre Wood, Hollow Bastion, Atlantica
--- END INTELL! -----
Save and approach the doors. Choose the Atlantica world card, or another of
your choosing.
.: B.7 ATLANTICA (7F) :.
. World Map - Seventh Floor .
[E3]...[F3] + [CR] - Exit
|
[F1] - [F4] - [F7]
|
[E1] [F5]...[E4]
: |
[F2] - [F6] - [F8]
| :
Enter - [UR] [E2]
Enter, Entrance Hall (7F); Exit, Exit Hall (7F)
UR, Unknown Room; F[n], field room; CR, Conqueror's Respite
E[n], event room [1-Beginnings; 2-Guidance; 3-Truth; 4-Rewards]
Beginning with the seventh floor, regardless of the world, the Key to
Rewards card may come up as a random drop after battle. The Rewards keycard
must be used before another will drop. You can carry the keycard to another
floor, however. And when you are carrying one, on the world map its event
room (E4) is outlined in cyan.
--- YOU DECIDE! -----
Now is a good time to revisit the lower floors to explore their Rewards
rooms (as well as a bounty room in Traverse Town). Look to the maps to
determine if the Rewards room is nearer a floor's entrance or exit, then
warp accordingly. Return to the seventh floor for another Rewards keycard.
Naturally, you can move forward instead. More opportunities for
backtracking lie ahead with every warp point.
--- END INTELL! -----
Moogle shops see an improved inventory, too, more costly and varied. Card
packs may now include moderately rare cards, though the rarest cards still
lie ahead. You also see the remaining two bounty-type map cards dropped
after battle on this floor.
Okay, back to the world. No swimming, thank goodness. Hurl marked objects
to open any jack-in-the-box; some give goodies, some explode. Sea urchins
are generous and stun nearby heartless.
In your first bounty room obtain the Shock Impact sleight, while a second
yields the Homing Blizzara sleight. Smash scenery for Crabclaw keyblade
cards. Unlock the Rewards room for the Quake sleight, quite devastating.
- - - Boss! - - -
Ursula has four tentacles Sora must eliminate to reach her, but handle them
as pairs since they regenerate independently, or you could spend hours
tackling them one after another.
Pluto cards appear pretty regularly. Stock up three or use him as the lead
in a stock so he's not wasted. Sonic Blade is a big help, taking out pairs
of tentacles in nothing flat.
Gimmick cards stun the sea witch briefly for easy pickings. Just take your
time; it may not be a quick fight, but it needn't take too long either.
- - - - - - - - -
Ursula forks over her enemy card. Save before leaving Conqueror's Respite.
. Exit Hall (7F) / Entrance Hall (8F) .
In the Exit Hall, a pretty foe awaits (no, not Axel this time either).
- - - Boss! - - -
Ah, Riku. Wicked fast and his hits can stun, but no sleights for him. Lucky
for Sora.
Include a few sets for Sonic Blade. Add in Card Soldier to match speeds
with Riku, and a Hi-Potion if you like, to reload premium attack cards. If
Riku plays an enemy card, having Parasite Cage on hand is helpful.
Dodge roll to avoid getting stunned, unleash Sonic Blade, then repeat.
- - - - - - - - -
Gain an Aero magic card. Climb the stairs for more scenes. Save and choose
your next world.
.: B.8 NEVERLAND (8F) :.
. World Map - Eighth Floor .
Enter - [UR] [E4]...[F5] [CR] - Exit
| | +
[F1] - [F2] - [F4] - [F6] - [F8]
| : | :
[E2]...[F3] [E1] [F7] [E3]
Enter, Entrance Hall (8F); Exit, Exit Hall (8F)
UR, Unknown Room; F[n], field room; CR, Conqueror's Respite
E[n], event room [1-Beginnings; 2-Guidance; 3-Truth; 4-Rewards]
After the opening scene, Sora learns the Glide skill. Gliding time, with KH
rather than KH2 rules -- brushing against a wall drops you like a stone.
The first bounty room nets you the Teleport sleight. Crates and such may
yield Fairy Harp attack cards. Visit the Rewards room for the Thunder Raid
sleight.
Pirate heartless can stun you, beware. Peter Pan joins you in the
Beginnings room, but leaves again in Guidance; his sleights can also drop
MP orbs, so pick him up before prospecting. He returns for the showdown in
Truth (and thereafter).
- - - Boss! - - -
Hooky's back. He throws exploding things and has a slightly nasty sleight
involving barrels.
Keep an eye on his cards. Pack a zero card to break his sleight. Button
mashing works just fine, but Sonic Blade or Omnislash can shorten the fight
considerably if you've learned either of those. Firaga works wonders, too,
especially if you can play a Red Nocturne enemy card.
- - - - - - - - -
Obtain the Hook enemy card, plus a Tinker Bell summon card. Save and exit
to the hallway.
. Exit Hall (8F) / Entrance Hall (9F) .
- - - Boss! - - -
Riku, round 2. Still fast, a little stronger.
Second verse, same as the first. What worked in the last fight works here,
too, and Card Soldier still gives you a good edge.
- - - - - - - - -
Learn the Magnet Spiral sleight; quite useful against swarms of heartless,
especially floaty types. Take the stairs up. Save and choose a world card.
.: B.9 HOLLOW BASTION (9F) :.
. World Map - Ninth Floor .
[E3] [E1]
: :
Enter - [UR] - [F2] - [F4] - [F6] - [F8]
|
[F1] - [F3] - [F5] - [F7] - [F9]
: + :
[E2] [CR] - Exit [E4]
Enter, Entrance Hall (9F); Exit, Exit Hall (9F)
UR, Unknown Room; F[n], field room; CR, Conqueror's Respite
E[n], event room [1-Beginnings; 2-Guidance; 3-Truth; 4-Rewards]
In your first bounty room learn the Reflect Raid sleight. The scenery may
yield Divine Rose attack cards, regarded by many as an excellent all-around
keyblade. And unlock the Rewards room for the Mushu summon card.
Note: Mushu's flare sleights are fire based, not nonelemental as flare is
often categorized in other Square titles.
Beast doesn't join you until the Guidance room, so save any field-room
prospecting until then if you like.
- - - Boss! - - -
Maleficent's dragon can be tough work -- spewing gas, snapping at you, and
stomping around. Good time to pack in a few Hi-Potions. She plays a lot of
low cards, though.
The key here is to abuse gimmick cards. They create a platform that gets
you above the green gas and concussion waves, and at eye level for
sleights like Sonic Blade. Don't worry about falling off; the platform
whizzes back and forth as needed; pretty cool. Goofy and some stuff WILL
knock you off, though.
On the ground, button mashing does good damage. Jump over concussion waves
and, if you have it, glide away from the gas clouds.
- - - - - - - - -
Receive the dragon's enemy card; it's a good one. Save, then exit.
. Exit Hall (9F) / Entrance Hall (10F) .
After the scene, ascend the stairs for another and save. Time for the last
world in Block B.
.: B.10 100 ACRE WOOD (10F) :.
. World Map - 100 Acre Wood .
Note: Unlike other maps, this one is specific to the world, wherever you
place 100 Acre Wood in Castle Oblivion. If you choose another world, the
tenth floor's usual world map is found in section "E.2.1 MAPS - SORA".
Enter - [PB] - [RH] - [HT] - [TP] - [MR] - [FI] - Exit
Enter, Entrance Hall (10F); Exit, Exit Hall (10F)
PB, Pooh Bear's House; RH, Rabbit's House; HT, Hunny Tree
TP, Tigger's Playground; MR, Muddy Road; FI, Fields
Note: 100 Acre Wood in KH-ReCOM differs significantly from the same world
in KH-COM, according to that earlier game's guides.
Watch the route Sora uses approaching the house so you'll know which is the
opposite direction when it's time to leave for the next room. Okay, all the
talking with Pooh gets things going. From then on, Pooh automatically
follows Sora around; you needn't lead or wait for Pooh.
Everything in 100 Acre Wood may be skipped, but simply running from room to
room misses quite a few goodies, too. If you've played KH or KH2, in
KH-ReCOM only minimal scores are needed for 100% journal completion.
Ring the bell, then enter Pooh's house for a few orbs. Back outside, walk
around the side of the house and talk to Piglet. He hides among the bushes;
to stop him, press triangle when the reaction prompt appears. You learn the
Confuse sleight. Move on to the next room.
VEGGIE PANIC. Lots of things to break for orbs in RH. Help sort Rabbit's
veggies. When Pooh skips onto the path, watch for reaction commands to hurl
the keyblade. It may tag intervening veggies, too, but stay ready to bat
away any that slip past Pooh. The other tricky bit involves carrots rolling
down the hill and a jumbo-sized pumpkin. You need to hit the pumpkin five
times -- press O to clear some carrots, then get in a few swipes at the
gourd, clear more, then finish it off. The margin for error is six misses,
which includes veggies rolling past, sent the wrong way, hitting Sora, or
hitting Pooh. Get a score of 30 for the Cross-Slash+ sleight. Play again
and for a score of 120, you receive a Fire card.
Tip! With any of these minigames, first obtain the good prize with the
minimal score. DON'T go for the top score on your first try, however hard
it is to purposely "miss".
BALLOON GLIDER. In the next room, just reach the top of the Hunny Tree for
the Firaga Burst sleight. The margin for error is three balloons, but
replacement balloons lie along the path. Get all 500 for a Stop magic card.
TIGGER'S JUMP-A-THON. In TP, jump up onto a stump and look over to the left
for a chest on a ledge. Glide over to open it for the Spellbinder keyblade.
Bounce along with Tigger. Mimic his bounces for 25 jumps and receive the
Idyll Romp sleight. Play again and for 75 bounces, receive an Ether. The
margin for error is a single incorrect jump.
Note: If you haven't yet learned Glide, remember to return for Spellbinder
after visiting Neverland.
WHIRLWIND PLUNGE. In MR are two minigames. First, jump up on the blustery
well to get started. Survive the first freefall for a Mega-Ether. Get a
score of over 2400 for a Gravity magic card.
BUMBLE-RUMBLE. Still in MR, climb the ledge beside the well, talk to
Eeyore, then look at the hole Pooh found to start the minigame. The Help
screen reveals a two-card sleight (Honey Storm); be sure to lead with a
keyblade, though. Use the special deck to fight off 50 bees and reveal
Eeyore's tail for an Elixir. Fight off 70 bees in under a minute forty
seconds (1:40) for a Hi-Potion.
Traverse the fallen log to reach the exit to the last room.
In the Fields is a save point. Take a moment to adjust your deck or do any
housekeeping. Try to climb the log and you're prompted to leave. (If you
balk for now, walk to an edge of the field to backtrack to the previous
room, then return.) After the exit scene finishes, you receive the Bambi
summon card.
. Exit Hall (10F) / Entrance Hall (11F) .
Right into a scene, and a boss fight.
- - - Boss! - - -
Vexen is an ice man, so banish any blizzard magic from your deck. And avoid
the Duck. Vexen telegraphs his moves, be ready to dodge roll. His shield
can get mighty annoying. He often starts out playing a zero card.
Fire works very well and may stun Vexen, but Sonic Blade and Ars Arcanum
(and a few Hi-Potions) drain all those lifebars pretty fast.
- - - - - - - - -
Afterward, learn the Freeze sleight -- it's a good one -- and receive the
next world card. Head up for more scenes. Save and take a look at the new
world.
.: B.11 TWILIGHT TOWN (11F) :.
. World Map - Eleventh Floor .
Enter - [UR] [E4] [E1]
| : :
[F1] - [F4] - [F5] - [F6]
| +
[F2] [CR] - Exit
|
[F3]
Enter, Entrance Hall (11F); Exit, Exit Hall (11F)
UR, Unknown Room; F[n], field room; CR, Conqueror's Respite
E[n], event room [1-Beginnings; 2-Guidance; 3-Truth; 4-Rewards]
Watch for Mingling Worlds map cards to start turning up. Moogle shops see
another upgrade; their best card packs are worth a look.
In the first bounty room, you learn Warpinator, the only thing that can KO
a white mushroom. No new keyblade cards, alas, but open the Rewards room
for the Stardust Blitz sleight.
In the Beginnings room, a boss awaits.
- - - Boss! - - -
Vexen returns. Still slow, still telegraphing his moves. And his moves can
be formidable, but better to disappoint him with card breaks.
Firaga and Mushu's Flare Breath sleights do good damage (excellent, played
in concert with Red Nocturne) and may stun him. Sonic Blade and Ars Arcanum
still drain all those lifebars pretty fast if you can make every hit count.
Want to really lay on the hurt? Bring out your Card Soldier to speed in
even more attacks.
- - - - - - - - -
Defeat Vexen, get his card. Hmm, straight to Conqueror's Respite. Go back
for any skipped rooms first, if you like, then come back to save.
. Exit Hall (11F) / Entrance Hall (12F) .
Wouldn't you know, another boss fight.
- - - Boss! - - -
Riku, round 3. Still fast, a little stronger.
Third verse, same as the first. Sonic Blade works wonders against Riku.
- - - - - - - - -
Mega-Potion is yours for the win and, after Goofy states the obvious, so is
the next world card. Upstairs, a few scenes, a save point.
.: B.12 DESTINY ISLANDS (12F) :.
. World Map - Twelfth Floor .
[CR] - Exit
+
[F1] - [F2] - [F3] - [F4]
| : |
Enter - [UR] [E1] [E4]...[F5]
|
[F6]
:
[E2]
Enter, Entrance Hall (12F); Exit, Exit Hall (12F)
UR, Unknown Room; F[n], field room; CR, Conqueror's Respite
E[n], event room [1-Beginnings; 2-Guidance; 3-Truth; 4-Rewards]
A bounty room nets you the Judgment sleight, one of the best. Again, no
world-specific keyblade cards. In the Rewards room you find a Megalixir,
the pinnacle of item cards.
As you might suspect, no friend cards appear during random encounters. A
boss lurks in the Guidance room, behind a door valued at 50, yikes!
- - - Boss! - - -
Darkside is back...to KH vets, at least. Reaching him can be challenging.
(Where are all the aerial combos, eh?) His attacks are easily avoided,
except maybe when he emits dark clouds.
Gimmick cards raise rock pillars that you can climb to better reach the big
bad. Or just wait for him to hand you his hand; the black puddle doesn't
hurt and the shadows are more distraction than threat.
- - - - - - - - -
Receive the Oathkeeper, one of the better keyblades. Save and exit this
world.
. Exit Hall (12F) / Entrance Hall (13F) .
Ah, the next confrontation.
- - - Boss! - - -
Riku, round 4. A bit stronger. Still resists magic, but not immune.
Even now, Sonic Blade is a formidable weapon. Card Soldier's a big help,
but have Parasite Cage at hand in case Riku plays his enemy card.
- - - - - - - - -
Riku's card is yours, worth adding to your deck.
But WAIT, don't move on just yet. Step back out and save. Come back into
the Exit Hall and speak with Namine first. (It's only one inconsequential
line, but you miss it otherwise.) Now talk to Riku for a big scene. Yep,
and another boss fight.
- - - Boss! - - -
Larxene is a power girl. Set aside any lightning attacks; they won't touch
her. She's fast as lightning, too.
Donald and Goofy are back to assist. And yes, Sonic Blade still reigns. Use
Riku's enemy card to reduce lightning damage and get double duty from your
sleights.
- - - - - - - - -
Get Larxene's enemy card. After the scene, receive Oblivion, another top
keyblade. And you're STILL in the Exit Hall. Go on up the stairs and save
there. More journal entries are now available, by the by.
--- YOU DECIDE! -----
Now is a good time to make use of the warp point and pillage the Rewards
rooms on the lower floors, if you haven't already. Since only one Rewards
keycard can be carried at a time, and since that keycard has a better
chance of dropping at the higher floors, be prepared to warp around a bit.
Good time for leveling up, too, exploring bounty rooms for the special
goodies offered on every floor, collecting enemy cards, and so on.
Tip! Enter the top floor first, if you like, for a very nice sleight.
--- END INTELL! -----
No world card needed, so head through to the thirteenth floor.
.: B.13 CASTLE OBLIVION (13F) :.
. World Map - Thirteenth Floor .
[F5] - [Fa] [E1]
| | :
Enter - [UR] [F6] [Fb] - [Fd]
| | |
[F1] [F7] [Fe]
| | |
[F2] [F8] [Ff]
| | +
[F3] - [F4] - [F9] - [Fc] + [Fg] - [UR] - Exit
:
[E4]
Enter, Entrance Hall (13F); Exit, Exit Hall (13F)
UR, Unknown Room; F[n], field room; CR, Conqueror's Respite
E[n], event room [1-Beginnings; 2-Guidance; 3-Truth; 4-Rewards]
You learn the Trinity Limit sleight before you even see how ruddy big this
floor is. And the first random encounter may prove tougher than any boss on
the lower floors -- hordes of heartless, many immune to magic, and possibly
including nearly a dozen neoshadows. This floor could take a while.
Tip! Hold one Random Joker in reserve for entry into the Beginnings room.
Winnow your map cards instead.
Head for the Rewards room pronto. You learn the Super Glide skill, better
soon as late and handy for reaching those bells.
A bounty room yields the Raging Storm sleight. Brief scenes occur partway
-- in F3 and F5, by the map above. And yes, a boss fight lurks in the
Beginnings room (past a costly door indeed), so save up before entering.
- - - Boss! - - -
Axel, once more with feeling. Far stronger now, with a couple of sleights
that may wear on you.
Fire bad, heals Axel. Sonic Blade works...IF the first hit connects, odds
are he won't card break you. Ice sleights do far better damage. Freeze
works, but with Axel's mobility Blizzaga and Homing Blizzara are better
choices. Deck a couple of zero cards to counter his sleights. Play your
Riku card upfront for reduced fire damage.
Tip! Axel often teleports after he's hit. Stock your next sleight, but wait
a heartbeat until Axel rematerializes before unleashing it.
- - - - - - - - -
Get Axel's card memorized. Doorways now lead into Fg, per the map above.
Make sure to save before entering the last UR, however, as another boss
fight awaits.
- - - Boss! - - -
Marluxia's appearance is not the final battle, not just yet. He has one
sleight that can cause you grief.
No real elemental weakness or advantage, so use magic as you like. Sonic
Blade works like a charm, though you want a few zero cards ready in case
his sleight gets stocked.
- - - - - - - - -
Receive Marluxia's enemy card for the win.
Review the Journal's new entries, do any housekeeping. Save at the save
point, because you've reached, drumroll please, THE POINT OF NO RETURN.
Note: Okay, technically KH games have no "point of no return," since you're
given a choice to Continue after a defeat. But this IS the point where the
closing events of Sora's story begin unfolding.
--- YOU DECIDE! -----
Before rushing onward, two new attack cards have just been unlocked. You
can pick them up right here on the thirteenth floor, too.
If you're interested, backtrack one screen and synthesize a new moogle
room. The two attack cards, Diamond Dust and One-Winged Angel, can be found
by striking objects in the field room or by purchasing the two best red
card packs (black and white) from the moogle shop.
Tip! Save first so you can reset if neither card turns up.
The cards can also appear in treasure chests if you have extra bounty map
cards, and some have said they see better results on other floors, but a
moogle room on 13F often yields quick results (six field objects, plus four
card packs that may hold red cards; up to twenty-six chances per room).
And if you've been hoarding MP, now is a good time to spend some of it.
Note: Not your first playthrough? Several other cards may have been
unlocked at this time, too.
When you're ready, return to (and again use) the final save point.
--- END INTELL! -----
This is it. Approach the final doorway and pick "It's our last battle!"
- - - Boss! - - -
Marluxia's final confrontation can take a while. In his first incarnation
he has a pair of scythe-like appendages, plus his own self. Sleights work
well against the body (not so good against the scythes), though it's a bit
of overkill. At this stage he's easily beaten by keeping an eye on his
stock and countering each card, slipping in extra hits when you can. Each
scythe drops HP orbs when it breaks, and it won't regenerate.
When the first form is defeated, your deck and HP are both refreshed.
For his second incarnation, save the sleights for when you're nose-to-nose
with Marluxia. He looks like he's shielded, but a glance at his lifebar
shows it depleting, so swing away. Two attacks of note: 1) He scatters your
deck over the battlefield. Run around and pick them up, listening for his
cues and card breaking him as needed. You shouldn't lose any cards in this
maneuver, other than any enemy card in play. 2) Doom! The trick here is
breaking every card he plays, before the countdown ends -- tapping X as
fast as you can works well.
Tip! During Gale of Severance is an excellent time to reload your deck. It
does no damage and you can quickly Super Glide back to him.
When he's down to his last three lifebars, keep an ear out for "the
beginning of the end" or "Behold!" -- break him fast, because these precede
a block of killer moves, several sleights coming one right after the other.
An alternative approach to this fight is to pack your deck full of nines,
along with a few sets of cure and reload cards. Play only single cards, no
sleights at all until the end of each part, then Zantetsuken every sleight
he plays and single-card him into oblivion.
Also, Firaga under Fire Boost (Red Nocturne) inflicts plentiful damage very
economically and nicely augments an all-nines deck.
- - - - - - - - -
After the final scenes, credits role. Stick around, there are some cute if
incidental animations especially for this sequence. And when the graphics
shift to the left side you're treated to a glimpse at a few scenes NOT
taking place in KH-ReCOM. A brief scene plays out following the credits,
and an epilogue of sorts.
Last up is the Battle Record screen. Write it all down for posting at
GameFAQs.com, if you like. Here's a template you're welcome to copy.
. BATTLE RECORD - SORA .
Game level > xxxx Mode
Journal covered > nnn%
Card Collector Rank > xxxx
Enemies defeated > nnnn
Special treasures obtained > nn/24
Card Breaks > nnnn Times
Sleight most often used > xxxx nnnn Times
Clear time > nn:nn
A very frequently asked question about KH and KH2 -- how to get past this
screen -- has been addressed in KH-ReCOM. Notice a pair of prompts at the
lower-right. Press X to save your "clear" data; choosing a new save slot is
recommended.
IMPORTANT! Don't skip saving now! If you want Sora to collect all of the
special treasures and unique enemy cards, you need one clear game-save
apiece for BOTH Sora and Riku to unlock those goodies.
The clear save displays a gold card, and in the Browser a musical note is
appended to the file name.
Warning! Not recommended, but from Battle Record instead pressing O, End
Game, prompts if you're sure. If you then answer Yes, you're returned to
the title screen WITHOUT saving. Selecting No takes you back to your Battle
Record, where you can press X to save your clear data.
Done saving, back out and the title screen appears. But wait! New artwork,
touting "Reverse/Rebirth" in blue. Your options are now NEW GAME, LOAD, and
THEATER.
LOAD takes you through the familiar loading screens. THEATER lets you
replay all of the FMVs and cutscenes so far -- select the chapter, then the
scene to replay. NEW GAME now leads to a choice: Sora or Riku. If you
choose Sora, return to the top of this walkthrough. But most likely you'll
choose Riku at this point, so read on.
.:| C. WALKTHROUGH, PART II - RIKU'S STORY |:.
Note: To be clear, Riku's story is NOT a "new game plus". Nothing carries
forward from Sora's story, other than a presumption that you have played as
Sora and remember all the mechanics of battle, room synthesis, and so on.
If you're continuing with a previously saved game, from the title screen
choose LOAD, your memory card, and the desired game-save, then skip ahead
to the appropriate section in this guide.
Otherwise, choose NEW GAME, then Riku. Select the game mode.
--- YOU DECIDE! -----
For this guide, Standard Mode is presumed. Beginner Mode presents weaker
enemies, while Proud Mode serves up tougher battles, but storywise both
follow along the same lines as Standard Mode.
Note: The game-end artwork varies for Riku, too, depending on the mode
selected.
The game mode cannot be changed in the middle of a game.
--- END INTELL! -----
Choose your vibration and audio settings. These two options can be changed
later from the Settings menu. Your selections are displayed; select Yes to
continue, or No to change your selections. The title screen "shatters".
When the opening scene is complete, you receive the Hollow Bastion world
card and gain control of Riku in B12F Entrance Hall. Save at the save
point. Game saves for Riku require 53 KB each, the same as Sora. Games
played in Beginner or Proud Modes are so noted on the save screen.
Note: Game-saves in Standard or Proud mode show an open or filled star,
respectively, appended to the file name in the Browser. See section "E.3.2
SAVE FILES" for more details.
