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. 123456789|123456789|123456789|123456789|123456789|123456789|123456789|12345 =========================================================================== .:| 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.