Take a moment to see how Riku moves. Press X to swing the Soul Eater. Press
O to jump. Press square for Riku's variation on Dodge Roll, more of a Dodge
Roll Hop (or Spring Roll, if you will). In basic movement, Riku seems to
have greater strength and reach but less speed and agility than Sora.
Explore the menu, too, especially Review Decks for some one-time-only Help
texts explaining Riku's "closed" deck. Also of note is the D Report, which
replaces Jiminy's Journal and includes many "New!" entries to peruse
(detailed in section "D.3.6 D REPORT"). Adjust your Settings as needed.
Save again once all is read, if you like. Approach the doors and press
triangle. Press X to confirm using the Hollow Bastion world card.
.: C.1 HOLLOW BASTION (B12F) :.
. World Map - Twelfth Basement .
[E2]
:
Enter - [UR] - [F1] - [F3] - [F5] + [CR] - Exit
| | :
[F2] - [F4] [E3]
:
[E1]
Enter, Entrance Hall (B12F); Exit, Exit Hall (B12F)
UR, Unknown Room; F[n], field room; CR, Conqueror's Respite
E[n], event room [1-Beginnings; 2-Guidance; 3-Truth]
Enemy card automatically learned: Defender
Unlike Sora, random enemies drop no enemy cards for Riku. Instead, Riku
automatically learns at least one new enemy card with each new world
synthesized. These cards may be included in the composition of Riku's
closed deck from then on.
WARNING! Take care to let the voice's dialogue completely appear. Unlike
normal dialogue "balloons", pressing X immediately dismisses the voice's
words.
Beast doesn't join Riku. In fact, the vacancy of all but heartless seems
the theme of this floor. No tutorials, not as Sora went through, but for
most rooms simple button mashing suffices. With the closed deck, playing
stocked cards only depletes your options at this point. And don't forget
about playing your enemy cards -- press Select to bring up that revolver.
Tip! Be sure to Review Decks often. Your available cards may change when
you move into a new room or hallway.
All sorts of map cards turn up right away, though still fewer room types
than with Sora. Build up a good balance and remember the 99 card limit.
Hold off using Meeting Ground map cards until friends start turning up.
Something to keep in mind at all times is Riku's inability to cure himself.
HP orbs from smashing scenery in the field become vital. Break up only as
much as needed to heal. Barrels and such don't hide anything else anyway.
--- YOU DECIDE! -----
Like Sora, Riku is offered up to three options when he levels up. The +15
HP boost is always available, while the +1 AP boost only appears every
third level-up (LV 2, 5, 8, and so on). The +2 DP boost is dimmed until
Dark Mode is learned (more then).
HP is much more important to Riku since he has no cure magic. AP increases
the power of his Soul Eater attack card and how much damage he can inflict;
grab it whenever it appears.
--- END INTELL! -----
Use the Beginnings keycard for a scene, and the Guidance keycard for
another. But a boss fight awaits in the Truth room, so save up first.
- - - Boss! - - -
Maleficent's dragon is pretty straightforward. The biggest threats are the
green gas that steadily drains Riku's HP and the concussion waves that can
come in a flurry.
Gimmick cards may appear. They work the same as with Sora, creating a
platform that gets you above the green gas and whizzes back and forth as
needed. Single-card break the dragon until you get a gimmick card. Then
jump on and combo away. Jump over concussion waves as needed.
- - - - - - - - -
You obtain the dragon's enemy card with the win and the card is added to
your deck right away. Its handicap isn't a handicap for Riku, since his
deck reloads in a flash.
Unlike Sora, Riku is NOT auto-transported to Conqueror's Respite, but this
time you're only one room away. Be sure to save in Conqueror's Respite,
though, for another confrontation awaits in the Exit Hall.
. Exit Hall (B12F) / Entrance Hall (B11F) .
- - - Boss? - - -
Ansem returns (which, if you've played KH2, can be mighty puzzling). But
this is a tutorial battle more than anything, if in a convoluted manner.
You learn about Rapid Breaks...as soon as one is pulled off, whether on
your first move or your twenty-third. To score a Rapid Break, keep an eye
on Ansem's deck and break his card the instant he actually plays the top
card. There is a bit of a delay, but you still need to be quick.
Next, Ansem introduces the notion of card duels, which may prove hell for
anyone not a wiz in maneuvering through the card revolver until you
understand what's going on. Instead of breaking Ansem's card, MATCH it.
Since for this battle Ansem only plays sevens, matching him is pretty easy.
With the match, the Duel reaction command appears; quick, press triangle.
Now you have four seconds to match three cards Ansem plays, usually a 9, 8,
and 7 for this fight, though they come up in random order. (You can reload
during a duel, but with the time allotted it's not much help.)
Tip! Time is too short. Just tap X as fast as you can. Even with a reload
midway, you'll probably garner a Successful!
Pulling it off executes a Duel Attack sleight. In fact, the fight ends
after you win one card duel...and THEN the game explains card duels.
- - - - - - - - -
You learn D Mode (or Dark Mode).
--- ABOUT D MODE! -----
Those Dark Points (DP) shown on the Status screen now have meaning. In
battle, card breaking an opponent increases a counter and fills a gauge by
Riku's health bar. Taking a card break or damage decreases the counter. The
higher the Max DP shown under Status, the more effort is needed to enter D
Mode, but the longer D Mode lasts.
Once the counter reaches Max DP, Riku enters D Mode. His attire changes, he
hits harder, and he can invoke several "dark" sleights. The counter now
regulates how long D Mode endures. DP is depleted only when Riku takes
damage or suffers a card break. When the counter reaches zero and the gauge
empties, Riku returns to normal. And if Riku is KOed in D Mode, he floats
in his dark outfit on the Continue screen.
Level-up bonuses now always include +2 DP boosts in addition to +15 HP, as
well as the intermittent +1 AP boosts. Your best bet is taking the AP boost
when it comes up, and balancing out HP and DP boosts the rest of the time.
Tip! If enemies -- including bosses -- aren't making a dent on your HP
gauge, you're probably safe doubling up on DP boosts every so often.
--- END INTELL! -------
You also receive a block of four world cards (Block C: Agrabah, Monstro,
Neverland, Traverse Town). Before climbing the stairs, review the menus.
Lots of new info, especially under Status (or go to Review Decks > View
Decks and press square) -- Riku has learned all of the Attack and Duel
Attack sleights.
All righty. Take the stairs for another scene. A warp point is available
here (and another has appeared in B12F Entrance Hall), but just save at the
save point.
Notice that the King appears under Friends beside Riku's health meter.
Check Status again, because all of the Friend sleights have been learned,
too. And check D Report > Story for an update.
When you're ready, approach the doors and press triangle.
--- YOU DECIDE! -----
While this guide takes the worlds in the order they come up, you can play
your new world cards however you like between basement floors eleven
through eight (B11F-B8F). Remember, world maps are linked to the floor, not
the world synthesized on that floor.
By now you know what you'll face with bosses (they're no different here,
except Riku relies on the King for healing), and most of the true goodies
are received in hallways. The notable difference between worlds is reduced
to how tough the random heartless may prove.
Enemy cards need consideration, too. If reaching Iago was troubling, visit
Traverse Town first to garner Guard Armor's enemy card and have any hope of
finding it in your Jafar-facing deck.
Block C, default order:
Agrabah, Monstro, Neverland, Traverse Town
Random enemies, easy -> hard:
Traverse Town, Agrabah, Monstro, Neverland
--- END INTELL! -----
So select the Agrabah world card, or one of your own choosing.
.: C.2 AGRABAH (B11F) :.
. World Map - Eleventh Basement .
Enter - [UR] - [F1] - [F3] + [CR] - Exit
| |
[F2] - [F4]
:
[E1]
Enter, Entrance Hall (B11F); Exit, Exit Hall (B11F)
UR, Unknown Room; F[n], field room; CR, Conqueror's Respite
E[n], event room [1-Beginnings; 2-Guidance; 3-Truth]
Enemy card automatically learned: Fat Bandit
Unlike Sora's story, for this block of world cards Riku is simply presented
the Beginnings keycard without any fanfare. These worlds all lack the
Guidance and Truth event rooms, too.
Time to get accustomed to how D Mode works and try out all those sleights.
Card duels can be wrangled up from now on, too.
Using the Beginnings keycard throws you into a boss fight without preamble.
- - - Boss! - - -
Jafar-Genie plays some high cards, but he isn't your target. Swat down
Iago, the bird carrying the magic lamp.
Use the platforms to reach Iago or avoid Jafar's attacks. And if you get
stuck, a gimmick card levels them. Limit your sleights to card breaking
Jafar or when you have a King card to lead with. Use your enemy cards, too.
- - - - - - - - -
Receive the Jafar enemy card for your troubles. Move on to Conqueror's
Respite and save.
. Exit Hall (B11F) / Entrance Hall (B10F) .
Exit and take the stairs up for a scene and a save point. Approach the
doors and use the next world card.
.: C.3 MONSTRO (B10F) :.
. World Map - Tenth Basement .
Enter - [UR] - [F1] + [CR] - Exit
|
[F2]
|
[F3]
|
[F4]
:
[E1]
Enter, Entrance Hall (B10F); Exit, Exit Hall (B10F)
UR, Unknown Room; F[n], field room; CR, Conqueror's Respite
E[n], event room [1-Beginnings; 2-Guidance; 3-Truth]
Enemy card automatically learned: Search Ghost
Again the Beginnings keycard throws you into a boss fight without preamble.
- - - Boss! - - -
Parasite Cage plays middling cards. It swings and spits at you, but the
biggest threats are the poisonous bog and sinking platforms.
Jump for some airborne combos to keep Riku's feet out of the green goo. Get
to D Mode and Dark Break keeps you out of it too, while dealing some nice
damage. Gimmick cards drain the pool, worth chasing down.
Mix in the King for the healing, though the boss drops HP orbs after a
solid hit.
- - - - - - - - -
The boss's enemy card is yours, a very good one for Riku's needs. Trek over
to Conqueror's Respite and save before exiting.
. Exit Hall (B10F) / Entrance Hall (B9F) .
Another boss fight awaits.
- - - Boss! - - -
Vexen likes ice. One attack tries to impale Riku on ice spikes, homing in
relentlessly, and can hit multiple times. Run, jump, spring roll to avoid
if you can't card break it.
He falls easily to well-timed card breaks and sleights. Get to Dark Mode;
the deck has several nines and Dark Aura is a nice way to cut down Vexen.
- - - - - - - - -
Nope, nothing for the win. (Vexen's D Report entry is revealing.) Take the
stairs up and save. Choose your next world card.
.: C.4 NEVERLAND (B9F) :.
. World Map - Ninth Basement .
Enter - [UR] - [F1] - [F4]...[E1]
| |
[F2] - [F5]
| |
[F3] - [F6] + [CR] - Exit
Enter, Entrance Hall (B9F); Exit, Exit Hall (B9F)
UR, Unknown Room; F[n], field room; CR, Conqueror's Respite
E[n], event room [1-Beginnings; 2-Guidance; 3-Truth]
Enemy card automatically learned: Pirate
If you've been button mashing up to now, things get a little tougher in
this world -- about half the single cards played are broken. Not a great
deck, and the Pirate enemy card can be a pain.
Save before the Beginnings room and retain the option of taking a break if
needed.
- - - Boss! - - -
Hooky's back. He loves retreating to the quarterdeck, out of reach. Hook
throws things that explode, including a barrage of barrels.
Save your sleights for D Mode and whittle away at the old codfish. Mind
your health; the King doesn't appear too frequently.
- - - - - - - - -
For defeating Hook, you receive his enemy card. Make your way over to
Conqueror's Respite and save.
. Exit Hall (B9F) / Entrance Hall (B8F) .
Head out and up to the next floor for a scene. Save and pick the next world
card.
.: C.5 TRAVERSE TOWN (B8F) :.
. World Map - Eighth Basement .
[F1] - [F4] - [F7] + [CR] - Exit
| |
Enter - [UR] - [F2] - [F5] - [F8]
| |
[F3] - [F6] - [F9]...[E1]
Enter, Entrance Hall (B8F); Exit, Exit Hall (B8F)
UR, Unknown Room; F[n], field room; CR, Conqueror's Respite
E[n], event room [1-Beginnings; 2-Guidance; 3-Truth]
Enemy card automatically learned: Shadow
Don't overlook the globe lights or red banners when hunting down HP orbs.
- - - Boss! - - -
Guard Armor has multiple targets on it. Don't be fooled by the short
lifebars -- each part has one of its own.
Take it apart piece by piece to gain a shot at the torso. Gimmick cards
make this boss fall to pieces, appropriate enough, for easy meat.
- - - - - - - - -
Receive the Guard Armor enemy card. Save in Conqueror's Respite before
exiting.
. Exit Hall (B8F) / Entrance Hall (B7F) .
In the B8F Exit Hall, a surprising foe confronts Riku.
- - - Boss! - - -
Riku's replica is always in dark attire. Keeping the two straight can prove
difficult. He hits pretty hard, too.
Concentrate on card breaking the replica until you can get into D Mode.
Then play Maleficent's enemy card. Look to the end of your deck for a block
of nines. Between Riku's dark sleights, the replica should quickly fall.
- - - - - - - - -
You get nothing for winning. Ascend the stairs for a couple of scenes and a
new block of four world cards (Block D: Atlantica, Olympus Coliseum,
Wonderland, Halloween Town), which can be used in any order on basement
floors seven through four (B7F-B4F).
--- YOU DECIDE! -----
A brief evaluation of random foes is again in order. Also you may wish to
peruse the maps ahead; they vary a bit more with this block.
Block D, default order:
Atlantica, Olympus Coliseum, Wonderland, Halloween Town
Random enemies, easy -> hard:
Wonderland, Olympus Coliseum, Atlantica, Halloween Town
--- END INTELL! -----
Save and choose your next stop.
.: C.6 ATLANTICA (B7F) :.
. World Map - Seventh Basement .
[F1] - [F4] - [F7] + [CR] - Exit
|
Enter - [UR] - [F2] - [F5] - [F8]
|
[F3] - [F6] - [F9]...[E1]
Enter, Entrance Hall (B7F); Exit, Exit Hall (B7F)
UR, Unknown Room; F[n], field room; CR, Conqueror's Respite
E[n], event room [1-Beginnings; 2-Guidance; 3-Truth]
Enemy cards automatically learned: Sea Neon, Darkball
Trivia! The Darkball enemy card is unique to Riku. Sora never sees it.
As with Block C, the Beginnings keycard is presented without fanfare. Block
D worlds lack Guidance and Truth event rooms as well.
- - - Boss! - - -
Ursula, two pairs of tentacles. Take out the tentacles so you can get to
her. Even then, Riku needs to jump.
Careful with depleting your deck. Save sleights for Ursula herself. Gimmick
cards make her faint long enough to get in some good damage, especially
with Dark Break.
- - - - - - - - -
Get her enemy card. Save and exit.
. Exit Hall (B7F) / Entrance Hall (B6F) .
Go upstairs for a scene. Save and pick your next world.
.: C.7 OLYMPUS COLISEUM (B6F) :.
. World Map - Sixth Basement .
Enter - [UR] - [F1] - [F3]
| |
[F2] - [F4] - [F6] + [CR] - Exit
| |
[F5] - [F7]
:
[E1]
Enter, Entrance Hall (B6F); Exit, Exit Hall (B6F)
UR, Unknown Room; F[n], field room; CR, Conqueror's Respite
E[n], event room [1-Beginnings; 2-Guidance; 3-Truth]
Enemy card automatically learned: Powerwild
Gangs of simian heartless can make this challenging. No Cloud, though.
- - - Boss! - - -
Hades likes fire and may get a fire boost from an enemy card.
Get to D Mode, use Maleficent, and pound on him. Don't bother with Dark
Break. Save your zero cards to break his sleights. And Parasite Cage can
dispel that fire boost.
- - - - - - - - -
Get the Hades enemy card. Save and exit.
. Exit Hall (B6F) / Entrance Hall (B5F) .
Go upstairs for a scene. Save and pick the next world.
.: C.8 WONDERLAND (B5F) :.
. World Map - Fifth Basement .
[F1] - [F5]...[E1]
| |
[F2] - [F6] + [CR] - Exit
| |
[F3] - [F7]
| |
Enter - [UR] - [F4] - [F8]
Enter, Entrance Hall (B5F); Exit, Exit Hall (B5F)
UR, Unknown Room; F[n], field room; CR, Conqueror's Respite
E[n], event room [1-Beginnings; 2-Guidance; 3-Truth]
Enemy card automatically learned: Large Body
Arguably the worst deck in Riku's game. If doors are strapped in vines,
strike at the bunch of large violet flowers until the vines wither away.
- - - Boss! - - -
Trickmaster has the same moves as against Sora.
Riku easily reaches the tabletop, no chair required. Time your jumps to
avoid floor-slamming damage. Go for the duels, your best hope with the
feeble deck.
- - - - - - - - -
The Trickmaster card is yours. Find your respite and save.
. Exit Hall (B5F) / Entrance Hall (B4F) .
Climb the stairs for a couple of scenes. Save and move on.
.: C.9 HALLOWEEN TOWN (B4F) :.
. World Map - Fourth Basement .
[E1]
:
[F3] - [F7]
| |
[F1] - [F4] - [F8] - [Fb]
| |
[F2] - [F5] - [F9] - [Fc] + [CR] - Exit
| |
Enter - [UR] - [F6] - [Fa]
Enter, Entrance Hall (B4F); Exit, Exit Hall (B4F)
UR, Unknown Room; F[n], field room; CR, Conqueror's Respite
E[n], event room [1-Beginnings; 2-Guidance; 3-Truth]
Enemy card automatically learned: Wight Knight
Scary Riku, scary. Big floor, though. The guillotine is fun to play with in
the field and yields HP orbs, but mind its bite.
- - - Boss! - - -
Oogie Boogie throws dice from behind a barrier. Card break him to drop the
barriers.
Gimmick cards do likewise, and stun him for a bit. In D Mode just
single-card him into a hasty adieu.
- - - - - - - - -
Receive the bugman's enemy card. Save before leaving for the hallway, don't
skip it.
. Exit Hall (B4F) / Entrance Hall (B3F) .
A BIG big bad waits.
- - - Boss! - - -
Lexaeus is brawny. He's resistant to physical attacks, so don't bother with
plain combos. He has one sleight, and it's a killer. As is his enemy card.
Have Parasite Cage dispel his enemy card the moment Warp Break appears.
Concentrate on card breaking his single cards, but hold your zero cards
until his sleight comes up. Go for the duels, and use the time to get ready
to reload or select a nine, his favorite move right after a duel.
He doesn't play any item cards, so work on depleting his deck. D Mode is
where you can unleash big damage with sleights, his weakness, and bring
Lexaeus down.
- - - - - - - - -
You obtain his enemy card and a scene plays out. Take the stairs for
another scene, then save. World cards come one by one from now on.
Note: Riku's story seems to take a slightly different tact from KH-COM
right about here. If consulting those guides, be aware that a blanket loss
they mention does NOT occur in KH-ReCOM.
.: C.10 DESTINY ISLANDS (B3F) :.
. World Map - Third Basement .
[E1]
:
[F1] - [F4] - [F6]
| |
[F2] [F7] + [CR] - Exit
| |
Enter - [UR] - [F3] - [F5] - [F8]
Enter, Entrance Hall (B3F); Exit, Exit Hall (B3F)
UR, Unknown Room; F[n], field room; CR, Conqueror's Respite
E[n], event room [1-Beginnings; 2-Guidance; 3-Truth]
Hey, an entry scene. Synthesize a Moment's Reprieve before using the
Beginnings keycard.
- - - Boss! - - -
Darkside has multiple target points. Hit any of them, whichever is nearest
the ground. He also tries to distract you with some shadow buddies.
Gimmick cards raise rock pillars you can climb to get in Darkside's face.
- - - - - - - - -
Winning nets you the Darkside enemy card. A door appears, which takes you
out to the last room (F4, above; Moment's Reprieve, right?). When you're
ready, talk to the lad on the beach for a lengthy scene leading to another
boss.
Note: If you bobble this next fight you needn't face Darkside again, even
if you didn't go through the door and save.
- - - Boss! - - -
Zexion puts up a fun fight. His deck includes an elixir and he has several
special attacks of note.
Riku's in perma D Mode. Sleights inflict good damage while breaking up
Zexion's deck, though there's a hefty downside. All of Zexion's attacks
syphon cards from Riku's deck, whether one or many. Debilitating enough
without your own sleights compounding the problem, though an opportunity
exists for recovering your cards.
Zexion likes conjuring a dark tornado (Cyclone Snatch) that does paltry
damage, but makes a big dent on your deck. Dodge roll away from the vortex
to reach clear sand (with a tree), or tag a zero card to break out.
After he sucks up enough cards, Zexion projects illusions of himself and
starts playing those Soul Eater cards. DON'T target him or them. Rather,
attack the floating books from which issue pink fountains; those are the
power source of the illusions. A replica may grab Riku from behind (Dark
Punisher), or they may glide around triangulating beams of light
(Catastrophe). Break out as best you can and keep as many cards in your
deck as possible.
Eliminating all of the power-source books also strews your syphoned-off
cards across the battlefield. Pick 'em up and finish him off.
If you stick with single-card breaking and dueling Zexion, however, you may
well never see any of those attacks. If he plays his enemy card, call in
Parasite Cage if you like, though with Riku's reach confuse isn't a real
bother. Use the King and Oogie Boogie to keep healthy.
Note: This boss fight is apparently an addition to KH-ReCOM. In KH-COM's
guides, Zexion simply flees after the combined cutscenes.
- - - - - - - - -
Zexion's enemy card is your well-deserved reward. Head out....
. Exit Hall (B3F) / Entrance Hall (B2F) .
...And up to the next floor. After the scenes, receive the Twilight Town
world card. Save and then use it.
.: C.11 TWILIGHT TOWN (B2F) :.
. World Map - Second Basement .
[F1] - [F4] - [F6] - [F8]...[E2]
|
Enter - [UR] - [F2]...[E1]
|
[F3] - [F5] - [F7] - [F9] + [CR] - Exit
Enter, Entrance Hall (B2F); Exit, Exit Hall (B2F)
UR, Unknown Room; F[n], field room; CR, Conqueror's Respite
E[n], event room [1-Beginnings; 2-Guidance; 3-Truth]
After the entry scene, review your card collection -- you've gained a
Potion card. In the Beginnings room a boss lies in wait.
- - - Boss! - - -
Riku's replica has powered up. And he may play enemy cards that extend his
sleights or just prove annoying.
First up, quickly enter D Mode -- for the harder hitting rather than the
dark sleights, which miss too often. Know your zeroes, and play one the
instant Dark Aura shows on-deck. If the replica shows Sleight Lock for his
enemy card, play your Darkside card. Mainly, focus on pounding on him and
card breaking single cards when you can, saving zeroes for defeating his
sleights. Duels do decent damage, too.
Gather every King card when one appears. If your health dips to near
half-spent play Oogie Boogie, and run away while doing nothing but card
breaking until your health is topped off again.
- - - - - - - - -
Nothing but a scene for the win. Continue on, and use the Guidance keycard
for a scene.
. Exit Hall (B2F) / Entrance Hall (B1F) .
Move out to the Exit Hall for another scene, and the next world card (why a
world card is needed is a bit odd, possibly answered in KH2). Speak to the
King then take the stairs.
Several new report entries to peruse. Save before using the final world
card.
.: C.12 CASTLE OBLIVION (B1F) :.
. World Map - First Basement .
Enter - [UR] - [F1] - [F2]...[E1]
Enter, Entrance Hall (B1F); Exit, Exit Hall (B1F)
UR, Unknown Room; F[n], field room; CR, Conqueror's Respite
E[n], event room [1-Beginnings; 2-Guidance; 3-Truth]
One very short floor. And here come the hordes of neoshadows, completing
your D Report.
WARNING! Using the Beginnings keycard is THE POINT OF NO RETURN -- drop in
a Moment's Reprieve or backtrack to the Entrance Hall to save first.
- - - Boss! - - -
This is it. Ansem, and his trusty guardian.
Duel city. No joke, the simplest route to victory is through card breaking
and dueling. Dodge roll away from most of his attacks. If Ansem pulls out
his Sleightblind, immediately call on Parasite Cage.
- - - - - - - - -
After the final scenes, credits role. Stick around! After a few in-game
stills, some amusing posing takes place. And when the graphics shift to the
left side you're treated to a glimpse at a few scenes NOT taking place in
KH-ReCOM (or KH, or KH2). A brief scene plays out following the credits.
All different from Sora's end-game cavalcade.
Last up is the Battle Record screen. Write it all down for posting at
GameFAQs.com, if you like. Here's a template you're welcome to copy.
. BATTLE RECORD - RIKU .
Game level > xxxx Mode
D Report covered > nnn%
Card Collector Rank > xxxx
Enemies defeated > nnnn
Rapid Breaks > nnn times
Card Duels won > nn.nn%
Dark Mode activiated (sic) > nnnn times
Clear time > nn:nn
Notice a pair of prompts at the lower-right. Press X to save your "clear"
data; choosing a new save slot is recommended.
IMPORTANT! Don't skip saving now! If you want Sora to collect all of the
special treasures and unique enemy cards, you need TWO clear game-saves,
one each for Sora and Riku, to unlock those goodies.
The clear save displays a gold card, and in the Browser a musical note is
appended to the file name. (Pressing O, End Game, instead asks for
confirmation then returns you to the title screen WITHOUT saving. Not
recommended.)
Done saving, back out and the title screen appears. But wait! Sora's
artwork is back, and "Reverse/Rebirth" is gone (from now on, the screen's
artwork alternates depending on the file most recently saved). Your options
are still NEW GAME, LOAD, and THEATER, however. THEATER now includes a pair
of tabs; press L2 and R2 to shift between Sora and Riku.
.: CLEAR BONUS! :.
To collect the remaining twelve special treasures as well as seven other
clear bonuses, LOAD Sora's clear save (and save as a new file if you like).
Rewards rooms now feature two chests containing either the room's two
special treasures or, if you collected the first treasure earlier, a second
special treasure plus a more ordinary reward.
Reminder! The Key to Rewards card is a very common drop on floors seven and
higher. Don't drive yourself nuts trying to find one on lower floors.
The following special treasures are also considered clear bonuses.
SPECIAL TREASURE TYPE WORLD ROOM
Star Seeker attack card Castle Oblivion Rewards
Photon Debugger attack card Destiny Islands Rewards
Follow the Wind attack card Neverland Rewards
Bond of Flame attack card Halloween Town Rewards
Monochrome attack card Olympus Coliseum Rewards
Roxas enemy card Twilight Town Rewards
Xigbar enemy card Hollow Bastion Rewards
Demyx enemy card Atlantica Rewards
Xaldin enemy card Monstro Rewards
Xemnas enemy card Wonderland Rewards
Luxord enemy card Agrabah Rewards
Saix enemy card Traverse Town Rewards
The following clear bonuses are NOT considered special treasures, however.
CLEAR BONUS TYPE WORLD ROOM
Ultima Weapon attack card Castle Oblivion Bounty
Hidden Dragon attack card Traverse Town Bounty
Zexion enemy card Destiny Islands Bounty
Ansem enemy card Twilight Town Bounty
Lexaeus enemy card Castle Oblivion Bounty
Gold Card special card Castle Oblivion Bounty [1]
Platinum Card special card Castle Oblivion Bounty [1]
[1] Only found once Card Collection reaches 100% with a Collector Rank of
Card Master. Some report finding the card on another floor, as well.
If you skipped picking up the Diamond Dust and One-Winged Angel attack
cards earlier, grab them now, too.
Other than tracking down any normal enemy cards you may be missing to
complete your Card Collection and achieve 100% completion of Jiminy's
Journal, that's it.
Congratulations on beating KH-ReCOM, not once but twice!
.: WHAT'S NEXT? :.
With two clear-save files on your memory card, one as Sora and one as Riku,
the game acts a little differently. Starting a new game as Sora, the
Rewards rooms contain two chests from the beginning and you can play some
pretty good attack and enemy cards throughout the game. Hidden Dragon is
also available as soon as you can synthesize a bounty room. The special
cards need only a complete collection. The remaining non-Rewards clear
bonuses are unlocked at the same time as Diamond Dust and One-Winged Angel.
But what's really next is KH2, of course. Visit the author's web site,
linked in section "G.2 ABOUT THE AUTHOR", for an unadulterated copy of the
KH2 Synthesis Additions guide, parts of which are included in KH2's
Bestiary/Synthesis and Synthesis guides.
=== ADDENDA ===============================================================
.:| D. MENUS |:.
Menu commands differ between Sora and Riku. What's common between the two,
including usage, is followed by what's unique to each.
.: D.1 MENUS - COMMON :.
Common features of the menus, whether playing as Sora or as Riku. If
something works the same for both of them, you'll find that info here.
. D.1.1 REVIEW DECKS .
Customize the character's decks. Commands available vary.
SORA RIKU
Edit Deck View Decks
Equip Deck Shortcuts
Shortcuts
Clear Deck
Rename Deck
Delete Cards
See the character sections for further details on these commands.
. SHORTCUTS .
Assign the shortcut button to one battle card per deck.
Arrow through the decks and select the desired card. Enemy cards may NOT be
selected. Press square to display sleights, both known and unknown. For
Sora only, press L2 or R2 to cycle between decks.
In battle, pressing the shortcut button (down-arrow) instantly spins the
card revolver to the deck's assigned shortcut card, or does nothing if the
card isn't available or no shortcut has been assigned.
Note: Since none of the KH-COM guides mention shortcuts, this is presumably
an added feature in KH-ReCOM.
. D.1.2 WORLD MAP .
Can also be accessed directly from any field room by pressing Select.
Inaccessible from Entrance Halls and Exit Halls in Castle Oblivion.
Press triangle to zoom out from (or in on) the world map. Press X to
display synthesis criteria into the selected room, if known. Use the D-pad
or left analog stick to move the pointer; with criteria displayed, movement
is limited to known rooms.
Current room is filled in cyan and also noted by a bouncing weapon icon.
Next event room is outlined in white. For Sora only, the Rewards event room
is outlined in cyan when a Rewards keycard is in inventory. A subtle bit of
sparkling appears around all event rooms, visited or not.
Small blue cards rotate over rooms synthesized with a Moment's Reprieve map
card or, for Sora only, a Moogle Room map card.
. ROOM ICONS .
! ... Unsynthesized event room; keycard as yet unidentified
! ... Event room already synthesized with Key to Rewards
Crown ... Unsynthesized field Room
Keyblade ... Unsynthesized event room; requires Key of Beginnings
Heart* ... Unsynthesized event room; requires Key of Guidance
Heartless ... Unsynthesized event room; requires Key to Truth
* Trivia! The heart is more accurately a Kingdom Hearts icon.
Revisiting worlds after storyline events have played out, inaccessible
event rooms sporting ! icons remain dimmed throughout your visit.
. PATHWAYS .
Red ... Path between field rooms; not yet taken
Blue ... Path to castle halls
Yellow ... Path to unlocked rooms
Pathways may change to yellow when you're teleported out of a completed
event room and into a room not previously visited. When this occurs, such
rooms synthesize as an Unknown Room.
Pathway colors differ from arrow colors on the mini map.
Red ... Path between field rooms; not yet taken
Blue ... Path already unlocked
Yellow ... Path to an event room
. D.1.3 MAP CARDS .
Maximum allowed in inventory: 99
IMPORTANT! Entering the menu with 99 map cards in inventory displays a
message alerting you the limit has been reached. No further map cards are
awarded in battle until the total is reduced. You can delete excess map
cards from the Map Cards screen.
The screen is split into left and right portions. On the left side, at the
top, the total number of map cards in your inventory is displayed (0-99),
as is the maximum number of map cards you can carry (99), such as "86/99".
Just underneath are the number of map cards in stock for each color group,
such as "R 29 G 11 B 46 ! 01".
Note: The maximum of 99 maps cards includes red, green, and blue cards
only. The ! (gold) group of map cards is excluded from the limit.
Below this, you can scroll freely through ALL types of map cards. Or from
the top row press up-arrow to move the highlight to the tabs (ALL, R, G, B,
!), then scroll left or right to select a color group of map cards, then
down-arrow to scroll through only the selected group of cards. While not on
the tab row, pressing L1 and R1 pages through the cards. Only the map card
types and values currently in inventory are shown.
Tip! All known map cards are catalogued under Journal or D Report, whether
or not any cards of that type are currently held.
The right-hand side displays details of the selected map card. Pressing X
to select a map card moves the highlight to the right, where you may scroll
between the available values of that card. Pressing X again then prompts if
you'd like to delete one card with that value. Select Yes to delete the
card; select No (or press O) to back out without deleting a card. No option
is available for deleting more than one card at a time.
See character-specific sections for tables of the map cards available to
each. See section "E.1.4 MAP CARDS" for individual map card data.
. D.1.4 WORLD CARDS .
Graphical display of the world cards you've received. Shows the castle's
known floors and, if assigned, how the world cards are currently assigned
to those floors. Press X to view the highlighted world's terse description.
Assigned world cards display the floor number and are arranged in ascending
order along a yellow connecting path. Unassigned world cards display no
floor number and are grouped following the assigned world cards. The
current world features a red background, while assigned world cards have a
cyan background and unassigned world cards have a gray background.
The difficulty level of each world's enemies and the amount of EXP earned
is tied to the castle floor -- the higher the floor, the greater the
difficulty and reward. With random encounters the difference may seem
negligible at times and other factors (more waves, more or tougher
heartless) can outweigh the boss's increased prowess when choosing between
world cards.
Note: Difficulty is weighed within the world itself, not in relation to
other worlds. A higher floor is a step tougher; where the gauge starts and
how high a step depends on the world.
See the character-specific menu sections as well as section "E.1.5 WORLD
CARDS" for more on world cards. Section "E.3.4 BOSS LIFEBAR STATS" contains
some preliminary data on how boss strength varies by floor and by mode.
. WARP POINTS .
Black spheres found in a floor's Entrance Hall, opposite the save point,
for teleporting between the castle's floors.
Unassigned worlds are not shown, and the highest floor may appear blank if
no world is yet assigned.
Stand beside the warp point and press triangle to display the graphical
World Warp display. Only completed worlds or the highest known floor may be
selected as a destination. You arrive in the Entrance Hall of the world's
assigned floor.
. D.1.5 STATUS .
The Status screen is divided into two sections.
On the right Sora or Riku's vital statistics are displayed. Both Sora and
Riku gain levels at the same experience intervals, across all game modes.
LV .. EXP LV .. EXP LV .. EXP LV .. EXP LV .. EXP LV .. EXP
10 1545 20 11485 30 37825 40 88565 55 227925 60 295245
15 4965 25 22105 35 59645 45 125585 50 171705 65 374665
In the Status screen's left section are listed the sleights and skills Sora
or Riku has learned. From the top row, press up-arrow to move to the tab
row. Scroll left or right to select a group of sleights, then down-arrow to
limit the display to only sleights of that type. Press L1 or R1 to page up
or down through the lists.
Newly added sleights sport a yellow "New!" icon, which dims when the
highlight moves over that sleight's name and remains dimmed until the menu
is exited. Sleights may also be reviewed under Review Decks.
Select a sleight to view detailed help on use, requirements, and tips. Tips
may reveal extra features of the sleight.
Note: The display always shows "PAGE 1/1". While seeming to imply some help
might contain more pages, no sleight's help exceeds a single page.
See each character-specific section for more about his stats and sleights.
. D.1.6 JOURNAL & D REPORT .
Jiminy's Journal (Sora) and D Report (Riku) record various aspects of the
game, including a card reference (see section "E.1 CARDS") and the nearest
thing to a bestiary.
The "New!" label appears when data is added to the journal; yellow while
unread, then dimmed once the article has been read and until the journal or
report is exited. Labels on categories (and subcategories) stay yellow so
long as even one article within that category is undimmed.
. 100% COMPLETION .
As each category and subcategory is completed, its King Mickey icon turns
golden.
Overall, attaining 100% completion of Jiminy's Journal is not difficult in
KH-ReCOM. Minigames are marked complete on the first and easiest instance.
Collecting all of Sora's enemy cards is the most time-consuming task.
Riku's D Report is 100% complete as a matter of course.
. CONTENTS .
See Sora or Riku's sections for details found within the following
categories.
STORY
Textual recap of all story developments.
CARD COLLECTION
Graphical layout of all known cards, grouped by type. Also displayed are
your Collector Rank and a completion percentage, though the percentage
pertains to the card collection and not the journal or report's completion.
Note: The "New!" label remains yellow until "New!" on the Card Index dims.
Use the D-pad or left analog stick to scroll around the screen. Press X to
zoom in on (or zoom out from) the highlighted card. Press square to view
the Card Index data for the highlighted card; press square again to return
to the collection, or press O to back out through the index.
CARD INDEX
Textual list of all known cards, grouped by category. When viewing a
particular card, press L2 and R2 to cycle through the cards within the
selected subcategory, or press square to view the card's placement on the
Card Collection screen.
See section "E.1 CARDS" for data on individual cards.
CHARACTERS
Textual list of all characters met in the game. Some names remain unlisted
until a face-to-face confrontation with that character.
Press triangle to view the character; use the left analog stick to rotate
the image; press O to dismiss the image. Pressing L2 and R2 cycles through
the characters within the selected subcategory.
MINIGAMES
Displayed for Sora only. See Sora's Journal section.
. D.1.7 SETTINGS .
The help text at the bottom of the Settings screen provides details for
each option.
Camera Vertical Default Reverse
Camera Sideways Default Reverse
Battle Controls Type A Type B
Vibration On Off
Audio Stereo Pro Logic II Mono
Mini Map On Off
Game Mode* Standard Mode
* Alternatively displays Beginner Mode or Proud Mode, as selected during
the game's initial setup. Can't be changed.
Tip? For what it's worth, the author sets Camera Vertical to Reverse at the
beginning of every new game.
. BATTLE CONTROLS .
TYPE A TYPE B
Spin card revolver L1 / R1 L2 / R2
Use stocked cards L1 + R1 L2 + R2
Release stocked cards L2 L1
Lock on (off) target R2 R1
. MINI MAP .
The point of the weapon's icon "points" your way.
ARROW COLORS
Red ... Path between field rooms; not yet taken
Blue ... Path already unlocked
Yellow ... Path to an event room
.: D.2 MENUS - SORA :.
Sora's specifics about the menus.
. D.2.1 REVIEW DECKS .
Available commands are listed on the left. Cards and the equipped deck are
partially displayed on the right.
Arrow up or down to select a command.
. EDIT DECK .
See section "E.1.1 BATTLE CARDS - SORA" for individual battle card data.
Total battle cards allowed: 999, Journal 100% complete
Maximum battle cards per deck: 99
Note: Total battle cards allowed steadily increases as a game progresses,
but it's a generous number from the start. Reaching the limit is more
challenging than avoiding it, in fact.
The Edit Deck screen is divided into three panels.
Left ...... Cards data
Center .... Data for the highlighted card
Right ..... Deck data
Select .... Organize, closes up any blank spaces in the current deck
Square .... Displays all sleights; known by name, unknown as question marks
Up-arrow, down-arrow: scroll through the list
L1, R1: page up or page down through the list
X: view help for highlighted sleight
O, square: return to Edit Deck screen
L1 / R1 ... Move between left and right panels
L2 / R2 ... Cycle through decks, as displayed in the right panel
Tabs rotate between NO. 1, NO. 2, and NO. 3.
Note: Sleights are categorized as Attacks, Magic, Summons, and Friends,
which differs from the Status screen, where Summon and Friend sleights are
combined under the same tab and Skills like Glide are also listed.
LEFT PANEL
Several stats top the panel and vary depending on what deck is selected.
IN .... Number of cards assigned to the selected deck
ALL ... Total number of battle cards in inventory
(Sum of the type breakdown, below, plus those IN the current deck)
Total additional cards in inventory, broken down by type:
Red ......... Attack cards available to add
Blue ........ Magic cards available to add
Green ....... Item cards available to add
Heartless ... Enemy cards available to add; NOT excluded from ALL
Note: The above stats are reflected on the Review Decks screen as they
change and until the menu is exited.
Tab row ....... ALL, Attack, Magic, Item, Enemy Cards
From the top row of cards, press up-arrow to enter the tab row. Then arrow
left or right to navigate between tabs. Press X or down-arrow to highlight
the first card of that tab's type, or press up-arrow to highlight the last
card of that type. From the bottom row of cards, pressing down-arrow wraps
around to the top row.
X ............. Select from available values listed in the center panel
R1 ............ Navigate to the right panel to adjust the deck's layout
CENTER PANEL
Displays data for the card selected on the left, or nothing from the tab
row.
Card name and large graphic
ATTACK ...... Average of Strike, Thrust, and Combo Finish stats
ELEMENT ..... The card's Element stat
RECOVERY .... The card's Break Recovery stat
CP .......... Cost of the selected value
Available card values are shown in two columns (0-4, 5-9), along with the
number of each.
Press X to select a card value and navigate to the right panel. Use the
D-pad to highlight where you want the card placed, then press X; the
highlight returns to the left panel.
RIGHT PANEL
Tab row ..... NO. 1, NO. 2, NO. 3
Deck name ... Defaults are Deck 1, Deck 2, and Deck 3
DECK ........ Number of cards in deck / total number of cards allowed
CP .......... Cost of cards in deck / Max CP
From the left panel, press L1 to move to the right panel.
X ........... Removes the highlighted card from the deck
O ........... Exits from the Edit Deck screen
Triangle .... Selects a card to sort
Arrow to the desired location and press triangle again or X
Press O to cancel the sort
L1 .......... Returns to the left panel
. EQUIP DECK .
Lists all three decks by name, with the currently selected deck in red and
marked as "Ready" (on the left; "READY" on the right). Arrowing up or down,
the partial deck on the right reflects the highlighted deck.
Select another deck as needed. The "Ready" mark moves instantly.
The equipped deck is also automatically selected when entering Edit Deck.
Use the D-pad or L2 and R2 to cycle between decks. Details of the
highlighted deck display on the right. Press square to view Sora's
sleights, known and unknown.
. SHORTCUTS .
See section "D.1.1 REVIEW DECKS" for help using Shortcuts.
One shortcut may be specified for each of Sora's three decks. Press L2 or
R2 to cycle through decks on the Shortcuts screen.
. CLEAR DECK .
Clearing a deck removes all cards from the deck.
Use the D-pad or L2 and R2 to cycle between decks. Details of the
highlighted deck display on the right. Press square to view Sora's
sleights, known and unknown.
When a deck is selected, you're prompted to confirm clearing the deck;
select Yes to proceed, or No to cancel, leaving the deck unchanged.
Cards removed from the deck are not deleted. Those cards remain in
inventory and again appear on the left when editing the cleared deck.
Clearing a deck is handy for maintaining your card inventory, deciding the
cards you have in excess for selling in a moogle shop, for instance.
Note: The equipped deck must include at least one attack card.
. RENAME DECK .
Sora's three decks, by default, are named Deck 1, Deck 2, and Deck 3, as
displayed beside the current name. These names appear in several places and
assigning a more descriptive name to your decks can make selecting between
them an easier process.
For example, you may have Deck 2 arranged solely for battling mushrooms,
and Deck 3 ready for boss fights. Renaming Deck 1 as "Random", Deck 2 as
"Mushroom", and Deck 3 as "Boss" shows at a glance which is which. Or maybe
your decks are arranged by elemental affinity and renaming them "Blizzard",
"Fire", and "Thunder" makes more sense.
Rename Deck selects the equipped deck by default. ("Ready" appears to the
right of the current name.) Press L2 or R2 to cycle between decks.
The current deck's name remains in the edit field; press square to delete
the old name first, a character at a time (notice the insertion point's
movement). Arrow around to move the highlight -- both lowercase and
uppercase characters may be selected, as may a blank space and several
other ASCII characters.
Warning! Deck names are not exclusive or even required. Ensure Sora's decks
may be correctly identified.
The deck name may include up to ten characters; when ten characters is
reached, END is automatically highlighted. Otherwise, arrow down to END
when the new name displays as you like. Press X -- the name is instantly
changed and you're returned to the Review Decks menu.
Pressing O, however, exits Rename Deck without changing the name.
. DELETE CARDS .
Tip! Don't delete, SELL! Trade in excess battle cards for moogle points in
moogle shops. With the MP earned, buy new card packs possibly containing
better cards.
A maximum number of battle cards is allowed in inventory. Entering the menu
with the maximum cards in inventory displays a message alerting you that
the limit has been reached. (Moogle shops alert you when your inventory
won't accept five more cards.) Some cards must be sold or deleted before
any further battle cards can be added to your inventory.
In the Delete Cards screen, only those cards not assigned to any deck are
listed. The IN and ALL stats are as currently shown under Review Decks.
Cards that may be deleted, broken down by category:
Red ......... Number of attack cards
Blue ........ Number of magic cards
Green ....... Number of item cards
Heartless ... Number of enemy cards
Tab row ....... ALL, Attack, Magic, Item, Enemy
Use the D-pad to scroll through the list of ALL cards. Or, from the top
row, press up-arrow to highlight the tab row, arrow left or right to a
specific category, then down-arrow to scroll only through the selected
category of cards.
Select the desired card (such as Fire) and an available value (0-9) to
delete. When prompted, select Yes to delete one (1) card of the selected
value; or select No to back out without deleting a card. No option is
provided for deleting more than one card at a time.
. D.2.2 WORLD MAP .
See section "D.1.2 WORLD MAP".
The weapon icon appears as a Kingdom Key for Sora.
. D.2.3 MAP CARDS .
See section "D.1.3 MAP CARDS" for help using the Map Cards screen.
RED (11) GREEN (7) BLUE (7) ! (4/2)
Tranquil Darkness Martial Waking Calm Bounty Key of Beginnings
Teeming Darkness Sorcerous Waking Guarded Trove Key of Guidance
Feeble Darkness Alchemic Waking False Bounty Key to Truth
Almighty Darkness Meeting Ground Moment's Reprieve Key to Rewards
Sleeping Darkness Stagnant Space Moogle Room (Unknown Room)
Looming Darkness Strong Initiative Mingling Worlds (Conqueror's Respite)
Premium Room Lasting Daze Random Joker
White Room
Black Room
Bottomless Darkness
Roulette Room
A variety of map cards are dropped post-battle from the beginning -- six
red, all seven green, but no blue cards other than the solitary Moment's
Reprieve. Other map cards begin dropping once higher floors are reached.
FLOOR CARDS
1 Tranquil Darkness, Teeming Darkness, Feeble Darkness, Sleeping
Darkness, Premium Room, Black Room; all seven green map cards
2-6 Almighty Darkness, Looming Darkness, White Room, Bottomless
Darkness, Roulette Room; Calm Bounty, Moogle Room, Moment's
Reprieve, Random Joker
7-10 Guarded Trove, False Bounty, Key to Rewards
11 Mingling Worlds
Conversely, map cards common on lower floors may become rare drops higher
up. The heartless defeated and other factors (world, current room's
synthesis, and so on) may also affect the map card drop rate.
Roulette selectors adhere to the room's map card preferences, as well.
See section "E.1.4 MAP CARDS" for data on individual map cards.
. D.2.4 WORLD CARDS .
See section "D.1.4 WORLD CARDS" for help using the World Cards screen.
Sora's story takes place in Castle Oblivion, where he begins on the first
floor (1F) and works his way up to the thirteenth floor (13F).
Note: On Sora's World Cards screen, floors are abbreviated in the reverse
of what's seen elsewhere in the game and the game manual, as F1 rather than
1F, for instance. (Not to be confused with this guide's notation of field
rooms on its world maps.) Warp points display the same deviation on the
World Warp screen.
Floors are revealed over time, with F1 coming first, then F2-F6 in a block,
followed by F7-F10, and the remaining floors (F11-F13) learned one by one
thereafter.
World cards are acquired at the same intervals. Some worlds are assigned to
specific floors, but others are acquired in blocks and may be assigned to
any of the new block of floors.
Floor(s) World(s)
F1 Traverse Town
F2-F6 A: Agrabah, Olympus Coliseum, Wonderland, Monstro, Halloween Town
F7-F10 B: Atlantica, Neverland, Hollow Bastion, 100 Acre Wood
F11 Twilight Town
F12 Destiny Islands
F13 Castle Oblivion*
* Listed, though Sora doesn't receive a world card for the castle itself.
See section "E.1.5 WORLD CARDS" for more on world cards.
. D.2.5 STATUS .
. STATS .
Level Sora's current level
EXP Total amount of experience gained
To next level Amount of experience needed to level up
HP Health Points; measures Sora's health
Max CP Card Points; maximum capacity of a single deck
Equipped Deck Name of the deck marked as READY
Friends Names of friend cards that may appear in battle
Also listed on most menus are the amount of Moogle Points, or MP, Sora has
accumulated.
At the beginning of a new game, Sora's stats are:
Level 1
EXP 0
To next level 25
HP 80
Max CP 275
Equipped Deck Deck 1
Friends Donald Duck, Goofy
MP 0
. SLEIGHTS .
Textual list of the sleights and skills Sora has learned.
Tab row: ALL, Attack, Magic, Summons/Friends, Skills
Note: The sleights list's format differs under Review Decks, with Skills
omitted but as-yet-unknown sleights "named" by series of question marks.
LV, the earliest level the sleight is offered
Value, sum total of the cards used must fall within the specified range
Cards, cards in the order required (compare Trinity Limit to Wild Crush)
Tips for using extra features of Sora's sleights include:
S, using the left analog stick to aim or direct the action;
X, pressing X attacks, or attacks sooner (and weaker);
R, pressing triangle when the reaction prompt appears on screen
(ill-timed cancels the sleight), sometimes adding a number of
attacks (R[n]) or creating a greater effect when tapped rapidly (RR).
ATTACK SLEIGHTS LV VALUE TIP CARDS
Sliding Dash 2 10-15 -- Three attack cards of the same type
Stun Impact 7 20-23 -- Three attack cards of the same type
Strike Raid 12 24-26 -- Three attack cards
Blitz 17 10-15 R3 Three attack cards of differing types
Zantetsuken 22 0, 27 -- Three attack cards
Sonic Blade 27 20-23 R7 Three attack cards of differing types
Ars Arcanum 42 1-6 R13 Three attack cards
Ragnarok 52 7-9 SX Three attack cards
Trinity Limit -- -- -- attack card + Donald + Goofy
MAGIC SLEIGHTS LV VALUE TIP CARDS
Fira -- -- -- Fire + Fire
Firaga -- -- -- Fire + Fire + Fire
Blizzara -- -- -- Blizzard + Blizzard
Blizzaga -- -- -- Blizzard + Blizzard + Blizzard
Thundara -- -- -- Thunder + Thunder
Thundaga -- -- -- Thunder + Thunder + Thunder
Cura -- -- -- Cure + Cure
Curaga -- -- -- Cure + Cure + Cure
Gravira -- -- -- Gravity + Gravity
Graviga -- -- -- Gravity + Gravity + Gravity
Stopra -- -- -- Stop + Stop
Stopga -- -- -- Stop + Stop + Stop
Aerora -- -- -- Aero + Aero
Aeroga -- -- -- Aero + Aero + Aero
Warpinator -- -- -- Stop + Gravity + Aero
Warp -- -- -- Stop + Aero + Aero
Blizzard Raid -- -- -- Blizzard + attack card + attack card
Synchro -- -- -- Cure + Gravity + Aero
Fire Raid -- -- -- Fire + attack card + attack card
Aqua Splash -- -- S Blizzard + Fire + Aero
Terror -- -- -- summon card + summon card + Jack; or,
Simba + Mushu + item card
Gifted Miracle -- -- -- summon card + magic card + Jack; or,
Bambi + Blizzard + item card
Bind -- -- -- Gravity + Stop + magic card
Shock Impact -- -- -- Simba + attack card + attack card
Homing Blizzara -- -- -- Aero + Blizzard + magic card
Quake -- -- -- Gravity + Simba + magic card
Teleport -- -- -- magic card + magic card + Peter Pan; or,
Stop + Aero + item card
Thunder Raid -- -- -- Thunder + attack card + attack card
Confuse -- -- -- Genie + Tinker Bell + summon card
Firaga Burst -- -- -- Fire + Fire + Gravity
Reflect Raid -- -- -- Cloud + attack card + attack card
Magnet Spiral -- -- -- Gravity + Gravity + attack card
Lethal Flame 32 -- -- Stop + attack card + attack card
Tornado 37 -- S Aero + Gravity + summon card
Freeze -- -- -- Blizzard + Blizzard + Stop
Judgment -- -- -- Aero + attack card + attack card
Holy 47 -- -- Mega-Ether + Megalixir + item card
Raging Storm -- -- S Aero + Fire + Fire
Mega Flare 57 -- -- Mushu + Fire + Fire
SUMMONS SLEIGHTS LV VALUE TIP CARDS
Proud Roar LV2 -- -- -- Simba + Simba
Proud Roar LV3 -- -- -- Simba + Simba + Simba
Showtime LV2 -- -- -- Genie + Genie
Showtime LV3 -- -- -- Genie + Genie + Genie
Cross-slash -- -- -- Cloud + Cloud
Cross-slash+ -- -- -- Cloud + Stop + attack card
Omnislash -- -- R5 Cloud + Cloud + Cloud
Splash LV2 -- -- S Dumbo + Dumbo
Splash LV3 -- -- S Dumbo + Dumbo + Dumbo
Twinkle LV2 -- -- RR Tinker Bell + Tinker Bell
Twinkle LV3 -- -- RR Tinker Bell + Tinker Bell + Tinker Bell
Paradise LV2 -- -- -- Bambi + Bambi
Paradise LV3 -- -- -- Bambi + Bambi + Bambi
Idyll Romp -- -- -- Bambi + attack card + attack card
Flare Breath LV2 -- -- SX Mushu + Mushu
Flare Breath LV3 -- -- SX Mushu + Mushu + Mushu
FRIENDS SLEIGHTS LV VALUE TIP CARDS
Magic LV2 -- -- -- Donald + Donald
Magic LV3 -- -- -- Donald + Donald + Donald
Stardust Blitz -- -- R3 Donald + Fire
Goofy Tornado LV2 -- -- -- Goofy + Goofy
Goofy Tornado LV3 -- -- -- Goofy + Goofy + Goofy
Goofy Smash -- -- R1 Goofy + attack card
Wild Crush -- -- S Goofy + Donald + attack card
Lucky Bounty LV2 -- -- -- Pluto + Pluto
Lucky Bounty LV3 -- -- -- Pluto + Pluto + Pluto
Sandstorm LV2 -- -- -- Aladdin + Aladdin
Sandstorm LV3 -- -- -- Aladdin + Aladdin + Aladdin
Surprise! LV2 -- -- -- Jack + Jack
Surprise! LV3 -- -- -- Jack + Jack + Jack
Spiral Wave LV2 -- -- R2 Ariel + Ariel
Spiral Wave LV3 -- -- R3 Ariel + Ariel + Ariel
Hummingbird LV2 -- -- RR Peter Pan + Peter Pan
Hummingbird LV3 -- -- RR Peter Pan + Peter Pan + Peter Pan
Furious Volley LV2 -- -- R2 The Beast + The Beast
Furious Volley LV3 -- -- R3 The Beast + The Beast + The Beast
SKILLS
High Jump Reach higher places with an aerial flip.
Glide Fly through the air by jumping then holding O.
Super Glide Fly through the air with velocity by holding O.
. D.2.6 JOURNAL .
In his Journal, Jiminy Cricket records the details of Sora's journey.
Achieves 100% completion once ALL topics and subtopics appear and are
marked "complete" by a gold King Mickey icon.
STORY
Worlds are included when the floor's Exit Hall is reached.
Sora's Tale I The story up through Traverse Town
Sora's Tale II The story up to the seventh floor
Sora's Tale III The story up to the tenth floor
Sora's Tale IV The story up to the thirteenth floor
Traverse Town Briefly recaps this world's story
Wonderland Briefly recaps this world's story
Olympus Coliseum Briefly recaps this world's story
Agrabah Briefly recaps this world's story
Halloween Town Briefly recaps this world's story
Monstro Briefly recaps this world's story
Atlantica Briefly recaps this world's story
Neverland Briefly recaps this world's story
Hollow Bastion Briefly recaps this world's story
100 Acre Wood Briefly recaps this world's story
Twilight Town Briefly recaps this world's story
Destiny Islands Briefly recaps this world's story
Castle Oblivion Briefly recaps this world's story
CARD COLLECTION
RANK COMPLETE
Rookie Collector 6-24%
Card Fanatic 25-44%
Elite Collector 45-54%
Card Reaper 55-67%
Rare Card Hunter 68-79%
Cardjacker 80-84%
Prime Collector 85-91%
Ace of Cards 92-99%
Card Master 100%
Once Card Master rank is achieved, two special cards may be obtained in
Castle Oblivion (13F), required for 100% journal completion. See section
"E.1.7 SPECIAL CARDS".
CARD INDEX
See section "E.1 CARDS" for individual card data.
Attack Cards Keyblades acquired
Magic Cards Types of magic learned
Summon Cards Characters who aid when called
Item Cards Help with reloading the deck
Friend Cards Allies who aid you in battle
Enemy Cards Includes heartless, bosses, and Organization members
Map Cards Types of rooms to synthesize
World Cards Used for assigning worlds to the castle's floors
Gimmick Cards A unique card providing help in boss fights
Special Cards* Bonus cards for achieving Card Master rank
* Unlike other categories, doesn't appear as question marks first.
CHARACTERS
Worlds are included once the floor's Exit Hall is reached.
Characters I Characters common throughout the KH series
Characters II Members of the Organization
Others Summoned characters* and the moogles
Traverse Town Characters specific to this world
Wonderland Characters specific to this world
Olympus Coliseum Characters specific to this world
Agrabah Characters specific to this world
Halloween Town Characters specific to this world
Monstro Characters specific to this world
Atlantica Characters specific to this world
Neverland Characters specific to this world
Hollow Bastion Characters specific to this world
100 Acre Wood Characters specific to this world
Destiny Islands Characters specific to this world
The Heartless A bestiary of non-human enemies
* Summons appearing in a world's story are listed within that world.
MINIGAMES
A quick look at KH-ReCOM's minigames, and your achievements. Appears in the
journal after completing the Monstro world.
In the 100 Acre Wood, Tier I goals are the minimum requirement for story
(and 100%) completion. Tier II is a higher target goal, but isn't required
for journal completion. Two prizes are awarded per minigame, one prize for
completing each tier.
Monstro
Monstro's Belly Brawl
100 Acre Wood Tier I Tier II
Balloon Glider Reach the top 500 Points
Whirlwind Plunge Reach the end 2400 Points
Bumble-Rumble 50 Bees 70 Bees, Time: 01'40"00 or faster
Tigger's Jump-a-Thon 25 Points 75 Points
Veggie Panic 30 Sorted 120 Points
. D.2.7 SETTINGS .
See section "D.1.7 SETTINGS".
.: D.3 MENUS - RIKU :.
All of the menus according to Riku.
. D.3.1 REVIEW DECKS .
Riku has only two commands available.
. VIEW DECKS .
Maximum number of cards in Riku's deck: 99
Visit often. Riku's deck is "closed", automatically defined, and can't be
edited, not even so much as rearranging his cards, but the deck can change
from one room to the next.
Use the D-pad or left analog stick to scroll through the current deck.
Press square to view all of Riku's sleights, known and unknown.
. SHORTCUTS .
See section "D.1.1 REVIEW DECKS" for help using Shortcuts.
One shortcut at a time may be specified for Riku's deck, but must be set
every time the deck changes. The shortcut is always cleared with the deck
change.
. D.3.2 WORLD MAP .
See section "D.1.2 WORLD MAP".
The weapon icon appears as a Soul Eater for Riku.
. D.3.3 MAP CARDS .
See section "D.1.3 MAP CARDS" for help using the Map Cards screen.
RED (9) GREEN (5) BLUE (3) ! (3/2)
Tranquil Darkness Martial Waking Moment's Reprieve Key of Beginnings
Teeming Darkness Meeting Ground Mingling Worlds Key of Guidance
Feeble Darkness Stagnant Space Random Joker Key to Truth
Almighty Darkness Strong Initiative (Unknown Room)
Sleeping Darkness Lasting Daze (Conqueror's Respite)
Looming Darkness
Black Room
Bottomless Darkness
Roulette Room
Riku may see any of his allowed map cards from the beginning of a new game.
See section "E.1.4 MAP CARDS" for individual map card data.
. D.3.4 WORLD CARDS .
Inaccessible from B12F Entrance Hall at the start of a new game until the
first world has been synthesized, even though the Hollow Bastion world card
was received and appears in the D Report. See section "D.1.4 WORLD CARDS"
for help using the World Cards screen.
Note: Unlike elsewhere in the game and manual, floor numbers use a shorter
abbreviation under World Cards, as B12 rather than B12F, for example. Warp
points display the same deviation on the World Warp screen.
Riku's story takes place in Castle Oblivion. He begins in the deepest
basement (B12) and works his way up to the first basement floor (B1).
Floors are revealed over time, with B12 coming first, then B11-B8 in a
block, followed by B7-B4, and the remaining floors (B3-B1) learned one by
one thereafter.
World cards are acquired at the same intervals. Some worlds are assigned to
specific floors, but others are acquired in blocks and may be assigned to
any of the new block of floors.
Floor(s) World(s)
B12 Hollow Bastion
B11-B8 Block C: Agrabah, Monstro, Neverland, Traverse Town
B7-B4 Block D: Atlantica, Olympus Coliseum, Wonderland, Halloween Town
B3 Destiny Islands
B2 Twilight Town
B1 Castle Oblivion*
* Unlike Sora, Riku DOES receive a world card for Castle Oblivion.
See section "E.1.5 WORLD CARDS" for more on world cards.
. D.3.5 STATUS .
. STATS .
Level Riku's current level
EXP Total amount of experience gained
To next level Amount of experience needed to level up
HP Health Points; measures Riku's health
Attack Points AP; strengthens Riku's Soul Eater weapon
Dark Points Max DP; amount required to enter Dark Mode
Friends No one or The King, Riku's only friend
At the beginning of a new game, Riku's stats are:
Level 1
EXP 0
To next level 25
HP 80
Attack Points 10
Dark Points 8
Friends (blank)
. SLEIGHTS .
Tab row: ALL, Attack, Friend, Duel Attack
Riku learns all of his Attack and Duel Attack sleights at the same time, in
B12F Exit Hall, and all of the Friend sleights shortly thereafter, in B11F
Entrance Hall. More than half of Riku's sleights work only while in Dark
Mode (DM).
His Duel Attack sleights are accomplished during card duels, by exactly
matching a certain number of cards within the specified number of seconds.
Random enemies commonly duel for 3-in-4, while bosses lean toward requiring
7-in-8 duels. All are possible by rapidly tapping X repeatedly.
ATTACKS DM RANGE
Dark Break Y 5-15 Three Soul Eaters
Dark Firaga Y 16-25 Three Soul Eaters
Dark Aura Y 27 (9 + 9 + 9)
FRIENDS DM CARDS
MM Miracle LV2 - The King + The King
MM Miracle LV3 - The King + The King + The King
Holy Burst - The King + Soul Eater + Soul Eater
Inverse Burst Y The King + Soul Eater + Soul Eater
DUEL ATTACKS DM Secs Cards
Impulse - 4 3
Dark Impulse Y 4 3
Maelstrom - 6 5
Dark Maelstrom Y 6 5
Barrage - 8 7
Dark Barrage Y 8 7
D Mode Accumulate max DP via card breaks, rapid breaks
Note: The sleights list's format differs under Review Decks, with D Mode
omitted but as-yet-unknown sleights "named" by series of question marks.
. D.3.6 D REPORT .
A report chronicling the details of Riku's story. Reaches 100% completion
through the normal course of the game.
Note: Just as Sora's Journal is a record kept by someone other than Sora,
so too is Riku's D Report kept by another's hand.
STORY
Riku's Tale I The story begins
Riku's Tale II The story up to the eleventh basement floor
Riku's Tale III The story up through the eighth basement floor
Riku's Tale IV The story up through the fourth basement floor
Riku's Tale V The story up through Destiny Islands
Riku's Tale VI The story up through Twilight Town
CARD COLLECTION
COLLECTOR RANK COMPLETE
One Who Wishes Cards 6-32%
One Who is Drawn to Cards 33-57%
One Who Seeks Cards 59-74%
One Who Leads Cards 76-89%
One Who Rules the Cards 91-98%
One Who Reigns over Cards 100%
CARD INDEX
Battle Cards Attack, item, and other cards
Enemy Cards Abilities obtained from foes and bosses
Map Cards Types of rooms to synthesize
World Cards Used for assigning worlds to the castle's floors
See section "E.1 CARDS" for data on individual cards.
CHARACTERS
Characters I Characters met in Riku's story
Characters II Disney-world bosses
The Heartless A bestiary of non-human enemies
. D.3.7 SETTINGS .
See section "D.1.7 SETTINGS".
.:| E. REFERENCE |:.
Details on a few of the game's broader aspects.
.: E.1 CARDS :.
Cards rule all in Castle Oblivion and come in a variety of flavors.
TYPE SORA RIKU
Battle
Attack 23 1
Magic 7 --
Summon 7 --
Item 7 2
Friend 8 1
Enemy 56 22
Gimmick 1 1
Special 2 --
Map 29 20
World 12 12
TOTAL 152 59
Trivia! Sora obtains ninety-six cards Riku never sees, and Riku obtains
three cards Sora never sees.
. E.1.1 BATTLE CARDS - SORA .
Maximum battle cards allowed: 999
Number of battle cards per deck: 99
The maximum includes all categories (Attack, Magic, Item, Enemy), whether
assigned to a deck or unassigned. The max increases as the game progresses
and your card collection grows, only topping out at 999 when Jiminy's
Journal -- not just Card Collection -- reaches 100% completion. An alert
notifies you when the limit has been reached when you enter the menu or
attempt to open a treasure chest. Moogles alert you when you're at the max
or have no room left for a new card pack.
Warning! Are special treasures exempt or lost? If you suspect the max is
looming too large, visit a moogle shop and talk to either moogle -- it's
the only place the total number of battle cards ("ALL") is displayed.
Amounts shown for CP and Sell throughout this section are as-observed by
the author, not calculated or taken from any publication.
. ATTACK CARDS .
Best <-------------------> Worst
Stat grades: * A B+ B C+ C D+ D
Stocked cards coincide with the first three stats to form a full combo:
1st Card 2nd Card 3rd Card
Strike Thrust Combo Finish
Note: These actions correspond with the animation of a standard three-hit
combo. Your mileage may vary depending on the sleight, if one is invoked,
or the enemy faced.
Cards with a neutral elemental affinity can "break through" an enemy's
physical defenses -- good against large body and fat bandit heartless or a
boss's guard.
In the following table, element is Physical unless otherwise noted.
KEYBLADE STRIKE THRUST FINISH RECVRY CP ELEMENT
Bond of Flame * C+ B B C Fire
Crabclaw C C B+ * B --
Diamond Dust B+ B+ B * C Ice
Divine Rose A D+ C C B --
Fairy Harp C+ C+ C * B --
Follow the Wind C+ A D A B --
Hidden Dragon D+ C+ B+ A B --
Kingdom Key D+ D+ D+ B B --
Lady Luck C+ C+ D B A --
Lionheart B B B A B Fire
Metal Chocobo C+ C+ B+ B B Neutral
Monochrome D+ B B+ C B Neutral
Oathkeeper B * B+ B C --
Oblivion A A D A C Neutral
Olympia C+ D+ B A A --
One-Winged Angel C C * C C Fire
Photon Debugger B C+ B+ B B Lightning
Pumpkinhead C+ C+ D+ A A --
Spellbinder D+ A D+ A B Lightning
Star Seeker C D+ B+ * A --
Three Wishes C+ D+ B B A --
Ultima Weapon * * A B D --
Wishing Star C C D+ A A --
Kingdom Key
Attack: D+
Element: Physical
Recovery: B
---- CP ---- --- Sell --- -------- Detail -------------
0: 19 5: 14 0: 12 5: 08 Strike: D+
1: 10 6: 15 1: 06 6: 10 Thrust: D+
2: 11 7: 16 2: 06 7: 10 Combo Finish: D+
3: 12 8: 17 3: 08 8: 10 Element: Physical
4: 13 9: 18 4: 08 9: 12 Break Recovery: B
Premium: 10 Premium: 16 Required CP: * (open star)
Three Wishes * Agrabah
Attack: C+
Element: Physical
Recovery: B
---- CP ---- --- Sell --- -------- Detail -------------
0: 24 5: 19 0: 16 5: 12 Strike: C+
1: 15 6: 20 1: 10 6: 12 Thrust: D+
2: 16 7: 21 2: 10 7: 14 Combo Finish: B
3: 17 8: 22 3: 10 8: 14 Element: Physical
4: 18 9: 23 4: 12 9: 14 Break Recovery: B
Premium: 15 Premium: 20 Required CP: A
Crabclaw * Atlantica
Attack: C+
Element: Physical
Recovery: * (open star)
---- CP ---- --- Sell --- -------- Detail -------------
0: 38 5: 28 0: 24 5: 18 Strike: C
1: 20 6: 30 1: 12 6: 20 Thrust: C
2: 22 7: 32 2: 14 7: 20 Combo Finish: B+
3: 24 8: 34 3: 16 8: 22 Element: Physical
4: 26 9: 36 4: 16 9: 24 Break Recovery: *
Premium: 20 Premium: 22 Required CP: B
Pumpkinhead * Halloween Town
Attack: C
Element: Physical
Recovery: A
---- CP ---- --- Sell --- -------- Detail -------------
0: 24 5: 19 0: 16 5: 12 Strike: C+
1: 15 6: 20 1: 10 6: 12 Thrust: C+
2: 16 7: 21 2: 10 7: 14 Combo Finish: D+
3: 17 8: 22 3: 10 8: 14 Element: Physical
4: 18 9: 23 4: 12 9: 14 Break Recovery: A
Premium: 15 Premium: 20 Required CP: A
Fairy Harp * Neverland
Attack: C+
Element: Physical
Recovery: * (open star)
---- CP ---- --- Sell --- -------- Detail -------------
0: 38 5: 28 0: 24 5: 18 Strike: C+
1: 20 6: 30 1: 12 6: 20 Thrust: C+
2: 22 7: 32 2: 14 7: 20 Combo Finish: C
3: 24 8: 34 3: 16 8: 22 Element: Physical
4: 26 9: 36 4: 16 9: 24 Break Recovery: *
Premium: 20 Premium: 22 Required CP: B
Wishing Star * Monstro
Attack: C
Element: Physical
Recovery: A
---- CP ---- --- Sell --- -------- Detail -------------
0: 24 5: 19 0: 16 5: 12 Strike: C
1: 15 6: 20 1: 10 6: 12 Thrust: C
2: 16 7: 21 2: 10 7: 14 Combo Finish: D+
3: 17 8: 22 3: 10 8: 14 Element: Physical
4: 18 9: 23 4: 12 9: 14 Break Recovery: A
Premium: 15 Premium: 20 Required CP: A
Spellbinder
Attack: C
Element: Lightning
Recovery: A
---- CP ---- --- Sell --- -------- Detail -------------
0: 38 5: 28 0: 24 5: 18 Strike: D+
1: 20 6: 30 1: 12 6: 20 Thrust: A
2: 22 7: 32 2: 14 7: 20 Combo Finish: D+
3: 24 8: 34 3: 16 8: 22 Element: Lightning
4: 26 9: 36 4: 16 9: 24 Break Recovery: A
Premium: 20 Premium: 22 Required CP: B
Metal Chocobo * Special Treasure
Attack: B
Element: Neutral
Recovery: B
---- CP ---- --- Sell --- -------- Detail -------------
0: 38 5: 28 0: 24 5: 18 Strike: C+
1: 20 6: 30 1: 12 6: 20 Thrust: C+
2: 22 7: 32 2: 14 7: 20 Combo Finish: B+
3: 24 8: 34 3: 16 8: 22 Element: Neutral
4: 26 9: 36 4: 16 9: 24 Break Recovery: B
Premium: 20 Premium: 22 Required CP: B
Olympia * Olympus Coliseum
Attack: C+
Element: Physical
Recovery: A
---- CP ---- --- Sell --- -------- Detail -------------
0: 24 5: 19 0: 16 5: 12 Strike: C+
1: 15 6: 20 1: 10 6: 12 Thrust: D+
2: 16 7: 21 2: 10 7: 14 Combo Finish: B
3: 17 8: 22 3: 10 8: 14 Element: Physical
4: 18 9: 23 4: 12 9: 14 Break Recovery: A
Premium: 15 Premium: 20 Required CP: A
Lionheart * Special Treasure
Attack: B
Element: Fire
Recovery: A
---- CP ---- --- Sell --- -------- Detail -------------
0: 38 5: 28 0: 24 5: 18 Strike: B
1: 20 6: 30 1: 12 6: 20 Thrust: B
2: 22 7: 32 2: 14 7: 20 Combo Finish: B
3: 24 8: 34 3: 16 8: 22 Element: Fire
4: 26 9: 36 4: 16 9: 24 Break Recovery: A
Premium: 20 Premium: 22 Required CP: B
Lady Luck * Wonderland
Attack: C
Element: Physical
Recovery: B
---- CP ---- --- Sell --- -------- Detail -------------
0: 24 5: 19 0: 16 5: 12 Strike: C+
1: 15 6: 20 1: 10 6: 12 Thrust: C+
2: 16 7: 21 2: 10 7: 14 Combo Finish: D
3: 17 8: 22 3: 10 8: 14 Element: Physical
4: 18 9: 23 4: 12 9: 14 Break Recovery: B
Premium: 15 Premium: 20 Required CP: A
Divine Rose * Hollow Bastion
Attack: C+
Element: Physical
Recovery: C
---- CP ---- --- Sell --- -------- Detail -------------
0: 38 5: 28 0: 24 5: 18 Strike: A
1: 20 6: 30 1: 12 6: 20 Thrust: D+
2: 22 7: 32 2: 14 7: 20 Combo Finish: C
3: 24 8: 34 3: 16 8: 22 Element: Physical
4: 26 9: 36 4: 16 9: 24 Break Recovery: C
Premium: 20 Premium: 22 Required CP: B
Oathkeeper
Attack: B+
Element: Physical
Recovery: B
---- CP ---- --- Sell --- -------- Detail -------------
0: 43 5: 33 0: 28 5: 22 Strike: B
1: 25 6: 35 1: 16 6: 22 Thrust: *
2: 27 7: 37 2: 18 7: 24 Combo Finish: B+
3: 29 8: 39 3: 18 8: 26 Element: Physical
4: 31 9: 41 4: 20 9: 26 Break Recovery: B
Premium: 25 Premium: 26 Required CP: C
Oblivion
Attack: B
Element: Neutral
Recovery: A
---- CP ---- --- Sell --- -------- Detail -------------
0: 43 5: 33 0: 28 5: 22 Strike: A
1: 25 6: 35 1: 16 6: 22 Thrust: A
2: 27 7: 37 2: 18 7: 24 Combo Finish: D
3: 29 8: 39 3: 18 8: 26 Element: Neutral
4: 31 9: 41 4: 20 9: 26 Break Recovery: A
Premium: 25 Premium: 26 Required CP: C
Ultima Weapon * Clear Bonus
Attack: *
Element: Physical
Recovery: B
---- CP ---- --- Sell --- -------- Detail -------------
0: 57 5: 42 0: 38 5: 28 Strike: *
1: 30 6: 45 1: 20 6: 30 Thrust: *
2: 33 7: 48 2: 22 7: 32 Combo Finish: A
3: 36 8: 51 3: 24 8: 34 Element: Physical
4: 39 9: 54 4: 26 9: 36 Break Recovery: B
Premium: 30 Premium: 30 Required CP: D
Diamond Dust
Attack: B+
Element: Ice
Recovery: *
---- CP ---- --- Sell --- -------- Detail -------------
0: 43 5: 33 0: 28 5: 22 Strike: B+
1: 25 6: 35 1: 16 6: 22 Thrust: B+
2: 27 7: 37 2: 18 7: 24 Combo Finish: B
3: 29 8: 39 3: 18 8: 26 Element: Ice
4: 31 9: 41 4: 20 9: 26 Break Recovery: *
Premium: 25 Premium: 26 Required CP: C
One-Winged Angel
Attack: B
Element: Fire
Recovery: C
---- CP ---- --- Sell --- -------- Detail -------------
0: 43 5: 33 0: 28 5: 22 Strike: C
1: 25 6: 35 1: 16 6: 22 Thrust: C
2: 27 7: 37 2: 18 7: 24 Combo Finish: *
3: 29 8: 39 3: 18 8: 26 Element: Fire
4: 31 9: 41 4: 20 9: 26 Break Recovery: C
Premium: 25 Premium: 26 Required CP: C
Star Seeker * Special Treasure * Clear Bonus
Attack: C+
Element: Physical
Recovery: *
---- CP ---- --- Sell --- -------- Detail -------------
0: 24 5: 19 0: 16 5: 12 Strike: C
1: 15 6: 20 1: 10 6: 12 Thrust: D+
2: 16 7: 21 2: 10 7: 14 Combo Finish: B+
3: 17 8: 22 3: 10 8: 14 Element: Physical
4: 18 9: 23 4: 12 9: 14 Break Recovery: *
Premium: 15 Premium: 20 Required CP: A
Monochrome * Special Treasure * Clear Bonus
Attack: C+
Element: Neutral
Recovery: C
---- CP ---- --- Sell --- -------- Detail -------------
0: xx 5: 28 0: xx 5: 18 Strike: D+
1: 20 6: 30 1: 12 6: 20 Thrust: B
2: 22 7: 32 2: 14 7: 20 Combo Finish: B+
3: 24 8: 34 3: 16 8: 22 Element: Neutral
4: 26 9: 36 4: 16 9: 24 Break Recovery: C
Premium: 20 Premium: 22 Required CP: B
[xx, these amounts remain as yet unobserved]
Follow the Wind * Special Treasure * Clear Bonus
Attack: C+
Element: Physical
Recovery: A
---- CP ---- --- Sell --- -------- Detail -------------
0: 38 5: 28 0: 24 5: 18 Strike: C+
1: 20 6: 30 1: 12 6: 20 Thrust: A
2: 22 7: 32 2: 14 7: 20 Combo Finish: D
3: 24 8: 34 3: 16 8: 22 Element: Physical
4: 26 9: 36 4: 16 9: 24 Break Recovery: A
Premium: 20 Premium: 22 Required CP: B
Hidden Dragon * Clear Bonus
Attack: C+
Element: Physical
Recovery: A
---- CP ---- --- Sell --- -------- Detail -------------
0: 38 5: 28 0: 24 5: 18 Strike: D+
1: 20 6: 30 1: 12 6: 20 Thrust: C+
2: 22 7: 32 2: 14 7: 20 Combo Finish: B+
3: 24 8: 34 3: 16 8: 22 Element: Physical
4: 26 9: 36 4: 16 9: 24 Break Recovery: A
Premium: 20 Premium: 22 Required CP: B
Photon Debugger * Special Treasure * Clear Bonus
Attack: B
Element: Lightning
Recovery: B
---- CP ---- --- Sell --- -------- Detail -------------
0: 38 5: 28 0: 24 5: 18 Strike: B
1: 20 6: 30 1: 12 6: 20 Thrust: C+
2: 22 7: 32 2: 14 7: 20 Combo Finish: B+
3: 24 8: 34 3: 16 8: 22 Element: Lightning
4: 26 9: 36 4: 16 9: 24 Break Recovery: B
Premium: 20 Premium: 22 Required CP: B
Bond of Flame * Special Treasure * Clear Bonus
Attack: B+
Element: Fire
Recovery: B
---- CP ---- --- Sell --- -------- Detail -------------
0: 43 5: 33 0: 28 5: 22 Strike: *
1: 25 6: 35 1: 16 6: 22 Thrust: C+
2: 27 7: 37 2: 18 7: 24 Combo Finish: B
3: 29 8: 39 3: 18 8: 26 Element: Fire
4: 31 9: 41 4: 20 9: 26 Break Recovery: B
Premium: 25 Premium: 26 Required CP: C
. MAGIC CARDS .
Fire Blizzard
---- CP ---- --- Sell --- ---- CP ---- --- Sell ---
0: 24 5: 19 0: 16 5: 12 0: 24 5: 19 0: 16 5: 12
1: 15 6: 20 1: 10 6: 12 1: 15 6: 20 1: 10 6: 12
2: 16 7: 21 2: 10 7: 14 2: 16 7: 21 2: 10 7: 14
3: 17 8: 22 3: 10 8: 14 3: 17 8: 22 3: 10 8: 14
4: 18 9: 23 4: 12 9: 14 4: 18 9: 23 4: 12 9: 14
Premium: 15 Premium: 20 Premium: 15 Premium: 20
Thunder Cure
---- CP ---- --- Sell --- ---- CP ---- --- Sell ---
0: 24 5: 19 0: 16 5: 12 0: 43 5: 33 0: 28 5: 22
1: 15 6: 20 1: 10 6: 12 1: 25 6: 35 1: 16 6: 22
2: 16 7: 21 2: 10 7: 14 2: 27 7: 37 2: 18 7: 24
3: 17 8: 22 3: 10 8: 14 3: 29 8: 39 3: 18 8: 26
4: 18 9: 23 4: 12 9: 14 4: 31 9: 41 4: 20 9: 26
Premium: 15 Premium: 20 Premium: 25 Premium: 26
Gravity Stop
---- CP ---- --- Sell --- ---- CP ---- --- Sell ---
0: 38 5: 28 0: 24 5: 18 0: 38 5: 28 0: 24 5: 18
1: 20 6: 30 1: 12 6: 20 1: 20 6: 30 1: 12 6: 20
2: 22 7: 32 2: 14 7: 20 2: 22 7: 32 2: 14 7: 20
3: 24 8: 34 3: 16 8: 22 3: 24 8: 34 3: 16 8: 22
4: 26 9: 36 4: 16 9: 24 4: 26 9: 36 4: 16 9: 24
Premium: 20 Premium: 22 Premium: 20 Premium: 22
Aero
---- CP ---- --- Sell ---
0: 38 5: 28 0: 24 5: 18
1: 20 6: 30 1: 12 6: 20
2: 22 7: 32 2: 14 7: 20
3: 24 8: 34 3: 16 8: 22
4: 26 9: 36 4: 16 9: 24
Premium: 20 Premium: 22
. SUMMON CARDS .
Simba Genie
---- CP ---- --- Sell --- ---- CP ---- --- Sell ---
0: 38 5: 28 0: 24 5: 18 0: 38 5: 28 0: 24 5: 18
1: 20 6: 30 1: 12 6: 20 1: 20 6: 30 1: 12 6: 20
2: 22 7: 32 2: 14 7: 20 2: 22 7: 32 2: 14 7: 20
3: 24 8: 34 3: 16 8: 22 3: 24 8: 34 3: 16 8: 22
4: 26 9: 36 4: 16 9: 24 4: 26 9: 36 4: 16 9: 24
Premium: 20 Premium: 22 Premium: 20 Premium: 22
Bambi Dumbo
---- CP ---- --- Sell --- ---- CP ---- --- Sell ---
0: 38 5: 28 0: 24 5: 18 0: 38 5: 28 0: 24 5: 18
1: 20 6: 30 1: 12 6: 20 1: 20 6: 30 1: 12 6: 20
2: 22 7: 32 2: 14 7: 20 2: 22 7: 32 2: 14 7: 20
3: 24 8: 34 3: 16 8: 22 3: 24 8: 34 3: 16 8: 22
4: 26 9: 36 4: 16 9: 24 4: 26 9: 36 4: 16 9: 24
Premium: 20 Premium: 22 Premium: 20 Premium: 22
Tinker Bell Mushu * Special Treasure
---- CP ---- --- Sell --- ---- CP ---- --- Sell ---
0: 38 5: 28 0: 24 5: 18 0: 43 5: 33 0: 28 5: 22
1: 20 6: 30 1: 12 6: 20 1: 25 6: 35 1: 16 6: 22
2: 22 7: 32 2: 14 7: 20 2: 27 7: 37 2: 18 7: 24
3: 24 8: 34 3: 16 8: 22 3: 29 8: 39 3: 18 8: 26
4: 26 9: 36 4: 16 9: 24 4: 31 9: 41 4: 20 9: 26
Premium: 20 Premium: 22 Premium: 25 Premium: 26
Cloud
---- CP ---- --- Sell ---
0: 43 5: 33 0: 28 5: 22
1: 25 6: 35 1: 16 6: 22
2: 27 7: 37 2: 18 7: 24
3: 29 8: 39 3: 18 8: 26
4: 31 9: 41 4: 20 9: 26
Premium: 25 Premium: 26
. ITEM CARDS .
Help with reloading the cards in your deck. Good for one use only per
battle. Item cards never appear as premium cards.
1-attack cards; 2-magic cards; 3-unreloadables; 4-resets counter
Potion 1 Hi-Potion 1, 3
---- CP ---- --- Sell --- ---- CP ---- --- Sell ---
0: 57 5: 42 0: 38 5: 28 0: 76 5: 56 0: 50 5: 36
1: 30 6: 45 1: 20 6: 30 1: 40 6: 60 1: 26 6: 40
2: 33 7: 48 2: 22 7: 32 2: 44 7: 64 2: 28 7: 42
3: 36 8: 51 3: 24 8: 34 3: 48 8: 68 3: 32 8: 44
4: 39 9: 54 4: 26 9: 39 4: 52 9: 72 4: 34 9: 48
Mega-Potion 1, 3, 4 Ether 2
---- CP ---- --- Sell --- ---- CP ---- --- Sell ---
0: 81 5: 61 0: 54 5: 40 0: 38 5: 28 0: 24 5: 18
1: 45 6: 65 1: 30 6: 42 1: 20 6: 30 1: 12 6: 20
2: 49 7: 69 2: 32 7: 46 2: 22 7: 32 2: 14 7: 20
3: 53 8: 73 3: 34 8: 48 3: 24 8: 34 3: 16 8: 22
4: 57 9: 77 4: 38 9: 50 4: 26 9: 36 4: 16 9: 24
Mega-Ether 2, 3 Elixir 1, 2
---- CP ---- --- Sell --- ---- CP ---- --- Sell ---
0: 62 5: 47 0: 40 5: 30 0: 81 5: 61 0: 54 5: 40
1: 35 6: 50 1: 22 6: 32 1: 45 6: 65 1: 30 6: 42
2: 38 7: 53 2: 24 7: 34 2: 49 7: 69 2: 32 7: 46
3: 41 8: 56 3: 26 8: 36 3: 53 8: 73 3: 34 8: 48
4: 44 9: 59 4: 28 9: 38 4: 57 9: 77 4: 38 9: 50
Megalixir 1, 2, 3, 4
---- CP ---- --- Sell ---
0: 95 5: 70 0: 62 5: 46
1: 50 6: 75 1: 32 6: 50
2: 55 7: 80 2: 36 7: 52
3: 60 8: 85 3: 40 8: 56
4: 65 9: 90 4: 42 9: 60
. FRIEND CARDS .
Two- and three-card sleights yield greater or multiple effects, or can stun
enemies. Additional Friend sleights produce other individual effects.
See section "D.2.5 STATUS" for details on Sora's Friend sleights.
FRIEND BASIC EFFECT
Donald Two spells: Fire, Blizzard, Thunder, Cure
Goofy Spinning attack
Aladdin Sword attack, MP orbs
Ariel Whirling attack
Jack One spell: Fire, Blizzard, Thunder, Gravity
Peter Pan Dagger attack, MP orbs
The Beast Volleys enemies with Sora
Pluto Digs for spent cards; HP orbs, MP orbs; bone
Donald and Goofy may appear in regular and (most) boss fights, as may
Pluto. The remainder may appear in either, but only in his or her own world
and only when he or she appears under Friends.
Pluto can be an enigma. He's very rarely seen in random battle, even in
Traverse Town, but commonly pops up in select boss battles and other forced
fights. He may lend a paw against Organization members, too. If he digs up
a bone, lure your opponent into stepping on it.
WARNING! The Pluto friend card is the only "missable" thing in the game
that can prevent you from reaching 100% journal completion. If you reach
the final save point without the pooch appearing, about the only hope is a
rare random encounter in Traverse Town, maybe in a Meeting Ground room.
. ENEMY CARDS .
In addition to boss drops, Sora can receive enemy cards from all but one
random heartless. See section "E.1.3 ENEMY CARDS" for greater detail.
. E.1.2 BATTLE CARDS - RIKU .
Riku has a limited selection of battle cards at his command. Two- and
three-card sleights with the King yield greater effects over a larger area.
NAME TYPE EFFECT
Soul Eater Attack Damage inflicted on enemies increases with Riku's AP
Potion Item Quickly reloads all reloadable attack cards
Hi-Potion Item Quickly reloads ALL attack cards
The King Friend Damages and may stun enemies within range;
heals Riku; reloads Riku's deck
Gimmick Cards --- Special help in boss fights
Riku also has select enemy cards available to him, learned at set intervals
rather than as random drops, including one card Sora never sees. See
section "E.1.3 ENEMY CARDS" for greater detail.
. E.1.3 ENEMY CARDS .
Also considered battle cards, enemy cards invoke special abilities for a
limited duration. In battle, press Select to pick an enemy card from among
those included in your deck.
For Sora, random enemy cards are dropped after battles against the named
enemy instead of a map card. For Sora, too, some unique enemy cards are
obtained in Rewards or bounty rooms. For Riku, some are automatically
obtained during world synthesis. For both, a boss commonly drops its own
enemy card, though sometimes not until the final confrontation against
returning bosses.
S, Y = obtainable by Sora; + = only after completing Riku's story: Enemy
cards may be added to any deck, costing the specified amount of CP. Random
enemy cards may also be sold in moogle shops for the MP shown; boss enemy
cards can't be sold.
R, A = auto-acquired by Riku; B = boss drop: Enemy cards are automatically
included in decks, though which and how many varies by deck. For Riku, the
CP and MP columns do not apply.
CP, amount of CP required to add the card to Sora's deck
MP, amount of MP received if sold in a moogle shop; --, card can't be sold
ABILITY, name of the card's ability; defined in the next section
LIMIT, duration of the card's effects; may endure longer than expected
ENEMY NAME S R CP MP ABILITY LIMIT
Shadow Y A 25 16 Incrementor 2 reloads
Soldier Y - 15 10 Combo Plus 3 reloads
Powerwild Y A 30 20 Retrograde 1 reload
Bouncywild Y - 10 06 Draw 5 reloads
Large Body Y A 40 26 Guard 1 reload
Fat Bandit Y A 40 26 Back Attack 2 reloads
Sea Neon Y A 20 12 Random Values 1 reload
Darkball - A -- -- Duel Trigger 1 reload
Bandit Y - 30 20 Combo Finish 1 reload
Pirate Y A 30 20 All Zeros 1 reload
Red Nocturne Y - 20 12 Fire Boost 1 reload
Blue Rhapsody Y - 20 12 Blizzard Boost 1 reload
Yellow Opera Y - 20 12 Thunder Boost 1 reload
Green Requiem Y - 20 12 Cure Boost 1 reload
Wizard Y - 30 20 Magic Boost 1 reload
Air Soldier Y - 30 20 Reload Kinesis 3 reloads
Barrel Spider Y - 30 20 Quickload 3 reloads [A]
Wight Knight Y A 15 10 Float 3 reloads
Air Pirate Y - 30 20 Item Bracer 3 reloads
Gargoyle Y - 30 20 Vanish 1 reload
Search Ghost Y A 35 22 Drain 1 reload
Aquatank Y - 30 20 Auto-Reload 1 reload
Screwdiver Y - 15 10 Decrementor 1 reload
Wyvern Y - 20 12 Reload Lock 3 reloads
Defender Y A 30 20 Protect 1 reload
White Mushroom Y - 40 26 Hyper Healing 3 reloads [B]
Black Fungus Y - 40 26 Random Flush 1 reload
Creeper Plant Y - 35 22 Leaf Bracer 1 reload
Tornado Step Y - 30 20 Reload Haste 1 reload
Crescendo Y - 30 20 Summon Boost 1 reload
Neoshadow Y - 30 20 Bio 1 reload
Guard Armor Y B 30 -- Wide Attack 30 attacks
Hades Y B 40 -- Berserk 30 attacks [1]
Trickmaster Y B 25 -- Value Break 10 card breaks taken
Jafar Y B 65 -- Attack Bracer 20 attacks
Ursula Y B 50 -- Shell 5 hits taken
Oogie Boogie Y B 40 -- Regen 10 uses
Parasite Cage Y B 60 -- Dispel 1 use
Hook Y B 35 -- Second Chance 3 uses [2]
Dragon Maleficent Y B 70 -- Overdrive 30 attacks
Darkside Y B 99 -- Mimic 1 use
Riku Y - 80 -- Sleight Lock 5 sleights [3]
Card Soldier Y - 55 -- Attack Haste 30 attacks
Ansem + - 40 -- Sleightblind 10 sleights [3]
Xemnas + - 65 -- Quick Barrier 3 reloads [4]
Xigbar + - 80 -- Shot Charge 2 reloads
Xaldin + - 65 -- Aero Guard 3 hits taken [4]
Vexen Y - 60 -- Auto-Life 1 use [6]
Lexaeus + B 99 -- Warp Break 50 attacks [9]
Zexion + B 65 -- Confu-Strike 50 attacks [4]
Saix + - 80 -- Combo Boost 20 attacks [4]
Axel Y - 75 -- Quick Recovery 10 hits taken [7]
Demyx + - 80 -- Water Charge 2 reloads [4]
Luxord + - 99 -- Omni Break 15 uses [4]
Marluxia Y - 99 -- Double Sleight 3 sleights [5]
Larxene Y - 65 -- Dash 15 cards [8]
Roxas + - 99 -- Double Strike 20 attacks
Gold Card + - 99 -- Premium Guard 5 reloads [*]
Platinum Card + - 99 -- Invincible 20 attacks [*]
[A] Masquerade as plain barrels; common in Agrabah, Monstro.
[B] Can be KOed, but only by using Sora's Warpinator sleight.
[1] Resists fire; stunned by ice
[2] Resists lightning; stunned by fire
[3] Resists fire, ice, lightning
[4] Resists fire, ice, lightning, special attacks
[5] Resists fire, ice, lightning, special attacks; weak to physical attacks
[6] Immune to ice; stunned by fire
[7] Immune to fire; stunned by ice
[8] Immune to lightning; weak to special attacks
[9] Immune to ice; resists physical attacks; weak to special attacks
[*] Clear Bonus; see section "E.1.7 SPECIAL CARDS".
. ENEMY ABILITIES .
Quickly decipher cards played against you.
Rooms affecting card values (such as Martial Waking) take precedence over
enemy card abilities (like Incrementor). The effects do NOT compound.
Aero Guard Activates Aero for a set time, inflicting damage to enemies
who touch it.
All Zeros Changes the value of all cards to zero.
Attack Bracer Stops enemies from breaking attack cards you use.
Attack Haste Increases the speed of attack cards.
Auto-Life Revives you automatically when you HP reaches zero. Only a
small amount of HP is restored.
Auto-Reload Automatically reloads cards when they run out.
Back Attack Deals more damage when striking enemies from behind.
Berserk Boosts the power of attack cards when low on HP (when the
gauge is flashing red).
Bio Causes enemies' HP to gradually drop.
Blizzard Boost Increases the strength of ice-based abilities.
Combo Boost Boosts power with every strike with an attack card. Returns
to normal when a card is broken.
Combo Finish Makes the first strike as powerful as a combo finish.
Combo Plus Adds an extra hit to normal combos.
Confu-Strike Causes attacks to confuse enemy at a certain rate.
Cure Boost Increases the potency of healing abilities.
Dash Increases running speed.
Decrementor Decreases the values of all cards by one.
Dispel Nullifies an opponent's enemy card without fail. Nothing
happens if your opponent has no enemy card in play.
Double Sleight Use stocked cards and sleights twice in a row.
Double Strike Doubles the damage dealt by an attack card.
Drain Absorbs enemy HP when striking with attack cards, but
enemies will drop fewer items.
Draw Attracts fallen cards and items for easy retrieval.
Duel Trigger Activates duels no matter the value. [1]
Fire Boost Increases the strength of fire-based abilities.
Float Alters gravity to boost jumping ability.
Guard Deflects frontal physical attacks and completely nullifies
damage.
Hyper Healing Restores some HP every time you use a friend card.
Incrementor Increases the value of all cards by one.
Invincible You will receive no damage. [*]
Item Bracer Stops enemies from breaking item cards you use.
Leaf Bracer Stops enemies from breaking Cure abilities you use.
Magic Boost Disables use of summon cards to power up magic cards.
Mimic Copies the enemy card your opponent is using. Nothing
happens if your opponent has no enemy card in play.
Omni Break Breaks enemy's card no matter what the value.
Overdrive Sacrifices reload speed to power up attack cards.
Premium Guard Allows premium cards to be reloaded. [*]
Protect Decreases damage from physical attacks by the enemy. Magical
attacks do normal damage.
Quick Barrier When receiving consecutive attacks, guards beyond the second
strike.
Quick Recovery Allows use of cards even while staggering from damage.
Quickload Reloads cards instantly.
Random Flush Activates a random enemy card effect. [2]
Random Values Randomizes the values of the cards you use.
Regen Gradually restores HP. HP returns more quickly when low.
Reload Haste Subtracts two from the reload counter.
Reload Kinesis Allows reloads while in motion.
Reload Lock Stops the reload counter from counting reloads.
Retrograde Reverses the values of all cards. Zero cards are unaffected.
Second Chance Retains one HP after a critical hit, provided you have two
or more HP left.
Shell Halves the damage from enemies' magic attacks.
Shot Charge Powers up missile attacks such as Strike Raid and Fire.
Sleight Lock Keeps cards used in sleights available for reloading.
Sleightblind Grants Sora resistance to certain elements. [3]
Summon Boost Disables use of magic cards to power up summon cards.
Thunder Boost Increases the strength of lightning-based abilities.
Value Break Decreases value of the enemy's card when your card is
broken.
Vanish Makes you invisible and reduces your chances of being hit.
Warp Break Obliterate enemies with the finishing blow of a combo with a
high success rate.
Water Charge Dramatically boosts power of ice-based attacks, such as Aqua
Splash and Blizzard.
Wide Attack Slightly extends the range of attack cards.
[1] Seen only in Riku's story.
[2] Randomized from all enemy cards, not just the ones you've obtained.
[3] Sleights can't be seen by opponent and are harder to counter.
[*] Clear Bonus; see section "E.1.7 SPECIAL CARDS".
. ENEMY LOCATIONS .
Chasing down enemy cards for completing Sora's journal? Here's a breakdown
of the heartless you'll find, world by world. Enemies found nowhere else
appear in ALL CAPS.
TRAVERSE TOWN
Shadow, Soldier, Red Nocturne, Blue Rhapsody
AGRABAH
Shadow, FAT BANDIT, BANDIT, Yellow Opera, Green Requiem, Air Soldier,
Barrel Spider
OLYMPUS COLISEUM
Shadow, POWERWILD, BOUNCYWILD, Large Body, Blue Rhapsody, Barrel Spider
WONDERLAND
Shadow, Soldier, Large Body, Red Nocturne, Creeper Plant, Crescendo
MONSTRO
Shadow, Large Body, Yellow Opera, Green Requiem, Air Soldier, Barrel
Spider, Search Ghost
HALLOWEEN TOWN
Shadow, WIGHT KNIGHT, GARGOYLE, Search Ghost, Creeper Plant
ATLANTICA
SEA NEON, Darkball, Search Ghost, AQUATANK, SCREWDIVER
NEVERLAND
Shadow, Darkball, PIRATE, Yellow Opera, Barrel Spider, AIR PIRATE,
Crescendo
HOLLOW BASTION
Shadow, Darkball, Wizard, Wyvern, Defender, Tornado Step
TWILIGHT TOWN
Shadow, Soldier, Air Soldier
DESTINY ISLANDS
Shadow, Darkball, Barrel Spider, Creeper Plant, Tornado Step, Crescendo
CASTLE OBLIVION
Shadow, Darkball, Red Nocturne, Blue Rhapsody, Yellow Opera, Green Requiem,
Wizard, Wyvern, Defender, NEOSHADOW
White Mushroom and Black Fungus cards may be dropped from encounters in
White or Black Rooms synthesized in any world.
Barrel Spider cards may drop anywhere barrel spiders are found, which is
any world with plain barrels in its field rooms, including White and Black
Rooms. The worlds listed above represent verified sightings.
Tip! Barrels are often found in the initial Unknown Room of several worlds.
Find two worlds you like (Monstro and Agrabah have good encounter rates and
barrels within easy reach), then warp back and forth between those worlds
until you obtain a spider's card. No room synthesis or extraneous
encounters required!
. IMPROVE SORA'S CHANCES! .
Rarity of Sora receiving an enemy card is dependent upon the room type for
certain, and perhaps other factors to a greater or lesser degree.
Enemies often have drop-rate percentages assigned to common, uncommon, or
truly rare instances. A shadow heartless, for example, seems to drop its
enemy card without much effort, while garnering a white mushroom's enemy
card may need real determination on your part.
Certain random factors may be set when your game is loaded, too. A card may
drop right in your lap one day, then appears not once the next. Stop, save,
and reload -- your odds may improve.
1. Teeming Darkness, Almighty Darkness, and Looming Darkness map cards
synthesize rooms with an increased likelihood of random enemy card
drops. Unknown Rooms occasionally mimic these rooms, too.
2. Ensure the last heartless on the battlefield is the one whose enemy card
you seek.
3. Card break the enemy while dealing a solid finishing blow for the very
best odds.
4. Reload your game whenever enemy cards are few and far between.
Tip! Roulette rooms are handy for gathering lots of useful map cards, but
the chance of enemy cards dropping after battle is next to nil.
. E.1.4 MAP CARDS .
See section "D.1.3 MAP CARDS" for help using the Map Cards screen.
More overlap between Sora and Riku's tales occurs with map cards than with
battle cards. See their character sections for who sees which map cards.
Rooms affecting card values (such as Martial Waking) take precedence over
enemy card abilities (like Incrementor). The effects do NOT compound.
. RED .
TRANQUIL DARKNESS
Heartless: *
Room Size: **
Acquired: Random drop; Roulette Room
A basic encounter room. Layout has modest complexity.
TEEMING DARKNESS
Heartless: ***
Room Size: ***
Acquired: Random drop; Roulette Room
Enemies often drop enemy cards in this room.
FEEBLE DARKNESS
Heartless: *
Room Size: **
Acquired: Random drop; Roulette Room
In battle, heartless card values are decreased by two.
ALMIGHTY DARKNESS
Heartless: **
Room Size: **
Acquired: Random drop; Roulette Room
In battle, heartless card values are increased by two. Enemies often drop
enemy cards in this room.
SLEEPING DARKNESS
Heartless: *
Room Size: *
Acquired: Random drop; Roulette Room
In the field, heartless snooze and all are visible. Attack them to damage
the first wave, or run into them and the first wave is asleep when battle
starts.
The smallest field room of all.
LOOMING DARKNESS
Heartless: **
Room Size: ***
Acquired: Random drop; Roulette Room
In the field, heartless always chase you. Enemies often drop enemy cards in
this room.
Large field room, bordering on vast, of elegant simplicity.
PREMIUM ROOM
Heartless: **
Room Size: **
Acquired: Random drop; Roulette Room
Increases the chance that a premium bonus is dropped during battles. If the
black-and-gold "P" card is picked up, after the fight a selection of battle
cards cycles around the screen. These are the cards in your deck, excepting
item and enemy cards, that may be (but are not already) designated as
premium cards.
Let the cards cycle while you choose a card. Wait until the desired card is
under the target (no inertia; this wheel stops on a dime), then press X.
Or, if you wish to choose none of the cycling cards, press O to cancel the
selector.
Note: Only one of the selected card is elevated to premium if you have more
than one, not your entire supply. For example, if you have four normal
Cure-6 cards, after selecting Cure-6 you'll have three normal Cure-6 cards
and one premium Cure-6 card.
Premium cards have a set CP cost per attack card, the same regardless of
value. They are unreloadable when serving as the first card in any stock,
but may be reloaded if used as the stock's second or third card. Attack
cards favored to lead card stocks (those with a high Strike stat, such as
Divine Rose or Oblivion) are a good choice when selecting a card from the
premium selector.
WHITE ROOM
Heartless: *
Room Size: ***
Acquired: Random drop; Roulette Room
Three white mushrooms appear on the field, wander, wink out, and so on.
They don't chase you, but they may "run" at the sight of you only to
reappear elsewhere.
Tip! When synthesized on worlds where barrel spiders live, such as Monstro,
the field room may include a good number of barrels.
Except in the case of barrel spiders, in battle your only opponent is the
white mushroom, or a whole passel of them (one to five mushrooms per
battle). As each mushroom is magically dispatched, it gives up EXP crystals
and HP orbs. Your reward for clearing the battle is most often some sort of
bounty room map card.
Tip! Only the Warpinator sleight can KO a white mushroom, in which case no
HP orbs are dropped. Handy for collecting a white mushroom's enemy card,
though.
See also section "E.3.5 BATTLE SPOILS".
BLACK ROOM
Heartless: *
Room Size: *
Acquired: Random drop; Roulette Room
Three black fungi appear on the field, wander, wink out, and so on. They
don't chase you. In battle your only opponent is the black fungus, or a
whole passel of them (one to five fungi per battle).
Sora's reward for clearing the battle is commonly a Calm Bounty map card
after advancing above the first floor. Riku, however, usually receives a
Roulette Room card.
See also section "E.3.5 BATTLE SPOILS".
BOTTOMLESS DARKNESS
Heartless: ***
Room Size: ***
Acquired: Random drop; Roulette Room
The field is dark and featureless, all on a level but not strictly
rectangular, with no targets other than shadow heartless. Opened doors glow
white, however, useful for orienting yourself. Locating unopened doors by
only a dim glow over the lintel can be challenging.
Battles are likewise fought in darkness. While many battles may occur
against numerous heartless, neither is truly "bottomless" and eventually no
more enemies are encountered.
ROULETTE ROOM
Heartless: **
Room Size: ***
Acquired: Random drop; Roulette Room
Increases the chance that a roulette bonus is dropped during battles. If
the black-and-silver "R" card is picked up, after the fight rather than
receiving a random card, a roulette of select map cards cycles around the
screen, along with a list of all map cards grouped by color and value. The
number of each that you possess is shown; values for which you have none
display as dimmed.
Let the cards cycle. Choose a card you like, or one that fills a particular
vacancy. Wait until the desired card is under the target (no inertia; this
wheel stops on a dime), then press X.
If an R card is dropped but NOT picked up, no card is awarded after battle.
Tip! Since enemy cards never appear in the roulette selector, when farming
for enemy cards you may wish to avoid synthesizing Roulette Rooms.
One of the most complex layouts, arranged in shallow, broad tiers, up three
sides like an amphitheater.
. GREEN .
MARTIAL WAKING
Heartless: **
Room Size: **
Acquired: Random drop; Roulette Room
In battle, attack card values are increased by two, including zero cards.
The increase is unaffected by enemy cards.
SORCEROUS WAKING
Heartless: **
Room Size: **
Acquired: Random drop; Roulette Room
In battle, magic card values are increased by two, including zero cards.
The increase is unaffected by enemy cards.
ALCHEMIC WAKING
Heartless: *
Room Size: **
Acquired: Random drop; Roulette Room
In battle, item card values are increased by two, including zero cards. The
increase is unaffected by enemy cards.
MEETING GROUND
Heartless: **
Room Size: **
Acquired: Random drop; Roulette Room
A friend card appears at the outset of battle, if any appear under Friends.
STAGNANT SPACE
Heartless: *
Room Size: **
Acquired: Random drop; Roulette Room
In the field, heartless move sluggishly. The layout is a zigzagging path
all on a level.
STRONG INITIATIVE
Heartless: **
Room Size: ***
Acquired: Random drop; Roulette Room
In the field, attacking heartless deals increased damage to the first wave
in the ensuing battle.
The layout is tiered like a Roulette Room, but two-sided with stairs
zigzagging between alternating landings.
LASTING DAZE
Heartless: **
Room Size: ***
Acquired: Random drop; Roulette Room
In the field, attacking heartless stuns ALL enemy waves in the ensuing
battle.
One of the most complex layouts, arranged in deep, narrow tiers, like
scaling steep canyon walls.
. BLUE .
CALM BOUNTY
Heartless: --
Room Size: *
Acquired: Random drop; Roulette Room
Contains a treasure chest. The chest contains a unique treasure at least
the first time Calm Bounty (or any bounty-type map card) is synthesized in
a world. Once Riku's tale is complete (and a "clear" save exists for both
their games), bounty rooms in select worlds contain another unique bonus.
WORLD TREASURE CLEAR BONUS
Traverse Town -- Hidden Dragon keyblade
Agrabah Gravity magic card --
Olympus Coliseum Blizzard Raid sleight --
Wonderland Stop magic card --
Monstro Fire Raid sleight --
Halloween Town Gifted Miracle sleight --
Atlantica Shock Impact sleight --
Homing Blizzara sleight
Neverland Teleport sleight --
Hollow Bastion Reflect Raid sleight --
100 Acre Wood -- --
Twilight Town Warpinator sleight Ansem enemy card
Destiny Islands Judgment sleight Zexion enemy card
Castle Oblivion Raging Storm sleight Lexaeus enemy card
100 Acre Wood's treasures are obtainable without room synthesis; see the
walkthrough for those spoils.
GUARDED TROVE
Heartless: **
Room Size: *
Acquired: Random drop; Roulette Room
Contains a treasure chest. The obvious approach is guarded by a stationary
heartless at the bottom (and sometimes the top) of the ladder.
FALSE BOUNTY
Heartless: *
Room Size: *
Acquired: Random drop; Roulette Room
Contains three treasure chests, but only one contains treasure. The other
two engage in battle without a first-strike opportunity.
MOMENT'S REPRIEVE
Heartless: --
Room Size: *
Acquired: Random drop; Roulette Room
Contains a save point.
MOOGLE ROOM
Heartless: --
Room Size: *
Acquired: Random drop; Roulette Room
Approach the moogle in the field and press triangle to shop. On the first
visit in a newly synthesized Moogle Room, you receive a free pack of five
battle cards.
Note: If your total number of battle cards is within five of the maximum
allowed, you receive an alert about the limit on visiting a moogle shop.
You can still trade cards for MP, however. Once your inventory is reduced
enough, you can again switch to the other moogle. Or, if it's a new shop,
you automatically receive the complimentary card pack when you switch.
Trade in your excess battle cards for Moogle Points with the right-hand
moogle. The amount of MP varies from card to card. Also, your total number
of battle cards is displayed, the only place to view this statistic.
While talking with a moogle, pressing square switches to the other moogle.
With the left-hand moogle, trade your MP for battle cards. Cards are
offered in five-card packs of red attack cards, blue magic cards, green
item cards, or in a "variety pack" of all three card types.
As you climb higher in the castle, moogle shops expand their offerings. The
higher the price, the greater the chance of receiving rare cards in the
pack. A better gauge for rarity, however, is the ribbon (and ornament)
adorning the card pack. (The other comparative rankings below, all
unofficial, may aid in gauging your purchases.)
Green (leaf) C * Common
Brown (belt) B ** Uncommon
Black (buckle) A *** Rare
White (moogle) S **** Very Rare
Qty, how many of each pack type are offered in a moogle shop
Floors R B G V Qty Ribbon
1F 100 200 150 150 2 Green
2F-6F 100 200 150 150 4 Green
7F-10F 100 200 150 150 1 Green
200 250 200 200 2 Brown
300 350 300 300 1 Black
11F-13F 100 200 150 150 1 Green
200 250 200 200 1 Brown
300 350 300 300 1 Black
500 400 350 400 1 White
Note: Certain cards (Gravity magic cards, for example) won't be included in
any card packs until those cards have been duly "found" in their appointed
place (in a bounty room in Agrabah, in this example).
Reportedly, individual battle cards have odds assigned for their appearance
in each sort of card pack. Some cards never appear in common packs, some
exclusively in only one or two ranks, while others may appear anywhere at
all. White card packs, for instance, are often comprised solely of cards
with a star for one of their stats, Fairy Harp as much as Oathkeeper.
Tip! Save before visiting a moogle emporium. If you don't like the cards
you were dealt, reset, reload, and try again.
MINGLING WORLDS
Heartless: ???
Room Size: ???
Acquired: Random drop
Synthesizes a room randomly selected from ALL room types. The room may
reflect a known map card, whether or not one is in stock, or even a map
card not yet obtained this playthrough (possibly facing mushrooms or fungi
before the appropriate map cards are found, for instance).
Tip! A good choice if a grab-bag style of room synthesis appeals to you.
RANDOM JOKER
Heartless: ???
Room Size: ???
Acquired: Random drop
Rare. Meets any single requirement for room synthesis, except keycard
requirements. For example, the joker works whether a door needs any 20 red
cards, any single green card, or a card valued at 2 or greater. If a door
requires a red card plus the Beginnings keycard, Random Joker can
substitute for the red card but you still need to select the keycard before
the door unlocks. However, if a red card, two blues, and a green are
needed, playing a joker card takes care of only the requirement up next,
not all three, though any remaining requirements can be met by playing
additional joker cards.
As with the Mingling Worlds card, the room synthesized is randomly selected
from all room types.
Tip! Best saved for unlocking Rewards rooms or other doors needing a large
number of map cards.
. GOLD .
Gold-bordered keycards are NOT counted toward the maximum limit on map
cards.
With one exception, additional map cards are required before each keycard
may be used. The extra cards needed are specific to the floor, rather than
the world.
KEY OF BEGINNINGS
Heartless: --
Room Size: --
Acquired: At the end of a world's introductory scenes, if any
First of three keycards commonly required to complete a world. Bares a
keyblade symbol. Unlocks an event room that advances the story and may
include a boss or other forced fight.
Opening the Room of Beginnings requires more cards than the Beginnings
keycard alone. See "E.3.8 EVENT ROOM CRITERIA" for floor-by-floor criteria.
KEY OF GUIDANCE
Heartless: --
Room Size: --
Acquired: Following events resulting from using the Beginnings keycard
Second of three keycards commonly (but not always) required to complete a
world. Bares the Kingdom Hearts symbol. Unlocks an event room that advances
the story and may include a boss or other forced fight.
Opening the Room of Guidance requires more cards than the Guidance keycard
alone. See section "E.3.8 EVENT ROOM CRITERIA" for floor-by-floor criteria.
KEY TO TRUTH
Heartless: --
Room Size: --
Acquired: Following events resulting from using the Guidance keycard
Third of three keycards commonly (but not always) required to complete a
world. Bares the heartless symbol. Unlocks an event room that advances the
story. If present, the Truth event room always features either a boss fight
or a minigame.
Opening the Room of Truth requires more cards than the Truth keycard alone.
See section "E.3.8 EVENT ROOM CRITERIA" for floor-by-floor criteria.
KEY TO REWARDS
Heartless: --
Room Size: *
Acquired: Random drop after reaching the seventh floor as Sora
Unlocks an optional event room on each floor. The Rewards keycard first
appears after reaching the seventh floor as Sora, but reportedly can appear
on any floor thereafter. The keycard drops with greatest reliability on
higher floors (7F-12F). Only one may be carried at a time; you must use the
keycard before another will drop after battle. The Rewards keycard can be
used on any floor, not just the floor where it was found.
Except on the first floor, opening the Room of Rewards requires more cards
than the Rewards keycard alone. See section "E.3.8 EVENT ROOM CRITERIA" for
floor-by-floor criteria.
Unlike other event rooms, opening the Room of Rewards triggers no actual
events. Rewards received are specific to the world, not the floor.
On your first playthrough, each Rewards room yields up to three rewards,
two of which are considered "special treasures" that are tallied on the
end-game Battle Record screen as "Special treasures obtained". Up until you
defeat the final boss, a Rewards room contains one chest that holds the
first special treasure. Once the final boss is defeated and you have a
"clear" save for Sora, then playthrough as Riku and create a clear save for
him as well, you can load Sora's clear save and reopen the Rewards rooms,
which now contain two chests, one holding the room's second special
treasure and the other holding an ordinary treasure.
In subsequent playthroughs as Sora (New Game > Sora), as long as both clear
saves remain on your memory card, Rewards rooms contain two chests from the
start, holding both of the room's special treasures.
Access to a Rewards room only vanishes once both of its special treasures
are collected. (The room may not be resynthesized, however.) Twenty-four
special treasures can be obtained all told.
WORLD INITIAL REWARD CLEAR BONUS
Traverse Town Lionheart attack card Saix enemy card
Agrabah Warp sleight Luxord enemy card
Olympus Coliseum Metal Chocobo attack card Monochrome attack card
Wonderland Synchro sleight Xemnas enemy card
Monstro Aqua Splash sleight Xaldin enemy card
Halloween Town Bind sleight Bond of Flame attack card
Atlantica Quake sleight Demyx enemy card
Neverland Thunder Raid sleight Follow the Wind attack card
Hollow Bastion Mushu summon card Xigbar enemy card
100 Acre Wood -- --
Twilight Town Stardust Blitz sleight Roxas enemy card
Destiny Islands Megalixir item card Photon Debugger attack card
Castle Oblivion Super Glide skill Star Seeker attack card
No further Rewards keycards are dropped once access to all twelve Rewards
rooms has vanished.
Trivia! The Key to Rewards is the only gold card seen in its entirety. Only
the fronts of the other gold cards are ever shown.
. OTHER .
While both of the following are valid room types, no map card allows for
synthesizing such rooms. Both may be resynthesized from the interior
direction, but not from the castle's hallways.
UNKNOWN ROOM
Heartless: ???
Room Size: ???
Acquired: Auto-synthesis
Initial room created during world synthesis. Contains an open (and often
ornate) doorway to the floor's Entrance Hall. Randomly mimics some other
map card, though the world map always displays the room as "Unknown Room".
The first room's layout is specific to the world, however.
For Sora, may be generated (without ornamentation) following a storyline
event if the destination room was not already synthesized. Also serves Sora
as the final room of Castle Oblivion (13F), complete with a save point.
CONQUEROR'S RESPITE
Heartless: --
Room Size: *
Acquired: Auto-synthesis
Final room in most worlds. Contains a save point and an open doorway (also
ornate) to the floor's Exit Hall.
. E.1.5 WORLD CARDS .
See section "D.1.4 WORLD CARDS" for help using the World Cards screen.
Sora Riku Who Floor(s)
Traverse Town 1F C | Block A Sora 2F-6F
Agrabah A C | Block B Sora 7F-10F
Olympus Coliseum A D | Block C Riku B11F-B8F
Wonderland A D | Block D Riku B7F-B4F
Monstro A C
Halloween Town A D
Atlantica B D
Neverland B C
Hollow Bastion B B12F
100 Acre Wood B -
Twilight Town 11F B2F
Destiny Islands 12F B3F
Castle Oblivion* - B1F
* Although Sora visits Castle Oblivion and the castle appears on his World
Cards screen, he obtains no world card for the castle.
SPOILERS! Castle Oblivion's descriptions in the World Cards menu:
Sora ... The castle's top floor, where Marluxia awaits.
Riku ... Where the darkness in Riku's heart -- and Ansem -- are free.
. E.1.6 GIMMICK CARDS .
A zero (0) card sporting a green King Mickey icon (resembling a green
Mickey balloon purchased at one of the parks). Appears in select boss
fights when particular conditions have been met -- card breaking the boss
or landing the finishing blow of a full combo, for instance -- and produces
a special effect unique to that fight.
Only one gimmick card appears on the battlefield at a time and must be
picked up. The card can't be stocked, nor are gimmick cards retained after
battle. Play it immediately to reap its benefits.
Tip! Since gimmick cards are always zero cards, gauge your timing to card
break the boss AND produce the special effect.
WORLD BOSS EFFECT
Traverse Town Guard Armor Collapses all its parts in a heap
Agrabah Jafar-Genie Levels all platforms at highest point
Wonderland Trickmaster Raises the table and chair
Monstro Parasite Cage Drains the green pool, levels the field
Halloween Town Oogie Boogie Banishes the railings and stuns him
Atlantica Ursula Stuns her so she keels over
Hollow Bastion Dragon Maleficent Conjures a floating moveable platform
Destiny Islands Darkside Raises climbable rock pillars
Note: Often called a Trinity card, though the trinity symbol (seen beside
Friends on the health gauge) is actually a trio of hearts. Also referred to
as "counter" or "emblem" cards (or some variation) in a few guides.
. E.1.7 SPECIAL CARDS .
Appears in Card Index only for Sora, and ONLY once the Card Collection
achieves 100% completion AND at least one special card is obtained.
Note: 100% completion requires a Card Master ranking, though the Mickey
icons for Card Collection and Card Index won't appear gold just yet.
To obtain the special cards, return to Castle Oblivion (13F) and synthesize
two bounty-type rooms. Open the treasure chests to receive the special
cards, each of which is heralded as a "Clear Bonus". Once both cards are
obtained, the Mickey icons turn gold.
Special cards are added to Sora's deck and used in battle exactly like
enemy cards.
GOLD CARD
Ability: Premium Guard
Limit: 5 reloads
CP: 99
Description: Allows premium cards to be reloaded.
PLATINUM CARD
Ability: Invincible
Limit: 20 attacks
CP: 99
Description, Card Index: You will receive no damage.
Edit Deck: Prevents any damage to be received.
.: E.2 ASCII WORLD MAPS :.
A compilation of the ASCII world maps appearing in the walkthrough
sections.
Each world map is specific to a floor (Sora) or basement floor (Riku)
within Castle Oblivion, independent of the world synthesized on that floor
(with one notable exception).
The world cards accepted on a floor are listed, either a single, static
selection or any one from a block of world cards (A-D). See section "E.3.8
EVENT ROOM CRITERIA" for floor-by-floor entry criteria.
Note: Field rooms in the following maps are numbered from the top down,
starting with the left-most column. The numbering has no significance
beyond a counting; visit field rooms in whatever order you like.
. E.2.1 MAPS - SORA .
LEGEND - SORA
Enter, Entrance Hall; Exit, Exit Hall
UR, Unknown Room; F[n], field room [1-9, a-g]; CR, Conqueror's Respite
E[n], event room [1-Beginnings; 2-Guidance; 3-Truth; 4-Rewards]
-, | pathways
:, ... pathways disappearing after the connected event room*
+ pathways appearing after the last storyline event room
* Rewards room pathways vanish only after obtaining both special treasures.
. World Map - First Floor .
Static Assignment: Traverse Town
[E1] [E2] [E3]
: : :
Enter - [UR] - [F1] - [F2] - [F4] - [F5]
+
[E4]...[F3] - [CR] - Exit
. World Map - Second Floor .
Block A: Agrabah, Olympus Coliseum, Wonderland, Monstro, Halloween Town
[E1] [F1]...[E2]
: |
Enter - [UR] - [F2] - [F3]...[E4]
: +
[E3] [CR] - Exit
. World Map - Third Floor .
Block A: Agrabah, Olympus Coliseum, Wonderland, Monstro, Halloween Town
Enter - [UR] [E4] [E3]
| : :
[F1] - [F2] - [F3]
: |
[E2] [E1]...[F4] + [CR] - Exit
. World Map - Fourth Floor .
Block A: Agrabah, Olympus Coliseum, Wonderland, Monstro, Halloween Town
[F2]...[E4]
|
[E1]...[F3] [E3]
| :
[F1] - [F4] - [F5]
| : +
Enter - [UR] [E2] [CR] - Exit
. World Map - Fifth Floor .
Block A: Agrabah, Olympus Coliseum, Wonderland, Monstro, Halloween Town
Enter - [UR] - [F2] - [F5] + [CR] - Exit
| | |
[E2]...[F1] - [F3] [F6]...[E3]
|
[F4]...[E4]
:
[E1]
. World Map - Sixth Floor .
Block A: Agrabah, Olympus Coliseum, Wonderland, Monstro, Halloween Town
Enter - [UR] [E1]
| :
[F1] - [F5] - [F6]
| |
[E4]...[F2] [E2]...[F7]
|
[F3]
|
[E3]...[F4] + [CR] - Exit
. World Map - 100 Acre Wood .
Static Assignment: 100 Acre Wood
Enter - [PB] - [RH] - [HT] - [TP] - [MR] - [FI] - Exit
Enter, Entrance Hall; Exit, Exit Hall
PB, Pooh Bear's House; RH, Rabbit's House; HT, Hunny Tree
TP, Tigger's Playground; MR, Muddy Road; FI, Fields
IMPORTANT! Depending on where Pooh's world is assigned, the 100 Acre Wood
map replaces the floor's usual world map. Only three of the four Block B
maps are seen in any one game; events and rewards are linked to the world,
at any rate, not the floor itself.
. World Map - Seventh Floor .
Block B: Atlantica, Neverland, Hollow Bastion, (100 Acre Wood)
[E3]...[F3] + [CR] - Exit
|
[F1] - [F4] - [F7]
|
[E1] [F5]...[E4]
: |
[F2] - [F6] - [F8]
| :
Enter - [UR] [E2]
. World Map - Eighth Floor .
Block B: Atlantica, Neverland, Hollow Bastion, (100 Acre Wood)
Enter - [UR] [E4]...[F5] [CR] - Exit
| | +
[F1] - [F2] - [F4] - [F6] - [F8]
| : | :
[E2]...[F3] [E1] [F7] [E3]
. World Map - Ninth Floor .
Block B: Atlantica, Neverland, Hollow Bastion, (100 Acre Wood)
[E3] [E1]
: :
Enter - [UR] - [F2] - [F4] - [F6] - [F8]
|
[F1] - [F3] - [F5] - [F7] - [F9]
: + :
[E2] [CR] - Exit [E4]
. World Map - Tenth Floor .
Block B: Atlantica, Neverland, Hollow Bastion, (100 Acre Wood)
[E1] [F3]...[E4]
: |
[F1] - [F4] [E3]...[F9]
| |
[F5] - [F7] - [Fa] + [CR] - Exit
| : |
[F2] - [F6] [E2] [Fb]
|
Enter - [UR] - [F8]
. World Map - Eleventh Floor .
Static Assignment: Twilight Town
Enter - [UR] [E4] [E1]
| : :
[F1] - [F4] - [F5] - [F6]
| +
[F2] [CR] - Exit
|
[F3]
. World Map - Twelfth Floor .
Static Assignment: Destiny Islands
[CR] - Exit
+
[F1] - [F2] - [F3] - [F4]
| : |
Enter - [UR] [E1] [E4]...[F5]
|
[F6]
:
[E2]
. World Map - Thirteenth Floor .
Static Assignment: Castle Oblivion
[F5] - [Fa] [E1]
| | :
Enter - [UR] [F6] [Fb] - [Fd]
| | |
[F1] [F7] [Fe]
| | |
[F2] [F8] [Ff]
| | +
[F3] - [F4] - [F9] - [Fc] + [Fg] - [UR] - Exit
:
[E4]
. E.2.2 MAPS - RIKU .
LEGEND - RIKU
Enter, Entrance Hall; Exit, Exit Hall
UR, Unknown Room; F[n], field room [1-9, a-c]; CR, Conqueror's Respite
E[n], event room [1-Beginnings; 2-Guidance; 3-Truth]
-, | pathways
..., : pathways disappearing after the connected event room
+ pathways appearing after the last storyline event room
. World Map - Twelfth Basement .
Static Assignment: Hollow Bastion
[E2]
:
Enter - [UR] - [F1] - [F3] - [F5] + [CR] - Exit
| | :
[F2] - [F4] [E3]
:
[E1]
. World Map - Eleventh Basement .
Block C: Agrabah, Monstro, Neverland, Traverse Town
Enter - [UR] - [F1] - [F3] + [CR] - Exit
| |
[F2] - [F4]
:
[E1]
. World Map - Tenth Basement .
Block C: Agrabah, Monstro, Neverland, Traverse Town
Enter - [UR] - [F1] + [CR] - Exit
|
[F2]
|
[F3]
|
[F4]
:
[E1]
. World Map - Ninth Basement .
Block C: Agrabah, Monstro, Neverland, Traverse Town
Enter - [UR] - [F1] - [F4]...[E1]
| |
[F2] - [F5]
| |
[F3] - [F6] + [CR] - Exit
. World Map - Eighth Basement .
Block C: Agrabah, Monstro, Neverland, Traverse Town
[F1] - [F4] - [F7] + [CR] - Exit
| |
Enter - [UR] - [F2] - [F5] - [F8]
| |
[F3] - [F6] - [F9]...[E1]
. World Map - Seventh Basement .
Block D: Atlantica, Olympus Coliseum, Wonderland, Halloween Town
[F1] - [F4] - [F7] + [CR] - Exit
|
Enter - [UR] - [F2] - [F5] - [F8]
|
[F3] - [F6] - [F9]...[E1]
. World Map - Sixth Basement .
Block D: Atlantica, Olympus Coliseum, Wonderland, Halloween Town
Enter - [UR] - [F1] - [F3]
| |
[F2] - [F4] - [F6] + [CR] - Exit
| |
[F5] - [F7]
:
[E1]
. World Map - Fifth Basement .
Block D: Atlantica, Olympus Coliseum, Wonderland, Halloween Town
[F1] - [F5]...[E1]
| |
[F2] - [F6] + [CR] - Exit
| |
[F3] - [F7]
| |
Enter - [UR] - [F4] - [F8]
. World Map - Fourth Basement .
Block D: Atlantica, Olympus Coliseum, Wonderland, Halloween Town
[E1]
:
[F3] - [F7]
| |
[F1] - [F4] - [F8] - [Fb]
| |
[F2] - [F5] - [F9] - [Fc] + [CR] - Exit
| |
Enter - [UR] - [F6] - [Fa]
. World Map - Third Basement .
Static Assignment: Destiny Islands
[E1]
:
[F1] - [F4] - [F6]
| |
[F2] [F7] + [CR] - Exit
| |
Enter - [UR] - [F3] - [F5] - [F8]
. World Map - Second Basement .
Static Assignment: Twilight Town
[F1] - [F4] - [F6] - [F8]...[E2]
|
Enter - [UR] - [F2]...[E1]
|
[F3] - [F5] - [F7] - [F9] + [CR] - Exit
. World Map - First Basement .
Static Assignment: Castle Oblivion
Enter - [UR] - [F1] - [F2]...[E1]
.: E.3 MISCELLANEA :.
Calling attention to a few of the game's trivial (or not so trivial)
details.
. E.3.1 CONTROLS .
The soft reset controller sequence common to many Square games is available
in KH-ReCOM, too. 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).
Take care! Your game is NOT saved and you are immediately returned to the
title screen.
In Yes-or-No prompts, pressing O is the same as selecting No.
Pressing R3 (depressing the right analog stick) instantly reorients the
camera toward where Sora or Riku is currently facing.
. BATTLE CONTROLS .
Pressing up-arrow on the D-pad cycles the card revolver to the
black-and-white reload card sporting a number from one to three.
Pressing down-arrow on the D-pad cycles the card revolver to the card
selected as that deck's shortcut. Nothing happens if no shortcut is
assigned or the shortcut card isn't currently available; reload as needed.
In battle, two-card sleights may be played by pressing two shoulder
buttons, either L1+R1 or L2+R2 dependent upon Settings > Battle Controls.
Pressing triangle only works with three-card sleights.
. E.3.2 SAVE FILES .
KH-ReCOM requires a minimum of 100 KB available on your PS2 memory card and
recognizes both memory card slots.
Unlike the other two PS2 titles in the series, KH-ReCOM writes a KH Re:CoM
System Data file (40 KB) as well as individual game saves (53 KB each).
. BROWSER .
Game saves are titled as either Sora or Riku. Both feature the same
rotating icon and show the elapsed time playing. The number in brackets
corresponds to the in-game save slot. Other characters are added to the
save file's name in special circumstances.
Beginner Mode ... No star
Standard Mode ... Open star (o)
Proud Mode ...... Filled star (*)
Cleared Game .... Musical note (~)
Here are four examples.
KH Re:CoM [03] KH Re:CoM [04] KH Re:CoM [05] KH Re:CoM [06]
Riku/ 28:00 o~ Sora/ 43:42 o Riku/ 0:00 * Sora/ 0:05
Trivia! Examples 5-6 reflect minimal times needed to save a new game
(skipping all events and button-mashing as needed). Without skipping
events, Sora needs about 21 minutes to reach a save point, while Riku can
save in 5 minutes.
Deleting a saved game in the Browser leaves the in-game save slot empty.
. SAVE / LOAD .
On the right, save slots feature:
Circled number ..... The save slot's number (1-99)
Golden card icon ... Notes "clear" saved games only; resembles a crown
World icon ......... Notes the current world or hallway
Note: Castle Oblivion has two icons -- one for saves made in hallways
before the next world is synthesized, and a different one for saves made
from the story's top floor.
Clear saves are games saved from the end-game Battle Record screen. With
one apiece for Sora and Riku on your memory card, a few special features
and several clear bonuses are unlocked.
Three lines of additional information may appear:
[Name] LV [n] [n] MP
[Mode]
[Floor] [World] [Time]
Name .... Sora or Riku; the background art reflects the playable character
LV ...... Current level
MP ...... Amount of moogle points Sora holds; omitted for Riku
Mode .... Blank for Standard Mode, or specifies Beginner Mode or Proud Mode
Floor ... Current floor number (1F-13F; B12F-B1F)
World ... Current world or Entrance Hall
Time .... Elapsed game time
No in-game facility exists for deleting saved games. Delete unwanted
game-saves in your system's Browser instead.
. E.3.3 DECK BUILDING .
KH-ReCOM centers around cards and maintaining Sora's battle decks can be an
absorbing part of the gameplay. Not surprisingly, as new or better cards
appear the composition of your decks may be under your constant scrutiny.
Note: This section is not about creating "killer" or elite decks, but
rather focuses on practical usage.
When new to the game, you have a mere handful of cards (your collection at
6%). You may have enough CP to add every card to your deck. Button mashing
is pretty typical early on, and growling at hitting a Potion card when you
wanted the Cure card is a good introduction to deck editing -- reverse the
position of those two cards to stop the growling. (See section "D.2.1
REVIEW DECKS" for help using Edit Deck.)
Before any sleights are learned, or when no sleight is invoked, stocking
three cards produces a "combo" attack. In the Attack Cards section of the
Journal's Card Index, the first three stats -- Strike, Thrust, Combo Finish
-- coincide with your stocked cards. The first card deals the strike, the
second focuses on thrust, and the third card provides the finishing
move(s). Evaluate each card's strengths. For example, Divine Rose's best
stat is its strike; Oathkeeper makes an outstanding second card; Metal
Chocobo is strongest in the finisher position. Keep an eye out for cards
with better stats -- two cards deal a better strike than Divine Rose, for
instance, and one equals it. (Section "E.1.1 BATTLE CARDS - SORA" includes
all of the detailed stats.)
Ordering cards in a deck gains another dimension as sleights are learned.
Rather than grouping cards by, say, decreasing value (9, 8, 7), start
building trios to invoke specific sleights. A deck aimed at boss fights,
for instance, may center on executing Sonic Blade over and over. The same
concepts for constructing combos can alter the effectiveness of your
sleights, but remember to play to your own strengths, too. Be on the
lookout for unusual card combinations that make a marked difference in the
damage you deal.
Interspersing Cure cards so they precede or close out a two-card sleight is
a means for staying healthy. Or two Cures combined with a zero card is
great for dual-purpose Cura-card-breaks. Another is keeping Cure cards in a
block and setting the deck's shortcut to one end of the block (down-arrow
to reach the block, then scroll to the neighboring Cure card). The same
technique can give quick access to zero cards, or both.
Overall, consider your style -- when you edit your deck, and under what
circumstances you switch to another deck. What makes you remove or replace
cards, and so on. Consider too what sleights you use and when. And what
edits do you grumble over, forgetting you need this card or that for a
certain enemy. Is it worth setting up a specialized deck for those enemies
so you never need bother with it again?
As an example, build a deck solely for battling mushrooms. Black fungi can
be tough to KO; white mushrooms, even harder when you're farming for its
enemy card rather than map cards or premium bonuses. Magic is your best
weapon until you learn the Warpinator sleight. You may only have a blizzard
or fire card at first, but resolve to build up the deck over time, adding
new and better cards as they're unearthed. White mushrooms reward better if
you play to what they need, so add all sorts of magic cards. Include one
attack card, as the game requires, or a single trio for a fungi-trouncing
sleight. Then add as many reloading item cards as you can. And when you
learn Warpinator, rearrange your deck to group the same magic cards for the
sleight.
Other deck compositions may include targeting out-of-reach enemies (such as
Trickmaster, Darkside, gargoyle), breaking tough defenses (large body, fat
bandit; neutral keyblades), facing numerous heartless (Shock Impact, Magnet
Spiral, Mega Flare), or countering magical assaults (Omnislash, Tornado,
Judgment). Your most-used deck will no doubt include a bit of everything
and probably see alterations from world to world, with your boss deck
constantly customized for each boss's elemental affinity.
Here are two of the author's favorite one-two-punch sleight combos. In
Castle Oblivion, try coupling Freeze (damage, plus a full stop; devastating
with Demyx) with Judgment (shattering all the icebergs) or Mega Flare
(catching follow-on waves, too). Or try Magnet Spiral QUICKLY followed by
Quake; often catches floating magical heartless stunned near enough the
ground.
Another neat trick, courtesy of Ken Zhao (a.k.a. Kouli), consists of
prefacing an easily broken sleight, such as Ars Arcanum or Ragnarok, with
Strike Raid. Strike Raid can stun your target, long enough to successfully
unleash the follow-on sleight. A great tactic against Organization members.
. E.3.4 BOSS LIFEBAR STATS .
A boss's lifebar is of a fixed length (excluding Guard Armor), with the
fractional amount displayed first and the full lifebars shown as markers
below the right end. For instance, a boss with 2.1 lifebars engages battle
with a very short lifebar plus two markers; a boss with 1.8 lifebars starts
with a near-full lifebar plus one marker.
Because the lifebar's length may vary by a few pixels between bosses, the
values following are close approximations, not absolutes, as measured by
the author's hand-drawn ruler.
Note: This is a long-term project that arose late in the revision cycle.
More data will be added as it's observed. Some figures were rounded off
(x.2 may be x.25). What follows may be sufficient to discern patterns,
however.
. SORA - BEGINNER .
Guard Armor ___
Axel I 1.5
BLOCK A 2 3 4 5 6
Jafar-Genie 1.8 2.1 ___ ___ ___
Cloud 1.4 1.6 ___ ___ ___
Hades 1.8 2.1 2.4 ___ ___
Trickmaster 2.2 ___ ___ 2.99 3.2
Parasite Cage 2.2 ___ 2.7 ___ ___
Oogie Boogie 2.1 ___ ___ 2.6 2.8
Larxene I 3.4
BLOCK B 7 8 9 10
Ursula 2.1 ___ ___ 2.5
Hook 2.7 3.1 ___ ___
Maleficent 3.9 4.1 ___ 4.5
Riku I 4.2
Riku II 4.2
Vexen I 4.7
Vexen II 5.5
Riku III 4.7
Darkside 2.4
Riku IV 5.6
Larxene II 5.9
Axel II 5.5
Marluxia I 6.6
Marluxia IIa 5.4, 1.2, 1.2, plus petals
Marluxia IIb 7.3
. SORA - STANDARD & PROUD.
Guard Armor ___
Axel I 2.1
BLOCK A 2 3 4 5 6
Jafar-Genie 2.4 2.75 3.1 ___ ___
Cloud 1.8 ___ 2.3 2.6 ___
Hades 2.4 ___ 3.1 3.5 ___
Trickmaster 2.9 3.3 ___ 3.99 4.2
Parasite Cage 2.9 3.3 ___ ___ 4.3
Oogie Boogie 2.7 ___ 3.2 3.5 3.7
Larxene I 4.6
BLOCK B 7 8 9 10
Ursula 2.8 ___ 3.2 3.4
Hook 3.7 4.1 ___ 4.7
Maleficent 5.2 5.4 ___ ___
Riku I 5.5
Riku II 5.5
Vexen I 6.25
Vexen II 7.3
Riku III 6.25
Darkside 3.2
Riku IV 7.5
Larxene II 7.8
Axel II 7.3
Marluxia I 8.7
Marluxia IIa 7.2, 1.6, 1.6, plus petals
Marluxia IIb 9.7
Note: Yes, that's confirmed: Lifebar data is identical between Standard and
Proud modes. The "tougher" aspect lies in the boss's behavior. For example,
in Proud Mode Jafar's platforms bottom out more frequently and for longer
periods than in Standard Mode. And by comparison, in Beginner Mode the
platforms rarely drop and a gimmick card's effect lasts a very long time.
. RIKU - BEGINNER .
Maleficent 2.3
Ansem I 1.2
BLOCK C 11 10 9 8
Jafar-Genie 2.1 ___ ___ ___
Parasite Cage 2.7 2.9 ___ ___
Hook 1.9 ___ 2.3 ___
Guard Armor ___ ___ ___ ___
Vexen 4.1
Replica I 4.5
BLOCK D 7 6 5 4
Ursula 2.2 2.3 2.5 ___
Hades 3.2 3.3 ___ ___
Trickmaster 3.2 3.4 3.7 4.1
Oogie Boogie 2.8 ___ ___ ___
Lexaeus 6.9
Darkside 3.6
Zexion 4.2
Replica II 5.1
Ansem II 6.7
. RIKU - STANDARD .
Maleficent 3.0
Ansem I 1.6
BLOCK C 11 10 9 8
Jafar-Genie 2.8 3.1 ___ ___
Parasite Cage 3.6 3.9 4.25 ___
Hook 2.6 ___ ___ ___
Guard Armor ___ ___ ___ ___
Vexen 5.45
Replica I ___
BLOCK D 7 6 5 4
Ursula 2.9 ___ ___ ___
Hades 4.2 4.45 4.7 4.99
Trickmaster 4.2 4.6 4.99 ___
Oogie Boogie 3.7 3.99 ___ ___
Lexaeus 9.3
Darkside 4.75
Zexion 5.6
Replica II 6.75
Ansem II 8.9
. RIKU - PROUD .
As yet unrecorded.
Maleficent ___
Ansem I ___
BLOCK C 11 10 9 8
Jafar-Genie ___ ___ ___ ___
Parasite Cage ___ ___ ___ ___
Hook ___ ___ ___ ___
Guard Armor ___ ___ ___ ___
Vexen ___
Replica I ___
BLOCK D 7 6 5 4
Ursula ___ ___ ___ ___
Hades ___ ___ ___ ___
Trickmaster ___ ___ ___ ___
Oogie Boogie ___ ___ ___ ___
Lexaeus ___
Darkside ___
Zexion ___
Replica II ___
Ansem II ___
. E.3.5 BATTLE SPOILS .
Random battles, defeated heartless may drop:
Blue diamond-shaped crystals, large or small ............... EXP
Red oblong crystals, large or small ................ greater EXP
P card, black-and-gold ...... Premium card selector, post-battle
R card, black-and-silver ... Roulette card selector, post-battle
Boss battles, defeated enemy (or appendages) may drop:
Blue diamond-shaped crystals, large or small ............... EXP
Red oblong crystals, large or small ................ greater EXP
Silver orbs ................................... even greater EXP
Green HP-replenishing orbs ........ partially fills health gauge
Select friend and summon cards may also yield green HP orbs or red MP orbs,
in any battle. Pluto may also dig up battle cards or a bone.
These spoils lie on the battlefield for a short time and must be picked up;
if left too long, they fade and disappear. However, any spoils on the
battlefield when the last enemy is defeated are automatically gathered up.
Tip! Bouncywild's Draw ability is invaluable for EXP farming, and lasts a
long time, too (five whole reloads).
Additionally, the last random enemy defeated drops a map card or, rarely,
its enemy card, unless an R card was picked up, in which case the roulette
selector instead appears. (Tip! When farming enemy cards, avoid Roulette
Rooms.)
. PREMIUM BONUS .
The black-and-gold "P" card is a rare random drop during battle in any
room, but a common drop in Premium Rooms. When acquired, the P card is
immediately played at battle's end. Read the Premium Room map card's
description for details on how the card is played.
. ROULETTE BONUS .
The black-and-silver "R" card is a rare random drop during battle in any
room, but a common drop in Roulette Rooms. When acquired, the R card is
immediately played at battle's end. Read the Roulette Room map card's
description for details on how the card is played.
. BLACK FUNGUS .
Sora: Calm Bounty map card or Black Fungus enemy card; EXP crystals
Riku: Roulette Room map card; EXP crystals
Until Sora reaches the castle's second floor, black fungi drop any of the
allowed map cards, with Premium Room map cards slightly more prevalent.
Unlike KH, you receive no Mystery Goo or any extra goodies for landing
combo finishers.
. WHITE MUSHROOM .
Sora: Map card or White Mushroom enemy card; P card, Premium selector;
HP orbs; EXP crystals
The first mushroom magically dispatched drops the P card. The map card
dropped is most often for a bounty-type room, but the Rewards keycard and
other map cards are possible if less common.
Indiscriminately attacking a white mushroom with a keyblade card makes it
run from battle, leaving no spoils behind.
The Warpinator sleight (Stop + Gravity + Aero) has a good possibility of
KOing a white mushroom. And if the sleight fails the mushroom won't run.
Defeated this way, mushrooms do not drop HP orbs but the last mushroom to
fall may drop its enemy card.
You may also give the mushroom the magic it's craving, as indicated by its
behavior. Use the correct magic three times and the mushroom drops its
spoils, but use the incorrect magic even once and the mushroom runs.
Leans back, fanning itself ............. Blizzard (it's hot; cool it down)
Crosses arms, hugs itself, shivering ... Fire (c-c-cold; warm it up)
Droops, head bowed, dark light ......... Thunder (weary; give it energy)
Tip! Take care with blizzard and thunder magic. The wider range may
unintentionally scare off neighboring mushrooms. Walk into a mushroom to
"nudge" it away from the others, if you like.
Elemental keyblades can substitute for magic cards, such as using a
Spellbinder card to deliver a dose of lightning.
Also possible (but never seen in KH-ReCOM by the author)....
Lies flat on the ground ........ Cure
Floats just above the ground ... Gravity
Spins like a top ............... Aero
Freezes in midstep ............. Stop
Unlike KH, no hurrying is needed. White mushrooms may wink off in the field
room, but they always reappear. In battle, mushrooms that appear stick
around until placated, defeated, or your actions make them run.
Also differing from KH, supplying the exact same magic three consecutive
times (Fire, Fire, Fire) gives no better spoils than mixing up the magic
(Fire, Blizzard, Thunder; Blizzard, Fire, Fire; and so on). Sleight use,
higher card values, and enemy card boosts likewise produce no better
spoils.
. E.3.6 BATTLE RECORD SCREENS .
After the ending credits roll and the final cutscene finishes, your Battle
Record is displayed, tallying various statistics for the game you just
completed alongside a piece of artwork.
Depending on the game mode played, the Battle Record screen features
different artwork, seven pieces recorded so far.
. ARTWORK - SORA .
Beginner: Sora in color with cards & keyblade, plain white background,
as on the KH-ReCOM disc
Standard: Sora, same as above, over cross (X) layout, myriad (11+) others
Proud: Sora, Donald, Goofy in color climbing stairs; monochrome Namine
sits drawing on another staircase
Reaching 100% journal completion under Proud Mode displayed yet another
piece of artwork -- one bit of Battle Record art from KH2.
Sora in color & KH2 garb, over golden stained-glass platform;
Donald, Goofy, Kairi, Riku in gold at the four corners
The usual artwork appeared for reaching 100% in Beginner Mode, however.
. ARTWORK - RIKU .
Beginner: Riku in color with cards & weapon, plain white background
Standard: Sora & Riku, back-to-back, with their weapons
Proud: Sora, Riku, myriad others in the KH-ReCOM case's backcover art
Tip! Unlike KH-ReCOM, KH and KH2 both include somewhat meatier bonus
content at game-end or following the ending credits (more than just the
artwork) based on the game mode. This added content is often NOT available
with "easy" modes, or requires arduous 100% completion of Jiminy's Journal
with "normal" modes, but has been delivered without any extra requirements
after playing though on "expert" modes.
. BATTLE RECORD TEMPLATES .
Always popular topics on the message boards, feel free to copy the
following templates (board-acceptable formatting tags included) for posting
your end-game stats at GameFAQs.com.
Replace all xx's and nn's with your actual stats.
. BATTLE RECORD - SORA .
Game level > xxxx Mode
Journal covered > nnn%
Card Collector Rank > xxxx
Enemies defeated > nnnn
Special treasures obtained > nn/24
Card Breaks > nnnn Times
Sleight most often used > xxxx nnnn Times
Clear time > nn:nn
. BATTLE RECORD - RIKU .
Game level > xxxx Mode
D Report covered > nnn%
Card Collector Rank > xxxx
Enemies defeated > nnnn
Rapid Breaks > nnn times
Card Duels won > nn.nn%
Dark Mode activiated (sic) > nnnn times
Clear time > nn:nn
Note: The same templates without the formatting tags are found in the
walkthrough sections.
. E.3.7 GAME MANUAL ERRATA .
KH-ReCOM's printed manual appears to have gone to press before development
(or localization, at least) was completed. Errors, vagueness, and
inconsistencies may prove confusing. (And evinces how a professional
writer's attentions might have benefited the project, certainly.)
In general, this guide defers to what's actually seen on-screen during
normal gameplay over the manual's contents. A few arbitrary choices were
needed as well.
"Title screen" is preferred over "start menu", even though a menu is the
predominant feature. Both are used in the manual (pg. 8), but "Return to
Title" appears with "Continue" after a battle is lost.
HP refers to Health Points. The acronym is undefined in the manual.
CP refers to Card Points, though also undefined in the manual except as
referring to "the cost of a card" (pg. 14). Many KH-COM guides define CP as
"capacity points", however.
KO, knock out.
Variants: KOes, knocks out; KOed, knocked out; KOing, knocking out
. E.3.8 EVENT ROOM CRITERIA .
While room synthesis is normally a progression of one value more than the
previous room, the criteria for entry into event rooms is static, the same
for a specific floor regardless of the world.
The following tables list what cards are required, in addition to the
keycard, to unlock the event room beyond the crown-emblazoned door.
FL, Floor; KoB, Key of Beginnings; KoG, Key of Guidance; KtT, Key to Truth;
KtR, Key to Rewards; ---, event room absent from floor
[n]+ ... a single card from any color group equal to or greater than [n]
[n]- ... a single card from any color group equal to or less than [n]
[n]= ... a single card from any color group equal to [n]
R ... any single red card, including zero cards
G ... any single green card, including zero cards
B ... any single blue card, including zero cards
[n] ... any number of cards with a sum equal to or exceeding [n]
R[n] ... any number of red cards with a sum equal to or exceeding [n]
G[n] ... any number of green cards with a sum equal to or exceeding [n]
B[n] ... any number of blue cards with a sum equal to or exceeding [n]
Or any combination thereof. For instance, R3- means any red card valued at
three or less, and a red zero card matches this criteria. Zero cards have
no wildcard standing with event room doors.
. KEYCARD CRITERIA - SORA .
FL BEGINNINGS GUIDANCE TRUTH REWARDS
1F 1+ 3+ G (none)
2F G 15 R B
3F 5+ 7+ G 3- R0=
4F 8+ 1+ R G G9= R9=
5F 20 R 5- 0= G15
6F 3= 4= 6= 7= R3- G30 R20
7F R G B 30
8F 5= 6= 30 B15
9F R 9= 1= B2=
10F B 3- G 7+ R 0= G3= R7=
11F 5+ 5- B --- --- B8= R1= G20
12F 2= 8= 50 --- B33 R33 G33
13F B1= R3= 99 --- --- B30 R40 G20
PLUS: KoB KoG KtT KtR
. KEYCARD CRITERIA - RIKU .
FL BEGINNINGS GUIDANCE TRUTH
B12F R G 5+
B11F R3+ --- ---
B10F G5+ --- ---
B9F B --- ---
B8F R0= --- ---
B7F B20 --- ---
B6F R G --- ---
B5F R30 --- ---
B4F B5- --- ---
B3F G7+ --- ---
B2F B0= 50 ---
B1F 13 --- ---
PLUS: KoB KoG KtT
.:| F. FAQ - FREQUENTLY ASKED QUESTIONS |:.
. SERIES & STORYLINE .
Q: Should I play KH or KH2 before playing KH-ReCOM?
A: KH-ReCOM is advertised as the "bridge" between KH and KH2, so playing
KH-ReCOM between the two main games in the series is recommended.
Q: What are the differences, if any, between KH-ReCOM and the original
KH-COM for GameBoy Advanced?
A: The author has never played KH-COM, or any other title for any sort of
GameBoy. Consensus of opinion is that the improved graphics and addition of
voice acting make KH-ReCOM worth a rental, at the least.
Going by KH-COM's published FAQs, however, the gameplay and story seem
nearly on a par, though 100 Acre Wood differs markedly. Sora learns some of
his sleights differently, in manner or order. KH-ReCOM's Shortcut feature
isn't mentioned in any of the KH-COM guides. And an additional boss is
encountered late in Riku's story.
Q: What are the differences, if any, between KH-ReCOM and the original that
was released as part of KH2-FM+?
A: The author has never played KH2-FM+, or any other Japanese-language
title. By the published guides for KH2-FM+, however, English-language voice
acting seems the only major difference. If a text-language selection was
available, KH-ReCOM's NA release doesn't offer that choice.
Q: How much of the KH story does KH-ReCOM retell?
A: Very little, certainly not enough for KH-ReCOM to suffice as a
substitute for KH. Elements of Disney-world stories rehash the past, but
most are couched differently or briefly enough not to feel too tired.
. CROSS PLATFORM .
Q: What's with the confusion over the "special treasures"?
A: While informative, KH-COM's Special Treasures guide does not apply to
KH-ReCOM. Only six of its eighteen listed treasures are deemed "special" in
KH-ReCOM's reckoning. Also, some of KH-COM's sleights were removed from or
reprogrammed for KH-ReCOM.
Each of KH-ReCOM's twenty-four special treasures is found in a Room of
Rewards. Twelve Rewards rooms, two special treasures per room.
Q: What about the glitch that was reported regarding Riku's second
appearance in Sora's story?
A: The glitch was reported for KH-COM, but since 100 Acre Wood is markedly
different in KH-ReCOM in all likelihood this has been corrected.
If you wish to attempt duplicating the glitch in KH-ReCOM (the author
abstains, courteously), there's some setup involved regarding 100 Acre
Wood, as detailed in the FAQ section of Stephen Hsu's KH-COM walkthrough:
http://www.gamefaqs.com/portable/gbadvance/file/919011/37900
Q: Aren't drop rates improved 150% in __________? Doesn't the __________
card have a 10% chance of appearing in white card packs?
A: Sound like statistics quoted from an Ultimania guide. A good translation
of the KH2-FM+ Ultimania is probably accurate enough for KH-ReCOM's North
American release. Square has been known to alter percentages between
releases, but that's unlikely in this case, short of small bug fixes.
. JOURNAL & REPORT .
Q: The journal displays as 100% complete, so why aren't the Mickey icons
gold for Card Collection and Card Index?
A: Understandably confusing. Your card collection has reached 100%, not
your journal completion. You must pick up two special cards from bounty
rooms in Castle Oblivion before those icons turn gold and your journal is
truly complete. See section "E.1.7 SPECIAL CARDS".
Q: What extras are unlocked for achieving 100% completion of Jiminy's
Journal?
A: Most consider the two special cards completion bonuses, though they're
for card collection completion; see section "E.1.7 SPECIAL CARDS". The
maximum cap on battle cards is raised to 999. And the artwork on the Battle
Record screen may differ; see section "E.3.6 BATTLE RECORD SCREENS".
Q: What extras are unlocked for achieving 100% completion of the D Report?
A: Riku's D Report reaches 100% completion as a matter of course with no
added effort. No extras were observed.
Q: What does the "D" in D Report stand for?
A: DiZ, presumably. While this is not strictly defined in KH-ReCOM and
"Dark" may seem as likely a fit, DiZ's role is clarified in KH2.
. MAPS & MAP CARDS .
Q: Why don't the ASCII maps include door criteria?
A: The criteria for normal doors is dynamic, based on how you met the
criteria of the last door. "One more than the last door" is the rule,
wrapping around from nine to zero. Event room criteria is anchored to the
floor; Sora's walkthrough warns about two costly doors ahead of time and
section "E.1.4 MAP CARDS" includes entry criteria for Rewards room.
Update (1.1): Just added, section "E.3.8 EVENT ROOM CRITERIA" includes
complete tables of event room criteria. Still keeping the data separate,
however, to preserve some element of surprise for those who prefer things
that way.
Q: Why is the ASCII map of the tenth floor missing from Sora's walkthrough?
A: A choice was made to let the walkthrough guide the reader on a first
journey through the game. Intrepid readers will find "World Map - Tenth
Floor" included in section "E.2 ASCII WORLD MAPS".
Q: Why are no more map cards being dropped after random encounters?
A: You can carry a maximum of 99 map cards. You need to delete some map
cards before more are dropped at the end of battle.
Q: Why aren't any Key to Rewards cards dropping?
A: Two possibilities. (1) The Rewards keycard reportedly has only a tiny
chance of dropping on floors 1F-6F, if any; try warping up to floors
7F-12F. (2) All of the special treasures have already been obtained -- no
Rewards keycard drops if no Room of Reward is left to open; compare your
collections with the keycard's rewards list in section "E.1.4 MAP CARDS".
. GAMEPLAY .
Q: Is anything "missable" in the game?
A: Two things are entirely missable. One line of inconsequential dialogue,
as noted in the walkthrough. And, perhaps surprisingly, the Pluto friend
card may be missed if his designated fights end before he can make an
appearance. The pooch's sleights and Character entry fill in regardless,
but if Pluto doesn't appear in battle before you reach the final save
point, reaching 100% is probably impossible.
Q: Is there a trick for getting Darkbomb to drop its enemy card for Sora?
A: Mo. The card never drops for Sora. Darkbomb's Duel Trigger ability deals
up card duels exclusively for Riku.
Q: Argh! Why won't __________ ever drop for me?
A: Random factors set at load time play into drop rates, and may be playing
against you. Your best bet is to save, if needed, then reset and reload
your game. Your results may improve.
Q: Where's the best place to collect ("farm for") __________?
A: Adjust the following for your progress, as needed.
EXP. For Sora, Monstro's Truth room provides a continual supply of shadow
heartless as long as a single shadow survives. When time runs out, you're
conveniently prompted to restart the brawl, too. Otherwise, warp points are
your best friends. Warp from one world to another, fight the random
encounters in the floor's initial Unknown Room, then back out and warp to
another floor.
Map cards. Ditto on the warp points, though the world selected affects what
map cards you find. For instance, when seeking green map cards best avoid
Destiny Islands, since green map cards are never dropped by any of the
islands' heartless. Some heartless favor dropping certain map cards, too.
If you're seeking a specific map card to open an event room, however,
synthesizing a Roulette Room is the way to go.
MP. Again, use the warp point. 100 Acre Wood is an excellent destination
for harvesting field-room spoils. Pooh's house has a handful of targets,
but Rabbit's house next door has a bounty of breakables and no battles.
Enemy cards. See "IMPROVE SORA'S CHANCES!" in section "E.1.3 ENEMY CARDS".
Q: Must I load Sora's clear save to get Ultima Weapon? What's found earlier
in a new game? Do I need to finish Riku's story first? And how is it
different after that?
A: Lots of questions surround what's unlocked when. Find where you are on
this flowchart and that should help.
1. New Game: Sora, first playthrough
Rewards rooms, first treasure/room
Marluxia I
Diamond Dust ....... top three floors ... moogle/bounty/field
One-Winged Angel ... top three floors ... moogle/bounty/field
Clear Save
2. New Game: Riku, first playthrough
Clear Save
3. Load: Clear Save of Sora's first playthrough
Rewards rooms, second treasure/room
Hidden Dragon ........ Traverse Town ...... bounty room
Ansem ................ Twilight Town ...... bounty room
Zexion ............... Destiny Islands .... bounty room
Ultima Weapon ........ Castle Oblivion .... bounty room
Lexaeus .............. Castle Oblivion .... bounty room
Card Collection, 100%; Rank, Card Master
Gold Card .......... Castle Oblivion .... bounty room
Platinum Card ...... Castle Oblivion .... bounty room
4. New Game: Sora, second playthrough
Rewards rooms, both treasures/room
Hidden Dragon ........ Traverse Town ...... bounty room
Marluxia I
Diamond Dust ....... top three floors ... moogle/bounty/field
One-Winged Angel ... top three floors ... moogle/bounty/field
Ansem .............. Twilight Town ...... bounty room
Zexion ............. Destiny Islands .... bounty room
Ultima Weapon ...... Castle Oblivion .... bounty room
Lexaeus ............ Castle Oblivion .... bounty room
... And so on, continuing through the game.
Note: These milestones are possibilities, not inevitabilities.
As long as a clear save is found for Sora AND a clear save is found for
Riku, whether from the first or some subsequent playthrough, Sora's new
games progress as in step 4.
Q: Why don't Diamond Dust and One-Winged Angel display the little "Clear
Bonus" banner?
A: Because they aren't clear bonuses. Which is why they can be picked up
before ever playing through Riku's story, since all clear bonus cards
require the two clear-save files.
Q: Ugh, just say it plain. Which are the clear bonus cards?
A: As you wish. In the order commonly received (4. New Game, as above), the
following cards are CONFIRMED as bearing the "Clear Bonus" banner.
CLEAR BONUS TYPE WORLD ROOM
Hidden Dragon attack card Traverse Town Bounty
Saix enemy card Traverse Town Rewards
Luxord enemy card Agrabah Rewards
Monochrome attack card Olympus Coliseum Rewards
Xaldin enemy card Monstro Rewards
Xemnas enemy card Wonderland Rewards
Bond of Flame attack card Halloween Town Rewards
Demyx enemy card Atlantica Rewards
Follow the Wind attack card Neverland Rewards
Xigbar enemy card Hollow Bastion Rewards
Roxas enemy card Twilight Town Rewards
Photon Debugger attack card Destiny Islands Rewards
Star Seeker attack card Castle Oblivion Rewards
Ultima Weapon attack card Castle Oblivion Bounty
Lexaeus enemy card Castle Oblivion Bounty
Zexion enemy card Destiny Islands Bounty
Ansem enemy card Twilight Town Bounty
Gold Card special card Castle Oblivion* Bounty
Platinum Card special card Castle Oblivion* Bounty
* Some report finding the card on another floor.
. CHALLENGES .
Q: Is KH-ReCOM well-suited for ODINS games?
A: Sure. Riku's a piece of cake, but Sora may present a fun, if small,
challenge for those who enjoy one-day, no-save gameplay. The two together
would be challenging, indeed.
Tip! Any card awarded full-screen (like the Traverse Town world card or any
post-battle map card) can be dismissed immediately, paring down your time.
Q: What other challenges present themselves?
A: No-HP-Bonuses is a (very) satisfying challenge. No-Sleights or No-CP, or
both together, are other possible bonus challenges. For any of them you
simply eschew the particular bonus when one's offered at level-up.
One idea for a challenge involves adhering to random factors wherever
possible; collect and abuse Black Fungus and Sea Neon enemy cards, as well
as Random Joker and Mingling Worlds map cards. Another centers around using
an All-Premium-Cards deck, with item cards [un]restricted or limited.
. TRIVIA .
Q: Why does Riku need a Castle Oblivion world card when Sora didn't?
A: Excellent question, a real puzzler. Play KH2 to find out. And if you
already have, here are two words to ponder: Betwixt & Between. (Saying
anything more constitutes a pretty substantial spoiler.)
Q: Why are Namine and Saix's names misspelled?
A: The diacritic marks were excused to preserve the guide's ASCII format.
Apologies to any philologists and phonetists reading along.
Q: Wasn't Riku a girl in Final Fantasy X (and FFX-2)?
A: No, that's Rikku. She makes an appearance in KH2.
. FAVORITES .
Q: What are your favorite sleights?
A: Sonic Blade, most Organization members crumble before it, and Dark Break
is just too much fun. Mega Flare and Trinity Limit are favored for quickly
clearing the arena; Holy disappoints in comparison. Section "E.3.3 DECK
BUILDING" puts a few more in context.
Q: What are your favorite enemy cards?
A: Xigbar, especially with a deck based on Firaga and various Raid
sleights. Demyx, in conjunction with Freeze and Aqua Splash. Bouncywild is
invaluable when farming for EXP or any other battlefield spoils. When going
for completion, Black Fungus's Random Flush can cure boredom.
Q: What are your favorite bits during the end-credits sequences?
A: In Sora's story, Leon shaking his head over the other antics, Cloud
unimpressed with Herc, and Axel intercepting the replica. And yes, Roxas's
semi-appearance was poignant. For Riku's story, the battle posturing
amused, but Axel's reaction to sea salt ice cream was most memorable. And
even knowing what happens in KH2, the almost-seen silver-haired someone at
the end still elicited growls for being cut short.
.:| G. ABOUT THIS GUIDE |:.
When writing began, only one walkthrough was available for KH-ReCOM.
Another POV is always valuable, especially for half-blind button mashers,
so why not?
All data has been observed first-hand by the author. Except where noted,
anything learned in another guide has been reverified. Where data remains
missing either the data has not yet been observed or the author simply
forgot to write it down, or decided only later to include the info.
.: G.1 LEGAL INFO :.
Copyright (c) 2009, by Falconesque.
Governed by International and U.S. Copyright Law (www.copyright.gov).
Permission granted for posting as-is to GameFAQs.com, for the personal,
noncommercial use of the site's members; all other rights reserved.
Unauthorized reproduction of this document, in whole or in part, in any
medium, is subject to civil and criminal penalties.
Other Kingdom Hearts guides found at GameFAQs.com and referenced herein are
the sole property of their respective authors.
KINGDOM HEARTS Re:CHAIN OF MEMORIES is copyright (c) 2004, by Disney.
Developed by Square Enix, Inc.
Brand and product names may be the trademarks or registered trademarks of
their respective companies.
.: G.2 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. The author
also 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 may be found at:
http*://*www.*esque.*com/*slr/*gamefaqs/
Note: Remove all of the asterisks (*) before attempting to view the page in
your browser.
. Contact Info .
Stuck? Don't wait for e-mail! For mid-game help, the message boards at
GameFAQs.com can provide you the fastest response possible, often in mere
minutes. Once you get going again, if you feel this guide would benefit
from what you discovered, please feel free to pass along the tip.
The author welcomes your comments, corrections, and feedback. Send your
message to falconesque [dot] gfaqs [at] gmail [dot] com. Please include
"KH-ReCOM" (sans quotation marks) in the Subject: to ensure a prompt
response.
Due credit always gladly attributed. The author may edit for clarity.
Requests for permission to repost this guide are not being entertained at
this time.
.: G.3 REVISION HISTORY :.
Version 1.0
Inception: Wednesday, February 11, 2009
Revised and confirmed against multiple complete playthroughs
Sora ... Standard Mode x3; Beginner Mode; Proud Mode; Journal 100% x2
Riku ... Standard Mode; Proud Mode; Beginner Mode
Completed: Monday, June 29, 2009
Version 1.1
Inception: Sunday, July 19, 2009
Revised against three speed runs (Sora: Beginner, Proud; Riku: Standard).
Played a No-HP-Bonuses challenge, too, what the hey; fun.
Corrected Block B world maps in B. WALKTHROUGH & E.2.1 MAPS - SORA.
Verified Clear Bonus availability; minor changes to both walkthroughs.
Added World Warp to D.1.4 WORLD CARDS.
Added partial EXP table to D.1.5 STATUS.
Added new-game stats to D.2.5 STATUS and D.3.5 STATUS.
Added inaccessibility note to D.3.4 WORLD CARDS.
Added "missable" warning to Friend Cards in E.1.1 BATTLE CARDS - SORA.
Added data to E.3.4 BOSS LIFEBAR STATS.
Added E.3.8 EVENT ROOM CRITERIA; updated Gold section of E.1.4 MAP CARDS.
Added several Qs to F. FAQ; regrouped Qs, added headings.
Updated criteria Q in F. FAQ.
Updated e-mail address. (If you sent something before, please resend it.)
Several small refinements, minor boss tips, and general apple-polishing.
Completed: Tuesday, July 28, 2009
.: G.4 ACKNOWLEDGEMENTS :.
Thanks go to John & Toria for their infectious exuberance over KH way back
when. And to Jen for the gift of KH-ReCOM.
Thanks to Cody Trombley and Stephen Hsu (KH-COM), and to Ken Zhao (KH2-FM+)
for their well-written guides that provided inspiration, insight, and food
for thought. And thanks to all who throttled me over the tenth floor's
world map, rightly so.
Thanks, as well, to all who tirelessly slave over GameFAQs.com. And to
CJayC, for memories forgotten but not lost.
FIN.